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sittingduck1313 [userpic]

Savage Brainstorming: BtS Monsters Part 2

February 17th, 2017 (01:24 pm)
current song: Blood Blockcade Battlefront opening theme

Death Weaver (WC)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Knowledge (Arcana) d8, Notice d8, Spellcasting d8, Stealth d8, Survival d6, Tracking d8
Pace: 8 Parry: 6 Toughness: 9
Edges: Arcane Background (Magic), Master of Magic
Powers: armor, barrier, boost/lower Trait, environmental protection, invisibility, summon ally, and three others PPE: 25

Special Abilities

Bite Str+d6

Cocoon: A death weaver's webbing is highly suited for restraining victims. Treat as the entangle power, but no PPE is used, Agility takes the place of the arcane skill, and the area effect version is not available.


Size +2

Skitter: A death weaver has a Running Die of d8.

Wall Walker

Sowki (WC)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Investigation d8, Knowledge (Arcana) d10, Notice d8, Persuasion d8, Shooting d6, Spellcasting d10, Stealth d6, Streetwise d8
Pace: 6 Parry: 6 Toughness: 10 (4)
Edges: Arcane Background (Magic), Master of Magic, Rapid Recharge
Powers: boost/lower Trait, confusion, detect/conceal arcana, disguise, dispel, illusion, puppet, shape change, speak language, and two others PPE: 30

Special Abilities

Armor 4: Scaly hide.

Bite Str+d6

Fear: Seeing an undisguised sowki invokes a Fear check.

Low Light Vision: Ignore Dim and Dark lighting penalties.

Poison: Delivered through its bite.

Weakness (Cold): A sowki is at -2 on all trait rolls while in below freezing temperatures.

sittingduck1313 [userpic]

Savage Brainstorming: BtS Monsters Part 1

February 11th, 2017 (11:43 am)
current song: Fairy Tail closing theme

Dybbuk (WC)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Swimming d6, Tracking d8
Pace: 6 Parry: 6 Toughness: 8

Special Abilities

Bite: Str+d6

Corpse Possession: A dybbuk can discorporate and enter a recently deceased body that is in reasonably good condition. The body retains the original owner's Agility, Strength, Vigor, Pace, and base Toughness. All other traits are those of the dybbuk. While in this state, the only abilities it has access to are Low Light Vision and Weakness (Sunlight). However, it gains the Undead ability. Inflicting a Wound on the body forces the dybbuk out.

Fear: Seeing a dybbuk in its true form invokes a Fear check.

Grab 'n' Gouge: The dybbuk possesses two sets of arms. The upper set are massive things used to pin down an opponent, granting a +2 to all offensive Grappling rolls. The second set are more spindly with the fingers ending in razor sharp claws. A successful grappling damage attempt receives a +4 to the damage roll.

Low Light Vision: Ignore Dim and Dark lighting penalties.

Size +1

Weakness (Sunlight): A dybbuk has a -2 applied to all trait rolls while exposed to sunlight.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Driving d6, Fighting d6, Lockpicking d8, Notice d8, Piloting d6, Psionics d8, Repair d10, Shooting d6, Stealth d8
Pace: 6 Parry: 5 Toughness: 3
Edges: Arcane Background (Psionics), Telemechanics
Powers: bolt, damage field, havoc, stun, telepathy (electrical trappings where appropriate) ISP: 20

Special Abilities

Claws: Str+d6

Immunity (Electricity)

Size -2

Small: All attacks directed against a gremlin are at -2.

Spanner in the Works: As an action, a gremlin can target a technological item within a range of its Smarts with a Repair roll. If the item in question can be touched, the Repair roll receives a +2. On a success, the item suffers a Technical Difficulty. On a raise, a +1 is applied to the roll on the Technical Difficulty table.

sittingduck1313 [userpic]

Savage Brainstorming: Arcane Background (Warlock)

January 28th, 2017 (11:21 am)
current song: Watermelon Man

Warlocks are magicians who gain their power through making a pact with an alien intelligence that embodies one of the four classical elements. As a result, they use the mechanics of Arcane Background (Miracles). However, they cannot take Champion or Holy/Unholy Warrior, as the Good Vs. Evil premise intrinsic to these Edges is a concept foreign to elementals. A warlock must decide what type of elemental he's made a pact with. This will determine which powers can be selected.

Available Powers

Universal: banish (elementals only), elemental manipulation, summon ally (pact elementals only)
Air/Lightning: bolt, confusion, damage field, deflection, environmental protection (breathable air only), fly, illusion, intangibility, invisibility, pummel, slumber, speed, stun
Earth/Plant: armor, barrier, beast friend (terrestrial only), blast, burrow, confusion, entangle, growth, havoc, invisibility, obscure, pummel, slow
Fire: barrier, blast, blind, bolt, burst, damage field, darksight, environmental protection (fiery environments only), fear, healing, light/obscure, smite, stun
Water/Ice: barrier, beast friend (aquatic only), blast, burst, confusion, entangle, environmental protection (underwater only), fear, intangibility, obscure, pummel, stun, succor


Minor: Attacking a warlock without parleying first, failing to at least attempt to free an elemental from a non-warlock's bondage.
Major: Killing a warlock (except in self-defense), allowing an elemental to be killed.
Mortal: Allowing an elemental you summoned to be killed.

New Edge

Second Pact
Requirements: Seasoned, Arcane Background (Warlock), Smarts d6+, Spirit d8+, Faith d8+
You have made a pact with another elemental intelligence. As a result, you can now select powers from your new element's list. Should you possess any powers which the two lists share, you automatically gain the trappings of your new element. Selecting shared powers later gives you both sets of trappings. The only restriction is that your new element may not be opposed to the element from your first pact.

sittingduck1313 [userpic]

Savage Brainstorming: Tirrvol Sword Fist

December 13th, 2016 (01:54 pm)
current song: Fairy Tail opening theme

The Tirrvol are a race found primarily in the Chi-Town Burbs whose most distinctive feature are the blade-like bony appendages at the end of their arms in place of hands. This is not quite the hassle it might seem. First off, they're very creative in the use of their blades for non-combat situations (such as a wicked pool cue). Their feet are also prehensile, allowing them to perform tasks (if somewhat awkwardly) that would otherwise be impossible.

A Fist Full of Sword (4): Both arms end with a blade-like bone that can inflict Strength +d8 damage. What's more, they can fight with both equally well, effectively possessing the Ambidextrous Edge.

Distinctive D-Bee (-2): When your arms end in hunks of razor-sharp bone, people tend to notice.

Fumble-Toed (-1): While a Tirrvol's feet are prehensile, they don't have quite the same flexibility as true hands. A -2 is applied to all skill rolls involving fine manual dexterity.

Mush Mouth (-2): The Tirrvol spoken language is reminiscent of the vocalizations made by dolphins, and as a result they have trouble with most other spoken languages. As well as taking a -2 to speech-based uses of Intimidation, Persuasion, and Taunt, they cannot take Arcane Backgrounds that employ spoken spells (which includes the Ley Line Walker and Mystic IFs).

Non-Standard Physiology (-1): Not only does armor and such have to be scaled up, but gloves really aren't an option.

Size +2 (2): Tyrrvol range from eight to twelve feet in height.

Strong (2): Tyrrvol have a starting Strength of d6.

sittingduck1313 [userpic]

Savage Brainstorming: Vampire Variants

November 30th, 2016 (01:01 pm)
current song: Magic Kaito 1412 opening theme

The following modifications are applied to the Wild Vampire profile on page 77 of Foes of North America.

Secondary Vampire: Smarts and Spirit d8, Intimidation and Psionics d8, Shooting d6 (optional), Major Psionic, 20 ISP, and Spirit roll for the Turn ability is at -2 (with the victim becoming a secondary vampire on a critical failure).

Secondary Vampire, Pack Leader: As above, plus Wild Card status and Command plus one Leadership Edge of choice (effective only on thralls and Extra vampires).

Master Vampire: Wild Card status, Smarts d10, Spirit d12, Intimidation and Taunt d8, Psionics d10, Shooting d6 (optional), Major and Master Psionic, Command plus two Leadership Edges of choice (effective only on thralls and non-master vampires), Rapid Recharge, 30 ISP, and Spirit roll for the Turn ability is at -4 (with the victim becoming a secondary vampire).

sittingduck1313 [userpic]

Savage Brainstorming: Kittani

November 19th, 2016 (01:43 pm)
current song: Magic Kaito 1412 opening theme

The Kittani are a race who once controlled a vast interstellar empire. This came to an end when they ran afoul of the Mechanoids. Their advanced technology proved to be insufficient against the numberless hordes and planet-eating motherships of the genocidal cyborgs. Reduced to the status of refugees, they were saved thanks to an encounter with Lord Splynncryth. The Kittani were rifted to safety at the price of pledging themselves to the Splugorth Empire. Since then, they've proven to be a loyal client race who are found predominantly in domains controlled by Lord Splynncryth (including Atlantis). However, back in 102 P.A., several Kittani military units were dispatched to the eastern seaboard of North America to investigate an appearance of the Mechanoids. Not all of them were accounted for after the threat had been dealt with, so there could be some Kittani who chose to remain instead of returning to Atlantis.

Advanced Mind (4): A Kittani starts with a d6 in both Smarts and Spirit.

Conqueror's Mindset (-2): Kittani are ingrained with a belief that they are a superior race meant to dominate lesser beings, and start with the Arrogant or Overconfident Hindrance.

Distinctive D-Bee (-1): Their simian features and bulbous skulls mark them as inhuman, though these can be concealed with some difficulty.

Gearhead (2): A Kittani can either start with the Power Armor Jock or Robot Armor Jock Edge, or get a free d6 in any two of the following skills: Boating, Driving, Piloting, Repair, and any technology-focused Knowledge skill.

Superstitious Mumbo Jumbo (-1): The Kittani long ago abandoned magic in favor of science. This combined with the Splugorth actively discouraging them from pursuing the mystic arts means that they cannot take an Arcane Background which uses PPE.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Pecos Empire Personalities

October 15th, 2016 (02:07 pm)
current song: Twin Star Exorcists opening theme

Gray Fox
Traits: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d8, Notice d8, Persuasion d10, Riding d8, Shooting d8, Stealth d8, Streetwise d8, Survival d10, Tracking d10
Pace: 6 Parry: 6 Toughness: 6 Charisma: 0
Hindrances: Cautious, Code of Honor, Loyal
Edges: Combat Reflexes, Command, Improved Dodge, Inspire, Leader of Men, Level Headed

King Macklin
Traits: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Driving d8, Fighting d6, Intimidation d8, Notice d6, Persuasion d6, Piloting d8, Riding d8, Shooting d8, Stealth d10, Streetwise d6, Survival d8, Taunt d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: 0
Hindrances: Arrogant, Greedy (major), Overconfident, Vengeful (major)
Edges: Command, Connections (Dr. Bradford), Dirty Fighter, Extraction, Improvisational Fighter, Power Armor Jock, Rock and Roll

Race: Simvan
Traits: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d12
Skills: Climbing d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Psionics d8, Riding d10, Shooting d8, Stealth d8, Survival d10, Tracking d8
Pace: 8 Parry: 8 Toughness: 8 Charisma: -4
Hindrances: Bloodthirsty, Enemy (major, Coalition), Vengeful (minor)
Edges: Arcane Background (Psionics), Beast Master, Improved Block, Command, Improved Dodge, Fervor, Fleet Footed, Improved Frenzy, Steady Hands
Powers: Beast friend, mind reading, telepathy ISP: 25

Lianna the Wild
Traits: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d10
Skills: Driving d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Riding d8, Shooting d10, Stealth d8, Survival d8, Taunt d10, Tracking d6
Pace: 6 Parry: 6 Toughness: 7 Charisma: +1
Hindrances: Code of Honor, Habit (minor, smoking), Stubborn
Edges: Ambidextrous, Brawler, Charismatic, Combat Reflexes, Command, Dodge, Nerves of Steel, Quick, Quick Draw, Strong Willed, Tricky Fighter, Two Fisted

Traits: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Driving d6, Fighting d8, Gambling d8, Healing d4, Intimidation d8, Notice d8, Persuasion d6, Riding d10, Shooting d12, Stealth d6, Survival d10, Taunt d8, Tracking d10
Pace: 6 Parry: 6 Toughness: 7 Charisma: +2
Hindrances: Overconfident, Quirk (insists that he's THE Sundance Kid), Vow (major, find Butch Cassidy)
Edges: Ambidextrous, Brawler, Charismatic, Dirty Fighter, Dodge, Hard to Kill, Quick Draw, Steady Hands, Strong Willed, Two-Fisted

Warlord Grange
Traits: Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Climbing d10, Fighting d8, Intimidation d6, Notice d8, Persuasion d8, Riding d10, Shooting d8, Stealth d8, Survival d10, Tracking d8
Pace: 6 Parry: 6 Toughness: 6 Charisma: 0
Hindrances: Curious, Quirk (outside the box thinker), Stubborn
Edges: Alertness, Command, Command Presence, Improvisational Fighter, Inspire, Leader of Men, Tricky Fighter (Smarts), Woodsman

Warlord Don Marco
Traits: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d6
Skills: Driving d8, Fighting d8, Gambling d8, Intimidation d10, Investigation d8, Notice d10, Persuasion d8, Psionics d10, Riding d6, Shooting d6, Stealth d8, Streetwise d8, Taunt d8
Pace: 6 Parry: 7 Toughness: 5 Charisma: +2
Hindrances: Arrogant, Greedy (minor), Vow (major, shadow control of the Pecos Empire)
Edges: Arcane Background (Mind Melter), Assassin, Block, Charismatic, Filthy Rich, First Strike, I Know a Guy, Killer Instinct, Level Headed, Major Psionic, Master Psionic, Mentalist, Psi Blade, Improved Rapid Recharge, Telemechanics, Two Fisted
Powers: barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, deflection, fear, havoc, healing, mind reading, puppet, smite, telekinesis, telepathy ISP: 50

sittingduck1313 [userpic]

Maple Chicken

October 13th, 2016 (01:57 pm)
current song: Doctor Who theme

1/3 cup maple syrup
1.5 tbsp. wine vinegar
3 tbsp. oil
6 chicken thighs
1 onion, sliced
1 lb. Brussels sprouts, halved
2 yellow squash, sliced

In a bowl, whisk together syrup, vinegar, and oil. Place chicken and vegetables in an aluminum foil-lined baking dish and sprinkle with salt and pepper. Pour syrup mixture over chicken and vegetables evenly and bake at 400F for forty minutes.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Tokanii

October 4th, 2016 (01:38 pm)
current song: Dusk Maiden of Amnesia opening theme

The Tokanii hail from a primitive world which had the misfortune of being struck by a large asteroid. The catastrophic drop in temperature caused by debris particles blocking out the sun resulted in the death of millions. Total extinction was averted when the shamans of two different tribes joined in their efforts to open up a rift to escape through. Not surprisingly, they ended up on Earth, specifically the part of Texas claimed by the Pecos Empire. The rough and tumble lifestyle of the area was one they found agreeable and they have thrived ever since.

Armored (1): Tokanii are covered with bone-like plating which provides two points of Armor.

Bad Reputation (-1): Tokanii are notorious for their uncompromising brutality and have -2 Charisma when interacting with civilized folks.

Distinctive D-Bee (-2): Tokanii are naturally armor-plated and hulking, as well as possessing a generally demonic appearance.

Keen Eyes (1): Tokanii receive a +2 to all vision-based Notice rolls.

Night Vision (1): Tokanii ignore Lighting penalties for Dim and Dark lighting.

Non-Standard Physiology (-1): Tokanii find most armor, vehicles, etc. designed for humans to be a tight squeeze.

Size +1 (1): Tokanii average seven to nine feet in height and have a bulky build.

Sturdy (2): Tokanii have a starting Vigor of d6 instead of d4.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Psi-X Aliens

September 29th, 2016 (01:19 pm)
current song: Twin Star Exorcists opening theme

The Psi-X Aliens are a race found predominantly in Texas whose origins are so mysterious, even they aren't sure where they're from. Certainly, no one has ever seen them come out of a rift. Scholars familiar with the writings of Victor Lazlo and his ilk have noticed their resemblance to the "Grey" aliens that had supposedly landed in Roswell in the middle of the Twentieth Century. Possibly these aliens were kept in some form of stasis and were only recently awakened. This could also explain their memory troubles. A more sinister rumor alleges that they're the result of a series of highly unethical experiments conducted at the Lone Star Complex, and were then released. But that's just crazy talk.

Brainiac (2): Psi-X have a starting Smarts of d6 instead of d4.

Distinctive D-Bee (-1): Unless they make an effort to conceal it, Psi-X are noticeably inhuman in appearance.

Enhanced Vision (2): A Psi-X requires minimal light and can see in the infra-red spectrum. Dim and Dark penalties are ignored, while Pitch Black penalties are halved when fighting opponents who radiate heat.

Frail (-2): Psi-X have -1 Toughness.

Light Sensitive (-1): Unless wearing shades, Psi-X are treated as possessing the Bad Eyes Hindrance while in normal lighting.

Mentally Juiced (2): A Psi-X starts with an additional ten ISP.

Mentally Unbalanced (-2): A Psi-X must take the major version of either the Delusional, Mania, or Phobia Hindrances.

Natural Psychic (2): All Psi-X start with Arcane Background (Psionics), selecting from the Mind Melter power list.

Powered Up (2): A Psi-X can start with either the Major Psionic Edge or any one Power Edge. Requirements (aside from Rank) must be met.

Personal Levitation (1): A Psi-X can float about at his Pace up to four feet off the ground.

Wimpy (-3): Psi-X suffer a -2 to all Strength checks.

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