Welcome back to Card Catalog where we are taking the chance to work through Earthdawn 4E and make a group of characters. If you have not, please go read the overview here that describes the system, the setting, and the first of the characters in this adventuring group. One of the things that I like to do is to take some of the stereotypical concepts in a game and play against them.  A Troll Swordmaster is one of those rarities that you may not see too often and so the image of the Little John-esque jovial Grythlit was born.  

Design Notes

Next, we will walk through the step by step design choices in building Grythlit as we look, pieve by piece how a character comes together in Earthdawn. 

  • Race – Troll.  Large, with dermal deposits and with great strength, Trolls are at first glance what you expect from any system.  In Earthdawn, many trolls hail from clans of Sky Raiders who come from the Crystal Peaks using airships and raiding the surrounding lands.  Grythlit won’t originate from these, though his family may have long lost ties. In addition to the Attribute modifications below, Trolls get Heat Sight, a higher movement from their longer legs of 14, and fewer karma to spend at 3 per circle. 
  • Discipline – Swordmaster. I know I want to make a bombastic and crowd pleasing Swordmaster.  Swordmasters combine the martial focus on a Warrior with the social and performance aspects of a Troubadour – they are as much interested in the dance of the fight as they are of the fight itself.  This means that I will need to prioritize Dexterity to land hits and Charisma for some of the social aspects of the discipline. As always, a combat discipline needs to hit hard – Strength; and take hits – Toughness.  Because I choose a Troll, the Strength and Toughness will be easier to pump up a bit but it is something that will require some conscious design thoughts. 
  • Attributes – There are 6 Attributes in Earthdawn – Strength (STR); Dexterity (DEX); TOughness (TOU); Perception (PER); Willpower (WIL); and Charisma (CHA).  Each starts at a 10, is modified based on the chosen race, and then players spend 25 points to raise the Attributes. Now, it isn’t a 1 for 1 spend either as the further from the baseline you go, the more it costs.  These Attribute ratings are converted to a Step to use in the CoreStep system as we’ve described before.  
  • STR – Trolls Start with a 14 and since there is a STR Requirement of 16 for a Poleaxe, that is where I will go with a paltry 2 of my 25 Points. 
  • DEX – Trolls start with 10 and I want to get Grythlit to a Step 7 so I match his STR with a DEX of 16 for 9 more points. 
  • TOU – Trolls start with 12 and for lack of any imagination, I take his TOU to 16 as well for 5 points.  
  • PER – Trolls start with 9 and I will improve it to an 11 for 2 more points.  I could save it also get his CHA up higher, but … well… Okay. A 9 PER it is. Perception is both general perception as well as intellect so Grythlit isn’t going to have the easiest of times putting things together and gets a bit lost in his own mind at times. 
  • WIL – Trolls start with 11 and I keep it there for now. 
  • CHA – Trolls start with 10 and I am going to go ahead and use 9 points left to get that CHA all the way to a 16.  
  • Talents – As a Swordmaster, Grythlit has the Discipline Talents of Avoid Blow, Maneuver, Melee Weapons, Taunt, and Weapon Weaving at First Circle. You can see how contours of the Discipline here as it combines the martial tendencies with Melee Weapons with a Dexterity based avoidance Talent in Avoid Blow.  Maneuver is a precision style flourish while Taunt is just what it sounds like. Swordweaving is the threadweaving talent that all Adepts know, but with his particular Discipline’s skein. While I could divide these up evenly, I do want to take a Talent Option and as Grythlit will be a front line combatant, I am going to go for some hedging by picking up Wound Balance – this will allow Grythlit, all 450lbs of him, to not be knocked down even if a Wound is dealt to him. Since I can start with 8 Talent Ranks, I will put 2 Ranks in Melee Weapons and 2 Ranks in Taunt to start. 
  • Skills – Earthdawn provides for four different kinds of skills to start to make sure that characters are well diversified.  There are two ranks for Language Skills to speak and one to be literate – Choose Throalic as it is the lingua france of Barsaive and the Troll tongue with literacy in Throalic.  As an Artisan skill, which helps show that the horrors have not touched and marked the name-giver, I lean into the dancing theme for agile swordsman and take Dancing. Seriously, think about the “dance of the swords” and in Game of Thrones/A Song of Ice & Fire Bravosi Water Dancers – It is a trope and I think I’ll lean into it here.  With two knowledge skills, I will start with Swordmaster Lore to know more about the most glorious Discipline there is! And a rank in Military History. Finally, 8 ranks of general skills may now be chosen. While Unarmed Combat may be taken as a Talent for Swordmasters, I think I’ll keep it as a Skill for Grythlit and start him at 2 ranks.  Swimming and Climbing are useful, but properly skills for our good Troll. For fun, and possibly to get him into trouble, I will take Flirting and Streetwise also at 2 ranks each. Nothing like a good gambling den with ale off a back alley to a rousing good time! 
  • Gear – One thing I love about Earthdawn is the starting Adventurers Kit.  It simplifies starting gear greatly. Basic clothes, appropriate artisan tools, backpacks, etc. all are there as just assumed to be part of your character. With only 100 Silver, though, I can’t start Grythlit with the Poleaxe I had envisioned, so I will pay the premium for a Troll Sword and Hide Armor.  That takes all the starting silver a character has! Thankfully, he will earn more pretty quickly to pick up the rest of his gear like that Pole Axe!  

Advancement Notes

We are using a total of 30,000 Legend to advance the Metal Cobras with a goal of 5th Circle.  This is more than enough to have a lot of fun! To advance in a Circle of a Discipline, you must possess all the Discipline Talents at the Rank of the desired Circle – You must buy your Talents up first! When you advance to a new CIrcle, you gain another measure of Durability, access to a new Discipline Talent, and the option to add another Talent Option as well as some neat extra powers or bonuses. 

  • Attributes – You have a limited ability to increase Attributes in Earthdawn – you can only raise each Attribute a total of three times with an increasing cost each time.  Only Perception and Willpower are really lacking in this built, so I will make sure that 800 Legend is spent for Grythlit to read and listen to the discourse in Throal to increase his Perception.  This brings it from step 4 to 5 so is a great investment.
  • Talents – Obviously, the five Discipline Talents listed above will be raised to 5, but as we advance in Circle, new Discipline Talents will be added such as – First Impression, Riposte, Heartening Laugh, and at Fifth Circle Second Weapon! All of those, except Second Weapon, I will raise to Rank 5 with Second Weapon only at Rank 4 so I can diversify the skills. In the Optional Talent list, I want to grab Tiger Spring which is a bonus to Initiative Steps for obvious reasons, Impressive Display because an 8 foot tall troll doing intricate maneuvers with a two handed Pole Axe ought to give you pause, as well as Anticipate Blow and Acrobatic Defense.  The latter because I see Grythlit dancing between foes with a grace that belies his mass and the former as another defensive option that rewards a high Initiative. I should have enough legend to raise all of these to Rank 4. 
  • Skills – Several of these skills will be increased over the intervening Circles.  I like to try to keep the Artisan Skill close to the Circle rank for flavor purposes in the world, so Dancing going to a 4 is 1600 Legend alone.  Skills are more expensive than talents as Talents are fueled by magic. The Swordmaster Lore and Military History Increase to 4 and3 respectively and are joined by Dragon Lore at Rank 1.  While not the most studious of individuals, Grythlit knows when to pay attention and Iopos poses that threat clearly. Unarmed Combat and Flirting also increase – he keeps getting into brawls when he isn’t as charming as he thinks he is. .
  • Gear – Looking to gear, I know there will be a good amount of items added.  First, there is a Pole Axe because I love the visual. I am also adding a shield for him to use in conjunction with his Troll Sword, that is actually a Thread Sword! I’ll pick up a second Troll Sword so that Second Weapon can be used to allow him a second attack with that off hand at the expense of carrying a Shield. I will also have a good bit of his gear like the armor and weapons to be Forged by a Weaponsmith.  This will increase their properties but requires an annual “tune up” with a Weaponsmith of appropriate Circle. The Weaponsmith Discipline has Talents like Forge Weapon and Forge Armor that allows the Adept to instill a bit more magic into the pattern of the weapon and armor, increasing their ratings, but this fades over time. His armor will be threaded Faerie Mail which is an improved chainmail will mystic armor properties and reduced initiative penalties..
  • Group Pattern – Finally, he will weave a thread to the Group pattern to a second Rank – When an adventuring party begins to make a name for themselves, as their legends begin to become intertwined , they can create a True Pattern where their Name becomes something more and more.  An Adept can weave up to 5 threads to a Group Pattern, though the total number of threads between the Group Pattern and Threaded Items and other possibilities, can never exceed the Ranks in the Thread Weaving Talent. The Legend Point cost for this is high, though as a Rank 1 is 300 Legend and the Rank 2 Thread another 500 Legend.  Regardless, Grythlit’s role in protecting his smaller and more squishy fellows has him establish his physical link to the Pattern as a Spaulder, or piece of shoulder armor that he can wear over his faerie mail, and weaves his Thread to increase his Physical Defense by 2 when acting with the Group’s interests at heart. 

Character Notes

As Thystonius is my Witness, so see this as a record of the deeds and life of Grythlit Flashing Tusk

As a Troll, few are surprised to see me on the field of battle, but most are surprised by the joy with which I take to the challenge.  As a Swordmaster, I proceed with not just a simple desire to defeat my foes, but by winning through the precision and flair that befits the Art of War.  How, though, did one such as myself – so large and horned come to be called to the Swordmaster’s way? Why do I not frequent a Drakkar and drop from the sky? That is a story that my parents never fully told me, but I will share what it is I do know. 

I was born on the surface of Barsaive – we Trolls don’t wait like Dwarves and Elves to bless Barsaive with another generation of Name-Givers; we are generous with our ways unlike their sometimes elfish…. I mean selfish habits.  As such, I never knew the Scourge. My parents had come out from the Kaer in which they had been born and kept what traditions alive that they could with the other Trolls. Which Kaer itself does not matter so much – a small and modest one that survived not far from Landis and, now again, Cara Fahd. I know and have met Sky Raiders in my time since, and they carry with them ideas and honor that I had been taught, but in a way that seems less elegant if I am to be honest.  My parents and their parents and their parents before them had to find ways to uphold what they knew while in a Kaer with other Name-Givers and so my Kaetral and my Katerra are to more than just my Clan, or perhaps it is that my clan is the Kaer. I have, though, digressed and I am not one who spins the words of a philosopher. 

In trading with Parland, the nearest of the cities to the Kaer that had sheltered my family, my clan, I saw the Warriors and the Archers returning to the lands and I saw the beginnings of the Theran’s cold expansions – Rugaria is not that far away, you see and Vivane’s ships would fly to Parland on the way to mine their Elemental Fire.  What brought my heart to flutter, though, was not when I saw a fight won, but when I saw the Dance between the fighters. It is the movement that as always enchanted me, and the way with which I find the patterns between name-givers that gives me the greatest of thrills. This led me to the school of Thylios-Doru, teaching Swordmasters the ways of the Dance of War and Peace – and that I was an Adept guaranteed my acceptance even as my parents could not pay the tuition.  

I will forever be grateful to Balama of Kaer Domine, for she pulled me from my reverie to greater things. My Legend has grown because of her Vision, but Archers often seem to see one hill beyond the rest of us.  In the time since I first joined her, there have been many things worth recording but I shall focus on only those that may loom largest for now so as to whet your appetite for more as the opening steps of a dance only entice you to move further to the rhythm.  Our first trip to Throal, as the sabres were rattled and the drums beaten in advance of war, was because Balama had already begun her Journey and the distrust of the Therans thats comes so easily to those with clear eyes was evident. To my shame, it took me longer to realize how dangerous the Therans were but my time in Parland had left a cloud over my eyes until we took to the field of battle.

While in Thera, Iopari sneered his way into our group.  Certainly, he is a fine diplomat but the Elf puts the story of the Aloof and Distant Elf to shame until he needs something from you.  I don’t understand the way he skulks or plays against name-giver’s wants but something about him, another outsider, in the Great Library of Throal drew us together.  Over the next few years as the Triumph had landed and Barsaive began to gather it’s rebellion, we learned much. It is here I gained the favor of a rather charming Blood Elf and did find myself possessed of a suit of Faerie Mail. I may need to visit the Blood Wood soon as even Prushka is beginning to be of little help in my thread weaving.  I was distracted again, as between Iopari and Balama, the perfidy of the Deinarastas of Iopos was laid bare to all of us. They had been responsible for pushing Barsaive to War. 

As we looked deeper into their machinations, we ran into a greater story and conspiracy.  As Throal retreated to its own concerns with Neden dead and the King’s Crown unclaimed, we saw Iopos making a move on Jerris.  Miserable Jerris with it’s ash swept artisans deserved better, but even we couldn’t stop Iopos from taking control of the mercantile power. The use of the Firescale Moot’s troops was shocking to us – we had not known that Troll Moots, even Firescales, had allied with the dishonorable and infighting Denairastas.  Some other missive, I shall recount the grand and glorious battle we had that stopped Iopos from spreading even further than Jerris but for now suffice it to say that I emerged not only victorious but with the Ruin of Ustrecht Troll Sword to redeem. It’s history seems close to me and perhaps some part of my own family’s life from before the Scourge will matter.  We also took scrolls and books that we only recently managed to translate – and I have learned much about the true nature of Uhl Denairastas and his Patron behind the scenes.  

For the past several years, we had been in the Theran province of Creana. A strange departure, I know, but with Iopos quite enraged by our actions and not wanting to be drawn into the Throalic politics that Iopari was angling towards, we decided to see how the Theran’s treated other provinces.  As our Group Pattern came into stark relief while there, we clearly made the right choice. Clad in Metal and as dangerous as snakes, we were called the Metal Cobras before we made our pattern True. Aside from returning with Vha-nerd, a jackal headed Scout, our time was spent well exploring how the desert land with their own thirsty Passions lived.  I danced many a dance, and now hope to race this missive back to Barsaive to see how Throal fares. We are in danger is Iopos has not yet been stopped and what we learned is true and so my home needs me.

Grythlit Character Sheet Here

Metal Cobras: Card Catalog Earthdawn Overview Here.

Earthdawn is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights. Seize the GM is not associated with and does not represent FASA Corp in any capacity, official or otherwise.No claim of ownership is intended or implied to the copywritten or trademarked works and marks.
Regular Shows
Regular Shows
Episode 82: Compelling Villains
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Main Topic

What makes for a compelling villain? Ask that question and you will get a few different answers. One thing that will come up time and again is a level of sympathy. Another is understanding the underlying drive. But there are a few more we will touch. 

  • Break the Rules – Give them an unusual or special power or ability that doesn’t map what is expected. In superhero work, often the first villain or major villain is a dark reflection of the hero, but who are the compelling villains?  Magneto’s mind control using magnetism springs to mind; Oddjob in Goldfinger; Lex Luthor over Bizarro – these do things in a different way than the hero. 
  • Give them (a little) history – You have already made them their own protagonist, with a motivation, but give them enough of a history to hook into player backstories – Did they come from the same town? Have the same teacher? Create a way for the players to sympathize, or at least have their characters pretend to.  
  • Make them Stand Out – Similar to point 1, make them visually remarkable and memorable in their own way.  Sometimes it is about the look and the style, though this could include the potential for being unremarkable.  

Stat Blocks

Zendead- 

Zmaj

The days stretched out long and desolate. The bars of the cell seemed even larger than they had the day before. The growth of beard has long since passed the itching stage. The cell also seemed to be getting smaller all the time. 

How had he ended up here at this point where all things were against him. Family, friends, kingdom all hated him because of what he had done. What was this horrible thing you ask. He had to kill the king and bring about the next age of peace. That peace might come at the point of a sword. The little people had to be used to help end the old kings reign of oppression. The fact that they had no say in the matter was of little consequence. 

The people that started to question needed to be shown that this was the only way. It wasn’t my way or the highway thou. Showing them my vision in a new way would help them to understand their place in the bigger picture I was orchestrating.  Showing them my vision could get a little messy. The number of little people that paid the price was small in comparison, a few hundred so they could see and understand. The potion that was in the water supply was only there to help push people to want to help me. I never wanted to hurt them but the price of freedom must be paid with the blood of the innocent.

Then the one person that was not affected had to show up. My own brother would be my downfall. I understand what I now must do. The seals inside the cell have called the help I needed to escape this prison. It will help to rid me of the flesh that is the prison guard over me. Now to call this name as I spit a mouthful of blood on the floor. 

The form that erupted from the cell was unlike anything the townsfolk had ever seen. Scaled from head to the tip of the tail. Large wings stretched out to catch the wind as the massive legs pushed the great beast into the air. The roar that erupted from the snout was deafening and ground shaking. Then as another bit of grotesque it belched a stream of flame from its mouth as it wheeled around and took to the skies. 

nulloperations – 

The Trade Halls of the Eritaaio

Countless voices speak in myriad dialects, in different tones, in multitudes of somatic gestures. They hail from worlds known along the interstellar roads and worlds kept secret from the galaxy, hushed away in the night. They’re all here for the same thing, the same drive and goal that pushes all of these sentients to learn a common tongue: trade.

 Glass curves overhead, blocking out the burning sky on this barely terraformed rock. The hall is large enough for a small corvette to fly in through its great doors. Harsh, hot, and muggy air flows in from these arched openings, but powerful and loud turbines spin over the sweaty and crowded hall’s merchants offering an annoying but welcome relief. But the smell of the heat still remains, despite the notes of spices, oils, and fragrances for sale; all are cut through by the endless smell of sentient life pushed in cramped quarters.

Here one can find what they need; just show they have the energy credits worth trading. Every good, every service, every product; if it’s sold along the trade lines of the galaxy, it will end up with a stall here, even if the original owner or trade holder doesn’t know about it. Getting lost in this bazaar of the stars takes just a moment to follow the call of the Eritaaio tongue, to listen to the merchant as they beckon to come closer. Taste, touch, test, tease, trade and take. Here one gets what one needs, whether they know they need it or not.

Guard-a-Manger- 

BIOS Update 2ZY-3.4X

It seemed like a simple tweak in the subroutine’s design when you and your team stole the specs from the corp mainframe.  It was just another in the incessant and unending iterative improvements that let them claim and take another piece of the wages everybody earned.  Somehow, it was okay that these brain implants needed constant adjusting – managing to dull your senses and nerve responses probably helped everybody with being hungry and cold so often. 

It wasn’t until a week later you remembered that you still had a copy.  Your implant was glitching, so you thought it wouldn’t hurt to go ahead and patch the firmware with this … this … experimental upgrade.  That’s not just a new operating system or a little tweak on the edges – this was a whole new ballgame. What they didn’t tell you was that the world was deeper and richer than you imagined.  You saw what you hadn’t before – the shine in the sky; the twinkle in the eyes of the bodega cat – it all came together.  

It was when you went walking that it came full circle; it was at the corner of June & Hospice when you realized that you were not alone.  In the shadows and cracks of this omnipresent world voice, you saw someone reach out for you. And it wouldn’t have been something you saw, without the 3.4X, reaching for you from the storm drain. 

Lexicon

Logogram  noun logo·​gram | \ ˈlȯ-gə-ˌgram  , ˈlä-\

Definition of logogram

: a letter, symbol, or sign used to represent an entire word

the ampersand and dollar sign are logograms

First Known Use of logogram 1840

Look-up Popularity: Bottom 30% of words

Closing remarks 

Zendead- House of X and Powers of X by Hickman is becoming a great consolidating of all the old with a great vision of the direction things are to go in the future of the Marvel mutants. 

nulloperations – Avengers: Endgame – OR- How I watched the MCU toy with villians with each movie (some compelling, some not so much)

Guard-a-Manger- Good Eats! The Return

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

nulloperations-Email, Twitter, Facebook

Guard-a-manger- Email, Twitter, Instagram, Facebook

And Thanks to Merriam-Webster  and Online Etymology Dictionary for our Lexicon segment

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Welcome back to Card Catalog! After our week break, I am diving back into a system we have already touched on so I can get some more time to dive into a new system and work out some new ideas.  When we did the 1 Archer, 3 Ways series, we talked a bit about Earthdawn from FASA, and we are going to revisit the system here to expand a bit on the fun that you can have with different concepts in Earthdawn.  In addition to Balama, I am going to create a Group of four more Adepts she is currently adventuring with and I will also get to look at Group Patterns and weave some threads to show how magic items work; Balama was always described as a leader so now she has a group to lead. If you know Earthdawn 4th Edition well, or don’t want more detail than we did in the Balama Domine write up, skip down to the Team Notes to see where we are going! 

Setting Notes

Earthdawn is a high fantasy game that was originally published by FASA corp. beginning in the 90s and is now published under license by FASA Games.  Earthdawn exemplifies many of the best aspects of the 90s era games with a rich and deeply engaging world that is coupled with a well designed and iconoclastic rule set.  The CoreStep system is also used in FASA’s 1879 game which we looked at for The Cermak Street Irregulars. One of the greatest parts of the Earthdawn setting is that the system was integrated into the setting so that there was a reason that the tropes already existed – the Disciplines are recognized magical manifestations, so you discuss your “Class” in character at times.  The kaers are the reasons for underground fortifications filled with treasure to exist. Don’t worry, we will take a good look at this in however many words I get out onto this series, 

Earthdawn is set on the continent of Barsaive which is recovering from The Scourge, or the period of highest magic when extradimensional entities called Horrors were feeding on all of the residents of Barasive.  Protection from this Scourge was granted by the wards of Thera which exchanged fealty for the wards becoming an Empire spanning most of the globe based on this trade. These wards were used to create protected underground kaers or sealed off citadels but the wards didn’t always work, leaving some monster infested and waiting for discovery to this day. As the level of magic fell, so too should the Horrors’ connection to the planet and therefor make it safe to once again see the lands of Barsaive.  

The short description of the setting belies the richness woven into the work for Earthdawn, and the relatively limited part of the world that Barsaive encompasses.  The Theran Empire stretches across all of modern day Europe to the West and to India in the East, each with its own special characteristics and histories. To the South, Great Thera includes what today is called Egypt and Morocco and even has begun to explore the lands across the Ocean but that is another story.  The conscious design choices in Barsaive as the main setting of Earthdawn’s published material showed an attempt to both honor and upset the tropes and traditions of Fantasy – Dwarves were the most common species in the region and were responsible for what would pass as “common” while Atlantis, Thera, is clearly the antagonizing expansionist empire that uses slaves and fuels blood magic dangerously instead of the enlightened or benighted area as so often portrayed.  The Elven Nations are splintered and the old court has undergone a painful transition to Blood Elves with magic causing thorns to constantly grow through their skin leaving blood and pain in their wake to ward off the worst of the Horrors’ depredations. As the world grapples with the remaining Horrors who have not fled the world as the dropping of the magical levels has stalled, the Dragons plot, the Therans scheme, and the few left coming out from their kaers and citadels must face this world of new and dangerous power. 

The Player Characters are all Adepts, or individuals with a connection to magic that chanel it into the Archetypal Disciplines, such as Archer, Beastmaster, Warrior, or Elementalist. 

Every player will select a Discipline which has a set number of Discipline and Optional Talents that fit within that archetype which are like magically fueled skills.  When selecting your Discipline, you get a limited number of slots into which you can use your starting Talents as well as your starting ranks in the non-magical skills. Talents are often fueled by Strain, which is marked off from and part of the same track as your health. 

Talents are a form of magic, but greater magic still persists in the setting of Earthdawn.  Magic is often tied to the Pattern, or True Pattern, that is reflective of the magic. This Pattern is often able to be discerned in the Astral plane, but if a spell caster puts too much power through a True Pattern, the remaining Horrors would detect it and come to feed.  For this reason, Magic is filtered through Matrices that each spellcaster uses to sanitize or clean that mana. Adepts of all stripes may also weave Threads of magic to True Patterns – this can be used to enhance the item’s abilities and effect or perhaps be better seen as allowing the Adept to access the powers of the item’s Pattern.  Magic items are therefore items with a Pattern that you can weave threads to which increases the power of the item available. This approach is a detailed and involved way to look at magic items, but it also allows the concept of Legends and Stories to persist. Spells are often cast with additional Threads woven so that they can have increased effect

System Notes

Like 1879, Earthdawn defines the level of prowess of a character in “steps” that are the result of combining and Attribute with a Skill or Power for a “Step Number” that tells you how many of what kind of dice to roll.  This is one of the parts that can be confusing to players new to the CoreStep system is that each step changes the die rolled, but the statistician’s allure to this system is that the Step Number is the statistical average of the dice rolled, so a Step 10 should on average result in a 10.  If you manage to roll the maximum on a die, such as an 8 on a d8 or a 6 on a d6, you roll another die of that same type and add to your results. Additionally, Adepts like the PCs may spend karma to add an additional d6 to a Talent roll. This is a terribly important part of a PC’s abilities as that extra little boost can go a long way.  Also, on each roll, if you roll the maximum on the die, it explodes and you roll again so if you have a d12 that explodes, you can see your results go through the roof.  

Opposed rolls have target numbers based on the defense of the target, be it physical, magical, or social, which is a derived statistic from your attributes.  If you beat the target number of a static or opposed test, you succeed and for every 5 points by which you beat the target number, you get an additional success which can be used to increase the quality by which you succeed.  Those exploding dice suddenly seem a lot more important, don’t they? 

Generally speaking, the limit on spellcasting is not the Vancian style number of spells per day, but instead the limited access to any spell at one time.  Every casting Discipline, the Wizard, Illusionist, Nethermancer, or Elementalist, can only cast a spell safely if it is in their Spell Matrix. If you recall the Horrors described earlier, if you work magic pulling it straight from the Pattern of the world, the Horrors remaining will take notice and come find you so the Spell Matrix is used to clean or hide the mana like a VPN.  Changing the spells in the matrix will take time and so you lose action economy and requires tests that can fail if you try to do it “on the fly”. To cast a spell, we return to the theory of Threads of Patterns in Earthdawn so the caster weaves a thread or more as required to the Spell Matrix to pull the power out and cast the spell. This means it can take multiple rounds to cast the spell, so you best have stalwart allies.  We will get a bit deeper into that when we talk about casting later in the month. 

Every character has a trio of defenses – Physical, Mystical, and Social.  As you may expect, these are the target numbers against which various attacks or checks are compared.  Physical and Mystical Armor reduce the damage that makes it through and it is then removed from the health, that is a single track for both Unconsciousness and Death.  It is important to note that many talents take a little bit of effort – Strain, which also comes off that track. The magic that flows through you exacts a toll, it seems.  

Metal Cobras Adventuring Group

The Metal Cobras are making a name for themselves.  In the wake of the Theran Invasion being repelled and the fall of Skypoint, there was a lot let in the world to explore and so Balama Domine set out.  In her journeys, she found new friends who came from across Barsaive and even journey into the Theran province of Creana returning with the jackelheaded Vha-nard as a new friend.  It is only now that they have crested into their Fifth Circle and as Journeymen are beginning to be known across Barsaive. No more are they overlooked by the Theran Provincial Governor, now they are a footnote in the interminable paperwork of the Empire and their name is one that has at least been mentioned once or twice within the Library of Throal.  Caught between the rising Ork nation of Cara Fahd and the slumbering and beaten back behemoth of Thera in the Vivane Province, the Metal Cobras have journeyed north and found that Iopos poses a greater threat than they realized. It was their peculiar skills that let them find the truth about the Deinarastas of Iopos and now they are embroiled in a battle that they knew nothing of and can only hope to survive. Their name it seems to have stuck with them, from the time in Creana where it was a descriptive epithet, to now a sigil they all bear with pride. 

Balama Domine
Human Archer
09/03/19

The Leader and subject of the 1 Archer, 3 Ways introduction to Earthdawn.  As a quick review, Balama is the scion of the ruling family of Kaer Domine.  The kaer opened later than many others, but with enough time to be enveloped in the Second Theran Invasion as Thera attempted to retake Barsaive as a province of the Theran Empire.  She is a Human Archer, but one with a bend towards leadership and is part of the Metal Cobras featuring quite a few Charisma heavy characters. Since that time we first met her, she has ventured out into Barsaive and beyond, exploring and meeting newfound allies in the Metal Cobras.  A not so reluctant leader, Balama remains proud but has seen her fiery nature somewhat tempered as she learned that to lead is often to wait.  

With an additional 5,000 Legend Points, I’m going to make a few updates to Balama.  First, I will raise Versatility, the Human Special Ability to add Tactics to her Talents. I also buy up several of her talents that were at a base Rank 1.  I had already threaded Domine’s Folly as Leather Armor, but I will add a Third thread enhancing it’s magic and add Thread Items like the Oratory Necklace and Kintlemeister’s Bracers.  The necklace is an obvious way to increase her social abilities and comes from the GM’s Companion while the Bracers are a Thread Item of my own invention that would factor into the future stories but are geared around increasing initiative and Awareness. Finally, I improve several skills which are easy to overlook in Earthdawn, as they are more expensive than Talents, but important in the grand scheme of things especially for Balame. I add Theran History in particular as she begins to study her opponents and learn more of their influence. Finally, I add some equipment and gear as she will also be filling somewhat of a healer role using the physicians kit and related items. 
Updated Balame Domine Sheet Here
Original 1 Archer, 3 Ways Balama Domine post here.    


Grythlit
Troll Swordmaster
09/10/19

Trolls, especially from the Crystal Peaks are known for their Honor, and while Grythlit isn’t a Sky Raiding Troll, he is fond of a fair fight! As a Swordmaster, Grythlit revels in the showmanship of the fight and is as adept at skewering his opponents ego as shredding his armor.  A jovial sort, Grythlit is perhaps the best example of how to keep a sense of wonder in this age of legend even when the shadows seem to be closing in as the Metal Cobras finds themselves at the attention of the powers of Barsaive. 

Iopari
Elf Troubadour-Diplomat
09/17/19

What to make of a Troubadour that doesn’t sing as often, or smile as broadly, well take them as the Diplomat they present.  Iopari knows that the value of tales and history is often in the quiet moments more than the yelling and as a Diplomat, his severe elven features and sharp angles are all business.  At the drop of a hat, that dour expression will become a smile and light up the room as he works his magic, literally as a troubadour, to make people feel at ease and comfortable … before the skulduggery of diplomacy is needed in the dark of night. Of late, as the truth of Iopos has become know to the Metal Cobras, Iopari’s family history has begun to raise questions even amongst his friends. 

Prushka
Ork Nethermancer
09/24/19

Nethermancers are often the odd ones out as they cavort with astral denizens and study the effects of the Horrors, and so it is with Prushka. Of one of the only families of Orks in Kaer Domine, they were often shunned and excluded.  A young Prushka found ways to speak with the Astral entities as the kaer had been opened. She knew she had to find her own way and did so by finding solace in the Astral and in imposing a sense of order when she would return that was often lacking.  A quiet but disconcerting Ork with hair beginning to show gray streaks, Pruska found Balama in Barsaive after she had left and together they are forging a new story for Kaer Domine’s survivors. 

Vha-nard
Jackelman Scout
09/31/19

The Jackelman of Creanna are not well known in Barsaive, and that was one reason Vha-nard decided to accompany and eventually join the Metal Cobras.  While called cannibals and shunned in Creanna, and to a lesser extent in Great Thera, the Barsaivians only shunned her with the normal fear of a stranger.  Vha-nard provided not only Talents that were needed as they crossed the Wilderness, but a rather straightforward look at things. She endeared herself to Balama with that worldview while Iopari found her abilities surpassed his own when they needed to quietly gain entrance elsewhere.  A jackelheaded Scout, clad in greens and browns now ranges ahead of the Metal Cobras and only Prushka knows of her ritual to eat the heart of a worthy foe. 

Earthdawn is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights. Seize the GM is not associated with and does not represent FASA Corp in any capacity, official or otherwise.No claim of ownership is intended or implied to the copywritten or trademarked works and marks.

Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 16
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The sixteenth session of Carrion Crown.

Contact us 

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

If you want to you can also help us out here Support Me on Ko-fi

Music is 

“Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Support us on Patreon as well.

As we round out our somewhat delayed Edition Wars: Rifts series (with a bit of learning on my side for how much of a project to undertake at a time), I wanted to show more of the variety but also some of the power behind Rifts.  One of the common descriptions, and critiques, or the Rifts game and setting is the power creep from book to book. This is apparent when you follow the Coalition Wars series, as we did here through to the new Ultimate Edition. The armor that was available had increased in M.D.C., more weapons that could do greater damage were showing up, and entire species of M.D.C. creatures and powerful magic and psionic users were added in the Conversion Books.  Like I said, Rifts leaned into it’s Gonzo possibilities in a way only otherwise seen in TSR’s Gamma World. In a lot of ways, the early Rifts books took every idea that the writers had and included it some how which means it is a rich and varied world, but that richness can be overwhelming. To close out the Edition Wars, I wanted to use a rare and powerful species and also try my hand at building a class I have never built before in the decades of Rifts – The Shifter! 

I’ll take a week off to recharge my batteries and try to get a bit ahead to avoid the interruptions we’ve seen in this installment from repeating! If you have a game or setting you’d like to see me tackle, leave a comment here, make us check Instagram, on twitter, on Facebook, or even our Patreon.

Design Notes 

Augustus is going to be a True Atlantean.  True Atlanteans were the original inhabitants of Atlantis and are all incredibly powerful compared to normal humans, though the baseline Atlantean does not hold up to all of the M.D.C. species around.  They, along with Chiang Ku dragons, invented tattoo magic, and there are specialized classes for their tattoo magic masters, as well as mastered dimensional travel. They also hate Vampire Intelligences.  In Rifts, and all the Palladium Megaverse, Vampires are the extensions of giant alien intelligences and have spread across the cosmos. True Atlantean’s have a distinct hatred for Vampire Intelligences, even over the other more powerful alien intelligences like the Splugorth who now occupies Atlantis on Earth.  This is a hook into larger cosmic games and Rifting away from Earth as well as to explore some of the current state of Atlantis. 

Similarly, the Shifter is a magic user that is focused on controlling Rifts and summoning creatures. While True Atlanteans’ are generally the crusading good guys of the universe, some study their foes and take a hand in directly studying the way to travel across the Dimensions.  It is a flirtation with danger and corruption but it also seems just like what an arrogant Atlantean would do. Besides, since Annie is the only psychic they have going West, the party needed some magic and I never got to play a True Atlantean either.   

  • Attributes. As a True Atlantean, out of my Rifts World Book 2: Atlantis, Augustus will have a different set of dice to roll for stats.  Specifically, I.Q. and M.A. are 3D6+4; M.E. and Spd are 4D6+6; P.S. is 4D6+4; P.E. and P.B. are 3D6+6; and P.P. is a normal 3D6. As you can see, Atlanteans are generally better than humans and most of the standard species in a fantasy game. To keep from being too crazy and to be consistent with Ozzie’s generation, there won’t be the potential for bonus rolls on the 4D6 Attributes, but the rest have the usual 16-18 bonus potential and if a 6 on that roll will beget one last roll for a 5D6 total …. Plus the Atlantean bonuses. The initial roles are: I.Q. – 15; M.E. – 21; M.A. – 16; P.S. – 22; P.P. – 17; P.E. – 12; P.B. – 17; and Spd. – 15.  Well, the dice certainly liked Augustus and her background. After rolling the bonus dice for M.A. and P.P and applying the Atlantean modifications, the starting Attributes are: I.Q. – 19; M.E. – 27; M.A. – 23; P.S. – 26; P.P. – 21; P.E. – 18; P.B. – 26; and Spd. – 21. Before we can even get into the Shifter skills and spells, though, we need to look at the rest of what the True Atlantean species offers as special powers.
  • Special Abilities. Magic Tattoos are on every True Atlantean called The Marks of Heritage.  One creates a flaming M.D.C. sword and the other offers protection from Vampires. An Atleantean who is not one of the special transformed Tattoo Classes like The Undead Slayer, may have up to an additional 4 Tattoos.  These are activated with a touch and an expenditure of P.P.E. which is also increased by having the tattoos. Atlanteans cannot be magically transformed which is both very powerful but also a dead giveaway to those who know that a True Atlantean is in their midst.  All Atlanteans are able to sense ley lines and ley line nexus, sense Rifts, and achieve the ley line phasing that Ley Line Walkers learn to do as well operate the dimensional pyramids that Atlantean Stone masters created for various purposes. They can sense Vampires and continue to grow as adults. Finally, they have a few bonuses to saving against Horror Factor and magic.  All in all, it’s a lot of potential and power wrapped up in a tragic backstory. 
  • Class Abilities. As a Shifter, the second most common class chosen by True Atlanteans, let’s look at what powers that magic gets us and how it may have changed from the original to the Ultimate Edition CRBs.  Shifters start with a selection of spells that primarily relate to controlling and summoning supernatural creatures as well as a few utility spells like Tongues. The Ultimate Edition is providing more spells to start and also changed a few from the first edition to better match up with some of the changes that will be coming in another page or two regarding the summoning of the supernatural creatures. The Ultimate Edition also has a more explicitly level based magical advancement system and a set list where the majority of spells for the Shifter are chosen.  The original and the Ultimate Edition Shifter both have the ability to Sense Rifts and Dimensional Rift Home though the Ultimate Edition expands this idea to also provide for the Shifter to have a Dimensional Sense to identify the dimension he or she is in, a personal one way dimensional travel portal, and a Communication Rift through which the Shifter may communicate. While the Familiar link remains for both, the Ultimate Edition goes into much greater detail and has rules for the Summoning and Pacts of Servitude used to have the Shifter make use of these supernatural creatures.  The two stage process could allow a G.M. to have a lot of good choices to challenge the player because the Shifter has to defeat the summoned creature to get a pact and while it is described as combat, the variety of creatures to be summoned is broad enough that it can also be trickery. As a True Atlantean, I expect most of the evil summoned creatures would try to kill her generally. Finally, the Shifter can make a Pact with Supernatural Powers and the ultimate Edition expanded greatly on the brief description so that different types of powerful entities and gods can grant different types of powers.  I think I’ll work this into the advancement Augustus had before coming to witness the end of the Siege on Tolkeen. For the specific spells, check the Core Book or take a look at the spells on the character sheet below. 
  • O.C.C. Skills – The Shifter’s skills are clearly weighted to being knowledgeable with 4 Lores and 3 Languages just to begin.  The Ultimate Edition added a few of these Lore skills to the list and also provided Hand to Hand Basic just to start which makes a big difference.  The combat mechanics were markedly changed between the original and Ultimate Editions, so that Hand to Hand skill, even a basic, is a huge edge. Dimensional Lore is special and a skill not generally available but makes sense for the Shifter’s sense of travel and also for a True Atlantean’s dimensional nomad existence these days. I select an Ancient Greek language as native, as implied in the description of True Atlanteans.  For her other languages, I add Dragonese which is the Palladium Megaverse language of magic and elves and Demogogian so she can directly chastise her summoned creatures.  
  • Other skills. With only 6 Other skills to start, this should be a simple set of choices.  FIrst, I upgrade Hand to Hand Combat to Expert, which is also a nod to the description in the World Book, and then also take Fencing to enhance her abilities with her magical flaming sword.  The needed W.P. Sword will be stashed in the Secondary Skills. A Lore D-Bees skill can also reflect the knowledge that she has of the different species of the Megaverse which is coupled with Horsemanship: Exotic and Anthropology.  I would have given her Barter, but that is a skill that is restricted to the Scholars & Adventures Classes. With only 2 Secondary skills, I pick up some Weapon Proficiencies – Sword and Energy Rifle. While magic is potent, the opportunity to not use magic is helpful with the Rifle and the W.P. Sword means that she can actually use the magical tattoo sword with skill and flair. 
  • Magic.  As a spellcaster, Augustus has access to a wide range of spells though Shifter magic starts and is always centered around the summoning and protection that comes along with it.  While Augustus will end up with a lot of P.P.E. to cast, there will always be the need for more! Hundreds of P.P.E. at a time are needed for some spells though I have an idea for some of that. Starting spells for a Shifter include Compulsion, Summon & Control Rodents, Dimensional Portal, Exorcism, Repel Animals, and Turn Undead.  Coupled with the Call Lightning and Energy Bolt, there is a good range for Shifters to begin. I could list all of the spells that come along with being a Shifter, but I will direct you to the Rifts: Ultimate Edition book for more. One little note – several spells on the list for the Shifter are not contained in the Ultimate Edition CRB and so there is a need to purchase the additional Book of Magic for all of the information, though I did not. The Character Sheet shows those I had picked but didn’t find in the book in Bold. They also lack the rest of the information I put on the sheet so it is a little obvious.  
  • Equipment. Each class has a fairly set list of starting equipment plus whatever else the G/M/ can be sweet talked in to so the Shifter starts with A few sets of clothing as well as sacks of assorted sizes to carry items.  The pocket mirror, wooden cross, garlic, and the stakes are all good anti-vampire gear while the salt to make salt circles helps with regard to some fae. Some general gear like air filters and gas masks, and tinted goggles show the frequency the Shifter is outside the normal bounds of society.  A hooded robe to set over light M.D.C. armor is paired with an energy rifle, submachine gun with silver bullets, and a survival knife plus a javelin like iron rod to be used against illusions and creatures who do not comport themselves in the company of iron. Specifically, I will outfit Augustus with some gear to reflect her interdimensional travel and her time spent elsewhere on Earth thus far. I’ll start with the “Light Combat Armor” from the Rifts Dimension Book I: Phase World.  The Dimension Books expanded Rifts’ potential reach with different genres and wholly different settings. Phase World leans heavily into a space opera or science fiction style setting also being the home setting for the Naruni aliens now selling gear on Rifts Earth. The Light Combat Armor provides 80 M.D.C. but is not going to be able to be repaired as well on Earth and so from usage is down to only 65 M.D.C. Similarly, she has picked up a Triax WR-17 Rifle while across the pond and it is serving her well if rarely used.    
  • Vehicle. As the instructions include providing a cheap vehicle that is easy to leave behind if Rifting elsewhere, I am going to skip a regular vehicle.  Instead, in the Advancement phase, I am going to add a magical animal mount that will fit under Horsemanship: Exotic for Augustus with Drayvin the Dragondactyl.  This just adds to the menagerie of things and entities hanging around.  

    Looking at Page 296-298 of the Rifts Ultimate Edition book, here are the results of the Optional random tables to round out the character:
  • Birth Order: First Born;
  • Weight: Average;
  • Height: All Atlanteans are Tall.  They start over 6’ Tall and keep growing even as adults;
  • Disposition: Arrogant. Confident and self assured to the point that she feels she is the best at what she does;
  • Family Origin: D-Bee. True Atlanteans are not currently native to Earth;
  • Type of Environment: Skipping this one because of the interdimensional nature of Augustus’ life;
  • Sentiments towards Coalition: Distrusts and fears the CS; has seen many injustices, atrocities, and acts of ruthlessness at the hands of the CS military, especially against nonhumans, practitioners of magic, and those of different beliefs;
  • Sentiments towards Non-Humans:I am skipping this one as well since being a Shifter comes with its own inclinations. 
    In the Character notes section, these will be worked into Augustus’ story, but first let’s finish some mechanical work by advancing Augustus to 7th Level.

Advancement Notes

Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games. 

  • Class Bonuses – Several abilities increase per level of experience like the Dimension Sense, Sensing Rifts,  and the duration of the Communication Rifts. Additionally, the number of supernatural beings that the Shifter can have summoned and under control increases so Augustus can have up to 4 by 7th level, though Greater Demons and Entities count as two while imps and minor creatures as half.  I am going to definitely have summoned creatures that have already lost the Battle of Wills and are under a Pact of Servitude. One of the things Augustus will use them for is to draw additional P.P.E. for her use. First is Ananzzi, a Spider Demon or Death Weaver that was claiming to be Anansi.  With skill as a ley line walker and a hefty amount of P.P.E., there is a distinct rivalry but Augustus won the Battle of Wills and Ananzzi is bound to serve for another year or unless an agreement can be reached. This provides hundreds of P.P.E. that can be used as well as a greater lore repository to consult, though care must be taken about how much to trust Ananzzi. Having been around for longer, a pair of Entities – one Haunting and One Tectonic are constantly bickering with each other – The Tectonic Entity is a cruel one wanting to hurt and harm while the Haunting Entities claims to be one of its victims and stays out of a desire to help.  Augustus has taken to just calling them Bobby & Jo. They are most useful as distractions and reconnaissance as ghosts tend not to care much about walls. Finally, Gr’ll is an Alu Demon Hound who was a bit too arrogant in challenging the True Atlantean and is now stuck as a bodyguard servant, the longest serving and therefore most senior of the group he seems to be loyal or at least true to his word and is often clad in armor with weapons to disguise his true nature. This leaves one more potential servant that could be summoned depending on what is needed and creates a lot of future role playing opportunities! 
  • Magic Learned – Each level, the Shifter gains three more spells in their repertoire so a more mechanical but also more limited advancement than the Ley Line Walker especially as two of the three are limited to being part and parcel of the summoning or protection list already provided.  I won’t list all of the choices here (check the link to the character sheet below for that), but some of the notable ones are the classic Fireball, Carpet of Adhesion, and Expel Demon
  • Link to the Supernatural – While not all Shifters take the choice to do so, I want to highlight that a deal can be struck with gods or greater demonic powers by Shifters to increase their own power.  For Augustus, this is going to come out of the story of the Gathering of Heroes adventure path in Rifts: Africa where she will make a pact with Thoth, God of Magic and Knowledge. In the Palladium Megaverse, Thoth is actually the Greatest of the Great Old Ones alien intelligence who was betrayed and has lost his memory and a lot of his power so it plays well with the idea of Augustus skirting the danger of consorting with these foul and fell creatures.  As part of that pact, Augustus gained 8 spells and I choose to use Temporal magic spells from Rifts: England. Thoth knows pretty much all magic and I thought that would be a fun addition. This includes Attune Object to magically limit others use of her gear and spells like Temporal Deprivation. The pact also provides additional P.P.E. and saving throws that are calculated into the sheet linked below. 
  • Skill Advancements – While not a lot of skills, I should make some efforts here to enrich Augustus’ experiences.  From her time in the Gathering of Heroes in Africa, I will add Public Speaking and Lore: Demons & Monsters (Africa) to her Other skills.  The Demons & Monsters Lore was expended in the Ultimate Edition to include different regions, so I will take the time to ensure she has that knowledge added.  At the same time, for Secondary Skills I will get two more languages – American as we know she will end up over in North America, and Faerie Speak to continue the ability to converse with otherworldly creatures.  At 6th level, after having joined the Tolkeen or perhaps just assorted resistance forces against the Coalition, Augustus picks up Intelligence and Xenology as Other skills continuing with the general trend to know more about her world and how to use that knowledge.  Secondary skills to pick include History: Post-Apoclyptic/Rifts setting to understand how the world got to where it is and Athletics (General) because of the increased physical activities that are required. Overall, I think this keeps the general tenor of Augustus but shows how she would grow through her time in the campaign! 
  • Gear Additions – Generally, the gear won’t be terribly upgraded for a Shifter here.  That isn’t to say that Augustus doesn’t get some additional things to use, but I am going to focus on the additional magical gear to power her up rather than the increased technological gear. 
  • Magical Additions – Specifically, I am going to give Augustus a Millennium Tree Wand.  The Millennium Trees were introduced in Rifts World Book: England and are massively powerful magical trees sitting on a ley line nexus that have some degree of sentience and ability to understand.  While I could give her a corrupted one from her time in the Gathering of Heroes, I will tie this in with Thoth himself giving her the Wand to use. Specifically, a Wand of Knowledge is one of the specific types the Trees will gift to Druids or other champions of good so if it were ever to stop working for Augustus that could be a sign. Some technowizard additions to her armor are also in the works, but we will save those if we revisit Rifts for a third time at high levels. 

Character Notes

Unto those who much is given, much is expected.  This is the mantra by which AUgustus has always lived her life.  Her parents instilled this in her and told the tales of their ancestors, when the Clans of the Atlanteans still called Atlantis home, it was when they forgot what the duty was that they lost their place, their way, and their home.  Augustus, who carefully keeps her true name concealed from all but the closest of True Atlanteans or other stalwart companions, grew up between dimensions and constantly travelling as her parents let her see what it was like to not only roam but to quest with purpose when a vampire intelligence would raise it’s corpulent form from hiding.  It may be a Splugorth who stole Atlantis but it is the Vampires that hold the greatest enmity of the Atlanteans – perhaps they are the fault of an arrogance even before the fall of Atlantis .. we may never known. 

As may not be a surprise, Augustus showed talent with magical powers early on. Many Atlanteans do. This also meant that the path of the warrior, the famed and legendary Undead Slayers, was not the route she would have for infusing too many magical tattoos would cut off the ability to wield magic more grandly.  Instead of being a Ley Line Walker, a hermetic student of the formulas of power, she saw the evil her parents chased and determined to learn of it, by it, and to contain it – She became a Shifter. As a summoner and binder of creatures and demons, Augustus became even more versed in the different dimensions and worlds available than even her parents and she came to the age where she needed to establish her own place within the clan.  She left her parents and her clan to set out and make a name or explore until a wrong couldn’t be righted.  

As a dimension hopping True Atlantean, it was quite easy to find a way into trouble and into the larger mysteries of the universe.  In a place called Phase World, Augustus found a way with getting into problems along with a group of others. While she met a Cosmo Knight, it was the Wolfen CyberQuattoria and the others who she called friends until the final fight with the Royal Kreeghor Klaptrahk and his personal cadre of Invincible Guardsmen.  That story, though is a tale for another time. Needing a break from the rigors of space, Augustus had learned of a disturbance on Earth – the Atlantean’s home. While it was not time to liberate Atlantis from the Splugorth holding it, heroes were called to stop the Apocalypse Demon from forming from the Four Horsemen.      

Heroes were needed, and so Augustus went. By now, Gr’ll was bound to her service and the seemingly innocuous time he agreed to was dragging on and he didn’t have anyone to boss around.  Arriving on Earth, Augustus was home, but nowhere near ready to even approach the Splugorth stronghold of Atlantis. The Gathering of Heroes took place on the continent once called Africa and Augustus was swept into a conflict far beyond even what she knew in the Three Galaxies.  Instead, she fought alongside gods and angels as the Apocalypse Demons was bearing down as each of them drew closer to joining into the Armageddon Creature that could lay waste to entire planets. The sheer magical power of Earth was astounding .. of home.  The other Atlanteans on Earth were split – catalog, fight, or even just give up the history. She know it wouldn’t be the end of her journey this Gathering of Heroes.

This all out battle, across an entire continent with the very forces of Light aligned for a time led to many choices, including a Demon Spider who claimed to be the origin of myths on this planet, Ananzzi, but it was in the darkest of hours when all the power was needed to beat back the Demons that Augustus made a Pact of Power with Thoth.  The god of magic and knowledge lived up to his billing and the knew power helped Augustus but she was left changed. Something left her disturbed, and not as a Pact with a God of Light should – there is a depth to Thoth and a darkness that harkens to the darkest of magicks. Perhaps no god should claim or try to learn all that magic has to offer.  Now marked as an agent of Light, Augustus could no longer plead ignorance and instead has taken to more brazenly standing against the Dark much to Gr’ll’s frustration. With a Wand of the Millenium Tree secreted out of the Phoenix Empire from under the very nose of Pharaoh Rama Set, Augustus knew that with the defeat of the Apocalypse Demons, it was time to leave before Thoth’s enemies took too much notice. 

For good or ill, Augustus managed to find the old North American continent beset by conflict when she finally made it across the Oceans.  The recommendation of Erin Tarn was to visit the City of Lazlo to find more about the history of the planet, and specifically the magical legends.  Ms. Tarn likely suspected that Augustus was an Atlantean and seeking the history that her clan had not shared – the rise of Vampires, the fall of Atlantis, and how this planet came to be so riddled with magical energy – but didn’t let on.  For all that Augustus was touched with a slightly deeper shadow than perhaps she knew before, the Coalition State’s war on Tolkeen was still a stark departure from what she had come to see even on this planet. The destruction of magic was a destruction of all that made the universe worth saving.  

And so, Augustus fell into the conflict, seemingly friendlier with some of the less savory aspects of Tolkeen’s forces, possibly bred from familiarity as a Shifter, but her next journey was clear when she found T-Ball’s nearly broken pack.  F’arlum’s turn had left them shattered but the stories she heard from the Minotaur, Ozzie, that Vampires roamed free to the South, was enough to send her in that direction. As long as the wayward creation Annie and her surrogate father Jorj were going, it made sense to travel with them.  While she was moving away from Atlantis, she was moving towards a darkness that called to her – to stop, of course … always to stop, but in the corner of her soul, the memory of Thoth’s darkness took root. 

Edition Wars: Rifts overview here. 

Augustus Character Sheet

Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, Xiticix, Splugorth, Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas & Superspies, and other titles are trademarks owned and licensed by Kevin Siembieda. Any brief excerpts and descriptions of the contents of the book are done for review purposes through the fan creation of example characters.  No claim of ownership is intended or implied to the copywritten and trademarked works and marks.  
Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 15
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The fifteenth session of Carrion Crown.

Contact us 

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

If you want to you can also help us out here Support Me on Ko-fi

Music is 

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Episode 81: Statblockapaloosa Part 3
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Main Topic

This day we sat down and did some more crazy statblocks for you guys. 

1st Theme – Kaiju

2nd Theme – Disco

3rd Theme – Carnivorous Cute

4th Theme – Hot Rods and Hot Nights

Stat Blocks

Zendead-

Homura Yuki aka Kori

Carnivorous Cute-Person:  

The slim figure of a girl crawling on the Kaiju that had fallen was distracting. Almost no one was around after the fall of one. Homura was different, losing your family at a young age to those monsters has been known to have a disturbing effect on individuals. As she says thou, “A girl’s gotta eat!” 

After she had mourned the loss of her family she only had to wait for what felt like days. Sure enough something else came crawling out of the ocean to attack her home. She had her fill the first time. Hunters started showing up almost by the time the first building was crushed. She had had enough of this. At the age of 19 she was a Harajuku girl. Dressed in her best lolita outfit she trailed after the hunters. At first they didn’t take her seriously, till she learned to drive and track. After that she learned to shoot, not only was she a fast learner she never seemed to forget why she was learning this. 

At last the day came when she was back near her old home and a new one came digging its way out from under the city. The tracking was quick this was a big mean one a Gejigeji only the size of a city block. She was the first on the scene and she pulled out the hunter’s rifle she had with her the shot blew part of the head off. Which threw it into a fit and she got the second shot to finish it off. She had gotten down to see what had happened to it. And about that time others started showing up and here she was in her cute anime cosplay. The other hunters had her finish the ritual of the first kill which is to drink a small amount of the blood. In her it had turned into something she does every time. Or make dinner for herself from pieces of it. 

Hunters Club or Hantazukurabu 

Place- Hot Rods and Hot Nights

The roar of tuned motors filled the night air. The collection of cars and trucks that lined the roads where a crazy kaleidoscope of colors and light and sound. While the summer heat rises it brings the monsters out. The club of drivers got together in large groups to run the streets of the southern cities waiting. Waiting for what you ask? Why the Kaiju to come up of course. 

So many cars and trucks where tuned to be able to run fast and drift around to let the passengers to get in a position to be able to hunt those beasts. There where others as well big trucks and food trucks as well as repair vehicles. A few where places to drink. At first folks thought they were just kids running the streets causing trouble till they started to see older folks as well as the younger. Once they became an official group hunting the kaiju they were given special privileges. 

Since the hunting “season” is only during the summer they have months to train and practice and repair and build what they need. Each area of the country has its own club but we are the first and we have the right to call ourselves Hantazukurabu or Hunters Club. The set the standard that all the rest have tried to follow and our turf is the Tokyo Metroplex area. Let all that come here fear us and our new leader Nikko and his girlfriend Kori.

Hagetaka

Thing- Kaiju

Wings stretched wide to make the shadow that fell on them massive. The creature looked similar to a vulture as it circled the city high above riding the thermals. The height that Hagetaka could reach was so high that it seemed like a regular vulture. As he dove down from above the city his wings seemed to stretch out behind him like a black cloak. When he was about a kilometer from the city he snapped his wings out and beat them hard once creating a wave of wind and energy that leveled 3 buildings and swayed 2 dozen more close to the point of collapse. Then without a pause he flew off to a different section of town.

The populated sections looked like ants to him. Ants at his dinner was annoying so he screamed. With that the people that were close enough to hear fell over dead from a strange rotting “disease”. As he settled down to clear away the towers in his way something struck his side. It burned whatever it was. But it was short lived. And he drove his beak into a building looking for something to eat under the concrete and glass skin of the building. Then the impact of several large things hitting him had him pulling his head out of the building. Once a portion of his neck had cleared the building the double impact of Kori’s hunting gun severed the head from the body. 

As the small frame ran up the monster pulling a trophy of a man sized feather off of it. Pulling a hunk of meat the size of a duffle bag from the body she made her way back to her car and headed back to the Hunter’s Club. Writing the kanji for vulture in its blood on the back window, which would have to do till she had more time to do it right. 

Joules-

Parasomnia

Thing – Kaiju

Ancient monsters from ancient times.  Terrors made of fire and metal. Radioactive abominations that destroy cities with a single step.  We know the stories. Played the games and watched the films. We love and fear them. We cheer them on in epic battles.  We hide our faces when they rampage but peek through our fingers all the same. Kaiju have become part of our zeitgeist and vernacular.  We love them and fear them.

If we only knew what our obsession with monsters would unleash.

It started just a few years ago.  Colossal shadows moving across buildings with no source.  Unearthly screams that seem to have multiple sources. Earthquakes of incredible magnitude that have an epicenter on top of the earth’s crust.  Unexplained power surges that have plunged cities into darkness for days on end. Structures bending and folding, crushed under some strange force.  It’s been getting worse.

Then the children started whispering and pointing.  Over time the whispers became wimpers, the pointing became death grips on their parent’s hands.  Cowering in terror from an amorphous behemoth, shrouded to more mature eyes.

Then the others started to see.  The security guard on the graveyard shift.  High school and college students pulling an all nighter.  Long distance haulers, new parents, barflies settling their tabs at last call.  They all started talking about a colossal monster. The descriptions were all incredibly vague.  And the more they tried to recall, the more the details slipped away. They’re left with only wisps of details and a primal terror.

Now the sightings are increasing.  Almost everyone has reported seeing it.  The earthquakes are happening with increasing frequency.  The shadows at times engulf skyscrapers. The screams have evolved into a cacophonous symphony.  Low growls mix with the whine of metal on metal. Heavy breathing entwined with a high pitched shriek. 

And the origin of this phenomenon was a mystery.  Until about a week ago.

There was a large sleep study being held at NIH.  Testing the efficacy of some experimental treatment for PTSD.  And when analyzing the data, an intern noticed something. When the subjects entered REM and NREM sleep.  The noise got louder. The magnitude of the earthquakes increased. Damage to the surrounding area increased.  And the power grid is still down today. That poor intern had the distinction of being the one to identify the instrument of our extinction.  And he got to name it. Parasomnia

And we created it.  We brought this kaiju out of the realm of dreams and into our world.  The demons of our darker nature made manifest. And it took a form the whole world would find terrifying and nigh impossible to defeat.

And it will only get stronger as time goes on.  You see, we all have to sleep sometime.

Mr GoodVibe

Person – Disco


What it is, what it is.  Take a load off. Ya’ll copacetic?   So what brings you cats to my crib? A Totem Quest?  Been looking for me? Ah you’re wondering where I went.  What happened to me?

It’s a long story, ya dig?

Well I really came onto the scene in the 1970s.  At least that’s when I became self aware. I matured quickly.  It really was an insane decade. My hearbeat became the hearbeat of the decade.  The world moved to my rhythm. Their music was my anthem. The lyrics were whispers of worship.  The dances were my rituals. I grew. I thrived. I was everywhere, in everything.

But you know what they say don’t you. A candle that burn twice as bright dies twice as quickly.

I just couldn’t maintain.

But I didn’t disappear did I?  You still hear me, don’t you? Oh not as I was.  But you hear my beats in the bands of today. In the tunes of Daft Punk and of Tupperware Remix Party.  My guitar licks in the music of Rage, as well as my defiance against the Man. Sheeeeet, there are musicians who take samples whole cloth and remix them into something for the now.

And there are those who keep my music alive.  George Clinton and the Parliment Funkadelic performing in the movie PCU.  Quentin Tarentino’s films integrated my apostles, Kool and the Gang and Al Green.  Introducing me to a new generation.

So Disco isn’t dead.  Disco diversified.

So ya’ll better recognize you ain’t bone jackin’ the power of a fading spirit.

Still wanna hang with me?

Ya’ll follow my rhythm.  Ya’ll obey my rules.  

Can you dig it?  

Hot Rods and Hot Nights – Infernal Delivery

The heat is dry in the nevada desert.  The waves of the sunset glow a crimson and violet.  The rock formations and vegetation throw long shadows across the empty freeway.   There’s a still excitement in the air.  

A low roar in the distance vibrates the desert flora.  The shadows dance. The dust whirls. A small black dot on the horizon comes into view.  A large churning cloud follows it.  

A sleek, black ‘62 Chevrolet Corvette C1 convertible comes into view.  Tires tear up the road, ejecting a plume behind it. Strangely the car remains spotless as it moves through the still Nevada dusk.  The tail lights leave trails of crimson as the convertible tears through at breakneck speed. Being Evil Has A Price by the Heavy Young Heathens shatters the hot Nevada silence.

The car swerves off the main road and down a cleverly hidden dirt path.  The driver moves the car with an unearthly skill and grace. The car doesn’t slowdown or fishtail as it turns onto the dirt road.  The music is barely audible over the roar of the engines. The car speeds onto its destination.

About 10 minutes later the car slides to a smooth stop in front of a gate.  The driver steps out of his car in an immaculate three piece suit and retrieves a square cardboard box from the passenger’s seat.  He walks up to the gate with a wry smile. He catches the gaze of a guard.  

“Leftenant?  I brought your order.  Giordano’s signature deep dish pizza. Chicago Classic.”

The guard is surprised  and takes the pizza from the blonde gentleman with a smile.

“Wow, you really weren’t kidding.  Delivery of anything, anywhere. Bet your soul.”

The well dressed delivery driver  flashes a smile of celestial magnitude.

“Indeed”

The delivery man returns to his corvette, revs the engine,  and speeds away with a wave.  

As the dust settles a single black feather floats haplessly to the ground

nulloperations-

The Spirited Mural

Plot Device – Disco

The mural appears at random locations, going where it is needed. It depicts soft purple lights and ancient stone architecture with nine unique human dancers. All of the dancers wear flowing dresses and stylized accessories. When music is played around the mural, the dancers will begin to move to the rhythm of the sound. Somber songs, soft orchestral, or slower paced music grants the viewer light visions of the message the mural is attempted to convey. Only when a music with faster tempo, especially songs considered dance music in the region the mural appears, does the mural truly come “Alive.” One by one, the dancers will begin to exit the art piece, and begin dancing a rhythmic pattern with one another. If someone observes the dance, they can make an insight check to understand the meaning of the message the mural is attempting to convey. If they join the dance, they will immediately understand the message, but must make a willpower check to see if they can break away from the dance or become a part of the spirited mural. Once a day, when spirited music is played for the mural and dancers can exit it, trapped victims can attempt another willpower check to break free. Should a trapped dancer fail three times, they will forever become a part of the spirited mural.

Seeding Grenade

Thing – Carnivorous Cute

We should have never taught the damn pixies alchemy. Everything they touch, it’s all to fuel their humor, their schemes, their games. And this thing? This little piece of sod and flowers wrapped into a sphere? It’s one of the worse. It smells like a bath bomb, all lilacs, lavender, and a hint of mint, but I’ve seen what it can do to a mortal. I’ve seen how it twists them. With a tug on the right stem, the thing becomes armed. Petals wiggle, the grass shifts in the hand, the soil begins to weep green tears, and the smell, oh the smell of rich deep summer rain fills the air. Aim for the chest if hitting the target is the goal. Aim for the head, if mercy is desired, but with the pixies it never was. The struck limb changes almost instantly as the grenade latches on; vines of bark, leaves, and grass blades latch against the skin and armor. They cut deep. The target withers and twists as bones become branches and nerves become roots. It’s over fast, and before you a grass man is formed, sheathed in pink and violet, reeking of spring. The worst cruelty? The fruit these figures spawn, a treat for the pixies to feast upon.

Riven March

Place – Hot Rods and Hot Nights

The council gave up policing Riven March some time ago. The mortals kept the city, but left the neighborhood to the rest of us. Their world weary plans kept them focusing outbound, but the clubs and streets of the March never talked politics, never talked trade, never talked business except the business at hand. And that was the dance. That was the songs. That was the games. Oh, business changed over the centuries because as boring as mortals are, they are not useless. They always brought us such toys, ideas, experiences. New music, new risks, new speed. That’s why we finally let them put in the roads; the hard ones with the shiny paint and pebbles on them. Because of the new fast toys we could drive on them. Oh, those summer nights, with the wind in our hairs and blowing our wings back. Let the silly mortals have these streets during the day, but at night, we owned Riven March. We owned these streets. And any who dare join us, well they best be ready to dance. They best be ready to drive.

Guard-a-Manger

The Incomparable and Unmentionable Lord Shrathlyntiko

Carnivorous Cute – Person 

It is a quiet harvest this year.  The winter was mild enough to not stretch the stores while the spring and summer provided the right amount of rain and wind to ensure that the crops were harvested in a bountiful and timely manner.  It is a year that will go down in the history of the land, but sadly not for this fortuitous occurrence. 

The good fortune was not, it seems, fortuitous, but called forth.  The Incomparable and Unmentionable Lord was beseached for aid and for his succor in the time of need.  A generation ago, it was easy to understand why- the children had been slowly dying year after year, and it was only when they gave their offerings and made their pledges that the youth returned to health, and even saw the fertility of the residences rebound. The babies were cherubic, with their round faces and adorable bright big eyes.  They were the symbol of rebirth for the village and for the future. Celebrations were had as each crop slowly improved its yield. 

The babes held the power, though.  The Incomparable and Unmentionable Lord does not come for you brazenly in the light of day nor slink through the cover of darkness to take away what is owed or destroy the transgressors.  The Incomparable and Unmentionable does what the other celestial beings can’t or won’t – those babes were the carriers. With each coo and each smile, one more resident fell under the toll to be paid – It is the joy and comfort that was bought.  The grain came for free. 

Everytime you smile at one of those babies, a piece of your soul is claimed;  everytime you hold one, pray that you notice the pound of flesh that is no longer yours. 

Bell Bottoms of Buoyancy

Disco – Thing

The great thing about Disco is that it doesn’t hide what it is or what it was. Loud, fast, and full of energy, the Disco world is a bright spot in a dark world that is covered in grime, crime, and political meltdowns.  Dance the night away, let your heart race, and your feet tap in time to the Funky Music!

The magic that permeates Disco is what holds the world together, you see – and the Bell Bottoms of Buoyancy are an outlet to that infectious and gleeful sound that moves so many.  Brightly colored, though you can’t really pin down the exact shade until you pick them up, the Bell Bottoms fit you tightly through the thigh but then expand like the beautiful Dancing Queen attire they are! You hardly notice anything odd about them as you Dance the Night Away, but after a night where the fun went too far, you realized they helped you Stay Alive!

When you were thrown off the wharf, it was going to be a soggy time.  You didn’t realize that Jimmy wanted that loan repaid quite so soon – but That’s The Way He Liked It. What he didn’t know, and you just found out, was that the bell bottoms opened up, and the lamé flared leaving you walking on water. No, Dancing on Air! So long as you can keep your feet moving, and your spirits lifted, the Bell Bottoms will keep your body lifted with it! You can fly as high as the sky, breathing the whole time, and turn a backflip like nobody else in the Club. 

While you may be the envy of the Fern Bar, something has begun to leave you feeling Upside Down and your dreams have been riddled in a Night Fever with visions of a black leather jacket studded with spikes and safety pins smothering your beloved Buoyancy Bell Bottoms. You know it’s time to Shake Your Groove Thing and defend the upbeat syncopation of Disco against this new challenger. 

Planck’s Constant Battlefield

Kaiju – Place 

It wasn’t that long ago that the Earth looked doomed.  It isn’t just that there is a painful and difficult fight against a monster that had no human comprehension, it was that the very act of resistance was killing the planet.  The Chloromidians green bodies were constantly emitting a radiation that poisoned the Earth and the rest of the humans; when we could marshal a defense and defeat one, it would as often as not lay waste to the surrounding area as it fought and then explode in a poisonous gas which would encircle the globe. Underground bunkers could only last so long and hold so many.  

The PCB project, jokingly called Planck’s Constant Battlefield, was a last ditch effort that worked! Or did for now.  Superstring Theory broke down in the presence of the Chloromidians and that was the key to … well …. Not defeating them but at least buying enough time to save the species and maybe the planet.  The PCB is a pocket Dimension, you see, one where the Chloromidians and their radioactive stench can be shunted but only in close proximity. If we fight them head on, we can take them off this planet and face them on PCB where their radiation doesn’t kill us! 

There are still a lot of questions about the PCB and about how it’s form is found, because a pocket dimension shouldn’t really have the mass we found.  The generators to engage the PCB failsafe are so massive, we had to build giant mechs and tanks to carry them around to get even barely close enough to trigger the activation.  It’s a place to stash these creatures, and even if they defeat our valiant warriors, they remain locked away in the PCB since they can’t trigger the return.

What none outside the elite cadre of warriors and the highest of echelons of humanity has been told is that some After Action Reports have described the edge of the PCB; a limited space, bounded by what look like rough hewn stone stadium seating. 

Closing remarks 

Zendead- After we lost a great Sci-Fi/Fantasy actor who also did many other things please go watch a Rutger Hauer film. If I may be so bold as to suggest 2. Ladyhawke and Buffy the Vampire Slayer He was also in one of the movies I suggested with our last show. 

Joules-Sandman Comics

nulloperations- 

Guard-a-Manger- Zen took my recommendations for Ladyhawke, so I will instead suggest that you take a look at 20 minutes on Youtube of the Power Rangers Anniversary Team Up Battles! Yes.  Go watch it now. 

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 14
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The fourteenth session of Carrion Crown.

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Derek @seizethegm

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If you want to you can also help us out here Support Me on Ko-fi

Music is “Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Support us on Patreon as well.

One of the greatest strengths of Rifts is the way that the game has leaned fully into the gonzo options and setting.  Simply put – you can play anything! While in some games, I can get frustrated with player options that are too broad and off the wall but in Rifts, that is a big part of the game itself.  It’s been a while, but if you want to go back and refresh yourself on the general character generation write up at the main Edition Wars: Rifts post click the link. 

Design Notes

When we first talked about Rifts, I mentioned the Rifts Conversion Book, now Conversion Book 1, that provided a Rifts set of stats for all sorts of species and creatures to play and fight. I thought I would go with a fun species not often used as a player character option in most games and settled on Minotaurs! We’ll get to the why later, but it involves Rifts and whatnot.  Since Ozzie is going to be hanging out with Annie and that crew heading West, they needed a heavy to do some direct combat and I decided to try my hand at a Gunslinger from the Rifts Worldbook 14: New West. You may have noticed that I don’t tend towards the Weird West and Western settings – they just don’t appeal to me – where I am more likely to look at Steampunk and Victorian Fantasy settings like 1879 and Castle Falkenstein. In a trilogy of books, Palladium games deeply expanded the stub of information for the west: Worldbook 13: Lone Star; World Book 14: New West; and World Book 15: Spirit West.  

I took the Gunslinger O.C.C. from New West because I wanted to use one of the classes specific to the West that had the special gunfighting Weapon Proficiencies to make him stand out even more than just being another Headhunter, Borg, or Power Armor pilot. The Gunslinger is one of the more reviled of the options compared to the gunfighter and the Marshal both of whom also have access to these abilities but not the feel I want.  I also liked the idea of juxtaposing the close quarter urban specialist with the large Minotaur. The Gunslinger O.C.C. is a profession that combines the mercenary tendencies of a bounty hunter with the singular focus and skill on the pistols and one on one shootouts of the Gun Fighter with a nice dash of the seedy underbelly you find in the Gamblers of the West. They are seen as hired assassins and duelists without remorse, which isn’t an unfair view of many of those who follow that profession.  Besides, a 9’ Tall bull-headed D-Bee with a Cowboy hat and a blade of wheat between his lips is a pretty *cool* image which fits right in with Rifts’ gonzo everything goes design ethos. 

Because Ozzie is Minotaur, the Stat rolls are a bit different this time! Looking at my Conversion Book from the 90s, I.Q. is only 2D6+1 and M.A. 2D6, but P.S. is 5D6, P.P. 4D6, and P.E. 5D6. While the 16-18 result on a 3D6 gets an extra die and 11-12 will get a 2D6 an extra die, I don’t see any written rules and am not comfortable giving 4D6 and 5D6 rolls extra dice even if they max it out. To start with our stat rolls, we have IQ – 8, ME – 17, MA – 7, PS – 20, PP – 23, PE – 25, PB – 16, and Spd – 13.  As expected, Ozzie isn’t going to engender a great deal of trust with his low M.A. and isn’t the brightest but he is stout and deceptively quick for his size with that P.P. The Gunslinger O.C.C. just barely qualified because there is an I.Q. of 8 requirement. With the bonus in M.E. and P.B., they become 20 and 21 respectively so that Ozzie is a strikingly good looking humanoid with the head of a bull. As a Minotaur, 2d6x100S.D.C.is a good amount to start (and from internet research, the updated version of the book turned them into minor M.D.C. creatures but I don’t own that version…yet) and a few additional bonuses added in on the sheet. 

That gets us the start of the character, but physical skills can modify the starting Physical Attributes. Now let’s look at what the Gunslinger O.C.C. provides in way of Class abilities. The trio of Western books all make some good use of the tropes of the West, and the GUnslinger is no exception.  The class abilities are similar to the Gun Fighter in that there is Weapon Proficiency with all handguns, a Quick Draw like additional bonus to initiative, additional attacks per melee as advancing in level using the weapons, and the full suite of 6 Sharpshooting tricks! These include things like a ricochet shot, no penalties when …. Finally, there is a Horror Factor, or Fear Factor, as Gunslingers can intimidate by their very nature and their reputation.  I am going to make a call here that since a Minotaur has a Horror Factor to begin with that is higher than a Gunslinger’s, that will apply and I’ll add any bonuses to that number.  

The O.C.C. Skills reflect this combination of bravado and mercenary tendencies including skills like Find Contraband and Prowl with Interrogation and Recognize Weapon Quality. Considering Ozzie’s rather larger size, I was not planning on taking Horsemanship for an 800lb Minotaur, but if the Horsemanship skill applies to a Robot Horse then I think that’s the best option! In the Ultimate Edition book, the W.P.s for Revolvers and Automatics were combined into Handguns, but that doesn’t matter for our purposes.  For his final two W.P.s, I will select W.P. Axe, because a Minotaur with an Axe is pretty much required until I have a few more of them already floating around, and a longer range weapon even if he doesn’t feel the need to use it often – W.P. E-Rifle.  

Now, with only a handful of “Other” skills, we need to be both tactical and character driver because there are very few Secondary Skills.  With only 6 to start, I look first to picking up Gymnastics because it will provide a P.P. bonus which also adds to the ability extra Initiative Quick Draw bonus! Looking at his background, I want to make sure I can let him do what he is supposed to do, so Wilderness Survival is appropriate, as is some Gambling and a smattering of related skills like Tailing.  For Secondary Skills, the Gunslinger gets only two, and to play up his Minotaur nature, I take running while Wardrobe & Grooming plays into the `Slingers being a bit of a dandy. 

The starting equipment in Rifts is rather set in each class, but the choices I will make are going to keep revolving around the New West book and the look and feel from there.  As far as armor goes, the Branaghan Armor with M.D.C. Duster is going to give a nice look overall (and let’s be honest – most people who play a wild west, weird west, or related setting want duster armor of some kind).  It provides a good amount of protection, layered to over 100 M.D.C. which was an excellent amount before the Heavy Armors got heavier after the Coalition’s War. For weapons, I need to find some derringers, some revolvers, some automatics, and some energy pistols plus one or two more.  The Wilks Company is given a major expansion in the New West book with more of their history and products, so the Two-Shot Wilks Derringer is an easy choice. The retro designed “Remi” line also has a 150 “Volcanic” rifle modeled after the 1850 weapon complete with a hoop cocking mechanism to eject the E-clip for an Energy Rifle. Not being a brand loyalist, Ozzie also starts with a Bandito Arms Bandit BigBore Revolver which does a base amount of 1D6 M.D.C. but can also knock down human sized opponent costing them melee actions and initiative.  Since Ozzie can dual wield revolvers and energy pistols, this could be a great combination attack using this and the Bandit IP-10 Ion Pistol! While short range compared to other energy weapons, the Ion weapons pack a much bigger punch.  

I have the chance, so I am going to give Ozzie a Robotic Horse! WHile it isn’t clear whether you need any skills to actually handle the Robotic Horse, I still give Ozzie Horsemanship even though most horses wouldn’t be able to carry him.  

Looking at Page 296-298 of the Rifts Ultimate Edition book, here are the results of the Optional random tables to round out the character:

  • Birth Order: Second
  • Weight: Average(I’m going to put it a bit on the higher range considering Ozzie’s physical stats)
  • Height: Tall (For a Minotaur that means 9’)
  • Disposition: Wild man, cocky, overconfident, takes unnecessary risks (as all good Juicers are)
  • Family Origin: D-Bee. Parents came through a Rift from another world or dimension 80 years ago (Selected)
  • Type of Environment: Wilderness Tribe. A nomadic people who hunter, gathered food, grew some crops, and lived off the land (That actually works well with the whole cow/Minotaur thing going on)
  • Sentiments towards Coalition: Suspicious and Fearful of the CS.  Sees them as a nation of misguided zealots who hate, fear and destroy what they fear and don’t understand. Wishes that would change
  • Sentiments towards Non-Humans:Hates demons, but will give other non-minotaurs the benefit of the doubt.  Still, tends to be wary and suspicious of non-minotaurs. 

In the Character notes section, these will be worked into Ozzie’s story, but first let’s finish some mechanical work by advancing Ozzie to 7th Level.

Advancement Notes

Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games. 

  • Class Bonuses – Gunslingers get a handful of class advancements, but they are mostly just continued improvements on their starting abilities.  The Horror Factor/Awe Factor continues to increase, additional attacks per melee show up when using handguns, and that is about it.  Because the Gunslinger starts with a really powerful set of abilities we touched on earlier, especially in a Western setting, there is little additional class abilities they get besides teh incremental improvements already noted. 
  • Skill Advancements – Gunslingers also have a pretty slow skill advancement compared to some other classes, so this will be both easier and harder to work out! First, there are additional “Other” skills at levels 2, 4, and 6, and two additional “Secondary” skills at levels 3 and 6. Ozzie has a bit of a story before he goes East and ends up in the War on Tolkeen and joining with T-Ball’s Pack, so I will reflect that first few levels of adventuring out West as well as the eventual involvement in the War on Tolkeen in the East. For the Other Skills, I want to add Detect Concealment, Cardsharp, and Boxing.  Detect Concealment is an obvious use while learning how to gamble better was “useful” but Boxing is mechanically one of the best skills since it adds another Attack per Melee. The 4 “Secondary” skills I am looking at for character and personality purposes are Lore: Monsters & Vampires from his early time in the West and Mythology and then Whittling & Sculpting as he had little to do but sit around and I.D. Undercover Agents as he had a knack for sniffing out spies. A well rounded set of skills that certainly give a lot of personality!
  • Gear Additions – Now here is the fun! What sort of gear can we add to Ozzie to really make him a fun and standout character? I mentioned already that I was going to give him the K-1000 Spider System Rifle but he isn’t the best with it! Instead, he can let it scurry around and use it’s AI to take its own actions, so now the Minotaur Gunslinger in a cowboy hat and duster had an energy rifle that scurries like a spider onto his shoulder.   The K-1000 is an impressive piece of hardware mostly because of the A.I and provides a good higher damage option for the longer range as a weapon. Then, with it’s A.I., it can run around on its own and I can see the Robot Horse with the little spider like K-1000 Rifle on its back running around. I also am going to provide him with a CN-1 NetGun from some early tangles with Lone Star – the chance to take someone in alive with a handgun is a great challenge. Ozzie’s Gear is pretty standard, though he does get some additional fancy clothes along the way in different styles but also get some custom upgrades to his armor and to his Robotic Horse including giving the Horse a voicebox! Talking robot horse and the minotaur gunslinger should be easy to imagine a picture for you.  If not, take a moment and imagine this. 

Character Notes

Ozzie wasn’t born on this Earth.  As a Minotaur, Ozzie was born on another Earth in a place called Baalgor where herds of Minotaur would roam.  While that world’s future would see a great slaughtering of the Minotaurs, Ozzie’s parents and their small herd ended up being Rifted away to the Earth of Rifts about 80 years ago.  Ozzie never knew why his parents insisted on calling him Ozymandius or why the rest of the herd followed his parents – all he knew was what any 40 year old minotaur calf would know. While hiding in the West of the North American continent, the Minotaur parents mostly kept to their old ways, but the few calves that had come through found a new world of potential.  Ozymandias was drawn to the settlements they found here – the metal and the clothes were so different from what he remembered from Baalgor … and he liked being big and strong compared to so many others.  

The hardest lesson learned was that Minotaurs’ were not trusted by the species here, even worse than at home, and that while they were strong there were demons and monsters that far outpaced the ability of a natural Minotaur.  Ozzie saw their herd dwindle but he showed an affinity for not only being a bit of a standoffish and confrontational person, but to do so with a handgun in his hands. The thrill and rush of getting in close to a Rhino-Buffalo before taking the shot and the speed with which these firearms worked left him in awe and his future as a Gunslinger was all but assured.  Perhaps if they had not been so feared, he may have become a Gunfighter instead but they needed the money and bounties were easy for him … its a surprise that a 9’ tall Minotaur can sneak up on someone in a town, but lots of people don’t look up. He was making a name for himself when he fell into his first group of adventuring companions.   

When you see a Gunslinging, varmint shooting Minotaur Gunslinger roll into town with his Cybercentaur of Ixion friend and their Wendigo Shaman friend, trouble inevitably follows.  It was then that Ozzie got his first hand knowledge and experience with Vampires, even having a run in with the legendary Reid’s Rangers while rooting out some Vampire expeditions into Lone Star.  They lost a few friends, made some new enemies, but before long they were just run out of town. Again.  

Ozzie saw his family one more time, as they continued their nomadic life.  By 400 Minotaurs generally settle into a pattern, but at 100 it was time for Ozzie to spread his wings.  He had heard that the Coalition as a whole was having some good fights East, as Lone Star had been ramping up their activities and those mutant varmints that looked like they came from the same place he did were getting sent East.  He figured it was time to go somewhere new, while the rest of his friends went West out of the reach of Lone Star and the Pecos Empire Warlords’ they had so unceremoniously embarrassed. 

Life was hard in the West, but Ozzie discovered a new level of suffering when he rode, quite literally, into a war zone.  The Coalition’s War of Unity, as they called it, or the Siege of Tolkeen, as everyone else called it, showed him that the depravity of the Lone Star humans was not limited just to that CS State.  It was part and parcel of the ethos of the Coalition States. Being a Gunslinger, the idea of making some credit was high on his mind, but so was doing the right thing. He followed the Code of the West, mostly, and so threw his hat in on the side of Tolkeen.  That’s when he met T-Ball, F’arlum, and the rest of the Pack. Without an inclination for military etiquette, Ozzie became a good part of the Pack as they went on different missions for Tolkeen and their allies, but nearly all of them began to feel uneasy as Tolkeen’s arrogance and consorting with foul summoned Demons and Monsters became more apparent.  The Sorceror’s Revenge left them all with a bad taste in their mouths, and Ozzie saw it start to break his newfound companions. 

As Tolkeen was falling, and the Coalition triumphant, Ozzie got a message … his parents and their herd were in danger.  Vampires, you see, were chasing them down – looking for him no doubt. With F’arlum’s turning and Audacious’ death, Ozzie thought it a good time to head home and save his family from marauding vampires.  To his surprise, a new herd was coming with him. Annie had seen the Lone star mutants in the field during the Siege on Tolkeen, and Ozzie’s stories drove home that she didn’t know enough about where she and her kind came from so she wanted to head West.  Her surrogate father Jorj came along, and a tech head was always useful even if Jorj could get a bit long winded and finally, the Shifter Augustus, who held her own secrets seemed intent on helping use her summoned creatures to destroy these Vampires. They set off, splitting from the remaining pack, and rode West into the setting sun to find new adventures away from the heartache and hurt left at the Siege of Tolkeen. 

Edition Wars: Rifts overview here

Ozymandius “Ozzie” Pumpernickel Character Sheet

Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, Xiticix, Splugorth, Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas & Superspies, and other titles are trademarks owned and licensed by Kevin Siembieda. Any brief excerpts and descriptions of the contents of the book are done for review purposes through the fan creation of example characters.  No claim of ownership is intended or implied to the copywritten and trademarked works and marks.  
Regular Shows
Regular Shows
Episode 80: GM Movie Library
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Main Topic

So today we wanted to do a GM Library for movies. 

Zendead- Name of the Rose, Valerian and the City of 1000 Planets, Bright


Joules- Brazil, City of Lost Children, The Fifth Element

Guard-a-Manger- Rashomon, Jiro Dreams of Sushi , Ghost in the Shell (1995)

nulloperations-  Moana, Cowboy Bebop: The Movie (yes, I know I’m cheating), The Matrix

Closing remarks 

Zendead – email, call or text some friends and get together and hang out at a forest preserve or a state or national park. See the wonder and bounty that they have within the parks. 

Joules – Pick a food from a movie/TV series and teach yourself to make it.

Nulloperations – Ghost in the Shell: Identity in Space [Nerdwriter1]

Guard-a-Manger – Tour your local Brewery or Distillery or Vineyard.  Ask for their story and why it matters and see what matters to them. You may find that a local proprietor with a passion for what they do and what they make will give you great insight into what motivates people, and by extension your NPCs. 

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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And Thanks to Merriam-Webster  and Online Etymology Dictionary for our Lexicon segment

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