Sunday, June 19, 2016

Savage Max: Behind The Scenes


I have been playing the Mad Max game, and I am using it to create screen grabs for the Savage Max.

Figured I share some of them here.. They are just too cool not too!














Saturday, June 18, 2016

Savage Max: Into The Wastes

Preview of my Savage Max Setting:





This conversion is meant to be hard on your characters. Players really need to do their best to survive. Do you spend your bennies on Blood and Guts, or do you save them to soak due to Gritty Damage?

Everything is scarce and hard to find, it will be hard to tell the heroes apart from the villains. This should be a setting where the weak feed the strong, and the strongest rules them all.


Source Books:

Savage Worlds Deluxe Core Book

Reference Material:

Hell On Earth *Vehicle Construction - More details later
Sci Fi Compendium *Vehicle Construction - More details later
MAD MAX The PC Game for my screen shots


Setting Rules:

Blood and Guts
Gritty Damage
Jokers Wild

Savage Max Rules:


The Desert Wastes:
The world is tough enough as it is. Each player starts the session with 1 additional bennie.

Fuel:
Vehicle fuel levels come in 5 levels.
(Full) (3/4) (1/2) (1/4) and (Empty)

"Guzzeline Eh?"
In the wastes, fuel is scarce. At the end of any encounter that involves vehicles. Each driver draws a card, a card of 5 or less reduces your fuel level by 1 step.
If you draw a 2 of clubs, you used up all your fuel in that encounter. You have run out of fuel!

"Nitro"
If you use Nitro, make a driving roll. If you pass you gain +25% acceleration, +25% top speed for 5 rounds. Any driving roll you make during these 5 rounds are at -1. If you failed your driving roll, vehicle must roll on the critical damage table using 1d8 (Not 2d6) then you gain the above mentioned bonuses. On a critical failure you roll twice on the damage chart. Using a nitro immediately drops your fuel level by 1 at the end of the combat. (This is in addition to whatever card you draw for fuel)

"Spark.....Fizzle....Poof"
While shooting any form of gun powder weapon, any roll of one on the shooting die results in a misfire. The gun jams, you will need to clear the chamber to ready the weapon. A critical failure roll (two "1"s) results in the weapon exploding, Taking listed damage in "Fatigue"


I would really love to hear your thoughts on what I am presenting so far. I am really trying to capture the nitty gritty feel of the movies. With out making it to complicated by adding to many special rules. The vehicle construction rules for your "Magnum Opus" (I love that term!) is where you will find most of the complexity but I am doing my utmost to keep vehicle construction rules as simple and as fast as I can.

See you all later.

Jolly!


Friday, June 17, 2016

Coming Soon: Mad Max Just Got Savage!



Within the next few weeks I am going to be releasing my Savage Fans conversion of one of my favorite movie series, of all times!

Mad Max

Coming soon..

The JollyGM's: Savage Max!

Get ready to ride the wastelands!

Tuesday, June 14, 2016

[FG Daze June 25th] Savage Battlestar: End Game!


Savage Battlestar: End Game

I will be running a one shot adventure set in the re imagined universe of Battlestar Galactica. Want to  play as a Colonial Viper Pilot? Want to blow the frack out of some Cylon toasters? If yes, then join us for free at Fantasy Grounds [FG-Daze} and play in my game or one of the many other systems being offered for free by some of the our communities "Ultimate License" Game Masters.

No experience required, show up, meet some new people, roll some dice, and most importantly have fun.


End Game will place you in the cockpit of the Viper MK VII during the opening salvo of the second Cylon war near the Scorpio shipyards.

I have room for 3 more pilots, anyone else want to try and save humanity? 

The Cylons had a plan. They succeeded... 


Game will be broadcasted live on my twitch channel "calacorm_"

Sunday, June 12, 2016

Savage Battlestar: Alert Stations! Alert Stations! (Version 1.3 Updated)


You can download the JollyGM Savage Battlestar.pdf here!!
Updated to V 1.3




I have never made anything like this before, so if you see anything or have suggestions, feel free to drop me a line, leave a comment. Someday I hope to play in a game of BSG and not just run one!

Enjoy
Jolly

V1.3
I actually added the weapons table!! Frack Me!

V1.1
Fixed a few format issues
Added Weapon Damage Table for vehicles
Added Edge "Wingman"

Saturday, June 11, 2016

Savage Battlestar: Capital Ships Conversions Part IV

RIC "Cestus"

CESTUS
Size: 20 (Giant)
Acceleration: 30
Climb: -1
Top Speed: 300
Toughness: 64(25)
Crew: 600
Remaining Mods: 0
Cost: $255,500,000
Mods:
    AMCM
    Armor x7
    Electromagnetic Shielding
    FTL Drive
    Missile Launcher x4
    Targeting System
    Torpedo Tubes x2
    Crew reduction X2
    Sensor Suite (Planetary)
Standard Weapons:
   Missile, Light x 48
   Missile, Heavy/AT x 16
   Torpedo, Heavy x 8
   Torpedo, Light x 16
Linked Weapons: 
   Mass Driver/Rail Gun Level 6 x2
   Cannons, Medium x2 (3 sets)
   Cannons, Heavy x2 (1 Set)
   Auto Cannons, Light x2 (6 Sets)



Cylon Base Star

Cylon Base Star

Size: 32 (Leviathan)
Acceleration: 20
Climb: -4
Top Speed: 200
Toughness: 70(20)
Crew: 20000
Remaining Mods: 6
Cost: $10,092,650,000

Mods:
    Artificial Intelligence (Skills D10)
    Electromagnetic Shielding
    FTL Drive
    Missile Launcher x10
    Torpedo Tubes x10
    Targeting System
    Sensor Suite (Planetary)
Standard Weapons:
    Missile, Heavy/AT x 80
    Missile, Light x 120
    Torpedo, Heavy x 20
    Torpedo, Light x 40
Linked Weapons:    
 6 Quad Linked Auto Cannons, Light
 4 Quad Linked Auto Cannons, Medium
 4 Duel Linked Heavy Cannons



Game Note: Ship Construction.
It didn’t take me very long to realize that any ship over “Large” the design system starts to go kinda wonky. So, when it came to adding “superstructures” like hangers, medical bays, etc. So I just said Frack it. It’s got a hanger big enough for this, it’s all built in etc. Otherwise I would have massive giant ships that would have barely enough space to house a single squadron of fighters. So there is a little bit of GM FUDGE added to this.


Thursday, June 9, 2016

The Brief Savage Battlestar Back Story: The Cestus


The Brief Savage Battlestar Back Story.

The Battlestar Universe is a great system to play in, great concept, great everything. But if you play it as if you are in the latest series, it is very linear. So, although it would be fun to play games with NPCs like Starbuck or Apollo, a GM may find it challenging to explore the setting if you want to be play that particular aspect of the story. (At least I find it difficult)

I wanted to play in the same time frame as the series, but away from Galactica. So like others I designed my own little step off point where players can jump into the action.  Yes, Galactica got away, saving 50,000 + people that day. Pegasus also fled, found survivors and eventually found Galactica. But there were millions, if not billions of people in the system. There had to be more survivors, resistance, maybe even some great last stand. Where, when and how that happens is up to you, the GM.
My setting takes place on Day 1 of the Cylon attack on the twelve colonies. The story begins with the Rapid Interdiction Cruiser “Cestus”. The RIC class cruisers were being designed to be a rapid response/strike craft to be used in response to any immediate warfare needs. Cetus is complemented with roughly 500 crew, can also handle one Company of Marines (130), 1 squadron of MK VII Vipers (20), 2 Raptors, and 1 Gunship Raptor.

The Cestus, still in the development/testing stage was performing space trials with an under strength crew of only 250 Crew, 1 ship security platoon of Marines (32), 12 Mk VII Vipers and 1 Raptor during the time of the attack.
The space trials were for testing all of the “off the net” systems, in case the CNP was ever lost during a conflict. The testing required that all CNP systems to be hard shut down and use secondary systems. It was mere chance; the Cestus did not suffer the same fate as the rest of the colonial fleet.  With the CNP systems offline and hard shut, the Cylon virus activated but could not interact with the main system controls as designed. This allowed ship techs to react quick enough to stop the virus from affecting the rest of the ship. After knowing what the virus could do, the techs kept the CNP systems turned off on their current compliment of fighters. Allowing them to perform as needed. *Game note* until the crew can find a more efficient way of keeping the CNP offline, all missile lock rolls/DRADIS rolls/Astrogation rolls are (-1)
Even while still understrength, the Cestus regrouped and immediately jumped to its closet military port, The Shipyards of Scorpio. When the FTL jump was completed, they found themselves in a hellish situation. Their jump into the system was masked by the sudden and unsuspected blind jump by the Pegasus which just that moment departed! This allowed Commander Tobias Whitney to witness the destruction of the remainder of the Scorpio shipyards. Then the Cylons noticed the Cestus.. This is where your story begins!

I have loads of my own notes, NPCs, back stories. But I save that for my games. At least for now, you have the Cestus, her Crew, Pilots, Fighter Craft, and Marines for your players to become a part of.

Welcome aboard the Cestus!

Tuesday, June 7, 2016

FG - DAZE on Fantasy Grounds: Savage Battlestar is open for registration!



Sign up here!!

Savage Battlestar: End Game FG Daze!

 Is now open for registration to play! Click on the link above and follow the instructions at the Fantasy Grounds Forums.

The game is scheduled to start at 0230 June 26th, which is late evening for most people in North America.. midnight for anyone in Newfoundland.

This game is for fun, and for newbies and veterans alike.. so, jump into that viper, brace for nuke impact and get savage!!



Monday, June 6, 2016

Savage Battlestar at FG Daze!

Ill make a more detailed post tomorrow with the times and other important details, but I couldnt wait to announce it. Just do not have the time to do it now.

But this is a free to play event! Just download the Fantasy Grounds Demo and start rolling dice!

Savage Battlestar: End Game


Stay tuned for more!



Savage Battlestar: Setting Rules!


First of all, I would like to give my thanks to +Manuel “ManuFS” Sambs  He made one kick ass cover for me to use!



Really appreciative of all the effort and time that went into this! Love it!

Now, on to setting rules.

These setting rules are new, and have not been really tested that much yet, so if anyone decides to use these, please feel free to comment on them.

Setting Special Rules:

Jokers Wild

Character Creation:

Follow the normal creation rules for Savage Worlds when creating a human player. 15 Points for skills, 5 points for attributes and 1 free edge.

Characters may then choose to have a colonial MOC class they would like to focus on. Each class must have the required skills purchased out of your starting skill points. Anything not an MOC would be a civilian, and would be up to the discretion of the GM to allow in that point of the campaign.

MOC's
Viper Pilots
Raptor Pilots
Marine
Bridge Officer
Deck/Tech Crew

Viper Pilots
Stats: Agility D6
Skills: Piloting D6, Shooting D6, Knowledge Space Tactics D4, Knowledge Dradius D4.
Edges: Officer (low rank min)

Raptor Pilots
Stats: Smarts D6
Skills: Piloting D6, Astrogation D6, Electronic Warfare D4, Knowledge Dradius D4.
Edges: Officer (Rank)

Marine
Stats: N/A
Skills: Shooting D4, Fighting D4, Throwing D4, Knowledge Tactics D6, Driving D4.
Edges: None

Bridge Officer
Stats: Smarts D6, Spirit D6
Skills: Knowledge Dradius D6, Knowledge Tactics D6, Pilot - Capital Ships D4, Astrogation D4.
Edges: Officer (Rank)

Deck/Tech Crew
Stats: Vigor D6, Smarts D6
Skills: Knowledge Repairs D6, Connections D4
Edges: None

Skill/Edge Notes

Black Market: This person is able to wheel and deal with looking for hard to find items when dealing with other departments/ships in the fleet.

Dradius: Is a skill that allows you to be able to read and understand your onboard ship sensors.

Electronic Warfare: This is a skill which will allow you to engage in spoofing, jamming and counter jamming enemy signals/missiles etc.

Pilot - Capital Ships: Same as piloting, but for larger ships which involves crews larger then 10.

Astrogation: Want to do a FTL jump into the middle of a sun? No? then have this skill!

Edges:

Evasion: Novice, Agility D6, Pilot D8
Like going full defense during a melee combat, this edge allows a pilot to attempt to make a piloting roll of a star ship to add +1 to his To hit number to avoid being hit. On a raise you get +2. This counts as his action and lasts until his next turn. Also, this +1(+2 with a raise) bonus is added to your total piloting roll to avoid a missile lock

Evasion, Enhanced: Seasoned. Evasion. Pilot D10
As Evasion, but adds +2 to his To hit number to avoid being hit. A raise gives you +3 total.

Officer Rank: To be a pilot, you need to have an officer rank. Starting rank for Pilots and Bridge Officers are Ensign

Cylon Special Rules

Cylon Raiders: (Optional)
Raiders often fly in groups. For game purpose when Cylon Raiders are in a combat they can be grouped together to receive special benefits while in groups of 2 or 4.  While in groups of 4, only 1 Cylon in the group attacks, but gets a +2 to hit and +1d6 damage (which can ace) . When there is either 2 or 3 in a group, that bonus is then reduced to +1 to hit and +2 damage. This rule is for the intent of speeding up space combat.

Cylon Sleeper Agent: (Optional)
When a new character is introduced into a campaign, that character roles 1d100 secretly into the tower. On a role of 95-100, that character is secretly designated by the GM as a sleeper agent. At the start of every game session, the GM publicly draws a card, if the card is a joker, the GM may inform, any or all of the sleeper agents of their activation. The GM can assign special mission or objectives for them to complete until they are ultimately caught. (This rule is intended for serious role playing groups.) This is also to add tension to the group.


The Twelve Colonies

I really liked the idea of getting special free bonus from being a member of a particular colony (Inspired by John Brown and Rick Petersen in their version of Savage Battlestar) So I have adopted a similar approach. When you select a colony, you get the free listed bonus, If you pick one with a Hinderance, you may add the value of that hindrance as a bonus to character creation for free.

Caprica: Stat - Smarts start at D6, Skill - Pilot or Pilot Capital Ships D4
Canceron: Skill - Scrounger D4, Skill - Persuasion D4 
Scorpia: Stat - Vigor Starts at D6, Skill - Knowledge Tactics D4
Libris: Hindrance - Quirk Minor - Carouser Edge - Charismatic
Picon: Edge - Combat Reflexes
Aquaria: Edge - Level Headed
Geminon: Skill - Healer D4, Hindrance Pacifist. (Minor)
Tauron: Edge - Brawny, Hindrance - Stubborn (Minor)
Aerelon: Edge - Fearless
Sagittaron: Stat - Spirit start at D6, Hindrance - Outsider (Minor)
Virgon: Edge - Common Bond
Leonis: Edge - Brave, Stat - Strength starts at D6

Thursday, June 2, 2016

Savage Battlestar: Conversions Part III

And to finish off my day..

Three more ships for use in my Savage Battlestar adventures:


Colonial Blackbird



Size: 6
Acceleration: 80
Climb: 3
Top Speed: 1000
Toughness: 22(7)
Crew: 1
Remaining Mods: 0
Cost: $18,070,000

Mods:

    AMCM
    Armor
    Electromagnetic Shielding
    FTL Drive
    Sensor Suite, Planetary
    Speed x6
    Stealth System







Viper Mk II 



Size: 6
Acceleration: 65
Climb: 3
Top Speed: 850
Toughness: 20(5)
Crew: 1
Remaining Mods: 9
Cost: $4,510,000

Mods:

    Atmospheric
    Speed x3
    Targeting System
    Missile Launcher

Standard Weapons:

    Missiles/Torpedos, Missile, Light x12

Fixed Weapons:

    Auto Cannons, Medium x2



Raptor Gunship




Size: 8
Acceleration: 45
Climb: 2
Top Speed: 600
Toughness: 25(6)
Crew: 5
Remaining Mods:6
Cost: $22,180,000

Mods:

    AMCM
    Atmospheric
    Electromagnetic Shielding
    Missile Launcher x2
    Targeting System
    FTL Drive

Standard Weapons:

    Auto Cannon, Medium x2 Twin Linked (Nose gun)
    Missiles, Heavy/AT x8
    Missile, Light x12

Linked Weapons:

    Slugthrowers, Minigun x2 Twin Linked (Tail Gun)



Savage Battlestar: More Conversions Part II


Figured I post this stuff up now while I am at it, so I do not loose it.

Colonial Weapons


Model 380
12/24/48
ROF 1
2d6+1
Shots 10
AP1, Semi,
Under barrel AP round.
Caseless rounds.




Model 350
12/24/48
ROF 1
2d6+1
Shots 12
AP1, Semi,
Under barrel AP round








Armour Piercing Round
12/24/48
ROF 1
2d8+1
AP4
Heavy Weapon





CAL-USG
12/24/48
ROF 4
2d6
Rounds 30
Full Auto only
Red Dot Sight






IWS
24/48/96
ROF 3
2d8+1
Shots 30
AP2, Auto, 3rd Burst, Red Dot Sight
UBGL(40mm) Attachment - 1 Shot
UBRL (20mm) Attachment - 5 Shots



40mm Rifle Launcher
24/48/96
ROF 1
4d8
Shots 6
AP4, MBT, HW, Snap Fire







20mm Rifle Launcher
24/48/96
ROF 1
2d8
Shots 10
AP 6, HW, SBT, Snap Fire







Tauran "Bull" Shotgun
12/24/48
1-3d6 (Scatter Shot) 2d6 (Penetration Round)
ROF 1
Shots 10
Scatter Shot AP 0
Penetration Round AP 4
Semi Auto, Double Tap.
Integrated UBRL 20mm Launcher 
24/48/96
ROF 1
Shots 3
AP 6, HW, SBT, Snap Fire


Savage Battlestar: My Conversions.

Its been awhile since I posted anything about Battlestar Galactica.


These conversions were all used using the newest Savage Worlds Sci Fi Companion.




Viper Mk VII



Size: 6
Acceleration: 70
Climb: 3
Top Speed: 900
Toughness: 22(7)
Crew: 1
Remaining Mods: 8
Cost: $5,220,000

Mods:

    Armor
    Atmospheric
    Missile Launcher
    Targeting System
    Speed x4

Standard Weapons:

    Optional: Missiles/Torpedos, Missile, Heavy/AT x4
    (Designed for 8 missiles per Sci Fi Companion)

Fixed-Linked Weapons:

    Auto Cannons, Medium x2


Raptor





Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: 3
Remaining Mods: 5
Cost: $23,660,000

Mods:

    AMCM
    Atmospheric
    FTL Drive
    Missile Launcher x2
    Sensor Suite, Planetary
    Targeting System
    Passenger Pod
    Electromagnetic Shielding
    Speed x2

Standard Weapons:

    Optional:  Missile, Light x24



Cylon Raider



Size: 6

Acceleration: 75
Climb: 3
Top Speed: 950
Toughness: 20(5)
Crew: Intergrated Cylon Pilot - D10 AI Skills
Remaining Mods: 4
Cost: $17,740,000

Mods:

    Artificial Intelligence
    Atmospheric
    Missile Launcher
    Sloped Armor
    Speed x5
    FTL Drive

Standard Weapons:

    Optional: Missiles/Torpedos, Missile, Light x12

Fixed-Linked Weapons:

    Auto Cannons, Medium x2


Heavy Cylon Raider



Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: Integrated Cylon Pilot D10
Remaining Mods: 9
Cost: $24,430,000

Mods:

    Artificial Intelligence
    Atmospheric
    Passenger Pod
    Missile Launcher x2
    FTL Drive
    Speed x2

Standard Weapons:

Missile, Heavy/AT x8x2

Linked Weapons:

    Cannons, Small x2


Cylon Centurion



Robot Type: Cylon
Size: 1
Armor: 8
Remaining Mods: 0
Cost: $38, 000

Derived Stats

    Parry: 6
    Toughness: 5
    Charisma: 0

Movement

    Pace: 4

Attributes:

    Agility: d6
    Smarts: d4
    Spirit: d6
    Strength: d8
    Vigor: d6

Skills:

    Fighting: d8
    Notice: d6
    Shooting: d8
    Throwing: d6
    Tracking: d6

Mods:

    Armor x4
    Size Increase (+1)
    Construct
    Environmental Weakness (Electricity)


Weapons:

 Claws Str+D6 AP 1
 Intergrated Forearm Assault Rifles x2
 Range: 24/48/96, Dmg: 2d8+1, ROF 3, Shots 60, AP3, Auto, 3RB,