Showing posts with label Manimals. Show all posts
Showing posts with label Manimals. Show all posts

Friday, October 12, 2018

Manimals: Level 4 Otter Psychic Magican for Shadow of the Demon Lord & Godless

In my last post I began exploring mixing After the Bomb with Shadow of the Demon Lord's Engine. First, I think that Pallaidum's rules could easily be bolted onto SotDL with some basic tweaking.

I'm working up a second character an Otter, I decided to give them +1 Perception, Swimmer, and Darksight for their Ancestry. Otherwise I used the SotDL rules as written.





Here is a level 4 Otter Psychic Magician

Strength 10 (+0)       Agility 11 (+1) 
Intellect 13 (+3)       Will 11 (+1)
Perception 14 (+4)   Defense 10 (Leather)
Health 26                  Healing Rate 6
Speed 10; swimmer  Size 1/2         Power 2
Languages and Professions 
   Common Tongue (read and write); Astrology
   Nature
Catch Your Breath 
Darksight
Psychic Power 4
Psychic Defense 
Psychic Spell 
Sense Magic

EQUIPMENT
Pistol (range 35) +1 with 1 boons (2d6)

TRADITIONS
Telepathy Sense Thoughts (3), Share Thoughts (3), 
   Message (2), Mind Stab (2), Read Minds (1)
Telekinesis Mind Over Matter (3), Crush (2), Hold (1)

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GameStorming: Shadow of the Demon Lord + After the Bomb or Teenage Mutant Ninja Turtles





I've been thinking about mixing the Shadow of the Demon Lord (SotDL) Engine to run Palladium RPGs, in this case, I'm looking at using it for After The Bomb (AtB) or Teenage Mutant Ninja Turtles

I've used the Human Ancestry as a base and used the AfB species description to adjust ability scores and the skill system for professions.

Here is a level 2 Bantam Chicken Warrior

Strength 11 (+1)       Agility 10 (+0) 
Intellect 10 (+0)       Will 11 (+1)
Perception 10 (+0)   Defense 12 (Leather)
Health 15                  Healing Rate 3
Speed 10                   Size 1
Languages and Professions 
   Common Tongue; Artisan, Mechanic
Catch Your Breath You can use an action
   or a triggered action on your turn to heal 
   damage equal to your healing rate. Once 
   you use this talent, you cannot use it again 
   until after you complete a rest.
Weapon Training When attacking with a 
   weapon, you make the attack roll with 1 boon.

EQUIPMENT


Baseball Bat (melee) +1 with 1 boons (1d6)
Machine Pistol (range 35) +0 with 1 boons (2d6)
Talons (melee) +1 with 1 boons (1d3)

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Wednesday, July 20, 2016

Manimals: Mutant Giraffes for Savage Worlds





Mutant Giraffe

• Observant: Mutant Giraffes begin with a d6 in Notice.
• Runner: Mutant Giraffes begin with the Fleet-Footed Edge.
• Tall: Mutant Giraffes begin with +1 Size.
• Tight-Knit: Mutant Giraffes begin with the Loyal Hindrance.
• Wander: Mutant Giraffes begin with the Curious Hindrance.














Thursday, July 7, 2016

Manimals: Mutant Iguanas for Savage World





Mutant Iguana


• Blend: Mutant Iguanas begin with a d6 in Stealth.
• Cold-Blooded: Mutant Lizards have a -4 to resist cold.
• Third Eye: Mutant Iguanas begin with a +2 to Notice when using Sight.









Tuesday, July 5, 2016

Manimal: Mutant Alligator Race for Savage Worlds





Mutant Alligator
• Aquatic: Mutant Alligators begin with a d6 in Swimming and their Pace in water is equal to their Swimming die.
• Color Blind: Mutant Alligators begin with the Bad Eyes Minor Hindrance.
• Powerful Jaws: Mutant Alligators have a bite that deals Str+1d6 damage. 
• Predator: Mutant Alligators begin with the Bloodthirsty Hindrance.
• Thick Hide : Mutant Alligators begin with +2 Armor.
• Slow and Steady: Mutant Alligators begins with a Pace of 5.




Sunday, July 3, 2016

Manimals: Mutant Turtle Race for Savage Worlds





Mutant Turtle
• Aquatic: Mutant Turtles begin with a d6 in Swimming and his Pace in water is equal to his Swimming die.
• Hero In A Half-Shell: Mutant Turtles begins with +2 Armor from their shells.

• Poor Eyes: Mutant Turtles begin with the Bad Eyes Minor Hindrance.
• Slow and Steady: Mutant Turtles begin with a Pace of 5.



I couldn't resist ;)





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