Showing posts with label Accursed. Show all posts
Showing posts with label Accursed. Show all posts
Thursday, January 15, 2015
And The Winners Are In!
Folks, last year's contest was...anemic, at best...it kinda cast a dark shadow over the whole year for me, with the seeming lack of interest and overall dip in blog traffic.
This year saw a record shattering 109 entries, and this year's Top Six is already the 6th most read post in the history of my blog. Additionally, the response to my other posts have been pretty amazing, so I am trying to get back on my Tuesday-Friday blog schedule and pump out not only reviews, but Tommy's Thoughts on some RPG topics and maybe some homebrew stuff...so thank you to everyone that reads this blog.
Next, a point of clarification: The D&D Player's Handbook was never a prize entered in the contest. Unfortunately, I was unable to secure prize support from Wizards of the Coast on that one, but I never predicate my Top Six on publisher support...I believe that's disingenuous, even if it means I have fewer prizes to give away.
So, that being said, our five winners are, as determined by the Invisible Castle dice roller:
Accursed - Thomas Shook
ETU - Rich Spainhour
Fiasco - Mike Dale
Firefly - Empress
Tianxia - Greg Kerner
Thank you again to everyone that entered this contest, and to my wonderful sponsors: Melior Via, Pinnacle Entertainment, Bully Pulpit Games, Margaret Weis Productions and Vigilance Press...this is my favorite thing to do every year, and if I had more prizes to give, I would give every one of you a prize!
Finally, thank you so much to everyone that still reads this little blog. I do this for the love of the game, and it always thrills me when someone tells me I helped introduce them to something they never heard of or never would have tried on their own.
Here's hoping for a productive 2015!
Tommy
Thursday, January 1, 2015
Tommy's Top Six of 2014 and Birthday Blog Giveaway
It's that time of year, in which I look back on the games I reviewed and played over the last year, and I pick out the six that were, in my opinion, head and shoulders above the rest, and worthy of your dollars.
The rules, as arbitrarily decided by me: 1) Only one product per publisher. 2) My primary exposure to the product has to have been between December 1st of last year through November 30th of this year, regardless of publication date. I don't watch my TV shows on the same day, or even week, that they air and I don't always buy and/or read books immediately upon release. 3) I can't have any involvement in the production of the book.
I have done this four times before:
Tommy's Top Six of 2010
Tommy's Top Six of 2011
Tommy's Top Six of 2012
Tommy's Top Six of 2013
This year, I have even put my money where my mouth is and purchased physical copies of all six books on my list.
Here they are, in alphabetical order, with six reasons why I selected each:
The rules, as arbitrarily decided by me: 1) Only one product per publisher. 2) My primary exposure to the product has to have been between December 1st of last year through November 30th of this year, regardless of publication date. I don't watch my TV shows on the same day, or even week, that they air and I don't always buy and/or read books immediately upon release. 3) I can't have any involvement in the production of the book.
I have done this four times before:
Tommy's Top Six of 2010
Tommy's Top Six of 2011
Tommy's Top Six of 2012
Tommy's Top Six of 2013
This year, I have even put my money where my mouth is and purchased physical copies of all six books on my list.
| Spoiler Warning: These are my Top Six. |
Wednesday, January 29, 2014
Are You Reading Wine & Savages?
Sean Bircher has sure said some nice things about my blog in the past, especially in regards to me being a Savage Worlds blogger, but the truth is, he's another guy (like Jack Shear) whose output just outright makes me jealous.
I first truly became acquainted with his blog, Wine & Savages, after I posted an article about using Savage Worlds to duplicate "Bioware-style" play, ala Dragon Age or Mass Effect, and we had a nice exchange about how he and his wife play lots of one on one games.
All that is good and well, but why should you take the time to read his blog?
Well, if you like Accursed, like I do, then Sean is making your life easier by expanding the game dramatically with more Witches, Banes and Witchbreeds. Want to add Loki, the Gender Bending Witch, to your game? Sean has you covered. Want to play a heroic Jason Vorhees? Sean has you covered. The guy is killin' it with expanded Accursed material.
Sean also has a wide selection of Savage Worlds Edges and Setting Rules (at least one of which I'm likely stealing for my Deadlands game.
Sean is also working on a couple of settings, a Revolution-that-never-was and an Urban Fantasy setting for Fate Accelerated.
And that's just the front page stuff. Dig around and see what he's got. It'll be worth your time.
I first truly became acquainted with his blog, Wine & Savages, after I posted an article about using Savage Worlds to duplicate "Bioware-style" play, ala Dragon Age or Mass Effect, and we had a nice exchange about how he and his wife play lots of one on one games.
All that is good and well, but why should you take the time to read his blog?
Well, if you like Accursed, like I do, then Sean is making your life easier by expanding the game dramatically with more Witches, Banes and Witchbreeds. Want to add Loki, the Gender Bending Witch, to your game? Sean has you covered. Want to play a heroic Jason Vorhees? Sean has you covered. The guy is killin' it with expanded Accursed material.
Sean also has a wide selection of Savage Worlds Edges and Setting Rules (at least one of which I'm likely stealing for my Deadlands game.
Sean is also working on a couple of settings, a Revolution-that-never-was and an Urban Fantasy setting for Fate Accelerated.
And that's just the front page stuff. Dig around and see what he's got. It'll be worth your time.
Sunday, January 12, 2014
Sunday Night News - Interface Zero, Heaven's Shadow, Accursed, Warage and Werewolf!
Just a few items to toss out there for your Sunday night news reading:
Keep the dice dizzy, and the proof is in the fun!
T.
- The Birthday Blog Giveaway Ends January 15th! - On January 1st, I unveiled my Top Six of 2013, and gave ya'll a chance to win five of the six products listed on the Top Six. You have just over two days left in which to get your entries in and win some great games. Don't miss out!
- Interface Zero 2.0 now available! - The second edition of Interface Zero 2.0 has hit in PDF format, and it's bigger and badder. Unfortunately, a review won't be coming...but that's because I worked on this one, pitching in on the editing! I've been a supporter of Gun Metal Games in the past, and I was all too happy to help out in the process of getting this book finished. Pretty much the final word in Savage Worlds Cyberpunk as far as I'm concerned.
- Heaven's Shadow is on sale! - Heaven's Shadow is on sale for 50% off as part of the New Year's, New Game sale in PDF format, but Bedroom Wall Press has also discounted the print version by 25% until the end of the month in honor of being named one of Tommy's Top Six! Obviously, I would recommend that you not pass on this.
- Accursed is available in print! - Accursed is a game I've spoken of pretty highly as well, a Savage Setting in which you play a monster fighting in a world overwhelmed by monsters. At the time of my review, the print version was not available...now it's available in softcover, hardcover standard and hardcover premium formats.
- Warage on Kickstarter - The folks at District Games got ahold of me earlier this month about their game Warage, which is a deckbuilding game that professes to have some RPG elements, and is playable for up to four players out of the box. The publisher says it's already been released in the European Union, and the Kickstarter is to get it printed and released in the US. You "create" your character by combining Race and Class cards for different combinations. Sounds pretty promising, especially as my son and I have been playing more and more card games. The Kickstarter still has a day left to go, and you can get the game for $40 (expected retail is going to be $49). They do have the full rules available on the website, which is always promising for a game Kickstarter. Currently, Elves, Humans, Angels and Orcs are available in the base set, with Warriors, Paladins and Mages available as Classes (no Rogues or Clerics? Interesting). Add ons and Stretch Goals add other options, including Dwarves and Goblins.
- Ultimate Werewolf Deluxe Edition on Kickstarter - I got to play a version of Werewolf at GlitchCon last year, and had a blast. For those who don't know, everyone has a "role" in the "village", but there's a werewolf (or werewolves) roaming around, killing people. (A version called Mafia is pretty popular on message boards, or so I'm told). The villagers have to figure out who the werewolf is before he eliminates the town, helping sow seeds of dissent as the game goes on. It was a very, very fun party game. Bezier Games launched a Kickstarter for Ultimate Werewolf Deluxe Edition, attempting to make their version of the game bigger and badder. They blew past their initial goal and are blowing past their stretch goals like crazy, already at $30,000+, of a $5,000 goal. Don't like the art on the card sets? That's okay, they have craptons of artist variants for you to choose from. Want to shake it up even more? There's cards for Dracula, Frankenstein's Monster, Nostradamus, Sorcerers, Ghosts, it goes on and on. There's a loooooooot of variations available, and buy in for one art set only costs you $25...it's a great looking set to be used for a great looking game...my only problem is I'm lucky to have four people at my table...I can't imagine ever having enough players to play a proper game of this...but if you have lots of friends who are into this sort of thing, this is looking like a Holy Grail kinda deal.
Keep the dice dizzy, and the proof is in the fun!
T.
Monday, December 30, 2013
Tommy's Take on Accursed
Earlier in the year, I posted a few articles about Accursed by Melior Via, a Savage Setting in which the heroes are monsters trying(?) to resist the dark lure of the Witch Marks that made them something other than human. Well, the full rulebook is out in PDF, so let's take a look at it.
DISCLAIMER: This review does include an affiliate link to RPGNow. Purchasing the book via said affiliate link may provide me with store credit at RPGNow, which is typically used to purchase more gaming material for review at this blog. A review copy was not provided by the publisher, my copy was acquired by supporting the Kickstarter, though I was provided a preview copy of the playtest draft, which I previously previewed.
WHAT YOU SHOULD KNOW: First and foremost, you will need the Savage Worlds rulebook in order to play Accursed. The Savage Worlds Horror Companion isn't 100% needed, but is very useful. Secondly, the print version is not yet available, but it is on its way, per the Kickstarter updates posted recently. Lastly, the PDF is available right now for $20 (and you can get poker decks specific to Accursed as well).
The premise, in a nutshell, is a fantasy setting in which the Accursed - people who were transformed into agents of the Witches and fought in the Bane War - are now free of the direct influence of the Witches, but unable to return to their old lives due to the monstrous taint on their souls. Sound good?
Shane Hensley writes a great foreword that sets the stage for the harrowing setting of the Accursed, and why they fight. This is followed up by some short fiction introducing the setting.
The first chapter discusses the setting, including a two page map of the land, called Morden. The map seems kinda small and empty, but one can always use that as an excuse to say that the map only highlights the biggest features, leaving numerous other towns and locations out there to be developed by you and your group. During the Bane War, Morden was invaded by the forces of the Grand Coven, which broke the backs of the land's leaders before the men of Morden forged an alliance with the Seelie Fey and set up a betrayal that destroyed one of the Witches. Ultimately, the leaders of the Coven scattered, leaving the Accursed behind to find their own way. For some, the Accursed are reminders of the war. Other Accursed can't return home because their families no longer accept them as kin...and some Accursed just can't yet accept the monsters that they have become. Some turned to religion, and The Order of the Penitent was formed: A religious sect that believes that the Accursed are damned, but that they may be able to be redeemed if they do enough good in the world.
The rest of the chapter is devoted to the land at large, detailing the various realms, their current states and their roles in the Bane War. Cairn Kainen was once built around clans, but is now crushed under the bootheel of Morrigan and her undead armies. Hebron went from an idyllic farmland to a battle hardened, suspicious, insular community after fending off The Crone's Golems. Hyphrates, land of the Pharoahs, now rests in the undead grip of a formerly living, and formerly benevolent, ruler. Manreia faced no direct conflict in the Bane War, and so it sustained few scars, but now deals with the refugees of the other realms...completely unaware of the vipers clutched to its breasts. The proud people of Steppengrad have suffered grievous losses in the war...and are preparing to sacrifice even more if they can finally break Baba Yaga's grip. Valkenholm has become the center of The Blood Witch's web of intrigue.
There are now eight types of Witchbreed one can play as (six were present in the original playtest document): Dhampirs, the blood-sucking half-vampires. Golems, who have had their souls placed inside of unliving bodies. Mongrels, now grotesquely merged with animals. Mummies, the long dead, brought back to existence. Ophidians, poisonous snake-men. Revenants, the recently dead, still walking the earth. Shades, the spectral dead. And, finally, the Vargr, who shift between man and beast. Character creation is similar to normal, except you select a Witchbreed to play as, with their own modifiers, and skills have been slightly altered (with some skills condensed into Subterfuge and Athletics). Just as each Witchbreed has its own strengths and weaknesses, they also have access to their own unique Edges, with Mummies seemingly getting the shortest end of the stick regarding Edge selection.
A number of setting rules are used for Accursed, such as Damaged Characters, which allows characters to take an additional Hindrance and, thus, more points with which to buy an Edge, useful for those extra Edges they have available to them. Accursed uses the Blood & Guts rules from Savage Worlds Deluxe, but also combines them with a new rule that allows players to spend a benny in order to turn Wounds into Fatigue levels instead (since they "heal" faster, of course). New Hindrances are also provided, some having appeared in other books, complete with a new master list for Accursed (featuring Hindrances like Jingoistic or Glass Jaw). In addition to the Racial Edges, other new Edges are available to all characters, like Arcane Background (Witchcraft), which allows PCs to tap into the same power that the Witches use, Chosen Fate, which allows the player to decide if they are embracing or rejecting their Witchmark, Grand Coven Veteran (for those that fought many battles in the war), and Witch Hunter, for those that intend to take the battle to the Witches themselves. A new master Edges table is provided as well.
Chapter 3 covers the powers and uses of Arcane Background (Alchemy) and Arcane Power (Witchcraft), with Alchemy powers that let you transform weapons or heal Fatigue, and Witchcraft powers that let you steal Wounds from a target and use them to heal others, or even cancel out another character's abilities (including Edges!).
Accursed doesn't use money, per se, instead adopting the Resource die from Shaintar. Essentially, you roll the Resource die against an item's cost and availability, modified by whatever skills might affect it (like using Streetwise to acquire black market goods). Firearms are sprinkled in among the expected melee weapons, typically of the muzzle-loading variety. It has a very Ravenloft effect, in which some regions are vastly more developed than others, though this has to do with the effects of the War, rather than magical interference by Godlike entities.
Witchmarks get their own chapter, because they are that big of a deal. They are the measure of a Witch's power over the Accursed, and they represent the struggle between the monster and the man. The higher the Witchbreed's rank, the greater the effects of the Witchmark. A Novice can sense others of his Witchline, while Seasoned Accursed can speak to others within a mile. Veterans can automatically sense others of his Witchline and the effects of their abilities, and so on. Plus, each Witchbreed have effects that change depending on their acceptance or rejection of the Witchmark: Dhampirs can grow to become nearly full-blown vampires (complete with not being able to enter homes uninvited), a Golem may throw off his unnatural trappings and become flesh and blood again, Mongrels may grow too fond of their animal implants, Mummies may shake off their Death Shrouds and use the Djinn's remaining power to make a wish, Ophidians may become truly reptilian, Revenants not only recapture life but also gain the ability to cheat death, Shades lose their grip on the physical world and Vargr's can remove their animal aspect and turn it into a loyal companion! Of course, each Witchmark can be spun the other way, accepting or defying as their path chooses.
Each of the Witches get detailed in the sixth chapter, along with their primary Banes. This includes art for each Witch and an overview of their background and magic. Baba Yaga and her Hunger Trolls, The Blood Witch and her Leech Men, The Chimera and her Maggot Hounds, The Crone and her Manikins, The Dark Queen and her Noumenons, The (presumed dead) Djinn and her Scarabs, The Gorgon and her Hydras and The Morrigan and her Cauldron Born.
The last chapter focuses on running Accursed, noting that there are more Witchlines than contained in this book, and more Banes spawning from each Witch. A bunch of plot seeds are provided, as well as a sidebar on playing completely human characters in an Accursed game, even alongside Accursed. A seven part campaign is also included, which has three possible endings, depending on the PCs' actions...one of which maintains the status quo, two of which will leave a noticeable mark on Morden.
WHAT WORKS: The art is gorgeous. The "Heroes as Monsters" bit hasn't been overdone in Savage Worlds, and Accursed sets the standard pretty high in that regard. The level of detail in each Witchbreed is very cool and very evocative, and the Witchmark rules, providing reasons to both embrace and reject power, are great as well.
WHAT DOESN'T WORK: Some of the Accursed seemed to get the shorter end of the stick than the others, with Mummies having fewer cool bits to play around with. This is essentially a three book purchase, rather than the two book purchase that most Savage Settings are. Savage Tales to go along with the Plot Point Campaign would have been welcome. The editing in my PDF was still pretty rough, but it was updated after I downloaded it and I just caught that as I was finishing this review.
CONCLUSION: I was provided a preview copy of the Playtest rules and almost immediately made a pledge on the Kickstarter. I like Accursed enough that I put my money where my mouth is, I'll be getting a print copy and I may even spring for both poker decks. People who believe that Savage Worlds should always be as minimalist as possible aren't going to like the extra bits of crunch added to Accursed, but I personally think it's one of the coolest settings I've seen, and it will hit my table after the print version arrives, if not before. Melior Via made the game I've always wanted to play.
![]() |
| A Revenant, a Dhampir and a Golem facing off with The Crone. |
DISCLAIMER: This review does include an affiliate link to RPGNow. Purchasing the book via said affiliate link may provide me with store credit at RPGNow, which is typically used to purchase more gaming material for review at this blog. A review copy was not provided by the publisher, my copy was acquired by supporting the Kickstarter, though I was provided a preview copy of the playtest draft, which I previously previewed.
WHAT YOU SHOULD KNOW: First and foremost, you will need the Savage Worlds rulebook in order to play Accursed. The Savage Worlds Horror Companion isn't 100% needed, but is very useful. Secondly, the print version is not yet available, but it is on its way, per the Kickstarter updates posted recently. Lastly, the PDF is available right now for $20 (and you can get poker decks specific to Accursed as well).
The premise, in a nutshell, is a fantasy setting in which the Accursed - people who were transformed into agents of the Witches and fought in the Bane War - are now free of the direct influence of the Witches, but unable to return to their old lives due to the monstrous taint on their souls. Sound good?
Shane Hensley writes a great foreword that sets the stage for the harrowing setting of the Accursed, and why they fight. This is followed up by some short fiction introducing the setting.
The first chapter discusses the setting, including a two page map of the land, called Morden. The map seems kinda small and empty, but one can always use that as an excuse to say that the map only highlights the biggest features, leaving numerous other towns and locations out there to be developed by you and your group. During the Bane War, Morden was invaded by the forces of the Grand Coven, which broke the backs of the land's leaders before the men of Morden forged an alliance with the Seelie Fey and set up a betrayal that destroyed one of the Witches. Ultimately, the leaders of the Coven scattered, leaving the Accursed behind to find their own way. For some, the Accursed are reminders of the war. Other Accursed can't return home because their families no longer accept them as kin...and some Accursed just can't yet accept the monsters that they have become. Some turned to religion, and The Order of the Penitent was formed: A religious sect that believes that the Accursed are damned, but that they may be able to be redeemed if they do enough good in the world.
The rest of the chapter is devoted to the land at large, detailing the various realms, their current states and their roles in the Bane War. Cairn Kainen was once built around clans, but is now crushed under the bootheel of Morrigan and her undead armies. Hebron went from an idyllic farmland to a battle hardened, suspicious, insular community after fending off The Crone's Golems. Hyphrates, land of the Pharoahs, now rests in the undead grip of a formerly living, and formerly benevolent, ruler. Manreia faced no direct conflict in the Bane War, and so it sustained few scars, but now deals with the refugees of the other realms...completely unaware of the vipers clutched to its breasts. The proud people of Steppengrad have suffered grievous losses in the war...and are preparing to sacrifice even more if they can finally break Baba Yaga's grip. Valkenholm has become the center of The Blood Witch's web of intrigue.
There are now eight types of Witchbreed one can play as (six were present in the original playtest document): Dhampirs, the blood-sucking half-vampires. Golems, who have had their souls placed inside of unliving bodies. Mongrels, now grotesquely merged with animals. Mummies, the long dead, brought back to existence. Ophidians, poisonous snake-men. Revenants, the recently dead, still walking the earth. Shades, the spectral dead. And, finally, the Vargr, who shift between man and beast. Character creation is similar to normal, except you select a Witchbreed to play as, with their own modifiers, and skills have been slightly altered (with some skills condensed into Subterfuge and Athletics). Just as each Witchbreed has its own strengths and weaknesses, they also have access to their own unique Edges, with Mummies seemingly getting the shortest end of the stick regarding Edge selection.
A number of setting rules are used for Accursed, such as Damaged Characters, which allows characters to take an additional Hindrance and, thus, more points with which to buy an Edge, useful for those extra Edges they have available to them. Accursed uses the Blood & Guts rules from Savage Worlds Deluxe, but also combines them with a new rule that allows players to spend a benny in order to turn Wounds into Fatigue levels instead (since they "heal" faster, of course). New Hindrances are also provided, some having appeared in other books, complete with a new master list for Accursed (featuring Hindrances like Jingoistic or Glass Jaw). In addition to the Racial Edges, other new Edges are available to all characters, like Arcane Background (Witchcraft), which allows PCs to tap into the same power that the Witches use, Chosen Fate, which allows the player to decide if they are embracing or rejecting their Witchmark, Grand Coven Veteran (for those that fought many battles in the war), and Witch Hunter, for those that intend to take the battle to the Witches themselves. A new master Edges table is provided as well.
Chapter 3 covers the powers and uses of Arcane Background (Alchemy) and Arcane Power (Witchcraft), with Alchemy powers that let you transform weapons or heal Fatigue, and Witchcraft powers that let you steal Wounds from a target and use them to heal others, or even cancel out another character's abilities (including Edges!).
Accursed doesn't use money, per se, instead adopting the Resource die from Shaintar. Essentially, you roll the Resource die against an item's cost and availability, modified by whatever skills might affect it (like using Streetwise to acquire black market goods). Firearms are sprinkled in among the expected melee weapons, typically of the muzzle-loading variety. It has a very Ravenloft effect, in which some regions are vastly more developed than others, though this has to do with the effects of the War, rather than magical interference by Godlike entities.
Witchmarks get their own chapter, because they are that big of a deal. They are the measure of a Witch's power over the Accursed, and they represent the struggle between the monster and the man. The higher the Witchbreed's rank, the greater the effects of the Witchmark. A Novice can sense others of his Witchline, while Seasoned Accursed can speak to others within a mile. Veterans can automatically sense others of his Witchline and the effects of their abilities, and so on. Plus, each Witchbreed have effects that change depending on their acceptance or rejection of the Witchmark: Dhampirs can grow to become nearly full-blown vampires (complete with not being able to enter homes uninvited), a Golem may throw off his unnatural trappings and become flesh and blood again, Mongrels may grow too fond of their animal implants, Mummies may shake off their Death Shrouds and use the Djinn's remaining power to make a wish, Ophidians may become truly reptilian, Revenants not only recapture life but also gain the ability to cheat death, Shades lose their grip on the physical world and Vargr's can remove their animal aspect and turn it into a loyal companion! Of course, each Witchmark can be spun the other way, accepting or defying as their path chooses.
Each of the Witches get detailed in the sixth chapter, along with their primary Banes. This includes art for each Witch and an overview of their background and magic. Baba Yaga and her Hunger Trolls, The Blood Witch and her Leech Men, The Chimera and her Maggot Hounds, The Crone and her Manikins, The Dark Queen and her Noumenons, The (presumed dead) Djinn and her Scarabs, The Gorgon and her Hydras and The Morrigan and her Cauldron Born.
The last chapter focuses on running Accursed, noting that there are more Witchlines than contained in this book, and more Banes spawning from each Witch. A bunch of plot seeds are provided, as well as a sidebar on playing completely human characters in an Accursed game, even alongside Accursed. A seven part campaign is also included, which has three possible endings, depending on the PCs' actions...one of which maintains the status quo, two of which will leave a noticeable mark on Morden.
WHAT WORKS: The art is gorgeous. The "Heroes as Monsters" bit hasn't been overdone in Savage Worlds, and Accursed sets the standard pretty high in that regard. The level of detail in each Witchbreed is very cool and very evocative, and the Witchmark rules, providing reasons to both embrace and reject power, are great as well.
WHAT DOESN'T WORK: Some of the Accursed seemed to get the shorter end of the stick than the others, with Mummies having fewer cool bits to play around with. This is essentially a three book purchase, rather than the two book purchase that most Savage Settings are. Savage Tales to go along with the Plot Point Campaign would have been welcome. The editing in my PDF was still pretty rough, but it was updated after I downloaded it and I just caught that as I was finishing this review.
CONCLUSION: I was provided a preview copy of the Playtest rules and almost immediately made a pledge on the Kickstarter. I like Accursed enough that I put my money where my mouth is, I'll be getting a print copy and I may even spring for both poker decks. People who believe that Savage Worlds should always be as minimalist as possible aren't going to like the extra bits of crunch added to Accursed, but I personally think it's one of the coolest settings I've seen, and it will hit my table after the print version arrives, if not before. Melior Via made the game I've always wanted to play.
Monday, September 23, 2013
A Look at Accursed Golems
Golems are the created beings of the Accursed world, and if you're a Ravenloft fan you're probably used to the idea of the intelligent Golem. Golems are created by The Crone and can be comprised of anything: Flesh, straw, stone, glass, etc. Here are two Golems, one made of wood and one made of stone.
I didn't use the same conceit with Golems that I did with Dhampirs, where they started from similar origins and took opposite roads. These are merely two separate Golems from the opposite ends of the Golem spectrum, organic materials and inorganic materials.
ROWAN "REDWOOD" MATTHIAS
"The Redwood", as Rowan was known as during the Bane War, was a gifted field tactician who stood firm in the face of danger, ordering his men forward and devising plans of victory. When The Crone got ahold of him, she transformed him into his namesake: A tree-like golem. Now the Redwood rallies his soldiers around him once more, convinced that his tactical genius will be enough to triumph against The Crone's forces. His tree-like visage, complete with goggles to compensate for his impaired vision, strikes a fearsome, steadfast image, surrounded by soldiers willing to lay their lives down fighting for what's right and just.
Name: Rowan “Redwood” Matthias
Witchbreed: Golems
Rank: Veteran
Agility: d6
Smarts: d10
Spirit: d8
Strength: d6
Vigor: d8
Charisma: 0
Pace: 6
Parry: 5
Toughness: 9
Acceptance/Defiance: Acceptance Level 1
Skills
Fighting d6
Guts d8
Intimidation d8
Knowledge (Battle )
d12
Notice d6
Persuasion d6
Repair d6
Shooting d6
Hindrances
Arrogant
Bad Eyes
Loyal
Edges
Brawny
Command
Command Presence
Officer of the Alliance
Racial Package
Constructed: The
Golem has the Construct ability.
Deliberate: Agility
can go no higher than d6.
Hulking: +2
Toughness.
Weakness: +4 Damage
from Fire
Hardy
Notice Tests -2
Witchmark
Witchbreed Sense
Drawn to Those in
Need
Witchspeak
Warning
Gear
Flintlock Pistol, Short Sword
GRANITE JACK
Jack Butler was always a big, stubborn man...but The Crone took his inner essence and manifested it in startling fashion, transforming him into a giant man of stone. Granite Jack is slow and not very bright, but he's a terrifying sight when he does move into action, preferring to eschew weapons and pummel his opponents with his bare, rocky hands. Being a Golem, he's already quick to recover from being stunned, and he's accepted the stone facet of himself, making him harder still to wound. Pray that you are on his side, because Granite Jack is a veritable juggernaut who will only become more terrifying as his strength and ability grows.
Name: Granite Jack
Witchbreed: Golems
Rank: Novice
Agility: d4
Smarts: d4
Spirit: d6
Strength: d10
Vigor: d8
Charisma: -2
Pace: 6”
Parry: 7
Toughness: 8
Acceptance/Defiance: 0
Skills
Climbing d4
Fighting d10
Guts d6
Intimidation d6
Notice d4
Survival d4
Taunt d4
Hindrances
Slow
Stubborn
Ugly
Edges
Hard to Kill
Luck
Martial Artist
True To Its Origin
Racial Package
Constructed: The
Golem has the Construct ability.
Deliberate: Agility
can go no higher than d6.
Hulking: +2
Toughness.
Weakness: +4 Damage
from Blunt Force Damage
Witchmark
Witchbreed Sense
Drawn to Those in
Need
Unarmed Attacks (Str+d4)
Thoughts: Granite Jack is a scary, scary bruiser. Why? Because I dumped Agility and Smarts, which makes him vulnerable to Tricks, but True To Its Origin (which may be getting excised) gives him Hardy (which prevents wounds from two Shaken results), and Construct essentially gives him Combat Reflexes (and his Spirit's d6 and can easily rise). Yeah, Fighting d10 was expensive, but he needs it as his Agility locks him out of a lot of the cool combat Edges.
Redwood was fun, inspired a bit by seeing the book carrying, glasses wearing Golem in the Accursed art...but with a twist, making him a military genius instead.
Mongrels are up next, and I'll try to make it a point to delve into Arcane Backgrounds with that one.
Sunday, September 15, 2013
A Look At Accursed Dhampirs
Dhampirs are the half-vampires of the Accursed setting, created by the Blood Witch. Dhampirs are described in the Accursed Player's Guide is being agile, sure-footed and charming. I decided to play around with character generation a little bit and take a closer look at Dhampirs.
Any of the Accursed can choose to accept or defy their nature, embracing the power of their Witchmark or struggle against it. The more you embrace the Witchmark as a Dhampir, the more vampiric you become. The more you struggle against it, the more human you become (which is how it works with all of them). So I created two Accursed Dhampirs: Both have done horrible, horrible things since gaining their Witchmark...one embracing his nature and the other fighting it.
KHALOS THE BUTCHER
Khalos gained a reputation for his rage and his brutality in The Bane War. To this day his name is cursed and though he fights the minions of The Blood Witch, he has few friends. This isolation has driven him down a dark path, and while he will never serve The Blood Witch again, fighting monsters has indeed transformed him into one. He flies into a berserker rage in combat, summons wolves to fight by his side, can consume blood to make himself stronger and cuts a horrible swath with his scythe, Bloodletter. However, his vampiric nature forces him to move under the cover of darkness, holy ground makes him incredibly uncomfortable and he must feast on blood in order to survive. His time in the Bane Wars have given him astonishing resolve and his is a great boogeyman to stalk the Blood Witch's banes...but has he crossed the point of no return?
Name: Khalos the Butcher
Witchbreed: Dhampir
Rank: Veteran (2 advances)
Agility: d10
Smarts: d6
Spirit: d8
Strength: d8
Vigor: d8
Charisma: +1
Pace: 7
Parry: 8
Toughness: 8(2)
Acceptance/Defiance: Final Stage Acceptance
Skills
Climbing d4
Fighting d10
Gambling d4
Guts d8
Intimidation d8
Notice d6
Riding d4
Streetwise d6
Tracking d8
Hindrances
Mean
Vulnerability to Holy Ground (Minor)
Wanted (Major)
Edges
Berserk
Blood Fury
Call to the Wild (Wolves)
Grand Coven Veteran
Sweep
Trademark Weapon (Bloodletter)
Racial Package
Dark Charm (Charisma
+2)
Graceful (D6
Agility)
Keen Senses (D6
Notice)
Low Light Vision
Nimble (+1 Parry)
Wood Weakness (+4
from wood)
Enemy (Blood Witch)
Blood Hunger
Witchmark
Witchbreed Sense
Drawn to Those In
Need
Witchspeak
Warning
Stage 1 Acceptance
(-1 to all rolls in sunlight, +1 to Pace)
Stage 2 Acceptance
(Parry increases to +2, -1 to attack rolls against Dhampir, double damage from
wood, need blood to survive)
Stage 3 Acceptance (-2
to all rolls in sunlight, need invitation to enter homes, Agility increases by
one die type, Charisma +1, abilities that affect blood gain +2 against Dhampir)
Gear
Scythe (Str+d6) (Parry -1, +1 to attack rolls, Reach 1, 2
hands), Reinforced Great Coat (+2 armor)
Liam the Penitent
Whereas Khalos revels in who he is, Liam is haunted by the things he's done under the influence of the Witchmark. The horrors he has seen - and committed - have forged him into an unflappable agent against evil, one who is taking his soul back one piece at a time. Damage in combat rarely slows him down, and few things can frighten him at this point in his life. Liam knows that he is owed a horrible death for what he's done, so he seeks it without fear, only hoping to drag as many minions into damnation with him as he can.
Name: Liam the Penitent
Witchbreed: Dhampir
Rank: Heroic
Agility: d8
Smarts: d6
Spirit: d10
Strength: d8
Vigor: d8
Charisma: +2
Pace: 6”
Parry: 7
Toughness: 6
Acceptance/Defiance: Stage 2 Defiance
Skills
Fighting d8
Guts d10
Investigation d6
Knowledge (Enochian Faith) d6
Notice d6
Streetwise d6
Subterfuge d8
Taunt d8
Tracking d6
Hindrances
Death Wish
Heroic
Quirk (Sucker for a Pretty Face)
Edges
Brave
Combat Reflexes
Counterattack
Graceful Leap
Iron Will
Nerves of Steel
Penitent
Relentless
Racial Package
Dark Charm (Charisma
+2)
Graceful (D6
Agility)
Keen Senses (D6
Notice)
Low Light Vision
Wood Weakness (+4
damage from wood)
Nimble (+1 Parry)
Enemy (Blood Witch)
Blood Hunger
Witchmark
Witchbreed Sense
Drawn to Those In
Need
Witchspeak
Warning
Bane Sense
Stage 1 Defiance (Wood damage
drops to +2, Dhampir loses Low Light Vision)
Stage 2 Defiance (Notice skill is
reduced 1 step, Dhampir has no Wood Weakness, gains +1 benny each session).
Gear
Longsword (str+d8)
Thoughts: I really like the available character options. A few oddball Edges and Hindrances are missing (Bloodthirsty, No Mercy, and so on)...stuff that aren't included as part of the setting but that I'll probably add back in myself...but I made it a point to try to create these as close to Rules as Written as possible.
Anyway, that's a look at Dhampirs down. In a day or two, I'll try to sit down and stat up a pair of Golems. If this looks appealing to you, back the Kickstarter. If not, then brace yourself for a few more posts about something that probably doesn't appeal much to you! But I'll try to work some non-Accursed posts in just the same.
Note: I am not affiliated with Melior Via or their Kickstarter in any way, I just really, really like what I've read in the Player's Guide, enough that I've backed the Kickstarter myself.
Friday, September 13, 2013
Sneak Preview: The Accursed Player's Guide
So I'm going to come right out and say it: If the Player's Guide is any indication, then Melior Via has made the game I wanted to write, but never trusted myself to design.
From their press release:
The Curse is Imminent
New Savage Worlds setting launches on Kickstarter on Friday,
September 13th.
Melior Via, LLC, publishers of the critically acclaimed Hope
Preparatory School game setting are preparing to launch a crowd funding
campaign for the creation of a new RPG setting. Accursed is a dark fantasy
world, where the players take on the roles of classic movie monsters. They
struggle to free the land of Morden from the dark influences of the Witches.
The Accursed draw their power from their curses, while struggling against it to
preserve their souls. Recognizing that the game is named
Accursed, it became apparent that the project had to launch on Friday the 13th.
About the setting:
In Accursed, Hammer Horror films meet Hellboy, and Solomon
Kane meets Castlevania. The game world allows players to take on the roles of
characters with transformative curses, cast by the Witches of the Grand Coven.
They are Dhampir (Half-vampire charming rogues), Golems (living creatures
crafted from unliving materials, similar to Frankenstein’s monster), Vargr
(werewolves), Mummies, Mongrels (humans with bestial limbs and other body parts
grafted onto their bodies), and Revenants (the living dead). The Accursed must
not only fight evil from without; each character’s Witchmark defines his curse
and changes over time.
About the Creators:
Ross Watson, Jason Marker, and John Dunn have designed
role-playing games for many properties, including Star Wars: Edge of the
Empire, Shadowrun, Warhammer 40,000 Roleplay, Robotech, and Malifaux: Through
the Breach. They have decades of experience working in the gaming industry and are
very excited about bringing a new twist on dark fantasy RPGs to life. The three
members of the core team are bringing their combined creativity, experience,
and passion to the project.
Accursed website: http://www.AccursedRPG.com
Kickstarter Preview: http://tinyurl.com/kgjk2pz
Facebook: https://www.facebook.com/AccursedRpg
Twitter: https://twitter.com/accursedrpg
Melior Via, LLC website: www.meliorvia.com
Now, that sounds all well and good, but you can say anything on a press release...but they sent me a copy of the playtest draft of the Player's Guide and I've spent a few days with it. First off, the book is very pretty. Here's the cover:
Not bad.
Accursed is powered by Savage Worlds, which is pretty high on my list of games, as you all know. Now, monster hunting/fighting games are nothing new in Savage Worlds. This art, for instance, gives a little bit of a Rippers vibe. However, not a lot of Savage Worlds games are placing the PCs in the roles of, essentially, monsters. The Accursed are all Witchmarked, which has a different effect on the PC depending on the witch that marked him:
- Dhampirs are half-vampires who suffer from some of the flaws of vampires but are more nimble and graceful, and even have an Edge they can take that gives them a boost based off of their blood feeding.
- Golems are men who have been transformed into constructs, with all the pros and cons that entails.
- Mongrels are twisted beast men who have had animal parts bound to their bodies.
- Mummies are the loooong dead, who have risen at the beckoning of the witches, forcing them into unlife.
- Revenants are angry, driven walking dead like The Crow.
- Vargrs are the setting's own werewolves.
So, yeah, Solomon Kane meets Castlevania, as you play men turned into monsters who are fighting monsters. While the book introduces new setting rules, powers (to go along with powers sets for Alchemy and Witchcraft), where the setting REALLY sings is in the WitchMark, which is what turned the poor guy into an Accursed and is the source of his power. So far, so good, right? One of the Wowza moments for me is that the Accursed can accept or defy their witchmarks, which has a deep impact on them...they can either accept their fate and gain more power at the expense of their soul, or they can embrace their humanity but forsake their power. This level of complication is added very simply, with corresponding bonuses and penalties based off of each level of acceptance or refusal. So, yeah, you can choose to become completely mortal...but you still have dangerous and powerful enemies and you are giving up your power while still waging a war!
A couple of years back, I was envisioning a Castlevania-esque setting that I thought Savage Worlds would be well suited for, but Accursed hits a lot of the beats I wanted to see in my own setting. The Kickstarter should be live by the time you read this, but I'll be back (probably this weekend) to play around with character creation a little bit and look at the Accursed character types a bit closer...but as it stands, I'm more excited about this than I have been a new setting or game for a while, and I cannot WAIT to see what is going to be in the full book.
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