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Oriental Adventures Toolkit

A netbook for Savage Worlds covering Wuxia-style settings.


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Rat: +1 on Stealth in hybrid form


Player Character
Races New Hinderance
Spirit Folk Extra Taboo (Minor)
Spirit folk are corporeal nature spirits. This hinderance can only be taken by a
They typically do not feel so well in the Wu Jen and gives him an extra taboo.
crowded cities of mankind and prefer to Like the original taboo, any violation
live in a spot that suites their particular will cause a loss of powers of 1d6 days.
mentality. All spirit folk are considered
to be spirits and are thus affected by Disguised Master (Major)
certain spells and magic items. This hinderance can only be taken by a
Bamboo spirit folk: Survival d6, Stealth character with Arcane Background
d6 (Martial Arts) and a Style. The character
Bone spirit folk: +1 toughness, low light is the survivor of a massacer against a
vision, -1 on all rolls in daylight monastery or martial arts school and
River spirit folk: aquatic, low light must hide his identity. In particular,
vision using any Martial Arts power in public
Wind spirit folk: flying is likely to attract unwanted attention.

Hengeyokai New Edges


Hengeyokai are shapechangers that have
three different forms; a human form, a
hybrid form, and an animal form. The
Ancestral Weapon
animal form takes the values found in Requirements: Novice
the beastiary. There are many different The character owns a weapon of particu-
animals available. Here are some larly fine quality, which deals an
examples: additional +1 damage and grants +1 on
Badger: Burrow in hybrid form the attack roll. For each rank increase
Carp: Aquatic in hybrid form the weapon can be improved, granting
Cat: +1 on Climbing checks in hybrid either +1 to damage or +1 to the attack
form roll. If the weapon is lost or destroyed,
Crab: +1 natural armour in hybrid form so is the benefit of this edge.
Crane: Pace 2 and flight in hybrid form
Dog: +1 on Gut rolls in hybrid form Extra Element
Fox: +1 on Smart vs. Taunt rolls in
Requirements: Wu Jen, Seasoned
hybrid form
This edge allows a Wu Jen access to an
Hare: +1 pace in hybrid form
additional element besides his first one.
Monkey: +1 on Climbing checks in
Whenever an elemental spell is cast, the
hybrid form.
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Wu Jen may decide which element to with surprising throws. The character
use. This edge may be taken multiple gets +1 on his Power Throw power
times. check as well as +2 on Strength to resist
a Power Throw.
Extra Spirit
Requirement: Shaman, Seasoned
Trained by a Master
The shaman can pick another spirit but Requirements: Arcane Background
must also live by its rules. (Martial Arts), Any Style
You are extremely good at the style you
Eunuch Sorcerer have been taught. For each raise on your
Martial Arts roll, the power cost is
Requirements: Wu Jen or Shaman
reduced by one.
A Wu Jen or Shaman taking this edge
sacrifices his manhood for additional
power points. This edge can be taken
Chi Acolyte
only once but grants 8 additional power Requirements: Seasoned, Arcane
points. Background (Martial Arts), At least
Martial Arts Style
Leaf in the Wind Style The Chi Acolyte has mastered his perso-
nal style. He extends all Power durations
Requirements: Arcane Background
by 1. Also, if any of the Powers he has
(Martial Arts), Spirit d6+
mastered are used against him by
You are a practitioner of the Leaf in the
another Martial Artist, the difficulty is
Wind style, a school of combat that
increased by 1.
focuses on defense. The duration of the
Deflection power is doubled. Also, if the
character is attacked, he may make a
Drunken Master
Spirit(-2) roll. On a success, the charac- Requirements: Veteran, Arcane
ter may spend 6 power points to activate Background (Martial Arts), At least
the Deflection power as a reaction, Martial Arts Style
applying the attack penalty immediately. When unser the influence of alcohol, the
Drunken Master does not suffer the
Dragon Fist Style usual penalties. Instead, he gains an
extra 5 power points while drunken.
Requirements: Arcane Background
(Martial Arts), Strength d6+
You practice the brutal and direct Arcane Backgrounds
Dragon Fist style that focuses on hard
punches. The character gains +2 on
Martial Arts checks for the powers
Martial Arts
Thousand Fists and Touch of Death. Arcane Skill: Martial Arts (Spirit)
Also, when using Thousand Fists, the Starting Power Points: 10
character deals d6+Strength damage Starting Powers: 2
instead of 2d6. Martial Arts are a special Arcane
Background covering all kinds of
Roots of the Mountain Style unarmed combat techniques. Depending
on what powers a character has, he is an
Requirements: Arcane Background
adherent of a different school. Martial
(Martial Arts), Obese hindrance
Arts powers cannot be dispelled.
The Roots of the Mountain style relies
The arcane skill Martial Arts can also be
on body mass and stability, combined
used without the intention of using a
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power. In fact, it acts as a replacement v Chastity
for Fighting in unarmed combat. The v Cannot light a fire
damage dealt by an unarmed attack is
based on the skill level of the martial
artist:

Skill Level Unarmed


Damage
1d6 Str+1
1d8 Str+2
1d10 Str+3

Martial Arts allows access to the follo-


wing powers:
Deflection (self only), Fly (self only),
Quickness (self only), Speed (self only),
Death Drop, Power Throw, Thousand Shaman
Fists, Touch of Death, Whirlwind Kick
Arcane Skill: Spirit Channeling (Spirit)
Wu Jen Starting Power Points: 10
Starting Powers: 3
Arcane Skill: Spellcasting (Smarts) The shaman is a representative of the
Starting Power Points: 10 spirit world and gains his power by
Starting Powers: 3 calling upon the spirit. Each spirit is
The Wu Jen are elemental mages of associated with a particular domain. A
eccentric habits. A Wu Jen must also shaman has access to two spirits in the
pick a taboo (some examples are given beginning but may contact more over
below). If the Wu Jen breaks the taboo, time.
he looses all his powers for 1d6 days. At The shaman's powers depend on his
the time of creation, pick an element spirits. Also, each spirit incurs a special
(earth, fire, metal, water, or wood). All hindrance. If it is violated, the shaman
elemental spells can only be cast using looses his powers for 1d6 days.
this element until the Extra Element Ancestor Spirit: The shaman must
edge is taken. always honour his ancestors with a
The following powers are available to special 1 hour rite per day. Powers:
Wu Jen: Boost Mental Trait, Dispel, Smite Un-
Armour, Barrier, Burrow, Detect/Con- dead, Speak Language
ceal Arcana, Dispel, Elemental Manipu- Celestial Spirit: The shaman serves the
lation, Elemental Blast, Elemental Bolt, celestial bureaucracy and must never
Elemental Burst, Entangling Scarf, refuse to settle a dispute. Powers: Spirit
Environmental Protection, Fear, Fly, Armour, Boost Mental Trait, Invisibility
Invisibility, Light, Magnetism, Obscure, Flame Spirit: The shaman must never
Shape Change, Smoke Ladder, Snake extinguish a fire. Powers: Barrier (fire
Tattoos, Stun, Telekinesis, Teleport only), Elemental Blast (fire), Elemental
Sample taboos are: Bolt (fire), Elemental Burst (fire),
v Food restriction such as no meat, no Elemental Manipulation (fire only),
salt, no ginger Light, Smoke Ladder
v Must not cut hair Grave Spirit: The shaman must not
v Must wear red robes destroy the undead unless they attack

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him. Powers: Burrow, Entangle (hands v Earth deals crushing damage caused
from the ground), Fear, Lower Physical by rocks
Trait, Spirit Armour, Zombie v Fire deals fire damage
Guardian Spirit: The shaman must v Metal deals piercing damage caused
always defend those who cannot defend by sharp metal splinters.
themselves. Powers: Armour, Barrier, v Water deals cold damage.
Deflection, Dispel, Environmental
Protection, Invisibility, Stun
v Wood deals piercing damage caused
Healing Spirit: The shaman must heal by wooden splinters.
all those that ask his help. Powers:
Boost/Lower Trait, Greater Healing, Entangling Scarf
Healing, Dispel This power works like entangle but
Knowledge Spirit: The shaman must requires a silk scarf that will magically
not lie when asked for information but extend in length. The scarf not only
may choose to remain silent. Powers: entangles the target but also allows the
Boost Mental Trait, Detect/Conceal caster to draw a fully entangled target
Arcana, Speak Language, Wisdom towards himself. The burst option of
Nature Spirit: The shaman cannot Entangle is not available.
spend the night in a city. Powers: Beast
Friend, Burrow, Entangle, Environmen- Lower Physical Trait
tal Protection, Fly, Shape Change
This power limits the Boost/Lower Trait
Travel Spirit: The shaman must never
to lowering the traits Agility, Strength,
spend two consecutive nights in the
and Vigor.
same bed. Powers: Burrow, Environ-
mental Protection, Fly, Speak Language,
Speed, Teleport
Smite Undead
War Spirit: The shaman must always This power combines the effects of
be armed. Armour, Blast, Bolt, Burst, Burst and Bolt but can only damage
Fear, Quickness undead creatures.

Modified Powers Snake Tattoos


This power works like Bolt but requires
There are some powers, which are based snake tattoos. Upon casting this spell,
on the standard powers provided in the the snakes on the tattoos become alive
rule book but offer special variants. and can be thrown. The snakes are
physical projectiles and deal poison
Boost Menal Trait damage.
This variant of Boost/Lower Trait works
only on Spirit and Smarts and only Spirit Armour
allows to boost them. This power works like Armour but
grants +3/+6. However, this bonus is
Elemental Blast/Bolt/Burst only effective against creatures of the
These spells work like Blast, Bolt or spirit type.
Burst but deal damage based on the
element of the Wu Jen. Thus, a creature
immune against fire damage will not be
harmed by the bolt of a Fire Wu Jen.

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uses the Martial Arts skill but deals 2d6
New Powers points of damage.

Death Drop Smoke Ladder


Rank: Seasoned Rank: Novice
Power Points: 3 Power Points: 1
Range: Touch Range: Smarts x 3 m
Duration: Instant Duration: 1 minute
On a successful Martial Arts roll, the This spell turns the smoke from a fire
character deals 3d6 damage to a prone into a ladder that reaches Smarts x 3m
and staggered foe. However, after the into the sky. It is very easy to climb and
manoeuvre, the character is also prone, lasts for 1 minute.
unless he scored a raise on his roll.

Magnetism
Rank: Veteran
Power Points: 3
Range: 10/20/40
Duration: Instant
You can disarm a foe wielding a metal
weapon at range. Make an opposed roll Touch of Death
with your arcane skill (penalized by Rank: Veteran
distance) vs. the opponents strength. On Power Points: 3 (or 6)
a success the foe drops his weapon and Range: Touch
it flies 1d6 meters into your direction. Duration: Special
On a raise, you now hold the weapon. This powerful unarmed attack (based on
the Martial Arts skill) deals 2d6 points
Power Throw of damage (3d6 if 6 power points are
Rank: Novice spent). Each round, the target takes an
Power Points: 2 additional 2d6 (3d6) points of damage,
Range: Touch unless he makes a successful Spirit(-1)
Duration: Instant roll. Once the roll is passed, the effect
The character rolls his Martial Arts vs. ends.
his target's Strength score. On a success,
the target is prone and takes 2d6 Whirlwind Kick
damage. On a raise, the character can Rank: Seasoned
move the target to any location within 2'' Power Points: 2
of himself. Range: Touch
Duration: Instant
Thousand Fists The character performs a powerful
Rank: Novice roundabout kick that hits all targets
Power Points: 1 within touch range. This attack uses the
Range: Touch Martial Arts skill but deals 2d6 points of
Duration: Instant damage to each target.
The character performs a powerful
series of blows on his target. This attack

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Wisdom Lamellar is the armour of the nomadic
horseman barbarians of the north.
Rank: Veteran
Power Points: 3 Weapons
Range: Self
Duration: 3/1 Most of the medieval weapons are
The character can use his arcane skill available in an oriental setting as well
instead of any knowledge skill for the but a few warrant special attention.
duration of the spell. However, this Some weapons are especially designed
power does not grant access to secret to be used by Martial Artists (MA).
knowledge, only to that which the Wielders of these weapons can use the
character could reasonably know. Martial Arts skill instead of Fighting.
The Three-Section-Staff is a powerful
reach weapon, somewhat similar to a
Equipment flail.
This section describes equipment The Butterfly Sword is a broad-bladed
suitable for an oriental setting. sword often used by martial artists.
The Warfan is a spiked metal fan that
Armour looks like a normal fan at the first
glance and is only recognized as a
Armour in Oriental settings is typically weapon with a Notice(+1).
lighter than the one found in classical The Sai is a three-pronged fork that is
fantasy settings. Some oriental armour is used to disarm enemies. When used to
somewhat fragile. On a result of a make a disarm attack, the opponents Str
wound or more, the armour bonus is roll is penalized with a -1.
reduced by 1. Once 0 is reached, the Nekode are a ninja's climbing claws,
armour hangs on the character's body in which deal little damage but grant a +1
useless tatters. on climbing checks.
Also, armour imposes a penalty on all
Martial Arts roll. The penalty is the
same as the armour bonus, except for
fragile armour, which uses only half the
armour bonus (rounded down). Thus,
plate mail is not a very popular option.
Bone Armour is made out of bones. It
is typically worn by barbarians and
breaks easily.
Cord Armour is a light woven suit that
offers some basic protection.

Armour
Type Bonus Weight Cost Notes
Bone Armour +2 20 40 Covers whole body,
fragile
Cord Armour +1 10 15 Covers whole body
except for head, fragile
Leather Scale +2 20 250 Covers whole body
Armour except for the head
Lamellar +2 25 300 Covers the whole body

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Magical Charms
The following items are magical trinkets
that are available to the majority of
people. They can be maufactured by
shamans and wu jen with an arcane skill
check (-3) at a cost of half the sales
price.
Protection Scroll: Marked with holy
symbols, this scroll can be used once to
set up a Barrier against spirits. The
scroll lasts for 2d8 rounds or until
crushed by a non-spirit. Cost: 150
Jade Weapon: Weapons made of or
inlaid with jade are more effective
against spirits. They deal an additional
point of damage against these enemies
and even affect those that are immune
against non-magical weapons. Cost:
weapon cost x3
Eggshell Grenade: A fragile bomb
filled with alchemical substances. The
grenade causes on Obscure effect in a
small burst template for 1d4+1 rounds.
Its thrown range is 5/10/20. Cost: 100

Weapons
Type Damage Weight Cost Min. Str. Notes
Three-Section Staff Str+2 10 200 d6 Agi d8+, Reach 1,
ignores shield and
weapon parry bonus
Nunchaku Str+1 5 50 - Agi d8+, ignores
shield and weapon
parry bonus
Butterfly Sword Str+2 4 200 - MA
Tonfa Str+1 1 10 - Parry+1, MA
War Fan Str+1 2 200 - MA
Sai Str+1 1 50 - Disarm(Str-1)
Nekode Str 1 80 - Climb+1

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