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Savage Brainstorming: Supernatural

October 22nd, 2009 (08:36 am)
current song: RomeoXJuliet opening theme

While the following is specifically geared towards a Supernatural campaign, with only a little effort it can be used with most any horror setting.

Potential players amscray )

sittingduck1313 [userpic]

Savage Worlds Profiles: RomeoXJuliet

October 20th, 2009 (09:01 am)
current song: RomeoXJuliet closing theme

Romeo Candore Van di Montague
Traits: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Climbing d8, Fighting d8, Intimidation d6, Investigation d6, Notice d6, Persuasion d8, Riding d8, Taunt d6
Hindrances: Heroic, Loyal, Outsider
Edges: Block, Level Headed, Noble
Pace: 6 Parry: 7 Toughness: 6 Charisma: 0

Juliet Fiammata Erss di Capulet
Traits: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d10, Healing d4, Intimidation d6, Notice d6, Persuasion d8, Riding d6, Stealth d8, Survival d6, Taunt d8, Throwing d8
Hindrances: Loyal, Pacifist (minor), Wanted (major)
Edges: Block, Dodge, Charismatic, First Strike, Fleet Footed, Riposte, Sweep
Pace: 8 Parry: 8 Toughness: 5 Charisma: +2

sittingduck1313 [userpic]

Savage Brainstorming: Entropy

September 27th, 2009 (09:24 am)
current song: RomeoXJuliet closing theme

A few pieces of miscellaneous gear. You'll pardon the use of potentially unfamiliar terms.

Datagoggles
An essential piece of gear for those who wish to make use of a neural interface but are either too cheap or too squeamish to get cybereyes. The goggles act as a display unit for information accessed through the interface. Datagoggles uniquely designed for Pilot use are available at double cost. Cost: 500

Hypergoggles
When an electrical charge is sent through the quantium-laced lenses, the user is able to see what his surroundings look like from Hyperspace. The character will automatically spot any non-manifested spirits in the area. On a Smarts roll, it can be determined whether or not a person has an Arcane Background or if an item is enchanted. Another Smarts roll at -2 can be used to determine the specific nature of the Arcane Background or what kind of enchanted item, as well as if someone is possessed or is in fact a manifested demon or a Blacksoul. If either of these Smarts rolls comes up snake eyes, the character has seen something he shouldn't have and must immediately make a Guts roll at -4. The battery has a life of eight hours before it needs recharging. Cost: 6000

Null Collars
These collars use denatured quantium in their construction. When activated, a bubble surrounds the wearer which completely isolates him from Hyperspace. For obvious reasons, these cannot be activated while on a ship which is travelling through Hyperspace. This prevents the use of Alchemy items and keeps anyone with an Arcane Background from using their powers. More importantly, it makes the wearer immune to possession, making it desirable gear for quantium miners. The constant disconnection from Hyperspace for long periods of time is unhealthy though. For each hour worn, a Spirit roll must be made with a penalty equal to the number of hours it has been worn. Two failed rolls inflict a level of Fatigue. The battery has a life of twelve hours before it needs recharging. Cost: 10000

Skill Crystal
These are necessary to make use of neural overrides. Each crystal contains data for one skill at a certain level. No crystal may have multiple skills on it. Cost: 600/step

sittingduck1313 [userpic]

Savage Brainstorming: Entropy

September 16th, 2009 (11:15 am)
current song: The House on Haunted Hill song (Kevin Murphy)

Old Skills


Boating: Since what rubble there is to stand on out there doesn't have any freestanding water, this skill doesn't see the use described in the Core Book. Instead, it's used for the operation of larger vessels which require multiple crew to pilot.

Driving: Other than the occasional buggy for travelling across one of the relatively few planetoids, there's not much call for this skill.

Lockpicking: Virtually all locks nowadays are of the electronic variety. Therefore, Lockpicking is linked to Smarts rather than Agility.

Riding: Not only is there nothing to ride, there's nowhere to ride it.

Survival: Normally, this skill is geared towards wilderness environments. But since those don't exist anymore, Survival is used for scrounging in old space stations and abandoned starships for any useful items.

Swimming: As mentioned above, there is no freestanding water to swim in. Not even swimming pools exist since it would be considered wasteful in the extreme to use water in such a frivolous manner.

Tracking: The days of tracking by following bits of disturbed ground are long gone. Nowadays, Tracking primarily involves the use of sensory equipment for such tasks as pinpointing a ship's vector as it entered Hyperspace to determine its exit point as well as other more high-tech forms of tracking. This skill can also be used to employ sensory countermeasures to thwart such attempts.

New Skills


Alchemy (Spirit)
This arcane skill allows the creation and use of various magical items like potions and spell locks. While anyone can take this skill for using alchemy items, only those with the Alchemist Arcane Background can do so without penalty. Anyone with another Arcane Background automatically gets a -1 on all Alchemy rolls while mundanes get a -2.

Astrogation (Smarts)
This skill is necessary to plot a course through both normal space and Hyperspace. If a working navcomputer isn't available, rolls are at -2.

Focus (Spirit)
This arcane skill is what those with the Combat Mage Arcane Background use to access their powers. It also allows them to recover Power Points more quickly.

Gunnery (Smarts)
Firing a ship mounted weapon is a lot different from shooting a laser pistol. This skill handles the use of all such weapons, ranging from the laser cannons on a fighter to the big guns on a dreadnought.

Sorcery (Spirit)
This arcane skill is needed for the casting of spells. Only Arcane Backgrounds with any spells to choose from may take this skill.

Summoning (Spirit)
This arcane skill can be used to summon, control, banish, and exorcise spirit beings. The user's Arcane Background determines what kind of spirits they may use this skill on and for what purpose.

sittingduck1313 [userpic]

Savage Brainstorming: CthulhuTech

September 11th, 2009 (09:00 am)
current song: GunXSword closing theme

Para-Psychics


Para-Psychics use the Psionics Arcane Background as described on page 82 of SWEX. However, para-psychics also run the risk of Burning. Burning occurs in two instances. The first is when a snake eyes comes up on a Psionics roll, which automatically confers Burn status. The other way is to run out of Power Points. In this case, a Spirit roll is made, with failure resulting in Burn. When a para-psychic burns, his powers randomly turn on and off in a distracting manner, resulting in a -2 to all trait rolls. Fortunately, this does not consume Power Points. A Burn ends when the para-psychic's Power Points have fully recharged. A para-psychic may select powers from the following list. Those in italics are described in Slipstream. Those marked with an asterisk are regarded by the NEG as potentially dangerous or invasive and anyone possessing them must register with the OIS. A Watched or Wanted Hindrance (depending on whether or not the para-psychic is registered) must be taken if any of the marked powers are selected. If more than half of the powers possessed are restricted, the Hindrance is major. Otherwise it's minor.

Blast*, Bolt*, Boost Trait, Burst*, Conceal Arcana*, Confuse the Mind*, Empathy, Fly*, Greater Healing, Healing, Mind Reading*, Mind Riding*, Object Reading, Probe*, Puppet*, Quickness, Speed, Telepathy*, Teleport*

New Edge


Overpower
Type: Power
Requirements: Seasoned, Arcane Background (Para-Psychic), Spirit d10+
By adding a little more oomph, a para-psychic can increase the likelihood of successfully activating a power. For every two extra Power Points spent when activating a power, a +1 is received on the Psionics roll, with a maximum of +3.

sittingduck1313 [userpic]

Savage Worlds Profiles: Steam Detectives

September 6th, 2009 (07:07 am)
current song: Steam Detectives soundtrack

Narutaki
Traits: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d6, Investigation d8, Lockpicking d6, Notice d10, Persuasion d6, Repair d6, Riding d8, Shooting d8, Stealth d8, Streetwise d8, Swimming d6, Taunt d6, Throwing d6, Tracking d8, Weird Science d8
Hindrances: Heroic, Overconfident, Young
Edges: Arcane Background (Weird Science), Dodge, Investigator, Quick, Rich
Pace: 6 Parry: 5 Toughness: 5 Charisma: 0 Power Points: 20
Powers: Blast, Bolt, Deflection, Entangle, Stun

Hsu Ling Ling
Traits: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Driving d8, Fighting d4, Healing d8, Investigation d6, Notice d6, Persuasion d8, Shooting d4, Stealth d8, Streetwise d6, Swimming d6, Tracking d6
Hindrances: Loyal, Pacifist (minor)
Edges: Ace, Arcane Companion (Goriki)
Pace: 6 Parry: 4 Toughness: 6 Charisma: 0

sittingduck1313 [userpic]

Savage Brainstorming: Entropy

August 30th, 2009 (10:05 am)
current song: Steam Detectives soundtrack

I've been attempting to rethink some of the Arcane Backgrounds I originally came up with. For the most part, they have been variations on the Magic AB from the Core Book, with a couple of unique home-brews as well. One of these home brews was the Alchemist, which started becoming unnecessarily complicated. Now I'm think of making it a variation of the Weird Science AB with non-tech trappings (devices would be wands, rings, amulets, etc.) and allow the Chemist Edge from Slipstream to account for potion making. The only issue is that I'm not sure if keeping Repair as part of the package would be entirely fitting to the theme.

sittingduck1313 [userpic]

Savage Worlds Profiles: Kiddy Grade

August 10th, 2009 (09:16 am)
current song: Kiddy Grade music video

Éclair
Traits: Agility d12+2, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Driving d6, Fighting d12+2, Healing d4, Intimidation d6, Investigation d6, Lockpicking d6, Notice d6, Persuasion d6, Piloting d8, Riding d8, Shooting d10, Taunt d8, Throwing d8
Hindrances: Gimmick (must wear lipstick), Heroic, Overconfident, Quirk (showboater)
Edges: Acrobat, Combat Sense, Improved Dodge
Pace: 6 Parry: 9 Toughness: 9 Charisma: 0

Attack, Melee 3: Reach 2
Attack, Ranged 3d6
Darkvision
Deflection 3
Ensnare: Ranged Attack, Stronger
Leaping 1
Regeneration
Super Attributes: Agility 3, Strength 7, Vigor 5
Super Skill: Fighting 2.5, Lockpicking 1.5

Lumière
Traits: Agility d6, Smarts d12+2, Spirit d10, Strength d6, Vigor d6
Skills: Healing d6, Investigation d10, Lockpicking d10, Notice d8, Persuasion d8, Piloting d8, Repair d8, Shooting d6, Taunt d6, Throwing d8, Tracking d8
Hindrances: Curious, Quirk (disdains showy behavior), Small
Edges: Hacker, Rich
Pace: 6 Parry: 2 Toughness: 4 Charisma: 0

Ageless
Force Control 2: Force Field
Healing: Cyborgs only, Refresh, Rejuvenation
Interface: Code Breaker
Malfunction
Super Attribute: Smarts 3

sittingduck1313 [userpic]

Savage Worlds Profiles: Pumpkin Scissors

July 22nd, 2009 (07:39 am)
current song: Pumpkin Scissors opening theme

2nd Lt. Alice L. Malvin
Traits: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d6
Skills: Climbing d6, Driving d6, Fighting d8, Guts d8, Healing d4, Intimidation d8, Investigation d6, Notice d10, Persuasion d8, Shooting d6, Stealth d6, Streetwise d6, Taunt d6
Hindrances: Hard Case, Heroic, Stubborn
Edges: Ambidextrous, Block, Command, Danger Sense, Improved Frenzy, Idealist, Natural Leader, Noble, Trademark Weapon
Pace: 6 Parry: 7 Toughness: 5 Charisma: 0/+2

Cpl. Randel Oland
Traits: Agility d6, Smarts d6, Spirit d4, Strength d12+2, Vigor d10
Skills: Climbing d6, Fighting d6, Guts d6, Intimidation d10, Notice d6, Shooting d10, Stealth d8, Survival d6, Throwing d8
Hindrances: Bad Dreams, Bullet Magnet, Loyal, Poverty
Edges: Arcane Background (Super Powers), Combat Reflexes, Harder to Kill, Improved Nerves of Steel, Tank Buster, Improved Trademark Weapon
Pace: 6 Parry: 5 Toughness: 9 Charisma: -2

Attack, Ranged 3d6: Device (Door Knocker pistol)
Fear: Device (blue lantern)
Fearless: Device (blue lantern)
Growth 2: Always On

Warrant Officer Oreldo
Traits: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Gambling d6, Guts d6, Healing d4, Intimidation d6, Investigation d6, Lockpicking d10, Notice d8, Persuasion d10, Riding d8, Shooting d6, Stealth d8, Streetwise d8, Taunt d8
Hindrances: Cautious, Quirk (womanizer), Yellow
Edges: Attractive, Ladykiller, Scrounger, Sweep, Thief
Pace: 6 Parry: 6 Toughness: 5 Charisma: +2

Warrant Officer Martis
Traits: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d6, Guts d6, Investigation d10, Notice d8, Persuasion d6, Shooting d6, Stealth d6, Streetwise d8, Taunt d6, Throwing d6
Hindrances: Bad Eyes (minor), Curious, Quirk (low alcohol tolerance)
Edges: Investigator, Jack-of-All-Trades
Pace: 6 Parry: 5 Toughness: 5 Charisma: 0

sittingduck1313 [userpic]

Savage Brainstorming: Entropy

July 13th, 2009 (10:03 am)
current song: Kiddy Grade music video

As I'm sure many of you have heard, Geocities is closing down in late October. Having two Geocities sites, I've been considering options for what to do with the material. Some of it would likely work being posted on a blog while some would do better on a conventional web site. If anyone knows of any good free web site hosts (or even if such things exist anymore), let me know. In any case, one of the items I'm planning to blog is this science fiction/horror Savage Worlds home-brew which I've let stagnate for the past couple of years. I'll start off by reposting the available races (and try not to be disconcerted by the undefined terms).

Read more... )

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