Horror Companion Werewolf - MARS Wilderness Scout

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Venatus Vinco
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Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

FG
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

HJ:
Experience & Wisdom [dice]3[/dice]
Training [dice]4[/dice]
Underworld & Black Ops [dice]5[/dice]
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Venatus Vinco
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

Character Sheet

Player Name: John
Google Handle: venatus.vinco

Will Randall
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Werewolf
Iconic Framework: MARS - Wilderness Scout
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 8 (d10 run); Parry: 8; Toughness: 6; Strain: 6

Racial Abilities
  • Transform to Wolf: Requires an action and a Spirit roll (at -4 if no moon is in the sky or indoors). If Incapacitated, the lycanthrope instantly returns to his mortal form.
  • Natural Weapons: Bite: Str+d4, Claws: Str+d8
  • Terrifying: Fear –2
  • Full Moon Madness: On a full moon becomes a bloodthirsty monster under the control of the Game Master. Must feed on mortal flesh.
  • Infection: Anyone bitten by a werewolf who suffers a wound or greater must make a Vigor roll. Failure means the character becomes a werewolf at the next full moon.
  • Invulnerability: Werewolves can only be Shaken by weapons that are not silver—not wounded.
  • Infravision: Werewolves can see heat and halve penalties for bad lighting when attacking living targets.
  • Weakness (Silver): Werewolves suffer normal damage from silver weapons.
Skills:
  • Notice d8 (IF, 1)
  • Survival d8+2 (IF)
  • Tracking d8+2 (IF)
  • Streetwise d8 (HJ)
  • Spanish d6 (HJ)
  • Dragonese/Elven d6 (HJ)
  • Knowledge: Arcana d6 (HJ)
  • Stealth d8+2 (2)
  • Fighting d10 (3)
  • Throwing d10 (3)
  • Climbing d6 (2)
  • Swimming d6 (2)
  • Shooting d10 (2)
Hindrances
  • Vow (Major): Destroy evil werewolves
  • Death Wish (Minor): Wants to die taking down a were creature
  • Enemy (Minor): A few werewolves have survived their encounters with Will and want revenge
Edges
  • Woodsman (IF): +2 Tracking Survival, and Stealth
  • Fleet Footed (IF): +2 Pace, d10 running die instead of d6
  • Ambidextrous (FG): No off hand penalty
  • Connections: Black Market (FG): Can call on friends in the underworld
  • Connections: Simvan Tribes (FG): Can call on friends among the Simvan
  • Rich (FG): 5,000 Credits and 2 additional HJ rolls
  • Jack of All Trades (HJ): Can attempt any smarts based skill at d4
  • Dirty Fighter (HJ): +2 to tricks
  • Forgery (HJ): Common Knowledge +2
  • Frenzy (Hindrances): 1 extra Fighting attack at -2
  • Two-Fisted (Hindrances): May attack with a weapon in each hand without multi-action penalty
Cybernetics
  • Built-In Close Combat Weapon: Silver Plated Vibro-Blade Vambraces
  • Strain 2
  • Damage: Str+d8
  • Special: +1 Parry
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

Advances

Iconic Framework: MARS Wilderness Scout
  • +1 Vigor
  • Fleet Footed & Woodsman
  • d6 in Notice, d8 in Survival, d8 in Tracking
  • Crazy starting gear
Hero’s Journey
  • Experience & Wisdom 15 - Professional Edge (ignore requirements)
  • Training 14 - Dirty Fighter, +1 parry
  • Underworld & Black Ops 10 - Streetwise d8, Forgery (Common Knowledge +2)
MARS Fortune & Glory
Fortune and Glory
  • 4: +1 Agility, Ambidextrous or Quick Edge
  • 9: Rich, Connections Edge (x2)
  • 5: +1 Smarts, d6 in three Smarts linked skills
Rich
  • 2 for 1: Cybernetics - Weapon. Silver Claws
Advances
  • Initial Advances: (From Hindrances): Frenzy, Two Fisted
  • Novice 1 Advance: +1 Smarts
  • Novice 2 Advance: +1 Stealth & Climbing
  • Novice 3 Advance: +1 Fighting
  • Seasoned 1 Advance: +1 Agility
  • Seasoned 2 Advance: +1 Shooting & Throwing
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Daniel »

Looks good. Thank you I was writing one up and saw you did. :)

I'm using this guy in my IRL game now.
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Silverclaws »

I like it.

Working out the details on my Cyber Wolfen. Should be done by the Oct 2nd at the latest.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

Lars wrote:I'm using this guy in my IRL game now.
Awesome! Let me know how that goes!

VV
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

Thought up some "variations on a theme" for this concept.

Tragic
The silver is his cybernetics is slowly poisoning his body. Roll a Vigor check each rank at -1 per rank (-1 Novice, - 2 Seasoned, etc) or suffer a permanent level of fatigue. If the fatigue levels lead to incapacitation the character loses his invulnerability. This makes the death Wish Hindrance much more pressing.

Arcane
Add an AB (Miracles, Psionics, or Super all work well and can be worked around the concept). The cybernetic claws become TW weapons with the Silver Trapping minor improvement and maybe Holy. Beef it up with some damage buffs or an Edge. Make sure at least one power is "smite" to really sharpen the claws.

Insane
Use TW claws above but make him a Crazy. Psychic degradation leads increasing bouts of "full moon effect" with him eventually becoming a completely feral, human eating, monster.

I like the tragic one a lot personally. The crazy option would be wildly powerful but kind of like a juicer in that the shelf life is limited. Would also make a wicked Wild Card enemy for the party.

VV
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Silverclaws »

@VV: Tragic sounds like a reworked Juicer "The Burn". Toxicicity Timer.
I really like the power behind smite.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Re: Horror Companion Werewolf - MARS Wilderness Scout

Post by Venatus Vinco »

For sure,

I had Juicers and Wolverine's "adamantium" poisoning on the mind for these variants.

You could probably combine the Tragic/Crazy ideas and make some sort of juicer option - use cybernetics instead of drugs but add a "feral" die where you can add a bonus to rolls but eventually turn into a wild unplayable monster.

VV
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