One last SW idea for a bit.
Wanted (Minor or Major)
You bleed…a lot. Maybe its a week constitution, heck maybe your a hemophiliac. Who know, but when you get hurt, you REALLY get hurt.
As a minor hindrance, when you are hit with an attack add a 1d2 to the damage roll to see if it beats your toughness. As a major hindrance, add a 1d4 to the damage roll. If you are wounded, you bleed much more than normal when hurt, so all tracking you gain a +2 bonus if they use the blood to find you.
More Savage Worlds fun!
Requirements: Veteran, Brawler, Bruiser
When you get a raise on bare-handed attacks, roll an extra d10 instead of the normal die.
Jumping back into things! Here is a one that came up at the table for Savage Worlds!
Flatfooted [minor or major]
You are slow on the draw. A minor flatfooted character’s initiative is one number lower that indicated on his or her card. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage.
A major flatfooted character’s initiative is reduced by one number and one suit. If the character draws a club, an agility check or be stunned. If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned. If the character is already stunned and fails the check, they take one nonlethal damage. A character can be subjected to both these effects with a major hindrance.
Let’s keep up the Savage Worlds! Here is a spell for those who think no knowledge is forbidden.
Casting Modifier: varies
This spell teaches the willing the true secrets of the world. When this spell is cast, the target may increase it’s Cthulhu Mythos level to the next die level. The modifier for the spell equals the next level of the targets Cthulhu Mythos level ie a target gaining a d4 in Cthulhu Mythos imposes a -4 modifier modifier. The target and the caster both lose sanity equal to the dice gained ie the target gaining a d4 imposes a 4 points of sanity loss to both the caster and target. No die level may be skipped using this spell, and each die level imposed the same penalties and sanity cost to the caster and target.
You can really tell what I’ve been reading lately hay? Here is a quick idea for Savage Worlds
Requirement: Marksman, Veteran
When you take the aim action, gain an additional +2 bonus to shooting and to damage.
I love The Shadow over Innsmouth, so let’s have some of those men and women join the call without knowing it!
The Look (Minor or Major)
You have family that came from someplace that was “off”. The other men and women fighting gave you a wide birth when you joined up or were called. They would fight alongside you, but you’ve always been “off” yourself. this wouldn’t be bad, but you’ve felt the call of something else for a long time, and it’s getting worse.
At a minor level, The Look Hindrance means your character gains 1.5 times as much Dementia, rounded down, and adds +2 to each Horror and Terror effect rolled. In addition you gain a +1 to swim checks. At a major level, your character gains 2 times as much dementia and adds +4 to each Horror and Terror effect rolled. IN addition you gain a +2 to swim checks. If your sanity die is ever reduced to 0, you change into fish monster and turn on your party as you finally succumb to the call you’ve always experienced.
Gearing up for Savage World’s Achtung Cthulhu! Here is an idea…
Fear Not the Shadows
Requirements: Novice, Spirit d6+
Your men do not break! Your men do the breaking!
All allies are better prepared for the horrors of war or the monsters in the dark, and so adds +1 to their Spirit rolls to avoid any fear or sanity effect. This effect applies to guts rolls as well.