Thursday, April 6, 2017

Savage Worlds: Exotic Races


Brief: Anubians also known as the Chosen of Anubis are canine-humanoids with the rounded nuzzle of a hound or jackal, two long ears, and short black fur. They are known for their size and strength at the cost of adroitness. The chosen of Anubis are said to have been originally created as guardians of graveyards before the Powers of the Desert World vanished into the world beyond and the Anubians were free to roam. Now the Anubians have created small communities and hire themselves out as mercenaries or bodyguards to would-be Pharaohs or High Priests, especially Priests who deal with the dead (Osiris and Anubis).


Strong: Begins play with d6 Strength
Size: Anubians are taller, stouter than average Humanoids. They have a Size +1
Darkvision: Anubians can see in total darkness up to 6 squares.
Low Agility: Agility costs 2 points to raise at Character Creation.

Sample Character

Arket (Anubian, Novice)

Attributes: Agi d6, Sma d4, Spi d6, Str d10, Vig d6
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d6, Survival d4, Swimming d4
Traits: Pace: 6; Parry: 7; Toughness: 9 (2); Charisma: -2
Edges: Brawny
Hindrances: Code of Honor, Mean, Loyal
Gear: Chain Vest (+2 Armor, Torso), Chain Leggings (+2 Armor, Legs), Polearm (Str+d8, Reach: 1)

-Arket is a relatively young Anubian who saw the last days when the Anubians were charged with their guardianship duty before being released by the disappearance of the High Powers to the other world. Since then he has been adrift between mercenary jobs.

-Arket is less mean and more disagreeable. He is stoic, often prone to when speaking being curt with a snarl in his voice. This is partly due to a life within Anubian guard camps where life is hard and orders by one's superiors are snarled. He is loyal to the group and will not abandon any member he has fallen into party with.

-While he seems a brute, Anubians do have codes of honor. They will not torture those who they capture, though during the time he was brought up, capturing a thief trying to rob a pyramid or grave was punishable by death, which is something Arket has no compunction of carrying out.


Brief: Ifrit are a mixture of Humanoid and denizens of the Fire Plane. While they take several traits from their humanoid parent, such as having a medium height and build with softer flesh, they typically carry an aura of flame that is a trait from their Elemental parent. This aura can manifest as a shimmering energy around them or their hair can look fiery. Their eyes are bright colors including shades of red, gold, or a vibrant orange. Their skin color has a touch of pink or lighter shades of red.


Agile: d6 Agility
Darkvision: Can see in total darkness up to 6 squares.
Fire Resistance: Gain +4 Fire Resistance. This can include +4 on rolls resisting a spell or effect that deals in fire or +4 when directly struck by a fire-based spell or effect.
Outsider: Ifrits have a distinctive look and presence that make them standout. While an Ifrit can work to win the trust of the people, they often are met with trepidation by the populace.

Sample Character

Qari Flaretouch (Ifrit, Novice)

Attributes: Agi d6, Sma d6, Spi d8, Str d6, Vig d6
Skills: Climbing d4, Fighting d6, Lockpicking d6, Notice d6, Persuasion d6+2, Shooting d4, Spellcasting d6, Stealth d6, Streetwise d4+2
Traits: Pace: 6; Parry: 5; Toughness: 6 (1); Charisma: +2
Edges: AB: Magic, Attractive
Hindrances: Big Mouth, Overconfident, Quirk
Magic (10 PP): Blind, Legerdemain, Wall Walker

-Qari is a self-confident young Ifrit and orphan in the Known Realm who specializes in a touch of the arcane, as well as a set of sticky fingers. She is known to be gregarious and friendly, unless something makes her mad, then she's likely to blow-up on someone.

-Partnered with Arket when the two are hired escort a caravan that was, among its merchandise for market, transporting a MacGuffin that is nearly stolen by thieves and has to be either protected or transported to its true destination. Despite his gruff nature and her overly friendliness, the two are friends in that opposites-attract method. Then again, he mainly listens without complaint while she does a lot of the talking.


Brief: Relluks are a living construct formed from a combination of rock, precious metals used as in-laid bands, and arcane crystals. The rocky flesh tends to be shades of grey or light brown. The bands that circulate through the Relluk are typically made of gold, with some being made of silver and the jewels that are fitted into key points of the Relluk are made of precious stones. Crowning the Relluk is a larger crystal and a vent of heat and steam that softly billows from the top.


Living Construct: Relluk's gain most of the same traits as Constructs (p. 130 SWD) but do have a weak point in the crystal on top of their heads. This crystal counts as a called shot to the head (-4) but adds +4 damage bonus to the roll.

Tough: Begins play with d6 Vigor

Light & Heat: Relluk's do not posses special sight such as Dark or Low Light vision. The volcanic-arcane energy that stirs within does however cause their head to give off the same light as a torch. This light dims to a softer mood lighting when they meditate. The heat that comes off the top steam vent can set flammable objects alight or cook biological objects, such as food. Party members should gain permission of their Relluk allies before using their heads for such actions as cooking rations.

Armor Restriction: Relluk's unique body shape and composition makes them unable to wear normal armor. Instead, they must wear special arcane gems that cost more and weigh less than normal armors. They wear shields as normal. Below is a table of recommended armor gems, bonuses, and prices.

Light Armor Gems
Opal, Carnelian, Moonstone, and Garnet
Medium Armor Gems
Obsidian, Tiger Eye, Amethyst, and Tourmaline
Heavy Armor Gems
Peridot, Topaz, Sapphire, and Emerald

Sample Character

Gerwiki of the Islands (Novice, Relluk)

Attributes: Agi d6, Sma d6, Spi d6, Str d8, Vig d8
Skills: Climbing d8, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Throwing d6
Traits: Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Brawny
Hindrances: Code of Honor, Outsider, Quirk (Booming Voice)

-Gerwiki was originally thought to be a statue, but in actuality was the guardian of the MacGuffin that Qari and Arket found, just hiding in wait in the wagon to see if someone would try to take the item. He revealed himself, and detecting the pair not only being paid but willing to help joined up with them. He himself is not a native to the Known Deserts, but is instead an islander charged with protecting the object at the behest of those who found the object and the Elders who agreed to let it leave their Island for hopefully a more protected place.

-Gerwiki favors a Broadsword and Shield, also known as Sword & Board technique. He also have a habit of using his booming voice to intimidate would-be thieves and cultists who stand in his way.

-Prefers people not using his head as a cooking fire, at least without permission first.

Note: This last race is a Savage Conversion of 'The Relluk' from Alluria publishing. While this race conversion is free, I'd like to give credit to Alluria publishing and recommend you pick up a copy for under 3 dollars over at Drivethrurpg. You can find a link HERE.

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