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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.

sittingduck1313 [userpic]

Savage Brainstorming: Rifts Goyles Just Wanna Have Fun

July 30th, 2016 (12:30 pm)
current song: Coffin Princess opening theme

The recently released Savage Foes of North America included stats for gargoyles, but not any of the variants. I've concocted the following:

Same as Gargoyle, but with the following modifications; Climbing d6, Toughness 12 (3), Size +2, and doesn't possess the Flight ability.

Gargoyle Lord
Same as Gargoyle, but with the following modifications; Smarts d6, Strength 12+4, Intimidation d8, Toughness 14 (3), and Size +4. Has Arcane Background (Super Powers), with 25 PPE and the armor and smite powers (stone form, activated simultaneously without penalty, but ground and flying Pace are reduced by two when active), as well as bolt (fire breath) and invisibility, all at d8.

Gargoyle Mage
Same as Gargoyle, but with the following modifications; Smarts d6, Toughness 14 (3), and Size +4. Has Arcane Background (Magic) with Spellcasting d8, 30 PPE, and the following powers: barrier, boost trait (Survival and Tracking only), burrow, elemental manipulation (earth only), entangle, obscure, stun, and telekinesis (only affects stones). All powers must have an earth or stone trapping.

Same as Gargoyle, but with the following modifications; Agility d10, Strength d12, no Intimidation, Lockpicking d8, Stealth d10, Survival d6, Toughness 9 (3), Flying Pace 10 with a d6 running die, Size -1, and doesn't possess the Fear ability or a tail attack. Has Arcane Background (Super Powers) identical to the Gargoyle Lord, but with only 20 PPE.

sittingduck1313 [userpic]

In the not too distant future, January 2017 AD

July 25th, 2016 (08:50 am)
current song: MST3K opening theme

That's when the continuation of Mystery Science Theater 3000 is scheduled to debut on Netflix.


sittingduck1313 [userpic]

Savage Brainstorming: Rifts Tattoo Magic

July 20th, 2016 (01:10 pm)

Arcane Background (T-Man)
Requirements: Novice, Human or Ogre, Spirit d6+, Vigor d6+
Arcane Skill: Tattoo Activation (Spirit)
Starting PPE: 15
Starting Powers: Summon Ally or Summon Weapon and two others
Available Powers: Armor*, Blind, Bolt, Boost Trait*, Damage Field*, Darksight*, Deflection*, Detect Arcana, Elemental Manipulation (air and fire only), Environmental Protection*, Farsight*, Fly*, Greater Healing, Healing, Quickness*, Smite*, Speak Language*, Speed*, Summon Ally**, Summon Weapon**, Warrior's Gift*

*Self only
**See below

Tattoo magic traces its origins to the now nearly extinct Chiang-Ku dragons, who in turn taught it to the True Atlanteans. Since then, its secrets have been acquired by the Splurgorth, who use it for the enhancement of slave warriors. Unless indoctrinated from an early age, most T-Men chafe under such bondage and will escape if and when the opportunity presents itself. Therefore, rogue T-Men aren't especially unusual.

Tattoo magic works in the standard fashion for Arcane Backgrounds. However, it is necessary to directly touch the tattoo to activate it. This means that most forms of worn armor will interfere with the use of tattoo magic (but see Inner Focus below). A T-Man's Armor power does not get in the way. The Armor power from other Arcane Backgrounds may or may not depending on the trappings. A tattoo that is currently activated cannot be activated a second time while it is active (this is especially important regarding the Summon Ally and Summon Weapon powers).

Old Twinge: If a one is rolled on the Tattoo Activation roll (regardless of the Wild Die result), the pain from receiving the tattoo flares up. The T-Man becomes Shaken, which can cause a Wound.

Finding someone to apply new tattoos can be a tricky proposition. The only place where such services are readily available is Atlantis. Should the T-Man be an escaped slave, this could bring up some complications. Even if this isn't an issue, unless there is a monstrous being to vouch for him, the T-Man should expect to pay through the nose. The only other option is to attempt to locate a True Atlantean alchemist, typically in a sizable magic community like Lazlo.

Getting a magic tattoo hurts a lot more than a regular tattoo. When receiving modification to the Summon Ally and Summon Weapon powers (see power descriptions for details), the T-Man takes a level of Fatigue. This is automatically recovered after a full day of rest. Otherwise, a successful Vigor roll at the end of the day is needed, with a -2 being applied if the T-Man engaged in any heavy exertion. Receiving any other power results in a Wound. Any skill roll made to immediately treat the Wound have an additional -1 applied.

New and Modified Powers

Summon Ally
This works identically to the power from the Savage Worlds Core Book, but with the following modifications. The power is restricted to non-sentient creatures, both normal animals and more monstrous creatures. The creature summoned is actually an ectoplasmic construct, which gets the Construct and Fearless abilities in addition to its normal abilities. When this power is first taken, the T-Man has six points to spend in determining what creatures he has tattooed on himself and can therefore bring forth. Each animal costs one point while each monster (defined as a non-sentient creatures that wasn't known to exist on Earth during the Time of Man) costs two points. Multiple tattoos of the same creature cannot be taken. The Mega Power variant is called Summon Greater Ally. For an additional three PPE, the summoned creature is a Wild Card.

The following table determines how much PPE and what rank is needed to acquire a creature as a tattoo (monsters cost an additional point of PPE to activate):

Cost Rank Type
3 Novice Human-sized or smaller
4 Seasoned Up to Size +3
5 Veteran Up to Size +5
6 Heroic Up to Size +8
7 Legendary Up to Size +10

Summon Weapon
Rank: Novice
Power Points: 1+Edges
Range: Self
Duration: 3/1 per round

When activated, the weapon depicted in the tattoo appears in the T-Man's hand. The type of weapons that can be summoned are restricted to melee weapons that rely on muscle power to inflict damage (no vibroblades or neural maces). When this power is first taken, the T-Man has six points to spend in determining what weapons he has tattooed on himself and can therefore bring forth. Each weapon costs one point. For an additional point, a weapon will provide a Combat Edge appropriate for the weapon for the wielder, with a maximum of three to a weapon. In the case of tiered Edges, the base Edge must be applied first to take the Improved version. A T-Man cannot have two completely identical weapons. For instance, he couldn't have two short swords with Improved Frenzy and Block, but could have a short sword with Improved Frenzy and Block and another short sword with Improved Frenzy and First Strike. The Mega Power variant is called Summon Magic Weapon. For an additional two PPE, the weapon will inflict Mega Damage.

T-Man Edges

Hardened Skin
Requirements: Novice, Vigor d8+
The magic energies which infuse your tattoos have enhanced the durability of your skin. You have two points of M.D.C. Armor, which stacks with other armor.

Improved Hardened Skin
Requirements: Seasoned, Hardened Skin
As above, but you have four points of M.D.C. Armor.

Inner Focus
Requirements: Veteran, Spirit d8+
The T-Man is so in tune with the mystic energies of his tattoos that he no longer needs to touch them to activate them.

More Critters
Requirements: Novice
You get four more points to spend on additional creatures to summon with your Summon Ally power. This Edge can be taken multiple times.

More Weapons
Requirements: Novice
You get four more points to spend on additional weapons and Edges for your Summon Weapon power. This Edge can be taken multiple times.

Quick Summon
Requirements: Novice, Summon Weapon power
If you get a raise on the Tattoo Activation roll when summoning a weapon, it counts as a Free Action.

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