Tuesday, December 2, 2014
CyberPunk - Shadowrun (Savage Worlds) Pregens
Arron Loke Solo/Cyber-Samuria Novice
Ag:d8 Sm:d4 Sp:d6 St:d6 Vi:d6
Driving:d6 Fighting:d8 Healing:d4 Intimidation:d6 Notice:d6 Shooting:d8 Stealth:d6
Pace:5" Parry:6 Toughness:7/9 (5) Charisma:0
Hindrances:Code of honor, Wanted (has a record, Prints and DNA on record)
Edges: Brave, Martial Artist
Gear:Silver Street-line pistol (as Desert Eagle in core),Kevlar Vest, Sports bike, 500$
Cyberware:Wired Reflexes (as Danger Sense)
Tabitha "tabs" Wilson Wheels/Rigger Novice
Ag:d8 Sm:d8 Sp:d6 St:d6 Vi:d4
Driving:d10 Fighting:d4 Healing:d4 Notice:d8 Persuasion:d4 Shooting:d4 Stealth:d4, Repair:d6.
Pace:5 Parry:4 Toughness:4 Charisma:0
Hindrances: Arrogant, Loyal, Vengeful (min),
Edges:Danger Sense
Gear: Eagle 99 Pistol (as Glock in core book), Set of tools, Starline midsize sedan, 500$
Sigmund "sin" Robison Hacker/Techi Novice
Ag:d6 Sm:d10 Sp:d6 St:d4 Vi:d4
Driving:d6 Computer:d10 Notice:d8 Persuasion:d4 Repair:d4 Shooting:d4 Stealth:d8
Pace:5 Parry:2 Toughness:4 Charisma:0
Hindrances:Cautious, Yellow, Greedy
Edges: Connection (hacker consortium), Connection (Black-market dealer)
Gear: Eagle 99 pistol (as Glock in core), Hacking unit (wrist model), 500$.
Cyberware: wireless Cyberlink to hacker unit.
Sam Lin Street Shaman Novice
Ag:d6 Sm:d8 Sp:d8 St:d4 Vi:d4
Driving:d6 Fighting:d4 Healing:d6 Intimidation:d6 Notice:d6 Shooting:d4 Stealth:d4 Magic:d8
Pace:5 Parry:4 Toughness:4 Charisma:0
Hindrances:Outsider (many people don't trust magic users), All thumbs
Edges: Arcane Background: Magic
Gear: Eagle 99 pistol (as Glock in core),Sacred text, scrolls, Fetishes, Sports bike, 500$
Other kinds of points (Savage Worlds)
Most of these are mechanics from other games that I like, tuned for Savage Worlds.
Some of these could require an Edge, or GM can just hand them out as a setting rule if all players in a setting get them.
None of these are intended to be used together, But are intended to be used alongside regular bennies. Besides the "earned" edge option these are meant to be one time per session use. They are not replenished till the next game session. Not that I would dream of telling others how to use and resource in their game, This is just my intent in making them.
EDGE points: Edge points should be few but powerful, One per session would be best in my opinion. I would not recommend more than two per player. Or maybe there is just one edge that is earned and spent before any other player can earn it. Edge can only be spent at initiative, when its used its as if the player spending it got dealt the big joker.
Investigation points: Players each get 2-3 points and can spend them to instantly pass skill checks to find clues. Or if spent during a successful roll they gain more insight and treat it as a raise on top of any raises rolled.
Extra Effort points: These push points are for instances when making that one roll really counts. Starting with 2-6 effort seems to work best. Players cant use more effort on a single roll then their rank, so for example novice can only spend 1, on any 1 roll. Effort must be spent before the roll, each effort adds an additional d6 to the roll. The additional die do not explode, but rather just add to the total. Extra effort can be added to damage rolls as well, but only add d4s to the damage and also do not explode.
Escalation points: At the top of every combat round after the first, every player who participated in the previous round gets an escalation point. All weapons do +1damage for every point a player has. Players can spend them to get +3dmg on a single damage roll.
More to come.
Monday, December 1, 2014
The Red hand (Savage Worlds)
Criminal Organization I created for my Savage Bullets RPG. Could just as easily be used for any street level supers or cyberpunk settings as well.
The Red Hand is a criminal organization with it's roots in the Japanese yakuza. The Red Hand's overall motives are a mystery. At its lower echelons its all about territory and making money. Unlike some other criminal organizations, the red hand believe in respect, honor, and personal responsibility. Following their yakuza roots they often see themselves as protectors of those that live within their territory. One of the few instances that "protection money" really will gain you some protection.
The lowest level (mooks) of the red hand are gangsters. They come in three flavors. The "suits", "the gogo gangers", and the "rabble".
The suits are the ones who show up to politely persuade you to pay "your fair share" to the community.
Suits: all attributes d6.
Fighting, shooting, street d6.
Pace: 5, Parry: 5, Tough: 5.
Pistol 2d6-1
Go go: all attributes d6, agility d8.
Fighting, shooting, street, drive d6.
Pace: 5, Parry: 5, Tough: 6.
SMG 2d6, leather jacket, motorcycle.
Rabble: all attributes d6, smarts d4.
Fighting, shooting, street d6
Pace:5, Parry: 5, Tough: 5.
Leading a group (5-15) of these mooks is an Oyabun or Boss. Multiple bosses of a city or region meet monthly to discuss business.
Oyaban of each group has the same stats as the mooks but is a Wild card and has a D8 shooting and fighting, and intimidation of d6.
Higher ranks above Oyaban are myth and rumor, its beloved that regional bosses have many Oyaban under their command. It's also rumored that the big bosses have a shadowy organization at their disposal, the shadow hand. No one but the big bosses know if these assassins and infiltrators are real, or just a boogy man used to keep mooks and enemies in line.
Power 10 for 5E D&D.
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