Showing posts with label Savage Odyssey Prime. Show all posts
Showing posts with label Savage Odyssey Prime. Show all posts

Monday, October 29, 2012

Savage Odyssey Prime: Setting Rules...

Good Afternoon, All:

My Savage Odyssey Prime campaign will operate under a number of specific Setting Rules. These setting rules are detailed below:

Cheating Death
When a hero would normally die, they may spend a Bennie and are saved by a suitable coincidence or act of 'dumb luck.' The character returns at the beginning of the next session, no longer Incapacitated but still bearing the Wounds and Fatigue he suffered prior to his "near-death experience". In addition, the character starts that session with no Bennies, but may earn them during play as normal. (Such is the price of death.)

Defining Interests
At character creation, each character gains a number of defining interests equal to half their Smarts die type. These may be spent on languages or on a +1 bonus on checks related to specific fields of interest.

Dramatic Action
Actions are traditionally resolved at three general levels of difficulty: Average (+0), Challenging (-2) and Heroic (-4). Actions that promote plot, encourage cooperation, make the game fun for everyone and advance a sense of drama that complements the current storyline gain a +2 bonus. Actions that could be anticlimactic, detrimentally sidetrack the story, short-circuit the scenario prematurely or disrupt the flavor of the game, sending the session into the dead plots' equivalent of the Ninth Level of Hell, suffer a -4 penalty. Most actions are considered neutral.

Multiple Languages
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition.

No Power Points (Under Consideration)
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition. Magic, psionics and superpowers are going to be relatively rare in-game, but when I consider how things work in some of the settings I'll use as inspiration, this approach feels appropriate. Still, I'm on the fence, because I don't know how well it will fit. And really, is it even necessary?

Skill Specialization (Under Consideration)
As per the Setting Rule of the same name in Savage Worlds Deluxe Edition. I am torn on this particular one, because I love the concept, but it may add a little extra complication.

Tainted Joker
Traditionally, one joker in each deck of cards is red, while the other is black. Treat the red joker as normal. The black joker works exactly like the red joker, with just one little twist: the GM gets one extra Bennie. He can use this Bennie however he likes, although it is most thematic to apply it to the character who drew the doom. This represents a type of tainted luck, or jumping out of the frying pan and into the firing squad.



Knowledge Skills
The following are the most common examples of Knowledge skills used in this setting.
  • Admin: This skill indicates knowledge of administration, bureaucracy and official red tape.
  • Battle: This knowledge reflects a talent with techniques and strategies for disposing and maneuvering forces in combat.
  • Computers: This skill indicates an aptitude for working with computers, sensors and other technical equipment as an operator and/or programmer.
  • Demolitions: The ability to use demolition charges and other explosive devices, including assembling or disarming bombs.
  • Cultures: This knowledge represents an understanding of religious beliefs, cultural practices, taboos and similar matters.
  • History: This specialty deals with studies of the past, particularly famous events and people.
  • Occult: This skill focuses on miracles, magic and the supernatural, astrology, numerology, and similar topics.
  • Life Sciences: This skill encompasses the study of botany, ecology, xeno-medicine, zoology and other life sciences.
  • Physical Sciences: This skill encompasses the study of astronomy, chemistry, physics, planetology and other physical sciences.
  • Statecraft: This skill describes knowledge of politics, nobility, governments, laws, rules, regulations and other legal practices.

I like settling on my Setting Rules before a campaign begins, because it allows me to define the style of play for the game, and helps set expectations. Some of these are elements I've picked up from specific Savage Worlds settings. The Dramatic Action rules are derived from a conversion of those found in the original rule book for Odyssey Prime. All in all, it should be a fun campaign.

With Regards,
Flynn

Friday, October 26, 2012

Savage Odyssey Prime: Beyond Wild Cards and Extras...

Good Afternoon, All:

Under standard Savage Worlds rules, there are two types of characters. There are Wild Cards, who are like the player-characters: they get to roll a Wild Die with skill checks, they get Bennies of their own, and they can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. Then, there are the Extras, who are like everyone else: they do NOT to roll a Wild Die with skill checks, and they can become Incapacitated or Dead on their first Wound, not their fourth. At first, that was enough, but over the years, some GMs have found a need to have more variance in their NPCs. Publishers came to the rescue, and now there are at least five character types: Extra, Wild Card, Henchman, Joker and Mook.

Henchmen are found in certain settings (such as Slipstream), and are very popular with Triple Ace Games products. Henchmen are Extras that can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. They do not receive Bennies of their own (unless they are Lucky), nor do they get to roll a Wild Die with skill checks. Henchmen are generally great to use for the Big Bad Guy's lieutenants in a particular scene, as they have some staying power, but otherwise are just like the Extras that the players have come to know and love (or hate, as the case may be.)

I can't remember where I first saw the concept of the Joker NPC, but I tend to prefer them to Henchmen in my non-combat oriented "second tier" NPCs. Jokers are Extras that get to roll a Wild Die with skill checks. They do not receive Bennies of their own (unless they are Lucky), and they can become Incapacitated or Dead on their first Wound. Jokers are generally great to use for highly skilled specialists that still go down easily in a fight. This could include frail mages, a doctor or healer, or a sagely scholar. When you as a GM want the NPC to succeed more readily, without raising their skill die dramatically or making the NPC extra tough, then Joker is the best bet for you.

Finally, the concept of Mooks was introduced in Savage Mars, and fills a roll similar to Minions in 4E. Mooks are essentially Extras that become Incapacitated or Dead when they are Shaken. They do not receive Bennies of their own (unless they are Lucky, but then again, they are Mooks, so that isn't likely), nor do they get to roll a Wild Die with skill checks. These guys are basically fodder for your player-characters to wade through, so you can have that massive fight of a few men against hordes and hordes of creatures, until they find themselves standing before the Big Bad Evil Guy for a final showdown.

Table: NPC Types
NPC TypeWild DieBenniesIncapacitated/Dead
Wild CardsYESYESOn 4th Wound
HenchmenNONOOn 4th Wound
JokersYESNOOn 1st Wound
ExtrasNONOOn 1st Wound
MooksNONOOn Shaken

Personally, I'm not likely to use Mooks very often, but I'm more than willing to use Jokers and Henchmen to supplement my Extras. Too many Wild Cards creates a higher potential for character deaths and potential TPKs. These allow me more creative freedom, while varying the challenge of a given scene. What do you think?

Enjoy,
Flynn

Wednesday, October 24, 2012

Savage Odyssey Prime: New Edges...

Good Afternoon, All:

The core rulebook for Odyssey Prime describes a number of feats that are easily converted, at least conceptually, into Edges. What follows are a list of the new Edges I've developed for my Savage Odyssey Prime campaign:

Professional Edges


Airborne

Requirements: Novice, Agility d6+
Your hero has received extraordinary training, most likely from the military, in parachuting and skydiving techniques. Your hero receives a +2 bonus to all Agility trait checks related to parachuting. In addition, if your hero becomes entangled in his parachute, he can cut himself out of the entangled parachute as a free action on his turn.

Frogman

Requirements: Novice, Agility d8+, Swimming d6+
Your hero has been trained for advanced amphibious movement. He is able to hold his breath for double the usual duration, and may swim at twice the normal rate.

Hacker

Requirements: Novice, Smarts d6+, Knowledge (Computers) d6+
Your hero is especially talented at breaking computer codes and similar activities. He gains a +2 bonus on Knowledge (Computers) skill checks made to overcome computer security systems.

Impersonator

Requirements: Spirit d8+, Persuasion d6+, Stealth d6+
Your hero is skilled at studying and impersonating others. He gains a +2 bonus on any Persuasion or Stealth trait check related to impersonating someone he has studied for several hours in terms of appearance, mannerisms, speech and background.

Portal Operator

Requirements: Smarts d8+, Knowledge (Computers) d6+
Your hero is trained in the esoteric science related to the proper use of portal technology. He gains a +2 bonus on all Knowledge (Computers) trait checks related to operating portal technology.

Weird Edges


Empathic Communication

Requirements: Wild Card, Novice, Spirit d8+
Your hero can communicate with sentient beings through gestures, drawing, reading reactions, empathy, and guessing on both parties' part. This is limited to relatively simple words ("We friends," "Need food," "I am _____"). He can convey longer and more advanced ideas if he can establish a "point of reference," linking the target to a human equivalent he is familiar with and can relate to. For example, an Egyptologist would have an easier time communicating with people exhibiting characteristics of an Egyptian culture.

While the above seem fairly mundane, it is important to bear in mind that the characters of a Savage Odyssey Prime are, by and large, rather mundane people. They will rarely possess special abilities, and thus will often rely on technology and allies to accomplish the miracles that may be possible in other dimensions. However, within the context of their own homeworld, they can easily be among the best. After all, the future and survival of the American way of life depends on the success of the Odyssey Project.

Please note that this list doesn't include anything from Agents of Oblivion, particularly those Edges related to the Resource Management system. Perhaps I will cover them in a future post. By the time I organize my own game's "Player's Guide," they'll be in the list of approved choices, of course.

With Regards,
Flynn

Monday, October 22, 2012

Savage Odyssey Prime: Standard Loadouts...

Good Afternoon, All:

Using a format of standard equipment selections as presented in Green Ronin's Agents of Oblivion, I've provided similar thoughts on some standard loadouts for the Savage Odyssey Prime campaign, based on mission type. My initial thoughts on the subject are as follows:

Standard Loadouts

The following are considered standard loadouts for the following mission types:

Offworld Missions (Odyssey Team)
Backpack with first aid kit, sleeping bag, rations (10 days worth) [Counts as 2 Equipment Picks]
Digital audio recorder
Digital camera
Flare gun (lights up an area with dim light for 3 rounds, x2 with parachute; Dmg 2d6-1 fire; Rng 6/12/24; ROF 1; Shots 1; -1 on Shooting, -2 Shooting with parachute, fire trapping)
Frag or smoke grenades (x3)
Night vision goggles
Notebook computer or PDA/tablet computer
Portable Stove or Professional Kit or Tent
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (backpack, media recorders, flare gun, grenades, goggles, computer, survival knife, utility belt, 1 miscellaneous)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Diplomatic Missions (Odyssey Team)
Digital audio recorder
Digital camera
Notebook computer
PDA/tablet computer
Surveillance Kit
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
2 Resource Points = 8 Equipment Picks (media recorders, computers, surveillance kit, taser, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)
1 Resource Point = 1 Perk

Infiltration Missions (Odyssey Team or Dam Con)
Demolitions Kit
Digital audio recorder
Digital camera
Explosives, 8 lbs.
Suppressor for Auto-Pistol
Surveillance Kit
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (media recorders, demolition kit, explosives (x2), suppressor, surveillance kit, taser)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Black Ops (Dam Con)
Assault Rifle with four clips of ammo (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30)
Demolitions Kit
Explosives, 8 lbs.
Frag or smoke grenades (x3)
Multipurpose landmines, aka "SLAM" (x2) (Dmg 3d6 SBT, Heavy Weapon; set off by tripwire, pressure, remote or timer)
Night vision goggles
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Taser (Dmg special; Rng 2/4/8; ROF 1; Shots 1; Target makes Vigor check (Raise: No effect, Success: Shaken, Failure: Paralyzed 1d6 rounds), electricity trapping)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (assault rifle, demolition kit, explosives (x2), grenades, landmines (x2), goggles, survival knife, taser, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)

Assault (Dam Con)
Assault Rifle with four clips of ammo (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30)
Demolitions Kit
Explosives, 8 lbs.
Frag or smoke grenades (x3)
Multipurpose landmines, aka "SLAM" (x2) (Dmg 3d6 SBT, Heavy Weapon; set off by tripwire, pressure, remote or timer)
Night vision goggles
Rocket launcher, aka "LAW" (Dmg 4d8+2 MBT, AP 30, Heavy Weapon; Rng 24/48/96; ROF 1; Shots 1; Snapfire, won't explode within 6 squares of launch)
Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1)
Utility belt with compass, multipurpose tool, first aid kit, flashlight & extra batteries [Counts as 2 Equipment Picks]
Portal monitor, wrist unit

Loadout Template
3 Resource Points = 12 Equipment Picks (assault rifle, demolition kit, explosives (x2), grenades, landmines (x2), goggles, rocket launcher, survival knife, utility belt)
1 Resource Point = 1 SUD (portal monitor wrist unit)

These loadouts will not survive contact with the players, of course. Within a few weeks, I'm sure each will end up overhauled, as the needs of the game in motion have impact on the realities behind these loadouts. If I remember, I'll post updates to this, should that come to pass.

Hope This Helps,
Flynn

Friday, October 19, 2012

Savage Odyssey Prime: Resource Management...

Good Afternoon, All:

The core rulebook for Odyssey Prime details specific equipment selections based on mission type. Given the "Fast, Fun, Furious!" nature of Savage Worlds, I am much more inclined to an approach similar to the Resource Management system introduced in Green Ronin's Agents of Oblivion. The basics of the approach I will most likely use would be as follows:

Resource Management

Every character starts a mission with 4 Resource Points, +1 per Rank over Novice. Resource points are spent requisitioning items, as follows:
  • 1 Resource Point = 4 Equipment Picks
  • 1 Resource Point = 1 Perk
  • 1 Resource Point = 1 Single Use Device (SUD)
  • 2 Resource Points = 1 Spytech/ Special Training

Standard Equipment
Regardless of other equipment selections, all team members are given the following when on missions:
  • Standard Uniform: Sky blue (on base) or per environment (off world). Dam Con teams posing as members of other agencies will wear uniforms appropriate to that agency.
  • Radio: With throat microphone (off base).
  • Auto-Pistol: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA) and four clips of ammo.
  • Ranger Armor: Given on missions where combat is possible, this is equivalent to Kevlar armor (+2 Armor, +4 vs bullets; covers torso).
  • Tactical Helmet: Offers some protection to the head (+1 Armor; 50% chance vs. head shot).

Equipment Picks
Each Equipment Pick may be spent on one "standard issue" of specific civilian or military equipment, subject to the Director’s approval.
  • Weapons: Each Equipment Pick spent on a weapon gives the team member one weapon and four spare clips of ammunition as appropriate.
  • More Ammo: Each Equipment Pick provides 4 clips of ammunition.
  • Explosives: Team members with Knowledge (Demolitions) d6+ may requisition four pounds of C4/Semtex explosive as an Equipment Pick. One pound of C4/Symtex deals 4d6 in a MBT; this damage counts as a Heavy Weapon. Adding more gives +1d6 damage per additional pound, and increases the range to LBT.
  • Grenades: Each Equipment Pick provides the agent with three standard grenades of their choice. Common types include frag (Dmg 3d6, MBT; Rng 5/10/20; ROF 1; Shots --), smoke (Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks) and thermite (Dmg 6d6, fire; Rng 5/10/20; ROF 1; Shots --; only damages the item or creature it rests on). Stun grenades are considered Single Use Devices, because they derive from Builder technology, and so are not included in this selection.

Perks
Perks are primarily useful for Dam Con teams. The list found in Agents of Oblivion will do for starters, although there will likely be adjustments.

Single Use Device (SUD)
Most Single Use Devices will be based on Builder technology or other technologies (possibly even magic) retrieves from other dimensions beyond the Sherman Ring. The list from Agents of Oblivion will significantly altered, but it's a good place to start for inspiration.

Spytech/Special Training
The list of Spytech and Special Training that is found in Agents of Oblivion will serve as the basis for these requests, although I imagine I'll have a final list once I'm ready for the game.

I'll likely follow this up with another post on the typical "loadouts" for team members by mission type and team role. That way, it's easy to simply say, "I go with the usual," and get on with the game, instead of spending time shopping at the beginning of a mission.

Hope This Helps,
Flynn

Wednesday, October 17, 2012

Savage Odyssey Prime: New Hindrances, Part Two...

Good Afternoon, All:

This list of hindrances continues the list that was started previously. These will see use in my Savage Odyssey Prime campaign, and probably other Savage Worlds campaigns to come.

Hopeless Romantic (Minor)
Your character is a hopeless romantic. He believes in love and fairy tales. He dreams of roses and candlelight, walking on the beach at sunset, and dancing in the rain. He knows that somewhere out there is a beautiful princess waiting to be carried off into the sunset. In short, he believes in true love; the eternal bliss that comes from being united with one's soulmate is what he craves most. Your character makes romance into an art form. Unlike lust, romance involves genuine interest and commitment. If your character is alone, he may be searching for true love. If he has a prospective partner, he is always trying to foster or strengthen the relationship. Hopelessly romantic characters earn a Bennie after any scene in which their quest for true love places them at a significant disadvantage.

Lustful (Minor)
Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others, often in a way that victimizes others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence. Lustful characters earn a Bennie after any scene in which their lust places them at a significant disadvantage.

Obsessive (Minor)
There is something your character likes, loves or is fascinated by to the point where he often disregards common sense to cater to this drive. He reacts positively to anything related to his obsession, even if it's not in his best interests. For example, if he is obsessed with supernatural creatures, he will go out of his way to talk to and befriend vampires, werewolves and stranger things, and find out as much as he can about them, disregarding all warnings. If your character is obsessed with Elvis, he has his house decorated with velvet paintings and annoys his friends with his constant talk about the King. He doesn't necessarily believe that Elvis is still alive, but your character buys every supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British Royalty, guns, knives, football, roleplaying games... you know the type. Obsessive characters earn a Bennie after any scene in which their obsession places them at a significant disadvantage.

Pacifist (Minor/Major)
As per Savage Worlds Deluxe Edition. Pacifistic characters earn a Bennie after any scene in which their pacifism places them at a significant disadvantage.

One Arm (Major), One Eye (Major), One Leg (Major)
As per Savage Worlds Deluxe Edition. Characters with a physical limitation earn a Bennie after any scene in which their disability places them at a significant disadvantage.

Redemption Seeker (Minor)
Not every character has a past clear of misdeeds and accusations. Indeed, some come from very dark places. Your character is one such person, and now wants to redeem himself from a past sin or mistake, real or perceived. Struggling under this burden, your character seeks to make amends, presumably through heroic deeds to absolved him of his guilt. His singleminded quest to prove himself worthy again often blinds him to facts and reason. Characters with a physical limitation earn a Bennie after any scene in which their quest for redemption places them at a significant disadvantage.

Thrill-Seeker (Minor)
Your character likes living life "on the edge" by participating in extreme sports and other activities involving physical risk, such as bungee jumping, parachuting, illegal drag racing, etc. He is an adrenalin junkie, risking himself (and often others) constantly just for the thrill of it. He does not mind endangering his body, as long as it gives him an exhilarating rush. He does not have a death wish, although his actions may cause others to feel that way; for him, it's all about the thrill of the moment. Thrill-seeking characters earn a Bennie after any scene in which their quest for adrenalin places them at a significant disadvantage.

Vengeful
As per Savage Worlds Deluxe Edition. Vengeful characters earn a Bennie after any scene in which the pursuit of vengeance places them at a significant disadvantage.

I'm hopeful that the information found it would prove useful for other Savage Worlds campaigns beyond this one; not just mine but perhaps in some of my readers' games as well. I know that I'll be integrating many of them into my personal collective documents for other campaigns going forward.

Enjoy,
Flynn

Monday, October 15, 2012

Savage Odyssey Prime: New Hindrances, Part One...

Good Afternoon, All:

The core rulebook for Odyssey Prime details an alternate Experience system in Chapter 6. In addition to Teamwork, you choose two different character traits, and you get experience when you've exhibited Teamwork and these two traits over the course of a session. In Savage Worlds, this isn't a viable option. I like the concept of capturing character traits like that, though, and have decided to create a list of Hindrances from which each character must choose at least one. Of course, since I can't give them experience for role-playing, I can give them the next best thing in Savage Worlds, Bennies. While the list below begins a conversion of all of the character traits listed in the core rulebook, there are a few that may not make obvious choices for heroic characters. Still, I kept the questionable traits on the list simply for the opportunities for role-playing that could come from exploring such characters.

Altruistic (Minor)
Altruistic characters puts the welfare of others before his own. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need. Altruistic individuals often help another at the risk of loss or harm to themselves. It isn't enough to share what your character has in abundance. They will make a real sacrifice in terms of time, possessions or energy, and he will risk life and limb to help another. Altruistic characters earn a Bennie after any scene in which their altruism places them at a significant disadvantage.

Ambitious (Minor)
They say that power corrupts, and absolute power corrupts absolutely. Your character may or may not believe that, but he definitely seeks personal power. He is ambitious to an extreme. Anything that can give him more control over others he tries to get, by hook or by crook. Ambitious characters earn a Bennie after any scene in which their ambition places them at a significant disadvantage.

Code of Honor (Major)
As per Savage Worlds Deluxe Edition. Such chivalrous characters earn a Bennie after any scene in which their Code of Honor places them at a significant disadvantage.

Comic Relief (Minor)
Not every character is a hero. Comic relief characters exist for wisecracks, pratfalls, or visual gags. He can be either a prankster or a victim. A character driven to perform comic relief will usually comment on the absurdity of the heroes' situation and make comments that would be inappropriate for a character who is to be taken seriously. Sometimes, characters may use comic relief as a means to irritate others or keep themselves confident. Comic relief characters earn a Bennie after any scene in which their comedic actions place them at a significant disadvantage.

Crusader Mentality (Minor)
Your character is devoted to a cause, which you must specify when selecting this Hindrance. His is a campaign of passion, and he fanatically attempts to convert others, while fighting wholeheartedly for the cause— to the point of martyrdom if necessary. This does not always work out well, as most people are resistant to such conversion efforts. Characters with a crusader mentality earn a Bennie after any scene in which their conversion efforts places them at a significant disadvantage.

Curious (Major)
As per Savage Worlds Deluxe Edition. Curious characters earn a Bennie after any scene in which their curiosity places them at a significant disadvantage.

Emotionally Distraught (Minor)
Your character is prone to emotional distress. Something is always keeping him emotional distraught, whether it is family problems to job-related stress, or even something worse. Sadly, even when one issue becomes resolved, the character will fixate on another. Emotionally distraught characters earn a Bennie after any scene in which their reactions to their current distress places them at a significant disadvantage.

Dark Secret (Minor)
Some terrible secret haunts your character, one that could affect many lives around him, in addition to his own, should it be discovered. He wants to reveal it, but he struggles internally for the best, most gentle way to do so. Characters with a dark secret earn a Bennie after any scene in which their struggle to deal with their revelation places them at a significant disadvantage.

Depressed (Minor)
Your character has suffered a personal misfortune that haunts him. He is visibly troubled, and may not be willing to discuss the event openly. His solemn somberness makes him all "gloom and doom". He experiences little pleasure from almost all activities and life itself. Your character often suffers from feelings of worthlessness, guilt or helplessness regarding the misfortune he has suffered, as well as a general lack of energy. Indeed, he may experience difficulty concentrating, remembering details, and making decisions. Depressed characters earn a Bennie after any scene in which their depression places them at a significant disadvantage.

Diplomatic (Minor)
The character is silky smooth. He seldom handles obstacles and problems (especially hostile confrontations) with brute force but depends on his wits and je ne sais quoi. As such, he is unlikely to take an aggressive action in the first round of any combat, unless he has been personally attacked. Instead, he is more likely to attempt persuasion, intimidation or outright taunting in an effort to resolve a conflict without combat. Diplomatic characters earn a Bennie after any scene in which their diplomacy places them at a significant disadvantage.

Greed (Minor/Major)
As per Savage Worlds Deluxe Edition. Greedy characters earn a Bennie after any scene in which their greed places them at a significant disadvantage.

This was originally a rather lengthy post, but I decided to break it down into two parts. Please enjoy this, and make sure you catch Part Two as my next post.

Enjoy,
Flynn

Friday, October 12, 2012

Savage Odyssey Prime: Portal Operation...

Good Afternoon, All:

Because it's such an integral part of a Savage Odyssey Prime campaign, I feel that I need to take a moment to talk about the game mechanics of operating a portal device. Much of this is inspired by the D20 rules found in the core rulebook, but where I feel I can, I'm applying the "Fast, Fun, Furious" mindset of Savage Worlds to make it easier to remember and easier to use.

Portal Operation
While understanding how portals truly operate requires a great deal of scientific knowledge, the actual operation of a portal relies on the proper use of computers to run the necessary calculations. Operating a portal device, such as the Sherman Ring, requires a Knowledge (Computers) check. Reference the Portal Calculations Time Table to determine the time needed to perform the necessary calculations and operations, and the the Portal Operation Modifiers Table to determine the modifiers for the check. A "guide marker," such as an ancient script with deciphered coordinates, or a detailed star chart, helps the operation of the portal. If two or more people attempt to control the same portal device, then they must make Opposed skill checks to determine who succeeds, with checks modified as per the Portal Operation Modifiers Table.

Table: Portal Operation Check Results
  • Raise: On a Raise, the portal opens as desired, connecting the origin portal device with the destination portal device.
  • Success: On a Success, the portal opens, but suffers a Portal Off-Target Mishap.
  • Failure: On a Failure, the portal does not open.
  • Critical Failure (Or Modified Results Of 0 Or Less): On a Critical Failure (or a modified result of 0 or less), the portal suffers a Portal Error.

The amount of calculation time for determining coordinates depends on the power of the computer. The Portal Calculations Time Table provides the basic information for common systems used to attempt such efforts.

Table: Portal Calculations Time
Equipment UsedTime
Notebook Computer1 hour
Desktop Computer/Wrist Portal Monitor30 minutes
Advanced Computer/Command Portal Monitor15 minutes
“Smart” Computer5 minutes

Table: Portal Operations Modifiers
Equipment UsedModifier
Notebook Computer+0
Desktop Computer/Wrist Portal Monitor+2
Advanced Computer/Command Portal Monitor+4
“Smart” Computer+6
Destination
Same galaxy+0
Different dimension/time-2
Let’s Do This Faster/Slower
Half the time-2
Double the time+2
Miscellaneous
Per additional portal device operating within 500 miles on the same planet-2
Using an alternate world gate on Earth-2
Possess a useful guide marker+1
Possess an excellent guide marker+2

Table: Portal Off-Target Mishap
d10Mishap
1-3Destination location off target by 1d4 miles (1d12 for direction).
4-5Destination location off target by 1d10x20 miles (1d12 for direction).
6Destination location off target by 2d6x500 miles (1d12 for direction).
7Another planet entirely.
8Destination time off target by 1d12 years (50% past/50% future).
9Destination time off target by 1d10 decades (50% past/50% future).
10Destination time off target by 1d8 centuries (50% past/50% future).

Table: Portal Error
d10Error
1-2Explosion deals 3d6 damage to all within 10 squares, and is stuck open for 2d6 hours.
3Everyone within 10 squares of either gate must make an Agility-2 trait check or be sucked to another world.
4-8The gate opens to the correct world, but 2d10 miles off target. The complement gate cannot be activated for 2d10 hours.
9-102d6 creatures each are gated in to the origin and destination sites when the portal is activated.

Hopefully, these rules should be easy to implement once we get used to them. The underlying assumption is that the successful operation of the device still has problems, which is why a Raise grants you no side effects. Most of the modifiers are positive, so they build toward a successful and uneventful trip. If you rush things, or operate under conditions that strain the fabric of reality, then things potentially get bad quick. Otherwise, it should be pretty straightforward.

Enjoy,
Flynn

Wednesday, October 10, 2012

Savage Odyssey Prime: The Sherman Ring...

Good Afternoon, All:

It occurs to me that I should put in some time thinking about Builder technology as a part of my Savage Odyssey Prime campaign development. Much of it can be derived from the usual Sci-Fi sources, such as energy weapons, personal shields, advanced power sources and advanced medical devices. The core rulebook specifically mentions stun grenades and fade suits. However, the element of Builder technology that serves as the primary focus of the campaign is the portal device, which is known on Earth as the Sherman Ring.

The Builder Portal Device (aka the Sherman Ring)

Within the context of the Odyssey Prime setting, a portal device allows practical, rapid travel between two distant locations in the space-time continuum, including locations existing in separate dimensions. Dimensions separated by quantum levels require a significant amount of precision in order to properly connect the two locations.

Portal devices based on the Sherman Ring artifact measure twenty feet across, and resemble a tall trapezoid archway. When charging up, electricity will crackle within and over the face of the archway. Five lights over the top indicate it's progress. When the fifth and final light is activated, lightning courses within the archway to form a blue glimmering curtain of energy.

Stepping through the portal takes the traveler into the Sherman Tunnel, an unusual phenomenon where one walks through a transparent "cosmic tube" through space and time connecting one circle of bright light to another circle of light over a perceivable distance of about thirty yards. Outside the tunnel, it seems like the universe is passing by, with suns and comets and stars galore. Once the traveler emerge from the opposite circle of light, they have reached their destination.

Once triggered, a portal typically stays open for five minutes. (A very uncontrolled portal formation may lead to other durations, but those are rarely duplicable.) During that time, a team can return to their destination. Otherwise, once the portal closes, they are not likely to see another gateway form for another week, as it takes seven days for a portal device to recharge sufficiently to punch a hole between universes. This is why Odyssey Teams typically spend a week in the destination dimension before a new portal can open to bring them home. (While it is possible to use a portal device to travel through the dimension of time, such calculations are very difficult and so are rarely attempted except in the most dire of circumstances.)

As an aside, gateways can be opened outside the portal device itself. Poorly controlled portals often open gateways in locations separated from their intended destination point, both in terms of space and time. Off-target portals can create gateways hundreds or thousands of miles away from the intended destination, or even entire planets away. Poorly targeted gateways can even open at points in the past or future. Extreme portal errors can include explosions, portals that do not close (or close, but only after being open far too long), uncontrolled entry gateways (i.e. not within the Sherman Ring that created them), and other bizarre events.

The ability to properly control portal formation relies on half-understood physics, and typically requires a computer to handle the extremely complicated details involved. Having a "guide marker", such as a detailed start chart or gate map, helps with the operation of a portal device. Having two or more portal devices within 500 miles of one another in operation at the same time severely strains the fabric of reality, making it harder to properly control portal formation.

Portal Monitors
Odyssey Teams have access to two different types of portal monitors. The first, called a Command Unit, appears to be roughly the size of a large backpack, and contains all the equipment necessary to track and operate a portal device remotely. The computer built into the device is dedicated to two things only: accessing a nearby portal device in order to operate it, and tracking the location of a portal device or open gateway through the monitoring of distinct radiation signatures associated with such phenomenon. The interface to this device is a panel unit that fits on a forearm, and which contains a screen display and keyboard for input and output purposes. The computer's memory of dimensional coordinates also allows it to act as a "guide marker" for proper portal operation. It has an effective range of 2 miles for tracking portal devices and open gateways (10 miles with the deployment of a small dish array), and can control portal devices within 15 feet (100 feet with the dish array deployed).

The second type of portal monitor is a Wrist Unit, which is worn on the wrist and is about twice the size of your typical wristwatch. It can only track portal devices and open gateways within 500 feet, and can control portal devices within 15 feet.

This pretty much sums up all the basic information found in the core rulebook on portal devices such as the Sherman Ring. The rest of the fun stuff that comes up in the game will build on this as a foundation, but honestly, it will be completely of my own fabrication.

Hope This Helps,
Flynn

Monday, October 08, 2012

Savage Odyssey Prime: A Coordinate System Update...

Good Afternoon, All:

It turns out that I was wrong. The core rulebook does define a Coordinate System for dimensional addresses on pg. 117. In essence, the technicians divide space and dimensional planes into imaginary trays, and then divide the trays into little boxes. Each box is designated a code for location reference. To provide a reference point, our Earth is called 0-0-0-0. The first digit represents the dimension (or quantum level, from my previous attempt to fake something). The second, third and fourth components represent the X, Y and Z components of a three-dimensional notation. The orientation of this "map" is based on a navigation beacon formed from what is believed to be a subspace communication system found in the original Sherman Ring.

With that in mind, the worlds I've mentioned previously need new coordinates, of course. Here's the basic list, re-imagined:
al-Ard (3-19-(-18)-3)
Avalon (1-(-3)-15-8)
Darwin ((-4)-(-11)-(-4)-13)
Earth (0-0-0-0)
Laurium ((-5)-(-3)-13-9)
Leninmir, lka Earth ((-3)-(-9)-17-(-13))
Morlock (9-(-7)-8-(-16))
Naacali (12-11-0-12)
Plagueworld ((-4)-16-8-15)
Rancor (8-(-11)-(-16)-(-9))
Ryuchijyo (10-3-(-5)-15)
Shaggai (5-(-11)-(-9)-17)
Thoth, lka Geb ((-3)-(-13)-(-19)-12)
Verne, lka Earth (0-18-13-12)

Part of the motivation in changing the values above is to make it easier for me to map to a two-dimensional representation of the gate map I'm creating, what the core rulebook refers to as a Guide Marker. The final map should be simple but sufficient for my gaming purposes.

More Later,
Flynn

Friday, October 05, 2012

Savage Odyssey Prime: Three Dimensions Serving As Dungeon Sites...

Good Afternoon, All:

The last of our four stops in the tour of my Savage Odyssey Prime sandbox setting involves Dungeon Encounters, the meat and potatoes of many sandbox settings, particularly of an exploratory or fantasy bent. The following dimensions correspond to the category of Ruins in a proper sandbox campaign setting:
Laurium (-14, 65, 43, 47, -71, -1): Standard gravity; Standard atmosphere; Wet world; Population 1,351,768,184 (100% Human); Independent City-States; Medieval technology; Horror/Supernatural, Greco-Roman, Resources.
Named for the most famous silver mine of Ancient Greece, Laurium is a site riddled with precious metal mines. The resonance of the natural ore lodes appears to attract incoming signals from portal devices, and a majority of incoming transition points appears to lock to one of several underground locations. Many of these labyrinthine mines are abandoned due to the growing presence of shadowy creatures summoned by the supernatural resonance of the formations.

Morlock (-35, 41, -79, -50, -42, 2): Standard gravity; Standard atmosphere; Dry world; Population 36,786,517 (58% Eloi, 42% Morlock); Tribal; Primitive technology; Post-Apocalyptic, Mythical/Literary, Influence/Side Effect.
Morlock is so named because of its strong similarities to the future world described in H. G. Wells' The Time Machine. Inhabited by the primitive elfin Eloi and the troglodyte Morlocks, the realm of Morlock is protected by ancient Builder technology that generates a field that slowly kills other-worlders with lethal radiation. The only means of stopping the field appears to be entering into the underground warrens of the more advanced Morlocks and destroying (or at least turning off) the Builder protective device.

Ryuchijyo (13, -27, 76, -35, -56, 2): Standard gravity; Standard atmosphere; Dry world; Population 687,173,617 (68% Human, 11% Tengu, 8% Kitsune, 6% Hebi, 4% Mujina, 2% Tsughigumo, 1% Other); Anarchy; Medieval technology; Heroic Fantasy, Oriental, Habitat.
Ryuchijyo is an unusual dimension, in that it appears to be an infinite underground prison sharing many common characteristics with Japanese folklore and culture. The high presence of magic, as well as creatures exiled or banished from other Asian-influenced locales, contributes to the perception that this could be the embodiment of a Japanese hell.

Each of these settings are intended to provide different reasons for the existence of their dungeon-like experiences. These, and other realms like them, should allow players the chance to explore dungeons with modern weapons, and enjoy this variation on an old gaming stand-by. I have to say that I'm looking forward to seeing how the players handle some of these opportunities and challenges.

Enjoy,
Flynn

Wednesday, October 03, 2012

Savage Odyssey Prime: Three Dimensions Serving As Urban Encounters...

Good Afternoon, All:

The third of our four stops in the tour of my Savage Odyssey Prime sandbox setting involves Urban Encounters, which are traditionally more roleplay-intensive or negotiation-oriented. The following dimensions correspond to the category of Settlements (or Towns and Cities) in a proper sandbox campaign setting:
al-Ard (97, -92, 13, 13, -18, 1): Standard gravity; Standard atmosphere; Wet world; Population 841,891,716 (100% Human); Feudalism; Medieval technology; Horror/Supernatural, Arabic, Wild Martial Art.
al-Ard is a realm most reminiscent of the Crusades, where foreign knights and desert horsemen battle against one another, as they also resist the incursion of Things That Go Bump In The Night. The Dervishes of al-Ard are highly skilled swordsmen and combine their great skill with acrobatic dances and a training discipline focused on overcoming obstacles.

Leninmir, lka Earth (-45, 86, -68, -40, -31, 2): Standard gravity; Standard atmosphere; Wet world; Population 4,216,657,687 (100% Human); Police State; Pre-Stellar technology; Alternate History, North American, Technological.
The history of Leninmir greatly resembles that of our own dimension, until the NATO military exercise known as Able Archer 83. In the Leninmir timeline, the events sparked a drive in Leonid Brezhnev to strike quickly against the growing aggression of the United States of America and their NATO allies. Five years later, a renewed Brezhnev directed Soviet forces to strike America on their native soil. The events were so successful that the invasive action decisively ended the Cold War. Resistance forces still fight the oppressive tyranny of the Soviet occupation forces in America, but the Soviet position as a conqueror of the United States has been well established in this timeline.

Thoth, lka Geb (-63, -95, 61, -34, -12, -1): Standard gravity; Standard atmosphere; Wet world; Population 3,149,525,453 (100% Human); Theocracy; Industrial technology; Contemporary, Egyptian, Psionics.
In the realm of Thoth, Egyptian influences permeate their modern society. The priesthood known as the Order of Thoth maintains a firm control over their world, as the church holds a monopoly on the use of psionics. Those acolytes that have taken the training and then turned against the Order, or any non-Thothian psions, for that matter, are hunted down as traitors to the state religion.

The first two settings were inspired somewhat by movies (Prince of Persia and Red Dawn, respectively). Given the state of unrest and potential conflict, all of these settings should offer ample opportunities for urban adventures, each with their own unique flavor and challenges.

Enjoy,
Flynn

Friday, September 28, 2012

Savage Odyssey Prime: Three Dimensions Serving As Wilderness...

Good Afternoon, All:

To continue our tour of a sandbox setting for Savage Odyssey Prime campaign, I have turned my eye toward Wilderness Encounters. This collection focuses on dimensions that predominately wilderness areas, rich with resources for possible exploitation, and thus could be classified as Resources in a proper sandbox campaign setting:

Avalon (-16, 73, 42, -48, -81, 0): Standard gravity; Standard atmosphere; Wet world; Population 1,234,597,341 (80% Human, 8% Elves, 6% Dwarves, 6% Other); Feudalism; Medieval technology; Fantasy, European, Arcane.
Avalon resembles a living, breathing world taken almost directly out of cheap fantasy novels. A wide variety of mythical creatures inhabit the wilderness that stretches between isolated kingdoms, and local laws of physics support the practice of magical spells and talismans. While predominately human, other sentient races exist on the periphery of civilization, another obstacle for Odyssey Teams travelling from portal sites to nearby settlements.

Darwin (-54, -19, 66, -26, -21, -1): Standard gravity; Standard atmosphere; Wet world; Population 1,654,654 (100% Proto-human); Dictatorship; Primitive technology; New Frontier, Prehistoric, Environmental.
Unlike our own Earth's timeline, the dinosaurs never became extinct on Darwin, and now exist side by side with primitive proto-humans. Aside from the megafauna that ravage the lands, Darwin is noted for the presence of a small outpost constructed by an Odyssey Team stranded in this dimension several years in the past through a miscalculation on an early attempt to connect to this dimension.

Rancor (-55, -83, -44, 87, -83, 2): High gravity; Dense atmosphere; Wet world; Population 6,157 (100% Human); Colony; Stellar technology; New Frontier, North American, Global Crisis.
Rancor is a tumultuous world, constantly shifting due to very active plate tectonics, high tidal forces from its two moons, and a large amount of radioactive materials. Everything on the planet is predatory, plant or animal, and is capable of killing an unwary human instantly. To make matters worse, the entire planet seems driven to kill humans. In the midst of this harsh environment, a single colony of off-worlders attempt to fight off the local wildlife as they mine the area for radioactive ore.

I believe that the above will offer some colorful and interesting environments for purposes of game play. After all, a world of dinosaurs, a world of fantasy creatures and a world of super-aggressive human-hating wildlife all offer some unique opportunities, I hope. Imagine trying to survive a week on one of these worlds before the portal opens up again and you can return.

More Later,
Flynn

Wednesday, September 26, 2012

Savage Odyssey Prime: Three Dimensions Serving As Lairs...

Good Afternoon, All:

Now that I have a few basics down regarding the big movers and shakers of my Savage Odyssey Prime campaign, I feel that I can move forward with the creation of a few dimensions that could be found on the gate map that the PCs will find during the first adventure. This collection focuses on dimensions that are dangerous to exploring Odyssey Teams, and thus could be classified as Lairs in a proper sandbox campaign setting:

Naacali (57, -2, -90, 62, -35, 3): Standard gravity; Standard atmosphere; Waterworld; Population 65,397,259 (100% Human); Theocracy; Industrial technology; Mysticism/Religious, Central/South America, Military Conflict.
Steeped in Mayan and Incan cultures, the people of Naacali have recently ended their first World War over religious differences, destroying major cultural centers and driving pockets of resistance into hiding. A program of systematic locating and destroying other religions still continues in these post-War days, and any, including Odyssey Team members, who do not observe or recognize the bloodthirsty state religion are hunting, tried and executed for religious heresy.

Plagueworld (97, 44, 75, -82, -41, -1): Standard gravity; Standard atmosphere; Wet world; Population 8,562 living (Human), 5,567,198,738 non-living (Zombies); Anarchy; Industrial technology; Post-Apocalyptic, North American, Global Crisis.
A few years before an Odyssey Team first contacted this world, a virulent super-plague struck the vast majority of the population into Zombies. Now, the last few living humans struggle to survive against the onslaught of the raging Zombie forces. Of course, should a team successfully locate a haven of humanity, their leaders will demand safety for their people if they ever discover the truth behind the Odyssey Team's origins.

Shaggai (-55, -83, -44, 87, -83, 2): Low gravity; Thin atmosphere; Wet world; Population 9,145,658 (82% Shan, 17% Lith, 1% Other); Isolated hive-minds; Stellar technology; Exotic/Surreal, Non-human/Alien, Dominant Species.
The world of Shaggai is obviously a dying world peopled by the Shan and the Lith, native races that control animals and other creatures psychically through a parasitic arrangement. Having discovered portal technology, the people of Shaggai have collected species from numerous other dimensions for study and evaluation. The resulting menagerie of sentient and non-sentient creatures rivals any other similar preserve that Odyssey Teams might encounter over the course of their mission. Ultimately, the parasitic Hive-Lords of Shaggai are seeking suitable hosts possessing a physiology not unlike the Builders themselves, in order to leave their own dying world.

I'm hoping that the above will provide some interesting experiences for the players, as well as their characters. I'm sure that other "Lair" dimensions will provide equally challenging encounters as the Od Teams try to survive a week under such unusual circumstances.

More Later,
Flynn

Monday, September 24, 2012

Savage Odyssey Prime: Generic Random Encounter Table Template...

Good Afternoon, My Friends:

In my Savage Odyssey Prime setting, I can foresee that there will be plenty of opportunities for random encounters. Most of the worlds will not be filled with fantasy wildlife, which means that my usual random encounter tables are out. Instead, I feel the need to come up with some non-magical generic ones. For lack of a better option, I think I'll use the following template:

Table: Generic Random Encounter

2d6Encounter
2Local Horror
3Flyer
4Animal
5Animal
6Humanoid
7Humanoid
8Humanoid
9Animal
10Animal
11Vermin
12Special

The entries are defined below:
  • Animal: This entry indicates some specimen of the local wildlife. This could be a group of pack hunters or a single lone predator. It could be a large herbivore, a heard of grazers or a stalking pouncer. This should be a creature common to the area, and found in abundance.
  • Flyer: Almost all areas are accessible to flying creatures. This entry indicates either a single flyer, or a flock of them.
  • Humanoid: This section is a catch-all for any humanoid race. This usually indicates local humans, but on worlds with a diverse set of races or whose native race is not human, this entry covers those possibilities.
  • Local Horror: This option represents the apex predator of the region, the hell beast that destroys parties, the Big Nasty that makes you thankful for having grenades. Here there be dragons, or the local equivalent.
  • Vermin: This entry covers the basic pests, swarms and other noxious, objectionable or disgusting creatures that are difficult to control.
  • Special: This entry allows for the weird, the unusual or the specially prepared encounter. This is the basic "GM Option" result. If the GM has nothing he wants to do with this result, he can always reroll.

With this in hand, I can create a small list of each encounter type for a given location, and have a choice on hand for those times when the party has a random encounter during the course of play. Woohoo!

More Later,
Flynn

Friday, September 21, 2012

Savage Odyssey Prime Factions: Rival Governments...

Good Afternoon, All:

The fifth and last group I'd like to develop publicly for my Savage Odyssey Prime campaign involves Rival Governments. While FEMA, the organization that supports Project Odyssey, is harangued by the Committee on Oversight and Government Reform, particularly the United States House Oversight Subcommittee on National Security, Homeland Defense and Foreign Operations, within the domestic political arena of hidden government agency agendas, the project's biggest challengers on our own world are actually other nations.

Based on my review of the material of the core rulebook, and some calculations based on the relative gross national product of each nation, these countries are known to the US as having Project Odyssey-style programs: United States (10 operating rings), Great Britain (1 operating ring), Japan (4 operating rings), Canada (1 operating ring), Israel (1 ring, almost operational), Germany (2 operating rings), Brazil (1 operating ring) and Australia (1 operating ring).

The United States government suspects that the following countries support Project Odyssey-style programs, but these rumors are currently unverified: China (4 operating rings), North Korea (1 operating ring) and Russia (1 operating ring).

Given these figures, it is easy to imagine that the Odyssey Teams might occasionally encounter an off-world team from one of these rivals. In addition, members of these rival governments may also be involved in local affairs, leading to interaction with the Damage Control (DamCon) Teams.
Rival Governments

Brief Description: Like the government of the United States, other governments have learned of the existence of both the Doomsday asteroid and the Sherman Ring, and are exploring other options. Some are seeking ways to deal with the asteroid, while others are following America's example in seeking a new home for elite members of their population. Similarly, these rival governments tend to possess their own variations of Odyssey Teams and Damage Control Teams. The generic stats provided below should work for most instances.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Soldiers, 1 Squad Leader.
  • Seasoned: 10 Soldiers, 2 Squad Leaders, 1 Commander.
  • Veteran: 20 Soldiers, 4 Squad Leaders, 1 Specialist, 1 Commander.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your given scenario.

Soldier
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Shooting d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Bullets]
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations).

Squad Leader (WC)
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Healing d4, Intimidation d6, Knowledge (Battle) d4, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 8(2) [10(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Marksman (+2 Shooting if not moving)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding).

Specialist (WC)
Abilities: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Demolitions) d6, Notice d8+2, Repair d4, Shooting d10, Stealth d6
Pace: 8 (+1d10 running); Parry: 5; Toughness: 7(2) [9(4) vs Bullets]
Edges: Alertness (+2 Notice), Fleet-Footed (+2 Pace, d10 running), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Steady Hands (ignore unstable platform penalty)
Gear: Assault Rifle with laser sight (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30); Assault rifle ammo (x4 clips); Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Ranger armor (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Demolitions Kit (4 lbs C4 Explosive).

Commander (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Healing d4, Intimidation d8, Knowledge (Battle) d8, Notice d8, Stealth d8, Shooting d10
Pace: 6; Parry: 7; Toughness: 9(2) [11(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Portal monitor (wrist unit); Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding); Thermal imaging goggles.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Rival Government Team is preparing to set an ambush when the party comes upon the scene.
  2. The Rival Government Team is interrogating some locals for information related to their mission.
  3. The Rival Government Team has recovered sensitive material, and are returning to their portal site or extraction site when the party encounters them.
  4. The Rival Government Team are engaging in the recovery of sensitive material, perhaps the very same thing the party is after.
  5. The Rival Government Team is assaulting a local installation overtly, with an apparent goal of destruction and mayhem in mind.
  6. The Rival Government Team is intentionally hunting down the party, with orders to kill one or more of them.

Enjoy,
Flynn

Wednesday, September 19, 2012

Savage Odyssey Prime Factions: False Gods, or Lords of the Iron Ring...

Good Afternoon, All:

The fourth group I'd like to develop for my Savage Odyssey Prime campaign are the False Gods. These are dictators who obtain and then maintain their position of power using cached technology left behind by the Builders. As a back-story, so that they provide a common front for my players to explore over the course of several adventures, I've made the assumption that these men were originally mercenaries who discovered the tech cache on a mission. Now, bound together by the commander's control of the cache as well as belonging to his mercenary company, these technologically elevated dictators have gone forth and conquered regions in other dimensions in the name of the Iron Ring.

Lords of the Iron Ring

Brief Description: The Lords of the Iron Ring are a disparate band of mercenaries who are using a cache of Builder technology to control worlds. Presenting themselves as False Gods to more primitive tribes, the Lords of the Iron Ring are ultimately little more than glorified charlatans and bullies. However, the weapons they bear are extremely powerful, and are particularly intimidating to less advanced cultures.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Local Tribesmen, 1 Sergeant.
  • Seasoned: 10 Local Tribesmen, 2 Sergeants, 1 Lieutenant.
  • Veteran: 20 Local Tribesmen, 5 Sergeants, 2 Lieutenants.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Local Tribesman
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Survival d6, Throwing d6, Tracking d6
Pace: 6; Parry: 7(2); Toughness: 6(1) [8(3) vs Ranged]
Gear: Spear (Str+d6), Leather or hide armor (+1 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Javelin (x2, Str+d6, Rng 3/6/12, RoF 1)

Sergeant (WC)
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 8(2) [10(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Marksman (+2 Shooting if not moving)
Gear: Laser Pistol (2d6, Rng 15/30/60, RoF 1, Shots 12, Semi-Auto), Dagger (Str+d4), Kevlar (+2 Toughness, +4 vs Bullets), Pulse Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1), Smoke Grenade (x1, Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks)

Lieutenant (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d8, Knowledge (Battle) d8, Notice d8, Stealth d8, Shooting d10, Throwing d8
Pace: 6; Parry: 7; Toughness: 9(2) [11(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Laser Rifle (3d6 AP 4, Rng 24/48/96, RoF 1, Shots 100, Auto), Dagger (Str+d4), Kevlar (+2 Toughness, +4 vs Bullets), Pulse Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1), Smoke Grenade (x1, Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks)

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Iron Ring patrol is harassing some local citizens when the party comes upon the scene.
  2. The Iron Ring patrol is directing natives in the construction of a temple or shrine to this world's highest ranking Iron Ring officer, portraying the Lord of the Iron Ring as a god to be worshiped.
  3. The Iron Ring patrol has recovered broken Builder technology, and are returning to their portal site, when the party encounters them.
  4. The Iron Ring patrol is escorting a pilgrimage bearing tribute to the local Lord of the Iron Ring, including precious metals and "sacrificial virgins".
  5. The Iron Ring patrol is performing a demonstration of their "divine power", seeking to convert the local population, when the party comes upon the scene.
  6. The Iron Ring patrol challenges the party, demanding their worship and obedience in the name of the Lord of the Iron Ring.

Enjoy,
Flynn

Monday, September 17, 2012

Savage Odyssey Prime Factions: Berserkers of the Final War...

Good Afternoon, All:

The third group I'd like to develop for my Savage Odyssey Prime campaign will be the Berserkers. During the final war between the Builders and their as-yet-unnamed enemy, the Builders constructed semi-intelligent war machines that they turned loose on their enemy. When the Final War had ended, most were recovered and deactivated. Some of these machines, however, decided that all Builders and other organic lifeforms also needed to be destroyed, not just the original enemy. Most have been hunted down, but occasionally, one is found and reactivated, which starts another wave of assaults as the Berserkers replicate themselves using available technologies and continue a war that has now long past.

Berserkers

Brief Description: The Berserkers are the Ultimate Weapon that brought about the end of the Final War between the Builders and the Enemy. They are self-replicating, self-aware war machines with a single built-in imperative: destroy all organic lifeforms. These constructs come in various sizes, from small drones to starships and factories. Berserkers are most often encountered in the form of drone squadrons or patrols.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Light Drones, 1 Sentry Drone.
  • Seasoned: 10 Light Drones, 2 Sentry Drones, 1 Assault Drone.
  • Veteran: 20 Light Drones, 5 Sentry Drones, 2 Assault Drones.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
Light Drone
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Pace: -- (see Flight); Parry: 5; Toughness: 6(2)
Special Abilities:
  • Armor +2: Metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Drones are immune to fear and Intimidation.
  • Flight: Pace 6, Climb 3.
  • Laser, Small: 2d6 AP 4, Rng 12/24/48, RoF 1, Shots 50, Semi-Auto.
  • Size -1
  • Tentacular Appendage: Str+d4.

Sentry Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8
Pace: 8; Parry: 6; Toughness: 10(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Medium: 2d8 AP 4, Rng 24/48/96, RoF 1, Shots 50, Auto, 3RB.
  • Mechanical Arms: Two attacks (Str+d6).

Assault Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d10, Notice d10, Shooting d10
Pace: 10; Parry: 7; Toughness: 14(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Heavy: 3d6 AP 4, Rng 24/48/96, RoF 1, Shots 100, Auto.
  • Mechanical Arms: Two attacks (Str+d8).
  • Plasma Blast: The Assault Drone can launch a Plasma Blast using a Shooting skill check that inflicts 3d6 damage within a Medium Burst Template, with a Range of 24/48/96. Once used, the Assault Drone cannot launch another blast for 1d4 rounds, as the plasma generator recharges. A Plasma Blast counts as a Heavy Weapon.
  • Size +3

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Berserkers are attacking native organic lifeforms when the party comes upon the scene.
  2. The Berserkers are protecting their portal site and accumulated supplies, indicating that they are preparing to establish a foothold in this dimension, when the party discovers them.
  3. The Berserkers are conducting a search of the region, looking intensely for something, when the party encounters them.
  4. The Berserkers are returning to the portal site after an unsuccessful raid against a nearby settlement.
  5. The Berserkers are returning to the portal site after a successful raid against a nearby settlement, and are laden with accumulated resources and possibly prisoners.
  6. The Berserkers challenge the party, demanding their identification and reasons for operating outside standard service protocols.

Enjoy,
Flynn

Friday, September 14, 2012

Savage Odyssey Prime Factions: Order of Zion...

Good Afternoon, All:

The second group I'd like to develop for my Savage Odyssey Prime campaign will be the Order of Zion. The Zionists are a multi-world cabal of plane-travelling spellcasters with a hidden agenda. They utilize portal magic to open gates to other worlds in pursuit of their goals, and didn't take kindly to those who would intrude on the worlds they claim as their own.

Order of Zion

Brief Description: The Order of Zion are, at their core, a mystical cabal of Archmages specialized in portal magic. They are working together in pursuit of a secret agenda, claiming dimensions as their own as magical tyrants. Their numbers are growing swiftly, as the Zionists recruit the brightest and most competent locals as apprentices into their order. The transformative nature of their Initiation into the Order insures loyalty and devotion to the secret Zionist agenda over any previous goals an Apprentice might have once held.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Guardians, 1 Zionist Apprentice.
  • Seasoned: 10 Guardians, 2 Zionist Apprentices, 1 Zionist Magelord.
  • Veteran: 20 Guardians, 5 Zionist Apprentices, 2 Zionist Magelords.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Guardian
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Throwing d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Ranged]
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Light Crossbow (2d6 AP 2, Rng 15/30/60, RoF 1, Reload 1)

Zionist Apprentice (WC)
Abilities: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Investigation d6, Knowledge (Arcana) d6, Knowledge (Rituals) d6, Notice d8, Persuasion d4, Spellcasting d10, Taunt d6
Pace: 6; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), New Power, Power Points
Gear: Dagger (Str+d4), Staff of Zion (10 Power Points: Deflection, Burst), Potion of Healing (recovers one wound)
Spells: 15 Power Points; Blind or Boost/Lower Trait, Bolt, Confusion or Entangle, Detect/Conceal Arcana or Environmental Protection

Zionist Magelord (WC)
Abilities: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d8, Knowledge (Arcana) d10, Knowledge (Rituals) d10, Notice d8, Persuasion d8, Spellcasting d12, Taunt d6
Pace: 6; Parry: 5; Toughness: 7(2)
Edges: Arcane Background (Magic), New Power (x5), Power Points (x3)
Gear: +1 Dagger (Str+d4), Greater Staff of Zion (15 Power Points: Deflection, Blast, Burst), Improved Potion of Healing (recovers two wounds), Magelord's Ring (grants +2 Toughness to unarmored wearer)
Spells: 25 Power Points; Boost/Lower Trait, Bolt, Dispel, Detect/Conceal Arcana, Entangle, Environmental Protection, Fear, Teleport

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Zionists are ransacking a library or institute of learning when the party comes upon them.
  2. The Zionists are preparing for a large portal ritual when the party stumbles on the scene.
  3. The Zionists are searching the region, looking intensely for something, when the party encounters them.
  4. The Zionists are returning to their encampment after an unsuccessful raid against a nearby settlement.
  5. The Zionists are returning to their encampment laden with valuable goods and potentially arcane items after a successful raid against a nearby settlement.
  6. The Zionists challenge the party, demanding tribute to avoid unwanted attention from their spellcasters.

Enjoy,
Flynn

Monday, September 10, 2012

Savage Odyssey Prime Factions: Legions of Olympus...

Good Afternoon, All:

I feel the need to detail a few of the factions that I'm going to introduce in my Savage Odyssey Prime game. Having the basics ready ahead of time will help me feel more prepared for the campaign as a whole. After some thought and digging around on the Internet, I decided that the best way to handle factions would be to write them up in a manner similar to what I used for the Sandbox Encounters back in April. The only big difference here is that I'm going to be using Savage Worlds stats instead of Swords and Wizardry.

Starting with the suggestions I've made for enemies, I think I'll give each a shot in terms of development. If I can stat them out and come up with encounter groups and ideas, then they can stay in the mix. Otherwise, the idea gets tossed and I'll create something else in its place.

I will share a few of my creations in this blog for the purposes of getting feedback. Obviously, my players can read this just as easily as anyone else. With that in mind, I'm going to save some of these for my personal notes, so as not to spoil all of the surprises for them.

The first group I'd like to develop will be the Legions of Olympus. These armies are formed from Roman soldiers who have begun to conquer other worlds by using a portal device in their own dimension, leading to an alternate history. Under the banner of Alexander the Great, these Romans have been quite successful, and have picked up the basics of guns and gunpowder from one of the first worlds they conquered.

Legions of Olympus

Brief Description: The Legions of Olympus come from another dimension similar to our Earth, but whose timeline is about 2400 years prior to ours. Their timeline diverted significantly from ours when they discovered portal technology among some Builder remains, and began invading other dimensions. The Legions of Olympus now govern portions of several dimensions, including one which has provided the Legions with limited access to guns and gunpowder.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 8 Olympian Legionaries, 1 Olympian Decanus.
  • Seasoned: 24 Olympian Legionaries, 3 Olympian Decani, 1 Olympian Optio.
  • Veteran: 48 Olympian Legionaries, 6 Olympian Decani, 2 Olypic Optii, 1 Olympian Centurion.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Olympian Legionary
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Shooting d4, Throwing d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Ranged]
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Javelin (x2, Str+d6, Rng 3/6/12, RoF 1)

Olympian Decanus
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 8(2); Toughness: 8(2) [10(4) vs Ranged]
Edges: Command (allies gain +1 to recover from Shaken), First Strike (may attack one foe who moves adjacent)
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Olympian Optio (WC)
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Knowledge (Battle) d6, Notice d8, Stealth d6, Shooting d8, Throwing d6
Pace: 6; Parry: 8(2); Toughness: 8(2) [10(4) vs Ranged, 12(6) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), First Strike (may attack one foe who moves adjacent), Marksman (+2 Shooting if not moving), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Short sword (Str+d6), Kevlar (+2 Toughness, +4 vs Bullets), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Olympian Centurion (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Knowledge (Battle) d8, Notice d8, Stealth d6, Shooting d10, Throwing d6
Pace: 6; Parry: 9(2); Toughness: 9(2) [11(4) vs Ranged, 13(6) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Short sword (Str+d6), Kevlar (+2 Toughness, +4 vs Bullets), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Legionaries are reveling after a recent victory when the party comes upon them.
  2. The Legionaries are hard at work, preparing a site to serve as the encampment for a larger military unit that will be arriving within the day.
  3. The Legionaries are patrolling the region when the party encounters them.
  4. The Legionaries are returning to their encampment after an unsuccessful strike against a nearby settlement.
  5. The Legionaries are transporting prisoners to the site of "La Porta" and beyond to their home dimension.
  6. The Legionaries challenge the party, demanding tribute to avoid unwanted attention from these Roman warriors.

Enjoy,
Flynn