This is a 257 page PDF (or hard copy) setting book from Adamant Entertainment for 1930s pulp fiction – my version is for Savage Worlds, but this is a conversion of Adamant’s d20 materials.
I’ve parked it in the THW slot this week, because THW games like Larger Than Life are also an homage to the pulp tradition.
CHAPTER ONE: PULP ADVENTURE (11 pages)
This introductory chapter explains pulp genres and their history, focussing on the ones that would make a good RPG – it thus mentions only sports pulps in passing, for example. It also explains what pulps are not, namely superhero stories.
The genres considered for Thrilling Tales are crime-fighting, air heroes, foreign adventure, espionage, horror, weird menaces, jungle stories, SF, westerns, lost worlds… As you can see, this setting book covers a wide range of adventure types.
It doesn’t cover Sword & Sorcery or planetary romance pulps; the former is already well-served by a wide range of existing games and settings, and the latter is covered in another Adamant release, Mars – which will be reviewed separately here in due course.
CHAPTER TWO: A TIMELINE OF THE 1930S (5 pages)
Exactly what it says on the tin; what actually happened in the 1930s, year by year.
Why only the 1930s? I refer you to Indiana Jones and the Kingdom of the Crystal Skull or The Mummy: Tomb of the Dragon Emperor. Pulp is very much a child of its time, and once you leave the 1930s, it really doesn’t work so well.
CHAPTER THREE: CHARACTERS (47 pages)
The advice here is to create teams of complementary specialists, each of which is a strong archetype who can be described in a single sentence. The book suggests that PCs start at Seasoned rank, or better, and offers several approaches to gaming the typical pulp setup of a single hero with a group of sidekicks.
Archetypes are presented, but not detailed; you’re given a short summary of each one, with suggested skills, edges and hindrances, but not a full-fledged character ready to use. Unusually, this section includes stock villains as well as typical heroes.
The archetypes are the Ace Reporter, the Air Ace, the Big Game Hunter, the Boxer, the Femme Fatale, the Fortune Hunter, the G-Man, the Gumshoe, the Gun Moll, the Mad Scientist, the Man of Mystery (e.g. the Shadow), the Mastermind, the Mesmerist, the Mobster, the Noble Savage, the Paragon (think Doc Savage), the Rocket Ranger, and the Trusted Sidekick.
Making a hero follows the standard Savage Worlds approach; buy attributes, skills and edges with points, take hindrances to get more points. As usual, the book provides a handful of new hindrances, and a wider range of new edges, for this is how SW settings are differentiated mechanically.
CHAPTER FOUR: EQUIPMENT (16 pages)
This is a relatively short section, focussed on weapons and vehicles not found in the SW core rules, and assumes that the GM will do his own research on mundane items from the period, which is after all well documented in real history books.
You’ve seen the movies, I assume? If Indy or the Nazis shot it, drove it, or flew it, it’s in here, or something close enough to reskin with trappings is. There’s even a U-Boat.
CHAPTER FIVE: PULP GAMING RULES (6 pages)
There are a few key rules changes to reflect the pulps properly, and this is where they are defined.
Firstly, heroic survival. A pulp hero or major villain is very rarely killed, which requires changes to the Incapacitation rules.
Second, bennies flow more freely in a Thrilling Tales game than a normal one. Whenever a PC does something with spectacular style and panache – a “stunt” – he is rewarded with an extra benny. The example given? Boarding an airship is normal. Leaping aboard from a speeding motorcycle at the last possible second is a stunt. Players can also spend bennies to gain small amounts of narrative control – maybe there is something useful in that closet, maybe the waitress has a crush on you and knows where the back door is, that kind of thing.
Two additional levels of NPC are added: Henchmen, which are Extras who roll Wild Dice but only have one Wound, and thus stand midway between Extras and Wild Cards; and Mooks, hapless NPCs who are even less sturdy that the usual Extra, being incapacitated if Shaken.
Villains who capture the PCs must make a Will save to avoid a gloating soliloquy explaining their evil plot in detail.
CHAPTER SIX: PULP VILLAINS (12 pages)
Opening with a discussion of the pulp villain in general, this chapter then moves on to provide statistics and background on a number of arch-enemies for your PCs, together with adventure seeds for each villain. Doctor Sin and his Qing Ri assassins; the Master of the World, white slaver extraordinaire; the Mafioso Vinnie Five-Angels; and German businessman Otto von Hubel.
CHAPTER SEVEN: PULP VILLAINS – THE NAZIS (20 pages)
You can’t do proper pulp without Nazis, I’m afraid. (See the aforementioned Crystal Skull.) There’s an extensive discussion of the Nazi rise to power, and archetypes for both Wehrmacht and SS troopers, German officers, Gestapo agents, spies, scientists and sorcerors, each with a full statblock and descriptive text explaining their role in scenarios. And, of course, the obligatory Nazi Temptress.
Towards the end of the chapter is a discussion on the type of adventures best suited to use of Nazis, namely espionage, military, weird science and the supernatural; and an admonition not to over-use them.
CHAPTER EIGHT: PULP VILLAINS – THE THUGEE (20 pages)
This chapter supposes, as did some of the pulps themselves, that the thuggee cult wasn’t stamped out in the 19th century, but continued as a secret society well into the 20th. The cult itself and its history are first described; then outlines for several different campaigns featuring thuggee, each with background material, NPC statblocks, and adventure seeds.
First, an historical campaign, giving statblocks for Ameer Ali and William Sleeman, both key figures in the cult’s story, and adventure hooks. This is a bit of a departure from the book’s stated scope, not that it couldn’t make a good game.
The Cult of Personality is up next, a story arc in which a crooked businessman reinvents the cult for his own purposes. He is described and given a statblock and nefarious schemes.
Ancient Survivors offers a more supernatural take on the cult – another story arc in which Kali herself reinvigorates the cult to its original purpose and spreads it beyond India, with a few sample NPCs and adventure hooks.
Insurgent Fighters pictures an Indian independence movement working to slaughter British rulers under the cover of a revitalised cult.
I’ve gone into a bit more detail than usual here, because players who read this won’t find it easy to work out which of these campaigns they are in, and to avoid “thug fatigue” I don’t expect a GM to run more than one thug game with the same group.
CHAPTER NINE: PULP VILLAINS – PERILS OF THE ORIENT (27 pages)
No examination of pulp would be complete without the Yellow Peril, and here it is in all its sinister decadence. Its history in the pulps and both the flat-out racist and more reasoned adversarial views of the oriental mastermind are discussed, along with a review of American Chinatowns and how they formed. Stereotypical NPCs are offered – ordinary and veteran tong soldiers, assassins, the Dragon Lady.
Next comes an overview of the Orient as it was in the 1930s, done with broad brush strokes as indeed was all of pulp. More NPC stereotypes from the broader orient; dacoits, Mongolian warriors, ninja, martial artists, jungle tribesmen, evil monks; then an oriental armoury, replete with Chinese, Indian and Japanese hand weapons.
Finally, the oriental bestiary proper contains creatures an oriental mastermind might use in his death traps; Mongolian death worms, buru lizards, abominable snowmen, each with their own statblock and descriptive text.
CHAPTER TEN: ADVENTURE GENERATOR (15 pages)
This uses a selection of tables and dice rolls to generate a random scenario for your PCs, based on Lester Dent’s Master Plot Formula for pulp fiction.
The GM uses these to identify the villain, his fiendish plot, and the chief location for the action. Next, the first act, which brings the heroes into the story via a hook, and introduces the supporting characters, before a randomly generated action sequence and the plot twist table send the story zooming off in an unexpected direction. This is repeated for the second and third acts, but the fourth act must be adjudicated by the GM depending on what the PCs have done so far.
Examples are provided throughout.
CHAPTER ELEVEN: THE CRIMSON EMPEROR (70 pages)
This is a Plot Point campaign in 15 scenarios (“episodes”), taking the PCs around the world to various exotic locations in a bid to identify and thwart the dastardly schemes of the insidious Crimson Emperor. ‘Nuff said.
The book concludes with a character sheet.
To my mind, Savage Worlds is perfect for pulp adventure, and I got this mostly to see how that combination would work.
Thrilling Tales has obviously been written by people who love the pulps, and have thought about them at length. I enjoyed it as an insight into the genre, in particular understanding for the first time how I have merged the Air Hero and SF genres in my own games, and the difficulties that has caused; but in places (notably around Chapter 8) you can see the joins between the different authors.
I don’t see myself running a full-on pulp game (although one never knows), but I do see myself lifting the archetypes and some of the setting rules for other campaigns. Nice work, useful work, just not really my cup of tea in its raw form.
I think the next session could well see the party back in town, so I need to work out what’s there quickly. Out comes Red Tide and its GM aids; we’ve already established that the Temple of Athena has influence and that there is a powerful wizard nearby, so I pick the city tags of Important Temple (p. 107) and Magical School (p.108). Much though I like Thegn Ragnvald as an NPC, nobody has gone near him since he was created nearly a year ago, so he fades into the background.
The Temple of Athena
The Temple is the local headquarters of the Order of the Minewatch, which sponsors paladin PCs. Like the historical Knights Templar, this is a religious fighting order established to protect travellers – in this case, those on the main east-west caravan route from Ezhdan to Skulos, and the river route from the Sea of Marenos north to Hjemland. The biggest danger in both cases was posed by the monstrous inhabitants of Irongrave, so the Order founded its headquarters and largest temple in the nearest town – Murad. Play has already established that friends at the Temple include Bishop Otus, high priest and Grand Master of the order, and his acolyte Galen; likewise we know that there is a relic, the Holy Handkerchief of St Veronica. Galen doesn’t fit into the “official” version of the tag, but useful as these GM tools are, they serve me, not the other way around.
As preparation for a scenario involving the Temple, should one be needed, I crack open Stars Without Number and roll percentile dice on the adventure seeds table on pp 133-136. A score of 44 tells me that “A librarian Friend has discovered an antique databank with the coordinates of a long-lost pretech cache hidden in a Place sacred to a long-vanished religion. The librarian is totally unsuited for danger, but necessary to decipher the obscure religious iconography needed to unlock the cache. The cache is not the anticipated Thing, but something more dangerous to the finder.”
No need to create another NPC, Galen seems perfectly suited to this. Galen has recently bought a scroll from a caravan merchant, and on reading it discovers directions to a lost shrine of Minerva, as Athena was known to the vanished Empire of the Wolf, in the depths of the forest north east of Murad. This shrine contains the Helm of Minerva, a powerful artefact. On fighting their way through various encounters to the shrine, the PCs discover the Helm long gone, if it was ever there, and some suitably heinous undead in residence instead. If they survive that, they can go looking for the Helm.
The Magical School
I know from previous sessions that Myrrdin the wizard lives near Murad, and that one of his former apprentices turned to the Dark Side. That gives me a Friend, again not one on the list in Red Tide but never mind, and a Complication, which is on the list.
Rolling again on the SWN adventure seed table, I get 41; “A Friend who is a skilled precognitive has just received a flash of an impending atrocity to be committed by an Enemy. He or she needs the party to help them steal the Thing that will prove the Enemy’s plans while dodging the assassins sent to eliminate the precog.”
Again reusing an existing NPC, I make Myrrdin the precognitive. Looking at p. 108 of Red Tide, I decide the head of a rival school will do for the Enemy, and a tome of forbidden lore for the Thing. That triggers an association for me with SPI’s Demons, which I’m using for the wilderness map.
If this scenario seems appropriate, Myrrdin summons the PCs to tell them that he has had a premonition that his old rival, Kyryl the Skulan, has acquired a copy of the forbidden Lamegeton, a tome of demonology, and that Kyryl plans to use this to kill him and loot his tower. The party’s tasks are to protect Myrrdin from demonic assassins (which fortunately can only be sent during specific phases of the moon) and recover the book (which Kyryl is bringing with him as he travels into Gardar in pursuit of his dark goals).
Job done, in about 15 minutes. All I need now is players. I’m now covered for one session if they turn around and march out of the dungeon, and two sessions if they don’t; time to down tools for the moment.
While I’ve temporarily stopped buying new games stuff (I think we all know me better than to think this is permanent), I still have quite a few lurking on the hard drive which haven’t been reviewed yet. Next up is Necropolis 2350 by Triple Ace Games, a Savage Worlds setting book by the prolific Paul “Wiggy” Wade-Williams; 180 page PDF file or hard copy.
IN A NUTSHELL: Knights Templar vs Zombies in Spaaaaace.
WELCOME TO HELL (23 pages)
This chapter introduces the setting, explains how to create setting-specific characters, and describes the organisational structures into which they fit. This is a military-themed setting, and Warhammer 40,000 players will feel very much at home.
It’s 2350 AD, the Earth has been destroyed, and the only habitable planet left to mankind is Salus, more commonly known as Necropolis, a colony world dominated by Church and Corporate interests. Unfortunately, Salus is being overrun by undead armies. To fend them off, the Church has established orders of warrior monks – that’s you, that is.
The organisation and financial clout of the Holy Orders is similar to that of the historical Knights Templar, who also served as the original model for W40K Space Marines. Indeed, the description of life in an Ordo, the rivalries between them and so on reminded me strongly of the background information on Space Marines.
In general, character creation follows the usual Savage Worlds process. All characters are human, and must use their initial attributes and skills to meet the requirements of various character types such as artillerist, assault knight or chaplain. Each must also choose an Ordo, which grants particular benefits such as +2 on certain skills; in a sense, these replace the races of most settings. Gear is assigned by the Ordo rather than being bought as normal.
Some Hindrances (e.g. One Leg) are not permitted, as they would have prevented the PC’s selection or training by the Ordo. There are a handful of new and modified Hindrances appropriate to the setting, such as Bullet Magnet or FNG; likewise there are 5 pages of new Edges, including Nepotism and Media Star.
Powers in this setting naturally flow from Arcane Background (Miracles), and in consequence there are a few paragraphs clarifying what counts as a minor, major or mortal sin, and a handful of new powers.
The focus of the campaign is on the challenges of leadership. The group of 4-6 PCs will have a chain of command; one member is in charge, and the others have to follow his orders. There will also be at least a handful of Extras, and the group might well be in platoon strength with vehicles and off-table fire support.
ARCHETYPES (8 pages)
This is a selection of pregenerated PCs; I cannot overstress the value of these in the sort of campaign I run, or quick pickup games, and urge any game designers reading to include them in their products.
The archetypes presented are a Chaplain, five sample knights (one from each Ordo), and a Knight Penitent (one whose failures were sufficient to merit reassignment to a punishment battalion).
Each is a fully generated and equipped PC, with a typical quote and an introductory paragraph that can be read out to the rest of the party to explain the character’s role in the group.
CHURCH HARDWARE (13 pages)
This section explains the armour, weapons and other items favoured by the Knights of the Church; primarily standard SW armour types, molecular blades and flechette rifles, each of which has several variants defined for it. We also find man-catchers, sledgehammers, and a handful of others, including my personal favourite – the bolt rifle, which fires 5cm steel bolts for use against vampires.
The section also describes the Church’s standard armoured vehicles and anti-vehicle weapons. It concludes with a one-page summary of Salus history, from the first manned mission to Mars in 2012 (hey, that’s next year! Mind you, this was written in 2008). Personally, I would have put this in the Guide to Necropolis section, but sometimes the vagaries of layout force this kind of decision on one.
SETTING RULES (4 pages)
There are few setting-specific rules; they cover awards, promotions and transfers, fire support, and air support.
GUIDE TO NECROPOLIS (6 pages)
This is the overview of the PCs’ homeworld, covering its geography, ecology, climate and political structures, with a gazetteer of important locations. There is also a paragraph or so on the system’s star and the other planets nearby, although these are likely only to be peripheral background detail in most campaigns.
It’s worth noting that this is a “points of light” setting – 75% of Salus is uninhabited wilderness, and national borders represent no more than how far the relevant military could project power if it really wanted to.
MOTHER CHURCH (9 pages)
Since all PCs work for the Church, and it is one of the major governments on Salus, there needs to be an explanation of its structure and how it operates; those are presented here. Like any government, the Church has a civil service (the Curia), a treasury, secret police (the Inquisition) and so on; but unlike some it controls all education and media. The organisation, activities and interests of each are defined at a high level.
The Church governs roughly 400 million people, making it very roughly the same size as the EU or USA. Most of these live a life of rural poverty.
While not a direct analogue of the Catholic Church, the Church on Salus is headed by a Pope, who is elected by the Cardinals; all other officials are appointed by the Pope.
Salus has its own calendar. Personally I never use these, as I find them too much work for too little benefit, but Your Mileage May Vary.
We also learn about the Church’s laws, policing methods and trials, although since Knights are exempt from local laws and taxes these are of only indirect interest to PCs – mainly as sources of scenarios. Trials are handled by the local bishop or his nominated representative; juries and lawyers as the players know them are absent.
The other major powers on Salus are the Corporations, but the Church-controlled media says little of them, and consequently players don’t know much about them. For those details, you need to be the GM.
WAR MASTER’S SECTION (12 pages)
The book so far could be read by the players without revealing any secrets; from this point on, it is for the GM’s eyes only. For that reason I’ll try to avoid the more egregious spoilers, but some light in the darkness is necessary.
This section kicks off with a description of life in the Corporate city-states, which is not as opulent as the pirate soap operas Church citizens can sometimes watch illegally would suggest. While urban industrial workers rather than rural peasants, Corporate society is just as divided into the Haves and Have-Nots as the Church. Each of the five major and six minor corporations is described, outlining its background, industries, and relationship with the Church. There are also sections on Corporate armed forces, their equipment (including vehicles) and mercenaries.
The total population controlled by the Corporations isn’t explicitly stated, but it seems to be about the same size as the Church.
THE REPHAIM (13 pages)
Here are the Bad Guys, with an explanation of where they come from, what they want, their buildings, their Arcane Backgrounds and powers, and their internal politics. All of these are unknown to the players, the Church and the Corporations, but help give structure and motive to the forces opposing the PCs. Their more grisly equipment may or may not be known initially, but the PCs will soon learn its capabilities the hard way.
Everyone on Salus knows that the undead armies are composed of skeletons and zombies, with the occasional vampire. They may know that captured vampires have spoken of greater undead, but no-one alive knows what those actually are. (Naturally, in this GM-only section, that is explained.)
DANGEROUS SECRETS (6 pages)
While the Rephaim – and to a lesser extent, the Corporations – are the obvious opponents for the PCs, there are also heresies and conspiracies within the Church itself, reaching up to the highest levels of the government. This chapter describes half a dozen, each of which could be the central story arc for a campaign.
OPERATIONS (8 pages)
This is a collection of GM-only setting rules, covering buildings, defensive works, alertness of undead sentries, and tweaks to the standard mass battle system. The meat of the chapter, though, is the adventure generator, which uses die rolls to create missions, each with its own objectives, support, opposition, and complications. This is followed by a simple random encounter table and notes on how to use it.
Most of this would be useable in any military-themed campaign.
BATTLE FOR NEW BUDAPEST (26 pages)
This is a campaign in a number of mandatory “Plot Point” scenarios, focussed on liberating the city of New Budapest from its undead invaders. There are 16 classic military scenarios – the advance, the ambush, gathering intelligence, rescuing wounded and so forth, each with its own briefing for the players, background information, map, opposition and tactical problems.
Of particular interest is the campaign flowchart; success or failure in each mission determines what Plot Points are available to play next, and there are six different campaign outcomes depending on the PCs’ overall progress, ranging from total victory to “May God have mercy on your souls.”
SAVAGE TALES (20 ages)
These are the traditional “filler” adventures for a SW Plot Point campaign; they can optionally be run in between any of the Plot Point scenarios. There are 14 of them, ranging from encounters with TV crews to recruitment drives to uncovering heresy.
BESTIARY (16 pages)
This is divided into three sections; Church NPCs, Corporate NPCs, and Rephaim. The Church and Corporate NPCs include a couple of non-combatants and various flavours of military personnel; the Rephaim group includes heretics, and undead both generally known and as yet undiscovered at the start of the campaign. Even the standard models – skeleton, zombie etc. – are slightly modified from the SW core statistics. Some of the non-standard undead will look familiar to players of zombie-themed FPS video games.
The book concludes with a glossary, mission and vehicle forms, a character sheet, and an index. Each chapter starts with a framing quotation from the Bible, which is a nice touch.
Combined with the SW core rules, there’s enough material here to keep you playing for years, and Triple Ace Games have supported it extensively with expansions and free web supplements. There are not many changes from the core rules; the focus is on adventure material, with one fully-fledged campaign that would last six months or more for a group meeting weekly, and the seeds for half-a-dozen more follow-on campaigns.
Although this is a grimdark world like that of W40K, Necropolis only turns the dial up to about 8, rather than 11. This is a near-future zombie apocalypse, with equipment you could reasonably expect to see in the real world within the next 50 years or so, requiring no real breakthroughs apart from some means of interstellar travel.
This is not a setting for freewheeling individualists, as PCs must demonstrate unquestioning obedience and rigid discipline; for that reason it will not suit all groups, including mine – my players show a distinct lack of interest in military campaigns. The challenge to the GM is to railroad the players into missions while leaving them enough freedom of action to stay interested.
Overall, this is a remarkably good SF Horror setting, which I’d love to GM or play in; sadly, it’s not what my current players want, and as ever who I play with is more important to me than what we play. I will be able to borrow a number of the undead for other campaigns, though, and possibly their entire political structure and some of the buildings.
I switched over to using Black Hand Source’s Dwarven Kingdom as the Irongrave dungeon map a couple of sessions ago, and allocated each page in that document a group of dominant monsters – Orcs rule the complex shown on page 5, for instance. When last seen, the party were marching in a determined manner into an area set aside for Ancient Constructs (Red Tide p. 117).
So, what I thought I needed for the next session were some statistics for them, and I was all set to convert them; but after a little thought I decided I could use the One Page Bestiary (see tab above) and save myself the effort.
Based on their hit dice, Men of Jade and Clay and Porcelain Servitors are Novice stock NPCs, while War Golems and Black Jade Juggernauts are Veteran ones; the Juggernaut retains its immunity to normal weapons as a monstrous ability, and of course they all have the Construct ability.
Novice parties have a Weak encounter, Seasoned ones an Average encounter, and Veteran ones a Strong encounter. I’ll assume that each construct is armed with something that allows it to make full use of its Strength die in melee, and that they do not use ranged weapons.
Job done. This new ruthless attitude to preparation is working well. All I need now is to get the players together again, and we’re off.
Here are some fantasy parties built using the SW Deluxe Edition archetypes.
Heroquest / Advanced Heroquest / Warhammer Quest Party
Each of the three games had a slightly different take on the party members, so Your Mileage May Vary.
- Barbarian: Great Weapon Fighter archetype, except that we swap Sweep for Berserker. Hindrances are Greedy, Outsider (everyone knows barbarians from Norsca are in league with Chaos), Quirk: Loves a good fight. Equipped with a great sword, a lantern, and a fur loincloth – so much warmer than the linen kind. The four spare skill points go into Stealth d6 (2), Survival d4 (1), and Tracking d4 (1).
- Dwarf: Great Weapon Fighter archetype, with the Dwarf racial template applied, and Greedy; Quirk: Long beard, and Vow: Avenge loss of ancestral home as Hindrances. He uses his 4 spare skill points to buy Knowledge: Common Tongue d4 (1), Lockpicking d6 (2), and Repair d4 (1). The Dwarf is wearing a chain hauberk and carrying a great axe and some rope. Uniquely, the dwarf isn’t an Outsider, because of the Empire’s long-standing alliance with dwarves in the Warhammer World. Traditionally, a fumble when attacking (natural 1 on his Fighting die) means he has tripped over his beard.
- Elf: Marksman archetype, adding the Elf racial template added; Hindrances are Greedy, Outsider (everyone knows elves are chaotic sorcerors), and Quirk: Hates evil creatures. The 5 extra skill points go into Knowledge: Common Tongue d4 (1), Stealth d6 (2), Survival d4 (1), and Tracking d4 (1). Armed with bow and short sword. Where the dwarf lusts after gold, the elf is more interested in jewels and magic items.
- Wizard: Mage archetype. Powers are Bolt, Deflection, Detect/Conceal Arcana, and Healing. Hindrances are Curious, Loyal: Friends, and Outsider (everyone knows wizards are likely to explode or be possessed by demons at the drop of a hat, and some of them enjoy it). The wizard uses his 4 unallocated skill points to buy Persuasion d6 (2), and Taunt d6 (2). He has a staff, a short sword he has no idea how to use, and a coin pouch that would have been a lot heavier if he hadn’t subsidised the dwarf’s chainmail. Still, buffing a meat shield is a good investment for a squishy wizard.
- Fighter: This guy temporarily replaced the Barbarian in Advanced Heroquest, but is a bit of an aberration, included only for completeness. He is a Fighter (Fencer) with a chain hauberk, shield, and short sword. Somebody needs to lend him some money for the shield. For Hindrances, I’d pick Code of Honor, Loyal: Friends, and Vow: Complete the mission.
While dwarves and elves don’t have the free Edge humans get, unless the archetype has a d4 in the relevant attribute you can reshuffle attribute points and Edges to come out with the same archetype. With three Greedy characters out of five, the fisticuffs outside the dungeon afterwards are likely to be as entertaining as those inside it.
Here’s a SW implementation of the four stock characters in the Pathfinder beginners’ box; with minor tweaks, you could say these represent a party from any version of D&D prior to 4th Edition.
- Ezren is the party’s magic-user, using the Mage archetype. His four remaining skill points are used to buy Knowledge: Nature d4, Knowledge: History d4, and Taunt d6. He has four powers, Bolt, Deflection, Detect/Conceal Arcana and Light. His Hindrances are Curious, Delusion: Atheist, and Quirk: Curmudgeon.
- Kyra is built on the Priest (Healer) archetype, using the four leftover skill points to buy Knowledge: Religion d6 and Persuasion d6. Her hindrances are Code of Honour, Pacifist, and Vow: Protect the helpless. Her powers are Boost/Lower Trait and Healing.
- Merisiel is an elven thief using the Rogue archetype. Her Hindrances are Wanted (Major), Outsider, and Quirk: Carries many knives.
- Valeros is the party meat shield – erm, sorry, warrior. He is the Fighter (Fencer) archetype with Heroic, Loyal: Friends and Quirk: Party animal added as Hindrances.
Rather than work out the equipment, I just let them have whatever the illustrations and miniatures have. I do that a lot.
eM4 High Elf War Party
This little band was my first purchase from eM4, and they’re still my favourites. There isn’t enough information to assign Hindrances or extra skills, but obviously they all have the Elf racial template applied on top of their archetypes, which are:
- High Elf Prince: Leader archetype, with chain hauberk and spear.
- Sword Companion: Fighter (Fencer) with plate cuirass and longsword.
- Mage: Mage archetype with staff. My figure has one eye painted about halfway down his right cheek, so I’d be tempted to go with Ugly for one Hindrance.
- Expert Archers: Marksman archetype with bow.
Again, I’d go with whatever the figures are carrying for gear. That means the archers and the mage have subsidised the two fighters, allowing them to buy better armour.
A brief digression from Deep Black into Archetypes, one of my favourite features of Savage Worlds Deluxe Edition. I’m having a lot of fun playing with these, and here’s the first set – the crew of the Dolphin as SW archetypes. I like these so much I’ll probably swap them for the current incarnations.
- Arion: Pilot archetype, using the extra skill point to buy Knowledge (Astrogation) d4, with Hindrances of Heroic, Loyal: Friends, and Outsider (scouts are scruffy and insubordinate).
- Coriander: There isn’t a Psion archetype, so I used the “Face”, swapping the Strong Will Edge for Arcane Background (Psionics) and Taunt for Psionics. Her powers are Boost/Lower Trait, Healing, and Mind Reading, and her Hindrances are Clueless (she grew up on a Lost World), Loyal: Friends and Wanted (psions are classed as criminals on some planets).
- Dmitri: The Investigator archetype, with Hindrances of Curious, Loyal: Friends, and Wanted (by rival espionage agencies).
It’s an extremely fast and easy way of building characters. The only thing to watch out for is that the bonuses from Edges aren’t applied to the archetypes’ skills in the book.
Of the 16 archetypes listed in the book, 9 are applicable to any setting as they stand, three really only work in a fantasy setting, and four are aimed at a modern or SF setting. However, by swapping around a couple of skills and edges, even those can be used elsewhere.
I like my campaigns to be a persistent environment; if you scrawl graffiti on a wall during one adventure, the next time anyone goes past the wall, it should still be there.
However, the level of carnage and vandalism the current PCs are wreaking in the dungeon of Irongrave is making this problematical – the voluminous notes and extra marks on the map required by this will be too much effort to keep up under my new ruthless regime
So, I need some way to make the regular disappearance of their graffiti and stripped corpses reinforce the persistence of the environment. Luckily, old school dungeons already have the concept of a clean-up crew to address this issue – assorted giant insects and scavengers clean up the bodies, and since I’ve already established Red Tide‘s ancient constructs as inhabitants of the complex, they can be maintenance crews, cleaning and repairing the dungeon as best they can.
Once the PCs notice that the evidence of their passing has been removed, they can encounter a work crew of Men of Jade and Clay, supervised by a Porcelain Servitor and protected by more militant constructs. Should they encounter constructs before then, I know that they will be carrying buckets, mops and tools, and that other monsters generally leave them alone, the beasts because they are inedible and intelligent monsters because otherwise they’ll have to clean up their own mess.
A solo game really needs some sort of random event generator, which SWN itself doesn’t really have, not being intended for that sort of play. However, while Deep Black 19 is in the investigative phase of its current scenario, I can use the GM aids from the Polychrome worldbook.
While the team is approaching the orbital jumpgate, with a flight plan declaring them to be private security consultants checking the place out for a later visit by a senior corporate official, HQ contacts them on a secure channel. Identification handshakes complete, they move to the meat of the call.
“We’re sending you an image from the security cameras onsite now. This is Javed Cole, suspected maltech smuggler. He’s the only shady character facial recognition and gait analysis picked out of visitors in the right time period, so he’s our prime suspect. Unless you can recover the key immediately, capture him for interrogation.” Snakebite mutes the shuttle pickups from the pilot’s console.
“That means we need him alive, Die-Die,” he says, before unmuting the line.
“Understood. Capture for interrogation. Out.” Snakebite glances back over his shoulder at the other three. “Suggestions?”
To move things forward, one of the party should have a useful contact on the station. I roll 1d3 to decide which, and Die-Die wins. I now roll a few dice on tables in the NPC Resource Sheet on p. 27 of Polychrome to flesh out the NPC, and learn that Die-Die’s contact is a woman called Leila Patel, who values money, has heavy scarring, can be found in a church and is really working for a loved one who needs her help – this last is not initially known by the PCs. Leila knows Die-Die from “council files on outworlders”. That needs a bit of editing, so…
“I know someone,” says Die-Die. “Ex-Marine. She works in the station chapel, knows a lot of the corridor people. They might have seen something.”
“No such thing as an ex-Marine,” Snow Dog comments from under his hat, currently pulled down over his eyes as he slouches in his seat.
“Urrah,” Die-Die affirms.
The jumpgate would have a large orbital station attached, I suppose, and it would be cheaper to reuse that for the spaceport than build a new one. I imagine that like an airport, it has a multi-denominational chapel for travellers, and also like most large modern airports has a number of homeless people living there. Leila’s ex-Marine status explains both the scarring and her acquaintance with Die-Die.
Shuttle docked, and flashing their fake weapons permits at security, the team makes its way to the chapel and talks to Leila.
“Tanya!” Leila mumbles around her scars as she clasps hands with Die-Die. “Long time. These guys with you?”
“Yeah. Listen, we’re on a clock, mind if I get straight to it?”
“Of course. What do you need?”
“We’re looking for Javed Cole. You know where he is?”
A good opportunity to introduce Leila’s loved one.
“Maybe. What do you want with him?”
“We think he might have something that doesn’t belong to him. We’d like it back.”
“Wouldn’t be the first thing. Look, if I tell you where he might be, will you do something for me?”
“If I can.”
“My kid brother runs with Cole’s gang. You know how it is in my neighbourhood, you wind up either in a gang or the Marines, right? Jamal chose the wrong one. Get him out of there alive, will you?”
“Like I say, if I can. How would I recognise him?”
Leila digs into a shirt pocket and pulls out a picture.
“This is him last year. Keep it; you bring him back, I won’t need the picture.”
I select another Gateway place at random for Javed’s current whereabouts, and get Ancient Cache.
“The word is Cole lives in a pre-Scream villas in the hills just north of Silverline. You might try there.”
“Thanks. We will. Take care, huh?” Leila nods.
“Don’t bunch up,” she says as they turn and leave.
Next: Into the villa…
ATZ in a phone booth again – I like working with the small maps, they’re very convenient for me. Having escaped from Capt. Flack’s team, Drew’s crew need to tool up again. That means it’s back into town… A Discover encounter (p. 41) in daylight. There are 3d6+3 = 14 zombies (p. 29) who are placed 12” away as follows (p. 30): 6 towards the top of the table, 5 towards the left, 3 towards the bottom.
As the table is so small, many of the zombies have to be moved around clockwise until they fit (p. 30). This puts inside a building with no way out, but Our Heroes have to get lucky sometimes.
The weather is starting to improve a little, and not before time for our heroes, who have been living rough most of the winter and are feeling somewhat the worse for wear. Hungry and weaponless, they decide to try their luck in a nearby city.
Start of Turn 1
Activation: Humans 3, zombies 5. Zombies fail to activate.
Walking up the main drag into town brings Drew & Co. to an abandoned car, which they ignore, knowing how zombies are attracted by noise. Passing it, they see that the building on their left has no doors on-map (probably rubbled) so they turn right towards the nearest door and prepare to stack up for entry. No reason to fast move yet.
Activation: Humans 6, zombies 5. Nobody moves.
Activation: Humans 5, zombies 4. Both activate, but none of the zombies on the map can get to the humans.
While Sylvia scans the area behind the team for unseen threats, Drew and Vince get ready to break in the door.
“On three. One… two…”
Activation: Humans 4, zombies 1. Both activate.
Drew and Vince kick down the door and barge inside, improvised melee weapons at the ready.
I now roll 2d6 on the table on p. 43 to see what’s in the building. 7 + 2 (urban area) –1 (daytime) = 8; 1/2d6 zombies, which turns out to be three. I now roll for surprise; 1d6+3 (one per zombie) = 8, 1d6+Rep for the humans; both roll a 6 so Drew gets 11, Vince gets 10. I also roll for Sylvia just in case, she gets 8.
“Crap! Zombies! Kill ‘em!” shouts Drew.
“Aren’t they already dead?” Sylvia mutters; but no-one can hear her over the screams and hacking.
Drew rolls 6d6 in melee, 1d6 per Rep and an extra one for being a Brawler. Vince rolls 4d6. The zeds get 1d6 each, so getting up close and personal is an acceptable risk with three of them. Drew takes on two zombies and splits his dice evenly between them rolls 3, 3, 4 and gets one success against the one on the left, which rolls 4 and gets one success; that zombie is Out Of the Fight, but ass per p. 35 this escalates to Obviously Dead for a zombie. Drew gets 5, 5, 6 and 3 successes against the one on the right, which 2 and gets no successes – scratch one zombie. Vince rolls 1, 1, 4, 6 and gets two successes, his opponent rolls 1 and gets none – another zed down.
“I can hear some screams and hacking – a definite struggle…”
I decide the building is a small shop, and roll 2d6 + 2 (urban area) for loot. A 9 means we found some food, not unreasonable for a shop.
We move up to the next building. Lather, rinse, repeat.
This took five turns because of some really sucky activation dice. Lucky none of the surviving zombies can get at us.
“Two more zombies!” warns Vince, but these are quickly smashed down by the experienced detectives, who find more food inside.
“That one must have been here a while, it’s gone green!”
We break into the third building, but it is vacant. Searching it, we find medical supplies – must be a pharmacist.
We move off the board, richer than before.
The team started with nothing; it now has 2 units of food and 1 unit of medical supplies, leaving 58 and 19 respectively in the urban area they are now scavenging in. The total cargo value is 2.5, which is quite a bit less than the team can carry – fortunate, as we have no base in which to store it. The team consumes one unit of food each per month, so we don’t have enough – luckily there are 4 encounters per month in an urban area, so we can go shopping again before hunger starts to reduce our Rep.
Drew and Vince have now met all the requirements to choose a class – see at least 3 zombies, kill one, and fight an armed human (p. 5). Sylvia still has to kill a zombie. Drew and Vince decide they will be Survivors rather than Gangers, and will use those reaction tables rather than the Civilian ones in future.
Drew and Vince both succeeded in this encounter, and roll for improvement (p. 61); no change for either of them. Sylvia failed (didn’t kill any zombies) and rolled a 1 for improvement, so her Rep is now 4. The team is now:
- The yellow Cry Havoc! maps work a lot better for batrep photos than the more naturally-coloured Wydraz ones. I should switch back to those.
- The decision that I could place zombies somewhere they couldn’t get out meant that the team could deal with those they encountered piecemeal, and made it a lot easier for them to clear the board.
- To avoid characters losing Rep after an encounter, I should have them take it in turns to look for resources and fight – everybody has to find one to avoid the chance of losing Rep. I forgot to let Sylvia do that this game.
- This session took a couple of minutes to set up and knock down, and about half an hour to play. I’m content with easing back into the game slowly as I haven’t played for a while. It used three human figures and 21 zombie pawns. (This last statistic because a common question on the boards is “How many zombie figures do I need?”)
One lesson I hope readers are learning is that you don’t need beautiful figures and terrain to have fun, nice though they look. As Ed says, just play the game!
Figures and pawns by eM4. Map by Wydraz. Rules by Two Hour Wargames.