Savage Species - thetrove.net Worlds/_Core/Savage Worlds - Savage... · 2 Index Apefolk 4 Bearfolk...

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Transcript of Savage Species - thetrove.net Worlds/_Core/Savage Worlds - Savage... · 2 Index Apefolk 4 Bearfolk...

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IndexApefolk 4Bearfolk 4Catfolk 4Dogfolk 5Foxfolk 5Rabbitfolk 6Ratfolk 6Hawkfolk 7Killer Whale Folk 7Mousefolk 8

Owlfolk 8Otterfolk 8Pigfolk 9Racoonfolk 9Rexfolk 10Sharkfolk 10Snailfolk 11Toadfolk 11Tricerafolk 12Turtlefolk 12

Writing and LayoutNathan Carmen

EditingElisabeth Huether

ArtBrett Neufeld, Ryan Rhodes, Gary Dupuis,

Rick Hershey, The Knotty‐Works

This game references the Savage Worlds game system, available from PinnacleEntertainment Group at www.peginc.com. Savage Worlds and all associated logos andtrademarks are copyrights ofPinnacle Entertainment Group. Used with permission.Pinnacle makes no representation or warranty as to the quality, viability, or suitabilityfor purpose ofthis product.

Material within this product is reproduced with permission from PinnacleEntertainment Group from Science Fiction Companion (Second Edition) , available atwww.peginc.com.

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IntroductionSavage Species: Beastfolk is a tool kit filled

with various races to help spark theimagination ofany Game Master. Thecreatures found here can be used in almostany setting or genre. The description foreach race is intentionally generic so thatthe Game Master can fill in the blanks anduse the creatures as they see fit.

A Note About Natural WeaponsWhile most ofthe Beastfolk listed could

have natural weapons among theirabilities, some do not. Ifa creature has anatural weapon mentioned, it is becausethey are known for their particularly deadlyclaws/bite. Ifthe Game Master plans to runa game with nothing but Beastfolk, it isrecommended that they have a Setting Rulein which all Beastfolk ignore the UnarmedDefender rule. This will account forcreatures who have some form ofsmallerclaws or bite, but do not have claws or bitelisted among their special abilities.

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Apefolk

Appearance: Apefolk have long arms andthin, dark fur. Their face is a twistedremnant ofhumanity.Archetypes: Outcasts, strongmen, etc.Culture: Though they may be uglycreatures to most species, Apefolk arestrong and capable ofgreat feats. Sincethey are the most like humanity amongthe creatures presented, they tend to be abit more versatile in personality.

• Strong Grip: Apefolk have a verystrong grip and rather large hands. Theygain a free d6 in the Climbing Skill.• Big: Apefolk tend to stand almost 7 feettall. They gain a +1 bonus to size,increasing their Toughness by +1.• Almost Human: Apefolk are morelike humans than most Beastfolk. Theygain a free Novice Edge oftheir choice,but they must meet the requirements.• Cumbersome: Apefolk are a bit slowand have a –1 penalty to Parry.• Ugly: More than most Beastmen,Apefolk tend to have an unsettling visage.They gain the Ugly (Minor) Hindrance.

Bearfolk

Appearance: With thick black or brownfur, Bearfolk in most respects look like aregular bear. They are, however, capable ofspeech and have opposable thumbs.Archetypes: Hit–men, Brutes, Wrestlers,etc.Culture: Bearfolk can be agreeablecreatures, but are just as capable ofbeingtemperamental. They are naturally a bitgrumpy and are easily provoked.

• Muscular: Bearfolk are mightycreatures. They gain a free d6 in the

Strength Attribute. This may beincreased to a d12+1 through Advances.• Claws: Bearfolk have large claws thatdeal d6+Strength damage.• Big: Bearfolk stand almost seven feettall. This increases their size by +1, givingthem a +1 bonus to Toughness.• Irritable: Bearfolk can be impatient andangry. Their emotions tend to bemanipulated easily. They have a –1 penaltyto all Spirit rolls.

Catfolk (Domesticated)

Appearance: Short, often with amischievous grin or deathly stare plantedon their face. They range in appearancefor different types ofdomestic cats, furcolor varying considerably.Archetypes: Explorers, Familiars,Adventurers, etc.Culture: Unlike the more commonlion–like creatures found in manysettings, domesticated Catfolk are quirkyand inquisitive by nature. They often getthemselves into trouble, but somehowseem to come out on top in mostsituations. They can be verytemperamental as well.

• Fortune’s Favored: This particularbreed ofCatfolk always seem to land ontheir feet and escape death by a thread.They start with an extra Benny at the startofeach session. This may be combinedwith the Luck and Great Luck Edges.• Inquisitive: Catfolk tend to poke theirnoses where they don't belong. They gainthe Curious (Major) Hindrance.• Small: Catfolk are usually on theshorter side. Their size is reduced by –1decreasing their Toughness by –1.

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• Nimble: These Catfolk are very swiftand able creatures. They gain a free d6 tothe Agility Attribute. This Attribute can beraised to a d12+1 through advances.• Low Light Vision: Catfolk cansee well in very little light. Theyignore penalties for dim or darklighting.

Dogfolk

Appearance: Dogfolk canlook like variousdomesticated breeds ofdogand have fur in a variety ofcolors.Archetypes: Guards,Watchmen, Right–handmen, etc.Culture: Dogfolk aresteadfast creatures with hearts ofgold. More naive than most,Dogfolk are often taken advantage ofby those that are manipulative. Fewcreatures are as loyal and trustworthy asDogfolk. They make good friends,confidants, and brothers in arms.

• Low Light Vision: Dogfolk can seevery well in little light. They may ignorepenalties for dim or dark lighting.• Perfect Sniffers: Dogfolk have afantastic snout. They gain a +2 bonus toNotice rolls when using their sense ofsmell.• Naturally Deadly: Dogfolk havestrong jaws. They have a bite attack thatdeals d6+strength damage.• Pack Tactics: Dogfolk are used toworking in tight groups. They gain theCommon Bond Edge for free.• Not the Brightest: Dogfolk arekind creatures, but not the sharpesttools in the shed. They gain the Clueless

Major) Hindrance.• True Friend: Dogfolk are fiercelydedicated to those they care about. Theygain the Loyal (Minor) Hindrance.

Foxfolk

Appearance: Sleek red fur and slimframes are staple features ofa Foxfolk.Their pointed ears and bushy tailshave an air ofplayfulness aboutthem.Archetypes: Tricksters, Spies,Saboteurs, Thieves, etc.Culture: In folklore across theworld the fox is a beguilingtrickster capable ofgreat feats ofdeceit. While Foxfolk aren’talways evil, they do enjoy a bit ofmischief. They are rather smart,and know it, much to the chagrinofthose around them. Still, theirclever nature can come in handyin a tight spot.

• Swift: Foxfolk are incrediblylight on their feet. They have aPace of8 and a d8 running die.

• Cunning: Foxfolk are very clevercreatures. They start with a free d6 in theSmarts Attribute. This may increase to ad12+1 through Advances.• Low Light Vision: Foxfolk don’t needa whole lot oflighting to see in the dark.They may ignore penalties for dim or darklighting.• Mischievous: Foxfolk enjoy prankingtheir enemies. They start with a free d6 inthe Taunt Skill.• Always Right: Foxfolk tend tobelieve that they are correct in allsituations. They prize their intelligenceand trickery very highly. They gain theArrogant (Major) Hindrance.

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• Avarice Minded: Foxfolk tend to fixon accomplishing their own goals to getwhat they want. While they are rarelywilling to kill for their desires, they are stillvery focused. They gain the Greedy(Minor) Hindrance.

Rabbitfolk

Appearance: With long ears and largefeet, rabbit folk are a sight to behold. Theyusually feature black, beady eyes,whiskers, and a light pink nose.Archetypes: Scouts, Rangers, Ninjas, etc.Culture: Perhaps a bit skittish, Rabbitfolkare quick on their feet and resourceful.Though their timidity may invite thosethat would take advantage oftheir meeknature, they should not be underestated.

• Fortune’s Favored: Rabbitfolk tend tocome out ahead. They start with an extra

Benny at the start ofeach session. Thismay be combined with the Luck and GreatLuck Edges.• Powerful Legs: Rabbitfolk havestrong legs that they often use to propelthemselves forward. They double normaljumping distances and can add 1d6” with asuccessful Strength roll.• Burrow: Rabbitfolk can dig quickly.They can burrow beneath the earth at halftheir Pace.• Frail: Rabbitfolk tend to be a bit morefragile than some creatures. They have a –1penalty to Toughness.• Careful: Rabbitfolk are by nature veryalert beings. They tend to keep away fromdanger unless the risk is calculated. Theyhave the Cautious (Minor) Hindrance.

Ratfolk

Appearance: Small, skinny, and mangycreatures with an elongated snout andwhiskers. Oftentimes they have a thick,long tail.Archetypes: Merchants, thieves, pirates,spies, and vagrants are all common. Oftendepicted in urban environments, takingon jobs and careers found within the city.Culture: Ratfolk huddle in large groups oftheir kind, as their families are ratherlarge. They are usually fairly sneakycreatures. Though not inherently evil, inmany stories they are pictured as such, orat the very least a touch shady. They canvery often be misunderstood, theirmotives usually questioned.

• Scurry: Ratfolk are quick on their feet.They have a starting Pace of8 and a d8running die.• Quiet: Rat-Folk are used to skulking inthe shadows. They start with a free d6 inthe Stealth Skill.

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• Familial: Used to ever–growingfamilies, Ratfolk thrive in communitiesand close-knit groups. The gain theCommon Bond Edge for free.• Ooh! Shiny: Ratfolk enjoy prettybaubles and shiny objects. They gain theGreedy (Minor) Hindrance for free.• Small: Ratfolk tend to be on the shorterside. Their size is reduced by -1 decreasingtheir Toughness by -1.

Hawkfolk

Appearance: Usually covered in brownand white feathers, the Hawkfolk arebeautiful creatures with short beaks andclawed feet.Archetypes: Nobility, Watchmen,Politicians and Leaders, etc.Culture: Hawkfolk are quick in the air,striking their foes with deadly precision.They tend to be honest and true creatures,bound by their word. This nobility isadmired by others and in most settings,Hawkfolk would likely be well respected.

• Flight: Hawkfolk can fly at a Pace of8and have a Climb of0.• Sharp Eyes: Hawkfolk can see verywell. They gain a +2 bonus to Notice rollmade specifically for sight.• Natural Weapons: Hawkfolk haveclaws that deal d6+strength in damage.• Light Frame: Hawkfolk have lightbones in order to fly well. They have a –1penalty to Toughness.• Honorable: Though dangerous,Hawkfolk tend to be bound by their word.They have the Code ofHonor (Major)Hindrance.

Killer Whalefolk

Appearance: With slick, black and whiteskin as well as a set ofsharp teeth, KillerWhalefolk are interesting characters tosee. They seem fairly savage by featuresalone.Archetypes: Barbarians, Pirates,Hunters, Sailors, etc.Culture: The pack–mentality andcunning ofthe Killer Whalefolk makethem dangerous enemies and valuableallies. They are surprisingly communal,although usually within their own kind.

• Natural Weapon: Killer Whalefolkhave strong jaws granting them a bite thatdeals d6+Str in damage.• Aquatic: These creatures were born tobe in the water. They cannot drown, startwith a free d6 in the Swimming Skill, andhave a Swimming Pace equal to theirSwimming Skill.• Pack Tactics: Killer Whalefolk arevery used to working together. They gainthe Common Bond Edge for free.• Dehydration: The Killer Whalefolkmust immerse itselfin water one hour outofevery 24 or become automaticallyFatigued each day until they areIncapacitated; the day after that, theyperish.• Feared: These creatures tend to besavage and are feared by most species.They gain the Outsider (Minor)Hindrance.

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Mousefolk

Appearance: Small creatures with dark,inquisitive eyes, round ears, quiveringwhiskers and tails. Mousefolk usually havegrey, brown, or white fur.Archetypes: Scouts, messengers,servants, etc.Culture: Small, quick, and brave,Mousefolk are often seen in various lorein a positive light compared to thenegative connotations ofRatfolk. Whilelittle, they are willing to go into dangerousplaces and in many settings wouldprobably be respected despite their smallframe and timid demeanor.

• Little: Mousefolk tend to be on thesmaller side. They decrease their size by–1. This reduces their Toughness by –1 aswell.• Stout Heart: Mousefolk are fearlessand determined little things when theyneed to be. They gain the Brave Edge forfree.• Swift: Mousefolk are very light on theirfeet. They start with a Pace of8 and a d8running die.

Otterfolk

Appearance: Covered in slick brown fur,Otterfolk typically have fine whiskers anda black nose. They are a bit on the smallerside, as well.Archetypes: Entertainers, Pranksters,Explorers, Acrobats, etc.Culture: Otterfolk tend to be affectionateand family-oriented creatures. They arevery compassionate and can accomplishquite a bit in a group.

• Semi‐aquatic: Otterfolk are adept atholding their breath underwater. They

may do so for 15 minutes before takingany Fatigue.• Lithe: Otterfolk are able to move aboutwith grace and ease. They gain a free d6 inthe Agility Attribute. This may beincreased to a d12+1 through Advances.• Natural Swimmers: Otterfolk canswim remarkably well. They gain a free d6in the Swimming skill.• Small: Otterfolk tend to be on the smallside. Thus they have a –1 penalty to size.This reduces their Toughness by –1.• Familial: Otterfolk tend to beaffectionate creatures and stick togetherthrough tough circumstances. They gainthe Loyal (Minor) Hindrance.

Owlfolk

Appearance: Feathered bodies, wideeyes, small beaks, and a set ofarmsusually tucked under large wings.Archetypes: Scholars, sages, andwisemen, as well as scientists andlibrarians. In settings with magic, theymake great wizards.Culture: Owlfolk are generally seen aswise and scholarly. The phrase“knowledge is power” is believed ferventlyby their kind. Regardless ofthe settingthey are found in they seek the truthabove all else and are generally fascinatedby someone or something consideredunusual by their world’s standards. Theytend to keep to themselves and areconsidered to be introverted in manyrespects.

• Wise: Owlfolk are patient creatureswho observe their surroundings with acertain separation and sophistication thatmany other species lack. They start with ad6 in the Spirit Attribute. This also allowsSpirit to be increased to a total ofd12+1through Advances.

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• Flight: Owlfolk can fly equal to a Paceof6 and have a Climb of0.• Low Light Vision: Owlfolk can seewell in very little light. They ignorepenalties for dim or dark lighting.• Thirst for Knowledge: A need toknow the truth tends to makeOwlfolk a little too willing to jumpinto danger. They gain the Curious(Major) Hindrance.• Solitary: Owlfolk tend to leadsecluded lives. They gain theOutsider (Minor) Hindrance.

Pigfolk

Appearance: Pink-skinnedwith light, coarse hairpeppered across their bodies,Pigfolk have a short snoutand floppy ears. Their feet arehooved, as well.Archetypes: Scouts,Warriors, ProffessionalDebators, etc.Culture: Focused creaturesthat tend to be set in theirways, Pigfolk are a verydetermined species. They arenaturally tough, and this isreflected in both physicality andpersonality.

• Scent: Pigfolk a have fantastic sense ofsmell. They gain a +2 bonus to Notice rollsmade to smell something.• Big‐Boned: Pigfolk are sturdycreatures. They gain a free d6 to the VigorAttribute. This can be increased to a d12+1through Advances.• Pig‐Headed: Pigfolk can be verydifficult socially. They gain the Stubborn(Minor) Hindrance.

Racoonfolk

Appearance: Black and grey fur coversthe body ofthe Racoonfolk. Theycommonly feature a “mask” ofdark fur

around their eyes and a thick, bushytail.Archetypes: Thieves, spies,assassins, scouts, etc.Culture: Like their ancestor, theraccoon, these creatures skulk inthe shadows and can besurprisingly meticulous. Theyare fairly careful beasts andwon’t stick their necks outunnecessarily, at least in mostsituations.

• Shadowstalker:Racoonfolk are very good athiding out ofsight. Theygain a +2 bonus to Stealth

rolls.• Low Light Vision:

Racoonfolk don’t need a wholelot oflight to see well. They

ignore penalties for dim or darklighting.

• Sticky Fingers: Racoonfolk tendto grab what they can when they can

and think about the consequences later.They gain the Scavenger Edge for free.• Careful: Racoonfolk can be a bit toocareful. They gain the Cautious (Minor)Hindrance.• Obsessive: Racoonfolk are surprisinglyclean creatures. They wash their foodthoroughly before eating and in generallike to keep their hands clean. They gainthe Quirk (Always washes food, Minor)Hindrance.• Greedy: Racoonfolk like shiny thingsand have a hard time not snatching

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something that interests them, whetheror not it belongs to them. They gain theGreedy (Minor) Hindrance.

Rexfolk

Appearance: Rexfolk feature longerarms than their ancestor the T-Rex, butstill sport a large set ofjaws and anintimidating physique. Their scales rangein shades ofred and brown, and they havea set ofbeady black eyes.Archetypes: Enforcers, Barbarians,Warriors, etc.Culture: Rexfolk tend to be brutal andsavage like the beasts ofold, or perhapsjust a bit intimidating, ifnothing else.Their stature and large mouths can be off-putting to those around them.

• Powerful Jaws: Rexfolk have razor-sharp teeth and very wide jaws. They havea bite attack that deals d10+strengthdamage.• Intimidating Presence: As Rexfolk arefeared beasts, they gain a free d6 in theIntimidation Skill.• Big: Rexfolk stand 6 to 7 feet tall. Thisincreases their size by +1 granting them a+1 bonus to Toughness.• Simple: Rexfolk aren’t the mostintelligent ofcreatures. This gives them a–1 penalty to all Smarts rolls.• Outsider: Rexfolk are feared for theirbrutality by many. They gain the Outsider(Minor) Hindrance.

Sharkfolk

Appearance: Grey-skinned creatureswith large teeth and pitch black eyes,Sharkfolk are intimidating to look at. Afin protrudes from the back, with gillsfeatured on each ofthe Sharkfolk’s sides.

Archetypes: Barbarians, Serial Killers,Bouncers, etc.Culture: Deadly hunters ofthe deep,Sharkfolk are powerful creatures with aninnate bloodlust. They may not be pureevil, but do tend to be natural hunters andkillers. Unlike most ofthe creaturespresented, Sharkfolk have deviated verylittle from their animal counterpart.

• Aquatic: These creatures were born tobe in the water. They cannot drown, sothey start with a free d6 in the SwimmingSkill, and have a swimming Pace equal totheir Swimming Skill.• Jaws of Steel: Sharkfolk have largejaws with very sharp teeth. This grantsthem a bite attack that deals d8+Strengthdamage with AP2.• Low Light Vision: Like the shark,these creatures are capable ofseeing inthe lightless depths ofthe ocean. Theyignore penalties for dim or dark lighting.• Hunger: Sharkfolk can be pretty savageand have a tendency to kill first and askquestions later. They gain the Bloodthirsty(Major) Hindrance.• Dehydration: The Sharkfolk mustimmerse themselves in water one hourout ofevery 24 or become automaticallyFatigued each day until they areIncapacitated; the day after that, theyperish.

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Snailfolk

Appearance: Having long stalks witheyes set on the ends, Snailfolk have large,thick shells on their backs and yellow orgrey colored skin.Archetypes: Wisemen, Shamen, DMVworkers, etc.Culture: Snailfolk tend to handle eachday as it comes. Their laidback nature isan asset in many cases, but can provedifficult in a time crunch.

• Slow: Snailfolk are naturally calm andslow creatures. They have a Pace of4 and ad4 Running die.• Patience: The natural patience ofthe

Snailfolk make them very wise. They gaina free d6 in the Spirit Attribute. This maybe increased to a d12+1 through Advances.• Shell: The hard shell ofa Snailfolk canmake it quite difficult to hurt them. Theygain a +2 bonus to Armor.

Toadfolk

Appearance: Large, warty creatures withdark green or brown skin, Toadfolkusually have large mouths and bulbouseyes.Archetypes: Foodies, large warriors, lazygamers, etc.Culture: Toadfolk are capable in thewater, but may also do quite well in hot orhumid weather. As such, they arewidespread in most campaign settings.They are generally agreeable creaturesthat enjoy good company.

• Leap: Toadfolk may double normaljumping distances and on a successfulStrength roll they may add 1d6” to thedistance jumped.• Resistant: Toadfolk gain a +4 bonus torolls made to resist the effects ofhotweather.

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• Semi‐aquatic: Toadfolk are adept atholding their breath underwater. Theymay do so for 15 minutes before takingany Fatigue.• Obese: Toadfolk tend to be a bitbulbous and clunky. They gain the Obese(Minor) Hindrance.

Tricerafolk

Appearance: Usually baring brown orgreen scales, these creatures are bulkywith a fairly large head. Horns protrudefrom a rugged face.Archetypes: Bouncers, ConstructionWorkers, Knights, Enforcers, etc.Culture: Bulky, tough creatures,Tricerafolk are formidable, but notnecessarily evil. Like their prehistoricancestors, Tricerafolk aren't bloodthirstymonsters. You can expect steady andsimple conversation that is often straightand to the point.

These blunt creatures value honesty andpride very highly.

• Tough: Tricerarolk are built to last.They are muscular and thick-skinnedbeasts. They gain the Brawny Edge forfree.• Horns: Tricerafolk can deal deadlydamage with the horns on their head.These natural weapons deal d8+Str indamage.• Slow of Wit: Tricerafolk aren’tknown for their brains. Little things seemto get past them and they aren’t veryaware oftheir surroundings at times.They start with a –1 penalty to Smartsrolls.

Turtlefolk

Appearance: Green-skinned creatureswith a dark green shell and yellow belly,Turtlefolk have an almost beak-like face.Archetypes: Wisemen, Knights, BMVWorkers, blue-collar workers, etc.Culture: Steady is the most commonword used to describe a Turtlefolk. Thesecreatures are sturdy and reliable, althoughnot the fastest. While the Kappa is amalevolent spirit in Japanese folklore, thestatistics presented here are for more ofatraditional turtle-like creature.

• Tough Shell: Turtlefolk have verythick shells and chests. They gain a +4Armor bonus.• Slow: Turtlefolk are patient creatureswith a relatively basic speed. They have aPace of4 and a d4 Running Die.• Semi‐Aquatic: Turtlefolk are adept atholding their breath underwater. Theymay do so for 15 minutes before takingany Fatigue.

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