I have stats for a monster. I need a total of three (3) monsters based off of the template below. Recommendations and Suggestions are welcome.
This comes from Savage Worlds Fantasy Bestiary Toolkit
Draugr
Draugr are a form of undead known to the Vikings.
Necromancers are the most likely to rise as draugr,
although sometimes the gods curse evil individuals to
suffer the fate. Despite being zombie-like in
appearance, draugr are intelligent and quick moving.
Former spellcasters raised as draugr cannot wield
magic, but their supernatural powers more than
compensate.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength
d12+4, Vigor d10
Skills: Fighting d8, Intimidation d10
Pace: 8; Parry: 6; Toughness: 9
Treasure: Worthwhile, in lair.
Special Abilities:
• Claws: Str+1.
• Fear –2: Anyone seeing the blackened, decaying
corpse must make a Guts roll at –2.
• Fearless: Draugr are immune to Fear and
Intimidation.
• Invulnerability: Draugr can be Shaken by
weapons and magic, but only take wounds from
being grappled.
• Undead: +2 Toughness; +2 to recover from being
Shaken; No additional damage from called shots;
Piercing weapons do half damage; Immune to
disease and poison.
• Weakness (Grappling): Defeating a draugr
requires a hero to grapple them. Unlike a regular
grapple, draugr suffer damage equal to the
attacker’s Strength each round the grapple is
maintained.
1) Would this stat block qualify as an Extra?
2) If this is an Extra, what changes would you suggest to make it a Wild Card.
3) I need a summoner/shifter variant of the Wild Card.
Bestiary Conversions
- Sgt 86Delta
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Bestiary Conversions
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- Radecliffe
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Re: Bestiary Conversions
Just a note, Savage Rifts doesn't have Guts. That probably should be edited to be a Spirit roll.
As to Extra vs. Wild Card you could boost the stats if you want or provide them with equipment (weapons, armor, etc.) but the main difference (in my limited experience with SW) is generally how hard do you want it to be to kill one. Extras are generally one and done while can take the same punishment as characters before going down.
Edit: Also, hugging a rotting corpse to death? Talk about a Spirit roll.
As to Extra vs. Wild Card you could boost the stats if you want or provide them with equipment (weapons, armor, etc.) but the main difference (in my limited experience with SW) is generally how hard do you want it to be to kill one. Extras are generally one and done while can take the same punishment as characters before going down.
Edit: Also, hugging a rotting corpse to death? Talk about a Spirit roll.
Re: Bestiary Conversions
Note that "Str +1" in the FC translates to "Str + d4" in the current SWD rules. This does make them a bit tougher than standard Zombies, but beyond that, they're hardly the deadliest critters out there, even with the immunity to being killed except with hugs.
As Radcliffe notes, these can be equipped however you want them, which would beef them up. Given their intelligence, I'd also say they should have Shooting d6 for the Extra version.
My advice for Wild Cards is to create the character who was cursed, then make sure their Attributes get boosted, if necessary, to match the template (but not lowered, if they are higher in some area already). Let them keep all their non-AB Edges, and go from there.
As Radcliffe notes, these can be equipped however you want them, which would beef them up. Given their intelligence, I'd also say they should have Shooting d6 for the Extra version.
My advice for Wild Cards is to create the character who was cursed, then make sure their Attributes get boosted, if necessary, to match the template (but not lowered, if they are higher in some area already). Let them keep all their non-AB Edges, and go from there.
- Sgt 86Delta
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- Pender Lumkiss
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Re: Bestiary Conversions
For the wild card, just mash it up with the leyline walker in the savage foes book. Take whatever attribute is higher, whatever skill is higher, combine all abilities and there you go.
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