RPGs
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.
Setting Expansion
What follows is the result of a lot of discussions, years of gaming, and running campaigns. If I came up with a unique location, be it a city, faction, guild, or other such fictional group, you'll find details in the following articles.
Archetypes
Archetypes for a variety of characters and settings can all be found here. Genres range from fantasy to science fiction settings and everything in between.
Allies & Adversaries
The style of these characters varies wildly from a quick paragraph and basic stat block to full-blown character sheet. The reason is that some are actual characters I've played (or planned to play and never got the opportunity) and others were NPCs that I used during the course of a campaign, but there was never any direct conflict so full stats weren't really necessary. I find it handy to have a bunch of names and basic backgrounds on hand during a session because, inevitably, a player will ask what the shop keeper looks like even when it's not really relevant. Far from a bad thing, but it's caught me off guard.
Adventures
What follows are simple Hook/Line/Sinker adventures, complete campaign story arcs, or minimal nuggets that have popped into my head as the result of some player action. Some I have used, others I never got around to, but all could serve as some inspiration for your own campaigns.
Archetypes
Celestial Guardsman
In the Dragonstar universe, Celestial Guardsmen are paladins of The Outlands, protecting the residents of these remote planets from evil forces. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Combat Ace
In the Dragonstar universe, Combat Aces are elite freelance or Imperial Navy pilots. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Dark Zone Explorer
In the Dragonstar universe, Dark Zone Explorers are individuals that, for better or worse, brave the unknown dangers of the Dark Zone in search of artifacts and treasure. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Dragon Slayer
In the Dragonstar universe, Dragon Slayers are hardy (and likely unbalanced) warriors who commit the ultimate crime within the Empire of Qesemet. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Imperial Arcanist
In the Dragonstar universe, Imperial Arcanists are members of the Imperial Society of the Arcane and further the traditions and research of magic throughout the dragon's empire. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Infowarrior
In the Dragonstar universe, Infowarriors deal in the unspoken currency of the Dragon Empire - information and data. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Mechanist
In the Dragonstar universe, Mechanists help keep the technology used in all walks of life running. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Negotiator
In the Dragonstar universe, Negotiators make their fortune not with gun or magic but with a sharp tongue and sharper wit. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Noetic Warrior
In the Dragonstar universe, Noetic Warriors were trained to use their psychic powers by the Noetic Order. How they use those powers after their training and service is complete is up to them. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Psion
In the Dragonstar universe, Psions are individuals who were naturally-gifted with psychic powers. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
RES Trailblazer
In the Dragonstar universe, RES Trailblazers work with the Royal Expeditionary Service to explore and expand the borders of the dragon empire. They are presented here as a Seasoned archetype using the Savage Worlds system.
Archetypes
Unification Missionary
In the Dragonstar universe, Unification Missionaries get to know the people of the Outlands to expand the influence of the Church of Unification. They are presented here as a Seasoned archetype using the Savage Worlds system.
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
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…
Adventures
Adventure Locations: Remote Mountain Valley
Adventure Locations are serial posts which use photographs of real locations as the inspiration for a short adventure seed. Most locations will be system agnostic, however specific settings may be referenced. Our first location is a remote mountain valley. The valley is untarnished by…