Tuesday, May 3, 2016

Savage Rifts: Planning My Campaign + Grendel for Savage Worlds

When I first read about Rifts and it's Megaverse, my mind nearly explode with ideas. Just the sound of it's classed fired my imagination: Glitter Boys, 'Borgs, Juicers, and Bursters. Mix that with the potential for anything or anyone to journey through a Rift and interact with and even battle each other. It was like I'd found my home in gaming. But the system, well I didn't understand that things were mage because that's how things had been done at one time. That a DM was supposed to flesh things out, even systems. As much as I was experience unbridled mash-ups, I ended up spending more time trying to make the system work for me. For decades.

Savage Rifts allows me to simply uncork the ideas and I'm going home to the first campaign seed that inspired me...with a bit more.

Covingtown sets on the Ohio River, on the Kent side. It's only a day away from Lexingtown and, if you can find it, with a few days of Psyscape.  Aside from the River Trade, Hunter Rose, The Great and Powerful Grendel controls a vast protoculture plantation to it's south. He even has a private army, The 75, honest to gods mercs from a parallel Earth.

The problem is that several months ago, a stranger named Victor Von Doom has taken an interest in  the protoculture plantation and he has some race that he calls the Invid working for him.

Things are escalating quick.





GRENDEL  

Attributes: Agility d12, Smarts d12, Spirit d6, Strength d10, Vigor d10

Skills: Fighting d12+2, Notice d10, Shooting d10, Stealth d12


Pace: 6; Parry: 7; Toughness: 10 (3) Megadamage

Equipment

Glaive  d12+d6+8 Megadamage


Special Abilities 
• Heavy Armor (3)
• Improved Counterattack
• Improved Trademark Weapon
• Infravision
• Level Headed
• Quick




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