Tuesday, January 9, 2018
Savage Worlds: The Curst
Brief: Warriors trapped in eternal battle, hailing from cursed battlefields or dark warrens are the 'Curst'. These warriors are a combination of undead and cursed human. Their flesh is a pallor color rather than true bone. They endlessly live out the battle that they killed, treating any living they come across as the enemy needing to be killed. What makes these things particularly annoying is how they are defeated. When they are incapacitated they will rise in 2d6 hours unless a Remove Curse is applied to them (see below).
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Climbing d6, Fighting d10, Intimidation d10, Notice d6, Stealth d6, Throwing d8
Traits: Pace: 6; Parry: 6 (-1 Weapon); Toughness: 11 (+2 Chain Mail; +2 Undead)
Specials & Edges: Undead: +2 Recovery, +2 Toughness. Immune to mind control spells (unless Necrotic in nature).
Arcane Resistance: +2 Resistance rolls and +2 Armor vs. Spells.
Special Resistance (Fire & Cold): Gains another +2 Resistance and +2 Armor (total +4) when targeted by Fire or Cold-based spells.
Damage Immunity (Magic & Silver): Mundane weapons only Shake a Curst. The weapon must either be silver or magic in order to inflict wounds.
Sweep: as the Combat Edge.
Two-Handed Sword: Str+d10; S: 2-hands, -1 Parry
Natural Attack: Str+d6; S: Rot Grubs: Any time a character is struck by a Curst's natural attack there is a 25% chance (increases by +25% per wound inflicted above the 1st to a maximum of 75% chance) that the character is diseased with what is known as 'Rot Grubs'. They must make Vigor (-2) roll or die in 2d6 rounds. A Heal spell or at the GM's discretion, a Dramatic Task can be used to heal a character who has been infected. If treated, the victim emerges from the disease with a point of fatigue.
How to permanently defeated a Curst: Upon reaching incapacitated a Curst will regenerate in 2d6 hours to continue fighting their war. A party that wishes to permanently destroy a Curst can do so in one of two ways.
-Dispel: A Dispel Magic/Remove Curse trapping can be cast with a -2 penalty to spell. On a success the curse is removed and the Curst is destroyed.
-A GM might make this a dramatic task involving an occult ritual to remove the curse on the subject. On a club, the Curst rises due to the dark powers sensing an attempt to destroy one of their warriors. The weakened Curst has to be distracted while the party's occultist finishes the ritual.