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== ANIMALS AND GOLEMS == <font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br> <u>'''ANIMALS'''</u> *'''Malador Phantom''': small green furred monkey-like animal that are believed to be ‘lucky’ to their owner. They are rare, and the Church frowns on their ownership. Grants owner a +1 Benny per session so long as they are ‘petted’ and cared for daily. Cost VE, upkeep E (special diet); Attributes: Agility d8, Smarts (A) d8, Spirits d6, Strength d4, Vigor d6; Pace 8, Parry 5, Toughness 3; Skills: Fighting d6, Notice d10, Stealth d8; Special Qualities: Bite Str+d4, Camouflage (in natural settings gain +2 to stealth), Fleet Footed (run d6+4), Lucky, Size -2, Tree Climbing (Pace 6, Run d6+4, no skill roll required). *'''Knell Snake''': small poisonous snake popular with psychics. Of course the Church has declared them 'unnatural', hence the increase cost. Owners who have Beast-Friend, gain a +1 to all Occult power skill checks when in skin-to-skin contact with the Knell and gain an additional +5 Power Points. Cost EE, upkeep N; Attributes: Agility d8, Smarts d6 (A), Spirits d8, Strength d4, Vigor d6; Pace 4, Parry 5, Toughness 3; Skills: Fighting d6, Notice d6, Stealth d10; Special Qualities: Bite Str+d4, Psychic Link, Size -2, Clinging movement, Venom (with successful bite, Vigor -4 check or suffer a wound. Onset 1d4 rds. Then lasts an additional 1d4 rds., doing damage each round Vigor roll failed) *'''Skell Hawk''': popular hunting bird that is extremely intelligence and posses limited communication abilities with its owner. Cost E, upkeep N. Attributes: Agility d10, Smarts d10 (A), Spirits d6, Strength d4, Vigor d6; Pace 2 (Fly 20 run +d12+8), Parry 6, Tough 3; Skills: Fighting d8, Notice d12+2, Stealth d10; Special: Alertness, Bite Str+d4, Limited Speech, Size -2 *'''Guard Dog''': a common but well trained loyal guard animal. Cost N, upkeep N; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d6, Vigor d8; Pace 10 (run d6+4), Parry 6, Toughness 5; Skills: Athletics d6, Fighting d8, Intimidate d6, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d6, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 all Notice), Size -1 *'''Gurdvulf''': genetically breed from wolves and unknown wolf-like animals, they are favored war-dog and loyal companions. Cost E, upkeep E (special diet). Attributes: Agility d8, Smarts (A) d8, Spirits d8, Strength d8, Vigor d8; Pace 10 (run +d6+4), Parry 6, Toughness 7; Skills: Athletics d6, Fighting d8, Intimidate d8, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d8, Bravery, Brawny, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 Notice) *'''Skerra''': genetically breed tiger like animal with red and green fur. They are very loyal to their owners but common only in Hazat lands. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d10; Pace 10 (run d6+4), Parry 7, Toughness 9; Skills: Athletics d6, Fighting d10, Intimidate d6, Notice d10, Stealth d6, Survival d6; Special Qualities: Bite and Claws Str+d8, Climb (Pace 4, run +d4 in natural environment), Go for the Throat (on a raise attack weakest AP area), Pounce (leap 6” for Strength +2), Night Vision, Quick, Scent, Size +2 *'''Riding Horse''': common riding animal. Cost E, upkeep E; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d8; Pace 12 (run d8+4), Parry 4, Toughness 8; Skills: Athletics d4, Fighting d4, Notice d6; Special Qualities: Bite and Hooves Str+d4, Size +2 *'''War Horse''': breed for war, large riding steeds. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d8, Strength d12+2, Vigor d10; Pace 10 (run d6+4), Parry 6, Toughness 10; Skills: Athletics d6, Evade d6, Fighting d8, Notice d6; Special Qualities: Bite and Hooves Str+d6, Bravery, Size +3 *'''Chervin''': a goat-like riding animal native of Hira, they have excellent endurance and surefootedness. Rare outside of Hira. Cost E, upkeep E. Attributes: Agility d10, Smarts (A) d6, Spirits d8, Strength d12+1, Vigor d10; Pace 9 (run d6+3), Parry 5, Toughness 9; Skills: Athletics d8, Fighting d6, Notice d8+2, Survival d6; Special Qualities: Alertness, Bite, Hooves are Ram Str+d6, Bravery, Night Vision, Size +2 *'''Pherizas''' (‘Spitters’): two-legged riding lizards popular among nobles. Cost EE, upkeep EE. Attributes: Agility d10, Smarts (A) d6, Spirits d6, Strength d12, Vigor d10; Pace 10 (run d6+4), Parry 5, Toughness 11 (2); Skills: Athletics d6, Fighting d6, Intimidate d6, Notice d6, Shooting d6, Survival d6, Special Qualities: Acid Spit (range 5/10/20, damage 2d10, AP-2 can damage clothing/armor), Armored Skin +2, Bite and Claw Str+d8, Night Vision, Size +2 *'''Brute Grogs''': huge four legged dinosaur-like beast of burden often employed to pull Brute carts. Cost EE, upkeep EE. Attributes: Agility d4, Smarts (A) d4, Spirits d6, Strength d12+4, Vigor d10; Pace 4, Parry 4, Toughness 13 (2); Skills: Fighting d4, Notice d4, Special Qualities: Armored Hide +2, Size +6 (+2 to others attacking it has an extra Wound) <u>'''GOLEMS'''</u> Golems are basically robots and androids and in the Fading Suns setting are basically illegal. The Church preaches that they deny Humankinds uniqueness within the Universe and have banded them. The Merchant League has been able to get around this partly and are allowed some of the more basic, “primitive” models (i.e. non-Thinking or semi-Aware robots). The (S) means the Golem is self-aware and sentient (an A.I.). If illegal the (I) is added… [[File:FadingSun.Golem.jpg | 350px | right]] *'''Adviser''': The Adviser are generally fragile models of low-end A.I. and experts in Lore and Hidden Knowledge. Cost MR (I). Attributes: Agility d6, Smarts d8 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d8, Electronics d8, Notice d6, Occultism d6, Science d8, Tech Use d8, Think Machine d8; Special Qualities: Construct *'''Companion''': The Companion Golem often look extremely Human and are often give very life like physical and emotional support to their owners. Cost R+ (I). Attributes: Agility d8, Smarts d8 (S), Spirits d8, Strength d8, Vigor d8; Pace 8, Parry 2, Toughness 8; Skills: Athletic d6, Common Knowledge d8, Notice d6, Persuasion d8; Special Qualities: Attractive, Construct; plus possibly – Acrobatic, '''''Bodyguard''''' upgrade (adds Fighting and Shooting skills d8 each costs EE), Night Vision, Quick, Reinforced Structure (Toughness +2). *'''Ogre Labourer''': Heavy lifting and moving golem, only good for simple tasks. Cost EE. Attributes: Agility d4, Smarts d4, Spirits n/a, Strength d12+4, Vigor d10; Pace 6, Parry 4, Toughness 13 (2); Skills: Fighting d4, Notice d4; Special Qualities: Armored Plating +2, Construct, Metal Fist Str+d6, Reinforced Structure (Toughness +2), Size +2 *'''Teacher''': Teacher Golems are some of most advanced A.I. around and have access to vast amounts of information and hidden lore. They are extremely illegal and one of the rarest found. Cost SR (I). Attributes: Agility d6, Smarts d12+1 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d12, Notice d6, Science d10, Tech Use d10, Think Machine d10; Special Qualities: Construct, Tech Redemption (no penalty) *'''Warrior''': A Warrior Golem is built for war but can also be used as a bodyguard or assassin. Due to these features they are illegal in most places. Cost MR (I). Attributes: Agility d10, Smarts d8, Spirits n/a, Strength d12, Vigor d12; Pace 10 (run d6+4), Parry 7, Toughness 12 (+4); Skills: Athletics d8, Battle d8, Fighting d10, Intimidate d8, , Notice d8, Shooting d10, Stealth d8; Special Qualities: Armored Plating (+4), Construct, Dark Vision (no penalties for any level of darkness), Fighting Claws (retractable) Str+d8, Fist Str+d4, Extra Action (as Cybernetics), Reinforced Structure (Toughness +4)
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