Silver Gryphon Games released Milecastle 42 a little while back, and once again, they were kind enough to send me a copy to review. Well folks, this one is a sandbox style adventure that promises a ton of action for both combat monkeys and problem solvers. If you are interested in Milecastle 42, you can find it here.
Summary (Spoilers!):
Romans, an undead horde, and absolutely no room for failure sums up Milecastle 42, a sandbox style adventure from Silver Gryphon Games. The adventure itself opens with a brief back story that explains the setting and explains who the characters are and why they are present. It also notes that this adventure is supposed to be a sandbox and explains what that means. Characters are partially pre-generated, providing what the writer feels are essential skills and abilities, and leaving a little wiggle room for the player to customize it. It's too bad this adventure was released before Pinnacle's own Weird Wars Rome setting, because it would have been nice to see how a person's own established characters could be "hooked" into Milecastle 42. Regardless, it all begins with the player characters as Roman Legionnaires sent to investigate the lighting of a warning fire at a nearby border fortress designed as a bastion again the undead. Unfortunately, the zombies have come in force.
The Good:
This adventure looks like a ton of fun to play. As a sandbox, its basic setup is to present a core problem and leave it up to the PCs to find the solution. In this case, the problem is a Zombie horde that cannot be allowed to pass through Milecastle 42 and enter the lands of the Empire. The solution, no matter how you go about it, is going to be just brutal. Aside from the core issue and the level of detail provided about the locations in the Milecastle, there are a number of other things I liked. First and foremost, the writer gave us just enough background information about this version of ancient Rome (including a list of names), how to function as a legionnaire, and enough basic knowledge to give the PCs a fighting chance at survival. Second, I've begun to notice that Silver Gryphon Games includes some very well done maps with their adventures. The map of the Milecastle is excellent. Third, the Zombies in this adventure are the infectious kind -- as if it all wasn't bad enough, you may have to cut down your own brother in arms if they take a hit. And lastly, there are some funny parts to this adventure amid all the carnage. My favorite is the random zombie walking around in the latrine.
The Bad:
There are a few proofreading errors, but nothing to make me dislike this adventure. However, it can make things difficult when some of the calculations for NPC/Beasts aren't correct. The Zombie Goths most notably need to be reviewed for accuracy. Also, it seems this adventure is using a different scale for base Armor values instead of the values in the Savage Worlds: Deluxe rulebook. Chainmail has a value of 3 Armor instead of 2, and Lorica Segmentata has a value of 4. I don't really have a problem with that (indeed, I'm a fan of the 1-5 instead of 1-3 range as well), but it would have been nice if they had pointed out the use of an alternate rule in a sidebar.
The Ugly:
This adventure is brutal and unforgiving. There is no room for error. Considering the sheer number of opponents, the two enemy wildcards, and the nature of probability when rolling to avoid infection, I would almost expect a total party kill in more cases than not. Because of the difficulty, Milecastle 42 might not be the best choice for all gaming groups.
Overall (9/10)*:
This looks like a lot of brutal fun, and I could almost call Milecastle 42 the Tomb of Horrors for Savage Worlds. Expect a high body count, but also a few laughs as well. And if, just if, some PC's make it, they deserve their rewards! As an aside, I'll probably end up adapting this adventure to my own Savage fantasy campaign, though it may have to be toned down a little or my campaign could grind to a sudden, bloody halt.
Content: 5/5
Presentation: 4/5
Rules: 4/5
*Fun Factor: 5/5 only if your group likes a challenge
Monday, August 26, 2013
Saturday, August 17, 2013
Savage Fantasy Game Pics
Had another session of our Savage Fantasy game this evening. I think we had a lot of fun, especially since we got to play a few combats with a variety of terrain effects and levels in this session. Bloated frog-men were setting ambushes and swimming to and from different pools of water, while the heroes themselves were attempting to draw attacks to toward the party's "tank" and looking for high ground and clean lines of fire for ranged attacks. Of course, everything went to hell when the tank decided to leap into the water after a trio of these frog-men, only to find three more waiting for him and ready to pull him into the depths.
"I'm jumping in!" became the buzz phrase of the night.
After he nearly drown, the rest of the heroes and he manage to fight off waves of these foul beasts. The climax was finding the matron of these creatures -- a massively corpulent female laying clutches of eggs -- and their shaman leader -- a heavily scarred male who, alongside his bodyguards, chased back the heroes and nearly killed them. Fortunately, the PCs rallied and though bloodied and battered won the day.
Monday, August 05, 2013
[Review] Djinn of the Deep
Silver Gryphon Games just released a new adventure for Savage Worlds (and, perhaps more importantly, for Shark Week!), and were kind enough to send me a copy for review! I hope they still like me when I'm done, since I've a few things both good and bad to say about this adventure. If you are interested in Djinn of the Deep, you can buy it here.
Less easy, however, are a few points in the adventure where exactly what happens is kind of muddled and unclear. First is the subplot involving Jack Morgan and the Professor (the one want to make sure the other does not survive so he can claim an insurance payout) -- it's an interesting dynamic that could be fun to explore if given the opportunity, but can never really be addressed because of the action that follows. Secondly, when the Leviathan's Captain offers to let people join his crew, he states that he only has room for thirty crewmen. He then forces them all to fight among themselves for the positions. However, as far as I can tell, the adventure never states how many crew slots are vacant, so theoretically the adventure could grind to a halt because the PCs fight not only any NPCs, but kill each other down to the last man. Thirdly, the adventure assumes that its easy for the PCs to find the ship after dealing with the Megalodon -- which should not be the case if the Leviathan was ever moving at all. All of these problems are easily corrected.
Perhaps must frustrating are how some of the rules and stats are applied in this adventure. For no stated reason, most of the NPCs have been given the Hardy ability and I think there may be some typos in the stat blocks. The Megalodon has a ridiculous d12+4 Fighting skill, placing it beyond even the greatest skill levels, apparently only to beef it up so that its -4 Parry penalty due to size is negated and so that it can swallow its prey whole more often than simply biting them. Another issue with the Megalodon is that the writer of the adventure seemed to forget that Savage Worlds is not a hit point system. Characters swallowed whole can try to "cut through" it, but doing so ignores the Megalodon's traits entirely, instead requiring a total of 75 points of damage (actually there is a typo that says "75 5otal"), does not allow any raises to count, and pretends the wound system does not exist.
Djinn of the Deep is a pulp action yarn of the purest type, designed for fast play and over the top action, complete with wild locations and encounters. It is ideally suited for use as a convention adventure or pick up game, and should be playable in one long session. The Player Characters are all pirates in the 1920s (with rules on how to generate and customize them), who find themselves caught in a grand adventure.
It all begins after hearing rumors of disappearing pirates. Despite the local chatter, the PCs and their captain hit the seas to raid what appears to be a poorly defended research vessel. Unfortunately, not everything is as it seems, and upon attacking the much larger vessel it becomes clear that several trained soldiers are on board. After fighting through a boarding attack (and possibly getting somewhat involved in the research vessel's crew's own internal politics), and nearly winning the day all suddenly is lost. As a wildly enthusiastic scientist bursts above deck screaming loudly that hes found all hes been searching for, a gigantic shark is spotted a short distance away, and is closing rapidly. Even as the scientist rants and raves about how his precious Megalodon is getting closer and closer, it soon becomes evident that the man is not wholly correct. The Shark is actually a huge shark-shaped submarine which thrusts itself out of the water and onto the research vessel. Shark armored soldiers march out of the vessel and begin attacking, subduing almost everyone and bringing them as captives onto the Shark submarine.
Everyone awakens as the dinner guests of the Shark Submarine's Captain. He welcomes them on board the Leviathan as he calls it, and explains that he and his crew hunt down pirates. Those who can be redeemed are set free or even allowed to join the crew. The adventure sort of assumes that the PCs will join his crew, albeit for only a short time. Of course, nothing is easy. As the Leviathan travels observant PCs can note several great white sharks fleeing the area. Soon after, crewmen detect something easily as big as the Leviathan closing fast. It's a real Megalodon, and it doesn't want interlopers in its territory. Critically damaging the submarine, the Megalodon attacks the PCs and surviving crew who have to flee using the shark suits. The Megalodon must be killed or driven off before the PCs can reach the surface and, hopefully, one of their ships.
The Good:
Djinn of the Deep is just pure, pulpy good fun. It's a great story with plenty of opportunities for fighting, problem solving, and just plan showing off. The partially pregenerated pirate characters make setup for a one-shot or a convention game very quick and easy. The GM tips are a nice addition, giving ways to keep the feel of the pulp genre and make the adventure more engrossing. Lastly, the maps are downright gorgeous, easily some of the best I've seen in a short adventure like this one.
The Bad:
The adventure seems like it can get kind of rail-roady. There is a definite ideal progression to the adventure, but fortunately, that progression is damn fun. Also, you can tell that this adventure was sort of rushed to completion since there are numerous typos and editing errors left over from converting it from Silver Gryphon Games' other game system. Most of these proofreading and editing errors are easily figured out and don't much affect the adventure itself.
Less easy, however, are a few points in the adventure where exactly what happens is kind of muddled and unclear. First is the subplot involving Jack Morgan and the Professor (the one want to make sure the other does not survive so he can claim an insurance payout) -- it's an interesting dynamic that could be fun to explore if given the opportunity, but can never really be addressed because of the action that follows. Secondly, when the Leviathan's Captain offers to let people join his crew, he states that he only has room for thirty crewmen. He then forces them all to fight among themselves for the positions. However, as far as I can tell, the adventure never states how many crew slots are vacant, so theoretically the adventure could grind to a halt because the PCs fight not only any NPCs, but kill each other down to the last man. Thirdly, the adventure assumes that its easy for the PCs to find the ship after dealing with the Megalodon -- which should not be the case if the Leviathan was ever moving at all. All of these problems are easily corrected.
Perhaps must frustrating are how some of the rules and stats are applied in this adventure. For no stated reason, most of the NPCs have been given the Hardy ability and I think there may be some typos in the stat blocks. The Megalodon has a ridiculous d12+4 Fighting skill, placing it beyond even the greatest skill levels, apparently only to beef it up so that its -4 Parry penalty due to size is negated and so that it can swallow its prey whole more often than simply biting them. Another issue with the Megalodon is that the writer of the adventure seemed to forget that Savage Worlds is not a hit point system. Characters swallowed whole can try to "cut through" it, but doing so ignores the Megalodon's traits entirely, instead requiring a total of 75 points of damage (actually there is a typo that says "75 5otal"), does not allow any raises to count, and pretends the wound system does not exist.
The Ugly:
Aside from the Megalodon? I found that the side notes in Djinn of the Deep can be difficult to read. The darkness of the background plus the background drawing sometimes makes the text muddled and hard to discern.
Overall [7/10]:
Criticisms aside, I think Djinn of the Deep can be an incredibly entertaining adventure. I'm fond of the setting and love the core storyline -- How can you go wrong with pirates, submarines, and giant sharks? Most of the flaws can be overcome simply with a little GM preparation to fill in the blanks or flesh out those things the author overlooked. A few things - most notably the Megalodon - are a bit more troubling. I'd rather see the whole beast, and by extension, the final encounter, retooled to better fit with the mechanics Savage Worlds already has in place. Perhaps I'll post my own version of the Megalodon here on this blog. That aside, Djinn of the Deep is everything good pulp should be.
Content: 4/5
Presentation: 3/5
Rules: 2/5
Fun Factor: 5/5
Saturday, July 06, 2013
[Fantasy] Spearman
Dravis Kole, Mercenary Spearman (WC)
Gender: Male
Race: Human
Rank: Seasoned (20XP)
Attributes:
Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Derived Characteristics:
Pace: 6+1d6"
Charisma: +0
Parry: 10 (Base 7 + Spear + Acrobat + Block)
Toughness: 7 (Base 5 + Scale Armor [+2])
Skills:
Climbing d6, Fighting d10, Notice d6, Persuasion d6, Stealth d10, Throwing d6
Edges:
Acrobat, First Strike, Assassin, Block
Hindrances:
Vow (m; Mercenary Code), Stubborn (m), Vengeful (M)
Gear:
Scale Armor w/ Coif (2 Armor)
Spear (2d6, Reach 1, Parry +1)
Rapier (d6+d4, Parry +1)
Travelers Gear
Gender: Male
Race: Human
Rank: Seasoned (20XP)
Attributes:
Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Derived Characteristics:
Pace: 6+1d6"
Charisma: +0
Parry: 10 (Base 7 + Spear + Acrobat + Block)
Toughness: 7 (Base 5 + Scale Armor [+2])
Skills:
Climbing d6, Fighting d10, Notice d6, Persuasion d6, Stealth d10, Throwing d6
Edges:
Acrobat, First Strike, Assassin, Block
Hindrances:
Vow (m; Mercenary Code), Stubborn (m), Vengeful (M)
Gear:
Scale Armor w/ Coif (2 Armor)
Spear (2d6, Reach 1, Parry +1)
Rapier (d6+d4, Parry +1)
Travelers Gear
Friday, May 17, 2013
[Fantasy] Terrell "War Horce" Polarmug
This is the first of the characters from my new Savage Fantasy game. The player who built him seems very happy with him, though I admit that I'd make a few adjustments if the character was mine. Still, the build makes for a very combat focused brute. He can dish out some solid attacks and good damage, and with his high Toughness and Armor value, he's able to take a few hits as well. Plus, he's illiterate and dumb as a stump -- which I must admit is always kind of fun to play. A nice twist I think is the Arcane Resistance -- an Edge that can really give a bad day to an adversarial wizard.
Terrel "Warr Horce" Polarmug (WC)
Gender: Male
Race: Human
Rank: Seasoned (20XP)
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Derived Characteristics:
Pace: 6+1d6"
Charisma: -3
Parry: 6 (Base 7, Maul [-1]])
Toughness: 10 (Base 6, Brawny [+1], Plate Armor [+3])
Skills:
Athletics d4, Fighting d10 (+1), Healing d4, Intimidate d6, Notice d6, Riding d4, Survival d4
Edges:
Arcane Resistant, Brawny, Frenzy, Sweep, Trademark Weapon (Maul)
Hindrances:
One Eye ("At least its not in the middle of my forehead!")
Ugly ("I wasn't born this purdy. I had to work at it!")
Illiterate ("I cant reed or rite.")
Gear:
Plate Armor w/ Helmet (3 Armor)
Maul
"Back Alley Dagger" - Magical (d4+1 Damage, +3 Fighting)
Potion of Detect Magic (5PP worth of Detect Arcana)
Tuesday, May 07, 2013
Savage Fantasy!
After a long break, I am gaming again! Twice a month or so, a small group of us have gathered to play a Savage Fantasy game. I'm excited about rolling some dice! Ok, more seriously, it means I will have something to post again from time to time and I won't have to pine angrily over the other games I hear about that are being played all the time. Grrrr.
Because we aren't certain about adding new players or how frequently the game will end up meeting once we start (the plan is twice a month, but who knows!), the choice was for generic fantasy. Well, as generic as I can run anyway. In short, the idea is to keep it simple until we know how things are gonna roll in the long term. Yeah, I'm cool with that.
We are using the Savage Worlds Deluxe rules as a base, with elements from the Fantasy Companion thrown in. Other fantasy material may be added eventually, though since not everyone has the game books, once again, simplicity was the guideline. Players opted to start running with Seasoned characters (20xp) so they could have a little more freedom to build to a more developed concept.
The first session involved the heroes escaping from bondage while en route to a prison camp and trekking into the swamps so they could pass south into a neighboring kingdom. They came upon a cluster of old ruins in which a large group of Orcs were camping. Instead of sneaking past, the heroes created a bit of chaos to split their focus and attention, and used the opportunity engage several of the Orcs on a far side of the camp.
After taking the time flee as the Orcs regrouped, they emerged from the swamps into clear pastures and vast expanses of farmland. A short walk later, they encountered farmers tending the fields, who pointed the way to town. The town's elder was not too keen on hearing news of Orcs a short distance to the north, but after allowing the heroes a brief respite, asked them to retrace their steps in the company of a local woodsman. It's there we hope to begin our next session.
The current breakdown of characters is:
- A heavily armored warrior, more brawn than brains, with a big maul and a tiny vocabulary
- A shadowy thief skilled at assassinations and remaining generally unseen
- A psychic warrior monk seeking to find his place in the world
- A woodsman, scout, and animist nature priest who venerates both the generosity and callousness of nature
I'll have stats posted sometime soon.
Wednesday, February 27, 2013
Back from the Dead?
I can't believe it has been over a year since I've done anything here at A Bunch of Savages! I had such plans, alas! Honestly, I've barely gamed at all in the past year, and I've noticed that the less I am gaming, the less I am inclined to post any game related material. Go figure.
Now, I'm hoping that will change. I won't make any promises -- we've seen what that accomplished, ugh! -- but I will say that pretty much everything I had wanted to last year still exists in some form, and I have a few other things I'd like to explore. Perhaps more importantly, I donated to the Interface Zero 2.0 project over at Kickstarter, which is coming to an end pretty soon. They've funded a ton of good stretch goals, and I can't wait to see how it all pans out! If nothing else, I'll be reviewing some of the new material.
On a more serious note, some people have asked me about my FADS project, and yes, I still have it and with a little editing, I could post it easily enough. My concern is that in the past year or so, a few Sci-Fi/Space Opera settings have entered the Savage Worlds arena, and I have to tell you, I haven't looked at any of them. The last thing I want to do is post something that is basically an unintentional restatement of something else. As it is, I'm concerned that FADS is already somewhat too similar to the system from the old Science Fiction Toolkit (out of which both the Future Perfect Ship Construction system and FADS were born, at least initially).
But hey, this site is not dead. Something will show up eventually.
Now, I'm hoping that will change. I won't make any promises -- we've seen what that accomplished, ugh! -- but I will say that pretty much everything I had wanted to last year still exists in some form, and I have a few other things I'd like to explore. Perhaps more importantly, I donated to the Interface Zero 2.0 project over at Kickstarter, which is coming to an end pretty soon. They've funded a ton of good stretch goals, and I can't wait to see how it all pans out! If nothing else, I'll be reviewing some of the new material.
On a more serious note, some people have asked me about my FADS project, and yes, I still have it and with a little editing, I could post it easily enough. My concern is that in the past year or so, a few Sci-Fi/Space Opera settings have entered the Savage Worlds arena, and I have to tell you, I haven't looked at any of them. The last thing I want to do is post something that is basically an unintentional restatement of something else. As it is, I'm concerned that FADS is already somewhat too similar to the system from the old Science Fiction Toolkit (out of which both the Future Perfect Ship Construction system and FADS were born, at least initially).
But hey, this site is not dead. Something will show up eventually.
Friday, January 27, 2012
State of the Blog Address
Howdy Savages. Its 2012 and already I've let a month go by without posting. My bad. I have a number of projects nearly completed. Chief among these is a little starship generation system I call FADS - Fast And Dirty Starships.
In the course of poking through the crunchy bits of Future Perfect, I decided that I needed to cut a lot of the complexity back out from my ship designs to get back to Savage Worlds' FFF design philosophy. However, Future Perfect was itself build around adding complexity -- so I decided to focus on streamlining what I had and spinning it off into a simple addition that would be compatible with the rules in Savage Worlds Deluxe. Instead of a toolkit system, FADS offers up a handful of basic templates which are then modified according to the results of a few die rolls. Of course, there is no reason why it has to be random, so a GM could just as easily choose an option or two from the tables and customize a design as they see fit. Overall, it is a lot easier and a lot faster than the ground up approach that my Ship Design Guide in Future Perfect was providing.
Below are two "Small Warships" made using random rolls in FADS. As you can see, the results are markedly different from one another, but still essentially the same overall class of ship. Neither will be mistaken for a fighter, a freighter, or a true, heavy battleship.
Mantis-Class Light Cruiser, Pursuit and Extraction Frigate
Type: Small Warship
Acc: 100 Top: 600 Handling: -1 Climb: +1
FTL: Beacon, Basic Hyperdrive
Crew: 10 Hull: 51 (26) Maintenance: +0
Ship Systems:
Basic Ship Computer with Astrogation and Ship Recognition Libraries; Atmospheric; Basic Hyperdrive; Gateway Beacon; External Docking Clamps (2); Marines (20); Cargo Bay (2 Units); Security Brig (6 Cells)
Weapons:
(2) Heavy Mass Driver Arrays: 100/200/400; 6d12 AP8; RoF1; Doubletap; Turret Mounts
(2) Torpedo Launchers: 300/600/1200; 5d10 AP50; RoF1; 8 Shots, MBT, Tracking [Speed 1200; Range 4800*; Climb +1]; Forward Mount
(2) Medium Pulse Cannons: 100/200/400; 3d8 AP8; RoF3; Autofire, 3RB; Turret Mounts
Advanced AMCM System
Halberd Dropship, Heavy Troop TransportNow, Future Perfect and its starships arent going anywhere. However, working on FADS has lead me to rethink how I approached much of what I wrote, and some of the rather interesting new settings and rules offer up a lot of new perspective to examine. Why reinvent the wheel if I don't have to? I figure the closer I can keep everything to the core rules and official rules options, the more likely I may be able to secure an official Savage Worlds license. That said, I am also hoping to formalize in greater detail some of the options I presented for the setting, such as Cultural Packages in addition to Racial ones, Contacts and Reputation, and a means of background generation using the turning points life-event system.
Type: Small Warship
Acc: 100 Top: 600 Handling: -1 Climb: +1
FTL: Beacon
Crew: 10 Hull: 49 (22) Maintenance: +0
Ship Systems:
Basic Ship Computer with Astrogation and Ship Recognition Libraries; Atmospheric; Gateway Beacon; External Docking Clamps (2); Marines (30); Cargo Bay (2 Units); Stealth System
Weapons:
(1) Heavy Missile Ultra-Rack: 250/500/1000; 6d6 AP 12; RoF1-10; 10 Shots
(2) Heavy Beam Cannons: 100/200/400; 4d10 AP10; RoF1 (Fixed Forward)
(2) Scattercannons: 80/160/320; 4d6 AP4; RoF1; SBT (Turrets)
Advanced AMCM System
Finally, I have two more one-sheet adventures almost ready for editing. One is for fantasy, presenting a tale in which a human town and an orc tribe both realize there is something sinister placing the existence of both communities in peril. The second is a Science Fiction romp, intended for Future Perfect but adapted easily to other settings, in which a simple mission to salvage information from a derelict starship goes horribly awry.
I'm sure other things will trickle into the mix as well. I just wanted to let folks know that despite a month of relative quiet, quite a few things are in progress.
Friday, December 23, 2011
[Future Perfect] Melee Weapons
What follows is the basic list of melee weapons used in Future Perfect, followed by a brief description of each. Some other weapons are found in the setting as well, but did not require any stats to be noted since they are not always so common and already in the SW rule book. Axes, staves, swords, slings, and even spears are all examples of such weapons. A quality rating also is included, with Low (L), Normal (N), High (H) able to be found on the chart.
Baton: A billy club, cudgel, or similar small, one handed bludgeoning implement.
| Weapon |
Damage
|
Weight
|
Cost
|
Quality
|
Notes |
| Baton |
Str+d4
|
1
|
10
|
N
|
|
| Clawz |
Str+d4
|
.5
|
50
|
N
|
Climbing +1; Reduced fine manipulation results in a -1 penalty to applicable Skill rolls when Clawz are affixed. A Character using Claws is considered to be an Unarmed Defender. |
| Forearm Blade |
Str+d4
|
2
|
100
|
N
|
Parry +1 |
| Knocker |
Str+d4+2
|
1
|
50
|
N
|
|
| Microfilament Whip |
2d6
|
1
|
450
|
H
|
AP 4; Parry -1; Reach 1; If Attack Die (and Wild Die) comes up 1, then hits user instead. |
| Polyglass Knife |
Str+d4+1
|
1
|
75
|
N
|
AP 2; Can Be Thrown |
| Polyglass Survival Knife |
Str+d4+1
|
1
|
85
|
N
|
AP 2; Survival +1; Cannot Be Thrown |
| Power Glaive |
Str+d8+2
|
8
|
1000
|
H
|
2H; Reach 1; On a Raise when Attacking, Target must Make a Vigor roll or be Shaken. This is determined before any Damage is dealt by the Glaive itself. |
| Power Staff |
Str+4+2
|
3
|
650
|
H
|
2H; Reach 1; On a Raise when Attacking, Target must Make a Vigor roll or be Shaken. This is determined before any Damage is dealt by the Staff itself. |
| Stun Baton |
Stun
|
1
|
100
|
N
|
On a Hit, Character must make a Vigor Roll or be Shaken. If a Raise is made on the attack roll, the Vigor roll is made at -2. A Character wielding a Stun Baton is considered to be an Unarmed Defender |
| Stun Sword |
Stun
|
2
|
175
|
N
|
On a Hit, Character must make a Vigor Roll or be Shaken. If a Raise is made on the attack roll, the Vigor roll is made at -2. |
| Sword, Duelist's Blade |
Str+d4
|
2
|
175
|
H
|
AP 2, Parry +1 |
| Sword, Kokoran |
Str+d6+2
|
4
|
750
|
H
|
AP 2, Biometal |
| Sword, Polyglass |
Str+d6+1
|
5
|
350
|
N
|
AP 2 |
| Sword, Regular and Short |
See Savage
Worlds Rulebook
|
||||
Baton: A billy club, cudgel, or similar small, one handed bludgeoning implement.
Clawz: Modified “brass knuckles”
that fit over a user's hands, but also provide three small claws that
extend down from between wielder's fingers. These small claws
impair, but do not wholly impede, a character's ability to engage in
activities requiring fine manipulation (such as Surgery, Lockpicking,
Electrical Repairs, Etc), resulting in a -1 penalty to applicable
trait rolls.
Forearm Blade: Lightly armored
vambraces with one or more sharp blades on the outside of the
forearm.
Knocker: A heavy glove, similar to a
Cestus, that uses a small, implanted power cell to release an added
jolt of force upon impact. The power cells can be drained or negated
normally, however, unless damaged, they recharge themselves from the
simple actions of being moved around.
Microfilament Whip: A monomolecular
wire whip, lightly weighted at one end and affixed to a handle at the
other. The whip itself is so fine that it can cut through flesh an
most soft armors almost effortlessly.
Polyglass Knife: A knife made from
polycarbonate glass, designed to be strong, light, and extremely
sharp. The cutting edge of a polyglass blade is razor sharp. This
knife may be thrown.
Polyglass Survival Knife: A polyglass
knife whose throwing balance has been sacrificed in order to be
functional as a multipurpose tool with room for the storage of tiny
objects (usually survival gear). This knife grants a bonus of +1 to
Survival skill rolls.
Power Glaive: A charged, heavy bladed
polearm that uses the same type of power cell as a Knocker to not
only provide extra force, but which may release enough added energy
that scramble a person's motor control (may Stun target on a Raise).
Power Staff: A Knocker on a stick, the
Power Staff forgoes the blade component of the Power Glaive but
retains the charge and capacity to stun its target.
Stun Baton: A small, hand held rod that
releases a charge that scrambles a target's motor control. A
Character using a Stun Baton still is considered an unarmed defended
in combat.
Stun Sword: A larger Stun Baton, the
Stun Sword is about two and a half to three feet in length with a
light, whippy striking area that releases a charge that scrambles a
target's motor control.
Sword, Duelists Blade: A thin, light,
and flexible metal sword, the Duelist's Blade is designed for quick
strikes and maneuverability. These weapons often resemble thin
swords of various types, most often the Rapier, Jian, or lighter
Sabres, and are nearly as sharp as Polyglass.
Sword, Kokoran: Made from liquid
biometal, the Kokoran sword literally forms itself when needed.
These swords are lighter than conventional metals, and often take the
shape of Katanas, Daos, Kukri, and similar larger, single edged
swords.
Sword, Polyglass: A shorter blade than
the Duelist's Blade, it tends to be much thicker and heavier. Larger
polyglass swords are rare since they are prone to breakage if they
get much larger than two to two and a half feet.
Sword, Regular and Short: Many styles
of metal swords can be found within marketplaces with ease and should be
treated as per the SW rules.
Tuesday, December 20, 2011
[Future Perfect] Updating?
Just a short entry this time, I promise.
I've been thinking about updating the Starship designs from Future Perfect to reflect the system changes in the new Savage Worlds: Deluxe edition rulebook. The new chase rules especially could make for some interesting alterations, and may even allow me to tweak some faction ships in ways that better suit how I'd envisioned them.
Also, I've been thinking about just going ahead and posting some of the "unfinished" material I used during the Future Perfect: Identity Function campaign. Lists of weapons, armor, body armor, and a variety of different drugs and gear could make their way to these pages -- the only issue is that not everything has "flavor text", so much of it may be presented in the form of raw stats.
People following Future Perfect should keep watch for some updates, and possibly even a sci-fi one-sheet (originally designed for the setting, but made more generic).
I've been thinking about updating the Starship designs from Future Perfect to reflect the system changes in the new Savage Worlds: Deluxe edition rulebook. The new chase rules especially could make for some interesting alterations, and may even allow me to tweak some faction ships in ways that better suit how I'd envisioned them.
Also, I've been thinking about just going ahead and posting some of the "unfinished" material I used during the Future Perfect: Identity Function campaign. Lists of weapons, armor, body armor, and a variety of different drugs and gear could make their way to these pages -- the only issue is that not everything has "flavor text", so much of it may be presented in the form of raw stats.
People following Future Perfect should keep watch for some updates, and possibly even a sci-fi one-sheet (originally designed for the setting, but made more generic).
Friday, December 16, 2011
Maptooling Around...
Alright. So last night I played my first game of Savage Worlds using Maptool and while I think the whole setup had some issues, overall I am favorably impressed.
For those unacquainted with it, Maptool is a virtual tabletop that allows map graphics and tokens to be placed and arranged in viewable layers. Place a character token atop a background map, and there you have it, the most basic virtual tabletop. Maptool goes a number of steps further by including embedded character sheets, fairly robust scripting options, die rollers, chat windows, server/client functionality for hosting private games, drawing functions, and preset scaling for map tokens... Of course, these were just the things I saw in a couple hours of playing! Personally, I found myself wishing I'd taken the Growth power so I could justify constantly resizing my character token. Its one of those things that a real table top cant do that Maptool can.
As for play itself, the game moved along fairly easily. We used a group call function in Skype to supplement the game play, though once the game began I muted my microphone so it was (mostly) just the GM talking. Everything game related was managed via the text Chat window in Maptool. While the person GMing the session seemed passably familiar with how Maptool works, he needed to add quite a few scripted buttons, plus new skills and abilities, all on the fly. I'm impressed enough that Maptool allows on the fly changes and additions, though it drives home the point that Maptool definitely will require some work up front on the part of the GM in order to provide a more seamless experience. Movement was very well implemented, with it automatically displaying the distance (and path) between your starting position and desired end point. The die roll functionality is also nicely robust, with the ability to roll custom die strings and define which dice are exploding. After a while, I found myself preferring to type out the die roll commands manually instead of clicking through the buttons.
This leads me to perhaps my biggest gripe with Maptool -- the interface. The screen is cluttered, and while the map allows a scroll-to-zoom function (which was a life saver!), there are way too many little windows that take away from the map's usable space. Most of those windows seemed either redundant or of questionable use to a player anyway. A feature that annoyed me was the inclusion of a macro window (empty) on the default screen, but no clear instructions on how to make macros themselves. After a little while, I'd rearranged things to better suit my preferences, but the user interface always felt like it needed a bit more polish.
Any other concerns I have with the software all stem from my inexperience with it. Most of Savage Worlds specific scripts were focused on the older Explorer's Edition rule set, so there were a few updates that needed to be made (or in some cases, things that just needed to be circumvented). I can see a dedicated GM spending hours on end tweaking scripts to make the perfect play experience, but in reality most of us don't have that kind of time. Luckily, there is nothing that forces you to use any but the most basic of scripts. Honestly, I could get by tracking most things manually, just like I do on the tabletop anyway, with a few features tossed in just to help me out. Benny tracking, for example, was especially helpful when you can click that the benny is being spent to soak damage.
Overall, I am pleased with the experience and Maptool has proven itself to me as a viable alternative when face to face gaming at the table just isn't possible. Is it perfect? No. It is usable, definitely, and with its scripting functions, it can only improve. Best of all, it is free. Honestly, I've been considering picking up Fantasy Grounds II, but the cost keeps pushing me away since not only does a GM have to buy more expensive software, but every player has to buy the basic player client. Using Maptool would just save me money, and despite FGII's added polish, it requires that I pay for EVERYTHING or take (possibly just as much) time configuring it to work how I want for my game, just like Maptool.
Three and a half hours of playing allowed us to liaise with the local city guard, fight several magitech enhanced attack dogs and a pile of evil cultists summoning a hungry version of Shai-Hulud beneath an ancient tower, save a sacrificial victim, bring a cult leader to justice, and reap the rewards from a job done well. Yep. I'm content with that.
Wednesday, December 14, 2011
Firenzo the Fat

[This is a character built for possible inclusion in someone's Maptool based Fantasy game. Still not knowing what the guidelines are, I went for a novice Wizard that I thought could be fun to play. He's more of a summoner type, I'm thinking, with trappings for his spells being summoned beings and forces and energies. I also wanted a character that, if needed, could throw down in a fight. Sure, he'd get trounced by a dedicated warrior, but at least Firenzo won't need to cower behind the rest of the party for fear that a stiff breeze might beat the snot out of him.]
Background:
In his youth, Firenzo was a canny but otherwise unremarkable child who lived with his father, a poor bookseller, who managed another man's shoppe. His days were spent reading old books of lore, especially of a magical sort, which piqued his curiousity and engaged his mind's eye with a constant sense of wonder. When a young man of barely fifteen, his father died, and without any other options, Firenzo became a Belish soldier assigned to work as a city guard in Wroat. For years he worked diligently keeping the peace and investigating petty crimes. He enjoyed the routine, the constant training, and the knowledge that he was a representative of his community and sworn to protect its people. Firenzo found comfort in a belief that despite all the problems in the world, if you acquit yourself well to others, then generally, they do the same to you. Unfortunately, Firenzo was also quite naive.
In the course of doing his job, he learned the hard way that the world is often a very harsh and unforgiving place. Being an honest guard lead him to be given less and less desirable posts that were more demanding on his time. Though in his heart, Firenzo still believed that honorable accord was of highest virtue, he grew ever more aware that his beliefs were hindering him socially and professionally. When off duty, he turned to food and drink instead of training, enjoying his meals to such excess that his once fit and muscular form became softer, flabby, and weak from inactivity. Firenzo grew more and more disconnected from his own life as he realized he needed to make a change.
Suprising everyone who thought he would be just another dull, go-nowhere city guard, he resigned from his post and hired himself out as a bodyguard for a small group of travelers en route from Wroat to Sharn. The tragedy that followed also marked perhaps the greatest turning point of his life. Just three days into the journey, the travelers were ambushed. Raiders descended upon the group, even as two among them turned against their fellows. The battle was furious, and when all was done, nearly twenty men and elves lay dead. The two betrayers themselves had fallen, leaving only a shaken Firenzo and an injured old mage to be taken captive by a handful of remaining attackers and held for ransom for nearly a year.
The Mage was bound tightly to keep him from working his magics and escaping, and Firenzo, while chained, had his hands free in order to help tend to the Mage. The old Wizard, Arqueviss Quibb by name, was a long time teacher of young spellcasters, and he saw, albeit faintly, that same spark of the gift within Firenzo as among his former students. Though Firenzo himself was in his early 30s and far from being a young man himself, he was clever enough, disciplined, and willing to work hard. That spark grew to a flame, and after many long months of secret training when their captors were sleeping or occupied, they seized their moment. As Firenzo made ready the way for their escape, he did not realize that Arqueviss never intended for the both of them to leave. The old Mage was dying and wanted one last taste of revenge before his own spark flickered and faded.
Once Firenzo neutralized the first of the guards and started heading from the camp, the old Mage ensorcelled him and compelled him to flee, to run as far as he could until he collapsed. It was then that Arqueviss Quibb rained hell upon his captors, unleashing a torrent of raw eldritch force that consumed himself and nearly the whole of the raiders camp. Firenzo was free, and the old man had sacrificed himself to make certain of that fact. It was then that he vowed that never again would he live in bondage nor would he allow others to be forced to do the same.
In time he made his way to Sharn, alone. He practices the lessons taught him by Arqueviss every day and takes odd jobs to best continue his studies. Though he is not a formally trained wizard, he has more than once proved that learning gained from practice and practical demands can be just as effective. With no family and few friends, Firenzo the Fat spends his free time writing in his journals (e.g. Spellbooks) and finding cheap venues serving plentiful food and drink.
Firenzo the Fat
Novice Human Male
AG d6, SM d8, SP d6, ST d6, VI d6
Charisma +0
Pace 5"+1d4"
Parry 6
Toughness 6
Hindrances:
Obese (m), Vow (m; to never again be held in bondage to anyone), Code of Honor (M)
Edges:
Arcane Background: Magic (Bolt, Entangle, Summon Ally), Power Points
Skills:
Fighting d6, Investigation d4, KS: Arcana d8, Notice d8, Spellcasting d10, Stealth d4
Gear:
Heavy Robes/Hides (Armor +1)
Spear (ST+d6; +1 Parry; +1 Reach)
Spell Notes and Journal
Magic:
15 Power Points
Spellcasting d10
Bolt, Entangle, Summon Ally
Saturday, December 03, 2011
10,000 Page Views and a One-Sheet Adventure
Well, Abunchofsavages has passed ten thousand page views! Who would have thought THAT would happen?
To celebrate, I decided to post a Fantasy One-Sheet Adventure for roughly Seasoned Rank characters. It's a short tale set in a normally peaceful region who's townfolk have become worried about Ratlings (aka Rat Men) recently spotted in some old ruins. You see, the ruins are set in the hills overlooking a path commonly taken by locals as a shortcut between the region's biggest town and several riverside farming communities. The characters are tasked with making certain the Ratlings leave...
Download: Hunters of Heron's Vale Pass
[Spolier Alert]
The Ratlings have set into the ruins because they open up into a series of tunnels in which Rockgrubs may be found. To the Ratlings, the Rockgrubs are delicious and mildly intoxicating, and this is just one large hunting party sent forth to collect as many grubs as possible.
Unfortunately, even if the Ratlings are driven off or convinced to leave, they will probably come back next year. It seems that Rockgrubs are just too damned good! This means that it may fall to the PCs to make a choice about how far they are willing to go to help out the townsfolk, because it is within their power to destroy the source of the Rockgrubs entirely. And having no grubs means having no more Ratlings.
[End Spoiler Alert]
To celebrate, I decided to post a Fantasy One-Sheet Adventure for roughly Seasoned Rank characters. It's a short tale set in a normally peaceful region who's townfolk have become worried about Ratlings (aka Rat Men) recently spotted in some old ruins. You see, the ruins are set in the hills overlooking a path commonly taken by locals as a shortcut between the region's biggest town and several riverside farming communities. The characters are tasked with making certain the Ratlings leave...
Download: Hunters of Heron's Vale Pass
[Spolier Alert]
The Ratlings have set into the ruins because they open up into a series of tunnels in which Rockgrubs may be found. To the Ratlings, the Rockgrubs are delicious and mildly intoxicating, and this is just one large hunting party sent forth to collect as many grubs as possible.
Unfortunately, even if the Ratlings are driven off or convinced to leave, they will probably come back next year. It seems that Rockgrubs are just too damned good! This means that it may fall to the PCs to make a choice about how far they are willing to go to help out the townsfolk, because it is within their power to destroy the source of the Rockgrubs entirely. And having no grubs means having no more Ratlings.
[End Spoiler Alert]
Tuesday, November 29, 2011
New Edges (Fantasy)
I came up with a handful of new edges the other day, and these are the ones that best fit into a Fantasy style game.
Master Bowman
Requirements: Veteran, Smarts d6+, Shooting d10+, Notice d6+
By paying attention to prevailing winds, relative positioning between himself and his targets, and having a solid understanding of his weapon itself, a Master Bowman may increase the base range of his bow by +1/3rd when using it.
Warrior Monk
Requirements: Seasoned, Martial Artist, Spirit d8+, Fighting d8+
A warrior monk's extensive training has lead to his ability to land more focused attacks, resist minor aches and pains, and to natually roll with incoming attacks. The Warrior Monk gains AP1 on all of his Hand to Hand and Melee Attacks. Additionally, the character has +1 Armor versus Melee, Hand to Hand, and Thrown attacks, but not attacks from other Ranged sources.
Arrowcutter
Requirements: Seasoned, Agility d8+, Notice d6+, Fighting d8+
If a hero is aware of the incoming attack, then his opponent must use the hero's Parry value (modified by Range) instead of a flat target number to hit him with missile weapon attacks. In campaigns with firearms, this edge may apply against them as well (with the GM's permission, of course), but only if the character spends a benny to use this Edge for the duration of the encounter.
Monday, November 21, 2011
Relationship Maps
I've come up with a system for Relationship Maps for use in Savage Worlds, though it is still rough around the edges. I encourage anyone actually reading this blog to give me some feedback on how you feel this could be streamlined and improved. I don't want to explain too much in advance, since if it's not clear from the text itself, I need to know that too. Please post comments, thanks.
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A relationship map is a
means of visually describing the assorted network of connections
between characters. At its simplest, such a map can point out who
knows who and how they feel about each other. However, adding
complexity can allow not only a layer of character analysis, but can
chart important locations, properties, motivations, and goals and how
they relate to such characters. In short, a relationship map
provides an illustrated depiction of a campaign, its known movers and
shakers, how and why they act as they do, and may even hint at where
things are going. It is like a massively interconnected web that
serves as an excellent tool for GMs who may wonder where to tug and
pull to get their players moving or for Players who may wonder what a
GM is up to.
Player Characters start
at the center of the map. They are the focus and central point of
perspective through which all game relationships are being viewed.
Write down the Character’s name and surround it with a Hexagon.
EXAMPLE:
We
decide to map out a character, Grimm, a dour woodsman who patrols the
forests. After drawing a hexagon, we write “Grimm” inside it.
Anything depicted on the
Relationship map that is drawn within a geometric shape is called a
“Node”. We have just identified our first Node, the Character
Node. This Node will be connected to other Nodes of various types by
arrows we call “Threads”. The pairing of a Node to a Thread is a
“Relationship”.
1. NOTE THE STARTING RELATIONSHIP POINT TOTALS
Regardless of the scope
or power level of the game, every character will have at least one
relationship link to each of the following Nodes: A Person, a Place,
a Thing, and an Idea. These four links form the Core Personal
Relationships of the starting character. Each of these relationships
begin with a Weak (+0) connection, but will be increased through the
expense of available relationship points. If Relationship Points
remain after spending at least one point in each of these four
Relationships, a character may buy a new Relationship (of any sort
except "Person"). New Relationships begin at "Weak
+0" and may be increased normally, provided that the starting
value of the relationship does not EXCEED the value of the Core
Relationship of the same type.
A Character's starting
Relationship Point total is determined by the starting rank of the
character, and is modified by certain Edges and high Skills.
Novice characters begin
play with 4 Relationship points; more experienced characters gain two
additional points per rank above Novice.
EXAMPLE:
Grimm
starts play as a Novice character. He has 4 Relationship points to
spend, and must spend at least one point in each type of
relationship.
The following edges grant
two additional Relationship Points:
- Connections
- Noble
- Command
- Followers
- Sidekick
Additionally, any
Knowledge Skill at d10 provides an appropriate 1 point Relationship
(Weak +0). A Knowledge Skill at d12 provides a 2 point (Normal +1)
Relationship.
EXAMPLE:
Klovis,
however, enters the game later as a Veteran character with both the
Connections and Command Edges. Additionally, he has a d10 Knowledge
in the Hidden Trails of Shire Alamen. He begins play with eight (8)
relationship points from his Veteran rank, an additional four (4)
added points from Edges, and one (1) more point from his high
Knowledge Skill.
Any points gained from
Edges should reflect the nature of the Edge, but will add to the
total number of points a character may spend on Relationships.
Buying these Edges in the course of game play should warrant the same
addition of new, or the expansion of existing, relationships as if
they’d begun the game with the Edges. In short, taking these Edges
allows a player to make immediate additions to the relationship map
itself. However, like all relationships added after the commencement
of the game, the character first must buy the relationship at Weak
(+0), unlike with the starting Core Relationships.
2. IDENTIFY CORE RELATIONSHIPS,
NOTING NATURE & INTENSITY
Since a character must
have at least one of each type of relationship Node, go ahead and
write down each one on a sheet. Make sure that the character’s
Node remains at the center of the map. Once the relationships are
identified, draw the appropriate shapes around what you’ve written
to complete the Node.
[Relationship
Node Types]
People (Circle):
Relationships of this type are generally overtly social ones. They
can be with an individual person, a group of people, or even an
organization. This type of relationship is noted in the map by the
use of a Circle.
Places (Square):
Relationships of this type are connections to specified locations,
known or unknown. This type of relationship is noted on the map by
the use of a Square.
Things (Triangle):
Relationships of this type are connections to physical objects. Such
objects may or may not be in the possession of the character, or even
be owned by them. Additionally, this type of relationship may refer
to a general type or category of thing, and not just a specific
object. This type of relationship is noted on the map by the use of
a Triangle.
Ideas (Diamond):
Relationships of this type denote connections to ideals, motivations,
goals, and values. Usually, such ideas are a character’s own,
though in some instances a character may develop a relationship to
another’s set of Ideas over time. This type of relationship is the
most abstract and is noted on the map by the use of a Diamond.
EXAMPLE:
Grim
notes his starting Core Relationships. For People he chooses his
Boss; For Places he choose the Forest where he lives; for things he
chooses Scrounged Objects, the means by which he makes money; and for
Idea he chooses "Only Nature is Honest", a statement that
helps define how he relates to the world.
[Nature of the
Relationship]
Thread a connection
between the Character Node and Relationship Node by drawing an arrow
between them, starting from the character. Identify the nature of
the Relationship by writing along the arrow how the character feels
about what is named in the Node.
EXAMPLE:
Grimm
draws a thread to the Idea "Only Nature is Honest", and
notes along the arrow "Hides behind this statement to avoid
troubling social relationships".
[Intensity of the
Relationship]
Intensity is what impact
the relationship may have on a scene in terms of game effects. Once
a scene, a character may opt to take a bonus to an applicable roll if
the relationship is directly relevant to the events of the scene.
Weak Impact [+0]
Normal Impact [+1]
Strong Impact [+2]
Weak (+0) Relationships,
you’ll notice, are quite common yet offer no bonus modifiers. This
is because of the final benefit associated with Intensity, the
potential to reclaim spent Bennies. At the end of an encounter, a
character with an appropriate Relationship may roll a d6 and add
their Intensity modifier. If the result is a success, they regain a
single Benny. With a raise they may reclaim an additional Benny, but
only if that Benny was spent. Thus, no new Bennies can be earned.
A GM may impose penalties
to certain rolls if a character’s relationships are being used
against him. A Benny may be
spent to negate the impact of a relationship during a scene.
EXAMPLE:
In
the case of Grimm it is easy enough to assign intensity to his
Relationships. Grimm has a "Normal (+1) relationship in each of
them since he only has four points to spend. Later on during a game
session, Grimm is tracking slavers who’ve entered his home forest.
The player and the GM agree that it is appropriate for Grimm to take
his bonus from his relationship with this Place and gain a bonus of 1
on his Tracking rolls since he knows very well what is or is not out
of place. Even later, Grimm is attempting sell some trinkets at the
Great Bazaar. Unfortunately, some antagonistic Knight trampled
Grimm’s wares while riding over them. Grimm has a bad temper
(Quirk) and the GM decides that Grimm must make a successful Spirit
roll to avoid going into a rage. The GM also decides that because of
Grimm’s relationship to his scrounged objects, his Spirit roll must
be made at a penalty of 1.
The Intensity of a
Relationship should be written in brackets alongside the text
explaining Nature of the Relationship. Only Nodes connected to
Characters or Active NPC’s (see below) need to have an Intensity
Listed.
For a starting character,
the first Node of each type denotes the character’s Core
Relationships. No additional Relationship of a particular type may
EXCEED that of the character’s Core Relationship of the same type.
Thus, if a character initially defines a connection at +1 to a
Person, then no other connection to a Person may exceed that same
Intensity. Note that this is true only for starting characters. As
campaigns progress, character relationships and their intensities
will alter.
3. ADD RELATIONSHIPS FROM EDGES,
HINDRANCES, & SKILLS:
[Edges]
Some Edges will add new
relationships to a character. These Edges each grant two
relationship points of intensity starting with Weak +0/0 and
progressing up from there.
As mentioned earlier,
these edges are:
- Connections
- Noble
- Command
- Followers
- Sidekick
If the points gained from
an Edge applies to a large group or organization, then the GM may
wish to require an increased point cost to improve the relationship.
EXAMPLE:
Grimm
is a Warden of Shire Corbie, defined as the Connections Edge. His
player and the GM decide that Grimm may add "Wardens of Shire
Corbie" as a People Relationship, at Normal (+1), or he may
add the same at Weak (+0) and have either another relationship
(likely a Place or another Person) also at Weak (+0).
[Skills]
Earning a Knowledge Skill
ranked at d10 or higher grants an appropriate Place or Idea
relationship at Weak (+0) Intensity. If the skill reaches a d12,
then the Relationship may be stepped up to Normal (+1). No
additional intensity is gained from improving a skill beyond a d12.
An arrow should be drawn
from the character to the Place or Idea and the nature of the
relationship defined normally.
EXAMPLE:
Locke’s
Knowledge (Ruins of Dragoneye City) is at a value of d10. He may add
those Ruins as a new Place to which he is related at a Weak (+0)
Intensity. He notes that he often makes money from selling trinkets
he collects from inside.
[Hindrances]
Unlike Edges and Skills,
Hindrances do not necessarily grant additional Relationship Points
(though they can, see below). Instead, Hindrances are a
roleplayer’s gold mine for expanding or clarifying a character's
map of Relationships. Since many of these relationships are
partially or even fully out of the character's control, a player
should be mindful of a character’s disadvantages when defining
initial and core relationships. Indeed, those choices often may be
informed by the character’s own reactions to what Hindrances were
selected.
EXAMPLE:
Grimm,
though he has a quirk that he is distrustful of authority, has taken
his boss, Rudo Sackbridge, the Sheriff of Shire Corbie, as his core
relationship to a Person. He notes the Nature of the relationship as
“Respects… But also Resents”, illustrating the conflicted
feelings he has about the man and his social position. Thus Grim
resents Sheriff Sackbridge’s authority, though he also knows he can
count on the Sheriff if he really needs him.
Some Hindrances are
standout choices for illustrating relationships that are not always
positive in nature. Hindrances can provide a lot of added flavor,
especially if incorporating interconnections and influences (see
below). The mostly likely candidates among Hindrances include:
- Code of Honor
- Enemy
- Habit
- Phobia
- Quirk
- Vow
- Wanted
The list above is by no
means all inclusive. While some types of Hindrances are more obvious
choices than others, it is important not to forget the impact of more
abstract relationships. Ask how a Hindrance fits into one of the
following dramatic oppositions: Man versus Man; Man versus Nature;
Man versus Self. If that opposition is a key part of who the
character is (or what the character must overcome), then it may be
important enough to be mapped. A heroin addicted hacker desperately
struggling to regain control of his life might have the Drug or his
addiction listed on the map, but a chain smoker probably won’t.
Not all Hindrances should
define or even have an impact upon a character’s mapped
relationships. It is up to the GM and the players whether or not
noting a relationship is warranted. Ideally, this decision should be
based on its potential impact on the character, his outlook,
demeanor, and likely actions. Thus, while two characters may have
the same Hindrance, only one character may find it warrants inclusion
on the Relationship Map. Similarly, Major Hindrances are more likely
to be listed than minor ones; something casual is less likely to have
serious personal impact.
[Negative
Relationships]
Some relationships are
just so important that they need to be included on the map, even if
they offer no positive benefit to the character. Obviously, such a
relationship is drawn from a character’s own Hindrances in such a
way that they are more than simply helping to define or clarify
another relationship – they are, in and of themselves – a
relationship all their own.
If a player wishes, he
may use one of his character’s Hindrances to define a new, negative
relationship. In any scene where that relationship is involved, the
character may not spend any of his own Bennies, except to save his
own life.
EXAMPLE:
Grimm’s
player and the GM decided that Grimm has a custom Minor Hindrance
listed as a Negative Reputation among the Regional Knighthood, and he
suffers -4 on all Social Interactions with them. In terms of
back-story, it was decided that appointing a Wildman like Grimm to
the position of Warden was believed to be a direct attempt by the
Sheriff to insult the local Knighthood. Grimm’s player writes
“Knights of County Corbie” as a People Node, but notes it as a
Negative Relationship. Now, in any Social Interactions with them, he
may not spend a Benny to re-roll any failed trait rolls.
Where the relationship is
a purely negative one, the line threading between a Character and a
Node should be marked in RED (or in a similar manner to distinguish
it from normal relationships).
4. DEFINE INTERCONNECTIONS
This is where things get
interesting. Once the players have all made their initial maps, check
for any overlapping relationships. If the players agree that they
have common relationships then redraw the map so that the characters
both have threads connecting them to the same node. If they do not
agree, at least one of those characters should change the
relationship so they differ.
Not all games will begin
with the same levels of interconnectivity. A general guideline for
how to link characters depends on how interconnected characters will
be at the start of the game. We have four general types: Unconnected,
Casually Familiar, Connected, and Heavily Connected. Each type
determines how many of the characters know one another, share common
Nodes, and may adjust or influence existing relationships.
Unconnected games
assume that the characters have no common connections (aside from may
have been decided from their initial relationships) and do not know
one another before the start of the game. They gain no additional
threads.
Casually Familiar
games assume that characters are at least generally familiar with one
another as a group, though not everyone will know everyone else. A
Player in a Casually Familiar game may thread a relationship between
their Character to any one other Node on another character’s map,
including a Character Node itself. Any relationships defined with
non-character Nodes begin at Weak (+0) Intensity.
Connected games
assume that characters are, you guessed it, somewhat connected with
one another and quite possibly may know each other. A Player in a
Connected game may thread a relationship between his Character and
any two other Nodes on a character’s map not his own, so long as at
least one is a Character Node. Any relationships defined with
non-character Nodes begin at Weak (+0) Intensity.
Heavily Connected
games assume the characters have strong links to one another and
almost assuredly know each other. A Player in a Heavily Connected
game may thread a relationship between his Character and a number of
Nodes on other players’ character maps equal to the total number of
player characters. Every character must be linked to at least one
other Character. Any relationships defined with non-character Nodes
begin at Weak (+0) Intensity, but with the GM’s permission may be
increased to as high as Normal (+1) by allocating an additional point
to the thread.
[Linking to NPCs /
Static and Active NPCs]
NPCs that stay where they
are and do not do much aside from a narrow function are considered
Static.
NPCs that may show up
anywhere, have a broad array of abilities, and generally could become
part of the action and drama should be considered Active NPCs.
If more than one
character is linked to a Person, it’s quite likely that person may
become an important NPC, and may also be noted as Active, even if
they don’t move around a lot or have any significant power.
Active NPCs are noted by
a second circle being drawn around the first one that denotes them as
a People Node. Any Active NPC should be given at least one, if not
more, threads connecting them to other non-Character nodes if they do
not have them already.
5. DETERMINE INFLUENCES & MAKE
ADJUSTMENTS
Role Playing Game
campaigns run the full spectrum from the railroading of autocratic
Game Masters, to the hostile, often combat laden games where Players
and Game Masters are adversaries, to more cooperative, narrative
campaigns where everyone works together to propel the story in
exciting and interesting directions. No matter the style of play, a
simple question can be asked: How much power do the PLAYERS have to
control the events of the game? This inquiry is not speaking of
character actions, or the choices of how to play the game, but
instead seeks an answer in terms of direct input. Do the players
help define the world, or is that the sole province of the Game
Master?
In games where Player
input has more meaning, it may be interesting to allow a certain
number of Influences on the Relationship map. This allows Players to
tweak the starting map and possibly establish interesting threads and
relationships that may not otherwise of have existed. In general,
most games should fall into one of three types, which determine how
the map may be adjusted.
No/Little Influence:
No changes are made to
the relationship map.
Some Influence:
Every player may make a
single change to the relationship map, so long as the change follows
certain guidelines. They may thread any existing Node to any other
Node, provided the link does not connect to or from a Character Node.
The player may then define the nature of the relationship as they
desire.
High Influence:
Every player may make up
to two changes to the relationship map, provided those changes follow
certain guidelines. First, they may thread any existing
non-Character Node to any other Node, except for their own Character.
Second, they may create a new Node and link it to any Node that
isn’t a Player Character. The player should define the nature of
these relationships as they desire (if an Intensity is warranted, it
should be considered Normal +1), unless threading to a character. In
this case, the relationship should be listed as Weak (+0) and defined
normally. Lastly, no Negative Relationships may be added unless all
players agree to it.
Influences that
affect Character Nodes should not reach the power of Edges or
Hindrances, both of which require advancement earned from the
acquisition of Experience Points.
6. MAKE FINAL
ADJUSTMENTS
Once the Maps are just
about complete, Players and Game Masters alike should check them to
see if there are any relationships that SHOULD be present, but have
not been threaded. For example, if “Holy Order of the Crow”
exists as a Node, and “Carlos, Acolyte of the Holy Order of the
Crow” also exists as a Node, then those two Nodes logically should
have a thread drawn between them to define their relationship.
[Future Perfect] S.T.A.R. Fighter
A generic fighter craft focused on delivering a solid offensive punch at both long and short ranges. This fighter is a tried and true design, common among many manufacturers, and has found use everywhere from local militias, to mercenary units, pirates, and even specialist security forces. Its basic compliment of battle-tested armaments and standard, commonly available parts make S.T.A.R. type fighters the obvious choice for many pragmatic and budget minded operations. Manufacturers seeking to expand this ship's capabilities often add AGS for missile guidance and/or improve the vessel's very basic, even simple, computer with something at least capable of pattern recognition.
S.T.A.R. Fighter
Standard Tactical Armed Response
Manufacture: Generic
Size: Small
Power: 12 [Base
1, LS 1]
Acc: 200 Top:
1200 Handling: +1
FTL: None
Crew: 1 Hull: 14 (4)
[Armor 4]
Ship Systems:
- Computer with Autopilot and Targeting Control System
- Starship
- Atmospheric
Weapons:
- Medium Pulse Cannon [2 Spaces, 2 Power]: 100/200/400, 3d8 AP8, RoF2
- (2) Medium Missile Racks [1 Space; 1 Power; 4 Shots each]: 250/500/1000; 5d6 AP9; RoF1-4
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