Thursday, March 22, 2012

Savage Eberron: Living Constructs

Out of nowhere, I had a solution for a Living Construct Monster Ability for warforged. This is a concept with which I have been struggling for more than a year. When I first tackled it, it was a mess, and I had decided to scrap it and simply use Construct for creating a warforged. That seemed lazy and didn't feel quite right in keeping with the spirit of the concept behind warforged as "living" constructs, but I figured I could live with it. Now, the solution seems obvious. Perhaps it's my work with Reality Blurs that has changed my perspective; I'll be among the first to praise Sean Preston as a great mentor when it comes to game design.

In any case, presented here is a definition for Living Construct. Feel free to compare and contrast to the Construct (Savage Worlds Deluxe, p. 130) and leave a comment below.

Living Construct

  • Living constructs add +2 when attempting to recover from being Shaken.
  • Living constructs do not suffer from disease or poison.
  • Living constructs cannot heal naturally, and use of a "normal" healing power on them suffers a -4 penalty to the arcane skill roll.
  • Living constructs can be mended with a successful Repair roll or the healing power with a trapping of constructs only without the above penalty and with no "Golden Hour."

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”

Eberron is a trademark of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc.