Halfway Station

Andy Slack's gaming blog

Nal Sagath Solo, Take 2

Posted by andyslack on 21 January 2012

Learning that the actress is still missing, and that a previous pair of adventurers and a townsman have disappeared trying to find her, the heroic Attor and the loyal Veon descend into the tunnels below Nal Sagath.

Well, I couldn’t let it beat me, now, could I?

Options in Play: Jokers Wild; No Power Points.

Turn 1: No Tracking tokens. This is what you get for not having the necessary skill. At least they can’t go negative. The event card leads them to the skeleton of an ancient warrior. Attor rummages through the bones and finding nothing of use save an old dagger.

Turn 2: No tokens. The card shows we have found a maze, and must succeed at a Dramatic Task on Smarts-2 to find our way through; Attor has the higher Smarts so will roll, but Veon may assist as it is a co-operative roll. Alas, we fail and lose 4 Tracking tokens. On the up side, we have no tokens to start with, so it can’t get any worse.

Turn 3: No tokens. The card duplicates an earlier draw and is red, so we get +2 to the next Tracking.

Turn 4: One token, hurrah! The event card takes us to a hall full of strange inscriptions. Attor is able to decipher these and realises they are a map in prose, giving us a permanent +1 to Tracking rolls.

Turn 5: One more token, now we have two. This turn’s event card leads us down a corridor full of strange fungi. Terrifying hallucinations send Veon fleeing, while Attor gains a Major Phobia – I decide this could be fear of whatever he thinks he saw, the dark, fungi, or confined spaces, and roll randomly; fungi. Attor now has an irrational fear of fungi, which will make eating out entertaining if the meal contains mushrooms.

Turn 6: One token, total 3. The card shows we find a crypt. Attor is Heroic, so stays on mission ("Save the cheerleader,") rather than looting it, and Veon is Loyal so stays with him.

Turn 7: No tokens. The card draw unleashes an Indiana Jones-style rolling ball of rock on us, which we manage to escape from unscathed.

Turn 8: One token, new total 4. A Tentacled Thing attacks Veon, and commences grappling him. Fortunately Veon wriggles free, and after a short melee Attor blasts it to pieces with bolts.

Turn 9: One token, new total 5. A rat leaps out of the darkness at Attor, scratching his armour. Attor again stays on mission.

Turn 10: No tokens. We find a treasure chest, but Veon notices the trap, and again our heroes move on, since neither has much hope of disarming it.

Turn 11: No tokens. The card is a duplicate, giving +2 to the next Tracking roll.

Turn 12: One token, new total 6. A secret passage; some successful Notice rolls give us another two tokens thanks to following it; now we have 8.

Turn 13: Two tokens, new total 10. Another duplicate card, this one giving us -2 Tracking.

Turn 14: One token even with the minuses, new total 11. Another duplicate card gives us -2 on the next Tracking roll too.

Turn 15: No tokens. The event card, and a failed Notice roll, result in a 15 yard fall down a pit, into a pile of rotting garbage. Once we’ve recovered from being Shaken, Attor has spent a benny soaking Wounds, and both heroes are down one Wound. Attor uses Heal to clear that from Veon, but since the minuses for being wounded are doubled when trying to Heal himself, he fails on his own Wound.

Turn 16: One token, new total 12, and after over 5 hours in the tunnels we’ve found the Big Bad’s lair. Now we shift into combat rounds.

Round 1: Attor has a new strategy – take the -2 to hit for range and stay away from the nasties as long as he can. Veon stands ready to repel boarders. Shooting the Big Bad first still seems sensible, though, and he finds himself Shaken with two Wounds even after soaking. The six minions charge to 7" from Attor and Veon, so it’s time to change targets.

Round 2: The minions go first, and close to 1" – if they run any more they will be at minuses to hit. Attor unloads three bolts into them, Shaking two and killing one. Veon steps forward to protect his friend, and kills two more in a frightful display of combat efficiency. The Big Bad spends the round recovering from Shaken. (It’s at this point I realise I was using the wrong stats for the minions last time, giving them a much higher Toughness than they deserved. That may explain why they were so hard to beat.)

Round 3: The minions pull a Joker, gaining an extra benny (now the bad guys have 4, having spent one). This also activates the room’s hazard, which grabs one of the minions, since they are closest to it. I dice for which one, and it yanks away the unscathed one – Lady Luck is smiling on us. Things are not going well for the home team, and after both Shaken minions fail to recover, I use two of the bad guys’ bennies to unshake them, leaving them with 2. Attor zaps them into oblivion with more bolts, and Veon charges across the room towards the Big Bad and his hostage. The Big Bad doesn’t like the way this is going; with a successful Smarts save he reasons that if he leaves the girl behind, the heroes will likely not pursue him, and he moves off down another passage.

Round 4: The hazard continues to beat the stuffing out of the surviving minion, while Attor and Veon move up cautiously to the girl, reassure her, and escort her from the premises.

Although the scenario doesn’t specifically say so, I reckon it’s over at this point and rule that the party can escape without further incident. I award them two experience each, following my usual rule: One for surviving, one for succeeding, and one for a performance which impresses or amuses me.

REFLECTIONS

No Power Points seems to shift things in favour of spellcasters, but I’ll keep with it in solo for a while to try it out. I have enough things to track as it is. Had I been running on power points, Attor would have been much more cautious, and used lower powered bolts – the spells he did cast would have needed 27 power, against 15 he has. That is probably a fair trade-off for speeding up the game and encouraging more cinematic play, and of course evil spellcasters can do it too.

When I run this with my players, I must take care to use the right stats. Giving the minions the right Toughness rather than one 4 points higher than it should have been made a real difference.

Although the event deck works well as a dungeon generator, blog posts are better with the occasional photo. Maybe I should stage suitable scenes as eye candy!

Posted in Savage Worlds, Shadows of Keron | Leave a Comment »

Nal Sagath–Solo

Posted by andyslack on 20 January 2012

The central element of The Carnival at Nal Sagath is a random dungeon crawl, and it occurred to me over the holidays that this meant it should work well solo; so I decided to try it out. If it worked well, I thought, I’d try it on my players, and if they liked it too, I could abandon dungeon maps altogether. I wish I’d thought of this idea in the 1970s.

SPOILER WARNING

Reading on may spoil your enjoyment of this scenario as a player, although it might help you as a GM.

Setting Rules: Jokers Wild; Multiple Languages; No Power Points.

Attor and Veon descend into the tunnels beneath Nal Sagath in search of a damsel in distress. Group Tracking rolls are needed to follow her kidnappers, and are made every 20 minutes. Neither of our heroes actually have Tracking, so this could take a while. I note that group rolls (SWDE p. 63) are one trait die and one wild die, which doesn’t seem to offer any advantage over what a PC does normally; I decide the author must have meant co-operative rolls, and use those. This post is about the dungeon generator, not the saga of Attor and Veon, and I don’t want to give away the nature of the opposition; so I shall be reticent about what they encounter.

Turn 1: Blundering around in the darkness, our heroes accumulate no tracking points. They need 12 of those to find the missing girl and the boss monster. I draw an event card and discover someone is following the pair; a contest of their Notice against the follower’s Stealth reveals they notice this, but a further contest of Stealth vs Stealth to catch him fails. So, Attor and Veon know they are being followed, but not by whom. Since this card was a Joker, the GM gets an extra benny to the common pool.

Turn 2: Attor succeeds with a raise on his Tracking roll, impressive considering it is 1d4-2, and gathers 2 points. The event card is a secret passage; alas, our heroes notice their torches are flickering, but fail to notice the passage, and press on as before.

Turn 3: No points this turn. The event card reveals that the group are pursued down a staircase by a large boulder, which is resolved using the Chase rules. Just before they reach a large room where they could escape it, it rolls over the pair of them. Attor suffers two Wounds, but soaks one; Veon suffers one, which he fails to soak. Both heroes are now down one benny.

Turn 4: One point, new total is 3. The heroes encounter a fungus-filled corridor, but easily save against the effects of the fungal spores. Just as well.

Turn 5: One point, new total is 4. The party comes upon an ancient bronze chest, and luckily Attor notices the trap before they try to pick the lock. They decide to leave well enough alone, since neither has a Hindrance that forces them to take the risk, and move on.

Turn 6: A roll of 20 on 1d4-2 is not to be sneezed at, and gathers the pair 5 points. New total 9. The card draw shows that their mysterious follower is again noticeable; Veon wins the contest of Stealth this time, and drags out into the light a townsman who has been following them. Attor gets a raise on his Persuasion roll and the townsman explains that he, too, wants to help rescue the girl; they decide to join forces.

Turn 7: No points, but the event card triggers an attack by a many-tentacled Thing Man Was Not Meant To Know, which lashes out and coils a tentacle around Veon. Veon’s enormous Fighting skill means that he wins the ensuing grapple with three raises, escaping its coils. He acts next and stabs it with both swords, doing no real damage though. Attor unloads the full might of his Bolt spell, frying it. "Calamari, anyone?" he asks. Veon cuts off a piece and chews thoughtfully. "Needs salt."

Turn 8: 3 points, thanks to a repeated card draw – new total 11.

Turn 9: One point. New total 8. According to the event card, Veon is again singled out for attack by a lone albino rat. It does no real damage, and a reaction test for Veon shows he doesn’t return the attack, so the trio moves on.

Turn 10: One point. New total 9, and another repeated card draw.

Turn 11: No points, but the card shows an ambush by a group of dungeon denizens. Displaying the finely-honed sense of danger typical of wizards, Attor spots them as they try to sneak up, and a stand-up fight ensues, which the party win handily.

Turn 12: One point, new total 12 and we find the boss monster and the missing girl, four hours into the quest. The boss has six lackeys, and there is a hazard too, equally dangerous to all present. Veon and the townsman charge the monster group, intent on fighting their way to the girl. Attor fires a maximum strength bolt cluster into the boss, which burns off most of his bennies if nothing else. The monsters countercharge and get into melee with the townsman, who made a better running roll. In the second round, the minions mob the townsman and make short work of him, while Veon shakes one in exchange, and the girl recovers from her Shaken state and decides to run for the exit, avoiding the melee. Attor closes range and blasts the boss again, killing him outright this time. In the third round, Veon stands alone against four minions, being Shaken and Wounded twice, while two peel off to deal with Attor; he fries one with an ungodly 44 damage, and the other with 16; meanwhile, showing a remarkable turn of speed, the girl scoots past Attor. In round four, Veon is incapacitated before he can strike back, and a vengeful Attor kills two of the minions and Shakes a third; the girl makes it to the door and disappears through it, running screaming into the tunnels. Round five; the Shaken minion staggers towards Attor, slowly, and the uninjured one charges him; he Shakes himself with a backlash and is out of bennies. Oh dear. Round six, and the shaken minion recovers before running up to Attor. The untouched minion misses Attor, who fails to recover from Shaken. Round seven; Attor again fails to recover, and is now up against two minions and is incapacitated for his pains.

Hmm, that looks a lot like a Total Party Kill. However, since this is a point-buy system and Our Heroes have no experience, I can recreate them exactly as they were and try again; in effect, they respawn at the dungeon entrance. Given that, I may as well recycle the names as well.

REFLECTIONS

  • The Bolt power is vicious under No Power Points; you can churn out three 3d6 bolts per turn until you fumble. However, it’s easier in play as there is no book-keeping of power points. Before I adopt it at large in the game, I will try it in a few more solo adventures; it feels like it unbalances play in favour of spellcasters, but that said, the whole party did get whacked, so it didn’t help them.
  • The way the encounter deck is set up to handle duplicate cards is more useful than I expected, since the longer you have been going, the faster you want to get to the climactic battle. There are a number of encounters I didn’t draw, so this scenario would bear repeated play, or at least the deck could be reused.
  • This approach would work as well in other RPGs, or other environments. One could easily run up a few encounter decks for a city, wilderness travel, different dungeon levels or areas, and so on.

Posted in Savage Worlds, Shadows of Keron | 1 Comment »

Attor and Veon Redux

Posted by andyslack on 19 January 2012

Although I’m moving away from it, I will still indulge in some solo play. I picture a two-person adventuring party -  a sorceror and his bodyguard. Meet Attor, wandering mage, and his companion Veon, warrior. Since the setting lends itself better to urban and wilderness adventures than to dungeons, I foresee using Two Hour Wargames’ Larger Than Life or Warrior Heroes to generate adventures for them, and perhaps Warhammer Quest. (Advanced Heroquest has a better feel, I think, but WHQ is much faster and easier to use, so in my present state of advanced idleness it wins.)

Experiments over the holidays have persuaded me that using the Beasts & Barbarians setting, including its new Edges and Hindrances, will be less of a problem than I expected; but I still want to minimise the information I and the players need, so I will restrict myself to the Rules As Written, specifically the Savage Worlds Deluxe Edition.

Attor is built on the Mage archetype. His 4 extra skill points go into Persuasion d6 (2) and Streetwise d6 (2). His powers are Bolt, Deflection, Detect/Conceal Arcana and Healing. He has a staff ($10), a dagger ($25), and leather armour ($50), as well as $415 in cash. Hindrances: Heroic, Enemy (as yet unspecified), Loyal: Friends. I fancy his trappings will have an ophidian cast to them.

Veon is based on the Fighter (Fencer) archetype, which has no spare skill points. Hindrances: Code of Honor, Loyal: Friends, Quirk: Party animal. He has leather armour ($50), two short swords (2 x $200), and $50 in cash.

I’ll apply the Multiple Languages option, so both speak Imperial, Veon speaks 3 other languages, and Attor, 5. I’ll assign most of these later, but decide Attor needs Valk to communicate with demons, and Ancient Keronian to read sorcerous scrolls. I’ll also add Jokers Wild (there being no GM to hand out bennies).

I want to try out No Power Points, so I’ll apply that to Attor, at least initially. That means I need some interpretation of Extra Power Points under that option, and I decide it should negate one point of casting penalties instead of providing an extra 5 power points.

I find the archetypes in SWDE an immense time-saver.

Posted in Savage Worlds, Shadows of Keron | Leave a Comment »

Review: Olympian Breed

Posted by andyslack on 18 January 2012

The product I’m looking at here is the setting primer by Palewolf Publishing. Currently free to download from RPGNow, but that shows it as discounted from $4.99, so that may not always be true. It’s an 8 page PDF.

So, what do we have here? Olympian Breed is a setting for Savage Worlds. It assumes you have the Deluxe Edition of the basic Savage Worlds rules, the Super Powers Companion, and the Fantasy Companion. I understand not wanting to repeat the core rules in each setting, but I would prefer not to have to buy the two Companions as well. Maybe that’s just me. Anyway…

This product is the initial offering in a series of scenarios – scenario 0, if you will – which can be played independently or linked together. The setting is Mycenaean Greece, but with the gods and monsters all real; Perseus recently offed Medusa, but the Minotaur is still alive and goring.

The PCs are demigods, offspring of one human and one divine parent – this is a neat way of explaining their Wild Card status.

There’s a short description of the world, a nice full page map (sepia overlaid with coloured borders for the city-states, if my history serves me).

Then we’re into character creation; this requires the Super Powers Companion, which I don’t have, but it looks like there is a new Edge and a new Hindrance.

  • Blessing of the Gods replaces Arcane Background: Super Powers as an Edge; it’s basically the same, except that it has fewer power points, and gives enhanced senses (whenever the GM thinks it should) and the use of Spirit to perform one type of check – in my PDF viewer, which type of check is overtyped by something else to the point where I can’t read it, sadly.
  • Destiny (Major) is presumably a Hindrance – I know AB is an Edge, so Blessing must be one too, but the document doesn’t specify which is the Edge and which the Hindrance. If you’re familiar with the rules that won’t hold you up more than a few seconds; there are no Major Edges, only Major Hindrances, so this must be a Hindrance. Anyway, Destiny means you are marked for the attention of the gods and for great deeds.

There’s a short armour and weapons table, with statistics and descriptions for a handful of common Greek weapons of the period.

Then comes a list of questions the players should answer in defining their hero’s background – the crucial ones to my mind are which divinity is your parent, and do you know that?

The document closes with a two-page character sheet.

CONCLUSIONS

This could be an outstanding setting if done properly; how much more heroic can you get than Greek myth? The setting primer doesn’t give me a lot of evidence either way about whether the authors can pull that off; I’ve no reason to suppose they can’t, but in my current lazy and parsimonious mood I need to be seriously impressed to add to my collection of “shelfware”, and I fear I’m not seriously impressed.

If I’d paid $5 for this, I’d feel cheated, but you can’t argue with “free”. I’d have to get one or two of the adventures to be sure – the first one is available now – but I have enough of those already to keep me going to the end of the year.

I’ll keep an eye on the series, but more for love of Greek myth than because the initial product hooked me. I have no idea how typical my tastes are, but if they are, that could be a problem for Palewolf; the purpose of the “test drive” is to induce me to buy more of the line, and in this case, it didn’t.

Posted in Reviews, Savage Worlds | 1 Comment »

Laziness and One-Sheets

Posted by andyslack on 13 January 2012

Setting chosen and matched up, I turn my attention to scenarios and adventures.

As an overall storyline, I think I’ll send the party on a quest from their current employer (the Minewatch paladins) to deliver the Holy Handkerchief to the fabled city of Gis, where they must deliver it to the master alchemist known only as the Ninth of Twelve. Experience teaches me that by the time they’ve got there, they will have forgotten about the city they set off from, and it can be quietly retired. The route will take them from the Independent Cities, through Kyros, Syranthia, Faberterra and the Borderlands, before arriving at Gis; based on the WHAA strategic move system, that’s about two years’ travel in game time.

The sort of episodic play we manage to fit in these days lends itself well to One-Sheets, the short tryout and convention scenarios Pinnacle makes freely available on its website. A quick snarf there yields me some 30 scenarios, plus I have four in the SWDE rulebook, one in the B&B book, and three free One-Sheets to go with the B&B setting. Scanning through those over the course of an evening, I think I can repurpose all the B&B, Solomon Kane, and Rippers One-Sheets, and most of the Deadlands or SWDE ones. The rest I set aside for future campaigns.

That gives me about 20 to run with before I need to start writing any; looking at my players’ commitments and my own over the coming year, we will have somewhere between 12 and 20 sessions depending on what crops up, so that will keep me going through the rest of this year, and probably into next year as well. I’ll start with The Carnival at Nal Sagath, I think, because I want to see how the dungeon generator works with players.

Posted in Gaming on the Run, Savage Worlds, Shadows of Keron | Leave a Comment »

Laziness Knows No Bounds

Posted by andyslack on 12 January 2012

Or so my wife tells me, bless her, when I don’t deal with her requests quickly enough. I’m feeling really lazy this year, so I shall start using a published setting and adventures. Setting first.

I like Beasts & Barbarians so much I’m going to shift my SW fantasy PCs into the Dread Sea Dominions; so, a few equivalences will be needed. Based on existing PCs and backstory, I need a couple of races, some languages, a couple of religions, and a map scale.

For races, I have one warforged among the regular players, and one half-orc, one evil hobbit, one dark elf, one vanilla wood elf, and one gnome among the intermittents.

Reading through the B&B book, it looks like good matches for orcs and "boggies" are Nandals and Pygmies respectively. Gnomes can also be reskinned as pygmies. The lady elf ranger can become an Amazon. The dark elf can come from a lost underground city.

The warforged is most easily explained as a construct from the Keronian Empire, who wandered across the Keronian Range into the Independent Cities. ("The animated statue is clearly Keronian work. How much will you take for it?")

These are just backstory changes, I won’t mess with the characters as generated. Future characters will probably need to be human, though, or I need to retcon the B&B setting to include other races, which is a lot more work.

Languages. Between them, the PCs speak…

  • Common, Noble, and Elven, which all collapse into Imperial Syranthian.
  • Scholar’s Tongue and Draconic, which both become Ancient Keronian.
  • Black Speech, which becomes Nandal. B&B Nandals are less intelligent than normal SW orcs, mind.
  • Tidecult, which I will replace with Valk.
  • The boggie and gnome PCs also get Pygmy.

Religions. B&B notes that there are many minor religions in the Dominions which it doesn’t name or describe, so it’s easy to drop the Norse Pantheon and the cult of Athena in as minor religions worshipped only in a couple of Independent Cities; but even less work to call them the worship of the Lord of Thunder and Hulian, respectively.

For map scale, I’ll take a leaf from WHAA‘s book and just ignore it. Each month the PCs can move between the heartland and the countryside, the countryside and the border, or from the border of one state to the border of another.

I can switch the PCs into one of the Independent Cities, and put the dungeon and more D&D style monsters (e.g. goblins) in the Fallen Reign of Keron, which would explain why NPC expeditions to that blighted land never return. Why don’t the monsters emerge from Keron and spread across the world? I don’t know, I’ll see what the players come up with. However, I think probably only those with human blood can leave the Fallen Realm, which would explain why orcs and elves acquire humans in various ways to help them produce half-orcs and half-elves when they can – the children of these unlikely couplings scout out the world for their non-human parents, seeking a means of escape.

See how easy this is? It’s not just characters who have archetypes; monsters and settings do, too.

Posted in Gaming on the Run, Savage Worlds, Shadows of Keron | Leave a Comment »

Review: B&B Free Supplements

Posted by andyslack on 11 January 2012

At the time of writing, Beasts & Barbarians has five free web supplements: A map of the Dread Sea Dominions; pregenerated characters; and three adventures, along the lines of PEGC One-Sheets.

Map first. This is the map from the setting book, as a one-page PDF. Unusually, it has no scale, so the GM can make it as big or as small as he/she wants. I understand this is a deliberate design choice.

Pregenerated characters. These didn’t really grab me. As mentioned before, I would have preferred archetypes in the main book, rather than a separate download of example characters.

Adventures:

  • The Cliff Queen’s Court: Escaping an ambush, the PCs seek refuge in the court, where all is not as it seems. Can they escape? Will they want to?
  • The Carnival of Nal Sagath: The PCs stop to watch a carnival parade. This is interrupted by screams, dead bodies, and a disappearing leading lady; the PCs must find out who kidnapped her, and why. The best bit of this for me was the card-draw random dungeon generator.
  • Wolves in the Borderlands: If you liked Robert E Howard’s Beyond the Black River, you’ll be at home here. A lonely outpost; a damsel in distress; a dark wilderness infested with savages and equally dark magic; and of course the PCs have to sort out the mess.

To my mind, these have grown steadily stronger as scenarios, and I look forward to seeing what else GRAmel can produce, free or otherwise.

Posted in Reviews, Savage Worlds | 5 Comments »

Scoutships Without Number

Posted by andyslack on 10 January 2012

I thought I should stat out the Dolphin under Stars Without Number, and here she is. I’ve used the SWN stats to work out some SW ones as well, because I’m not sure which rules I’d use for space combat, should it occur.

SCOUTSHIP

Power: 10/5 free. Mass: 15/4 free.

Cost: 2,820,000. Hit Points: 20. Crew: 1/10. Speed: 5. Armour: 0. AC: 5.

Weaponry: None.

Defences: None.

Fittings: Spike Drive-3; Atmospheric Configuration, Fuel Scoops (both integral to courier hull); Cargo Lighter, Cargo Space (3 tons), Cold Sleep Pods, Fuel Bunker, Ship’s Locker.

The scoutship is a modified Naval Courier (Skyward Steel p. 46), intended for long-range exploration and courier duties. It is unarmed, relying on its speed and high spike drive rating to evade combat.

Savage Worlds: Acc/TS 70/800, Toughness 16 (4), Crew 1+9, Cost $28M. Notes: Climb-3. (I’m assuming that SW performance is basically like a space shuttle.)

AI

The Dolphin is controlled by a braked AI, working off its debt as a Scout Service ship. This is built using the AI rules in chapter 12 of SWN Core Edition.

I start with the standard Tolerance score of 20, and decide to reserve 5 for armatures, which is enough for any of them. I spend 13 points to buy Int 14, Wis 14 and Cha 12. A further point buys the Basic skills package, and one extra package – Pilot. This leaves me with 6 points; I’ve noticed in using the SWN point buy character system that it is often difficult to use up the last point, and use the last free point to buy an increased saving throw progression of +1 per 3 levels.

As the Dolphin normally wears a starship, I pick a Squawkbox armature to begin with, which costs no Tolerance. I’d like to merge the two Vehicle skills to give it Vehicle/Space-1, but since you can’t do that with skills from the same package, I use the Vehicle/Any skill for Vehicle/Grav, the Culture/World skill for Culture/Homeworld, and allocate the Combat/Any skill as Combat/Unarmed (still usable whatever weapons have been taken away from you).

Str 3, Dex 7, Con 3, Int 14, Wis 14, Cha 12. Level 1 AI. HP 4, AC 6, AB +0, Saves 15.

Skills: Combat/Gunnery, Combat/Unarmed, Computer, Culture/Homeworld, Culture/Spacer, Navigation, Tech/Astronautics, Tech/Postech, Tech/Pretech, Vehicle/Grav, Vehicle/Space.

Weapons/Armour: None. Armature costs Cr 500.

Savage Worlds: Ag d4, Sm d8, Sp d8, St d4, Vi d4. Pace 6, Parry 4, Toughness 4, Charisma 0. Fighting d6, Knowledge/Astrogation d6, Piloting d6, Repair d6, Shooting d6.

REPAIR SWARM

The Dolphin‘s repair swarm is composed of bots based on Squawkbox armatures, each with an expert system granting them +0 on anything relating to repairing the ship. They’re good enough to do routine maintenance, but if anything is seriously damaged, Arion or the Dolphin need to get involved.

AC: 6. HD: 1 (4 HP). AB: +0. Cost: Cr 1,000. No. Appearing: 1d6. Saving Throw: 15. Move: 30′. Morale: 12. Skill Bonus: +0.

Savage Worlds: In SW, I’ll just use the standard statistics for a swarm.

Posted in Heart of the Scorpion, Savage Worlds, Stars Without Number, The Arioniad | Leave a Comment »

Languages and Monster Groups

Posted by andyslack on 5 January 2012

Another reflection on rules as setting; if we assume that the Savage Worlds rules are a completely accurate reflection of the campaign setting, what can we infer about that setting?

This time, languages and monster groups. In both cases, I start from the Deluxe Edition rulebook. Setting aside creatures with animal intelligence, we have the following talkative monster types: Dragon, four flavours of elementals, ghost, goblin, lich, mech, minotaur, ogre, orc, orc chieftain, skeleton, troll, vampires young and ancient, werewolf, zombie. There are also racial templates for PCs and NPCs, which arguably could have one or more languages apiece: Androids, atlanteans, avions, dwarves, elves, half-elves, half-folk, half-orcs, humans, rakashans, and saurians.

GROUPS

Only two groups of monsters are identified in the rulebook; liches work with skeletons and zombies, while orcs are led by orc chieftains and often have pet ogres and dire wolves. It’s ambiguous whether goblins are part of the orc clade or not.

There’s no evidence in the rulebook that other types of monsters work together.

LANGUAGES

Ghosts, liches, mechs, skeletons, vampires, werewolves, zombies and androids were either once a member of another race or made by that race, so presumably use its language.

The language list thus has at least a dozen tongues: Atlantean, Avion, Dwarven, Elven, Human ("Common"), Rakashan, Saurian, Draconic, one or more flavours of Elemental, Minotaur, Orc ("Black Speech"), and Troll.

Half-elves and half-orcs presumably speak the languages of both parents. Orcs and ogres probably speak something similar – different dialects perhaps. Personally, I’d go with the Tolkienian view that half-folk speak human; YMMV.

Posted in Savage Worlds | 8 Comments »

Review: Beasts & Barbarians

Posted by andyslack on 4 January 2012

"Barbarianism is the natural state of mankind. Civilization is unnatural. It is the whim of circumstance. And barbarianism must ultimately triumph.” - Robert E. Howard, Beyond the Black River.

Here’s my review of Beasts and Barbarians Golden Edition.

Summary: Outstanding swords-and-sorcery setting for Savage Worlds, channelling the works of Robert E Howard.

I’ve been hearing good things about this for a while, and downloaded some of the free web supplements. More of those later, but suffice to say they persuaded me to buy the full book.

Here it is, chapter by chapter; chapters 1-5 constitute the Players’ Guide, 6-8 are the GM’s Guide, and Vengeance of the Branded Devils is the obligatory introductory scenario. Please note; this isn’t a complete game, you need the Savage Worlds core rules as well, preferably the Deluxe Edition.

1: THE BOOK OF LORE (48 pages)

Since this is a setting book, one would expect most of the page count to be given to describing the setting, and here it is. B&B is set in the Dread Dominions, an iron-age batch of successor states to the Keronian Empire, which was wiped out by an asteroid strike 2,500 years before play begins. The book provides an overview of history since then, told in terms of the rise and fall of empires.

As usual, the setting borrows from historical cultures, namely:

  • The Iron Empire is a melange of ancient Greek and Roman cultures, seasoned with a dash of Byzantine.
  • Ascaia is an offshoot of the Empire, controlled by Amazon warriors. (In passing, I’m pretty sure the artist has played Diablo II.)
  • Northlanders are your archetypical barbarians, drawing on Norse and Scots roots.
  • I can’t quite place the Tricarnians; Carthaginians maybe, descended from lost Atlantis (i.e., the Keronian Empire).
  • The Valk are steppe nomads; Huns, or possibly Mongols. Summoned demons speak Valk, which does nothing to endear this race to the rest of the Dominions.
  • The Jademen of Lhoban are essentially Tibetan, with a side order of Shaolin temples.
  • The Ivory Savannah tribes are whatever African tribal cultures take your fancy. I don’t know much African history, so I’ll leave it at that.
  • Cairnlanders live in tombs with the bodies of their ancestors. I recall that some very early civilisations in the Fertile Crescent buried their dead in the floors of their houses, but living in cairns with undead relatives is a new one, and a bit creepy. Especially as the living and the dead can interbreed.
  • There are also two cultures not suitable for use as PCs: Pygmies (what you’d expect) and Caleds (picts). These are xenophobic and reclusive, so hard to justify as part of an adventuring party.
  • Finally, there are what seem to be deliberately blank areas, either for GRAmel (the publishers) or the GM to populate later. These include the Independent Cities and the nomads of the Red Desert.

What is interesting to me is whenever I’m sure which game culture is which historical one, some unusual twist comes in which makes me rethink that. I get the feeling that the author, Umberto Pignatelli, knows history a lot better than myself.

Unlike the usual fantasy setting, which is held in the grip of Mediaeval stasis, the Dominions have varied, but advancing, technological levels. The more civilised states have glass, metal coins, and iron weapons; the more primitive regions are still using bronze or even stone tools. The Keronian Empire knew how to make steel, but today this is extremely rare.

There are sections on languages (this setting assumes the use of the Multiple Languages option) and religion; the latter is downplayed in this setting, with only a handful of deities, none of whom intervenes on a regular basis.

Next, we have a discussion of climate, and a gazetteer of important places. These include the homelands of the groups mentioned above, plus a number of border regions where neighbouring races have interbred to produce new peoples, and assorted regions suitable for the GM to spot with lost cities.

The setting itself is very well done; familiar and novel at the same time, peppered with little snippets of detail that prompt ideas for scenarios.

2: CHARACTERS (18 pages)

This chapter begins with a score of paragraphs on heroic concepts suitable for the setting and the genre – barbarian warriors, Amazons, sorcerors, thieves and so on. I would have liked to see templates for archetypes, as in SW Deluxe Edition; to be fair, one of the free web supplements is a set of pregenerated PCs.

Players are encouraged to start with Seasoned characters (I don’t agree with this, but a lot of SW settings do it). The Multiple Languages option is in force, and while it’s noted that nowhere in the Dominions has a literacy rate greater than 10%, PCs can choose for themselves whether to be literate or not. The Illiterate hindrance is not used, nor are All Thumbs or Doubting Thomas.

Skills: Piloting isn’t used, and chariots are controlled with Driving rather than Riding. Otherwise, standard SW is in play.

Hindrances: There are a handful of new Hindrances, of which my favourite is Damsel in Distress; this allows a character to mimic the stereotypical love interest – she has combat penalties, evil NPCs want to carry her off, good or neutral ones want to protect her, and she has an extra Bennie which she can give to someone else in the party. I’m not sure any of my players would want to take it, but I can see it being fun.

Edges: There are minor modifications to half a dozen standard Edges, and some new ones; background and professional edges focus on previous career training (Hoplite, Amazon, Gladiator), although one can also take Ghoulblood, denoting one has a human mother and an undead father; the half-dozen combat edges include Loincloth Hero/Bikini Heroine, which encourage the PC not to wear armour by granting other advantages; and there is a set of power edges to go with the new Arcane Backgrounds. It’s worth noting that Priest is a professional Edge, not an Arcane Background; priests have no powers as such, but can pray for more Bennies. Another one especially suited to the setting is Temptress, which allows a character to use Boost/Lower Trait on a member of the opposite sex, making him feel like a god or a worm with her eloquent glance. NPCs are already springing into my mind, full-blown, just from the Edges section.

In general, the author has used Edges and Hindrances well to convey the spirit of the genre, without overdoing things or tweaking parts of the rules that don’t really need it, and supporting tongue-in-cheek play as well as gritty tales of savagery.

3: MAGIC (12 pages)

In this setting, none of the normal Arcane Backgrounds are permitted; only three new ones are available, Sorcery, Lotus Mastery, and Enlightenment, and each is limited to a specific list of powers. Magic is rare, feared, dark, and subtle; so it’s recommended that no more than one character per party have access to it, and the New Power edge is only available once per Rank.

Lotus Masters are alchemists, specialising in making powders and potions from the various types of lotus found in the Dominions. The Lotus Master prepares these ahead of the scenario, spending power points on each power as normal, but not recovering them until the lotus preparation is used. These can be ingested by the target, injected into them, or operate by touch. Anyone who has a potion can use it, whether or not he has the Arcane Background edge, and they last indefinitely.

Sorcerors are closer to a normal Arcane Background, but operate by invoking gods and demons to power their spells. Backlash is replaced with a WFRP-style table of things that can go horribly wrong, ranging from being Shaken and suffering Fear to developing a permanent "chaos feature".

Enlightenment is for Lhoban monks, and allows them to do things you would normally see in a Chinese martial arts movie – fly, resist environmental damage, deflect missile attacks and so on. This background only allows one to use powers on oneself, though, not on others.

There are a couple of new powers, but the main change is that Summon Ally is now graded by character Rank in the same way as Shapeshift – the more experienced the PC, the more powerful the ally he can summon to help.

4: GEAR (14 pages)

Here we find armour, weapons and vehicles suitable for an iron age setting, drawn from a number of historical and pulp sources. They tie in to the rest of the book, but there’s nothing especially interesting. (That could just be me, I don’t go in for equipment sections much; the pulp hero relies on his trademark weapon and his wits.)

There are no magic items as such. Their place in the typical fantasy setting is taken by steel, known to the Keronian Empire but now largely forgotten.

5: SETTING RULES (4 pages)

First, we learn that the following options from SW Deluxe Edition are in force: Blood and Guts, Born a Hero, and Joker’s Wild. The impact of these is to increase the flow of Bennies, increase the damage dealt, and allow PCs to start with Edges to which they wouldn’t normally have access; Blood and Guts also makes the No Mercy edge less useful, as in effect all PCs have it already.

Two new types of NPC are introduced; Henchmen, who have three Wounds but no wild dice or bennies, and Right Hands, who have wild dice, but no bennies and only one Wound.

The main setting tweak, though, is the After the Adventure rules. I love these; not sure how my players are going to feel about it, though.

After the Adventure states that however much loot the GM hands out, by the start of the next session the PCs only have $100 x Rank left, having spent the rest on fast chariots, loose women, wine and gambling. This means scenarios can hinge on genre-appropriate amounts of gold and jewels, without letting the PCs become too wealthy to go adventuring. Optionally, each player can draw a card (you know SW relies on playing cards as well as dice, right?) to see what happened to their PC while they were disposing of their ill-gotten gains – this might result in a temporary boon, or bane, such as being robbed, meeting a new contact, investing in a profitable business, and so forth.

The temptation with these sorts of tables is to expand them to the point where the player is watching you run their PC for them, so I’d recommend leaving it at its current basic level.

6: RUNNING BEASTS AND BARBARIANS

This is a gritty pulp setting, with larger-than-life heroes and treasures, colourful settings, and two-dimensional NPCs. If you don’t like that, keep on walking.

While the heart of the game is combat, the GM is exhorted to surround the final climactic battle with chases, NPC interactions, and exploration, to focus on the key elements of the adventure and not sweat the little things, and to surprise the players with non-linear plot elements.

The setting as written is one of dark swords and sorcery, with low magic use, and a party of 4-6 adventurers. This section discusses how to tweak it along several axes:

Party size: Modifications to handle a single PC, or a pair of PCs, rather than a standard party. My standard approach has always been to provide red-shirted NPCs to bulk out the group, but I might try this as an alternative; one of the key features of SW which it took me a while to notice is that by adjusting the character build, you can collapse multiple party members into a single PC, making parties smaller than the standard 4-5 perfectly viable.

Humour: You can accentuate this, leading to a light-hearted game in the Discworld mould, or de-emphasise it, producing a gritty, horrific game. If you go down the humourous route, there are a couple of "Silly Edges"; Barbarian Belch, which allows you to Shake foes by burping at them, and Running In High Heels, which allows female PCs to wear high heels in combat, increasing their Pace and kicking damage, but risking tripping over when doing so. I’m tempted to mine Advanced Heroquest for more silly Edges. Maybe later; the book cautions against overdoing this.

Although true magic items are rare in BBG, those that do exist are of artifact-level powers – again, in line with the genre. The chapter includes rules for creating these relics, and 20 examples to whet your appetite; my favourite is the scale mail bikini, which allows a female PC with the Bikini Heroine edge to wear armour without losing the benefit of her Edge.

7: ADVENTURE GENERATOR (22 pages)

This part of the book particularly caught my attention. It’s a system of randomly generating adventures based on drawing four cards. The suits of the cards give you the structure of the story – its setting (urban, wilderness, whatever), the main adversary, the conflict, and the reward. The face values of the same cards then define how the PCs become involved, the atmosphere (horror, mystery, journey and so on), a plot twist, and the nature of the tale’s climax. There’s an example to illustrate the method in use.

The cards can generate a scenario where the PCs reminisce about earlier adventures, the sort of thing that would be the obligatory flashback episode in a TV series.

The sidebars (actually, italicised text inline with the rest of the section) introduce some very interesting ideas. Using the adventure generator at a different "scale" to produce the campaign story arc, for example, was a useful idea I’d never thought of.

There is also advice to the GM on how much time to allocate to each aspect of preparing a session, if time is short (as it usually is).

The bit which really caught my eye, though, was the advice for mapless gaming. (By the way, the map of the Dread Dominions deliberately has no scale, so it can be as big or as small as the GM wants.) Two options are offered; detail the encounters but don’t create a map – this works like the old Fighting Fantasy gamebooks, if you remember those – or use a deck of cards to build a random labyrinth as you go. The author points out that the stories he tries to emulate don’t have dungeon or city maps, and argues that keeping the map vague adds to the air of wonder and mystery the GM strives to create.

(For a detailed example of this second approach, try the free web supplement The Carnival of Nal Sagath.)

One thing that puzzled me here is that the author recommends making a group roll for advancement in the random-deck system. This sort of roll (trait die plus wild die) doesn’t offer any advantage over the normal PC roll (trait die plus wild die). I decided he must mean a co-operative roll instead, where successes and raises from supporting characters each give +1 to the main character’s attempt.

8: BEASTS AND BARBARIANS (46 pages)

This is the bestiary; there are a score of new monsters, of which my favourite is the Daughter of Hordan – a scenario sprang to mind just from reading the description.

There are also statblocks for several dozen NPCs, most of which have customisation notes – explanations of what to change to get, for example, a tavern wench or a princess instead of the stock damsel. All of the stock archetypes of the genre seem covered here.

VENGEANCE OF THE BRANDED DEVILS (18 pages)

This starts off reminiscent of Kurosawa’s Seven Samurai, or if you prefer, The Magnificent Seven, defending a village against the Branded Devils; but having fought them off, the PCs must track them to their lair, and sort them out, and their little dog too. This is less straightforward than it sounds.

CONCLUSIONS

I have been feeling jaded about fantasy adventures and Savage Worlds lately, but this has inspired me and renewed my enthusiasm.

It pushes a number of my buttons for a setting: Pulpy stereotypes; Conanesque settings; low magic; and a soupcon of horror.

I’m less keen on moving away from the core rules to the extent this setting requires, so if I do adopt this setting I might well try out the new edges, hindrances etc with NPCs first, and may or may not accept them as permanent additions.

Rating: Five out of five.

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