Thursday, May 18, 2017


 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

Blood and Guts, Extra Effort, Gritty Damage, 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.
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

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.

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!