What you'll find here is a cross between fluffy expansion on the settings that I enjoy and the crunchy mechanics of the various rule systems. Game mechanics will cover anything from classes, races, feats, and/or skills. Check how an article is tagged to see if it's for the system you're looking for. It might not be, but can hopefully be adapted easily.

When working on my Savage Rifts campaign and coming up with new frameworks and critters, I try to re-use elements which others have already created and are available, rather than re-invent the wheel. To that end, I've begun compiling a list of mechanics, particularly Edges, from other settings and supplements which I find work well in Savage Rifts.

Tattooed men, or T-men, are warriors imbued with superhuman abilities granted by a special form of magic. A T-man may access any powers (including Mega Powers), while others confer specific abilities or protections instead rather than powers. Most T-men are covered in at least six unique mystic tattoos, though experienced and battle-hardened warriors may have many more.

Rank: Novice
Power Points: 2
Range: Self
Duration: 3 (1/round)
Trappings: A mark or tattoo, a faint aura

[UPDATED 8/20/2017] An ancient cousin to humans, Atlanteans have been transformed through centuries of mystic study and dimensional travel. Most are scholarly and generally peaceful, seeking to aid younger races in achieving enlightenment and combat forces of darkness.

Tattoo Magic is a special kind of magic with a special Arcane Background and some associated Edges. What follows is more information regarding the Arcane Background and additional Edges available only to arcane characters and Tattooed Men.