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<blockquote data-quote="Rel" data-source="post: 5541601" data-attributes="member: 99"><p>Two of the three PCs in the Savage Worlds game I'm currently running could pretty well be described as monsters. What surprised me (though it probably shouldn't have) was how easy it was to generate the characters as "monsters" simply by describing some of their abilities differently than if they were more typical PCs. This has required virtually nothing in the way of rebalancing thanks to the flexibility of the system.</p><p></p><p>Anyway one of them is a Werewolf but who has pretty much total control over his powers and when he "wolfs out". Another had a dark ritual performed on him and now has a gate in his stomach from which tentacles of a dead Kraken-god emerge and do stuff. Amusingly the the third PC is sort of a "monster hunter" type of character. But he's done a pretty good job of playing up the fact that he doesn't fully trust the other two characters and adventures with them partially to "keep an eye on them".</p><p></p><p>As a result of these character choices it is difficult for them to operate openly in society and use of their monster powers is the sort of thing that gets the Witch Hunters after you pretty hard. Once in a while one of them will sort of sigh and say, "Why are we always persecuted and crapped on when we're trying to save the world?" But before I can even open my mouth to reply, one of the other players will say, "We're monsters!"</p><p></p><p>It's been a really fun and interesting campaign!</p></blockquote><p></p>
[QUOTE="Rel, post: 5541601, member: 99"] Two of the three PCs in the Savage Worlds game I'm currently running could pretty well be described as monsters. What surprised me (though it probably shouldn't have) was how easy it was to generate the characters as "monsters" simply by describing some of their abilities differently than if they were more typical PCs. This has required virtually nothing in the way of rebalancing thanks to the flexibility of the system. Anyway one of them is a Werewolf but who has pretty much total control over his powers and when he "wolfs out". Another had a dark ritual performed on him and now has a gate in his stomach from which tentacles of a dead Kraken-god emerge and do stuff. Amusingly the the third PC is sort of a "monster hunter" type of character. But he's done a pretty good job of playing up the fact that he doesn't fully trust the other two characters and adventures with them partially to "keep an eye on them". As a result of these character choices it is difficult for them to operate openly in society and use of their monster powers is the sort of thing that gets the Witch Hunters after you pretty hard. Once in a while one of them will sort of sigh and say, "Why are we always persecuted and crapped on when we're trying to save the world?" But before I can even open my mouth to reply, one of the other players will say, "We're monsters!" It's been a really fun and interesting campaign! [/QUOTE]
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