Friday, January 31, 2014
Thursday, January 30, 2014
|Not that the remake doesn't have its charms, but I prefer the classic Clash of the Titans witches.|
Wednesday, January 29, 2014
The Unseen were created by the Eyeless One, the Witch who acted as the Grand Coven's spymaster. Made permanently invisible by the Witch's magic, the Unseen were used as assassins and spies during the Bane War, and then abandoned to their own misery when the war ended.
The defining power of the Unseen is invisibility. They do not have any magical attacks or increases to their abilities, but invisibility is an exceptionally dangerous tool. Savvy Unseen have learned to take advantage of deadly tactics to increase their effectiveness.
- Blank Expression: Just as a character with the Blind Hindrance receives a -2 penalty to most social tasks because the character can’t “read” other people’s body language, so too does an Unseen character receive a -2 penalty on most social tasks because others literally cannot see her expression. You can’t make eye contact if somebody can’t see your eyes.
- Invisibility: The naked bodies of the Unseen are permanently invisible, as per the power. Other characters suffer a -6 penalty to Notice an Unseen and to attack rolls against her or him. There is no penalty if the Unseen is wearing normal, opaque clothing. If the Unseen is wielding a visible tool or weapon -- or has been splashed with paint or something else to make him visible -- then attacks are resolved as normal called shots against visible targets.
- Megalomania: The ability to observe without being seen inevitably leads the Unseen to an overinflated sense of their own power. All Unseen have the Overconfident Hindrance.
The Unseen’s eyes have adjusted to see beyond normal human limitations. The character gains the Low Light Vision Monstrous Ability.
The Unseen can now see beyond the visible spectrum. The character gains the Infravision Monstrous Ability.
Requirements: Seasoned, Unseen.
The Unseen has gotten pretty used to traipsing all over the place in the nude. She receives a +2 bonus on Survival rolls made to withstand environmental hazards.
Requirements: Seasoned, Brawler, Unseen.
Because the Unseen risk exposing themselves to discovery by carrying weapons, the Eyeless had them train in unarmed combat techniques. When a character with the Strangler Edge succeeds on a grappling attempt, he not only entangles his foe but his foe is also Shaken (which usually requires a raise on the attack roll); if he scores a raise, then he may initiate an attempt to damage in the first round (rather than having to wait until the next round as usual).
Effect: The character gains a Minor psychological Hindrance (like Death Wish or Mean). Characters with infravision suffer normal lighting penalties to Notice and attack the character.
Stage 2: Acceptance
The Unseen is invisible to even the supernatural eye as he loses more and more control over himself.
Effect: The Unseen gains a new Major psychological Hindrance (such as Curious or Yellow). He is now fully invisible to infravision and scrying powers (like detect arcana) suffer a -2 penalty to detect the Unseen.
Final Stage: Acceptance
The Unseen is undetectable by even magical means, but descends even deeper into madness.
Effect: The Unseen contracts two more Major psychological Hindrances, but is now undetectable to scrying powers like detect arcana, farseeing, and object reading.
Stage 1: Defiance
The Unseen fights her way back to visibility one step at a time.
Effect: There is now a dim outline around the Unseen, reducing the effect of her invisibility to -4 to Notice and attack. Her experience seeing through things gives her a +2 bonus to see through illusions and detect the invisible.
Stage 2: Defiance
The Unseen is now able to become visible for short periods.
Effect: The Unseen may now force his body back into visibility for a number of hours per 24 hour period equal to his Vigor die. This requires a success on a Vigor roll. While visible, the character no longer suffers the effects of Blank Expression. The bonus to pierce illusions and detect the invisible rises to +4.
Final Stage: Defiance
The Unseen finally becomes permanently visible again and fully regains her sense of self.
Effect: The Unseen permanently loses the Blank Expression, Invisibility, and Megalomania racial powers. She is now immune to illusions and is the only kind of being that can see the Unseen.
Thanks to Mitch Williams for the name!
Friday, January 24, 2014
|from Igor Kierlyuk's Gotham 1459 project|
The Nordheimer mercenaries that accompanied the Grand Coven already appeared odd to the Armies of Light -- their arms and armor were baroque and archaic compared to those of Morden -- so the appearance on the battlefield of men who seemed divided down the middle between armored warriors and primitive savages was first thought to be merely a Nordheim affectation. The champions of Morden were naturally taken aback when the first killing blow delivered to one of these bifurcated men meant he split apart into two hale and hearty warriors!
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8.
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Shooting d6, Throwing d6.
Charisma: 0 Pace: 6 Parry: 6 or 7 (see below) Toughness: 8 (2; see below)
Hindrances: Loyal, Vengeful (Major)
Edges: Acrobat, Berserker, Combat Reflexes (see below).
Equipment: Brigandine armor, flintlock musket (2d8, ROF 1, 10/20/40, 2 actions to reload), Nordheim longsword (Str+d8), Nord axe (Str+d6, ROF 1, 3/6/12).
- Bifurcation Berserkergang: When a Bifurserker is Incapacitated, he splits into two separate beings with their own Wound tracks. (Thankfully, most Bifurserkers are Extras.) These separated beings then go Berserk (as per the Edge) as they fight furiously to be recombined. While split, the savage warrior gains the benefits of the Acrobat Edge since he is no longer encumbered; his Parry increases to 7 while his Toughness decreases to 6. The civilized warrior retains the combined form's armored Parry and Toughness. Bifurserkers recombine 1d6 rounds after they win in battle; if one half has been killed, the other half dies when they are reunited.
|You now have an excuse to watch The Lone Ranger (2013)|
What kind of mind warps harmless rabbits into pack-hunting carnivores? A mind like Loki's, that's what kind. Marcher Hares travel in packs of 3-12. They are opportunistic predators, scavenging when needed or stealing from humans. Like sharks, the scent of blood can drive them into a feeding frenzy.
Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor d6.
Skills: Athletics d6, Fighting d6, Notice d6, Subterfuge d4.
Pace: 6 Parry: 5 Toughness: 3
- Bite: Str+d4
- Pounce: Marcher Hares may leap 1d4" to gain a +4 to hit and damage. Parry is reduced by -2 until its next action.
- Size -2
- Small: Attackers subtract 2 from their attacks to hit.
The Great White Rabbit (WC)
Frightened rumor speaks of an albino Marcher Hare that hunts alone. This fearsome beast is gifted with preternatural strength and ferocity. The best thing to do if you encounter the Great White Rabbit is to run away.
Attributes: Agility d12, Smarts d8 (A), Spirit d12, Strength d4, Vigor d12+2.
Skills: Athletics d10, Fighting d12+2, Notice d10, Subterfuge d10, Tracking d12.
Pace: 8 Parry: 11 Toughness: 9
- Bite: Str+d6
- Fleet Footed: The Great White Rabbit rolls a d8 when running.
- Go for the Throat: With a raise on its attack roll, the Great White Rabbit hits the target's most weakly armored location.
- Improved Block: As the Edge.
- Improved Dodge: As the Edge.
- Improved Frenzy: As the Edge.
- Improved Tough as Nails: As the Edge.
- Pounce: Marcher Hares may leap 1d4" to gain a +4 to hit and damage. Parry is reduced by -2 until its next action. Because of its size, it can easily pounce back and forth between man-sized targets in melee.
- Quick: As the Edge.
- Size -2
- Small: Attackers subtract 2 from their attacks to hit.
Wednesday, January 22, 2014
|Loki in both of his/ her forms. S/he likes to do this to mess with people.|
Monday, January 20, 2014
|Just in case you didn't get the pun.|
- Brute Form: When Hiding Ones lose their self-control, they change into a powerful Brute Form. The exact characteristics of this form may be different between individuals; some manifest as hairy, Vargr-like creatures, others resemble Devolved Men, and some take on unnatural skin tones like green or red. This transformation into a brutish personification of id reduces Smarts by two steps (to a minimum of d4) and Charisma suffers a -2 penalty. The Hiding One also gains the benefits of Hardy, Hulking Hands, and Maniacal Strength.
- Hardy: While in Brute Form, if a Hiding One is Shaken, further Shaken results do not cause a wound.
- Hulking Hands: The heavy fists of a Hiding One in her Brute Form do Str+1d4 damage. Hiding Ones in their Brute Forms are never considered Unarmed Defenders.
- I’m Always Angry: It might manifest as a lingering self-loathing that makes the Hiding One irritable in the company of others, or it might be jealousy of all who don’t share his burden. It might even be a genuine contempt for humanity fueled by the Hiding One’s hidden sense of superiority. In any case, Hiding Ones who are wounded (including a Shaken result from physical damage) or lose a Test of Will in their human form must make a Smarts roll or involuntarily assume their Brute Form. Hiding Ones in their Brute Form already who are wounded or lose a Test of Will must make a Smarts roll or go Berserk as per the Edge.
- Maniacal Strength: While in Brute Form, a Hiding One’s Strength and Vigor increase by two dice steps. This can take both attributes over d12+2.
Hiding Ones have exclusive access to the following Racial Edges. These Edges can be taken at character creation if Edge selections are available and the requirements are met. Alternatively, they can be purchased with Experience Points as the character grows and develops.
Requirements: Hiding One, Novice
Some Hiding Ones add significant amounts of bone and muscle mass when they transform. A character with this Edge grows to Size +4 when he transforms, gaining a +4 to Toughness but characters trying to attack the Hiding One add +2 to their rolls.
Requirements: Hiding One, Novice.
While in Brute Form, the Hiding One can see in the infrared spectrum -- allowing him to see opponents' body heat. The character halves lighting (and invisibility!) penalties when attacking living targets.
Requirements: Hiding One, Veteran
The Hiding One makes a natural Healing roll once a day.
Effect: The character suffers a -1 to resist I'm Always Angry. She adds +2 to the damage she does with her Hulking Hands.
Stage 2: Acceptance
The transformation comes easier and easier as the Hiding One becomes more and more a monster.
Effect: The Hiding One's Strength increases by three steps in Brute Form. I'm Always Angry suffers a -2 penalty.
Final Stage: Acceptance
The Hiding One is quick to fall into a berserker rage while he grows even tougher to subdue.
Effect: The Hiding One's Vigor increases by three steps in Brute Form. The Hiding One's suffers a -2 penalty on Smarts rolls and all related skills while in Brute Form.
Stage 1: Defiance
The Hiding One begins to control her rages.
Effect: The Hiding One suffers only a one step penalty to Smarts when she assumes her Brute Form and gets a +1 bonus to resist I'm Always Angry. The Hiding One's Strength bonus is reduced to one die. Her Brute Form becomes more human-looking and imposes only a -1 penalty to Charisma.
Stage 2: Defiance
The Hiding One gains even greater self-control. When he assumes his Brute Form, there is hardly any physical change.
Effect: The Brute Form now imposes no Charisma penalty. The Hiding One's Vigor bonus is reduced to one die and he gains a +2 bonus to resist I'm Always Angry.
Final Stage: Defiance
The Hiding One is now completely human again. She has mastered her will so much that she can no longer be fooled by others.
Effect: The Hiding One loses the benefits of Brute Form (including Hardy, Hulking Hands, and Maniacal Strength) as well as the penalties of I'm Always Angry. The hand-to-hand combat experience gained means the Hiding One is still not considered an Unarmed Defender when unarmed and may take the Martial Artist and Improved Martial Artist Edges even though they are not normally available in this setting. She is immune to Test of Will.
Today -- January 20th, 2014 -- is my Two-Year Blogiversary!
Friday, January 17, 2014
|I am totally going to make players hate Spirited Away|
- Bite: The Hungry Mask may grow multiple gnashing mouths to bite Str+d6 damage.
- Bludgeon: The Hungry Mask may grow multiple limbs and pseudopods to strike for Str damage.
- Fear: Anyone seeing the creature must make a Fear test.
- Gorging: As a Hungry Mask gorges on food, sex, and violence, it grows in size and strength. The GM may roll 1d6 to determine the size of the Hungry Mask: 1 = human-sized/Str d12/Toughness 8, 2 = Size +1/Str d12+1/Toughness 9, 3 = Size +2/Str d12+2/Toughness 10, 4 = Size +3/Str d12+3/Toughness 11, 5 = Size +4 (Large)/Str d12+4/Toughness 12, 6 = Size +5 (Large)/Str d12+5/Toughness 13. If a Hungry Mask is encountered at any Size below +5, then during combat it will devour any enemies it kills (once per round) until it grows to its maximum size.
- Multilimbed Frenzy: Using a combination of bites and pseudopods, a Hungry Mask may attack up to three times per round at no penalty.
- Quasi-Etheral: While the ectoplasmic body of a Hungry Mask is effectively a squishy liquid rather than truly ethereal, it functions in much the same way. It cannot be harmed by physical attacks, but is affected by magical items and weapons, supernatural powers, fire, and acid (though flasks of acid or oil flung at the Hungry Mask will simply pass through the ectoplasm rather than breaking). It can still exert enough solidity to physically strike people and smash objects.
- Weakness (Mask): Destroying the mask of a Hungry Mask breaks the enchantment and banishes the spirit. The mask has a Toughness of 12 and follows the rules for Breaking Things (Savage Worlds Deluxe p. 71); it is a Small Target (-4 to hit).
|Scorpion by BrotherOstavia|
- Face-stealing: If a Faceless Hunter flays a person’s face off and wears it as a mask, then the Faceless Hunter is magically transformed to appear precisely like that person regardless of differences in age, height, weight, and gender. The Faceless Hunter’s voice will be a perfect imitation of the individual whose face they have stolen, but they will not have any of the person’s memories or skills; for this reason, Faceless Hunters usually spend several days or even weeks observing their targets before making their move.
- Inverse Ninja Law: Faceless Hunters are highly competitive. Instead of receiving a gang-up bonus when attacking in groups, they receive a penalty corresponding to the normal bonus.
|I was going to create a new Bane for this guy and then I realized he was just a Metal Juggernaut with a katana.|
Wednesday, January 15, 2014
Monday, January 13, 2014
|The Phantom of the Opera in his Masque of the Red Death costume|
All Deathmasques gain the following racial package:
- Bonded Mask: The powers of a Deathmasque stem from the accursed mask provided by his supernatural patron. These masks are fused with the Deathmasques’ faces, preventing them from being able to eat or drink as normal humans. The Deathmasques instead feast on the act of killing itself. A Deathmasque must kill a living being (sentient or animal) with his own hands once every 24 hours or suffer the effects of the Habit (Major) Hindrance. A Deathmasque Incapacitated by the final stage of withdrawal may be revived by having the blood of a freshly-slain victim poured over its body but (as per usual with the Hindrance) the Fatigue levels sustained will last for 1d6 days.
- Hole in Your Heart: All Deathmasques suffer from the Bloodthirsty and Vengeful (Major) Hindrances; there is a burning hatred of mankind in their breasts that can never be entirely extinguished.
- Horrifying Visage: The unnerving blank mask a Deathmasque wears imposes a -2 penalty to Charisma; combined with the penalties from Bloodthirsty, this gives Deathmasques a Charisma penalty of -6.
- No Escape: It is nearly impossible to throw a Deathmasque off your trail. They begin with a d8 in Tracking; they may raise it to d12+2 using normal advances and up to d12+4 using the Professional and Expert Edges.
- Terrifying Reputation: Everyone knows about the atrocities committed by the Deathmasques; the tales are told around campfires and whispered in the dark. Combined with the malevolent magic bound into their masks, this makes beholding a Deathmasque a terrifying experience for most people. Human Extras beholding a masked Deathmasque must make a Fear check against terror. A deep, concealing hood may allow the Deathmasque to briefly mingle amongst normal folk, but sooner or later someone is going to peek.
- Trained Killer: Deathmasques indoctrination made them experts in the art of killing. They begin with a d8 in Fighting; they may raise it to d12+2 using normal advances and up to d12+4 using the Professional and Expert Edges.
Deathmasques have exclusive access to the following Racial Edges. These Edges can be taken at character creation if Edge selections are available and the requirements are met. Alternatively, they can be purchased with Experience Points as the character grows and develops.
Requirements: Deathmasque, Novice, Notice d6+, Tracking d8+.
The Deathmasque designates a specific individual (that he has at least seen but need not be familiar with) as the victim of his murderous rampage. The Deathmasque then gains a +2 bonus to Notice and Tracking rolls to find this unfortunate person until that person is dead.
Requirements: Deathmasque, Seasoned, Chosen Victim.
Nothing will keep the predator from his prey. The Deathmasque suffers no movement penalties for crouching or difficult ground (SWD p. 65) when pursuing his Chosen Victim.
Don’t Look Away
Requirements: Veteran, Chosen Victim.
The Deathmasque has become so attuned to the pursuit of his Chosen Victim and so infused with the supernatural powers of his mask that his bloodlust can pull him through space to the victim’s side. Whenever the Deathmasque is with 15” of his Chosen Victim and the victim is either unable to see the Deathmasque or is not looking at him, the Deathmasque can attempt to teleport (as per the power) using his Spirit as the associated Attribute. A success moves the Deathmasque to the nearest solid surface within 5” of the victim; a raise means he is now standing right behind her!
Effect: The Deathmasque’s presence now terrifies natural animals as well as humans; this makes it impossible for the Deathmasque to travel by horseback or carriage. The Deathmasque may also take any one Combat Edge for which he qualifies. The Deathmasque’s addiction to killing is no longer satisfied by animals; he must kill at least one sentient being every 24 hours.
Stage 2: Acceptance
Not even the most stalwart human can see the Deathmasque without a shiver of fear; even Banes begin to fear him.
Effect: Human Wild Cards and supernatural Extras (Banes, fae, etc) must make a Fear check when beholding the Deathmasque. He must now kill at least one sentient being every 12 hours; thankfully, he no longer needs to sleep.
Effect: The Deathmasque’s presence now even terrifies Witchbreed and Bane Wild Cards as they instinctively recognize the predator in their midst. The Deathmasque must now kill a sentient being at least once every 6 hours.
It is surprisingly easy to tear the mask from one’s face, though it leaves hideous scars.
Effect: The Deathmasque may now eat and drink as normal instead of surviving on the act of murder itself. Tearing off the mask leaves horrifying scars, however, so the Deathmasque now has the Ugly Hindrance (-2 to Charisma) whenever he doesn’t wear his mask so all told the Deathmasque’s Charisma penalty actually doesn't change. The Terrifying Reputation ability only works when wearing the mask.
Stage 2: Defiance
Slowly but surely the Deathmasque reacclimates to society.
Effect: The Deathmasque is now able to make peace with some of his homicidal rage. The Deathmasque loses the Bloodthirsty Hindrance (including its Charisma penalty), but he is out of practice in hunting victims and loses a die of Tracking.
Final Stage: Defiance
The Deathmasque is able to reject the magical effects of the Murder Miaden's conditiong, but the psychological scars remain.
Effect: The Deathmasque is no longer addicted to killing. His scars magically heal -- ridding himself of the Ugly Charisma penalty -- he but loses a die of Fighting as his skills are blunted by lack of practice. Unfortunately, he is still Vengeful (Major) and so may be easily provoked into donning the mask again to terrorize his perceived enemies; he will have to fight this terrifying wrath for the rest of his life.
Thursday, January 9, 2014
- Aquatic: While reef pirates can breathe seawater, they can only swim as well as humans.
- Bizarre Mutation: The sea life infesting reef pirates bestows bizarre mutations similar to a Mongrel’s Animal Components. Roll 1d6 to determine; 1 = Inhuman Attribute (fishy tail adds to swimming, cephalod suckers add to climbing), 2 = Inhuman Senses (hammerhead eyes, lateral lines), 3 = Long Limbs (eels for arms, tentacles), 4 = Low Light Vision (bioluminescence, echolocation), 5 = Natural Armor (dermal denticles, shell), and 6 = Natural Weapons (chelae, shark-like teeth).
- Quasi-Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage. No immunity to poison or disease.
- Aquatic: Pace 6
- *Armor +2: The chitinous shell of the parasite protects its legs and the visible portion that protrudes from the shark’s underbelly; this armor does not apply to the rest of the rot shark.
- Fear -2: The terrifying combination of shark and spider-like legs makes most humanoids react in instinctive horror at the sight of a rot shark.
- Large: Attackers add +2 to their attack rolls when attacking a rot shark due to its size.
- Quasi-Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except for called shots directly to the parasite).
- Size +4: Great white rot sharks can grow up to 25’ in length.
- Stench: The stink of decay that clings to a rot shark forces all breathing creatures vulnerable to disease and poison within a Large Burst Template of the shark to make a Vigor roll when they first encounter it or be Shaken.
- Wall Walker: Can walk on vertical and inverted surfaces at Pace 6.
Tuesday, January 7, 2014
|You thought I was going to use a Doctor Who still, didn't you?|
Friday, January 3, 2014
- Aquatic: Calibanoids are creatures of the sea. They cannot drown in water, swim at a pace equal to their full Swimming skill (surface dwellers move at half their Swimming skill), and get a free d6 in Swimming.
- Attuned to the Depths: Calibanoid senses are adapted to living underwater. They are at a -2 penalty on all Notice checks reliant on hearing while on the surface and a -2 (non-cumulative) penalty on all Notice checks relying on sight during daylight.
- Claws: The webbed fingers of Calibanoids end in wicked claws that do Str+1d4 damage.
- Deep Dweller: Calibanoids are immune to the pressure and cold of even the deepest sea trenches. They receive a +4 to resist all cold effects on the surface as well.
- Dehydration: Calibanoids must immerse themselves in water one hour out of every 24 or become automatically fatigued until they are Incapacitated, dying the day after that. Immersing themselves in a full-body bath is sufficient to prevent dehydration; they don’t have to find a natural source of water.
- Low Light Vision: While the sun blinds them, Calibanoids are adapted to see perfectly in the dark of the ocean. They suffer no penalties for Dim and Dark lighting.
- Horrifying: Calibanoids are hideous fish-men. They receive a -4 penalty to Charisma.
- Scaly: Calibanoids are covered with armor-like scales. They receive +2 Armor.
- Siren’s Call: A Calibanoid within 1 mile, sight, or hearing range of the sea must make a Spirit roll every night at midnight to resist the urge the plunge into the depths and join his brethren.