Mechanics
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.
Mechanics
The Hunter War
A Savage Worlds mini-setting inspired by The Dresden Files novels by Jim Butcher and the Supernatural TV series. Set in a haunted version of the Pacific Northwest, this setting serves as the backdrop for an upcoming action horror adventure I intend to run.Mechanics
Savage Nightbane
This translation of the Nightbane RPG setting (by Palladium Books) using the Savage Worlds system and Super Powers Companion will be the basis for an upcoming campaign.
Mechanics
Example Nightbane Talents
I've cobbled together some Nightbane Talents from the core RPG book and Dark Designs and expressed them as Super Powers using the Savage Worlds Super Powers Companion.
Mechanics
Dragonstar for Savage Worlds
A brief description of my approach to running a TTRPG adventure using the Dragonstar setting as a backdrop for the adventure and mechanically with the Savage Worlds Adventure Edition.
Mechanics
Arcane Background: Psions
The Savage Worlds Fantasy Companion greatly expanded the existing Arcane Backgrounds. This is my take on a fantasy arcane background for psions.
Mechanics
Savage Requiem
An Iron Kingdoms translation for Savage Worlds. A first version of this translation is now available. This is a living document and will be updated periodically and we're adding other elements to the game. Feedback is accepted through the Savage Worlds Mastodon community or you can find us on…
Mechanics
Savage Borderlands
This is an unofficial translation of Iron Kingdoms: Borderlands & Beyond to the Savage Worlds system.
Mechanics
The Savage Wilds
This is an unofficial translation of Iron Kingdoms: Into the Deep Wild to the Savage Worlds system. This expands the Savage Worlds translation using source material to focus beyond the established Iron Kingdoms and into the untamed wilderness regions of western Immoren.
Mechanics
Savage Monsternomicon 2
A Monsternomicon: The Lost Pages translation for the Savage Worlds system. Encounter what lurks in the Deep Wild regions from archons to skinwalkers, the shards of Everblight, and horrific dragonspawn.
Mechanics
Star Wars: Adventure Edition
A minimalist ruleset for running Star Wars using the Savage Worlds core rules. This was designed to run during the age of the Old Republic, nearly 3,000 years before the events of the Skywalker Saga.
Mechanics
Palladium Fantasy AGE: Gnomes & Wolfen
I've been tinkering with some ideas for Fantasy AGE from Green Ronin. Overall, I'm a fan of the play mechanics, though the organization of the core rulebook leaves much to be desired. It's not secret that I not a fan of the Palladium mechanics. I am, however, a big fan of their settings. Say what…
Mechanics
Iconic Framework: Duelist
The Duelists of New Babylon are identified with extraordinary psychic ability at an early age during their tutelage. They leave their families to be raised within the House of the Sword to perfect their swordsmanship with physical and psychic blades. Duelists are the elite operatives defending New…
Mechanics
Player Race: Amaki
These beings appear to be made of sculpted stone, but their flesh elasticity, size and proportions are similar to humans. Most Amaki live in a small kingdom in South America known as New Babylon, but their operatives, particularly the lethal and capable Duelist, can be found elsewhere, working as…
Mechanics
Monkey Boys (CS Mutant Apes)
Monkey boys are one result of secret genetic experimentation at the Lone Star Complex by Dr Desmond Bradford. There are three primary tracks for the research: spies, soldiers, and technicians. Each has unique characteristics and the resulting mutants are nearly as versatile as humans. Common…
Mechanics
Savage Rifts: Temporal Wizard
Temporal Wizards command the power of space and time itself, traveling to many dimensions with their magicks. Beginning as a servant and apprentice to a powerful creature known as a Temporal Raider, they must endure the Bonds of Servitude for a minimum of six years, and only learning the secrets of…
Mechanics
Savage Rifts: Temporal Warrior
Temporal Warriors, while taught the secrets of manipulating space and time, are also well-trained warriors who focus on combining their temporal magic with physical combat. They make excellent assassins, capable of infiltrating high-security areas by hiding their weapons in dimensional pockets and…
Mechanics
Savage Rifts: Temporal Magic
Some sorcerers master the primordial energy of space and time itself. These casters can manipulate dimensional energy and individuals' perception of the world around them, such as speeding up or slowing down time for a person or in a bubble. Power Edges Arcane Background (Temporal Magic) Arcane…
Mechanics
Savage Rifts: Atlantean Undead Slayer
Undead Slayers are an elite group of Atlantean warriors dedicated to destroying supernatural evil in all its forms. These knights-errant travel, often to other dimensions and worlds, protecting the innocent and freeing those enslaved by vampires and other powerful creatures of darkness. Vampires,…
Mechanics
New Trapping: Blood
Some settings, particularly those in the dark fantasy and horror genres, have depraved mages and ritualists who draw power from blood. The blood trapping is used only by evil necromancers and blood cultists who wish to invoke fear and panic in onlookers. The blood trapping is used only by evil…
Mechanics
Savage Rifts: Woodland Druid Edges
The England of Rifts Earth is home to a number of ancient orders, including those who selflessly care for the woodland homes and Millennium Trees which grow in many of the old forests. These woodland druids are skilled with creating salves and potions from the bounty the forest has to offer. …
Mechanics
Savage Rifts: Other Resources
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…
Mechanics
Savage Rifts: Tattooed Man
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…
Mechanics
Power: Protection
Rank: NovicePower Points: 2Range: SelfDuration: 3 (1/round)Trappings: A mark or tattoo, a faint aura This power grants the character bonuses against a monster, creature, or character of a single type, such as Undead, Good, Evil, etc. Once activated, the character gains +2 to any trait test (+4…
Mechanics
Savage Rifts: True Atlanteans
[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. Mystical Heritage: All…
Mechanics
Savage Rifts: Tattoo Magic
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. Iconic Edges Tattoo Resilience Requirements: Vigor d6+,…