Category Archives: Role-playing

Beyond the Wall- New Character Playbook and Class- The Cursed

The other day I posted a new character book and class- the Exiled Monk.  Yesterday I posted my houserules that I am incorporating into my soon-to-be Beyond the Wall game.

This campaign is going to be more fantastical and mystic than I normally ran- inspired by things like fairy tales, Scandinavian mythology and art, Labyrinth, Stardust, and Hellboy (lots of Hellboy).

I’ve been loving the posts that Trey Causey has been doing over at From the Sorcerer’s Skull about his campaign Azurth for D&D 5e (here’s the free 5e basic rules if you haven’t scoped them out yet).

Anyways- I really dug Trey’s rabbit and frog folk– and one of my favorite characters in Chrono Trigger is Frog- so I thought it would be fun to create a character playbook and class about a person who has been transformed into an anthropomorphic animal by a witch’s curse.

So here it be- enjoy!

The Cursed

PDF format- The Cursed

The Cursed 1

Somehow you’ve gained the ire of a witch that lived just on the outskirts of the village.  In the dead of night she placed a diabolical curse upon you.  You woke up to find yourself changed into an anthropomorphic animal.  How have you coped with such a curse?  You have to survive by your own steel, guts, and cunning.


You have always been quick and wily, but sometimes didn’t know when enough was enough (which might explain your current predicament).  Your Strength starts out at a 12, your Dexterity at a 10, your Wisdom at a 6, and all your other abilities at 8.

The Cursed 2

1d12 What did your parents do in the village?  What did you learn from them? Gain
1 They were the town drunks.  “You can only depend on yourself.” +2 Str, +2 Int, +1 Con
2 Your father was an outcast, rightfully or not +2 Int, +1 Wis, +1 ConSkill: Survival
3 Your parents were fishermen and you grew up by the river. +2 Dex, +1 Str, +1 WisSkill: Fishing
4 Your mom was an oddball and said she could read the future in the stars. +2 Wis, +1 Int, +1 ChrSkill: Astronomy
5 Your family worked a small farm outside the village. +2 Con, +1 Wis, + 1 ChaSkill: Farming
6 You spent much time in the mountains foraging for food and supplies. +2 Con, +1 Dex, +Wis, +1 Str
7 Your parents own the local inn.  You grew up meeting travelers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
8 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 ChaSkill: Smithing
9 Your father or other kept the old stories.  Your head is filled with them. +2 Int, +1 Cha, +1 WisSkill: Folklore
10 Your mother is the local constabulary.  She is fair and well respected. +2 Str, +1 Wis, +1 ConSkill: Investigation
11 You went on journeys into the woods with your father to gather herbs and berries. +2 Wis, +1 Con, +1 DexSkill: Herbalism
12 Your father was a local merchant.  You learned to name yoru price and charm your customers. +2 Cha, +1 Int, +1 DexSkill: Haggling


1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis


1d8 The other player characters were your best friends.  Who else in the village befriended you? Gain
1 The village elder taught you patience and calculation. +2 Wis, +1 Int
2 The local blacksmith took you in and kept you out of trouble. +2 Str, +1 Cha
3 You spent time with the hunters tracking game +2 Con, +1 Wis
4 You are set to marry the daughter of the local priest. +2 Cha, +1 Int
5 You’ve taken a local orphan girl under your wing.  Many in the village whisper she has magical powers. +2 Int, +1 Dex
6 You broke someone’s heart, or maybe they broke yours. +2 Wis, +1 Con
7 You spent most of your time alone in the wilderness. +1 Str, +1 Int,+1 Wis
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis


You angered a witch and have been transformed into an anthropomorphic creature (see below).  You are now a Warrior-Rogue.  You gain the class abilities Knacks (except Weapon Specialist) and Fortune’s Favor.  The player chooses the rogue ability: Back Attack or the Warrior ability: Cleave (Wrathofzombie houserules).  The player also chooses one skill: Stealth or Athletics

1d6 What did you do to incur the witch’s ire? Gain
1 You accidentally killed her familiar during a hunt. +3 DexSkill: Tracking
2 You mocked her incessantly for being different. +3 StrSkill: Intimidate
3 You got drunk and accidentally set her house on fire. +3 ConSkill: Drinking
4 You got into a fight with another villager and trampled through her vegetable garden. +3 StrOne skill of your choice
5 Mistaken identity.  Someone robbed her and she thought it was you. +3 ChrSkill: Persuasion
6 You accidentally messed up a potion she had been working on for quite some time. +3 IntSkill: Herbalism


1d6 What animal form did you take? Gain
1 You are an anthropomorphic fox. +2 IntAnimal Bonus-Skill: Scent
2 You are an anthropomorphic rabbit. +2 DexAnimal Bonus-Initiative +1 
3 You are an anthropomorphic frog. +2 ConAnimal Bonus-Skill: Jumping
4 You are an anthropomorphic mole. +2 WisAnimal Bonus-Skill: Notice- Tremorsense*
5 You are an anthropomorphic lynx. +2 StrAnimal Bonus-Claws- 1d4 damage
6 You are an anthropomorphic raccoon. +2 DexAnimal Bonus-Skill: Trap-finding


1d6 What challenges have you faced in your new form?  The player on your right was present. Gain
1 The villagers fear and ostracize you.  The player to your right prevented you from being lynched by angry townsfolk, gaining +1 Chr. +2 WisKnack: Defensive Fighter
2 You ventured into the woods to die and found courage after you battled a small band of goblins.  The player to your right went into the woods to stop you and aided you in combat, gaining +1 Str. +2 StrKnack: Great Strike
3 You poured over ever book in the elder’s library and every book and scroll in the witch’s hut.  The player to your right aided you in your research, gaining +1 Int. +2 IntKnack: Great Resilience 
4 You’ve accepted your situation and have begun honing your skills.  The player to your right was there for you and leant a willing ear, gaining +1 Wis. +2 StrKnack: Great Strike
5 You earned the respect of the village after you defended them from a small goblin raid.  The player to your right was there in the thick of it with you, gaining +1 Dex. +2 DexKnack: Fleet
6 The lord of a castle wants to hunt you and has sent several scouts in an attempt to capture you.  The player to your right was there and took an arrow to the shoulder to save you, gaining +1 Con. +2 ConKnack: Player choice (except weapon specialization)


1d6 What item did you find in the witch’s hut after she fled? Gain
1 A bleached skull +2 Dex, the skull talks to you while you sleep
2 A beautiful ceremonial dagger. +2 Str, a silver dagger
3 A bundle of incents and herbs +2 Chr, ceremonial incents and herbs
4 A thick tome +2 Int, book with the ritual: Unseen Servant
5 A fancy leather belt with a pouch +2 Con, leather belt and pouch.  Pouch contains 2d6 silvers
6 A shiny and polished short sword and shield. +2 Str, a short sword and simple shield

* You can feel the vibrations in the earth of any creature within 30’ with a successful Notice roll.

 The Cursed 3

Class Abilities

Hit Dice: d8

Initiative Bonus: +2

Armor: Due to their more delicate/fragile frame a Cursed can wear any armor lighter than plate.


Knacks: As per Warrior Class (Beyond the Wall, pg 10).

Fortune’s Favor: As per Rogue Class (Beyond the Wall, pg 11).

<Choose One>

Cleave– If a warrior’s attack strikes their intended target successfully they may make another attack on an adjacent target.


Back Attack– A rogue that successfully sneaks up on a target can make an attack at a + 2.  If successful the attack deals an additional 2d6 damage.  (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).





Level Experience Base Attack Bonus PoisonSave Breath Weapon Save PolymorphSave SpellSave Magic ItemSave
1 0 +1 13 16 12 15 14
2 2,000 +2 13 16 12 15 14
3 4,000 +3 13 16 13 15 14
4 8,000 +4 13 16 13 15 14
5 16,000 +5 12 15 11 13 12
6 32,000 +6 12 15 11 13 12
7 64,000 +7 12 15 11 13 12
8 120,000 +8 12 15 11 13 12
9 240,000 +9 11 14 9 11 10
10 360,000 +10 11 14 9 11 10


Removing the Curse– Removing such a powerful curse should be a great adventure such as slaying the dragon that dwells within the Mountain of Sorrow, or discover the fae lunar path and gain the blessing of the Lunar King, etc.  Should the curse be removed the Cursed still gains levels as described, but looses the Animal Bonus ability granted by their animal type.

Beyond the Wall House Rules

At the end of May I am going to be running a game for some friends who have never RPG’d before and I figured I’d use Beyond the Wall to introduce them to the fun that is rolling dice and BSing with friends.

I’m really digging Beyond the Wall, since it’s a departure, feeling-wise, of what I normally run (that being the twisted and fucked up world of Hubris).


I like how simple each class is, however I like my classes to have just a few more abilities than what is in BtW, so I created or hacked a few for the game.

Here’s what I added:  PDF version- Beyond the Wall Home rules
The Warrior
– If a warrior’s attack strikes their intended target successfully they may make another attack on an adjacent target.

<Choose One>
Rage– For the duration of one combat the warrior gains + 2 to attack and damage and + 2 Wisdom saves against mild-altering and fear effects, but suffers -2 to AC.  After combat the warrior is exhausted and suffers -2 to all rolls and AC until they rest for one hour.  This ability cannot be used again until the exhaustion has passed. (Thanks to Crypts and Things for the cool version of berserk- I modded it slightly).

Shield Master– The warrior knows how to use a shield effectively.  They gain an additional + 1 to their AC when wielding a shield.  Additionally a shield master can absorb two blows before their shield is shattered (Original houserule suggested by Trollsmyth).
Two Hander– The warrior can wield a two-handed weapon more effectively, dealing maximum damage on their first attack in combat if the strike is successful.  All subsequent damage from successful attacks are resolved normally.

The Archer– The warrior has learned how to use a bow very effectively.  If the warrior doesn’t take another action in a round they are able to fire two arrows in a row.  Each attack must be resolved separately.

The Rogue
Back Attack
– A rogue that successfully sneaks up on a target can make an attack at a + 2.  If successful the attack deals an additional 2d6 damage.  (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).

<Choose One>
Two-weapon Fighting– A rogue wearing light armor and holding a small weapon can make one additional attack a round.

Artful Dodge– A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).

Improved Initiative– The thief knows that those who are quickest to act usually live longest.  Add +4 to Initiative rolls.  (I am not using the static initiative bonus.  I’m doing Dexterity modifier + d20 rollif you are using the BtW static rules- just increase the rogues Initiative bonus to +2 instead.)

Ledge Crawler– A rogue’s movement is not slowed or hindered when walking along tight ropes, ledges, or cliffs.

The Mage
Successful Cantrip
– The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).

Magical Reserve– Once per day a mage can burn a Fortune Point to regain a spell that they have already cast.  This will work even if the mage has expended all magical power (IE- failing a cantrip roll).

Counter Spell– A mage is able to counteract a spell of another caster by sacrificing the energies of one of their spells per day.  This cancels the energies of both spell-effects.  This cannot be used on cantrips or rituals.

Additional Rules
Rolling a 20 on an attack or skill is a critical success.  For critical attacks roll damage twice, add it together and then add appropriate modifier bonuses.  For skills it means the task is completely successful, even if it normally would be impossible.

If a 1 is rolled on an attack or skill check, the character has fumbled the roll.  If it is an attck roll, the character finds themselves in a bit of a pickle (GM’s choice- IE. the character drops their weapon, falls prone, impales themselves on their own weapon, the opponent gets a free attack, etc.)  For a skill check the character has botched the roll and it is no longer possible for them to attempt it again (IE. picking a lock and rolling a 1 results in the lock breaking and becoming jammed).
For Fortune Points

Second Wind- Once per session a character can burn a FP and regain half of the HP back.

Added rule for Rituals

A ritual can be cast and stored into a gold ring.  The ring must be expertly crafted and equal 100 x ritual level in gold.  A mage can only have one ritual stored in a ring at a time, but can cast other rituals during this time.

Once the ritual has been released, the ring is destroyed.

Beyond the Wall- New Character Playbook and Class- The Exiled Monk

Recently I purchased Beyond the Wall and Other Adventures and Beyond the Wall: Further Afield.  I’m planning on running a few games of this for several people who have never RPG’d before.  I think it’ll be a fun way for them to learn.  Very few skills or moving parts to burden new players.  I do have some houserules that I’ll post up soon to add  a few more choices for players.

Anyways, I thought it’d be fun to write a monk class and character book for it.

Monk 1

Here’s the PDF The Exiled Monk (updated 4/26/15)

The Exiled Monk


The Exiled Monk


You and your family have been exiled from your home in far distant lands.  Your family struggled with the harsh journey and eventually settled in the village.  Many shunned you for being different, philosophically and physically.  Yet you and your family worked hard and persevered.  Your mind is calm and your movements swift, and your strikes precise.


You have trained hard and are studied well under your father.  You have attempted to learn the new culture that surrounds you, but you are still not wholly welcome in these foreign lands, even after all these years.  Your Dexterity starts at a 12, your Wisdom at a 10, your Charisma at a 6, and all your other ability scores begin at 8.


1d12 What is the history of your people? Gain
1 You value the purity of body and mind above all else. +2 Wis, +2 Con,

+1 Str

2 Your people are deeply philosophical and seek knowledge. +2 Wis, +1 Int, +1 Chr

Skill: Ancient knowledge

3 Your people are war-like and expansionistic. +2 Str, +1 Con, +1 Dex

Skill: Tactics

4 Your people live in an ancient rainforest. +2 Dex, +1 Wis, +1 Int

Skill: Herbalism

5 Your people are known for their great endurance and skill. +2 Con, +1 Str, +1 Dex

Skill: Athletics

6 Your people celebrate life and worship the sun and a divine being. +2 Chr, +1 Con, +1 Int, +1 Wis
7 Your people say they can hear the whispers of the dead in their dreams. +2 Wis, +1 Int, +1 Con, +1 Chr
8 Your people are known to be hired as assassins +2 Str, +1 Dex, +1 Int

Skill: Stealth

9 Your people herd sheep and large birds. +2 Int, +1 Wis, +1 Dex

Skill: Herding

10 Your people are great hunters of terrifying beasts that plague far away lands. +2 Str, +1 Dex, +1 Con

Skill: Tracking

11 Your people worship animals and believe each carries omens and portents. +2 Wis, +1 Int, +1 Chr

Skill: Animal lore

12 Your people serve as elite guards to a grand emperor. +2 Str, +1 Dex, +1 Wis

Skill: Alertness


1d8 Why were your parents exiled from your lands? Gain
1 Your father stole from a noble out of desperation. +2 Dex, +1 Int
2 Your mother was accused of being a witch and your family had to flee. +2 Wis, +1 Chr
3 You were born with a birthmark that is an omen of bad tiding. +2 Str, +1 Dex
4 Your uncle overthrew your father as head of the family and had you exiled. +2 Str, +1 Int
5 Your father accidentally slew a great bird and was dishonored. +2 Dex, +1 Int
6 You are of a lower caste and fled for fear of persecution. +2 Con, +1 Str
7 You and the noble’s son left the village without permission to go play and he was killed by a predatory animal. +1 Str, +1 Dex, +1 Int
8 Your home was destroyed by an ancient and horrible evil. +1 Con, +1 Wis, +1 Chr


1d8 Many of the other villagers shied away from you and your family, but the other player characters welcomed you in and were your best friends.  Who else in the village befriended you while you were growing up? Gain
1 One of the village elders who is fascinated with other cultures. +2 Int, +1 Chr
2 A brash and young rogue. +2 Dex, +1 Str
3 The local temple’s pious priest. +2 Wis, +1 Int
4 The tavern drunk, he can always spins a good yarn. +2 Con, +1 Chr
5 The town fisherman. +2 Str, +1 Dex
6 The leader of the village took you in and treated you as her own. +2 Wis, +1 Con
7 You felt isolated and cut off.  You spent most of your time alone. +1 Str, +1 Int,

+1 Wis

8 A witch that lived on the outskirts of the village. +1 Con, +1 Int, +1 Chr


Under your father’s tutelage you learn the mystic arts of your people.  You are now a level 1 monk and gain the abilities Iron Fist, Unarmored, Slow Fall, and Meditation, and the skill Athletics.  See descriptions below.

1d6 Why did your father decide to teach you the mystic arts? Gain
1 To pass on family tradition. +3 Int

Skill: Heraldry

2 To better defend yourself in a strange and foreign land. +3 Dex

Skill: Intimidate

3 To aid your rise to power. +3 Wis

Skill: Persuasion

4 He believes in the survival of the fittest. +3 Str

One skill of your choice


5 To help calm the anger and resentment in your mind. +3 Str

Skill: Healing

6 To help you become a leader and return a hero to your people. +3 Chr

Skill: Command


1d6 What does your father say is your greatest weakness? Gain
1 You are too quick to act. +2 Dex

+1 Initiative

2 You lack focus. +2 Con

Skill: performance skill of your choice


3 You have trouble empathizing with others. +2 Int

Skill: Intimidate

4 Your hatred of others consumes you. +2 Str

Weapon Specialization: Quarterstaff (as per the Warrior)

5 You empathize with people too much. +2 Chr

Skill: Persuasion

6 You are concerned with the evil that lurks within man. +2 Str

Weapon specialization: Crossbow or throwing stars*


1d6 You went on a vision quest in the spirit realm.  What did you see?  The player to your right was somehow pulled along with you. Gain
1 You saw a three-headed beast that attempted to devour your soul.  The friend to your right pulled you from its grasp and back to the physical world, and gains +1 Dex. +2 Wis

+1 Initiative

2 You soared through the spirit realm as a majestic bird.  The friend to your right soared with you, and gains +1 Chr +2 Chr

Increase slow fall by 5ft

3 You met the spirit of a long-forgotten relative.  They told you a family secret.  The friend to your right heard it and has not betrayed your trust, gaining +1 Int. +2 Int

+ 1 to mind-affecting saves.


4 You battled a horrid nightmare.  The brave friend to your right aided in defeating this creature, gaining +1 Str. +2 Str

Weapon Specialization: Your choice (as per the Warrior)

5 You battle yourself, and nearly lose to your own vices.  The friend to your right was able to pull you out of your despair and allowed you to persevere, gaining +1 Wis. +2 Dex

Weapon Specialization: your fists

6 You allowed a viper to bite you, absorbing its venom into your body.  The friend to your right followed suit, gaining +1 Con. +2 Con

Roll two d20 on poison saves, take the better result.


1d6 Your mother gave you a family heirloom.  What was it? Gain
1 A golden broach. +2 Int, a golden broach that never becomes tarnished.
2 An idol of the ancient gods of your people. +2 Wis, bizarre ancient idol.
3 The blessed throwing stars of her father. +2 Dex, 2d4 silver throwing stars.
4 The inheritance her family left her. +2 Chr, +1d4 gold, +2d6 silver.
5 A remembrance of her. +2 Con, a lock of her hair.
6 The silken gown of her father or mother (player’s choice). +2 Wis, a silken gown that never gets dirty or ripped.

* Throwing stars do 1d4 damage.

Monk 2


Class Abilities

Hit Dice: d8

Initiative Bonus: +1

Armor: see below


Iron Fists– A monk has trained so that their fists are deadly weapons and they know where to strike opponents.  From levels 1-5 a monk’s fists do 1d6 damage; levels 6-9 1d8 damage; at level 10 a monks fists do 1d10 damage.

Unarmored- A monk does not wear armor as it hinders their ability to move around.  When a monk is unarmored they add their Wisdom modifier in addition to their Dexterity modifier to their AC.  Additionally a monk adds +1 AC every even level.

Slow Fall- A monk that falls 20’ or less suffers no damage from that height.

Meditation– Monks enter a trance-like state instead of sleeping and only require 4 hours of rest.  Additionally a monk gains 1d4 HP back a night than normal.


Level Experience Base Attack Bonus Poison


Breath Weapon Save Polymorph




Magic Item


1 0 +0 11 15 16 13 17
2 1,500 +1 11 15 16 13 17
3 3,000 +2 11 15 16 13 16
4 6,000 +3 11 14 16 13 16
5 12,000 +4 11 13 15 12 14
6 25,000 +5 9 13 15 12 13
7 50,000 +6 9 12 15 12 12
8 100,000 +7 9 12 15 12 12
9 200,000 +8 9 12 14 11 11
10 300,000 +9 9 11 14 11 10


Strange Stars Races- Savage Worlds Style, Baby- Voidgliders

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.



Voidgliders are vacuum-adapted humanoids who were considered a nuisance by the Vokun until their natural ability to detect hyperspace nodes was discovered. The Vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy.  (SS, pg 17).  Trey’s kick ass post on the Voidgliders.


Voidglider names are not translatable in any language and often times are given nicknames as a form of identification.

 Vacuum Immunity: Voidgliders are able to survive in the vacuum of space without any protective suit and do not take damage from decompression at all.  All a voidglider needs to survive in space is food, water, and sunlight.  When they feel the effects of radiation exposure they hunker down in a cave or asteroid for a time, until the effects dissipate.

Flight: Voidgliders have giant black dragonfly wings that unfurl from their backs and allow them to fly in zero-G environments at a pace of 10 (1d10 for running).  These wings are actually symbiotic living solar panels that allow them to generate plasma sails that allow the voidglider to “sail” through the cosmos.

UV Sight: Voidgliders are able to most of the UV spectrum.

Natural Hyperspace Detector: Voidgliders are prized in the Vokun Empire for their natural ability to detect hyperspace nodes.  Voidgliders can begin to detect a hyperspace node within 871,000 km if they are not distracted or really concentrating.  Within 600,000 km a voidglider gets a stronger sense of where it is and able to pinpoint direction slightly better.  The closer a voidglider gets to the hyperspace node, the better they are able to determine the exact location.  If the voidglider gets withint 300,000 km (less than the distance of Earth to the moon) they are able to lead anyone right to the node.

Brain Structure: Voidgliders are wired differently and worry more about clan politics than anything else.  It costs two points per step to raise a voidglider’s Smarts at character creation and two Advances to raise Smarts during game play.

Outsider: Voidgliders are rarely comfortable outside of their clan-structure for long periods of time.  They suffer -2 to Charisma with any other creature except other Voidgliders.

Clueless: The politics or happenings of the galaxy are of little importance to voidgliders at large.  They care about the workings and survival of their clan.  A voidglider has the Clueless (Major) hindrance (SWDX, pg 28).

Strange Stars Races- Savage Worlds Style, Baby- Yantrans

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.



The Yantrans are near baseline human and a primitive people with a pervasive cultural belief in nonviolence whose idyllic world is used as a place of recreation by the Vokun elite. There are signs of that an advanced civilization once inhabited Yantra: The environment has been finely tuned, nanotechnology though dormant) still permeates the biosphere, and what appear to be primitive stone structures (shrines, mostly, for the superstitious Yantrans) actually show complex femto-level engineering. Vokun occupation of Yantra has been plagued by random network and equipment failures and a higher than usual number of disappearances and accidental deaths (SS, pg 17).

Baseline Human: Since yantrans are close to human they start with a free edge.

Secret Knowledge: Yantrans secret is that their world isn’t as primitive as visitors are made to believe.  The yantran’s have access to advanced technology and use it behind the scenes to interfere with Vokun elite that impose themselves on the planet.

Vibration Sense: All yantrans have antae on their heads that make it difficult for targets to sneak up on them.  Yantrans receive +2 to all Notice (Smarts) checks to detect people who are hiding (or attempting to stealth past them).

Superstitious: Yantrans are superstitious and have strange beliefs about their planet and the universe at large.  They start with the Delusional (Major) hindrance (SWDX, pg 29).

Strange Stars Races- Savage Worlds Style, Baby- The Star Folk

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.

Star Folk

Star Folk

The Star Folk travel between worlds in caravans of living starships. They declare festivals on planets where they make landfall, sharing eclectic, primitivist music, non-fabricated wares, psychedelic drugs, and xenophilic sexual encounters. In passing, they impart facets of their quasi-religious philosophy (a mishmash of elements of ancient mysticism) that embraces the seemingly conflicting elements of radical individualism and universal interconnectedness. They also play practical jokes and minor confidence games meant as performance art on authority figures and those they consider too narrow-minded.  Star Folk of all ages presumably exist, but the ones most frequently encountered as visitors to other societies are in their teens or twenties— or at least that’s how they appear. Some engage in radical body-shaping, modifying their baseline form or changing their sex on a temporary basis (SS, pg 21).  Here’s what Trey has to say on the matter.


Gamblin’ Folk: Pretty much all Star Folk learn the tricks of the trade of their people and how to take people to the cleaners.  Star Folk start with a d6 in Gambling (Smarts).

Lucky: Star Folk are known to be shucksters, cheats, and tricksters.  This has gotten more than a few of them into deep trouble with the wrong type; however they always seem to get out of trouble.  Star Folk have the Luck edge (SWDX, pg 33).

Artistic: Star Folk are artistic and playful, often times playing their trades to barter.  Choose one skill to start at a d6 (or create one that is along these lines): Music (Smarts); Art (Spirit); Sculpting (Spirit); Dance (Agility).

Not to be Trusted: The reputation of Star Folk is known far and wide.  Star Folk suffer -2 to Charisma with people who have heard of their confidence artist ways.

Talk Talk Talk: Star Folk love to talk.  They start with the Big Mouth (Minor) hindrance (SWDX, pg 28).

Doesn’t Believe in Money: Star Folk don’t use currency, preferring to ply their trades and barter for goods or services.  Should a Star Folk receive money (either through gambling, stealing, or gratuity), they tend to forget about it shortly after acquiring it.  Star Folk will only hang on to money for 24 hours before discarding it.

Strange Stars Races- Savage Worlds Style, Baby- Kuath

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.



The Kuath are known throughout the galaxy as the fanatically conditioned shock troops of the Empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are near baseline humans, rarely older than their teens. The real Kuath are the culture these adolescents hail from, a Neolithic people living in coastal settlements with a symbiotic relationship with marine invertebrate collective intelligences known as Naga Ma— Dragon Mothers. The Dragon Mothers (under threat of destruction by Vokun military might) surrendered and were forced to provide armored and drugged Kuath soldiers as tribute. (SS, pg 17).  More delicious info on the Kuath.


Near Human: Kuath are near baseline human and start with a free edge.

Bio-armor: The bio-armor given to the kuath from the Dragon Mothers is strong and enhances their natural abilities, allowing them to be effective shock troopers for the Vokun Empire.  While wearing the bio-armor, a kuath’s strength is increased one step and their fists do str+d4 damage.  The armor provides +6 protection against melee, ballistics, or energy damage.  While in their bio-armor a kuath can survive in the vacuum of space for two hours before having to make Vigor checks to resist taking damage from decompression.  To keep the armor healthy, it must be soaked in a nutrient bath for 2 hours out of every 24.  If the armor has not been soaked in a bath in three days it dehydrates and crumbles to pieces.  The ingredients for the nutrient bath costs 500 credits for 5 uses.

All Thumbs: Kuath come from a Neolithic world and are not great with technology.  They have the All Thumbs (Minor) hindrance (SWDX, pg 28).

Wanted: This kuath has abandoned his duty as a shock trooper in the Vokun Empire and is now being hunted by Imperial agents.  They have the Wanted (Minor) hindrance (SWDX, pg 31).


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