The King is Dead

Wednesday, April 26, 2017

Mecha Ninja Ranger Iconic Framework

OK, we all know that I should write a full Iconic Framework complete with knowing (if not winking) description and one of those "Survive and Thrive" sidebars, but I don't have the time. Besides, we all know what I'm talking about here.

Mecha Ninja Rangers journey to Rifts® Earth at the behest of benevolent beings who blend high technology and chi manipulation into arms and weapons to fight evil. These benefactors implant artificial psionic capability in their chosen champions (usually teenagers, as their bodies and psyches are quicker to recover than adults but their minds are better-developed than children). Like Cyber-Knights, these champions are compelled to uphold a code of honor and heroism or else lose their powers. The sponsors of Mecha Ninja Rangers limit their teams to no more than five to fifteen members, but numerous teams with different benefactors exist.

As Cyber-Knight

  • Leap into Battle: Mecha Ninja Rangers train to leap astonishing distances. They can jump 2” vertically and 4” horizontally; a successful Strength roll grants 1” additional distance. 
  • Mecha: Mecha Ninja Rangers are trained in the use of highly advanced TW vehicles and robot armors that do not interfere with their psionics. These mecha possess (or perhaps are possessed by) a rudimentary sapience that allows them to come when summoned, but otherwise require their pilots to function. The armaments of such mecha greatly resemble the capabilities of an NG-V61 Gunwolf, save that they often physically resemble mechanical dinosaurs and megafauna (though some instead resemble pre-Cataclysmic planes and tanks). [NOTE: Game Masters and players should agree on the size of the team when the characters are created, as this effects certain Iconic Edges. Game Masters allowing a Mecha Ninja Ranger force of more than seven individuals might consider using less powerful robot armor as the basis for the team's mecha.]
  • Mecha Pilot: Depending on whether their mecha of choice takes the form of a vehicle or robot armor, the Ninja Ranger begins with the Ace or Robot Armor Jock Edge. 
  • Mecha Warrior: A Mecha Ninja Ranger begins play with Fighting d8 and Piloting (or the appropriate skill for their mecha) d8. 
  • Minor Psionic: As the Cyber-Knight Ability.
  • Transdimensional Weaponry: As a free action, the Ninja Ranger can pull from or deposit into a pocket dimension a weapon keyed to their unique biorhythms. This weapon functions as a Cyber-Knight’s Psi-Sword in all respects save that it also has a Shooting or Throwing range of 3/6/12; if thrown, it returns to its master’s hand.
  • Transmute!: As the Cyber-Knight Cyber-Armor ability, but the armor takes the form of an advanced polymer battle costume. 
  • Code of Honor: As the Cyber-Knight complication. The penalties to Psionics rolls also apply to piloting their mecha as the mecha’s AI revolts against being commanded by a an unworthy pilot. 
  • Cybernetics: As the complication for Psychic Powerhouses and Masters of Magic, not Cyber-Knights. Ninjas Rangers can receive cybernetic augmentation, but it severely reduces the effectiveness of their Psionics.
  • Psionic Limitation: Due to receiving their psionic abilities artificially, Mecha Ninja Rangers are incapable of taking the Master Psionic Edge (but see below).
They've got a weapon, armor, and a mecha. They don't need any other starting gear, do they?

Mecha Ninja Rangers can take Improved Cyber-Armor and Master Cyber-Armor, Improved Psi-Sword and Master Psi-Sword, and Psi-Shield. They also have access to:

Mecha Fusion
Requirements: Seasoned, Mecha Ninja Ranger, Spirit d8+
Every Mecha Ninja Ranger in a single squadron who possesses this Edge has learned to techno-psionically combine their robot armor into a single, larger robot armor. Combined robot armors gain a bonus to Toughness equal to the component mecha's base Toughness ÷ the number of team members (rounding down), an addition to Strength equal to the component mecha's Strength bonus ÷ the number of team members (rounding down), and a bonus to weapon damage of +1 per combined mecha (maximum of +4).
Mecha Ninja Rangers piloting combined mecha may use their action to perform Cooperative Rolls for combat actions.

Psionic Channeling
Requirements: Veteran, Mecha Ninja Ranger, Spirit d8+
While Mecha Ninja Rangers can't take the Master Psionic Edge, they can learn to channel their psionic abilities through their Mecha. Effectively, this Edge gives Mecha Ninja Rangers access to Mega Powers, but only when piloting their mecha. 

Tuesday, April 25, 2017

Role as Race: Five-Man Band

by Alex Ross

Sometimes you’re going to have campaigns where everybody is playing a human. Sometimes these campaigns will be about science ninjas and/or martial artists who pilot super-cool vehicles and/or robots. Sometimes you want a little bit more to distinguish nearly-identical characters than just their choices of Hindrances and Edges.

(Sometimes they’re about teens solving mysteries, but the principle still applies.)


Let’s try something different. Let’s swap out the free Edge for being human for a small package of other bonuses (and balancing Hindrances) for a role or personality archetype that substitutes for race. These roles are based on the Five-Man Band archetypal structure.
The Leader
Some are born to lead, some have leadership thrust upon them -- but all Leaders display a talent for coordinating their teams. 
Examples: Freddy (Scooby-Doo), Ken/Mark (Gatchaman/Battles of the Planets), Akira/Keith (Beast King GoLion/Voltron: Defender of the Universe), Ayeka Masaki Jurai (Tenchi franchise), Ichiro Ogami (Sakura Taisen), Tamaki Suoh (Ouran High School Host Club), Erza Scarlet (Fairy Tail)
  • Natural Leader: Leaders begin with the Command Edge. All Leadership Edges utilized by Leaders apply to their Wild Card player character teammates. 
  • Paragon: Leaders are naturally talented and begin with a d6 in the two skills defining the setting’s genre (usually Fighting and Piloting for super robot pilots).
  • Sense of Duty: Leaders are driven by a personal vow to fulfill the mission of their organization whenever they can, plunging their teams into rescue missions and the like even against orders from higher up. All Leaders begin with a Vow [Major] Hindrance (or Curious for mystery solvers). 
The Lancer
Lancers are frequently resentful seconds-in-command, people almost talented enough to be leaders in their own right, but whose tendency to pursue their own agendas bring them into constant conflict with the official Leader. 
Examples: Shaggy (Scooby-Doo), Joe/Jason (Gatchaman/Battles of the Planets), Isamu/Lance (Beast King GoLion/Voltron: Defender of the Universe), Ryoko Hakubi (Tenchi franchise), Maria Tachibana and Sumire Kanzaki (Sakura Taisen), Hikaru and Kaoru Hitachin (Ouran High School Host Club), Gray Fullbuster (Fairy Tail) 
  • Attack! Attack! Attack!: Lancers begin with a d8 in Shooting and a d6 in whatever the second-most important skill in the genre is (usually Fighting or Piloting); this bonus may be substituted when a team has multiple Lancers (Sumire) or in settings where Shooting isn’t used (Gray), but their combat skills will usually revolve around range (like Shaggy, who subs in Fleet Footed and d6 Streetwise).  
  • Dexterous: Lancers are invariably swift and coordinated. Lancers begin with Agility at d6 and their maximum is d12+1 without buying additional Edges.  
  • In Over Their Head: Whether because the Lancer has deep-seated insecurities or because they’re just plain cocky, Lancers tend to act rashly when the odds are not in their favor. Lancers suffer from the Overconfident Hindrance (even Shaggy, who is more oblivious than anything but still lands in hot water). 
  • Rebellious: Lancers frequently clash with their teammates. One member of the team – usually the Leader – counts as an Enemy [Minor] for the Lancer in a rivalry that compels the Lancer to try to outdo this teammate or disobey orders.
The Mediator
The peacekeepers of their groups, Mediators form close friendships with all members of their teams, bringing everyone together (especially the Leaders and Lancers). They often find themselves the centers of love triangles.
Examples: Daphne (Scooby-Doo), Jun/Princess (Gatchaman/Battles of the Planets), Princess Farla/Princess Allura (Beast King GoLion/Voltron: Defender of the Universe), Tenchi Masaki (Tenchi franchise), Sakura Shinguji (Sakura Taisen), Haruhi Fujioka (Ouran High School Host Club), Lucy Heartfillia (Fairy Tail)
  • Compassionate: Mediators begin with Spirit at d6 and their maximum is d12+1 without buying additional Edges.
  • Really Can’t Help Being a Hero: Mediators are, if anything, even more driven to help than Leaders, acting out of their sense of compassion more often than duty. All Mediators begin with the Heroic Hindrance.
  • Unifier: Mediators begin with the Common Bond Edge. 
They may not be the greatest fighter on the team, but the Powerhouse makes up for it with incredible toughness. They’re frequently also the bulkiest member of the team; even when they’re as slim as anyone else, they still have a hearty appetite.
Examples: Scooby (Scooby-Doo), Ryu/Tiny (Gatchaman/Battles of the Planets), Tsuyoshi/Hunk (Beast King GoLion/Voltron: Defender of the Universe), Mihoshi Kuramitsu (Tenchi franchise), Kanna Kirishima (Sakura Taisen), Mitsukuni "Honey" Haninozuka and Takashi "Mori" Morinozuka (Ouran High School Host Club), Natsu Dragneel (Fairy Tail)
  • Bad Habit: Powerhouses tend to suffer from some bad habit – laziness, competitiveness, or something similar – that reduces their esteem in the eyes of their peers. Powerhouses have the Habit [Minor] Hindrance.
  • Big Appetite: Even if they don’t pack on the pounds, the Powerhouse has an embarrassingly ravenous appetite. This counts as the Minor Hindrance Quirk.
  • Resilient: The Powerhouse gains a +2 to Toughness, either from increased Size or simply a Toughness bonus at the player’s discretion.
  • Strong: Powerhouses begin with Strength at d6 and their maximum is d12+1 without buying additional Edges. 
Less resilient than their companions but no less reliable, Prodigies display unusual talent in some key supporting talent central to the setting. They may not be the best fighters or pilots, but they’re the ones who keep the super robots running or heal their teammates’ wounds.
Examples: Velma (Scooby-Doo), Jinpei/Keyop (Gatchaman/Battles of the Planets – talented at Stealth), Hiroshi/Pidge (Beast King GoLion/Voltron: Defender of the Universe), Iris Chateaubriand and Li Kohran (Sakura Taisen), Kyoya Ootori (Ouran High School Host Club), Happy and Wendy Marvell (Fairy Tail)
  • Awkward: Prodigies either suffer the Bad Eyes [Minor] Hindrance OR from some personality issue like crippling shyness and annoying boisterousness that gets on others' nerves (-1 Charisma). 
  • Clever: Prodigies begin with Smarts at d6 and their maximum is d12+1 without buying additional Edges.
  • Technical Talent: Prodigies begin with either a d8 in one supporting skill or d6 in two; these will usually be skills like Healing, Investigation, or Repair.
  • Frail: A Prodigy either simply doesn’t have the combat prowess of their allies (-1 Toughness) or is physically smaller than them (Size -1) at the player’s discretion.

Monday, April 24, 2017

Celtic/Gaelic Mythological Frameworks

by Angus McBride

The following frameworks are based largely on the legends of the Irish Heroic Age (1st through 4th centuries CE) as depicted in the legends of Cú Chulainn and Fionn mac Cumhaill though they can also be used for Celtic and Gallic characters in a Weird Wars Rome or similar setting (say, perhaps, as the defenders of the last independent Gaulish village). There is some deliberate simplification of certain cultural roles for ease of play (not the least of which is conflating two periods of the era).
Gaelic bards or filid serve as entertainers and historians for the warrior nobility. Though a branch of the druidic tradition, they are known more as satirists and storytellers than priests. 
  • Bonus Skills: +1 die Knowledge (Occult), +2 dice Knowledge (History) & Perform 
  • Bonus Edges: Arcane Background (Miracles), Troubadour (see Savage Worlds Fantasy Companion)  
  • Bonus Gear: harp  
Though the ancient Gaelic priests conducted their services under the open sky at standing stones and in circles of power, they were not the wilderness defenders depicted in D&D. Rather, they served as lawgivers and oracles for their clans.  
  • Bonus Skills: +2 dice Knowledge (Law) & Knowledge (Occult), +3 dice Faith   

  • Bonus Edges: Arcane Background (Miracles)  

  • Bonus Gear: golden sickle (as dagger)

The cavalry of the ancient Gaels is comprised of light, mobile chariots. A ranking warrior rides inside, throwing spears at the enemy, while a dedicated charioteer guides the horses and helps his master rearm.  
  • Bonus Skills: +1 die Fighting, +2 dice Driving and Throwing 
  • Bonus Edges: Ace, Beast Bond 
  • Bonus Gear: chariot, two spears, two war horses
Warrior (Fianna)
Fianna are small warbands made up of landless men and women; during the winter, they contract with the nobility and keep the peace in their lands, but during the summer, they roam the forests and hunt for food and pelts. Some High Kings have organized a national fianna that served their interests and roamed the whole island.     
  • Bonus Skills: +2 dice Fighting, +3 dice Survival & Tracking 
  • Bonus Hindrances: Code of Honor [Major], Vow [Minor; serve the leader of the fiann]
  • Bonus Edges: Dord Fiann (as Rebel Yell; see Deadlands Reloaded), Woodsman 
  • Bonus Gear: long sword, medium shield, two spears
Warrior (household)
Some warriors serve in a lord’s personal warband or bodyguard, training from an early age in lodges dedicated to fostering warriors. These warriors are often the heirs of the nobility, growing in time to rule households of their own (which is when they would earn or inherit the Noble Edge). Their lives are dedicated to training for battle.
  • Bonus Skills: +1 die Intimidation OR Taunt, +3 dice Fighting & Throwing
  • Bonus Hindrances: Vow [Major; serve your lord]
  • Bonus Edges: Block, Combat Reflexes
  • Bonus Gear: long sword, medium shield, two spears

Friday, April 21, 2017

Mega Horror Powers

'Cause sometimes you're rooting for the lich.

The Savage Worlds Horror Companion contains a small selection of new powers appropriate for a horror setting – but what if you wanted a high-powered horror setting? The following are some options inspired by the Mega Powers of RIFTS® for Savage Worlds.
Banish Entity - Exalted Banish Entity
The caster may either target a single Wild Card entity for Power Points equal to the being’s Spirit die or target all Extra entities in a Large Burst Template.
Bind Entity - Greater Bind Entity
For twice the usual Power Point cost, duration increases to one week (5/one week).
Consecrate Ground – Blessed Sanctum
Duration increases to 1 hour and Power Points cost increases to 6 (1/hour).
Corpse Senses – Meat Puppet
Power Point cost increases to 5 (1/hour) but the caster can now control the undead’s actions and speak through it. Undead created by the necromancer obey commands issued by the meat puppet.
Drain Years – Drain Life
Power Points cost increases to 40 points. Any character that fails their Vigor roll dies of old age; Elderly characters make the roll at -2.
Enhance Undead – Exalted Enhance Undead 
Power Point cost increases to 6/undead; duration increases to 1 day or 1d4 days on a raise.
Grave Shroud – Greater Grave Shroud
Duration increases to 1 hour and Power Points cost increases to 4 (1/hour). A character knowingly subjected to this spell does not need to make a Fear test is she sees her own reflection.
Grave Speak – Secrets of the Grave
Power Point cost increases to 6 (2/round) but the spirit may not lie – unless the caster rolls a 1 on their arcane skill die, in which case the ability of the summoned spirit to lie replaces accidentally contacting a demon.
Nightmares – Dream Warrior
Power Point cost increases to 8, but the caster can now project himself into the target’s dream. The caster cannot control the laws of physics in the dream realm, but can use any other powers (like illusion) that would function in a comparable manner. While in the dream realm, the caster can enter combat with the dreamer; wounds – including Incapacitation – suffered by either party carry over to the physical world. 
Spirit Shield – Exalted Spirit Shield
Power Points cost increases to 6 (1/round) but the protected area increases to the size of a Large Burst Template and entities wishing to cross the threshold suffer a -2 to their Spirit rolls.
Strength of the Dead – Greater Strength of the Dead
Duration increases to 1 hour and Power Points cost increases to 10 (1/hour).
Summon Demon – Exalted Summon Demon
For twice the usual Power Point cost, the duration increases to Smarts x Days.
Summon Spirit – Greater Summon Spirit 
For twice the usual Power Point cost, the caster can either improve the circumstances of asking the spirit for information or make it easier to command to a task. In the former case, the following applies:
  • Failure: The Spirit roll to avoid Fatigue is made at -2.
  • Success: Anyone directly involved in the casting is not Fatigued after the spirit departs.
  • Raise: The Spirit answers five questions.
If summoned to perform a task, the spirit’s Spirit roll to resist the orders is at -2. 
Suppress Lycanthropy – Exalted Suppress Lycanthropy
Power Point cost increases to 12. When used to suppress one night’s transformation, success instead allows the lycanthrope self-control after the transformation. When used as a ritual to permanently control the curse, the subject may select to be permanently rid of the curse rather than control the transformation; if the caster fails, the lycanthrope only runs amok for 1d3 days.

Wuxia Frameworks

Shaolin & Wu Tang (1981)
left to right: Shaolin adept, Wudang adept

Let’s simply assume that the dividing line between wuxia as a genre and martial arts stories in general is the presence of “wire-fu”-style quasi-magical abilities and move on from there. As one is sure to notice, these are very generic frameworks. Wuxia characters are all defined by their mastery of the martial arts; it's in their backgrounds, personalities, and fighting styles (defined by the Combat Edges and powers they choose) that their individuality is found.  

Enlightened (Deadlands-style) Adept
  • Bonus Skills: +3 dice in Fighting & initial super power skill
  • Bonus Hindrances: either Code of Honor [Major; follow the Code of Xia] or Vow [Major; serve your master or temple] AND either Enemy [Minor; see below] or Vengeful [Minor] 
  • Bonus Edges: Arcane Background (Chi Mastery; see Deadlands: Reloaded), Martial Artist, Superior Kung Fu (see Deadlands: Reloaded)
  • Bonus Gear: one martial arts weapon of the player’s choice
Shaolin (external style) Adept 
  • Bonus Skills: +3 dice Faith & Fighting 
  • Bonus Hindrances: either Code of Honor [Major; follow the Code of Xia] or Vow [Major; serve your master or temple] AND either Enemy [Minor; see below] or Vengeful [Minor] 
  • Bonus Edges: Adept, Arcane Background (Miracles), Martial Artist 
  • Bonus Gear: one martial arts weapon of the player’s choice
Wudang (internal style) Adept

  • Bonus Skills: +3 dice Fighting & Spellcasting
  • Bonus Hindrances: either Code of Honor [Major; follow the Code of Xia] or Vow [Major; serve your master or temple] AND either Enemy [Minor; see below] or Vengeful [Minor]
  • Bonus Edges: Arcane Background (Miracles), Magical Adept (as Adept, except substituting Magic for Miracles), Martial Artist
  • Bonus Gear: one martial arts weapon of the player’s choice  
Random Enemy Table
Long-held, unresolved grudges are an essential aspect of wuxia stories. If a player or Game Master needs inspiration for the Enemy Hiundrance, draw a card from the Action Deck and consult the following list:
  • Clubs – The family member of a friend or fellow student accidentally slain by your hand.
  • Diamonds – A villain seeking the secrets of your master or order
  • Hearts – A lover you left behind to pursue the path of wuxia
  • Spades – A fellow student you routinely bested
  • Joker – Draw twice (discarding Jokers) and combine the two results

Thursday, April 20, 2017

Pre-Modern Japanese Frameworks

Genji: Days of the Blade
from left to right: sohei, samurai, miko (sort-of), and kami-possessed samurai

Heian Ghost Story Frameworks

These are some frameworks for supernatural investigator characters in a Heian Japan setting, as discussed in previous blog entries.

Note that this is for a Japanese-style scholar-monk, not a Chinese-style martial arts monk.
  • Bonus Skills: +2 dice Faith & Knowledge (Occult)
  • Bonus Hindrances: Vow [Minor; obey your abbot]
  • Bonus Edges: Arcane Background (Miracles), Exorcist (see Savage Worlds Horror Companion)
  • Bonus Gear: Buddhist rosary


  • Bonus Skills: +2 dice Knowledge (Occult) & Spellcasting
  • Bonus Hindrances: Vow [Minor; serve the Ministry of Onmyōdo or some minor spiritual taboo]
  • Bonus Edges: Arcane Background (Magic), New Power (bind entity; see Savage Worlds Horror Companion), New Power (summon spirit; see Savage Worlds Horror Companion
  • Bonus Gear: shikiban (divination board; adds +1 to Occult Knowledge rolls) and other occult tools 


Prior to the Meiji era, miko were not so much “shrine maidens” as “female shamans” – speaking for the spirits, inviting both kami and ghosts to possess them and speak through them (practices called kamigakari and tokusen). While they usually dwelled at specific shrines, the upheaval of the Kamakura period and the ascension of the samurai turned many miko into mendicant soothsayers. This framework is meant to emulate that earlier form of miko, not the part-time shrine tenders of modern Japan.

  • Bonus Skills: +1 die Shooting, +2 dice Faith & Knowledge (Occult)
  • Bonus Hindrances: Vow [Major; serve the kami] and either Code of Honor (if a shrine miko) or Outsider & Wanted [Minor] (if a wandering miko)
  • Bonus Edges: Arcane Background (Miracles), New Power (consecrate ground or grave speak; see Savage Worlds Horror Companion), New Power (summon spirit; see Savage Worlds Horror Companion)
  • Bonus Gear: azusayumi (sacred catalpa-wood bow), red hakama and white haori (traditional miko costume), tamagushi (sacred decorated tree branch or wand), various ritual objects 
  • Bonus Skills: +2 dice Fighting, Knowledge (Occult), and Survival, +4 dice Faith
  • Bonus Hindrances: Code of Honor [Major], Vow [Major; obey your master and the teachings of your order], Outsider [Minor]
  • Bonus Edges: Arcane Background (Miracles), Exorcist (see Savage Worlds Horror Companion)
  • Bonus Gear: Buddhist rosary, climbing gear, oi and kata-bako (portable shrine), shakujō (sacred staff), shiba-uchi (sacred short sword), tokin (drinking cup/hat), yui-gesa (pompom-adorned vestment harness) 
Chanbara Frameworks

And here are some frameworks for a more typical samurai sword-fighting setting (or a really over the top one). Of course, there's no reason you can't mix and match both sets of frameworks for a samurai & supernatural setting in the vein of InuYasha.

  • Bonus Skills: +2 dice Climbing, Fighting, & Lockpicking; +3 dice Stealth
  • Bonus Hindrances: Vow [Major; serve your clan or the lord that commands you]; Enemy or Wanted [Minor; your clan has a rival ninja clan or ninja are technically outlawed in your area], Outsider [Minor; those who know you are a ninja treat you as hinin, the lowest of castes]
  • Bonus Edges: Assassin, Thief
  • Bonus Gear: grappling hook & line, 5 kunai or shuriken (as throwing knife/dagger), ninja-to (as short sword) 
  • Bonus Skills: +1 die Shooting, +3 dice Fighting & Riding
  • Bonus Hindrances: two of Enemy [Minor], Outsider [Minor], and Wanted [Minor; likely to be accused of crimes by local daimyo and samurai]
  • Bonus Edges: 1st Edge in a School Style
  • Bonus Gear: katana, tanto (as dagger), wakizashi (as short sword); female samurai often carry a naginata (as halberd). 
  • Bonus Skills: +1 die Shooting, +3 dice Fighting & Riding
  • Bonus Hindrances: Vow [Major; serve your clan or the lord that commands you]
  • Bonus Edges: Knight (see Savage Worlds Fantasy Companion), 1st Edge in a School Style
  • Bonus Gear: daikyu and 20 arrows (as long bow, but can be used from horseback), katana, lamellar armor (as chain hauberk with enclosed steel helmet), riding horse (Tokugawa period) or war horse (Heian through Azuchi-Momoyama periods), tanto (as dagger), wakizashi (as short sword); female samurai often carry a naginata (as halberd). NOTE: The gear listed here replaces that offered by the Knight Edge.
Ronin & Samurai School Style Edge Trees
Ronin and samurai dedicated to a particular school of combat need not meet Rank requirements when purchasing an Edge; all other requirements for the Edge must be met. Heroes lose this benefit if they purchase any other Combat Edges before finishing training in their school's style.  
  • Battōjutsu/Iajutsu (fast-strike schools): Quick Draw > First Strike > Improved First Strike
  • Ittō-ryū (one-sword schools): No Mercy (or Mighty Blow in settings with the Blood & Guts Setting Rule) > Sunder > Improved Sunder (see Fantasy Companion)
  • Niten Ichi-ryū (two-sword schools): Florentine > Counterattack > Improved Counterattack
  • Yabusame (mounted archery): Steady Hands > Double Shot > Improved Double Shot (see Fantasy Companion)
NOTE:  I deliberately didn't give Niten Ichi-ryū the Ambidextrous and Two-Fisted Edges because the second sword isn't used to attack very often; it's usually used as something more like a shield, save that it's more for disrupting attacks rather than actual parrying.  
The soldier-monks of Japan are not necessarily sacred warriors; many are mercenaries and runaway farmers. While they’re all indoctrinated into the sect they serve, few pursue a path of mystical enlightenment.
  • Bonus Skills: +1 die Faith & Knowledge (Occult), +2 dice Fighting & Shooting
  • Bonus Hindrances: Vow [Minor; obey your abbot]
  • Bonus Edges: Improvisational Fighter 
  • Bonus Gear: daikyu and 20 arrows (as long bow, but can be used from horseback), lamellar armor cuirass (as chain hauberk), naginata or kanabō (as halberd or maul), tanto (as dagger), wakizashi (as short sword), white headcloth
NOTE: Yes, they get Faith but not AB (Miracles). All sohei know their prayers, but not all of them get the benefits of it.

Tuesday, April 18, 2017

Rippers Resurrected Irregular Frameworks

Ripper Street
from left to right: aristocrat, doctor, detective, soldier, guttersnipe
Based on a conversation I had yesterday on Facebook with Tavis Hill, here's some frameworks for Irregulars inspired by some of the Character Concepts in Rippers Resurrected. With these packages, I went with the concept that Irregulars are ordinary folk caught up in the supernatural, not trained monster-fighters like long-term faction members; that's why the doctor/medical professional package doesn't revolve around the Surgeon Edge and its concentration on rippertech.

  • Bonus Skills: +1 die Notice, +2 dice Healing, Knowledge (Psychology), and Persuasion
  • Bonus Edges: Alienist 
  • Bonus Gear: book (blank), writing equipment, 4 doses of morphine

  • Bonus Skills: +1 die Intimidation (or Taunt), +2 dice Persuasion & Taunt (or Intimidation)
  • Bonus Edges: Noble or Rich, Socialite
  • Bonus Gear: bottle of champagne or wine, fine clothing

Cat Burglar/Gentleman Thief
  • Bonus Skills: +2 dice Climbing & Lockpicking, +3 dice Stealth
  • Bonus Edges: Thief 
  • Bonus Gear: grappling hook & line, leather satchel

  • Bonus Skills: +2 dice Survival & Throwing, +3 dice Riding
  • Bonus Edges: Beast Bond
  • Bonus Gear: riding horse & tackle

  • Bonus Skills: +1 die Notice, +3 dice Investigation & Streetwise
  • Bonus Edges: Investigator
  • Bonus Gear: toolkit (detective’s)

Doctor/Medical Professional
  • Bonus Skills: +1 die Notice, +3 dice Healing & Knowledge (Medicine)
  • Bonus Edges: Healer
  • Bonus Gear: toolkit (medical)

  • Bonus Skills: +1 die Streetwise, +2 dice Notice & Survival
  • Bonus Edges: Linguist, World Traveler
  • Bonus Gear: leather satchel, spyglass or field glasses, umbrella

  • Bonus Skills: +1 die Persuasion, +2 dice Stealth & Streetwise
  • Bonus Edges: Connections (bordello, criminal gang, union, etc.), Down-to-Earth
  • Bonus Gear: cheap clothing

  • Bonus Skills: +1 die Notice, +3 dice two Knowledge skills (humanities or sciences)
  • Bonus Edges: Scholar
  • Bonus Gear: 2 blank books, writing equipment

  • Bonus Skills: +1 die Notice, +2 dice Knowledge (Battle) & Survival
  • Bonus Edges: Combat Reflexes, Command
  • Bonus Gear: medals/decorations, service pistol, uniform
Penny Dreadful
from left to right: patchwork man, cowboy, guttersnipe, doctor, two aristocrats, and two explorers