Wednesday, January 10, 2018
Savage Worlds: Oh The Weather Outside is Frightful...
Icy Veins (Boost Trait)
Duration: 3 (1/round)
Effect: This spell is effective for casters as it raises Spellcasting (i.e. Magic, Faith, Psionics, and etc.) by 1 die step. While empowered all spells gain the Cold Trapping along with the parent trapping the Caster has already assigned to their spells. Thus a Firebolt (Bolt, Fire) becomes a Frostfire Bolt, a Necrotic/Darkness Blast is infused with cold to become Ebonchill. On a raise, the target's casting trait is raised by 2 die steps a maximum of d12+1 and all damaging spells that strike with a Raise Chill a target (-2 Vigor or take Fatigue damage) and all boosting spells give the recipient the Skate (Ignore penalties of moving across ice as spikes or skates form on the bottom of the character's feet).
Brief: An off-shoot of the Halfling race. Frostlings also known as the 'Furchin Clan' are diminutive humanoids who live in boreal regions of the known realm. They are typically known for fishing and hunting the great walruses and mammoth seals of the realm. The act of hunting such beasts are considered rights of passages and the tusks of walruses are used in both ceremony and have practical uses.
Small: -1 Toughness due to size. (-2)
Frost Resistance: +4 vs. Cold based spells, attacks, and effects. Direct damage involving the Ice or Cold descriptor add +4 Armor to the character. (+1)
Survivalist: Begins play with a d6 Survival. (+1)
Vigorous: Despite their small size, Furchin are known less for their spirit and more for their toughness against the cold. They begin play with d6 Vigor. (+2)
Low Light Vision: Frostlings are adept at hunting under bright moons and northern lights. They begin play with Low Light Vision. This halve penalties due to conditions involving illumination. (+1)
Note: Frostlings may also be supernaturally empowered to resist the Frost rather than just an innate toughness to stand against the weather. Such supernatural defenses do have a cost, and in this case may be a weakness to Fire. At GM's discretion they may have Weakness (Fire): -4 to resist fire spells, abilities, and effects. Direct damage with fire add +4 damage.
Brief: A terror of the boreal regions is the fearsome Yeti. This creature is believed to be a distant cousin of the Troll. Their immediate kin is the forest dwelling Sasquatch. Yeti are tied to the cold to the point that their own breath can be a deadly burst of frost that should be avoided by adventurers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d6, Shooting d6, Swimming d6, Throwing d6
Traits: Pace: 7; Parry: 6; Toughness: 10 (1); Size: +2
Improved Sweep: May attack all adjacent foes at no penalty.
Breath of Frost (5 PP; Cost: 2; Cold; Linked Skill: Shooting): A Yeti breathes in an exhales a breath of frost that is treated as the Burst spell. Power Points recharge at a rate of 1 per hour.