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Savage Worlds RPG PB Adventure Edition Rifts One Sheet Negotiation

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0% found this document useful (0 votes)
96 views2 pages

Savage Worlds RPG PB Adventure Edition Rifts One Sheet Negotiation

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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NEGOTIATION BY FIRE

A Savage Worlds One Sheet™ By Ross Watson for use with Savage Rifts® for Heroic characters.

A town under siege, an angry Pecos Nathan’s Ford to attend a wedding of EE Warlord Jahuul: see Savage Foes of
Empire Warlord, and a wedding one of the Warlord’s lieutenants—a North America.
gone ver y, ver y wrong — what man named Rico—to one of the local „„Pecos Bandits (12): see Savage Foes
happened here? women, Jannell. However, during the of North America.
The Tomorrow Legion team checks wedding, Rico’s friends launched a
in on a small settlement on the border sneak attack on the Warlord and his A Dark Plan
of the Pecos Empire, only to find the men, leaving Rico seriously wounded Once some kind of temporary peace
town surrounded by a force of Pecos and the church a smoldering ruin. has been brokered, Warlord Jahuul
bandits. Investigation reveals that one The Warlord and his men currently orders his men to try and repair the
of the Warlord’s lieutenants was just have an Unfriendly Reaction (see church and insists on accompanying
married to one of the town’s inhabitants, Persuasion in Savage Worlds). The the legionnaires personally “to get to
but during the ceremony, a vicious wounded Rico, his bride, and the the bottom of this.”
fight broke out. Something’s not quite townsfolk have a Neutral Reaction. If The legionnaires discover a couple
right here—and the heroes may soon the heroes can talk either side up to a of the dead “Pecos bandits” in the
discover that a far more sinister force Friendly Reaction, the stand-off can be church are actually zombies dressed in
is at work! resolved. Otherwise, Jahuul’s plan is western gear. They learn this through
to take his Pecos bandits into the town any of several means: a use of the detect
Where There’s and raze it to the ground. arcana power, a successful Tracking
Smoke…
The legionnaires are headed to the small
town of Nathan’s Ford to check in on
the inhabitants (see The Blood Menagerie
One Sheet™ for more information).
However, there’s a plume of black
smoke arching up into the sky over the
town, and surrounding the settlement
are a large group of men, dog boys,
and D-Bees wearing the distinctive
clothing of Pecos bandits. Amongst
them is a towering grackletooth,
Warlord Jahuul. The smoke is coming
from a large building in the center of
town—the church, which looks like it’s
been through a small war—although
the building is no longer on fire when
the legionnaires arrive.
The Warlord and his men approach
the heroes as soon as they are spotted.
The Warlord asks for their help: he’s
looking for someone to negotiate,
because the situation is dire. According
to Jahuul, the Pecos bandits came to

Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. Rifts® and Megaverse® are Registered Trademarks of
Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.
roll, or just by asking the right questions. From there, it is Powers: Armor, bolt, boost/lower Trait, deflection, drain Power
a simple matter to locate the new stranger in town: Cyrus Points, fear, greater healing, healing, intangibility, puppet, slow,
Umbra. He came into Nathan’s Ford about a week ago and slumber, zombie. PPE: 20
bought up the old abandoned mill. The locals consider him Gear: TW Combat Mage Armor (+7 Armor, +1 Strength die
unfriendly but harmless, for he keeps to himself and largely type, darksight, farsight, Rapid Recharge, Full Environmental
avoids interacting with the villagers. Protection), TK Machine Gun (Range 30/60/120, Damage
The truth of what’s going on is very dark indeed: Cyrus 2d8+4, RoF 4, AP 2), TW flaming sword (Str+d10, AP 4,
Umbra is a Necromancer! He quietly built a small army Mega-Damage).
of undead beneath the abandoned mill. A member of Special Abilities:
the dreaded Grim Reaper cult, Cyrus “acquired” a trio „„Mystic Awareness: Like Mystics, Necromancers are
of murder-wraiths and gained the loyalty of two mystic attuned to the spiritual world. This grants them, among
knights. Cyrus’ scheme is to trigger a massacre between other things, the use of the detect/conceal arcana power
the townsfolk, Rico’s friends, and the Warlord’s forces. Once as a free action at will, costing no PPE. They can also
the battle is over, he plans to use all those dead bodies to sense powerful supernatural beings with a Notice
create a huge force of undead and use them to carve out his check, anywhere within line of sight. Necromancers
own kingdom. can see ghosts, ethereal beings, and anyone using the
Thanks to his divination ability, Cyrus is already aware invisibility power.
that the heroes are closing in on him. Thus, when the „„Necromantic Focus: When using the following powers,
legionnaires arrive, he’s already used his Drain PPE ability the Necromancer gains +2 to his spellcasting rolls: lower
to double his normal PPE capacity and cast greater armor and Trait, drain Power Points, fear, slumber, zombie.
greater deflection. „„PPE Drain: All Necromancers possess the ability to
drain PPE (but not ISP) as per the Draining PPE/ISP
EE Cyrus Umbra: See below. Setting Rule in The Tomorrow Legion Player’s Guide.
„„Zombies (5 +1 per hero): see Savage Foes of North The Necromancer rolls his Spellcasting, and usually
America. These zombies are disguised as Pecos Bandits arranges to kill victims to gain more. Necromancers
and played the role of “Rico’s friends” during the sneak can use this extra energy to supplement their own PPE
attack in the church. (up to double their personal pool). Unused PPE over a
„„Skeletons (5 +1 per hero): see Savage Foes of North America. Necromancer’s normal maximum fade at the rate of 1
„„Murder-Wraiths (3): see Savage Foes of North America. PPE every round (six seconds).
„„Mystic Knights (2): see Savage Foes of North America. „„Raise the Undead: A far greater version of the zombie
power, enabling a Necromancer to summon up a small
EE CYRUS UMBRA army for extended periods of time. It takes an hour
Cyrus is a conniving necromancer from the Federation of to perform the ritual (which can be done concurrent
Magic. Uneasy about Lord Dunscon’s madness, Cyrus struck with the PPE Drain ability), and considerable blood
out on his own and went west. Along the way, he paused sacrifice is required. At the end of the ritual, the
in the small town of Nathan’s Ford. When the Pecos raider Necromancer expends 1 PPE for each zombie or 2 PPE
arrived, Cyrus saw his chance to amass a large undead for each skeleton he wishes to raise, and the zombies
army, and use it to create his own power base outside of can include the people he just murdered. There is no
the Federation. upward limit, save how much PPE he has to expend,
Cyrus is as ruthless as he is arrogant. He thinks nothing although there must be a corpse or skeleton within 2
of killing innocents to further his own goals, and he has × his Spirit die type for each being he wants to raise.
bought the loyalty of several powerful servants through Undead raised this way are under his absolute control,
blackmail and intimidation. Cyrus and the mystic knights and last until they are destroyed.
who obey his commands plan on establishing a new „„Slow Regeneration: The powers of undeath seep into
kingdom in the ashes of Nathan’s Ford; a realm of the dead a Necromancer’s very soul, granting a natural healing
where they will rule supreme. roll once per day.
„„Spiritual Channel: Similar to the Mystic ability,
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Necromancers are able to use the divination power at
Vigor d10 will, costing no PPE. Each use requires a Vigor check to
Skills: Fighting d6, Healing d8, Intimidation d6, Knowledge resist Fatigue, with a cumulative penalty of −1 for each
(Arcana) d4, Notice d6, Shooting d8, Spellcasting d8, subsequent use until the Necromancer gets six hours
Stealth d6 of sleep. Note the Necromancer communes with the
Cha: 0; Pace: 6; Parry: 5; Toughness: 14 (7) spirits of the dead, which may color the information
Hindrances: Arrogant, Curious he gleans.
Edges: Alertness, Arcane Background (Magic), Level
Headed, Master of Magic, Rapid Recharge, Rock and Roll!,
Soul Drain, Wizard

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