Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Friday, August 14, 2009

The Day After Ragnarok

The Day After Ragnarok is a Savage Setting book written by Ken Hite for Savage Worlds published by Atomic Overmind Press. Post-WW2, post-apocalypse, and post-Ragnarok, the setting begins with Harry Truman dropping the bomb on the Midguard Serpent to prevent Gotterdammerung, the serpent’s body and toxic blood falling to Earth, poisoning everywhere, dividing Europe with the Serpent Curtain, and causing a super tsunami that ravages the USA as far as the Rockies. Now much of Europe and the Near East is in Stalin’s fist, the British Empire is based in Australia, Japan still has her empire, and the USA’s capital is in California under President Earl Warren. Both magic and psionics are recognized, while speleo-herpetologists harvest parts of the Serpent and develop Ophi-Tec, advanced technology like Marconi Guns, Neural Stimulators, Ophiline (better than gas!), and the RRAF’s delta wing rocket planes. Stalin has his own arcane allies, including engineered man-apes, used to infiltrate British Africa.

Most Savage Settings offer a Plot Point campaign, but this book is too big for that, instead giving 4 suggestions and sample outlines. These have the heroes as freelancers, working for a patron, rebuilding after the tsunami, and protecting their home turf in a city. Support includes city and adventure generators, and the brilliant Top Five lists, like Top Five Places To Stomp Nazis to Top Five Place Secret Bases. Describing itself as Conan 1946 or SMGs and Sorcery, The Day After Ragnaroak is rich in gaming detail, superbly imaginative, arguably the best Pulp setting.

Sunday, July 19, 2009

Savage Worlds

Savage Worlds is a generic rules set from Pinnacle Entertainment Group, designed to be light and easy to play and capable of supporting any number of settings and genres. It is descended from the publisher’s Deadlands RPG via the Rail Wars miniatures skirmish game and is much simpler than either. Most factors are described by die type, so d8 Strength is better than d4 Strength. Skills are broad, so the Drive skill covers all vehicles, Shooting covers guns and bows, and Fighting armed and unarmed combat. To do anything, the appropriate die is rolled, the target usually being 4 or more. Dice rolls are open ended, so higher targets are possible, and a result of 4 over the target is a raise and gives better results. Player characters are Wild Cards or heroes (as are some villains) and get to roll an extra d6 with any action. The highest die rolled counts. Characters also have Edges and Hindrances (advantages and disadvantages) that add flavour. Character progression adds more Edges and improved die types. Combat is fast, with initiative determined by ordinary playing cards.

Savage Worlds is supported by numerous campaigns from aerial fantasy (Sundered Skies) to post-apocalyptic post-WW2 Howardian horror (The Day After Ragnarok). Many have Plot Point campaigns that allow the heroes to explore the campaign’s setting and story. The inexpensive Explorer’s Edition is very compact with a pirate adventure, but lacks rules for playable non-humans. Savage Worlds offers fast, pulpy, uncomplicated fun and access to some great settings.

Sunday, July 12, 2009

Sundered Skies

Sundered Skies is a complete setting and Plot Point campaign from Triple Ace Games for Savage Worlds. Like other Savage World settings, it presents an enclosed environment, here a series of islands that float in a constantly brilliant sky without night. Too much exposure to this constant light causes Glowmadness and will eventually send people into bestial rages. The highest isles have ice mines, and provide water for the very hot lowest ones. Other islands consist of seams of ore, deep forests, shattered islands, and tethered skyships. Travel between the very different islands is done by oar, steam, or wind driven skyships, navigation requiring a handful of soil from the destination island. Peace between the islands is kept by the Trade Council which ensures each island receives the necessary imports.

Besides the traditional fantasy RPG races of Dwarves, Humans, Orcs, and the part plant Elves (who are insular and hard edged), players can be the Dragon-worshipping Drakin (who can become dragon-like), the animal-like Wildings (escaped slaves to the Elves), and the Glowborn, humanoids with Goblinoid memories. Possible character roles include Couriers, Musketeers, Pirates, Scavengers, and Priests dedicated to peace, song, war, and wind. Sundered Skies’ Plot Point campaign consists of 30 Savage Tales (scenarios) which begin by giving the characters a skyship and then lets them explore the islands of the Sundered Skies and its secrets. Like other Savage Worlds’ settings, Sundered Skies is pulpy and swashbuckling in feel, but its British author has given it a grim edge too.

Friday, June 26, 2009

50 Fathoms

50 Fathoms is a Plot Point campaign for Pinnacle Entertainment Group’s Shane Lacy Hensley’s Savage Worlds which mixes pirates, magic, fantasy, and a mystery. It is set on Caribdus, a world cursed to drown under a constant rain that has submerged nations and forced refugees to flee to other islands or to take to the sea. It is prophesized that a stranger from Earth will save Caribdus and its Thousand Isles, many humans having been transported to Caribdus from Earth’s Age of Sail (approximately 1500 to 1815) via great storms. Player character options include the crew, passengers and even live cargo from Earth, plus Caribdus’ own races: including the winged Atani, the Walrus-like Grael, Dolphin-like Doreen, and the Squid-like sorcerers, the Kraken. Caribdus’ magic is based on the four elements. A mage can only master one element at a time, but master all four and he becomes an ArchMage. Unfortunately, elementalists are hunted by Tomas De Torquemada’s magic-hating Inquisition.

The core of 50 Fathoms is its Plot Point campaign, consisting of Savage Tales (scenarios) triggered when the characters go up levels, visit somewhere, or discover something. It reveals the source of the threat to Caribdus, three vengeful Sea Hags. The players can follow the campaign, but are also free to roam the world, letting the GM run the 40 other Savage Tales set across the Thousand Isles and explore the book’s material. 50 Fathoms is fantastically complete, enough character information, a good gazetteer, and an easy, pulpy, swashbuckling, piratical campaign.

Saturday, May 30, 2009

The CORTEX System Role Playing Game

Published by Margaret Weis Productions, The CORTEX System Role Playing Game collects the rules previously seen in the Battlestar Galactica, Demon Hunters, and Serenity RPGs. The system neatly rates attributes, skills, and traits (assets and complications) for characters, monsters, and vehicles, by die type (d2, d4, d6, d8, d10, and d12), with skills requiring specialization above the d6 rating. So Guns d6, Pistol d10 means a character can handle all guns, but is a crack pistol shot. Rolled against a target, skill checks will use different attributes depending on a situation; for example, Alertness plus Guns to spot a sniper, Agility plus Guns to shoot him. Plot Points are used to modify rolls and even the environment in small ways. Rules cover cyberware, magic, and psionics, but in a limited fashion, leaving the GM to develop them further.

Included are three settings. The Star Wars-like “Star of the Guardians” and Southern Gothic fantasy “Arcady” are too short and underwritten. The more accessible C.S.I./Law & Order-inspired “Trace” suggests the players take multiple roles, and is better supported by the rules. Although similar to the Savage Worlds system, the equally straightforward CORTEX System is gritty rather than Pulpy or slightly cinematic, and would be hard pushed to do really high fantasy or superheroes. Although its treatment of the classic genres is underwritten and under supported, with solid core rules and GM advice, The CORTEX System Role Playing Game is a good choice for the GM wanting to create his own game.