Thursday, January 24, 2013

Redline - Savage Worlds Conversion - Part 4 (Final)

CREEP

To the folks who roam the remains of the world, all the radioactive goops and lethal pathogens are thought of as a single plague: the Creep. In truth, the Creep is many different effects from many different sources.

Creep accumulates in characters from each instance of contamination. Creep accumulation never decreases, it continues to accumulate until you die...or worse. Any time a character is exposed to Creep, make a Vigor roll and subtract any penalties for the specific strength of the Creep. A success means the character accumulates 1 Creep Point, but suffers no additional effects. If failed the character suffers the Creep's special effects (if any), and rolls to determine how many Creep Points he gained. And yes, Creep Point dice do ace.

KNOWN CREEP

Some examples of various kinds of Creep.

Generic Rad Zone (-2): Invisible emanation 1d8 miles in diameter.
Contamination: contact, roll each hour spent in the zone; Creep Points: 1d6; Special: immediate Exhaustion.

Generic Bio Creep (-2): Plants, animals, and fluids can be contaminated. Contamination: ingested; Creep Points: 1d6; Special: make a Vigor roll each morning for 1d6 days, failure means you take Fatigue, a raise means the special effect ends.

Dandelion Creep (-1): Fields of lovely flowers give off a mutagenic pollen. Contamination: inhaled, roll each hour spent in the area; Creep Points: 1d4; Special: Immediate unconsciousness for 1d12 hours.

Green Buzz (-3): Glowing green rocks, and your teeth start to "buzz".
Contamination: Touch; Creep Points: 1d6.

Silver Juice (-6): Found in old tanks in labs and hospitals.
Contamination: Contact; Creep Points: 1d8; Special: Loss of one die of Strength. If this would drop Strength below d4 than death results.

Black Fog (-2): A giant cloud of black fog. Sometimes it seems to follow you. Contamination: inhaled, roll each round spent in the black fog; Creep Points: 2d6; Special: acid burns your lungs, take 1d10 damage per round in the black fog.

Crazy Paint (-1): Watch out for old peeling paint.
Contamination: Contact; Creep Points: 1d4; Special: gain a temporary Delusion (GM's choice) for 2d6 days, a critical failure means it's permanent.

Clyde's Creep (-4): Passed from creature to creature. A driver named Clyde was responsible for the Creep Zombie plagues along I-5.
Contamination: Contact; Creep Points: 1d8; Special: contaminated creatures are infectious and may contaminate others through their physical contact for 1d10+7 days.

CREEP POINTS

Record accumulated Creep Points on your character sheet. Next to this write your Creep Thresholds. There are seven numbers, one for each Threshold. Multiply your Vigor die by 1/2/3/4/5/6/and 7. Each time the character's Creep Points rise above a Creep Threshold, roll once on the corresponding Threshold table and apply the effects.
For example, a Vigor d8 would give the Thresholds 8/16/24/32/40/48/56.

1st Threshold (1d20)
1 Eyes swell and change color.
2 All body hair falls out permanently.
3 Some teeth fall out, and gums ache all the time.
4 Finger-nails grow a quarter of an inch per day.
5 Salt-dependent. Need 10 oz. of salt per day.
6 You grow 1d12 inches taller.
7 You shrink 1d12 inches shorter.
8 Blood changes color. Pick a color.
9 Sinuses always stuffed up.
10 You have a faint unique metallic smell.
11 Fingernails and toenails fall out.
12 Voice changes.
13 Ears grow twice their size.
14 Face becomes numb, lose sense of taste.
15 Develop severe acne.
16 Your digestive system can no longer process solid food. Grind it all up in a nice paste.
17 Grow weird bone protrusions.
18 Skin becomes sticky.
19 Your eyes tear all the time.
20 Handedness changes.

2nd Threshold
1 Randomly determined limb dies, falls off.
2 Memory loss. Lower Smarts by one die. (Or another Attribute if this is already a d4.)
3 Limbs wither. Lower Strength by one die. (Or another Attribute if this is already a d4.)
4 Weakened immune system. Lower Vigor by one die. (Or another Attribute if this is already a d4.)
5 Severe depression. Lower Spirit by one die. (Or another Attribute if this is already a d4.)
6 Memory loss. Suffer a -2 penalty to one Smarts skill.
7 Constant shakes. Suffer a -2 penalty to one Agility skill.
8 Chronic Nightmares. Suffer a -2 penalty to one Spirit skill.
9 Slow healer. Suffer a -2 to natural Healing rolls. Make the roll every eight days instead of five.
10 Overcame the Creep. Raise Spirit by one die.
11 Enhanced reflexes. Raise Agility by one die.
12 Increased muscle mass. Raise Strength by one die
13 Resilience. Raise Vigor by one die.
14 Accelerated IQ. Raise Smarts by one die.
15 Decreased pain sensitivity. Raise Toughness by one.
16 You now glow in the dark. Dim illumination. Pick a color.
17 Light sensitivity. You suffer -1 penalty to all actions requiring sight when in bright light.
18 Accelerated healing. Gain a +2 to natural Healing rolls. Make the roll every three days instead of five.
19 Heightened senses. Gain a +2 to Notice rolls.
20 You gain limited night vision. All penalties due to illumination are reduced by 2.

3rd Threshold (d8)
1 Randomly determined body part dies, falls off. Roll on the Injury Table, the result is permanent. Re-roll results which do not apply.
2 Creep Psychosis. Gain a Phobia (Major).
3 Creep Psychosis. Gain a mental oriented Minor Hindrance. GM's choice.
4 Tongue rots and then falls out. Become mute.
5 Randomly determined limb dies, falls off.
6 Beneficial Mutation. Gain a +4 to any one Agility or Strength based skill. Describe why.
7 Beneficial Mutation. Gain a free edge you meet the requirements for. Explain why.
8 Mind Over Body. Ignore one wound penalty, and +1 to Vigor rolls made to soak damage.

4th Threshold (d10)
1 Creep Psychosis. Make a Spirit roll or attack any creature visibly injured.
2 Creep Psychosis. Make a Spirit roll once per day (same time everyday) or harm yourself with the closest firearm or melee weapon you can find.
3 Randomly determined limb dies, falls off.
4 Randomly determined body part dies, falls off. Roll on the Injury Table, the result is permanent. Re-roll results which do not apply.
5 Smell like rotting flesh. Lower your Charisma by -4. And any creature within 2" must make a Vigor or take a level of Fatigue.
6 Creep Psychosis. Gain a Phobia (Minor).
7 Skin becomes thin and any pain you feel is magnified. Subtract 1 from your Toughness.
8 You grow thick, tough skin like armor. Add 1 to your Toughness.
9 Beneficial Mutation. Pick one Attribute and raise it by one die, or give it a +1 if already a d12.
10 Osmosis. Never need food or water.

5th Threshold (d6)
1 Creep Psychosis. Gain a Phobia (Major)
2 Creep Psychosis. Make a Spirit roll whenever some creature touches you, failure means you physically attack them until you make a successful Spirit roll. Roll at the beginning of your turn.
3 Randomly determined limb dies, falls off.
4 Randomly determined body part dies, falls off. Roll on the Injury Table, the result is permanent. Re-roll results which do not apply.
5 Creep Growths. You contaminate others with your touch. Victims roll Vigor -2, or receive 1d4 Creep Points.
6 Physical Evolution. Gain 1 die in Strength and Vigor, or a +2 to both if already a d12.

6th Threshold (d6)
1-2 Become a Creep Zombie, character is now a NPC. Attack all creatures with a lower Creep Threshold.
3 Randomly determined body part dies, falls off. Roll on the Injury Table, the result is permanent. Re-roll results which do not apply.
4 Creep Spores. You contaminate others with your presence. Any creature within 4" must roll Vigor -3, or receive 1d6 Creep Pts.
5 Grow two new arms. Gain 1 die in Agility, or a +2 to Agility if already a d12. Multi-action penalties do not apply unless you take 3 or more actions in a round.
6 Mental Evolution. Gain 1 die in Smarts and Spirit, or a +2 to both if already a d12.

7th Threshold (d20)
1-16 Become a Creep Zombie, character is now a NPC. Attack all creatures with a lower Creep Threshold.
15-19 You dissolve into a toxic ooze and die.
20 Become a Creep Vamp, you are still a player character. Gain the Creep Vamp's special ablities.

CREEP CREATURES

CREEP VAMP (Wild Card)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Climbing d8, Fighting d8, Guts d8, Intimidation d8, Notice d6, Shooting d6, Taunt d6
Pace 6; Parry 6; Toughness 9
Special:
Claws: ST+d4.
Bite: ST+d4. A vamp's bite requires him to first entangle the victim with a Grapple. On subsequent rounds he may attempt to bite the victim (add the modifier for unarmed defender). If wounded, the victim must make a Vigor roll or gain a level of fatigue.
Frenzy: Has the Frenzy Edge.
Contamination: If a vamp wounds with either a claw or bite attack, the victim must make a Vigor roll -2 or receive 1d4 Creep Points per wound.
Domination: Vamps have a hypnotic attraction for humans. They have the Puppet Power, with Smarts as their arcane skill. And can use and maintain it indefinitely, but only on one person at a time.
Spawn: A person killed by a vamp's bite reanimates as a creep zombie in 1 hour. The spawned zombie is under the vamp's complete control. Only the vamp's death will release the zombie, at which point it will wander around looking to kill and eat someone.
Children Of The Night: A creep vamp has a telepathic bond with creep contaminated animals. Which it usually uses for feeding on them. He has the Beast Friend Power, with 10 Power Points. Can only target Creep animals or swarms.
Regeneration: At the start of his turn, as a free action, he may make a Vigor roll. If successful he heals one of his wounds.
Undead: +2 Toughness. +2 to recover from being shaken. Called shots do no extra damage. Characters who become Creep Vamps receive the special abilities, but keep everything else the same as it was.

CREEP ZOMBIE
The same as Zombie as written in the Savage Worlds rules. Except replace Claws with:
Bite: ST damage. A zombie's bite requires him to first entangle the victim with a Grapple. On subsequent rounds he will attempt to bite the victim (add the modifier for unarmed defender).
Lone zombies have a hard time against Wild Cards, but when they Gang Up on you watch out!
Zombies also gain the following special ability:
Spawn: A person killed by a zombie reanimates as a creep zombie in 1d4 rounds.

CREEP ANIMALS: Use the SW fantasy or sci-fi bestiary toolkits to devise other warped creatures.

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