Savage Blue Rose: Rhydan


So, of course, after spending all that time yesterday figuring out a way to maintain Blue Rose AGE’s neat “extra racial benefits” concept in Savage Worlds while also offering the option of cultural backgrounds, it turns out rhydan don’t receive cultural backgrounds. Of course they don’t; why would they? They’re not raised in humanoid cultures, after all.

Aha! I’ve figured it out: create basic rhydan races that are restricted to the rules of normal Savage Worlds races, then allow permissive Game Masters to let rhydan players choose from a set of species-specific extra racial benefits and a set of generic rhydan benefits. It may not perfectly match the plan for humanoids, but it will be close.

Rhydan

In addition to its humanoid races, Aldea is also populated by psychic, sapient animals called rhydan. Rhydan arise in numerous species; the following are only a selection of some of the most populous.

Rhy-Bears

Cannot Speak: Rhy-bears can vocalize normal bear sounds, but cannot physically speak human languages.

Natural Psionics: All rhydan begin with Arcane Background (Psionics) and Psionics d4. One of their initial three powers must be telepathy (if the gaming group has access to Savage Rifts®) or speak language (if they do not).

Natural Weaponry: Rhy-bears may bite or claw for Str+d6 damage. They are never considered unarmed combatants.

No Hands: Rhy-bears suffer a -4 penalty on tasks that require the use of hands and fingers. They cannot hold weapons or shields.  

Non-Standard Physiology: Any gear and equipment a rhydan uses must be custom-built to its species. Rhydan cannot ride horses or operate vehicles.

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following rhy-bear traits:

  • +1 die Strength

  • +1 die Vigor

  • +2 dice Survival

  • +2 dice Swimming

  • Bear Hug (as the monstrous ability in Savage Worlds)

  • +1 Size

     

 

Rhy Cats

Cannot Speak: Rhy-cats can vocalize normal cat sounds, but cannot physically speak human languages.

Leaping: Rhy-cats can jump 2” horizontally from a dead stop or 4” with a “run and go.” They add +1d6” with a successful Strength roll.

Natural Psionics: All rhydan begin with Arcane Background (Psionics) and Psionics d4. One of their initial three powers must be telepathy (if the gaming group has access to Savage Rifts®) or speak language (if they do not).

Natural Weaponry: Rhy-cats may bite or claw for Str+d6 damage. They are never considered unarmed combatants.

No Hands: Rhy-cats suffer a -4 penalty on tasks that require the use of hands and fingers. They cannot hold weapons or shields.

Non-Standard Physiology: Any gear and equipment a rhydan uses must be custom-built to its species. Rhydan cannot ride horses or operate vehicles.

Obligate Carnivore: Rhy-cats must consume meat to survive and cannot live off common traveling rations.

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following rhy-cat traits:

  • +1 die Agility

  • +1 die Vigor

  • +2 dice Climbing

  • +2 dice Stealth

  • Acrobat

  • Low Light Vision (as the monstrous ability in Savage Worlds)

Rhy-Fen

Aquatic: Rhy-fen start with a free d6 in Swimming and their Pace in water is equal to their Swimming skill. They can hold their breath for 15 minutes before checking for drowning.

Aquatic Physiology: As dolphins, rhy-fen need liquid to carry their body weight. Rhy-fen automatically take a Wound for every day they spend out of water until they’re Incapaciatated, perishing on the next day as their body weight crushes their internal organs.

Cannot Speak: Rhy-fen can vocalize normal dolphin sounds, but cannot physically speak human languages.

Natural Psionics: All rhydan begin with Arcane Background (Psionics) and Psionics d4. One of their initial three powers must be telepathy (if the gaming group has access to Savage Rifts®) or speak language (if they do not).

Natural Weaponry: Rhy-fen may bite or headbutt for Strength damage. They are never considered unarmed combatants.

No Hands: Rhy-fen suffer a -4 penalty on tasks that require the use of hands and fingers. They cannot hold weapons or shields.

Non-Standard Physiology: Any gear and equipment a rhydan uses must be custom-built to its species. Rhydan cannot ride horses or operate vehicles.

Obligate Carnivore: Rhy-fen must consume meat to survive and cannot live off common traveling rations.

Vigorous: Rhy-fen begin with a d6 in Vigor.

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following rhy-cat traits:

  • +1 die Agility

  • +1 die Strength

  • +2 dice Survival

  • Acrobat

  • Low Light Vision (as the monstrous ability in Savage Worlds)

  • Sonar (as the infravision mounstrous ability, save that you detect movement instead of body heat)

Rhy-Horses

Cannot Speak: Rhy-horses can vocalize normal horse sounds, but cannot physically speak human languages.

Natural Psionics: All rhydan begin with Arcane Background (Psionics) and Psionics d4. One of their initial three powers must be telepathy (if the gaming group has access to Savage Rifts®) or speak language (if they do not).

Natural Runner: Rhy-horses have a Pace of 8 and roll a d8 running die.

Natural Weaponry: Rhy-horses may bite or kick for Strength damage. They are never considered unarmed combatants.

No Hands: Rhy-horses suffer a -4 penalty on tasks that require the use of hands and fingers. They cannot hold weapons or shields.

Non-Standard Physiology: Any gear and equipment a rhydan uses must be custom-built to its species. Rhydan cannot ride horses or operate vehicles.

Obligate Herbivore: Rhy-horses must consume plants to survive; they require twice a normal humanoid ration of vegetable matter per day to fend off hunger.

Size +1: Rhy-horses add +1 to their Toughness.

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following rhy-horse traits:

  • +1 die Strength

  • +1 die Vigor

  • Brawny

  • +d4 damage when kicking 

  • +1 Size

  • Jump 2” horizontally from a dead stop or 4” with a “run and go;” add +1d6” with a successful Strength roll.

Rhy-Wolves

Cannot Speak: Rhy-wolves can vocalize normal wolf sounds, but cannot physically speak human languages.

Natural Psionics: All rhydan begin with Arcane Background (Psionics) and Psionics d4. One of their initial three powers must be telepathy (if the gaming group has access to Savage Rifts®) or speak language (if they do not).

Natural Runner: Rhy-wolves have a Pace of 8 and roll a d8 running die.

Natural Weaponry: Rhy-wolves may bite for Str+d6 damage. They are never considered unarmed combatants.

No Hands: Rhy-wolves suffer a -4 penalty on tasks that require the use of hands and fingers. They cannot hold weapons or shields.

Non-Standard Physiology: Any gear and equipment a rhydan uses must be custom-built to its species. Rhydan cannot ride horses or operate vehicles.

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following rhy-bear traits:

  • +1 die Vigor

  • +2 dice Survival

  • +2 dice Tracking

  • Alertness

  • Danger Sense

  • Go for the Throat (as the monstrous ability in Savage Worlds)

Generic Rhydan Extra Abilities

If your Game Master permits extra abilities as outlined in the previous post, you may choose two from the following generic rhydan traits:

    • +1 die Agility

    • +1 die Spirit

    • +2 dice Intimidation

    • +2 dice Notice

    • +2 dice Stealth

    • Alertness


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