recursal/Fanatic-Fandom huggingface dataset:
Jack o' Lantern

A Jack o' Lantern is a supernatural creature that can be found lurking in the dark, shadowy places of Holler RPG. They are often mistaken for ordinary pumpkins, but when approached, they reveal themselves to be something far more sinister.

Physical Description: A Jack o' Lantern resembles a large, carved pumpkin with a grotesque face. Their eyes and mouths glow with an eerie light, and their vine-like limbs move with an unnatural grace. They are often found in fields, abandoned houses, or dark corners of the forest.

Stats: In Savage Worlds, a Jack o' Lantern would have the following stats:

Attributes: Agility: d6 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6

Skills: Fighting: d6 Intimidation: d8 Notice: d6 Stealth: d8

Pace: 6 Parry: 5 Toughness: 6 (1) Size: Small

Edges:

* Fearless: Jack o' Lanterns are immune to mundane fear effects.
* Fire Immunity: Jack o' Lanterns are immune to fire damage.

Hindrances:

* Vulnerability (Water): Jack o' Lanterns take double damage from water-based attacks.
* All Thumbs: Jack o' Lanterns suffer a penalty when attempting to manipulate objects or perform delicate tasks.

Powers:

* Fear: Jack o' Lanterns can use their Intimidation skill as a power to strike fear into their enemies, making them easier to hit and causing them to hesitate.
* Entangle: Jack o' Lanterns can extend their vine-like limbs to ensnare their enemies, making them unable to move or act.

Equipment:

* None

Overall, Jack o' Lanterns are not particularly strong or resilient, but they make up for it with their fear-inducing abilities and their ability to entangle their enemies. Their immunity to fire makes them difficult to take down with traditional weapons, but their vulnerability to water can be exploited by clever players.
Người chăn trâu nước

Vietnamese Minotaur

**Attributes:** Agility d8, Smarts d6, Spirit d8,Strength d12+3, Vigor d12

**Skills:** Athletics d8, Common Knowledge d6,Fighting d10, Intimidation d12, Notice d10, Persuasion d4, Stealth d8

**Pace:** 8; **Parry:** 7 or 8 (spear); **Toughness:** 12 (1)

**Edges:** Fleet-Footed

**Gear:** Leather armor (+1), spear (Str+d6, Reach 1, Parry+1).

**Special Abilities:**

* Horns:Str+d4.
* Resilient:Người chăn trâu nước can take one Wound before they’re Incapacitated.
* Size 3: Người chăn trâu nước stand over 7′ tall and have the mass of bulls.
Lydia Hall

Name: Lydia Hall

Concept: Nurse

Race: Human

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills: Healing d10, Knowledge (Medicine) d10, Notice d6, Persuasion d8, Shooting d6

Edges: Bedside Manner, Healer, Investigator

Hindrances: Loyal, Overprotective, Vengeful (against those who harm her patients)
White Things

In Holler RPG, the White Things are strange, supernatural creatures that lurk in the shadows and in the deep woods of the Holler. They are rumored to be spirits of the dead or even demons, and their appearance often heralds misfortune and tragedy. Here are the White Things' stats using Savage Worlds:

White Thing (Spirit)

* Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
* Skills: Fighting d6, Intimidation d10, Stealth d10
* Charisma: -4
* Pace: 6
* Parry: 5
* Toughness: 6
* Special Abilities:
	+ Fear (-2): Anyone who sees a White Thing must make a Fear check or suffer a –2 penalty to all actions involving the creature.
	+ Ethereal: The White Thing is immune to physical attacks, but can only interact with the physical world through its Intimidation skill.
	+ Manifestation: The White Thing can choose to materialize in the physical world for one round per success and raise on a Spirit roll, and can then be affected by physical attacks.
	+ Insubstantial: The White Thing can pass through solid objects as if they weren't there.

Note: These stats are just a guideline and can be adjusted to fit the specific needs of your game.
Приём заявок в Трудбригаду

**Оставить запрос**
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**Нажмите кнопку «Оставить запрос» вверху страницы и заполните форму запроса.** Запросы, поданные в произвольной форме, выполнены не будут. Обращаем ваше внимание на то, что запросы не могут быть выполнены мгновенно, но мы постараемся рассмотреть ваш запрос в течение двух-трёх дней. Также кандидату желательно ознакомиться с правилами центрального сервера союза и с Условиями Использования Фэндома.
Callahan McClane

**Attributes:** Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6

**Skills:** Fighting d6, Notice d6, Shooting d10, Taunt d6, Intimidation d6, Tracking d6, Survival d4

**Charisma:** –; **Pace:** 6; **Parry:** 5; **Toughness:** 5

**Hindrances:** Grim Servant of Death, Arrogant

**Edges:** Alertness

**Gear:** Armored Duster & Heavy Boots (AV -2 to torso/guts, arms, legs), Colt .45 Revolver (6 bullets), Holster, Laser Sight (+1 to hit),

2 speed-load cylinders, each loaded with 6 bullets (.45), Big knife, scabbard, Gas mask
Darkling

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d8, Stealth d8, Notice d6, Intimidation d6

Pace: 6; Parry: 6; Toughness: 5

Special Abilities:

* Low-Light Vision: Darklings can see in near darkness without penalty.
* Bite: Str+d4 damage.
* Fear: Darklings are frightening creatures. Anyone facing them in combat must make a Fear check at -2.
* Size -1: Darklings are Small creatures and receive a +1 bonus to their Agility.

Darklings are tiny, malevolent creatures that dwell in the shadows. They feed on fear and are often found lurking in abandoned buildings, graveyards, or other places where darkness reigns. Their eyes are red and they have sharp fangs that they use to bite their prey. They are highly skilled in the art of stealth and use their small size and nimbleness to their advantage. Darklings are not to be underestimated, as they can cause great harm with their vicious bites and their ability to strike fear into the hearts of their enemies.
Skywings

**Skywings**

A soldier's parachute doesn't open but somehow he glides gently to earth.

## Savage Worlds Edge

**Advantage** - you can glide then eventually fly with the wind.

**Disadvantage** - You start to grow wings and your bones are hollow, the wings get harder and harder to hide, and damage from bludgeoning weapons is increased by 1 die type.

## Old d20 Feats

**Advantage** - you can glide then eventually fly with the wind.

**Disadvantage** - You start to grow wings and your bones are hollow, the wings get harder and harder to hide, and damage from bludgeoning weapons is increased by 1 die type.
The Devil's Armpit

The Devil's Armpit is a location shrouded in mystery and fear in the Holler RPG setting. It is said to be a deep, dark crevice in the earth, surrounded by jagged cliffs and steep, treacherous terrain. The name is said to come from the fact that the area always seems to be warm and humid, no matter the season, giving it an unpleasant smell and appearance.

Legends say that The Devil's Armpit is a gateway to the underworld, and that it is inhabited by dark spirits and demons. The local people of Holler avoid the area at all costs, and it is considered a cursed and dangerous place. Some even say that those who venture too close will be dragged down into the abyss by the malevolent forces that dwell within.

Despite the superstitions, some brave adventurers have attempted to explore The Devil's Armpit, seeking treasures or knowledge that may be hidden within. Those who have returned with stories describe the location as a twisted and sinister place, filled with peril at every turn. The crevice itself is said to be a labyrinthine maze, with narrow passageways and deadly traps waiting to ensnare unwary travelers.

In summary, The Devil's Armpit is a foreboding location in the Holler RPG setting, feared by many and avoided by all but the bravest of adventurers. Its supernatural nature and dangerous reputation make it an intriguing destination for those seeking adventure or knowledge, but one that requires great skill and caution to survive.
Madea

**Attributes:** Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4

**Skills:** Fighting d4, Investigation d6, Knowledge (Arcana) d6, Notice d6, Spellcasting d10, Healing d6

**Charisma:** –; **Pace:** 6; **Parry:** 4; **Toughness:** 4

**Hindrances:** One Major, two Minor

**Edges:** Arcane Background (Magic), New Power, Power Points
Kill-Droid

You are programmed to destroy all soft-bodies who threaten to undermine your prime directives (whatever those may be). Your only motivations are to find power and ammo so that you can continue your mission. All these soft-bodies waste their time chattering about reproduction and survival… The last thing the Master Plan needs is a resurgence of this fleshy vermin.

Recommended Edges: Sweep; Brawny

Starting Kit: Any two Cybernetic Enhancements
Description of Holler

Holler RPG for Savage Worlds is a role-playing game that explores the culture, folklore, and history of 1930's Appalachia. Set in a world where labor conflict, environmental apocalypse, and rural myth-making are commonplace, players take on the role of everyday people such as miners, millhands, and mothers, who are thrown into the middle of an epic struggle for survival.

In this setting, players will encounter cultural conflicts, religious beliefs and practices, and the tension between the longing for escape and the deep connections to the land and one's kin. The game also delves into the destructive practices of the mines and mills and the clash between the veneration of these institutions as sources of material stability and the reality of their impact on the environment and communities.

The game's mechanics are based on the Savage Worlds system which provides a fast-paced and action-packed gameplay, with a focus on quick character creation and easy-to-use rules. Players will have access to a wide range of abilities, powers, and equipment to help them navigate the challenges they will encounter.

Overall, Holler RPG for Savage Worlds is a game that explores the unique culture and history of Appalachia, while providing players with an epic and thrilling adventure. With a focus on "fast, furious, fun" gameplay, players can expect an exciting and immersive experience, as they take on the role of everyday heroes in a world plagued by labor conflict, environmental apocalypse, and rural myth-making.
Psionicist

The new mental powers that you have developed are truly the most astounding thing in all of recorded history. Psionics will go on to become the New Science of the New Age, and you will be its messenger. Though they are in their infancy now, you can feel your powers growing daily. Who knows what you may one day become?

Recommended Edges: Arcane Background: Psionic; Mentalist; Any other Mutant Edge

Starting Kit: A cowled robe, a meditation crystal, a wind chime
Rexillis

**The Kingdom of Rexillis** was a nation on the Continent of Geminia, The capital was the city of **Huptar.**

## Early Dynastic Period

The Kingdom of Rexillis was formed around 1732 BC as they evolved from the Rexillis tribe. One of the 7 Hapisite tribes that formed independent Kingdoms.
They were conquered in 714 BC by King Menefsos of the Kingdom of Hagytia-Arcenia, the first King of the Theocracy of Hapis.
Dryad

Dryad

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6

Skills: Fighting d8, Knowledge (Nature) d10, Notice d8, Stealth d8, Survival d8

Pace: 6; Parry: 6; Toughness: 5

Special Abilities:

* Arboreal Creature: A dryad can move through trees and other foliage with ease. She adds +2 to Stealth checks made in such terrain.
* Ethereal Form: Dryads can become immaterial and pass through solid objects at will. They cannot attack or affect the physical world while in this state.
* Nature's Gifts: Dryads have a natural bond with the flora and fauna of their home. They can use the following powers: Entangle, Growth, Obscure, and Stun.
* Vulnerability (Iron): Dryads are vulnerable to iron weapons, and take +4 damage from such attacks.
Violet Vibers Wiki

**Welcome to the Violet Vibers Wiki!**
We are a group of based individuals. Past and Present MCC fans who have come together to take back the night.

## Members of VV

* Auk
* Andrew
* ThatGuy1777
* Akil
* Shan
* Popop
* Mebo
* Droughted
* Jlo
* Gray
* Eury
* Kaiferno
* yeeto
* Tony
* Echo
* Jibscar
* Salmonpie
* Grim
* ShinySammy
* Jenga
* Sheep
* Alaz
* Kirby
* B1x
* Meri
* Lolli
* Gentle
* Sorbetes
* Cyan
* Yep
* Feu
* Jab
* Kayy
* Brendix
* Fru
* Fastist
* Thimo
* Shaq
* Fruge
* Murphy
* Nae
* Anneon
* Ember
* Retro
* Dang
* Velistic
* Anon
* Nitro
* Air

## Lore Book

* #Auk's-Thoughts
* #quote-book
* Join Dates

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your newest community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Land Units

## Infantry ⚔️

The basic unit in all armies, can travel up to 2 tiles a turn, they can only attack units near them. Weak but cheap to produce and maintain, costs 1 Gold and 500 manpower per unit.

Infantry require 0.2 Gold and 0.2 Food as maintenance.

## Archers 🏹

A strong ranged unit, can travel up to 2 tiles a turn. Archers are closely tied to Infantry and can only attack units in tiles next to them.

Archers due to their larger size than Infantry require 0.4 Gold and 0.4 Food as maintenance.

## Calvary 🐴

Very fast and strong units. Can travel up to 4 tiles a turn. Are by far the most expensive unit to build and maintain, costing 4 Gold and 2000 manpower per unit.

Calvary that are linked with Infantry or Archers are limited to 2 tiles a turn.

Calvary also require maintenance like all other non mechanical units, costing 0.8 Gold and 0.8 Food each turn per unit.

## Scout 🔰

A very fast unit, can travel up to 4 tiles a turn and ignore the hills debuff, but are very weak and will likely get destroyed if attacked by nearby units.

A low cost recon unit, only costs 0.5 Gold and 100 manpower per unit, while costing 0.1 Gold and 0.1 Food to maintain.

Having a scout within 2 tiles of a battle will give you a bonus if you are attacking.
Experiments conducted by the "Big Boys"

In the Holler RPG setting, the "Big Boys" are the wealthy and powerful elite who control the region's industry and politics. They are known for their secretive and sometimes unethical research and development projects. Here are some potential experiments the Big Boys may be working on:

1. Genetically modifying crops to grow faster and larger, but at the cost of reducing their nutritional value and potentially causing long-term harm to consumers.
2. Developing new forms of bioweapons that target specific ethnic groups or populations, with the goal of achieving political or economic gain.
3. Experimenting with advanced cybernetic implants and enhancements for humans, allowing them to perform superhuman feats but at the cost of their free will and independence.
4. Creating highly advanced surveillance technologies to monitor the population and track their movements and behavior, with the goal of maintaining control and preventing dissent.
5. Developing powerful new forms of energy that have devastating environmental consequences, but are highly profitable for the Big Boys and their associated corporations.
6. Conducting research on advanced mind control techniques, including the use of drugs, hypnosis, and electronic stimulation, with the goal of manipulating and controlling large groups of people.
7. Experimenting with highly dangerous and unstable substances, such as nuclear materials, in order to develop new weapons or power sources, even at the cost of risking catastrophic accidents and environmental disasters.
8. Creating new forms of artificial intelligence and robotics that can perform complex tasks and replace human workers, with the goal of maximizing profits and efficiency, even if it means widespread unemployment and social disruption.
9. Mutation: The Big Boys are known to experiment with genetic manipulation and mutation, often on unwilling subjects. They may use radiation or other forms of energy to induce mutations, with the goal of creating new, more powerful creatures.
10. Mind Control: The Big Boys are also interested in controlling the minds of others. They may experiment with drugs, hypnosis, or other forms of manipulation to gain control over their subjects.
11. Portal Creation: The Big Boys have been known to create portals to other dimensions or planes of existence. These portals may be used for transportation, communication, or other purposes, and may have unintended consequences.
12. Robotics: The Big Boys are fascinated by technology, and are known to experiment with advanced robotics. They may create robots for a variety of purposes, from military applications to domestic servitude.
13. Psychic Powers: The Big Boys are rumored to experiment with psychic powers, such as telekinesis or mind-reading. They may use drugs or other techniques to enhance these abilities, with unpredictable results.
Militiaman

Nobody took survival seriously back in the days of peace, but your forefathers did. They would go out shooting in the forest on weekends and spent time storing up provisions and digging out a bunker – just in case. Well, when everything hit the fan, your family was ready, and you’re eternally thankful for that. Now you’re proud to be carrying on the tradition of living off the land. You’ve got your guns and your ammo and no government to hassle you about it. Maybe now is the time to have that revolution grand dad was always talking about?

Recommended Edges: Woodsman; Alertness; Command

Starting Kit: A hunting rifle, a homemade ghillie suit, extra rations
Hindrances

Cannibal (Major):

You have given in to the darker side of human nature and no longer consider it taboo to eat human flesh. An average adult provides you with about 3 rations worth of usable food. Even around the low company you keep, your gruesome habits make you an object of revulsion and horror. Your Charisma suffers a -2 penalty and you lose one Humanity point.

Monetary Illiteracy (Major)

This new hindrance indicates that the character has absolutely no appreciation for the value of money. You literally don’t understand what all the fuss is about. You will neither take nor keep money because you don’t see the point of it all. If you want something you either take it or barter for it – why involve money in the equation? You begin the game with 0 Chips.

Glutton (Major):

You eat too damn much. You consume twice the normal amount of rations per day. See GAMEPLAY for more details.

Stone Cold (Minor/Major)

You're a little bit dead inside. You can't unsee what you've seen or undo what you've done. With the Minor version of this Hindrance your Humanity is reduced by one die type. With the Major version of this Hindrance it is reduced by 2 die types.
Arcane Background: Psionic (Mutant)

Your mind is more evolved than the average human mind. You are sensitive to forces that modern science cannot measure. The thoughts of others are a constant nuisance to you; their buzzing chatter always fills your ears. Yet, with time and training, you have learned to tune them out, and have learned to do other things as well… You get 10 power points and a choice of 2 Novice Psionic Powers (see APPENDIX C below).

You can gain additional Psionic Powers by taking the New Power edge. Additional Power Points can be gained by taking the Power Points edge.

Psionic powers are activated using the Psionics skill.

Claws and Fangs (Mutant)

Your nails and teeth have become elongated and hardened. You are able to make melee attacks as if you had the Frenzy Edge (2 attacks per round at a -2). The damage from your melee attacks is STR + d4. Taking the Frenzy Edge in addition to this does not grant any bonuses or additional attacks.

Continued Evolution (Mutant)

Prerequisite: Mutant Race; Seasoned Rank or better; can only take once per Tier

Your mutations have continued to evolve subtly over the months and years. Gain one additional Mutant Edge.
The Plow

Aspects:

***• Forged in the Old World***

***• A Quest for the Choo Choo***

***• Jack be Nimble***

Skills:

Great (+4) Pilot and Survival

Good (+3) Contacts and Mechanics

Fair (+2) Athletics, Rapport, and Will

Average (+1) Academics, Empathy, Physique, Resources, and Shoot

Specialisations: Sea/Air (Survival) and Civil Aviation (Contacts)

Stress: 3 physical boxes, 3 mental boxes

Stunts:

**Old School Tinkerer!** (p.74) When repairing a device with Mechanics, gain a new situation aspect instead of a boost if you succeed with style.

**Patter.** (p.71) In any contest where speed is the primary, your ties with Pilot are considered successes.
Possum

Your squad has just been ambushed, everyone is wipeout except you. Lying on the ground you see the enemy coming towards you to see if there are any survivors. They fire random shots into the mass of bodies, but you don’t flinch. You are the last one

**Possum**

**Advantage**: You escape death by acting like you are already dead. While in this state you eyes are closed, but you can hear. Your character does not respond to outside stimuli (like being prodded with a bayonet) and cannot be caught out by such tactics, though you still take damage if stabbed, shot, burned, or otherwise harmed. (Quoted from Wiggy)

**Disadvantage**: In any combat situation, where your character has to make a will save and fails. Along with any other outcomes the PC falls down into a death-like state for one minute times the difference between the roll and DC. This feat also negates any dex bonus the round after its use.
Charlotte Applegate

**Attributes:** Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

**Skills:** Investigation d8, Knowledge (History) d6, Notice d8, Persuasion d6, Shooting d6, Bibliopathy d8

**Charisma:** –; **Pace:** 6; **Parry:** 5; **Toughness:** 5

**Hindrances:** Curious, Quirk

**Edges:** Arcane Background (Bookworm), Investigator
Haint Ball

Description: A small, hollow sphere made of glass or metal, containing various magical ingredients such as salt, black powder, and dried herbs. Used to ward off evil spirits and negative energy.

Effect: When activated by smashing it against a hard surface, the Haint Ball releases a burst of magical energy that protects the user and anyone within a small radius from supernatural harm. This effect lasts for a number of rounds equal to the user's Spirit die type.

Savage Worlds Stats:

Activation: Smashing the ball against a hard surface

Effect: Provides a +2 bonus to all rolls made to resist or recover from supernatural attacks, and grants immunity to supernatural possession.

Duration: Lasts a number of rounds equal to the user's Spirit die type.

Cost: 1 Power Point

Notes: Can be used once per day.
Zealot

The Great War was a punishment sent by God to correct our Sinful ways. Now you have been given a holy mission, a testimonial from God, to go forth into the world and purge all Sin. Once the Sin is cleaned, by blood and fire, you can set about the business of repopulating the world with Good and Righteous folk. Your people will shape a New Eden on earth.

Recommended Edges: Connections: Partisans; Berserk; Command

Starting Kit: Preacher clothes, a bible, an emergency grenade
Pinnacle Entertainment Group

**Pinnacle Entertainment Group** is a publisher of role-playing games and that is owned and operated by Shane Lacy Hensley and was founded in 1994. Some time before 2003, the company was renamed Great White Games and in 2005 returned to the original name. In 1996 the company published what would be their flagship title for several years *Deadlands*, a role-playing game set in an alternate-history U.S. of the 1870s. *Deadlands* features magic and horror amidst the tropes of the Old West.

In 2003, as Great White Games, they produced *Savage Worlds*, a game designed to be both a role-playing game and a miniatures game. A highly streamlined, generic system, it is designed to provide game play in any genre. Subsequent releases for *Savage Worlds* are self-contained campaigns designed to minimize the preparation time of the GM and maximize the time spent running the game with players. *Savage Worlds* carries the tag line "Fast! Furious! Fun!" to emphasize the streamlining and quick play inherent in the system.

In late 2005, Shane Hensley announced that Great White Games would return to using the Pinnacle Entertainment Group moniker as its brand name for subsequent releases.

## References

1. ↑ HENSLEY Shane Lacy, *Deadlands: The Weird West Roleplaying Game*, Pinnacle Entertainment Group, August 1996, 224 p. soft cov., ISBN 1-889546-00-3
Test

Aspects:

***• Trailblazing Aviatrix***

***• Clear-Headed Under Pressure***

***• Woman Who Made Headlines***

Skills:

Great (+4) Pilot and Survival

Good (+3) Contacts and Mechanics

Fair (+2) Athletics, Rapport, and Will

Average (+1) Academics, Empathy, Physique, Resources, and Shoot

Specialisations: Sea/Air (Survival) and Civil Aviation (Contacts)

Stress: 3 physical boxes, 3 mental boxes

Stunts:

**Better than New!** (p.74) When repairing a device with Mechanics, gain a new situation aspect instead of a boost if you succeed with style.

**Pedal to the Metal.** (p.71) In any contest where speed is the primary, your ties with Pilot are considered successes.
Legolas Greenleaf

**Legolas** is one of the most iconic members of VV. He is TonyBoring's cousin and is part of the Sindarin Elves race of Mirkwood. Currently living in The Undying Lands after helping in The Quest of Erebor and The Quest of the Ring, he retired in peace. He joined the VV discord in August 2021 around the same time as his cousin, TonyBoring. His dad is the king of Mirkwood, Thranduil.
Wanderer

You wander the wasteland searching for old-tech relics which you can trade in the bazaars for the necessities of life. Your weather beaten, dust-coated garments tell everyone that you’re a Waster but you would rather be that than some withered, suffering ghost trying to relive the glory days before the War. It’s a new world we’re living in, and those who can adapt to it will become its true masters.

Recommended Edges: Woodsman; Rad; Danger Sense

Starting Kit: Dust cloak, rebreather, water bottles, a staff
Hellcat

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10

Skills: Fighting d10, Notice d8, Stealth d8

Pace: 8; Parry: 7; Toughness: 9 (2)

Special Abilities:

* Bite and Claws: STR+d6 damage.
* Pounce: A Hellcat can pounce on its prey to gain a +4 bonus on its Fighting roll, and if successful, it gains a free rake attack with its claws.
* Rake: After a successful pounce, the Hellcat can make an additional claw attack with a +2 bonus to the Fighting roll.
* Stealthy: Hellcats are skilled at moving silently and gain a +2 bonus to Stealth rolls.
* Improved Frenzy: Hellcats can make two Fighting attacks in a single action at no penalty.
Nguoi Rung

Vietnamese Big Foot

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12

Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d4, Persuasion d4

Pace: 7; Parry: 6; Toughness: 11 (1)

Edges: Brute, Sweep

Gear: Thick hides (+1), massive club (Str+d8).

Special Abilities:

* Resilient: Nguoi Rung can take one Wound before they’re Incapacitated.
* Size 2: Most Nguoi Rung are over 8′ tall with potbellies and massive arms and legs.
Sniper

Attributes: Agility D8, Smarts D6, Spirit D8, Strength D6, Vigor D6.

Skills: Shooting D8, Stealth D8, Notice D6, Fighting D6, Athletics D8, Tradecraft D6, Survival D8.

Charisma: -; Pace: 6; Parry: 5; Toughness: 5

Hindrances:

Edges: Marksman, Ghost

Starting Gear Kevlar Vest with Inserts +4+8 Semi Auto Glock Barrett (.50) Combat Knife Comms
Popobawa

Popobawa - a shapeshifting demon from Tanzania, said to possess and torment individuals at night, often taking the form of a one-eyed, bat-winged humanoid.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Fighting d8, Intimidation d10, Notice d6, Stealth d8

Pace: 8; Parry: 7; Toughness: 8

Special Abilities:

* Shapechange: The popobawa can take on the form of a human or a one-eyed, bat-winged humanoid at will.
* Possession: The popobawa can possess a person for a short period of time and use the person's body to attack others. The victim is at -4 to resist.
* Fear: The popobawa's piercing cry can drive people mad. Anyone who hears it must make a Fear check at -2 or flee in terror.
* Flight: The popobawa can fly with a speed of 12 and can hover.
* Immunity to bullets: The popobawa's body is too hard for bullets to penetrate.

Hindrances: Greedy (minor), Vengeful (minor)

Gear: None

Special Abilities:

* Night Vision: Popobawa can see in the dark.
* Drain Vitality: Popobawa can drain the strength of its victim by touch. Each time it hits with a grapple or touch attack, it can roll a d6. The victim loses that many points of Strength, which the Popobawa adds to its own Strength.
* Supernatural Durability: Popobawa is immune to all non-magical attacks and weapons.

Edges:

* Fearless: Popobawa is immune to Fear and Intimidation
* Strong Willed: +2 to resist possession and other mental manipulation.
* Nightstalker: Popobawa gains +2 to all rolls made during the night.

Acceptances:

* Offerings of raw meat, blood and other sacrifices
* Fear and worship
* Respected the people of Tanzania

Defiances:

* Sunlight
* Holy symbols
* Iron or Steel weapons

Story Hook: A Popobawa has been tormenting the people of a small town in Tanzania, possessing and attacking them at night. The locals believe it is the spirit of a powerful witch who was killed by the local chief, and that only his descendants can stop it. The heroes are hired by the chief's last surviving descendant to put an end to the popobawa's reign of terror.
Blood Bond

A medic maybe patching up a wound of a buddy, or two soldiers are sharing a foxhole one gets shot. Either way someone else blood gets on your PC.

## Old d20 Feat

**Advantage** - a two-way mind link is established (silent communication, direction sense, health sense)

**Disadvantage** - The two become co-dependent (cannot do anything without the other, dressing the same). If the person you have a bond with goes to HP 0, then the other person will drop what he is doing and will concentrate of raising his partner to positive HP.
Harjin

Aspects:

***• Forged in the Old World***

***• A Quest for the Choo Choo***

***• Jack be Nimble***

Skills:

Great (+4) Pilot and Survival

Good (+3) Contacts and Mechanics

Fair (+2) Athletics, Rapport, and Will

Average (+1) Academics, Empathy, Physique, Resources, and Shoot

Specialisations: Sea/Air (Survival) and Civil Aviation (Contacts)

Stress: 3 physical boxes, 3 mental boxes

Stunts:

**Old School Tinkerer!** (p.74) When repairing a device with Mechanics, gain a new situation aspect instead of a boost if you succeed with style.

**Patter.** (p.71) In any contest where speed is the primary, your ties with Pilot are considered successes.
Minor Families of the Big Boys

1. Thomas Beaumont - Railroad Baron: Thomas Beaumont is believed to be a vampire, able to move with supernatural speed and agility. He uses his powers to oversee his vast railroad empire, transporting goods and people across the country with ruthless efficiency.
2. Arthur Blackwood - Oil Tycoon: Arthur Blackwood is thought to be a shapeshifter, able to transform into any animal he desires. He uses his powers to maintain control over his vast oil fields, and his company is one of the largest in the country.
3. Felicity Crow - Mining Magnate: Felicity Crow is rumored to be a powerful demon, able to control fire and brimstone with her will. He uses his infernal powers to extract precious minerals and metals from the earth, and his mining operations are known to be highly profitable.
4. Charlotte LeFleur - Bootlegger Queen: Charlotte LeFleur is rumored to be a witch, able to cast spells and curses with ease. She uses her magical powers to run her bootlegging operation, which supplies illegal alcohol to speakeasies and other establishments across the country.
5. Edgar Whitaker - Industrialist: Edgar Whitaker is believed to be a ghost, able to phase through walls and other solid objects. He uses his spectral powers to oversee his various factories and manufacturing plants, which produce a wide range of goods and products.

These are just a few examples of the kinds of supernatural beings that the heads of the "Big Boys" families might be in the Holler RPG setting. Their abilities and motivations are often shrouded in mystery, and dealing with them can be dangerous for anyone who crosses their paths.
Nonna

**Attributes:** Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4

**Skills:** Fighting d4, Investigation d6, Knowledge (Folklore) d6, Notice d6, Folk Magic d10, Healing d6, Survival d6

**Charisma:** –; **Pace:** 6; **Parry:** 4; **Toughness:** 4

**Hindrances:** One Major, two Minor

**Edges:** Arcane Background (Folk Magic), New Power, Power Points
The Good Mutant

Most people have forgotten that Mutants are really just humans that have had the misfortune of being changed by radiation. You understand why people fear mutants: they are frightening to look at and have strange abilities that go beyond the norm. It would be easy to lash out at this prejudice with hate but instead you want to show these people that you too share the dream of Humanity Restored. You want to pave the way to show that mutants and humans can share this dream together.

Recommended Edges: Any two Mutant Edges

Starting Kit: Oversized clothes, a facemask, a concealed weapon
Engineer

Attributes: Agility D6, Smarts D8, Spirit D6, Strength D8, Vigor D6

Skills: Repair D8, Technical D8, Demolitions D8, Fighting D6, Notice D8, Shooting D6, Stealth D6.

Charisma: -; Pace: 6; Parry: 5; Toughness: 5;

Hindrances:

Edges: Hacker, Mine Sweeper.

Starting Gear Kevlar Vest with Inserts +4+8 Semi Auto Glock M16 Assault Rifle Combat Knife Comms Laptop Drone Tools 4 Blocks C4 + Detonators
Soldier (Concept)

Military trained and Government Issue. If the rest of the world wants to go to shit, let it. You’re a tough as nails leatherneck who knows how to hack it. There hasn’t been a hard time invented that you can’t manage. You know when it comes down to it that you and your squad (and your superior guns) can handle whatever the Waste vomits up.

Recommended Edges: Command; Natural Leader; Nerves of Steel

Starting Kit: A well-maintained weapon, combat fatigues, spare ammunition
Linthead

Name: Johnny "Spindle" Johnson

Background: Linthead

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Athletics d8, Fighting d6, Notice d6, Shooting d6, Stealth d6, Survival d6, Repair d8

Edges: Grit, Mechanical Aptitude

Hindrances: Hard of Hearing (Minor), Loyal (Minor), Overconfident (Major)

Equipment: Wrench, knife, pack of cigarettes, lighter, flask of moonshine

Note: Lintheads are tough and resilient workers, accustomed to long hours of hard labor in the mills. Johnny "Spindle" Johnson is no exception. Despite suffering from some hearing loss due to years of working in the noisy mill environment, he is a skilled mechanic with a sharp eye for detail. His experience with high-speed machinery and his mechanical aptitude make him an invaluable member of any team that needs to fix, maintain, or improvise machinery. However, his overconfidence and loyalty to his fellow lintheads can sometimes lead him into trouble.
Jasper James Leroy/Malvania McCurdy

**Attributes:** Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6

**Skills:** Fighting d4, Intimidation d6, Notice d6, Persuasion d10, Shooting d4, Streetwise d6, Thievery d6

**Charisma:** +2; **Pace:** 6; **Parry:** 4; **Toughness:** 5

**Hindrances:** Rumor Mill, The Gaze

**Edges:** Attractive, Strong Willed
Fomorian

In Irish mythology, Fomorians were a race of monstrous beings who battled against the Tuatha Dé Danann. For Holler RPG, we can adapt them as creatures that lurk in the darkest corners of the Holler, preying on unsuspecting travelers and local folk. Here are the Savage Worlds stats for Fomorians in Holler:

Fomorian

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10

Skills: Fighting d8, Intimidation d10, Notice d6

Pace: 6; Parry: 6; Toughness: 11 (2)

Special Abilities:

* Armor (2): Thick hide and stony growths provide some protection against attacks.
* Fearless: Fomorians are immune to Fear and Intimidation.
* Low Light Vision: Fomorians can see twice as far as humans in low light conditions.
* Massive: Fomorians are size +2, making them more difficult to take down and increasing their damage output.
* Regeneration (1): At the start of each round, Fomorians heal one wound.

Notes: Fomorians are incredibly tough opponents, thanks to their thick hide, massive size, and ability to regenerate. They use their claws and teeth to attack, and are not afraid to get up close and personal. If facing a Fomorian, it is wise to attack from a distance or use weapons that can penetrate their armor.
A page about your topic

This is a place for me to present the adventures of my group in this Savage Victorian World. Read, Comment and Enjoy.

This game references Accursed, Gaslight, and the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. This also makes use of information found Pathfinder Horror Adventures, Occult Adventures and Classic Horrors Revisited, basically I am using most of the roleplaying material I own and re-purposing it for this world.Pictures are not owned by the creator of this website. Various other sorces includeSavage Species Mythical Creatures and Vol.2,, Super-Powered HQ Add-Ons series from Misfit Studios.

Stories are also inspired by the show Drunk History.
Hoodoo Mirror

Name: Hoodoo Mirror

Description: A small handheld mirror, framed in twisted vines and small animal bones. The glass itself appears to be a dark, smoky color.

Effect: When held up to the face of the person using it, the Hoodoo Mirror allows them to see visions of the past, present, or future. The visions are often cryptic and may require interpretation. Using the Hoodoo Mirror requires a successful Spirit roll, with the GM setting the difficulty based on the clarity of the vision.

Duration: The visions last for a number of minutes equal to the user's Spirit die roll.

Limitations: Using the Hoodoo Mirror too often can cause the user to become disoriented and confused, suffering a -2 penalty to all rolls for the next hour. Additionally, the Hoodoo Mirror may attract the attention of malevolent spirits or entities, particularly if used to glimpse into the future.
Nuclear Powered (Mutant)

**Nuclear Powered (Mutant)**

When you are exposed to a radiation source, you gain a number of Power Points equal to the result of the Radiation check roll. This is a one-time bonus; you do not continue to gain Power Points on successive rounds from the same radiation source and cannot go above your Power Point maximum. If you do not have the Arcane Background: Psionic Edge, this power does not help you.
Randar

Aspects:

***• Trailblazing Aviatrix***

***• Clear-Headed Under Pressure***

***• Woman Who Made Headlines***

Skills:

Great (+4) Pilot and Survival

Good (+3) Contacts and Mechanics

Fair (+2) Athletics, Rapport, and Will

Average (+1) Academics, Empathy, Physique, Resources, and Shoot

Specialisations: Sea/Air (Survival) and Civil Aviation (Contacts)

Stress: 3 physical boxes, 3 mental boxes

Stunts:

**See you got your Shirt Off!** (p.74) When repairing a device with Mechanics, gain a new situation aspect instead of a boost if you succeed with style.

**Pedal to the Metal.** (p.71) In any contest where speed is the primary, your ties with Pilot are considered successes.
Satchmo

Aspects:

***• Forged in the Old World***

***• A Quest for the Choo Choo***

***• Jack be Nimble***

Skills:

Great (+4) Pilot and Survival

Good (+3) Contacts and Mechanics

Fair (+2) Athletics, Rapport, and Will

Average (+1) Academics, Empathy, Physique, Resources, and Shoot

Specialisations: Sea/Air (Survival) and Civil Aviation (Contacts)

Stress: 3 physical boxes, 3 mental boxes

Stunts:

**Old School Tinkerer!** (p.74) When repairing a device with Mechanics, gain a new situation aspect instead of a boost if you succeed with style.

**Patter.** (p.71) In any contest where speed is the primary, your ties with Pilot are considered successes.
Satyr

Satyr

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6

Skills: Fighting d8, Persuasion d6, Stealth d6, Survival d8

Pace: 8; Parry: 6; Toughness: 5

Edges: Alertness, Fleet-Footed, Natural Fighter

Hindrances: Curious, Lecherous, Overconfident

Special Abilities:

* Charge: Satyrs can charge an opponent and gain +2 to their Fighting rolls and damage on the first successful attack. They must move at least 6” to use this ability.
* Furry: Satyrs gain +2 to resist cold weather and suffer -2 to Charisma-based rolls when dealing with non-satyrs.
* Hooves: Satyrs’ hooves are considered natural weapons, dealing Str+d6 damage.
* Infravision: Satyrs can see in total darkness up to 30 feet.
* Stench: Satyrs’ pungent odor causes all creatures within 5 feet to suffer a -2 penalty to attack rolls and Charisma-based rolls. This does not affect other satyrs or creatures immune to poison.
* Wild: Satyrs start with d6 in Survival and Stealth, and can survive in the wild without food or water for twice as long as normal.
A Main Character

## Day After Ragnarok

Kincaid "Hazel" Fowler

Mark "The Deadman" Calloway

Troy McBeam

## Holler

Jasper James Leroy/Malvania McCurdy

Nonna

Mahoganis

## Weird Wars Era

### Weird Wars 2

6888th Central Postal Directory Battalion

Lena Campbell

Maybeel Johnson

Elizabeth King

Deloris Robertson

Anna Ruddock

Mary Dixon

Alyce Ragland

### Night Witches

Yulia Salenkova

Alexandra “Sasha” Yusupova

Svetlana “Sveta” Fomenkova

Maryam Bakradze

Anna “Anya” Repina-Pavrov

## Solomon Kane

Sorchia

Vahni

The Widow
Ma cà rồng

Vietnamese Vampire

Attributes: Agility d8, Sm
arts d8, Spirit d8, Strength d12+1, Vigor d10

Skills: Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d8, Notice d6, Persuasion d8, Shooting d6, Stealth d10

Pace: 6; Parry: 6; Toughness: 9

Edges: Frenzy, Level Headed

Special Abilities:

Bite/Claws: Str+d4.

* Invulnerability: Vampires can only be slain by sunlight or a stake through the heart (see those Weaknesses, below). They may be Shaken by other attacks, but never Wounded.

* Sire: Anyone slain by a vampire has a 50% chance of rising as a vampire in 1d4 days.

* Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison.

* Weakness (Holy Symbol): A character with a holy symbol may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll.
Штрафной батальон

**Штрафной батальон** (также **Штрафбат**) — специальный канал на центральном сервере Трудсоюза, в который помещаются участники при нарушении Устава союза. Является заменой блокировки.

## Описание

Участник-нарушитель, помещённый в данный канал, временно лишается всех остальных прав на сервере. Также участнику выдаётся задание для выполнения за тот срок, на который он помещён в данный канал. Чаще всего заданием является создание новых или переписывание текущих статей, однако не исключены и другие виды заданий, связанные с помощью проектам Трудсоюза. Если оно не будет сделано, то даётся повторный срок в Штрафном батальоне, равный сроку отправки до этого, пока задание штрафником не будет выполнена целиком. Если участник покидает канал штрафного батальона по собственной воле, то его срок замораживается. Если у участника возникает вопрос с выполнением задания, то он всегда можно обратиться за помощью с советом к следующим участникам:

* Замкомандор.
* Командор.
* Председатель Трудсоюза.
* Арбитр Трудсоюза.

Также участники с вышеперечисленными рангами + Модератор сервера Трудсоюза могут выносить наказания нарушителям и направлять их в Штрафбат. Администраторы союзных серверов Трудсоюза также могут направлять нарушителей в канал Штрафбата центрального сервера, предварительно согласовав всё с одним из участников с вышеперечисленным рангом.

Выполненную работу оценивают администраторы проекта, которому по заданию оказывается помощь. Если они довольны её результатом, то снимают, снижают его или оставляют наказание, что зависит от объёма и качества проделанной работы участника. Для штрафника, присланного с другого проекта, сроки устанавливаются представителями проекта от которого его прислали в согласовании с руководством Трудсоюза.

При этом не исключено снижение срока нахождения в Штрафбате при признании вины и раскаянии участника, но при этом задание не снимается, и его нужно выполнить уже за сниженный срок, иначе будет добавлен дополнительный срок Штрафбата от начального срока наказания. Также не исключается досрочное освобождение за перевыполнение плана.

При повторном нарушении участником правил на сервере срок наказание и объём работы, необходимой для выполнения, возрастает по следующему типу:

* Первое наказание участника Штрафбатом = задание — создать или полностью переписать одну статью, при этом досрочно освободиться можно при создании или переписывании 3-4 статей.
* Второе наказание участника Штрафбатом = задание — создать или полностью переписать две статьи, при этом досрочно освободиться можно при создании или переписывании 6-8 статей.
* Третье наказание участника Штрафбатом = задание — создать или полностью переписать три статьи, при этом досрочно освободиться можно при создании или переписывании 9-12 статей.
* И так далее…
Assault

Attributes: Agility D8, Smarts D6, Spirit D6, Strength D6, Vigor D8

Skills: Shooting D8, Fighting D8, Notice D6, Athletics D6 +8 Skill Points

Charisma: -; Pace: 6; Parry: 6; Toughness: 6

Hindrance:

Edges: Tubular Assault, Nerves of Steel.

Starting Gear Kevlar Vest with Inserts +4+8 Semi Auto Glock M16 Assault Rifle Combat Knife Comms
Трудовой народ

**Трудовой народ** — резервные силы Трудбригады в Трудсоюзе.

## Общее

Трудовым народом становятся Трудбригадники, которые долгое время не выполняют поставленные планы Трудкома, или участники, отправившиеся из состава Трудбригады в отпуск или резерв.

Трудовому народу также начисляются , но **только в том случае**, если они согласованы напрямую с заказчиком, при этом он обязательно должен осуществить вспомогательную поддержку Трудбригаде в рамках выполнении текущего задания. Это может быть начисление как отдельному участнику, так и целой группе.

## Правила

* Любой Трудбригадник в любое время может подать запрос на перевод из состава Трудбригады в Трудовой народ.
* Участник должен ознакомиться с Уставом Трудсоюза и придерживаться его при работе данных правил.
* Трудком, на своё усмотрение, может исключить участника из данной группы по таким объективным причинам, как неактивность или некомпетентное поведение, которые были официально зафиксированы на центральном Discord сервере союза или на проектах, входящих в него.
Mahoganis

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4,

Vigor d4

Skills: Fighting d4, Investigation d6, Knowledge (Folk Magic) d6,

Notice d6, Folk Magic d10, +4 additional skill points

Charisma: –; Pace: 6; Parry: 4; Toughness: 4

Hindrances: One Major, two Minor

Edges: Arcane Background (Folk Magic), New Power, Power Points