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Friday, July 10, 2015

Tanner's hammer (Amazing Adventure)

This pistol was forged and assembled by the pirate turn monster hunter Angus Jackson "jack" Tanner. Blessed by his first mate, Reverend Robbert "Rob" miller. It's said that after every kill Tanner would soak silver coins coins in blood of his prey. The coins would then be melted to make bullets. When fired from Tanners gun these bullets become bane to the creature whos blood it soaked in. (+3, x3 on crit, counts as magic).

69 cal., 9" bbl. Pistol with checkered wood grips & snobble forend, wedge bbl. fastener, engraved back action locks.

Monday, July 6, 2015

Bennies vs XP (Savage Worlds)

I've been putting a lot of thought into the use of bennies. Especially with regards to my "other uses" I've written about in the past.

The two additional used I've been trying out is using them as rewards much like Fate points for compels and GM intrusions.

The problem is I don't feel bennies are enough of a reward. If bennies are flowing and the game is moving along nicely a compel or intrusion are both complications to the story. Complications that must be delt with and overcome.

As an example; if one of the players is on a stakeout watching for a suspect to leave his home. If I offer a benny to compel the player to give in to his addiction by abandon his post for a minute to step over to a newspaper stand to get a pack of smokes, so the suspect can get away. A bennie just doesn't seem like a proper reward. Though my players are really good sports and almost always accepts the bennies its really out of interest in keeping the game interesting and not because the reward is well worth the complications.

My idea is from now on only giving 1xp to every player for just showing up. 1xp each player if a story milestone is reached during the session. All other xp will come from ones being offered from compels and intrusions.

Tuesday, June 30, 2015

Black shield detectives (Cypher system)

Being law enforcement in a mega city is a hard job. Being a black shield is the hardest job. Black shield detectives are judge and jury. If your a beat cop and a black shield is on their way to back you up, you know your going to be ok. If your a criminal the last thing you want to see is a black shield officer. (Could very well be the last thing you see)

Black shields are licensed to keep the peace, investigate crimes, punish the guilty. 

As an NPC:

Level:8  Health:18. Attack:Medium Armor:3 speed: slow bike:fast  officers cypher pack. 

As a player:

Most Black shields will be vectors or spinners. With a rare few being paradox as members of the Psi division. 

All carry a medium service pistol. But are allowed custom equipment as needed.

All are issued a set of Justifier body armor (armor 3) with multi spectrum visor and air purifier filter.

All are issued a special issue enforcer cycle (armor 6, speed fast).

All are issued an officers pack: stimpack regen injector (4) shock grenades (4) flash grenades (4) insta-hack entry device.


The metro gangs (Cypher system)

Life at street level in any mega city is hard, fast, and cheap.

Gang violence is rampant in the lower levels. Most metro gangs see themselves as protectors of their quadrant. Sometimes there is a fee for that protection. those that don't have other sources of income. Drug running, thugs for hire, and theft are all popular with metro gangs.

Level: 5

Health: 8

Attack: spray and pray:light

Speedster: level 8 to hit while moving at top speed.

"The Others" (Cypher system)

Not everyone who caught the Z-plague became zombies. Some became...something else.

Level: 8

Health:25

Attack: medium (claws)

Movement:fast

Round after a successful claw the others can make a bite attack. On a successful attack they gain 1d6+2 health back.

Direct sunlight is distracting and painfully uncomfortable. Level 5 when in direct UV rays, natural or artificial. 

Wasteland gangers (Cypher system)

These are very hardy folks. With them the saying holds true "that which doesn't kill me will only make me stronger"

Wastlanders are often those who cannot conform to society of the Mega-cities. They either left it, chased from it, or expelled from it by force.

Those banished are often marked or brain chipped as to never be allowed in society again.

Surviving the wastes is rarely a solo endeavour. Some wastlanders cling to towns or cities of the waste, finding security in numbers. Others roam the land in gangs preying on those weaker than they.

Level:4
Health:15
Armor: 0-2 depending
junker built firearms: medium weapon.

Scrapper: level 6 vs Melee attacks.

Monday, June 29, 2015

Authorized Corporate Bounty hunter (Cypher system)

These headhunters are legal to enter all zones in pursuit of their prey. Authorized and licensed by all corporate and federal courts.

Headhunters carry all manner of gear, gadgets, and weapons while tracking their target.

Level (5)
Health:10
Armor:4
Speed defense: Level 6 to hit with ranged weapons.

Night vision
Thermal shielding
Weather resistance
Law enforcement power
System ID exampt.
Carries (4) random gadget cyphers.

Carries at least (2) of the following:
Supermag pistol: Rng:short Dmg:heavy
Service pistol: Rng:med Dmg:medium
Service SMG: Rng:med Dmg:medium double tap
Hardball shotgun: Rng:long Dmg:light at long, med at close, Heavy at point blank.
Sniper rifle: Rng:extensive Dmg:heavy. Cannot snap shoop. -1 unless aimed.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...