I recently got a chance to take an advance look at Totems of the Dead by Gun Metal Games, makers of Interface Zero. Showing diversity in their publishing plans, Totems of the Dead is nothing at all like Interface Zero, which is a great cyberpunk setting for Savage Worlds. Totems of the Dead, on the other hand, is a swords and sorcery setting based on Native American myths and culture.
In addition to 14 different subcultures of humans, each with their own in-born Edges and Hindrances based off of their lifestyle, including Atlantean Outcasts (descendants of Atlantean rebels), Skadians (an expy for Vikings in the setting) and Grandfather Mountains Tribesmen (who begin with d6 in Climbing, due to their home region), there are also two completely new races: Feral Ones, who organize in packs and can quickly give into a berserker rage, and Skinwalkers, who can assume an animal form through the power of a Talisman.
A number of new Edges are included, among them combat manoeuvres like Pounce of the Jaguar (mechanically similar to a Wild Attack, but from a distance) and Wolf Pack Tactics, which can be beneficial for gang-up tactics. A new Leadership Edge will even allow other Leadership Edges to apply to animal allies.
An impressive seven new Legendary Edges will also be provided to round out the ranks.
And here is a sample character, a Feral One named Terk, who is a starting Seasoned character (default for the setting). I’m not going into HARD details about the new stuff because, well, buy the book for that stuff.
Knowledge (Religion) d4
Spartan (Poverty Hindrance)
Berserk (Berserk Edge)
Keen Senses (+2 Notice)
Mark of the Warrior (+2 to Intimidation and Taunt)
Pounce of the Jaguar (Wild Attack at half-Pace range)
Survival Instinct (d6 in Tracking and Survival)
War Cry (Free Intimidation roll in Combat)
Next time, we’ll take a look at the magic system in the book, and I’ll bash out a magic-using character to go with it.