Wednesday 24 September 2014

Wulvers

Either since they were unintentionally free from their rocky prison, the Wulvers have spread across Western Alyeska at an alarming rate. They hold sway over much of what is now dubbed the Wulflands, having either driven out or slain those who'd settled there. They are savage and feral creatures that can rip a man limb from limb, though it is their bite that is feared more. The Wulver's bite carries a curse, it is a infection that transforms noble men into one of the beasts and turns them against former comrades. Once bitten the unfortunate soul is doomed to become one of the Wulvers, there is no return and no cure.

Once you become a Wulver it is what you stay as.

Wulver

Roaming across the Wulflands in large packs, Wulvers are a dangerous threat to anyone unlucky enough to be caught in their path.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Climbing d8, Fighting d12+2, Intimidation d10, Notice d12, Swimming d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Special Abilities
* Bite: Str+d6
* Claws: Str+d8
* Infection: Anyone bitten by a wulver has a 50% chance of becoming a wulver themselves. The character involuntarily transforms within 1d6 hours, after which he permanently becomes a wulver.
* Infravision: Wulvers can see heat and halve penatlies for bad lighting when attacking living targets.

Variants

Wulver Alpha: Increase Smarts and Spirit to d8 respectively, then run as a Wild Card.

Wulver Stalker: Reduce Strength to d10 and Vigor to d8, increase Stealth to d12 and add Fleet-Footed: Wulver Stalkers roll a d8 when running instead of a d6.

Monday 22 September 2014

Frozen Skies Setting Rules v2.1

Chocs Away!

Version 2.1 of the Frozen Skies Setting Rules takes to the wild blue yonder with revised air combat rules and the addition of aircraft creation.

https://docs.google.com/document/d/1hVqFuzUuy3Ag8gdFBJVM8-F7vMjdxkroA05RCLixHI4/edit?usp=sharing

Friday 19 September 2014

Questions, Questions, Questions

Just a question this time; What else or more of the Frozen Skies that you'd like to be covered next?

Like theres something you're curious about that I haven't covered yet or you want me to expand upon something I have already posted.

Monday 8 September 2014

Savage Skies

Bit of a gap in posting, partially due to the day job and partially due to working away on the rules for the Frozen Skies setting. Been taking a crack at air combat rules, mainly adapted from the Crimson Skies based Savage Worlds rules produced by Clint Black (who's kindly given me permission to use them). Since the rules were written for the older version of Savage Worlds I'm going through updating them where they need updating, but I have come up with a few additions to the rules;

*Evasion:- This is a new stat for aircraft combat, works just like Parry does but for aircraft instead. Evasion is two plus half of the character's Piloting skill plus the aircraft's Agility (explained below). So for a character with d8 in their Piloting skill and flying an aircraft with an Agility of 1, their Evasion stat would be 7 (2+4+1) and therefore the TN for anyone trying to attack him. A less skilled pilot flying a lumbering behemoth of an aircraft would be easier to hit than an Ace pilot in an aircraft that turns on a penny.

*Agility:- Agility is how agile the aircraft is, which factors into a Pilot's Evasion stat as explained above. It is also an addition to the attributes that an aircraft has during aircraft creation in Clint's original rules, as a result the points you use to 'improve' the aircraft has been increased to 5. The ranks for Agility are as follows;

Poor -1; Average 0; Good 1; Excellent 2

There will be Glitches/Upgrades that effect an aircraft's Agility attributes.

Combat

Aerial combat in the Frozen Skies setting works the normal way it does for Vehicular Combat for aircraft as in the SWD, though with the addition of Evasion. This basically means to hit another aircraft a pilot has to make a Shooting roll against that aircraft's Evasion score, but damage works in the normal way.This is intended to be an alternative ruleset to use for aerial combat than the Chase rules in the SWD or the Dogfight rules in Weird Wars. Depending upon interest I may produce these rules as a standalone supplement.