Check out the change log at the bottom of the screen to see updates to the site.
The Stitched race requires a starting edge to play. However, the player may take a Stitched edge for free
Dr. Frankenstein, The Creator, was a man with a vision. He successfully created the First. But, the first was not perfect. The process was not perfected. The lightning was a wild, and unpredictable energy source. It created odd effects with the First. And, it was rumored that the assistant of the Dr., Egor, ruined the original brain, and they used inferior parts. The monster went mad, and destroyed the laboratory. The Creator and Egor fled. The monster began to hunt them. He eventually found poor Egor. There are still stories of his demise in Florence. The Creator found new ways to extend his mortal life. And, he redesigned his creations to be unable to harm him. Using his vast talents, he soon shed his old name, and paid a woman in England to write the "story" of his former life. He recieves royalties to the book even today. His experiments with energy are unparalleled. And, now that the strange events have transpired, the creations are made with surprising ease. The master took the name of Nikola Tesla, and brilliant 16 year old, and moved to Chicago in 1872 to escape the hunt of the Monster. He continued his experiments in the basement of a warehouse under one of Chicago's many slaughterhouses. But the monster made it to the New World. He was soon captured by the Agency in Boston, and told them of his creation, and of the Creator. One of the experiments in Chicago escaped confinement, which alerted The Agency to the prescence of The Creator. The Monster led the charge to burn down the new labs, and the master escaped, but so did the monster escape the Agency, and was soon hunting again...
If your hero is a stitched, for some reason he was part of this dastardly experiment, before the Men in Black destroyed the factory where these chemicals were being produced — lest it go into full production recycling corpses. On the plus side, he is immune to pain, and he goes up one Size level. (This can be cumulative with Brawny.) He doesn't have to take Vigor tests when wounded, since he can't be shaken. He may ignore up to 2 levels of wound modifiers, and even past that, if it's a wound modifier in a given limb, it only affects the use of that limb; On the down side, he's Ugly as Sin from being all shot up, hacked up, and then stitched messily together. He no longer heals naturally, and he can't benefit from miraculous healing. A Mad Scientist with Healing can perform repairs on him, regardless of how much time has passed since the wound was inflicted, even to the point of attaching limbs that got blown off. (So, if your arm gets hacked off, be sure to grab it and save it for later!) He's pretty well pickled, so he doesn't smell putrid or have varmints crawling around in his innards, but he has a constant chemical smell about him. These chemicals in his system, incidentally, are highly flammable. It's basically like he's not only soaked in gasoline, but has it running through his system. If he so much as burns his pinkie finger on a candle flame, he's going to go up in flames, and catch fire immediately. Furthermore, he takes double damage from any fire-based attack (or from burning). Don't play with matches. It's important to note that he's not truly undead. He's got mad science keeping his organs running, but he still needs those organs! He suffers the usual penalties for suffocation, for going without eating, and he can still be affected by poisons. All the pickling in his system, however, makes him immune to mundane diseases, but that doesn't necessarily stop the supernatural.
To Summarize:
-He goes up one Size level (Add +1 to your Toughness. In addition, your hero can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength) (This can be cumulative with Brawny.)
-He can't be Shaken, and ignores 2 levels of wound penalties, Cummulative with Nerves of Steel
-Gain the Ugly Hinderance.
-Doesn't heal naturally, can't be healed by miraculous healing. Must make healing skill checks to be sewn back up.
-Highly Flammable. Takes double damage from fire.
-Immune to mudane disease.
-Must roll to resist the Rage every game day. It is a Spirit check minus -2. If the PC fails, then they begin immeadiatly attacking and destroying everything in visual range. This goes on of 2d6 rounds, then the PC must make another check. This continues untill the PC has a success, indicating the they gain a moment of clarity.
Hinderance
Oops, Wrong Brain!
The creator's assistant messd up, and you got a "special brain". -1 die type to smarts
Background Edges
Born from Lightning
Requirements: Novice, Stiched
The raw elemental lightning woke you. It has become apart of you. Redraw initiative cars of 5 or below in combat. Stacks with Quick. With Quick, redraw cards eight or below.
Power Source
Requirements: Novice, Stitched
The master put an engine inside of you. This was originally fueled by the lightning stroke that awoke you. This device makes the usual chemicals that create your kind unnessessary. You don't smell of chemicals, and you are not flammable.
Perfect Sculpt
Requirements: Novice, Stitched
The Creator made you perfect. You have no scars to show, and heal well enough not to gain new scars when switching parts. You are so beautiful that you gain a +2 to cha. and loose the ugly hinderance.
Better Parts
Requirements: Novice Stitched
You were made from quality parts. Add an extra die to a stat or two die to a skill at character creation
Edges
Implacable
Requirements: Veteran, Stitched
Most Stitched take a while to get used to the fact that they don’t suffer pain anymore. They still grunt when shot, and limp when their ankle gets chewed to hamburger by some unholy varmint. It’s a mental thing. Your hombre, on the other hand, has overcome this block—or he’s too dumb to care. Either way, he ignores 2 points of wound penalties, cumulative with Nerves of Steel
Spook
Requirements: Novice, Stitched
The Stitched draws upon the rage within him to lend a little extra substance to his intimidating glare or grating voice. When the Stitched makes an Intimidation roll and scores a raise, Extras are panicked and Wild Cards must roll on the Fright Table (see the Savage Worlds rules).
Supernatural Attribute
Requirements: Novice, Stitched
Supernatural attribute immediately improves any one attribute two die types (a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, once for each attribute. Note that it does not apply to skills.
Scrapper
Requirements: Novice, Stitched
Your hero already has some augmentations installed. Choose any augmentations you like, up to a total Drain equal to half the cowpoke’s Vigor die type. All the normal effects of being augmented are applied, except the character does not lose a die type in Spirit. The loss is presumed to have already occurred. This was previously a background edge, but Stitched can take it at anytime before they have any augmentations installed.
Desensitized
Requirements: Heroic, 4+ Drain, Stitched
Your hombre used to feel his augmentations like they were part of his body, but now he has so much metal his body feels like part of the augmentations. The scrapper ignores one level of wound penalties, which is cumulative with Nerves of Steel and Improved Nerves of Steel.
We Have the Technology!
Requirements: Legendary, Spirit d8+, Vigor d8+, Stitched
Your hero’s virtually become a man of metal, and somehow manages to keep his soul and his augments in balance. The stalwart scrapper gains +2 to innate Toughness, but only for purposes of determining whether the character suffers Fatigue due to his augmentations.
Monstrous Parts
Requirements: Veteran, Stitched, Switching Out Parts
The various varmits in the West can be used to your advantage. Take the various parts from them to grow stronger. This edge can be taken multiple times, each time adds a different part to your body. Adding a part to your body requires a sucessful Knowledge: Medicine check, followed by a sucessfull healing roll. If the character doesn't have Knowledge: Medicine, then there is a -4 to the Healing check.
-Longer Limbs: Reach +1
-Beastly Eyes: ignore 2 points of darkness penalty.
-Claws: retractable claws 1d8 damage
-Webbed digits: Swimming +4
-Gills: Can breath underwater
-Retractable Fangs and Poison Sac: Snake like fangs that inject a poison. The fangs do Str + 1d10 damage, and the poison requires a vigor check to ignore. A failure deals a level of fatigue and 1 die of vigor damage.
-Two hearts: +2 two vigor checks, ignore fatigue.
-Oversized Adrenal Gland: +2 to Fighting checks and Damage.
-Extra Limbs: Either an extra arm for more possible actions, or extra legs for +4 increased pace.
-Tough Hide: +2 natural armor
-Animal Senses: +4 to Notice checks
Murdurous Hands
Requirements: Seasoned, Stitched
Your hands were made for murder. Add a +2 to grapple attempts and +4 to grapple damage.
Switching Out Parts
Requirements: Seasoned, Stitched
The hero can easily switch one body part for another with a succesful healing check
Amateur Surgeon
Requirements: Novice, Stitched
+2 to Knowledge Medicine checks
The Doc Is In
Requirements: Novice, Stitched
+2 to Healing checks
Understanding Physics
Requirements: Veteran, Stitched
Spend a chip to use telekinesis
Physics Genius
Requirements: Heroic, Stitched, Understanding Physics
The Stitched is able to build a device that emulates a Mad (Weird) Science power, but is a one use item that doesnt last beyond one game session.
Understanding the Universe
Requirements: Heroic, Stitched, Understanding Physics
Spend a chip to use teleport
One With the Universe
Requirements: Legendary, Stitched, Understanding the Universe
This edge changes the range of teleport from a set number to where ever the Stitched wishes to go. Using this form of teleport still costs a chip.
No Pain, No Brain
Requirements: Novice, Stitched
Ignore the penalty for self surgery. (A wounded character trying to heal his own injuries suffers double the wound penalty—once for the actual pain caused by his wounds, and once for their actual severity.)
One With The Storm
Requirements: Veteran, Stitched
The barely controlled rage of this Stitched is like being inside a thunder storm. Spend a chip to give the stitched a +2 to pace, fighting, shooting, throwing rolls, and damage. It gains a +2 deflection bonus. This lasts for rounds equal to the stitched's Spirit die. It is Not a cumulative effect (i.e. you cannot spend multiple chips to get a bigger bonus).
Storm and Fury
Requirements: Legendary, Stitched, One With The Storm
The rage inside of the Stitched is almost a force of nature. Spend a chip to gain +4 to pace, shooting, fighting, throwing, and damage. It gains a deflection bonus of +4. This lasts for rounds equal to the Stitched's Spirit die. (Not cumulative, can't spend multiple chips to get a big bonus). This edge replaces One With The Storm.
Science is in the Brain
Requirements: Novice, Arcane Background: Mad (Weird) Science, Stitched
Ignore rolling for a dementia for taking a new mad science power
Science is in the Blood
Requirements: Seasoned, Arcane Background: Mad (Weird) Science, Stitched
+2 to Mad science device checks
Science is in the Heart
Requirements: Veteran, Arcane Background: Mad (Weird) Science, Stitched, Power Source
A Stitched who is also a mad scientist can use his power source to augment his devices. By hooking up a device to the power source, the scientist can choose to have one of the following effects happen:
- The initial power point cost is halved, rounded up.
- The duration of the spell is doubled
- The range of the spell increases by the scientists' smarts die
- The cost to maintain the spell changes to (cost/2 rounds)
- spell effects increase by .5 (i.e., an armor spell will now give the scientist +3 armor, and +6 on a raise)
-adds +4 to the final number of opposing checks
Science is in the Soul
Requirements: Heroic, Arcane Background: Mad Science, Stitched,
The Undergrad Has Become the Tenured Professor
Requirements: Legendary, Arcane Background: Mad Science, Stitched,