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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.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Naut'Yll

September 24th, 2016 (01:29 pm)
current song: Wagnaria opening theme

The Naut'Yll are a race of aquatic D-Bees intent on interdimensional conquest, with Rifts Earth as one of their targets. While they were able to establish a foothold during the chaos of the Dark Ages, recently it hasn't gone very well. Every major engagement with the various powers of the high seas has ended in humiliating defeat. Were it not for the vastness of Earth's oceans (as well as the unwillingness of said high seas powers to cooperate), they likely would have been driven off long ago. Adding insult to injury, many of their kind have gone rogue, with the largest such community to be found on the artificial island of Tritonia. Such defections are especially common among those possessing Arcane Backgrounds, who tend to be less receptive to the military indoctrination that is part of a Naut'Yll's upbringing. In spite of these setbacks, the Naut'Yll remain persistent in their efforts.

Aquatic (2): Naut'Yll are most at home in the oceans. They are capable of breathing underwater and receive a free d6 in Swimming.

Dependency (-2): A Naut'Yll takes a level of Fatigue for every twenty-four hours in which he doesn't spend at least one hour immersed in water. An hour of immersion restores a level of Fatigue gained that way.

Distinctive D-Bee (-2): Naut'Yll look like a miniature wingless Cthulhus.

Environmental Resistance (Cold) (1): Acclimated to the chilly ocean waters, Naut'Yll receive a +4 in resisting the effects of cold.

Military Upbringing (1): Naut'Yll start with a free d6 in either Fighting or Shooting.

Under Pressure (2): Living in the pressures of the ocean depths gives a Naut'yll a starting Vigor of d6 instead of d4.

Arcane Background (Koral Shaping)

The Naut'Yll are capable of learning any Arcane Backgrounds that aren't restricted to specific races. One form of magic native to their kind is known as Koral Shaping. This involves the manipulation of the secretions of a mollusk native to their homeworld known as korallyte. Korallyte is highly responsive to Potential Psychic Energy, which can be used to cause a number of interesting effects. Otherwise, it functions the same as the Magic Arcane Background from the Savage Worlds Core Book, with access to the following powers (all of which have a korallyte manipulation trapping): armor, barrier, blind, bolt, burst, deflection, entangle, growth, obscure, pummel, slow, smite, and wall walker.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Pogtalian Dragon Slayers

August 31st, 2016 (01:24 pm)
current song: 91 Days opening theme

The Pogtalians are a race of giants who hail from a world dominated by dragons and dragon-like predators. Natural selection helped pull them from the bottom of the food chain thanks to the development of innate magic powers. Their renown for combating dragons has led to them being known throughout the Megaverse as the Dragon Slayers.

Bite (1): Pogtalians have a nasty set of chompers which can inflict Str+d6 damage.

Code of Honor (-2): Pogtalians will not fight someone who has no means of defending himself and/or who has grossly inferior combat skills. To do otherwise would offend their pride as warriors.

Distinctive D-Bee (-2): Something as big and ugly as a Pogtalian doesn't exactly blend in outside Atlantis and similar monster enclaves.

Dragon Slaying Time (2): A Pogtalian gets Arcane Background (Super Powers) and starts with the armor power. Other powers which can be taken include boost trait (Fighting, Strength, and Vigor only), growth, healing, smite, succor, and warrior's gift. All powers have a range of Self.

Non-Standard Physiology (-1): Big as they are, Pogtalians have trouble using gear not designed to be wielded by power armor or a robot vehicle.

Racial Enemy (-1): For some reason, dragons don't really like Pogtalians, who suffer a -4 Charisma when dealing with them.

Repulsive (-1): A Pogtalian sports a face that could stop a thousand clocks, resulting in a -2 Charisma when dealing with other races (in the case of dragons, this is in addition to the Racial Enemy penalty).

Size +3 (3): Pogtalians are capable of looking a robot vehicle in the eye.

Strong (2): Pogtalians start with a d6 in Strength.

Warrior Culture (1): Pogtalians start with a d6 in Fighting.

sittingduck1313 [userpic]

You're dirt, Terry

August 17th, 2016 (08:17 am)
Tags: ,

current song: Thunderbolt Fantasy opening theme

I've updated the Bechdel Test results for Teenage Crime Wave and 12 to the Moon.

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