Welcome back to the Savage Worlds character creation for Clockworks. This week, we tackle the races of Clockworks.
Player characters in Clockworks can be either Human or Faeblooded.
Until the last few decades, humans were the only race on Vheld. Legends and tall tales told of horrifying beast men, walking dead, the tall and inscrutable people of the forest, and other strangeness in ancient history; but such creatures are confined only to fiction.
All human characters start with one free Edge.
The Faeblooded are a relatively new phenomenon in Vheld. They resemble the fictional creatures of myth and fairy tale: elves, sprites, ogres, goblins, etc. There is much debate about their exact nature and origins.
Faeblooded first appeared forty years ago, and it is believed their appearance is related to the Cataclysm and the appearance of Elementalists. The exact origins of the Faeblooded are unknown, as well as the method by which a child transforms in to one. There are now second generation Faeblooded, the children of pairings of boggins, dwarves and less savory types. However, most Faeblooded are born to (or perhaps left for) human parents.
Faeblooded typically take on their inhuman aspects between the ages of one and five. There is much debate as to the exact nature of this transformation. Many people believe that Faeblooded are not the same child at all, but a “changeling” or “simulacrum” left behind by other Faeblooded, who steal the actual child in the night. This is a notion that has gained incredible popular support, despite the lack of physical evidence. Some scientists and doctors believe the Faeblooded to be caused by a disease, one that is perhaps communicable by contact with them. Others theorize that the Faeblooded are the result of a metamorphosis, perhaps related to global ethereal fluctuations caused by the aftermath of the Cataclysm. The important thing is that the Faeblooded themselves don’t know where they came from, or why.
Faeblooded are often distrusted, and will typically band together for protection and companionship.
All Faeblooded begin with one Attribute at d8 instead of d4. This Attribute can be raised to d12+2.
All Faeblooded are weak against iron. Fortunately for them, this weakness does not also apply to iron alloys such as steel. Unfortunately, traditional iron weapons designed specifically to harm the Faeblooded have become increasingly common.
Faeblooded take an additional 1d6 damage from iron weapons. Additionally, such wounds are harder to soak: requiring a success and a raise or two raises to soak each wound. Faeblooded can not cross a barrier made of pure iron, even if it’s just an iron bar lying on the floor crossing a doorway.
In addition to these common features, all Faeblooded must choose two benefits from the Fae Boons list, as well as two weaknesses from the Fae Banes list, below:
- Aquatic: cannot drown in water, aquatic pace equal to your Swimming die type, begin with d6 Swimming.
- Beast Master: animal affinity and a beast companion, per the Edge.
- Claws: Strength +d4 claws
- Fae Beauty: +2 Charisma
- Fleet Footed: base Pace of 8, running die of d10, per the Edge.
- Immunity: to heat or cold, per the Monstrous Ability
- Large: +1 Size
- Low Light Vision: ignore dark light penalties, per the Monstrous Ability
- Maw: Strength +d6 damage bite
- Magical Apptitude: begins with 5 bonus Mana
- Shape Change: may choose one small animal. Can change once per hour per the spell. Spirit roll to activate.
- Sneaky: +2 to all Stealth rolls, does not leave footprints.
- Tinker: may use Repair to build or fix items in 1/2 the time if working after midnight, 1/4 on a raise.
- Tough: +1 Toughness
- Woodsman: +2 to Stealth, Survival, and Tracking in the wilderness, per the Edge.
- Dehydration: the character must immerse herself in water one hour out of every 24. If they do not, they suffer one Fatigue level each day until Incapacitated, the next day they will perish.
- Folk Weakness: the character has a traditional Fae weakness or peculiarity. Examples include being repelled by certain herbs, being unable to refuse an offering of food or drink, being unable to cast magic without a certain item, or being Oathbound to anyone who takes possession of a certain item.
- Frail: -1 Toughness.
- Oathbound: if the character gives his word he is bound to it, and suffers 1 Fatigue level every day he goes back on an oath until he becomes Incapacitated or makes things right.
- Shadowed: suffers a -1 penalty to all rolls in daylight.
- Small: –1 Size, per the Hindrance.
- Slow: Pace 4, running die of d4.
- Ugly: -2 Charisma, per the Hindrance.
- Weak Attribute: one Attribute (not the character’s Powerful Attribute) costs double to raise during character creation, and requires two level ups to raise with experience.
- Weakness: choose one additional substance or damage type, the character suffers the same effects as he does to Iron. Example weaknesses include fire, cold, silver, gold, wood.
Banes and Boons stack with Edges and Hindrances, meaning you can make an elven princess with both Fae Beauty and Attractive, or a diminutive goblin with both Small and the Small Hindrance.
There are also a number of Faeblooded only edges, which typically kick in at Veteran rank and will be detailed in a later post.
If you haven’t guessed yet: Ophelia has Aquatic, Fae Beauty, Dehydration, and Folk Weakness. Toby has Large, Tough, Slow, and Ugly.
Note that the Faeblooded rules aren’t set in stone. One advantage we have here is we can spend the next year or two adding to and refining the mechanics. If you have any suggestions, or anything that comes up in actual play, post it in the talk page on the Wiki or here. In the final book, I’d love to have a sidebar featuring a dozen or so Folk Weaknesses, for example.
I’ll be doing a livestream show tonight while I work on tomorrow’s comic! The stream starts at 6 pm central.
See you guys tomorrow when our heroes come to face to mask with our new villain. Lots of news and stuff to post on Friday as well.
The character creation series continues next Wednesday with new Hindrances and probably part 1 of new Edges.