Monday, 1 July 2019

The Wulftouched Revisited

Updating Frozen Skies to a new version of Savage Worlds has made me consider various things in the setting that need revising or expanded upon. One of those things that have recently crossed my mind was the Wulftouched; aside from a Hindrance they haven’t really been touched upon in the setting that much. So this week is a few ideas I’ve had to expand on the Wulftouched, hopefully to try and make it more appealing beyond just a Hindrance.



Touch of the Wulf

To recap; Wulftouched are the offspring of pregnant women who got bitten by a Wulver, the bite contains some sort of retro-virus that remains dormant until puberty. After puberty, the person runs the risk of turning into a Wulver if they encounter a stressful enough situation. Before the Wulver War this was an uncommon occurrence, but not completely unknown. Course, that conflict brought about something of a boom in the number of the Wulftouched…especially as most of them are about to effectively become walking time-bombs as they hit puberty.

Now there is the very real risk of the player losing their character, so I can understand people’s reluctance at taking the Hindrance. So I’ve been thinking of ways of making it more worthwhile, but at the same time retaining an element of risk. Suppose I could make the Wulftouched a bit like the Harrowed in Deadlands, basically having the character go Wulver only for a short period but I’m in two minds about making them into effectively werewolves.

Though an idea that I probably will explore is a series of new Edges that require the Wulftouched Hindrance to unlock them. In particular I’m thinking these Edges grant a temporary boost to the character, be it to Strength or to Tracking rolls. Certainly flavour wise, they could be described as the Wulftouched character trying to master their inner Wulf.

Finally there is the idea of something called Rage tokens; haven’t fully decided how they work but they could be considered like an extra pool of Bennies. At the moment I’m thinking one Rage token per rank with Edges granting more. They’ll probably be situational, perhaps buying an extra melee attack for example. Using them will incur a cumulative -1 penalty on the character’s Spirit rolls to resist the Wulf and keep control, so making them little bit of a gamble to use.

3 comments:

  1. Suggestion I've had already was to grant the Frenzy Edge instead of going with the rage tokens idea, but still retain the control roll.

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  2. The way I've been doing it for my player's Wulftouched character, is to have them get a slight bestial feature when they fail a test, yellowed eyes, sharpened teeth, extra hair, etc, giving a -1 to persuasion rolls (but +1 to intimidation benefits. The features become more extreme with a second consecutive failure, changing the modifier to -2/+2, and lessen again when they pass. They currently just have smoldering yellow irises. They actually failed two tests but then bennied and passed so that their companions only saw their features twist and become obviously bestial for just a moment, before reverting.

    I like the ides of 'rage' tokens as well, though. The character is seeking a way to control the beast and I've kinda got them on a long quest sparked by cryptic rumours from their local Windryder medicine-man friend, so edges they could pick up to simulate that would be cool :)

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    Replies
    1. Cool.

      Either way, decided to go the Harrowed route for the SWADE update. Do plan to include some 'invoke the beast' Edges like temporary gaining claws, improved senses, etc.

      Dunno if you've had a chance to look at the update document or not, still got changes to Weird Science and air combat to put in but here it is as it currently stands; https://drive.google.com/file/d/1H3Hrg-YoFCNUOTmNwmuWy36gRyySpM4h/view?usp=sharing

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