Thursday, August 17, 2017

The Vault: Places and Faces


Out in the Sunset Hills of the Land's west coast stands her largest city: the Vault. Built upon, around, and beneath gargantuan ironwood tree stumps, the city was founded after a peace accord was struck between warring clans of Hares and Squirrels. The Accord states that anybeast may find safe harbor in the Vault. That promise draws Folk from the farthest corners of the Land and beyond, and they bring their culture with them. Whether it's Manykings curry, Clowdertown anchovies, Blackheart coffee, Burning Land textiles, or steelwork from the Frozen Baronies, you can find it in the myriad stalls & markets of the Vault.

That individual freedom comes at a cost, the Vault is a democracy and the only Folk with votes belong to one of the two political parties: the Long-Ears and the Long-Tails. Originally legacy associations of the city's founding families. They parties have a love-hate relationship among themselves but presents a united front against interlopers. And that's all immigrating Folk are: outsiders and interlopers.

Municipal policy follows this outlook with curfews and segregation. Divided into three districts: Uptown, Middleground, and Downtown, most of the Vault's populace are relegated to Middleground. Hares and Squirrels are the only ones allowed in Downtown and Uptown respectively, after curfew.Similarly, the city guard often handles party members with a patience and care foreign to Middlegrounders.

Places of Interest in The Vault

The Accord Memorial - An overlooked shrine to Thumb & Fist. The lone caretaker, Lochlain, isn't long for this world.

Saffron Point - The premier spice shop in the city. Saffron, the shop's Pangolin owner, aspires to join the Long-Tails. Her shop is on a ramp leading to Uptown. Prime real estate. For an Middlegrounder.

Thumper's - Though herbivorous, a surprising number of hares enjoy the spectacle of combat and Thumper attracts top shelf talent. Located in the Middleground you can often find Long-Ear party members slumming among the crowds.

Deeproot Hall - Built from petrified ironwood, the oldest structure in Downtown embodies the Vaulters' commitment to clan and community above all. Here the Senate of Sky and Soil convenes, and makes hard decisions. Including whose young are sent to Borchardbriar.

This Old Chestnut - This Uptown pub is the personal stomping ground of Setanta Half-Tail, a Squirrel mobster long in the tooth and short on patience.

Albreicht Books - A tiny bookshop tucked away in a far corner of Downtown. Its stacks and shelves host myriad secret meetings and cabals masquerading as "book clubs."




Beasts of Interest

Lochlain -  An elderly Squirrel monk, he claims to remember the Accord.

Benedict Barkstripe - The disgraced Ironlord-turned-stevedore-boss won't discuss his past. These days he's focused on organizing the Middlegrounders into a new party - the Snub-Tails.

Loyola - Benedict's right hand Hare, she's a true believer in his dream. Too bad her father, Senator Cohen, doesn't share her convictions.

Z. Albreicht - She isn't the original "Ms. Albreicht" - she's a pirate from the Blackheart Isles laying low. Ever since she double crossed her crew, a mysterious black spot has appearred on her paw..

Curren - A touring musician from the northern holdfast, Whisper. His songs have a rabble-rousing aspect to them. Making him popular with Middlegrounders and rebellious youngsters from Uptown.

Thumper - This grizzled kick boxer defends what's his. A stance that's put him on a collision course with Tagger, a Squirrel looking to corner the market in combat spectacles.

Farrell - Ambitious Squirrel enforcer, sees his way to the top goes through Setanta Half-Tail. But first he needs to rustle up some cash.

Nadine & the Shakes - A Cat & Roden musical duo, their repertoire largely consists of old folk music. Their ballads have a musical quality and often invoke the Forgotten 3.



Sunday, June 25, 2017

The Furred Folk of Stonebones



Badger
Great in girth and stature, the great lords of Stonebones all belong to different clans, each holding a Book of Sacred Grudges. Ascending to the Iron Council requires erasing a grudge with the perpetrator's blood.

Big Boned- Start with a d8 in Strength and can raie it to a d12+1. Also the Brawny Edge if their Vigor qualifies.
Rival - Every clan has bad blood with someone.  Ever Badger has the Enemy Hindrance (Major).
Sluggish - Badger can be a bit slow, trusting in their mass to prevent injury. -1 Parry


Mole 
Before the Badgers came and Stonebones was even a city, the Moles burrowed through the Eastmarches. Their shallower tunnels were used by the Ironlors before the strip mining began in earnest. Mole darkseers fear the Pits may release sightless horrors if they go too deep.

Burrowing - Moles can burrow through loose  earth and move through it at half Pace
Claws - A Mole's heavy claws keep him from counting as unarmed. They also deal Str+d6 with AP 2.
Bad Eyes - Moles suffer a -2 on any Trait roll to Shoot or Notice something further than 5' away.
Roden 
Whether they're Rats or Mice is an internal division, to everyone else they're Roden. Small, quick and always on edge, they've found a niche in Stonebones operating the foundries and furnaces. A dangerous place for any Beast, but there will always be more Roden.

Everybody's Punching Bag - Constant. Vigiliance. Sums up the Rodens' life. They start with the Danger Sense and the Quick edges.
Small - Roden just run short. -1 Toughness.

Thursday, June 22, 2017

Stonebones: Places and Faces

Stonebones
You know you're getting close to Stonebones when the forest withers away under a heavy coat of soot, replaced by hills of cinders and waste. The few trees left stab upward, twisted and barren. A smog choked sparrow or the odd poisoned fish are your only company beyond the Pits. These strip mines encircle the smoke-belching urban beast, worked by a combination of convict labor and freebeast.

The Badgers rule their city in a "gentler" mirror of Reynard's tyranny. The city's majority population are held by indentured servitude, contractually serving the Ironlords and every expense adding to their time. The only way to shorten their time is by volunteering their young for Reynard's Cooking Pot. The Resistance thought the city would be a fertile recruiting ground amongst the Rocen. Unfortunately the Velvet Glove dispenses hefty rewards to informants snitching on demagogues and Resistance operatives. 

Places of Interest

Church of the Chain- This church of Tooth & Claw holds to the food chain as it's liturgy.

Rodrig's Box & Tackle - This shop sells fishing gear and other... useful things even if there isn't any real demand for it. Whatever you pull from the streams is too wrong and too poisoned to eat. Rodrig's been dead awhile now. His son, Ronauld, can't bring himself to change the sign.

The Love Below - To escape the crushing work-day, most Roden fall iunto vice. No place caters to their needs with bawdy entertainment or a bottle of Snakebite quicker, or cheaper, than the Love Below.

The Ingot - This upper crust establishment works to maintain a "working class" feel. A gang of Badger roustabouts slum and racketeer surrounding businesses. 

Sunny Burrows Golf Course - One of the oldest Pits has since been converted into a sprawling golf course. With high fences and dense security patrols, only the richest make it through the front door. The smoke filled clubhouse has become a center of power.




Beasts of Interest
Rojo-   A Hardback smuggler, she usually hustles ore. But for a low price she will transport  Roden indentures as well.

Rollosson- The life of the party, this Bear acrobat's smiling face conceals a cold heart. He hasn't come to Stonebones looking for a good time. 

Nicolo -  A Minister of the Velvet Glove, the Ironlords' secret police. Nicolo feels guilt for his part in Roden oppression.

The Magnificent Aurelius - A "medium" who puts Roden families in touch with their "departed" children. He crosses over 3 nights a week to a packed house. Tickets start at 50 coin.

 Alphonsus Sunflash - An Ironlord eager for stories from outside and Far Away. He retains an extensive entourage of exotic Folk to entertain him. Rolloson is one such member.

The Blind Man - Same as any Mole prospector by day. At night she stalks Stonebones' slouching buildings and shadowy alleyways, handing out vigilante justice.

The Murder - Concealed by sooty clouds and blackened roofs, a cabal of Crows wind skeins of secrets and blackmail across the city.  See them if you've got pressing business but no starting place. 



Monday, June 5, 2017

Borchardbriar: Sorcerery, Spellcasting, and other Strangeness part 1


Arcane Background (Magic)
Arcane Skill: Spellcasting (Smarts)


If you listen to a magician they'll tell you everything has a place and a time, a Great Work woven by the mysterious Spinners. Magic is simply tugging the yarns of Mystery. This oversimple explanation downplays the dangers of Magic. There are limits to how much a cautious magician can accomplish without putting herself at risk. Luckily others have stretched the ties that bind, they just happen to be jealous of their knowledge. Their paranoia is rather justified.
There are rumors that a cabal, the Cradle, is snuffing out magicians and hiding their grimoires.
Starting Powers: 3
Available Powers: armor, banish, blind, boost/lower trait, clairvoyance, deflection, detect/conceal arcana, dispel, puppet, slow, slumber, teleport, wall walker
Backlash:  The Spinners hate it when someone meddles in their Great Work. When the magician's Spellcasting die rolls a 1, the caster suffers 2d6 damage


Arcane Background (Miracles)
Arcane Skill: Channel (Spirit)
The Lost History chronicles great wars between numerous Patrons and their followers among the Folk tearing apart the Land.  But that time lays beyond anybeast's living memory and now there are only two Patrons: the Fox King Reynard and the Forgotten 3. The miracleworker is a conduit for the Patron's power often directly infusing their Patron's properties upon their bodies.
Miracleworking Folk for Far Away places like the Burning Lands and Manykings bring foreign Patrons with them.
Starting Powers: 2
Available Powers: armor, barrier, boost trait, darksight, deflection, environmental protection, healing, quickness, speak language, and more depending on the Patron.
Trappings: The performer requires a totem representing their Patron to connect with their power. Without it, they suffer a -2 to their Channel rolls. If lost or destroyed, a new one can be created in 1d6 hours and costs a level of Fatigue. It will take 24 hours to recover.
Backlash: Patrons are greedy. When the miracleworker's Channel die rolls a 1, they lose a Fatigue level. Fatigue lost this way cannot be recovered without making a sacrifice.
Reynard's Favors: blast, confusion, lower trait, shape change, speed
Forgotten 3's Favors: beast friend, burrow, intangibility, succor

Reminder: Borchardbriar uses the "No Power Points" rules variant found in Savage Worlds Deluxe Edition.

Tuesday, May 30, 2017

3 Furred Folk and Turtles

Cat
One of the most populous Furred Folk, Cats are found everywhere. Sizable populations are found in every holdfast in Between as well. Superstitious folk claim Cats are naturally gifted in witchcraft and other Secrets. The aloof Softpaws never provide a straight answer, things just go their way.

Cat's Eye - Low Light Vision
Uncanny - Fate just breaks their way, start with the Lucky Edge or a d8 in the Spellcasting if you have the Arcane Background (Magic)
Racial Enemy (Prey)  Being obligate carnivores, Cats suffer a -4 Charisma when dealing with prey Folk.


Pangolin
From Down South and Far Away in the Burning Lands, the Antseers sense a malady in the North. Young Pangolin warriors head to Clowdertown, seeking their parts in the Great Story.

Prehensile Tail - A Pangolin's tail can hold most melee weapons, granting an additional non-movement action per round without multi-action penalty. Also +1 Parry.
Unusual Shape- The Pangolin's strange shape makes it difficult to find armor that fits. Purchases and repairs cost double.
Outsider - Clowdertown is as far North as Pangolins go. They have a -2 Charisma dealing with Folk from elsewhere.

Raccoon
Without a home of their own, the Raccoons thrive in the cracks of society. Forging close bonds of business and friendship, Raccons are less clannish than other Folk. The Masked Syndicate is keen to franchise to anyone willing to pay the fee.

The Right People - Masks make friends easily and start with the Connections Edge.
Clever Hands - Games of chance are the official sport of Racoon.  They start with a d6 in Gambling.
The Usual Suspect - Raccoons always get rousted as criminals, even when they're innocent. It's the mask. -4 Charisma dealing with law enforcement.


Turtle
All across the Land, you can find Hardbacks playing the Rivers on their raft. Their transient life has inured to them to the horrors of Reynard's eternal reign. Insisting that things will change, but remain the same.

Unflappable - Turtles keep on trucking, regardless of circumstances. They start with a d6 in Spirit instead of a d4.
Thick Shell - Their thick shell provides Armor +2, this can be penetrated.
Slow - It's common knowledge Turtles are slow. Their Pace is 5 + a d4 Running die.
Coldblood- They suffer a -2 to Resist extreme heat or cold.

Friday, May 26, 2017

Clowdertown: Places and Faces

Clowdertown
Second largest holdfast in the Land, Clowdertown is a study in contrast. A semi-communal matriarchy of insistent individualists, the Cats question the tithe but don't avoid it either. They mediate it through the Lunar Lottery - held on the gibbous waning moon. Cats respect the role played by fickle chance, determining who stays and who goes.

Clowdertown is also notable for the dietary demands of its citizenry. Being obligate carnivores, Cats' demand for meat supports a thriving fish market and an illegal trade in captured birds - "Feathers" being the street name. Cats addicted to the kill are called feather dusters.

Places of Interest in Clowdertown

Abby of the Alley - A church of Thumb & Fist. The sisters here care for beasts unable to care for themselves, particularly cattle. Their cheese is prized throughout the Land.

Fleeting Fetches - A pawn shop located in the Litterbox slums. Calico Jack isn't too interested in the provenance of goods that come through the door.

Ms. Kitty's - In the public sphere Cats adhere to a code of aloofness and disdain, sticking closely to Thumb & Fist. Behind closed doors, they get to cut loose and vent steam.  No feralhouse caters so fully as Ms. Kitty's.

The Fishery - On the surface, the Fishery is a fish market and meatpakcing facility.  Behind the heavy doors of the curing vaults lies the inventory for the largest Feather trafficking ring in the territory.

Boiling Cauldron - This bathhouse is the place where business really gets done. Whether gangsters or eldermaus, this is where the real movers and shakers meet to make deals.

Horace's - A pie shop in the Colony neighborhood, no one makes a strawberry rhubarb like Horace's. The whole operation is ran by a mongoose named Simon. He reeks of corn liquor.

Beasts of Interest

Mother Superior Felice -  The Abbess of the Alley, the Mother Superior keeps a close eye on her congregation. She provides all the help she can for those poor beasts sliding toward the feral savagery of Tooth and Claw.

Calico Jones - The owner and operator of Fleeting Fetches, he has a paw in every pie. If you want to get into the Feather trade, Calico is the gatekeeper

Squeak - A ferret fixer, she connects those looking with.. needs. She harbors a crush on the master thief Mathilda. The money she owes is an excuse to flirt.

Graymalkin, the Warlock - A pallas cat, he was once the court sorcerer of Reynard.  Until he attracted the Foxlord's ire.  And found himself replaced by Mr. Mephistopheles.

Monsier Dan'Quael - A tremendously fat toad with a coat of shelf fungus. Dan'Quael operates the Boiling Cauldron and keeps his earhorn to the ground.

Shifty-Eyed Billy - Hailing from the Empire of Manykings in the distant East. This Tiger Gladiator is a long way from home, and too comfortable to leave.

Duchess - Flat faced and fluffy, the Duchess lays in the lap of luxury.  Ms. Kitty's does well enough that Duchesscan take up pet causes. Like the Resistance.

Sapphire and the Hepcats - A touring jazz band, they work any stage that will take them.  Luckily for Sapphire - they's in high demand.  Her Feather habit takes up a lot of her time and budget.

Horace and Simon - Business partners, Horace is a copperhead, and the pie recipes are his. Venomous snakes are not allowed in the holdfasts so Simon is the face of that business. Horace usually minds their other business - moonshining.

Inspector Bosch -PC- Mathilda's sister. Bosch desires one thing: bring down the Rat King.

Mathilda -PC- An itty,bitty, kitty burglar, she's one of Papa Ringtail's top earners. Bosch's sister.

Papa Ringtail -PC- A fat raccoon kingpin. He may lie, cheat, and steal. But no one else is bold enough to make a run at the Lunar Lottery.



Thursday, May 18, 2017

Borchardbriar

 As long as anybeast can remember, the Foxlord Reynard has lived atop the Heart of the Woods in Borchardbriar, a tottering castle assembled from stone and bone. Lounging on the 4-Sided Throne he laughs at Death, that feeble reaper unable to take him. An unnatural autumn shrouds the Land in perpetual harvest and the crop rots but never ripens, The Furred Folk of the Four Corners pay his levy of youth and march their children into his castle when the Moon hides its face.  In his halls they draw painted stones from his cooking pot.
Some draw gold and join his army. Others draw red and join his larder.

Resistance to his tyranny grows in the West and South. They gather in secret and plot; gathering weapons, lost history, & arcane secrets. Killing Old Mad Craw is the goal, but what happens when the Throne sits empty?

The Four Corners
The Vault, the Western Corner- Down below the loam, the Rabbits' warrens grew together into the Vault. The largest holdfast in the Land, everyone who is anyone comes here. Resource management is an ongoing concern and resulted in a coup recently. The Public Safety Committee runs the show now. As long as their youth keep coming, Reynard doesn't care who's in charge. Many believe that without the tithe, the Vault will starve.

Whistler, the Northern Corner - Residents like to joke that if Autumn's entropy poisoned the North, you couldn't tell the difference. Only the toughest Folk brave the harsh tundra. Their bravado conceals fear that the world has left them behind, a weakness the Prophet has exploited.  A wanderer returned to her hometown, she's revived a return to the faith of Tooth & Claw. The nihilistic faith that predates Thumb & Fist, when all Folk were born to their place and hope was a luxury. With starvation a constant threat, some among the Alpha Council wonder if they should be taking the tithe. Rather than the Old Fox.
Clowdertown, the Southern Corner - Second largest holdfast in the Land, Clowdertown is a study in contrast. A semi-communal matriarchy of insistent individualists, the Cats question the tithe but don't avoid it either.  The Resistance started here and it's control of the local government is an open secret. Which may explain Reynard's escalating demands for kittens. 

Stonebones, the Eastern Corner- Known for its extensive mines and foundries, the Ironlords' stranglehold on the indentured Rodens mirrors Reynard's grip on the Land. Promised good and shelter the Rodens risk their lives amongst the leaning buildings, crafting tools of exceptional beauty for their Lord's credit. Outnumbering their masters, the Rodens bear the brunt of Reynard's tithe. The Resistance sought recruits among them, but the rewards for collusion in their own oppression have been too tempting.


Setting Rules

Born Heroes, Blood and Guts, Extra Effort, No Power Points, Sanity

Friday, March 17, 2017

The New Flesh Part 1


When the first Triskelion fell to Europan guns, the Lodge swooped in and exercised their carrion rights. Upon autopsy there isn't mush to Martian physiology beyond a highly developed central nervous system. With a limited range of tissues to use, most Martians yield a limited crop for ripping and many are incompatible with human physiology.

Atavistic Avenger (-2) Unique
The most common Triskelion pilots belong to the warrior caste, dubbed Myrmidons by the Lodge.  Invasive surgery and aggressive breeding programs suppresses higher thought and privileges autonomic function.  What maybe considered a direct hit to the control nest may not eliminate a Triskelion piloted by one of these buggers.  A flurry of claw attacks often heralds the war machine's collapse and a particularly reckless ripper can get those bits grafted onto their brain.
Location: Brain
Donor: Martian Myrmidon
When the Ripper is knocked unconscious they make a Fighting check against every target on hand with a d8 Wild Die.  This includes allies.

Crystalline Pineal (-3) Unique
Martian Masterminds are rarely seen in the theater of war as they prefer to watch from afar. But some operations are too delicate to entrust to Myrmidons, so they wade into combat themselves. However a Triskelion armed with an Ego Extractor and Heavy Armor gives away the pilot's caste.  Often displaying a wide range of psychic powers, only some parts of the Mastermind's brain is compatible with a human's.
Location: Brain
Donor: Martian Mastermind
The ripper may use the telekinesis power against a target in line of sight. The ripper rolls her Spirit die opposed by the target.  She may suffer a fatigue level to increase her Spirit die on a 1 for 1 basis.  The power drops if the line of sight is broken.  The fatigue penalties do not apply until the power drops, though the ripper is at risk of falling unconscious.

Synaptic Relay (-1)
Four-armed giants have recently been spotted roaming the hinterlands of north Africa and the Middle East. Armed with glowing rifles and large scimitars, they can be extremely dangerous in the natural environment. Autopsies revealed their arms are managed through dense clusters of nerves along their spine allowing an inhuman degree of coordination among its limbs.
Location: Spine
Donor: Tharks
The ripper reduces the multi-action penalty by 1, as long as they're only using their arms.

Analytics Engine (-2) 
The Serpent employs a wide range of minions, but Talos are the only monsters sought out be the Lodge.  Bronze Age automatons, their inner workings beyond what the Grand Alliance and the Lodge are able to produce.  Every piece of their body is put to use, the braincases are used in computation, while the more concrete parts are either implanted in rippers or outfitted with supports and straps as prosthetics for Alliance soldiery.   There's a growing concern that the Talos' inorganic origin signals a limited population to harvest.  The analytics engine is a Talos eye, often the left one, which computes and predicts outcomes of visual data.  It can't process abstract input, only concrete variables in the vicinity.
Location: Eye
Donor: Talos
With the analytics engine, the ripper can now calculate and predict future enemy actions.  After making a Smarts roll at a -4 the ripper can declare the future actions of an enemy in line of sight.  The action must make sense for them to perform at the GM's discretion. With a raise the ripper can still act.  With an analytics engine in each eye they can declare the actions of two enemies.


Friday, February 24, 2017

Martian Footfalls


The mainstay of the Martian excursion is the Triskelion.  A mobile artillery piece on 3 telescoping legs strides through the ocean and across all terrain, held off by the great walls and guns of Fortress Europa. Its versaitility allows it to take on a range of missions - search & destroy, harvesting, field testing, take & hold, etc.

The Grand Alliance holds onto the hope that there's a finite number of the machines.  A hope that may be in vain as Martian offensives slowly ramp up, with varying numbers and load outs.  No two Triskelions are equipped the same, some carry chemical  payloads, some fly, and others seek out Earthling experts to harvest their psyches.

Martian Triskelion
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d10
Pace: 11 Parry 6 Toughness 12 (Armor 6)
Special Abilities:
Armor - Armor 6
Susceptible to Magic - Suffers -2 to Armor and rolls opposing Magic.
HUGE -Size + some number. It has telescoping
Fearless - Immune to Intimidation, and being Shaken twice does not cause a wound.

Heat Ray - 2d6,AP 2, Heavy, deals +1d6 vs organic targets.
Claws - Strength +d8, AP 3

Modules -each Triskelion is equipped with 1-3 modules, outfitting them with special abilities.

Advanced Sensor Suite - no penalties for darkness, can detect footfalls.
Ego Extractor - This is used to harvest the brightest minds on Earth and force them to do Martian work.  The Triskelion must grapple its foe.  The victim must make an opposed Spirit roll or become brain dead as their psyche is stored in a special container.
Fertilizer - As a free action the Triskelion can unleash a cloud of nano machines that breaks down organic matter and spreads the Red.  This fills a large template.  Any Shaken Marstouched within the template automatically recover and act on their Action Card.  Anyone else must make a Vigor roll at -2 or suffer a wound.  A Red patch is left behind.
Heavy Armour - Armor 10, Heavy. Pace becomes 8 and Pace die becomes d4.
Jet Engines - Requires Levitator.  Flight becomes 13 and gains Pilot d8.
Levitator - The Triskelion gains Flight 5
Mutation Agent - A pressurized hose sprays a bright blue fluid that fills a flamethrower template.  Anyone hit by it needs to make a Vigor roll or gain the Marstouched quality.
Psychic Scream- Gain Intimidate at d10 and able to affect anyone within 6".
Self Repairing - Make a natural healing roll at the end of every round.
Slag Cannon - A vertically fed cannon that fires super-heated scrap metal.  Damage 2d10 , AP 4, Heavy,  has to reload after 2 shots.
Terrible Claws- Claw damage is Strength +d10, AP 5, and Heavy.


Thursday, February 16, 2017

Red London Bestiary: The 3 Sovereigns


While the Martian menace poses the greatest external threat, the internal threat posed by the Crimson Court may be far more dangerous. Ensconced in different geographies, the constriction of travel has allowed an uneasy truce to form between them. Once at each others' throats, the alien invasion has opened doors within European society and made strange bedfellows out of the three Sovereigns. They each work to solidify their individual hold and topple the Grand Alliance, hoping to make a truce with the Martians, and pursue their individual goals.

La Reyna - Spain - In her mountain fastness high in the Spanish peaks, la Reyna cultivates gardens of the Red testing and nurturing mutations.  The discovery that the Red is fertilized by human blood spurred her further discovery that vampires can feed on the Red itself. Already immune to its gaseous pollution, spreading new, virulent strains is in their best intrest.  It doesn't hurt that she's formed a fairly extensive cadre of followers, mortal and immortal.

Attributes- Agility d8, Smarts d10, Spirit d10, Strength d12+2, Vigor d10
Skills-  Shooting d8, Fighting d10, Persuasion d12, Notice d10, Stealth d8, Taunt d10
Pace 6, Parry 7, Toughness 8
Charisma +4
Special Abilities

Undead - +2 Toughness; +2 to recover from being Shaken; Immune to poison and disease; no wound penalties 
Bite - Strength 
Claw - Strength +d4
Dream Killer - Once per night, La Reyna can attack any character she can see in their dreams for 2 turns.  Soak derives from Spirit.
Fanatics - When la Reyna is hit by an attack, any of her goons jumps in front of the attack and suffers damage instead.
Levelheaded - La Reyna acts on the best of two cards.
Mist  - She can become mist if she passes a Smarts roll at -2.
Seduction - Male characters wishing to attack her do so at a -2.
Sire - Anyone slain (by bite) or bitten by la Reyna has a 50% chance of becoming a vampire in 1d4 nights.  Weakness (Sunlight) - She catches fire if she's in the sun.  After that she takes 2d10 damage per round
Weakness (Holy Symbols) - A character can repel La Reyna with a brandished holy symbol.  If she wants to attack them directly she has to beat them in an opposed Spirit roll.
Weakness (Stake Through the Heart) - If la Reyna is hit with a called shot to the heart (-6), she takes damage normally.  If she fails the Vigor test then she disintegrates.


The Dragon - Eastern Europe - With Britain lost and the Great Walls going up to create Fortress Europe, mass deforestation has increased the incidence of wild animal attackson civilized fringes.  No one's really sure when the creature known as the Dragon first emerged, but even its most human form sports a mane of lupine jaws.  The dimmest of the three Sovereigns, its hivemind cunning makes up for a lack of study.

Attributes- Agility d10, Smarts d6, Spirit d6, Strength d12+4, Vigor d12
Skills-  Climbing d8, Fighting d12, Intimidation d12, Notice d12+2, Stealth d8, Tracking d10, Swimming d8
Pace 10, Parry 8, Toughness 8
Special Abilities

Undead - +2 Toughness; +2 to recover from being Shaken; Immune to poison and disease; no wound penalties 
Arcane Resistance - +2 Armor vs magic; +2 to resist magic
Change Form (Wolfking) - The Dragon can take an action and break into a pack of Dire Wolves joined at the tail.  The pack is 4 + Wounds remaining.
Claws - Strength+d6
Fast - The Dragon discards any card lower than 4, drawing a new one.
Fear -2 - When confronted by the Dragon, characters need to make a Spirit roll at -2 or deal with Fright
Improved Frenzy - The Dragon makes two attacks each turn without penalty.
Pounce - The Dragon can leap its Pace to gain +4 to hit and damage.
Weakness (Bells) - The ringing of churchbells is painful to the Dragon, he must make a Spirit roll each turn or suffer a -2 penalty.
Invulnerability - The Dragon can only be wounded by silver weapons. Anything else just Shakes the beast.
Silver Vulnerability - Silver weapons cause normal damage


The Serpent - Egypt - A cobra close to the heart of the British Caliphate, the blasphemous pharoah awoke from the dead when an unscrupulous archaeologist broke into his tomb.  Since then he has taken to building a network of assets reaching to the highest echelons of British government.  Through alchemical drugs, forbidden knowledge, wiles of the flesh, grave goods, and unyielding labor; the Serpent has found a way to woo every pawn into his pocket.  Where la Reyna has sycophants and the Dragon simple beasts, the Serpent cultivates elite talent and turns them against one another for his own amusement.

Attributes- Agility d4, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills-  Persuasion d10, Fighting d10, Intimidation d10, Notice d10, Spellcasting d12
Pace 6, Parry 8, Toughness 10, Charisma +2 
Special Abilities
Undead - +2 Toughness; +2 to recover from being Shaken; Immune to poison and disease; no wound penalties
Death Touch - Every raise on an unarmed Fighting roll automatically inflicts one wound.
Arcane Background (Magic) - Slumber (mesmerizing tone), Barrier (wall of darkness), Summon Ally (Sentinel of stone), Bolt (torrent of asps), Obscure (swallowing light), Defelction (armor forms from scarabs), and Zombie (ritually prepared corpses).  The Serpent has 40 Power Points.
Invulnerable - Can only be truly killed by the blades of his Royal Guard, Otherwise he reforms in his sarcophagus hidden in the Valley of Kings.

Weakness (Fire) The Serpent's body is full of chemicals to maintain its semblance of life.  Some are incredibly flammable, causing him to suffer +4 damage from fire.


Friday, February 10, 2017

Red London Bestiary: The Red, Rough Beasts

The Red spreads aggressively wherever there's sufficient water, this includes mammalian bodies.  It functions like the cordyceps fungus and hijacks the central nervous system, seeking out secondary hosts as the primary host body disintegrates into a conventional Red patch.  The worst part is that living monsters can become carriers.

When a Werewolf becomes infested it becomes a Howler, the worst of both worlds. No longer dependent on the moon's fickle phase and sprouting surplus claws. Red fronds burst from the capillaries and thin skin of the beast's head, a mane from its ruptured eyes to the upper back offset the lost senses.  It now hunts through echolocation and chemical sniffing and transmits the hybrid affliction to its victims.

Attributes- Agility d8, Smarts d4, Spirit d6, Strength d12+4, Vigor d12
Skills-  Climbing d8, Fighting d12, Intimidation d12, Notice d12+2, Stealth d8, Tracking d10
Pace 8, Parry 8, Toughness 8
Special Abilities
Claws - Str + d8
Sweep - The Howler's attack roll is made as a -2 but hits all adjacent targets.
Fear
Infestation - Living or dead, victims of a Howler's attacks have a 50% chance of becoming a Howler themselves.
Invulnerability - The Howler can only be wounded by silver weapons. Anything else just Shakes the beast.
Silver Vulnerability - Silver weapons cause normal damage.

The Red's bloom has hurt rural populations disproportionately as waterways were choked with the stuff.  Early on farmers attempted to make the best of a bad situation.  Aside from toxic emissions, the Red tasted too metallic for human consumption but apparently their pigs loved the stuff.  Then they twisted into Teufelsschwein, vicious throwbacks of tremendous girth.

Attributes- Agility d4, Smarts d4, Spirit d8, Strength d12, Vigor d12+2
Skills-  Climbing d8, Fighting d10, Notice d8
Pace, Parry, Toughness 12(4)
Special Abilities
Tusks - Str+d8
Thick Fat - Armor +4
Hardy - The Teufelsschwein does not take an additional wound from being Shaken twice
Gore - If the Teufelsschwein moves 6" before it makes an attack, add +4 to the damage.

To be continued

Wednesday, February 1, 2017

Escape From Red London

780eec857e43a155fa4a561246e867aa.jpg
1897
Then.
Martians pulverized London, the greatest city in the world, with meteors.  Blotting out the sun and providing a staging ground for sustained invasion.  


A series of fifty foot walls were erected and Continental armies encamped facing Britain. The containment enjoys middling success, repelling smaller Triskelions but eroding under the constant siege of the Red.  A noxious weed that feasts on human flesh and exhales poison.


The Rippers and Cabal came together to form the Lodge and emerged from the shadows to aid the Grand Alliance.  Their advanced scientific and mystical knowledge a glimmer of hope.  They are mainly tasked with combatting the Crimson Court, monsters flush with the alien parasite and their own aims worming their way through the Continent.


6e263102a64a74427a70996af072cfd9.jpg
1899
Now.
Since the sky darkened, everything touching the the northern Atlantic is lost under a Red carpet.  Paris is besieged and King Edward of Britain now rules from Egypt. The fortifications have magnified but hope is now a luxury as Martian Triskelions test Europan defenses more brazenly each day.


With the Crimson Court broken, the British government has unleashed the Lodge to wage total war against the Invaders.  Many advances in Rippertech and Black Science show promise when applied on a large scale.  Pursuing one such path of inquiry Dr., Jekyll, the Lodge’s lead scientist, was field testing a weapon in the Red Zone before contact with his aerodreadnought, the HMSS Revenant, was lost.


We have reason to believe that he survived the crash.  You’ve been tasked with recovering the good doctor and his notes, destroy the prototype if it isn’t already ruined. You will be inserted via capsule launched by the Cairo Gun Club, this is a one way trip.  Your extraction will be from the last standing tower of St. Paul’s Cathedral in 12 hours after you are fired from the Great Cairo Gun.

Be aware that there are those still trapped in Britain and none can vouch for their civility.  They have forged their own societies, surviving anyway they can from the wreckage that was.  The rules are simple: once you go in, you may not come out.

The System: Savage Worlds - Rippers Resurrected
Looks Like:  This with way more gas masks
Tastes Like: Blood Pudding and baked beans with Newcastle Brown
Sounds Like: Carpenter Brut’s Trilogy

Monday, January 2, 2017

Rivals In The Sky: The Black Cross

Brazen criminal acts by the Condor and other Free Skies operators have the Imperial Powers in an uproar.  Europa is caught in a delicate balancing act of treaties and ententes, any attempt to pursue the thieves across the border could be construed as an act of war.  Aero-Admirals across the continent are eager to escalate rising tensions and prove their mettle.  They pitch curtailing the Free Skies as a side effect. Reasoning that if the skies are fully militarized then the windbourne lowlifes would have nowhere to flee.
[Campaign Aspect: Roll the Iron Dice]

 The thought of total war terrifies all who can conceive it's sheer enormity. Prussian Chancellor Otto Von Bismarck has dedicated his life to entangling the Imperial Powers in a web of treaties few can properly perceive. Actions that are quietly approved by the Prussian government, as their nation is encircled by foes. Prince Rupert Hapsburg V of the Prussian Allianz has sidestepped the bureaucracy, vainglorious fool he is. Joining the Black Cross, a modern mercenary company claiming descent from the Teutonic Knights.  Staffed with a core of veterans form the Franco-Prussian Conflict and funded by similar noble whelps.  The Black Cross has escalated their prescence in the wind with a host of zeppelins, assault boats, mobile airfields.  They're known for their professionalism and rigid discipline, though it leaves their responses unsurprising.
[Faction Core Aspect: War is Our Trade, Flaw: Rigid and Predictable]

Adventure!: The Black Cross' iceberg fortress, Der Glatscher, rests above the Arctic Circle housing outlaws and other prisoners, released upon receipt of ransom or bounty.  Though you could turn a profit flipping the imprisoned flesh to loved ones and comrade, you'd be as foul them and the Imperial Powers that fund them.  Instead your aim is Der Glatscher's mysterious power source, rumors swarm around the device but you'll be able to put them to bed and tear the proverbial heart from the hated Black Cross.


Next week: Buccaneers of the Free Skies!