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

Tuesday, April 18, 2017

Shaintar: Thundering Skies Campaign Ending Soon



The Shaintar: Thundering Skies Kickstarter is 6 days away from ending, and could use your attention.

The Kickstarter is for a full campaign book, the first plot point campaign for Shaintar, which is pretty much the gold standard for fantasy in Savage Worlds. It kind of pioneered, if informally, some of the higher powered mechanics that Sean Patrick Fannon brought to bear in the Savage Rifts adaptation. After Sean moved on to other projects, the setting landed into the capable hands of Darren Pearce, who has exhaustively detailed seemingly every nook and cranny of the setting.

The Kickstarter is still more than $3000 away from funding, and the full PDF can be had for the $20 pledge, while the physical book is a $45 pledge. You can bump up your pledge to get anything currently available for Shaintar, if you're new to the party...and, if you're a Fantasy Grounds gamer, you can sign up for the Fantasy Grounds version of the campaign for $20.

Shaintar is explicitly heroic in nature, which actually kinda separates it from the pack in this age of antiheroes and dark settings, and if you sign up for one of the collaboration tiers, you can make your mark on the setting by helping create villains, allies or even plot twists.

I'm a big fan of the Shaintar setting (especially loving the higher powered slant of the Legends Unleashed book), and would love to see it carry on into the future with this campaign, so check it out, see if it's your thing, and sign up if it is!

Tuesday, February 24, 2015

A Tragic Situation And A Call To Arms

The larger roleplaying game community tends to do a pretty good job of pulling together when it needs to, and word came out recently that an acquaintance of mine suffered a horrible, horrible tragedy.

On February 18th, Jonathan M. Thompson of Battlefield Press suddenly lost his girlfriend Tammy Mansfield. He is currently struggling to gather the funds to pay for her funeral expenses. Well, a number of wonderful gaming industry professionals pulled together and donated product to a charity bundle to raise money for the expenses:

One of our own suffered a Critical Hit recently, and this bundle is our way of trying to give him a hand up.

Jonathon Thompson, owner of Battlefield Press, lost his girlfirend a few days ago to an unexpected heart attack. Not only is this a devastating blow, but it is also an extremely expensive one. We're going to help soak up some of that damage.

Almost $400 dollars worth of fantastic gaming products for a mere $30! From Shaintar and Suzerain to the world of the Tarnished Souk, and Tunse'al there are realms and adventures and add ons guaranteed to kick your game up a notch. Just take a look at the companies that have come together in suport of Jonathn in his time of need:

Stygian Fox, Savage Mojo, Rite Publishing, Rogue Genius Games, Miskatonic River Press, DSL Ironworks, Arc Dream Publishing, Applied Vectors, Obatron Productions, and Evil Beagle Games!

The entirety of the royalties from this bundle will help defray the unexpected costs of Tammy's funeral.

So grab a bundle, step up your game, and help one of our community through a really rough patch. How can you lose?

You can find that bundle here: http://rpg.drivethrustuff.com/product/144869/In-memory-of-Tammy-Mansfield-BUNDLE

Additionally, Brandon Blackmoor has said that anyone who provides proof of purchasing this bundle can receive a free PDF of his superhero RPG, Bulletproof Blues.

Additionally, the Amarillo Design Bureau has released a special edition of their Prime Directive d20 Modern rulebook, whose proceeds are also going to assist Jonathan with his girlfriend's funeral expenses.

Some great deals on some great games for a great cause. Let's help a guy out.

Sunday, July 7, 2013

Tommy's Take on Shaintar: Legends Arise

I intentionally made this HUGE because, well, it's an absolutely beautiful cover.

IN THE INTEREST OF FULL DISCLOSURE: Savage Mojo assisted in the creation of this book and are assisting in the Kickstarter for Shaintar: Legends Unleashed. I am still a freelancer associated with Savage Mojo, though I had no hand in this book and am receiving no financial compensation from this project whatsoever. I was provided a PDF of Shaintar: Legends Arise as a courtesy, one that I was glad to receive due to being a fan of Shaintar for years, when I picked up the previous edition from Talisman Studios, the forerunners to Savage Mojo. I write this as a blogger and a fan of Savage Worlds, epic fantasy and Shaintar, nothing more. That said, the affiliate link I am using does award a portion of sales through it to my own coffers to support the blog (generally always in the form of store credit that I can use to purchase products from RPGNow for review here later).

WHAT YOU SHOULD KNOW: You can get the full PDF from RPGNow for $20 and the Player's Guide under the "Pay What You Want" model. Legends Arise is meant to cover Shaintar gaming from Novice through Veteran, with the upcoming Legends Unleashed to cover Heroic and Legendary, and promising to rip the absolute lid off of what can and cannot be done in Savage Worlds in regards to "epic". Print versions of the book will be available soon via POD, and the Kickstarter page currently says they will be $35 each.

So, that said...what do you get in Shaintar? A full-blown fantasy setting for Savage Worlds. A lot of this is going to look familiar, as a lot of fantasy looks familiar. For instance, we have humans and elves and dwarves and so on. Sean Patrick Fannon spends the first chapter laying a groundwork for the setting, including the five sources of power for magic (Darkness, Life, Essence, Light and Arcmancy), including a series of helpful sidebars that speak to the reader author-to-reader.

Chapter 2 dives into character creation, a lot of which is easily stealable by anyone that is wanting to run a Savage Worlds-based fantasy campaign. There's even a group called Grayson's Gray Rangers that are an all purpose group of heroic types that can be used to provide easy rationale for the PCs to be joined together. From there a full list of character types is given, such as Knights, Rogues, Ex-Slaves, Alchemists and Common Folk. Defining Interests, from many of Reality Blurs' settings, are present as well. S:LA similarly takes a page from Savage Worlds Deluxe Edition and provides a series of Archetypes, two for each race present in the game. Those racial options include Aevakar (winged fae), Alakar (fae that are closely bound to the mortal realm), Brinchie (big cat dudes), Dregordians (big reptile dudes), Dwarves (c'mon, you know these guys), Eldakar (a lot like the classic mystical elves), Goblins (you know these guys, too), Humans (the most versatile of the races, of course), Korindians (half-elves who, in an interesting twist, have a whole culture to themselves rather than being the outcasts of the borders of elf and human society), Ogres (just as big and hulking as you remember) and Orcs (not as inherently evil as you remember from most fantasy). Each of them have a STUNNING amount of racial edges (which you can file the racial requirement off for your games) and the Korindians have a whole Martial Art of their own. One of my favorite Edges is for the Orcs, which allows them to fling themselves between an ally and a successful attack, which I think I'm going to steal for my Midnight game.

To encourage heroic characters, the author provides an optional rule in which characters with Heroic, Loyal or Code of Honor are allowed to carry over bennies from session to session.

A whole slew of new Edges are introduced, such as First Among Equals which allows a character with Leadership Edges to grant his bonuses to all allied Wild Cards within sight or sound of him, or a series of Edges designed to modify Powers (with included examples), to being Soul-Bonded to an item (giving the item special qualities). The bean-counting of a lot of fantasy games is done away with in favor of Resource Rolls. The author takes an approach I tend to: I don't get worked up over exact "dollar" amounts, nor do I sweat encumbrance too much, instead applying common sense where applicable.

The Powers section gets into the fact that there are seven different types of magic: Alchemy (whose practitioners like to bust out magic potions), Channeling (used by Druids and powered by Nature, Earth, Sea and Sky), Faith (which has one of the cooler Trappings - Penance - which causes a target to reflect on their misdeeds), Necromancy (that's generally bad), Sorcery, Thaumaturgy (which channels demonic power) and The Way (which is far more subtle than the rest).

Lots of new powers are provided as well: Analyze Foe, Arcane Shield (which essentially "casts" the Arcane Resistance Edge), Mind's Eye (kind of a "super sight"), Quake, Telepathy and more. Additionally, a full chart is provided which breaks down which powers are available to which magic types.

Lastly, several setting rules are provided, such as bypassing the *skull* on Called Shots, everyone getting to reroll damage rolls by spending a benny, spending a benny to *add* a d6 to your result, to outright divine intervention and a swell little rule to encourage folks taking Leadership Edges, allowing them to boost a skill each time they do (as long as it is below its governing attribute).

Shaintar also alters the Advancement scheme, from 20 points a Rank to 25, slowing it a bit.

The GM section goes into a discussion of Epic High Fantasy, attempting to set the stage for the campaign mindset before diving into the setting proper. This begins with a discussion of the adversarial forces in Shaintar, such as The Builders, an odd group of almost demonic dwarves. If Grayson's Gray Rangers are the big heroes of the setting, The Black Lanterns are their "not afraid to get their hands dirty" counterparts. A full timeline is provided, starting with the creation of Shaintar in -5000 and continuing to 3121, when the Gates of Hell burst open. (Year 0 is the Dawn of the Age of Hope and the beginning of the new fae calendar).

Chapter 4 doesn't provide Savage Tales or a Plot Point Campaign, but it DOES provide a series of campaign outlines one can use, with tips on the kinds of characters likely to be involved, as well as chapter-by-chapter breakdowns.

The bestiary makes it absolutely clear that anyone or anything can be a Wild Card as needed, then provides two sets of templates. The first are things like Corrupted and Demonic (the former tainted by Death, the latter by the Abyss), and the second are a series of Racial templates that can be added to "common" stats: so you can take a "generic" Thief statblock, for instance, and make him a Brinchie with little fuss.

Entries like Builder include the various roles found among the Builders, as well as their Golems. Celestials also come in varieties, like guides or the "Honored Dead" being summoned to fight for good once more. The Childer is a catch-all for the demonic spawn that have arisen, from Gargoyles to Minotaurs to Ratzin (rat guys) to Thratchen (goat guys). One of the more interesting entries are Hobgoblins: Orcs who have become Corrupted.

Yeah.

Corrupted also includes the more classic "dark" creatures like werewolves and vampires. "Fallen" elves are known as Shayakar, and are essentially Goth Elves. Wraiths, zombies and mummies are included, as are a number of "professional" templates like Paladins, Necromancers, Thugs and Scholars...and I'm still leaving out a bunch.

WHAT WORKS: Even if you have no desire to play Shaintar, if you're running a fantasy game in Savage Worlds, there's some heavy duty stuff to strip-mine here. At least a few Edges will make their way into my Savage Midnight game, and maybe even a couple of the Setting Rules. A lot of it feels very familiar, sure, but there's a lot of cool tweaks (like the Korindians having their own martial art), and the ready made excuses to put folks together (like Grayson's Gray Rangers). I would also be doing the book an injustice if I failed to point out that it's gorgeous, with an absolutely amazing cover by Tomasz Tworek. Did I mention there's not a laundry list of "More Powerful Than Your PCs" NPCs to have to explain your way around? Although, they may be coming in the next book for all I know. (See? Told you I'm not in the loop.)

WHAT DOESN'T WORK: The Talisman Studios version had a really sweet random adventure generator that used cards that this one lacked. Not that I won't just swipe that from that book, of course...but YOU don't have access to it. In MY copy of the PDF, there were still a lot of "see page XXX" left, which may have been corrected by now (and which will hopefully be corrected by print for sure). The information for the setting itself gets painted in pretty broad strokes, which some folks are going to hate and some folks are going to love. Given that I'm just really getting started with one Savage Worlds fantasy game, I doubt I'll get to actually run Shaintar myself anytime soon.

CONCLUSION: For Pete's Sake, at least get the Player's Guide so you can rip liberally for your own Savage Worlds fantasy games. Then if it looks good enough, there's the full version of the book and the Kickstarter to consider. I love a lot of the tinkering Sean did with the Savage Worlds rules, and I seriously cannot wait to see what happens with Legends Unleashed and how it opens up magic to fit an "epic high fantasy" feel.

Monday, October 1, 2012

Games I Wanna Run/Play


So I'm looking around my office after recently moving, and I have almost all of my RPG stuff unpacked...which just serves to remind me how little I've gamed recently, and how much I'd love to game more...as well as some of the games I'd love to run.

Without further ado, and in no PARTICULAR order...

The Sideliners (Marvel SAGA) - I'm actually finishing up a long running, on and off campaign soon before my best friend moves to Boston. The characters involved are some of our oldest and longest running, and we'd like to give them some "closure".

Necessary Evil (Savage Worlds) - Hopefully, we can finish up the Plot Point campaign before my best friend moves, as he's an integral part of this game as well. Necessary Evil is the most fun I've had with Savage Worlds, and I've had a lot of fun with Savage Worlds.

Deadlands Reloaded - Whether playing something all new or resuming old campaigns, I just really wanna play more Deadlands, because it's my favorite setting ever.

Star Wars Saga Edition - My son is a huge Star Wars fan, and I ran some Star Wars for him a few years ago. I would love to resume that, I just have a real hard time coming up with age appropriate adventures.

The SAGA of Spider-Man (Marvel SAGA) - Another game with my son...and probably the only way I'll still run Marvel SAGA after my best friend moves.

The Savage World of Solomon Kane (Savage Worlds) - This is another "I want to resume an existing campaign" entry. Luckily, my player in this campaign isn't moving anywhere.

Dragon Age - I love the setting, the boxed sets just look sweet, I've played around with character creation and it's fast but fun...I wanna give this a go sometime, maybe with my kid, as Clint and Jodi Black have said it's actually a great game for kids.

Midnight (Savage Worlds) - No, there was no Savage Worlds version of Midnight...I would just be using a conversion and gladly so. The warped version of Lord of the Rings was my favorite thing to come out of the d20 era.

Ravenloft (Savage Worlds) - Based heavily off of the 3/.5 version by White Wolf with a dash of elements from the earlier versions as I see fit.

D&DNext - I'm loving what I'm reading from the files, and I have a playtest scheduled with a couple of interesting friends (using Roll20), but we haven't actually gotten to gameplay, unfortunately.

Wu Xing The Ninja Crusade - Probably the game I've wanted to play the most but haven't had a chance. I have no idea how Eloy Lasanta took so many of the things I dislike and made me like them, but he did. Oh MAN he did.

Pendragon 5.1 - Maybe even the Great Pendragon Campaign if the opportunity arose.

Monster of the Week - I've been reading this and collected all the Limited Edition Playbooks, and I'd totally dig the chance to give it a go. I'd actually choose it for a Buffy-style game over Buffy itself now, I think.

Savage Suzerain (Savage Worlds) - Specifically, starting with Caladon Falls and going from there.

Streets of Bedlam (Savage Worlds) - I'm actually planning to give this one a shot using the Mythic GM Emulator.

Hellfrost (Savage Worlds) - Because those are some awesome, impressive books, giving Savage Worlds some epic fantasy, even if it's not particularly high powered.

Dungeonworld - It seems like it could be a fun twist on D&D style play.

Transformers-ish Game (Cartoon Action Hour Season 2) - An idea that occurred to me for my kid. He even has a character in mind.

Fiasco - I got to play in a partial demo of this on Skye, but haven't had a chance to play a full game. There are some GREAT playsets out there.

Leverage - My favorite of the Cortex+ games, based off of one of my favorite TV shows.

Dreadful Secrets of Candlewick Manor - A horror/mystery sandbox by Arc Dream...I'm not sold on the system, but the setting and premise are so cool I'd give it a shot.

Ghostories - A very cool, underappreciate horror RPG by Precis Intermedia.

I could probably go on...and I know a lot of those are kinda vague, but as a rule, I don't begin planning more than the very basics of a campaign until the PCs are in front of me...taking whatever they want to play (unless it's disruptive) and building the campaign around that.

But clearly, I need to game more.


Sunday, September 16, 2012

Dungeonlands Kickstarter and Heroes & Servitors

The 24 Hour Design Party is complete, and the Dungeonlands Kickstarter is live!

Here is release info on the Kickstarter:

DUNGEONLANDS: TOMB OF THE LICH QUEEN


Savage Mojo's Old School Killer Dungeon which will be released in both Savage Worlds and Pathfinder versions.

Savage Mojo is pleased to announce DUNGEONLANDS, our upcoming killer dungeon set in the First Age of Relic, our fantasy realm, where your heroes will answer a call through time and space to rescue an angel imprisoned by the Lich-Queen.

Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.

The first Savage Mojo product produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.

There's an award-winning development team behind our Dungeonlands line, including writers John Wick (Legend of the Five Rings, 7th Sea, Houses of the Blooded http://johnwickpresents.com/) and Lee Szczepanik, Jr (War of the Dead http://www.daringentertain.com/); artists Jason Engle (http://jaestudio.com/), Jim Pavelec (http://jimpavelec.com/), Aaron Acevedo (http://aaronace.com/), Alida Saxon (http://alidasaxon.com/); and Savage Mojo (http://savagemojo.com/), ENnie and Origins Award winning publishers of Suzerain roleplaying games, Gamescapes roleplaying game accessories, and Brainradio fiction.

We're raising funds to create two books (one for Pathfinder rules and another for Savage Worlds) and a wide variety of accessories too: character cards, monster cards, a full soundtrack, tile maps for the entire dungeon, and more! We have a lot of great pledge rewards, including commissions from Jason Engle, custom tile map sets personalized for your game, or even illustrated fiction based on your character! Look for more on these and other rewards in the coming updates.

Funding Goal: $5,000
Deadline: October 14th.

HEROES & SERVITORS

They came from all corners of the universe,
heroes to defeat the Lich Queen
and free an angel from the Dungeonlands.

They came from all corners of the universe,
servitors of vile alien gods to protect the Lich Queen
and keep an angel imprisoned in the Dungeonlands.

High Fantasy; Epic Conflict

Heroes & Servitors is a book of pre-generated characters, ready to play
with backstories written. Get straight into the action. And for GMs,
there’s an evil, twisted version of each character, together with a premade
fiendish dungeon encounter especially for them. However you
mix them up, they’re bound to enliven your killer dungeon experience.

This is a product for the Savage Worlds rules system and Savage Suzerain. A Pathfinder version is in development.
A copy of Dungeonlands: Tomb of the Lich Queen is recommended to
make the most of this book.

Heroes & Servitors was created by the Savage Mojo crew over a 24 period as the end result of the Savage Mojo 24 Hour Design Party.

Sunday, September 9, 2012

Savage Mojo presents DUNGEONLANDS



Savage Mojo is pleased to announce DUNGEONLANDS, our upcoming killer dungeon set in the First Age of Relic, our fantasy realm, where your heroes will answer a call through time and space to rescue an angel imprisoned by the Lich-Queen.

Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.

The first Savage Mojo release produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.

  • Savage Mojo will host a 24 hour online Design Party beginning at 9pm Eastern Time on Friday, September 14th and running to 9pm Eastern Time on Saturday the 15th. Utilizing a combination of livestream, online chats, whiteboards, blog posts and social media, the Savage Mojo Design Team will publicly create a new supplement for DUNGEONLANDS live and on the internet!
  • DUNGEONLANDS will be the focus of the very first Savage Mojo Kickstarter, as we move to bring this ambitious project to print. Being far more than a single book, DUNGEONLANDS is our most ambitious product to date, with map tiles by Alida Saxon, random dungeon tiles and card decks for random exploration encounters!
  • During the 24 Hour Design Party, Savage Mojo will be holding open auditions for the role of our Pathfinder rules guru! Love Pathfinder? Want to be a part of the most ambitious Savage Mojo project to date? Show us what you’ve got during the 24 Hour Design Party! Check out our Facebook, Twitter (@SavageMojo) and Google+ for more information!
  • Each version (Pathfinder and Savage Worlds) will be designed to give you the best old school killer dungeon experience for each system!

Wednesday, July 25, 2012

Christmas in July!


Yeah, RPGNow/DriveThruRPG is doing the Christmas in July sale again!

This means that a crap ton of stuff is marked down 25% until July 30th, including lots of Savage Worlds stuff (like Suzerain, Interface Zero, Deadlands, Beasts & Barbarians, Wellstone City), the Cortex+ games (Smallville, Leverage and Marvel Heroic), the BASH series of games, Scaldcrow's great generic supplements and a LOT more.

Monday, July 2, 2012

The Michael Rohan Memorial Bundle



From Fabled Environments:


Fabled Environments is proud to announce a Charity Bundle to benefit the Michael Rohan Memorial Fund. This bundle, slated to be released July 2nd through OneBookshelf (DrivethruRPG/RPGNow.com) contains great submissions from Pinnacle Entertainment Group(the folks that brought us Savage Worlds), Fat Goblin Games, Reality Blurs and others. There is even amazing original artwork from Aaron Acevedo.

The Michael Rohan Memorial Fund

On June 10th of this year, the Creative Director of Silver Gryphon Games, Kevin Rohan, lost his 6-year-old son in the aftermath of a tragic accident while swimming at a local water park. This loss has deeply affected the Rohan family as well as the friends of the Rohans and hundreds of families that they are close to and through out the community.

Seeking to turn this tragedy into community outreach, the Rohan family has decided to start the Michael Rohan Memorial Fund which will be used to help pay for swimming lessons for local families, assistance for CPR and lifeguard training, as well as help with grief counseling in the wake of a tragic loss. There are plans for more and bigger things as well, and with the appropriate funding we will be able to achieve some great things and extend our assistance beyond just our local communities. 100% of the money raised through this bundle will go to the fund and will allow us to begin helping other families almost immediately.

My thoughts:

The Rohans have been truly inspirational with how they have worked to make a horrible tragedy into a positive for the world. Support this bundle, please...not because it's $176 worth of amazing products for only $12, but because it's a good thing to do...the rest is just icing on the cake.

Monday, May 14, 2012

May RPG Deals at RPGNow

Hey folks...been crazy busy with multiple projects, but I did want to take the moment to drop a line and point out that you can get a slew of PDFs at RPGNow for 20% off using the code DriveThruApril (yes, they have been told that it is, in fact, May). These offers are good until June 14th.



Noir Knights (Savage Worlds) [Savage Mojo] (http://rpg.drivethrustuff.com/product/80633/Noir-Knights-%28Savage-Worlds%29&affiliate_id=15975)

I particularly recommend Noir Knights, Realms of Cthulhu and the Savage Worlds Fantasy Companion.

Working on some new reviews to share with you over the next week, so look for those!

Wednesday, April 18, 2012

Half-Dozen Heroes: Caladon Falls



This is just a go at showing off some character creation options for the Caladon Falls setting for Savage Suzerain. This is NOT official Savage Mojo material, and is just me acting in my capacity as a blogger and not in any capacity with SM. I hope to continue the Half-Dozen Heroes series, within Savage Suzerain and without, visiting other Savage Worlds settings, and even venturing outside of them.

These are not necessarily meant to be super optimized builds...just examples of the characters you can make. Everything used on these characters was drawn from Savage Worlds Deluxe, Savage Suzerain and Caladon Falls. I will provide overviews, but not full mechanics, because you're just going to have to buy the books for those.

Angelus
Heroic (3 advances)

Agility d6
Smarts d8
Spirit d8
Strength d6
Vigor d8

Charisma: -2
Pace: 6
Parry: 5
Toughness: 8/7(2)(1)
Pulse: 25

Hindrances
Evil Spirit (Major)
Pacifist (Minor)
Quirk (Never looks people in the eyes, speaks in the past tense) (Minor)

Edges
Bearer of Ill Omen
Cool As Ice
Elan
Feel My Pain
Indomitable
Information Sponge
Iron Inside
New Power (Armor)
New Power (Divination)
Sighted

Skills
Climb d6
Fighting d6
Investigation d8
Notice d6
Ritual d10
Stealth d6
Streetwise d8
Survival d6
Swim d6

Powers
Armor
Boost/Lower Trait
The Sight

Telesma
Forced Manifestation
Spirit Interaction
Weapon of Spirit

Gear: Hardened Leather Armor (+2/+1), short sword (Str+d6)

Notes: I was one of the IndieGoGo backers for Caladon Falls, and I forgot to provide information for my "character" listing on the inside front cover...so someone listed a character named after my son, who stalks the streets of Vendol (known for its mausoleums), who speaks to the dead...and sometimes makes them speak back.

He not only uses Divination to accomplish this, but also gets an assist from his Telesma. Angelus just refuses to ever give up, showing inner reserves that push him well beyond his abilities at times. His connection to the spirit world causes him to make seemingly bizarre leaps of logic that generally prove to be correct. His dealings with spirits also cause him to only resort to violence as his last resort, and gives him an unsettling demeanor in which he refuses to look people in the eyes and often speaks of them in the past tense.

Thaered Braik
Novice

Agility d6
Smarts d6
Spirit d6
Strength d8
Vigor d8

Charisma: 0
Pace: 6
Parry: 6
Toughness: 6
Pulse: 10

Hindrances
Dragon Kin Recessive (minor)
Overconfident (major)
Poverty (minor)

Edges
Dragon Kin
  Chameleon Skin

Skills
Climbing d4
Fighting d8
Intimidation d8
Survival d6
Taunt d6
Tracking d6

Gear: Long Sword (str+d8)

Notes: Thaered is a Dragon Kin warrior with vestigial wings who has more guts than brains at times, feeling as though his dragon-based heritage makes him tough enough to handle most any situation.

Declan Ferrath
Seasoned (3 Advances)

Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Charisma: 0
Pace: 6
Parry: 4
Toughness: 6
Pulse: 15

Hindrances
Cautious
Standing Orders (Spy)
Wanted (Major) (various treasonous activities)

Edges
Acrobat
Alertness
Connections
Extraction
House Spy
Nobody

Skills
Fighting d4
Investigation d6
Lockpicking d6
Notice d8
Persuasion d6
Stealth d8
Streetwise d6

Telesma
Protective

Gear: Dagger (Str+d4)

Notes: Declan Ferrath is one of those guys that just blends into the crowd, working as an aide in House Killian. However, he is actually a spy for House Vesper and has been directly responsible for a growing number of setbacks...which would put his life in grave danger if they were ever discovered. Savage Worlds doesn't have a "Secret" Hindrance, or I would have used that in place of Wanted, but I wanted to keep everything as "official" as I could.

Earl Alden Mayhew
Veteran

Agility d6
Smarts d12
Spirit d8
Strength d4
Vigor d4

Charisma: +6
Pace: 6
Parry: 2
Toughness: 4
Pulse: 20

Hindrances
Anemic
Gone Soft (minor)
Small

Edges
Charismatic
Command
House Gift (Vesper - Magpie Mind)
Noble
  Improved: Earl
Pure Strain Human
Strong Willed
Tactician

Intimidation d6
Investigation d6
Knowledge
  Battle d10
Notice d4
Persuasion d6
Streetwise d4
Taunt d8

Telesma
Allure
Psychically Aggressive

Notes: This one was fun. An Earl of House Vesper who is an unfettered genius and a brilliant tactician, but utterly and completely vulnerable in the physical game. His Persuasion is only d6, but has a whopping +7 Charisma due to the influence of his Telesma and his noble lineage.

Darius Langsten
Heroic (2 advances)

Agility d6
Smarts d6
Spirit d10
Strength d8
Vigor d8

Charisma: +1
Pace: 6
Parry: 6
Toughness: 10(3)
Pulse: 25

Hindrances
Fanatic
Heroic
Optimistic (minor)

Edges
Brawny
Charismatic
Crusader
Double Defense
  Improved
Empowered
Hard to Kill
New Power
Rapid Recharge
Sweep

Skill
Faith d12
Fighting d8
Healing d4
Notice d6
Persuasion d10
Riding d6

Powers
Healing
Light
Smite

Telesma
Weapon of Destiny
Weapon of Power
Protective

Gear: Plate Armor

Notes: Darius is a Crusader in the Swords of Trinity whose faith leaves him optimistic...to the point of annoyance at times. Darius no longer carries a sword since his Telesma activated and began speaking to him, as he now summons his sword from out of nowhere and empowers it with energy from the Telesma to do whatever he needs it to.

Gorin
Demigod (2 advances)

Agility d10
Smarts d6
Spirit d6
Strength d10
Vigor d10

Charisma: 0
Pace: 6
Parry: 8
Toughness: 8
Pulse: 35

Hindrances
All Thumbs
Homesick (major)
Rebellious Telesma (minor)

Edges
Fearsome Presence
First Strike
Flight of the Ascendant
Frenzy
Fury (Mastery)
  Claws
  Regenerate
  Transformation
Killer Instinct
Professional
Quick
Quick Assessment
Thick Headed
Trait Perfection (Fighting)

Skills
Boating d4
Climbing d6
Fighting d12+1
Gambling d4
Intimidation d8
Notice d6
Stealth d6
Survival d6
Swimming d6
Tracking d6

Telesma
Protective
Psychically Aggressive
Telesma Radio
Unbounded Adjustment
Vigorous Spirit

Notes: Gorin hasn't seen it all, but he's seen a LOT. He left Relic a long time ago, and has faced off with some of the worst creatures and villains across the multiverse...and all he really wants is to go home. His Telesma tries to push him forward, to do the will of the Gods, but Gorin is growing angrier at it all the time. Gorin has become an impressive fighting machine, who can rattle his opponents into submission before he shreds them with his claws.

Anyway, a half-dozen heroes for Caladon Falls. Is the series worth continuing? Is there anything I should do differently? Do you have any special requests? Any feedback is appreciated.

Monday, April 2, 2012

Quantum Sliders: Arabian Nights Released!

Relic, American Grit, Shanghai 2048 and The Garden of Athena were only the beginning...


Introducing the first in the Quantum Sliders adventure series for Savage Suzerain, Arabian Nights!

The prosperity of a desert Sultanate is unraveling!

 The Sultan is dead and the magical island of Karkadann crumbles under a scourge of ruinous djinn. What secrets were lost with the ruler’s passing? Our heroes delve into court intrigue, explore furtive desert hideaways, and travel a plagued land, looking for the answer. What they find won’t be pleasant, and in the end they must choose: defy the Great Spirit of Wishes or make a sacrifice....

In this Savage Worlds* adventure for Heroic rank characters you’ll find all you need to run a great session of Fast! Furious! Fun! It’s set among our Timeline realms, meaning it’s part of real world history, but with magic sprinkled on top!

* A copy of Savage Suzerain is also recommended to get the best out of this book.
- Each adventure is designed to be standalone.
- Though each adventure is standalone, sharp-eyed observers will notice recurring elements and thematic links.
- Quantum Sliders adventures can be linked together, played separately, in numerical order or any order!

Wednesday, March 14, 2012

Me, Savage Mojo and This Blog


So, effective yesterday or so, I came to terms with Savage Mojo to become their Social Media Manager. Essentially, I will becoming their public face, especially in the realm of social media (Facebook, Twitter, Google+, game forums, that sort of thing). As many of you know, a while back I began a working relationship with them as their "Savage Campaign Guru", at which point I ceased things like doing reviews of Savage Mojo products (due to conflict of interest - even if I hadn't worked on the products in question).

I feel very positive about this step (especially as the sole working parent in the household, with my wife becoming a stay at home mom about a year ago), and I look forward to helping Savage Mojo grow into its rightful place, in my view, among the game publisher's pantheon.

What does that mean for this blog? Honestly, not much. Yeah, I'll talk more about Savage Mojo, but any time I have new projects coming out, you're going to hear about it (I mean, I'm going to beat you all to death with Hellrazer until you jump on the bandwagon, and I'm VERY pumped about the expected releases by Daring Entertainment this year). I'm still going to review games because, well, I love roleplaying games...I love playing them, I love reading them, I love informing people about them, and I do my level best to inform you of them without an agenda (at least until Tommy's Top Six rolls around every year).

I am very, very excited about the turns my life has taken, professionally and personally, over the last couple of years, and I look forward to sharing many more positive developments with you in the months to come. To that end, if you need to reach me for anything Savage Mojo related, drop me a line at community@savagemojo.com.

Stay tuned later this week for my review of Bedrock Games' alternate history RPG Servants of Gaius, but first, take a peek at the new Suzerain promo video we uploaded this weekend and swing by RPGNow right now and use the code WhenIrishDiceAreRollin to get 20% off of Caladon Falls until April 10th!

Saturday, March 3, 2012

The RPGNow GM's Day Sale


A little late to the party, as I meant to post this a couple of days ago, but RPGNow is running their Annual GM's Day Sale, with a crap ton of publishers discounting their items 25% (or more, in the case of Adamant Entertainment).

This is a fantastic opportunity to pick up a number of great titles on sale, like Savage Worlds Deluxe Edition, Marvel Heroic Roleplaying, Wu Xing, Savage Suzerain, Realms of Cthulhu and over 8,000 more titles. In the interest of full disclosure, using links off of this site to buy your products nets me store credit...which I then use to buy products that I turn around and review on this site for your reading enjoyment.

So take advantage of the sale!

Sunday, January 1, 2012

Tommy's Top Six of 2011 and Birthday Blog Giveaway

Last year's Tommy's Top Six and Birthday Blog Giveaway was a pretty good idea and a pretty big success, so I decided pretty early on to revisit it again this year. I am keeping the same criteria this year for last year's selections, which are as follows: 1) Only one title from each company could be eligible. Spread the love around and all that. This year, it was much easier to do that than last year. 2) I'm not concerned with when the book was released, only when I reviewed it, which had to be between December 17th last year to December 17th this year.

Also, like last year, I have some "runner-ups" or "honorable mentions"...a seperate blog post will detail those.

Oh, hey...and this is my 300th blog post! Yay!


Why You Should Buy It: Ghostories is a really misleading title, as this is pretty much an all-purpose horror game. Using the genreDiversion system, Ghostories has everything you need to play, and is also compatible with other genreDiversion games (like Mean Streets), while including conversion charts for PIG acquisitions like Bloodshadows. That's a LOT of play that you can get out of this one book. As noted, it goes above and beyond just ghost stories, providing demons, liches, shapeshifters and trolls, and then some. In addition to being able to play normal humans, the book opens things up to a number of powers, like Sorcery, Revelations (visions), Binding Lore (binding spirits), Unholy Arts (which summons Phantoms, who are reallly demons, and that's Bad), and much, much more. In addition, the book crams in nine adventures and around twenty plot seeds, so there should be very little question as to what you "do" with it. On top of that, it includes 21 ready made characters. I'm a fan of games that are a little lite while still having crunch, and the cool, atmospheric modifiers for the supernatural powers in this game qualify (like casting spells on Samhain, for instance), and the powers in the game are a fun, unique mix that help characters stand out from each other without making the game about essentially horror superheroes. I had picked up the original version of Ghostories before but really kind of overlooked it, but a side by side comparison of that one and this are wildly different. Ghostories is a meaty, 128 book with a low-powered, horror feel, and I would gladly use it in place of games like, say WitchCraft. In fact, for my next pure horror game (not the ass-kicking, monster-hunting type ala Angel or Rippers), I would look to Ghostories first before I would anything else (even Savage Worlds), and that's about the best compliment I can give. And it is worth noting that Ghostories HAS rules mods that make it a little more cinematic, but there are other games that can do that better. Stick with the low-end, investigative horror and Ghostories should shine.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The idea that Savage Worlds is only good for high-octane, pulp adventure got completely kicked in the teeth by Realms of Cthulhu. Filtering the Cthulhu Mythos through the Savage Worlds lens, Lovecraft's legendary mind-bending tales managed to impose their demented will on the Savage Worlds game system. Now, Realms of Cthulhu doesn't fundamentally alter Savage Worlds...it just provides you additional rules to fundamentally alter Savage Worlds with. For instance, Pulpy and Gritty damage as well as Physical and Mental damage. Setting rules that can make Savage Worlds MUCH harsher than most folks seem to think it is. It does up the complexity level of Savage Worlds, but only a bit, and it grows organically out of existing mechanics. The bestiary is an extensive one that covers most known Lovecraftian beasties, and it's full of random charts with which to generate random entities and corrupted people. It also has conversion notes for Call of Cthulhu by Chaosium, in case you want to use CoC materials with Realms. Magic gets twisted sideways and overhauled to fall in line with the Cthulhu mythos, and the production values are as good as any Savage Worlds book on the market. The options, setting rules and random generators in Realms of Cthulhu make this an amazing addition to any Savage Worlds library.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: Obviously, I'm a pretty big fan of Savage Worlds. Like Realms of Cthulhu, Savage Suzerain kind of plays with the way you look at Savage Worlds. Whereas RoC takes it to harder and grittier levels than the core, Savage Suzerain expands it far beyond what most people consider to be the "upper limits" of the system. Savage Suzerain is a world-hoppping Savage Setting that actually encompasses multiple Savage Settings and dials the awesome up to 11 by making the PCs capable of ascending into Demigods, a rank beyond Legendary. The settings thus far have included fantasy warfare (Caladon Falls), Space Empires (Dogs of Hades), cyberpunk vampire apocalypses (Shanghai Vampocalypse), pulpy Depression-era investigation (Noir Knights) and much more to come. Any of the above books (especially Caladon Falls, a thing of beauty and awesome) could have qualified, but I have a One Book Per Company rule, and this is the one that expands those options to begin with and makes the rest of them possible. This is the book that lays the groundwork, providing a slew of new Edges and explaining just how Pulse Paths (which replace Arcane Backgrounds) work. Pulse starts off with basic effects, mimicking the powers from the savage Worlds rules, but eventually scales up to reality-altering (at least temporarily) levels. The Savage Tales and Plot Point campaign in Savage Suzerain is also one of the most effective I've seen at hitting all the thematic bullet points while still leaving the setting wide open at the end. I love Savage Worlds just as it is, but I love those Savage Settings that blow the whole thing wide open, like Realms and Savage Suzerain. Oh, and it has my favorite Hindrance ever: Optimist.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The Companion series is designed to help you expand Savage Worlds in your chosen genre. Similar to the old PDF-only Toolkits, the Companions provide new rules, Edges, Hindrances and so forth. Two of my favorite books from that line were the Horror GM's Toolkit and the Horror Bestiary....both of which did a LOT to inspire the material for this book. Obviously, horror is nothing new to Savage Worlds, what with one of the earliest settings being Rippers, to say nothing of the Deadlands connection. Even Necessary Evil had a bit of a horror element to it. The Horror Companion does a fantastic job of taking the earlier toolkit and bestiary and bringing them in line with Savage Worlds Deluxe edition. There are a number of horror specific tweaks, like Doubting Thomas becoming a Major Hindrance, but my single favorite part is the addition of Monster PCs, from vampires to werewolves to angels to demons. There are also great new powers and Arcane Items. If you're planning on running any sort of horror game for Savage Worlds, you would do well to pick this up...and even if you're not, and you like having monsters around, there are plenty of options to choose from. While I can't quite call it indespensible, I'd say it's pretty close, as a lot of this stuff is pretty easy to adapt to any Savage Worlds campaign that isn't "normal" (Deadlands Blessed totally need Consecrate Ground).

Buy the PDF at RPGNow.


Why You Should Buy It: This unassuming tome is a complete rulebook, drawing from multiple sources for inspiration, including Savage Worlds and FATE. The different pieces make the game feel familiar if you've played some of the games that inspire it, but it's very much it's own game and not just a bolted on mish-mash. The human-centric setting is a bit different for fantasy games, and magic is thematically perfect, inflicting higher penalties for your successes rather than your failures, corrupting you over time. Some of the neater aspects are how character advancement/development are tied directly to the game mechanics: Critical failures allowing you the option of improving Traits or Qualities while Critical Successes allow you to add Stunts tied to your Qualities. The Qualities are all of a "Player Defines Them" variety, which is nothing new, but Sword Noir does a very effective job of guiding the players through creation by tying Qualities to various aspects of character generation. Sword Noir is a very unique game, created from some very familiar parts, that works better than it probably should.

Pick it up in PDF or in a print at RPGNow.


Why You Should Buy It: Easily the oddest selection on the list, Tough Justice is a historical farce RPG designed to emulate a very bloody period of England. Meant to be played as an adversarial RPG, it is one of my favorite approaches to PC vs PC games, because the PCs are on opposing legal teams, rather than actually having to do battle with each other (though that's not completely ruled out). I'm a sucker for courtrooom dramas, and that sort of thing is often abstracted down to a couple of die rolls...here, EVERYTHING impacts the outcome of the case, from pre-trial actions to witness tampering to closing statements to the jury. Most importantly, the game has an extensive list of examples to walk you through every step of the case, from arrest to execution (if applicable). You don't even have to worry about getting stumped with the creation of cases and defendants, as there are large, random charts for that. In fact, it is even possible for PCs to wind up standing trial, if you broke too many laws in their pursuit of justice. Easily the most unique game on this list, Tough Justice isn't just different to be different, it is a well-written game based off a tested system, providing one of the most unique experiences I can think of. You don't want another fantasy heartbreaker or Star Wars clone? Then pick up Tough Justice and support something truly different from the norm. Bonus points if you base characters off of the cast of Boston Legal.

Pick it up in PDF at RPGNow or in print at Lulu.

And with that out of the way, now let's get to what you really came for: Free stuff.

Today marks the second anniversary of The Most Unread Blog on the Internet. Ever...as well as my 300th blog post. Last year, we had a very successful Birthday Blog Giveaway, and this year, we will do the same!

Thanks to the generosity of the above publishers, I am pleased to announce the following prizes:

- A PDF copy of Ghostories Expanded.
- A PDF copy of Realms of Cthulhu.
- A PDF copy of Savage Suzerain.
- A PDF copy of the Savage Worlds Horror Companion.
- One (1) print copy of SWord Noir, and two (2) Complete Sword Noir PDF Bundles, including Sword Noir and two adventures. (Print copy and bundles awarded separately).
- A PDF copy of Tough Justice.

Eight great prizes, including a print copy!

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Thank you once again for continuing to read the blog. Thank you to the publishers for their generous donations for the Blog's Birthday. As the New Year begins, I have made some tweaks to the blog, placing the Savage Worlds Characters Are All The Same articles linked off the front page, and I have also added an Amazon aStore as one more avenue with which you can support the blog if you so choose.

Up next, I'll discuss a handful of products that almost...but didn't quite...hit the Top Six mark and why.

Thank you, have a Happy New Year, and good luck in the contest!

Tommy

Sunday, September 25, 2011

Hurricane Irene Flood Relief Bundle


Hey folks...

I'll try to get back to regular reviews and such in the coming week, but I wanted to toss a shout-out regarding this Hurricane Irene Flood Relief bundle, meant to help out the Schoharie County Community Action Program in New York.

There's some great stuff in here from several companies, but I'll say that Killer Thriller, Little Fears Nightmare Edition, Savage Suzerain and Zeeks alone make it WELL worth your $25.

Friday, May 27, 2011

Weekend News Update

Caladon Falls Still Needs Your Help






Time is drawing near on the Caladon Falls fundraiser, and Savage Mojo still needs your help. A great campaign with a nice twist on standard fantasy that, I think, appeals to the Savage Worlds fans who also like stuff like Warhammer and Dragon Age.


The RPG Blog Alliance


I'm not usually a "joiner", but here I am, a member of the RPG Blog Alliance. After just a couple of days, we are already more than 100 blogs strong, and in addition to hosting a combined RSS Feed, the RPG Blog Alliance has their own centralized set of message boards.

I Have Seen Savage Worlds Deluxe And It Is GOOD.


As part of my work as a freelancer, on such projects as *redacted*  and *redacted*  (both coming soon), I have been allowed a prerelease look at Savage Worlds Deluxe. Honestly, from everything I had heard, I was incredibly skeptical about the need for Savage Worlds Deluxe, but those thoughts disappeared pretty quickly digging into the book. The return of *redacted*  was surprising, but not unexpected, and very welcome. The section on *redacted*  is really great, providing more *redacted*  for players and GMs. As good as it is, the new *redacted* don't quite work for me as well as the old ones do, and I was kinda surprised at the complete removal of *redacted*. It's some really good stuff that will hopefully take Savage Worlds to that next level.


Part-Time Gods Shatters Another Benchmark


Eloy Lasanta's Part-Time Gods kickstarter just keeps on going, breaking the $6,000 mark...astonishing. He's been releasing regular updates over on the Kickstarter page, including art previews.

Development Issues


The Sekrit Projekt I mentioned last week is probably NOT going to be showing up around October after all, especially if I plow ahead with pursuing a commercial license and Pinnacle does approve it. I have been tapping some of my contacts for advice and aid, and I'm ultimately thinking I may need to go back to the drawing board. However, I will get SOMETHING out the door in time for Halloween, regardless.

Postmortem Video Trailers


Ian Warner of Postmortem Studios sent me links to all of these the other day, and while I had seen the Tough Justice one, the rest were new to me...behold, the YouTube trailers for four of Postmortem's games!

Invaderz Pocket Edition


Tough Justice

Agents of SWING

Courtesans

I'm off this weekend, starting a new job on Tuesday...I plan on releasing reviews of Sword Noir, The Path of Kane and MACHO over the weekend, for your reading pleasure. Thanks!

Wednesday, April 27, 2011

Caladon Falls Kickstarter

Caladon Falls, which I just reviewed over here, is being brought to print via a Kickstarter-like fundraiser on IndieGoGo.

I *highly* enjoyed Caladon Falls (as I have all of the Suzerain products I've had the pleasure of reviewing thus far), and in addition to some nice new Edges and Hindrances, Caladon Falls provides a full plot point campaign that manages to feel like familiar fantasy while also distinguishing itself with a military twist that really takes advantage of the strengths of the Savage Worlds system?

For my part, I plan on at least chipping in $10 (Suzerain Adventure Deck? YES PLEASE)...more if I can do it (because, frankly, the Savage Mojo production values NEED to be seen in print, in my opinion).

So...check it out, support a great company's awesome gameline for (in my opinion) the best game system on the market today, and get stuff for it. Click that IndieGoGo link up top to learn more and kick in a donation.

Wednesday, April 13, 2011

Tommy's Take on Caladon Falls

Caladon Falls is a Savage Suzerain sourcebook that returns to the world of Relic, which was first visited in the Savage Suzerain book.

Caladon Falls is available as a 148 page PDF, costing $19.95 at RPGnow and, like the previous Suzerain products, is full color and gorgeous. The PDF is fully bookmarked and searchable.

Much like many Savage Worlds products, Caladon Falls is split into two sections, one for the players and one for the GMs.

THE REALM OF RELIC

We start off with a brief history of the world, and I have to say I'm thrilled that it's only about a page long. I've just read a lot of fantasy world histories lately is all.

A discussion of languages is given, and directions are fairly annoyingly given as "Riseward, Setward, Steppeward and Seaward" instead of typical compass directions. It's not a HUGE thing, but I don't think it really adds anthing to the setting.

THE POWERS THAT BE

This is a rundown of the political structure of the realm, from the High King to the Noble Houses, which can play an important role in Caladon. There are four "rings" in each house, with political games being played among the circles.

There are seven houses, each with their own schtick. House Killian is rumored to be filled with shapeshifters, while House Laneer is focused on crafting steel and stone. House Marron are horse breeders, and House Sumner is wealthy and a little decadent. House Thrace are woodsmen and House Vesper are scholars, while House Wallend are tied very closely to nature. The text advises that there is a free supplement at the Savage Mojo website that details the houses further.

The Church of Trinity is the major religion of Caladon, and resembles Christianity more than a bit.

The Wizards Guild is the governing body of the wizards, and is specialized into five different branches depending on your wizard's focus.

LAY OF THE LAND

Here we get a nice map of Caladon, and detail of the important areas and landmarks, such as Caladon Falls, the capital city of Caladon. Every location is given at least a paragraph, and usually more, though the description never gets bogged down.

CHARACTER CREATION

Character creation is functionally identical to standard Suzerain generation, except for two things: 1) You are assumed to have some loyalty to either Caladon or doing good in general...and 2) you can take Heroic as an ADDITIONAL Hindrance above and beyond your normal ones, and in doing so, take an non-Legendary or Demigod Edge and ignore the rank requirements.

There are a number of new Hindrances, like Renegade Wizard and Homesick, as well as "recessive" Hindrances, which mean you are only able to use one of our racial abilities.

The Noble Edge is heavily modified, given the heavily political nature of the Noble Houses, and is now ranked in three levels.

New Edges include racial edges like Banshee (which aren't undead, but do have sonic powers), Dragon Kin and Dryads. There are a number of military Edges as well, which makes sense with the included campaign. Nobles can take House Gift, which bestows a special perk depending on the House the PC is a member of. "Nobody" is a nice Edge as well: You can essentially fade into the background in most situations, because the PC is just has nothing "noticeable" about them.

Three new Pulse Paths (Druid, Enchanter and Protector) are given, as well as some new powers (Druids can literally summon a refreshing rain that follows them around).

There are new Telesma Edges as well, like Weapon of Destiny that lets PCs summon a melee weapon from the Telesma, Weapon of Power which makes your exisitng weapon more lethal and Weapon of Spirit that can allow your weapon to strike spirits.

GEAR

Caladon Falls has some unique quirks in the construction of some of the weapons and armor, and this section details those, as well as providing pricing for the new gear that's available.

GM Section

And now we get important setting information.

WHY WE FIGHT

There's a war on, and Caladon Falls is under assault The Warlocks, who wield Wild Magic and are trying to do Very Bad Things to the world.

There's a nice system given for Wild Taint, which can be used to take any monster, animal or person and tweak them, showing the corrupting effects of Wild Magic, using a card draw and checking the suit and value of the card for the effects.

YOU'RE IN THE ARMY NOW

This is all about the organization and operations of the Caladon Army, which the PCs are very likely to wind up being a part of, especially if you use the campaign given in the book.

I do love me some random tables, and an interesting Random Patrol Table is also given, which can generate dangerous or beneficial encounters depending on suit readings.

There is also a sidebar on generating ruins that's interesting: You can let the players create the ruins for you...and you collect Karma while this is going on. Then you can spend the Karma to make their assumptions false as you play.

ADVENTURE!

The Plot Point Campaign is divided into three acts, meant to be started at Novice (but not necessarily using the first adventure as the PCs' first adventure).

I'm gonna go pretty light on description here so I don't spoil it for anyone who doesn't want to be spoiled...or so that players can't find this review and get info the GM doesn't want them to have.

Act I begins with the PCs as regular fantasy adventurers who hear rumors of things that aren't quite man or beast doing Very Bad Things...and getting to find out that those rumors are very much true, even if they have no proof at first. Pretty quickly the campaign shifts well out of standard fantasy territory, with the PCs being conscripted into the militia (and now you know why that whole "loyalty" prerequisite is there).

Act II should see them as Seasoned characters, and the Wild Taint is growing. Additionally, the military theme becomes more pronounced, with opportunities for using the Mass Combat rules presenting themselves. By the end of the Act, the PCs are forced to deal with something far more harrowing than military combat: Politics.

Act III should see the PCs as Veterans, and it begins with both hope and betrayal. The battle finally comes to Caladon Falls, with the PCs hopefully waging war successfully against the Wild Army. I will say this much: The climax isn't the climax, and events happen that take things back out of the Mass Combat scale and back to the more satisfying personal scale. I will also say that I wasn't completely thrilled with the Big Bad, if only because it bore a striking similarity to the Big Bads of a pair of previous Suzerain Plot Points.

At the end, the PCs are just now Heroic (or should be)...meaning that only now should their Telesmae awaken, and the heroes get their first glimpse at a much broader reality. Interestingly, a sequel campaign is already promised, if the PCs wish to stay in Relic and continue the War.

My disappointment in the Big Bad aside, I give them major props for a campaign that has a much different feel than your normal fantasy campaign. It feels a bit like Warhammer with the Wild Army and the spreading corruption, and Savage Worlds is VERY well suited to a game with skirmish level conflicts on up.

SAVAGE TALES

Sixteen Savage Tales, spread out among the experience levels. Some are given for very specific points in the Campaign, with virtually all at least tied in with the Wild Taint. In fact, the Savage Tales are presented in a viable order for running them, if you so choose. There's even a jaunt into the Spirit World to shake things up a bit.

BESTIARY

Two dozen new monsters, including animals specific to Caladon, probably the scariest looking wraiths I have ever seen, and a unique take on gorgons unlike any previous version I had seen before.

THE CALADON ARMY

The final entry is for stat blocks relevant to the army, most likely used as Extras when the PCs are fighting in large groups.

THOUGHTS

Another very well done book showcasing how Suzerain can build to the game-changing Heroic rank instead of just being high powered, as well as providing a very nonstandard take on the fantasy campaign while still feeling like a fantasy campaign.

I did catch a few typos that made it past editing, and I would have liked basically any other type of Big Bad more, but this is still some top quality work, and would be a GREAT way to introduce a group to Suzerain.

Thursday, December 23, 2010

Tommy's Take on Noir Knights

This was actually the review I was preparing to do, when I did the Savage Suzerain one instead. Noir Knights is set in a Suzerain realm called American Grit, and shows up in the Savage Suzerain plot point campaign.

The PDF is $19.95, with most of the common cool features, like being searchable and bookmarked, with copy and paste available. You can order the hardcopy right now for $34.99.

The same production values are present here as they are in Savage Suzerain and Shanghai Vampocalypse, although the art on the cover image just doesn't do it for me. Conceptually, I don't have a problem with it...something about the style just doesn't click with me. Incidentally, I don't have a problem with the interior art (by the same artist), the cover just loses me.

FOR PLAYERS

The setting is a mostly-like-our US in the 1930s, in the heart of The Great Depression...just freakier. A conspiracy is afoot, and it is slowly tearing the United States down from the inside. Your PCs are assumed to be members of, or at least associated with, the United States Special Projects Administration - Task Force Division. This means that they are the kind of troubleshooters that deal with secret conspiracies threatening to take apart the United States from the inside.

And so the book provides us with the player's overview of the SPA, including three new Paths that we'll get to in a minute, to give you an idea of just how things work.

CHARACTER CREATION

Pretty standard Suzerain character creation, which is pretty standard Savage Worlds character creation, except everyone gets free Pulse. Noir Knights is assumed to begin at Heroic, after the Telesmae have "awoken" to the PCs and they are now doing freakier stuff...so if you want to plunge right into the Plot Point Campaign, create Heroic rank characters.

Unlike some realms, American Grit only has humans...however, since everyone is Heroic rank, the option is present to allow a PC who started in another realm and wound up in American Grit before the beginning of the Plot Point Campaign, for a nice variation.

A single new Hindrance is present - Charge. This is a dependent that the hero must care for, not a sidekick or anything.

Several new Edges are present, like the really cool Echolocation...basically, you use sound to make up for the lack of light. Fair Catch lets you spend Pulse to catch projectiles...and that includes bullets. Hail of Bullets lets you unload into a crowd but ensure that you never hit in innocent, Majesty makes it harder for Extras to become Unshaken in your presence, Nothing To See Here convinces people that you are doing whatever you're supposed to be doing and Sharp Shooter lets you pay Pulse to dump penalties off of Called Shots! There are some really cool Edges here!

A list of setting-specific Connections is supplied, as well as new Telesma Edges such as Folk Hero Telesma, which lets you take an Edge that is one rank higher than you are, once per Rank.

Three new Pulse Paths are provided: Ruizologist's are Weather Wizards, basically, and have a list of New Powers...Railwalkers are hobos who use sigils and, like the Ruizologist, they have a list of new powers well. Lastly are the Taximancers, who sometimes use dead things for back-up. Each of these is a specialization for an existing Pulse Path, meaning that you have to have the appropriate pre-requisite Pulse Path first. 18 new Powers are spread out among the Paths, like Mean Dog, which allows Railwalkers to summon attack dogs or Drudge, which allows a Taximancer to enlist the dead (though they typically only use animals these days), and Bolt from the Blue, which allows a Ruizamancer to summon a giant bolt from the sky that'll strike in a Medium Burst Template that doesn't directly harm those it hits...just potentially sends them flying,

THE SPA FILES

Here is a more detailed look at what the SPA is dealing with. It touches more on the sense of desperation in the Great Depression, the rise of carnivals and the prevelance of the railroads (and the sigil-drawing hobos that follow them). The text is full of little items that can be expanded into adventures, and does a nice of job planting the idea that something IS fundamentally wrong in the world.

A handy flowchart tries to explain government structure. Thank God this is set in the '30s at the rise of government expansion and not now, trying to keep everything straight.

Washington DC gets a special section of its own, since it is likely serving as the homebase for your party, from the mobsters carving up the city to the rumors that The Founding Fathers are back from the grave and operating as vigilantes.

GUNS AND GEAR

A few pages of equipment specific to the era, such as elephant guns and padded trenchcoats.

FOR GMs

And now we starting getting into the truth of the setting...and spoilers are coming, so if you're a player and not a GM, do go away.

For instance, the drought that created the Dust Bowl? Ruizologists that screwed up and breached the Realm of Fire. An assassination attempt on FDR goes wrong, killing the guy he tapped to head up SPA...a taximancer tries to "save" him, repairing the body and sticking a new spirit in...it just wound up not being the right spirit...and now that has turned into an unholy brain trust who are trying to cripple America in the Depression.

Oh...and the Transcontinental Railroad? It's one Great Sigil keeping heinous forces at bay...and the hobos guarding it are kind of one of the few safeguards against The End of Everything.

J. Edgar Hoover's infamous paranoia has led to him figuring out that some things just aren't what they seem, and Hoover, for his faults, is someone inside the system who ultimately has American interests at heart, rather than infernal interests.

Other benevolent factions include the Templars of Marassa, warrior-priests empowered by the Loa Marassa to make sure that the taximancers doing unnatural things are stopped in their tracks.

Even some of the mobsters in DC now have access to arcane forces, but the BIG secret is the truth behind industrialization: All of those big factories have a sub-basement in which the morlocks slave away...and along with some "normal" humans, who are happy to have a job.

I wouldn't be completely shocked to see a sequel in the American Grit realm.

ADVENTURE!

The plot point campaign has a dozen adventures to it, with Savage Tales to fill in the rest.

The campaign begins in Winter of 1934, with a missing persons case (mostly hobos, but a few locals) in Dodge City. Right off the bat, the PCs can wind up diving into something deeper if they know where to look.

The second plot point follows up on a thread involving a carnival in the first one, and ties into the hobo disappearances, as the government tracks the carnival to Tennessee.

Plot point three, in a bit of campy fun amidst a dark situation, lets the PCs encounter a megalomaniacal Thomas Edison inside a morlock factory (Edison himself is one, and has faked his death). Human trafficking isn't funny...but I know my game table would lose it the second I revealed Thomas Edison's plan to take over the world from his underground sweat shops. Awesomely, Edison has a captive who can end his plans if the PCs free him - Henry Ford, master of machines.

Plot point four leads the PCs to Florida, where they are thrust in the middle of a conflict between rail workers and indian natives, and get a crack and the ruizologists that caused The Dust Bowl to begin with!

Plot Point five is a head-on conflict with Ma Barker's gang...'cept most of them have been dead for a while, so they're a little more durable than your typical crook. Barker's plan involves dropping "Necro-Bombs" on Washington, turning everyone into zombies!

Plot Point Six is the historical Black Sunday dust storm...and it is one massive Dust Devil. For the halfway point of the campaign, they turn up the "heat", because this should be a fairly intense affair. At the conclusion of this point, their handler is piecing together a much larger conspiracy, even if they haven't been.

Plot Point Seven begins with a meeting of the minds and ends in a giant factory raid that lets the PCs work through dozens of drudges, a nasty ruizologist and a flying serpent...but leaves them missing pieces, still.

Plot Point eight starts off with a nasty hurricane coming to Florida and has more leeway than any previous plot point: It can be solved with guns or with words, and depending on what the PCs do, could easily wind up in the Spirit World!

Plot Point nine draws the PCs back to Washington as an ally from an earlier adventure goes missing...and Hoover hands them one of the villains named dropped earlier in the adventure as the suspected reason for the disappearance.

Plot Point ten has the PCs specifically requested for task in Pennsylvania which, at this stage in the game, draws suspicion from all involved. This lets them learn the truth about the Great Sigil and the railwalkers, as well as let them do battle with a Demigod.

Plot Point eleven seems to be a detour in things, taking on arcane gangsters...until the PCs get mystical information identifying the Big Bad that they have been hunting (their own boss) is in Washington DC.

Plot Point twelve is the grand finale, where everything gets laid on the table and the PCs get to kill their boss...only to realize that the shell he was stuck in was holding him back, and once freed, it turns into a MEGA boss fight...at this point, the PCs should just be crossing into Demigodhood.

Much like the Necessary Evil plot point campaign, you are going to have some people who just HATE the set-up, because it is, for the most part, their immediate boss telling them where to go and what to do, since the campaign explicitly assumes that the PCs are part of the SPA (and if they are not, it will mean a massive rewrite). Note: I love the Necessary Evil plot point, and so I don't have a problem with this one, just stating what will surely be a complaint.

One common complaint I've heard about Plot Point campaigns over the years is that they tend to "kill" the setting...that is, they fundamentally alter the setting far past the starting point. This one doesn't really do that with American Grit, though it does fundamentally alter the premise of Noir Knights - that is, The SPA does not survive the campaign intact. The setting itself can still be used as written (in fact, many of the events of the PPC will wind up under the radar of most people).

SAVAGE TALES

18 Savage Tales are included, with some name dropping. For instance, Blackbeard's Castle (though there are no pirates here, but Fish-Men). Another one involves the PCs getting to deal with the Chosen of Loki, who is trying to drop a sea creature in Lake Champlain. Another Tale deals heavily with the Spirit World, while John Dillinger makes a cameo in another. They also get to deal with a time traveler and his death ray, and it is worth noting for those who ran the Heart of All Saints adventure in the Savage Suzerain book that there are several callbacks to it in this one.

ALLIES AND ENEMIES

The book concludes with a set of generic stats for the various extras that show up, such as Dust Devils, drudges, thugs, etc.

CONCLUSION

I have to confess, I don't see the "Noir" part of it, other than it's being set in the thirties. I mean, you do have The Great Depression going on, but there's not much setting up the heroes as hard luck, or really even a lot of shades of grey in the setting. Citing "four color pulp", "answering the call to action" and "patriotism in the form of universal morality" as being what the adventures should invoke...yeah...not a lot of noir there, in my opinion.

That doesn't mean it's bad...far from it. I like the supernatural twist on The Great Depression, and Savage Mojo scores once again with some very nice character options. On one hand, I might would have gone with something other than a dragon for The Final Boss Fight, since that was done in the Savage Suzerain book already...but on the other, a big dragon is about the last thing you expect to see at the culmination of big battle in Washington D.C., supernatural setting or not.

While I think they missed the mark on the hard-boiled part, they delivered a great take on supernatural pulp action (Thomas Edison is a morlock looking to take over the world - that's awesome), and the setting still has tons of life left in it for a future Plot Point Campaign or setting book. I, for one, enjoyed getting a setting in this time frame focused on America and having nothing to do with, say, World War II.

To summarize: I really dig the book...Savage Mojo supplies some great settings and some tremendous character options. I just don't think I liked it for the reasons I'm supposed to, with names like American Grit or Noir Knights, because there wasn't anything particularly gritty or morally dark or ambiguous about it...on the other hand, it does provide a high-powered smackdown of Very Bad Guys who are trying to destroy the very fabric of America with Necro-Bombs and stuffed government officials possessed by Giant Dragon Demons whose plans are being held at bay by hobo wizards that time-traveled to ensure that the railroad system was a giant protective sigil.

If loving that is wrong, I don't wanna be right.