Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts
Tuesday, January 24, 2017
On The Air Waves: The Wild Die Podcast!
I often wondered why its called a "Pod" cast? But regardless, check out the latest episode of
"The Wild Die" here..
Featuring a great topic called "The British Invasion" 😉
Check em out!
Tuesday, January 17, 2017
Recorded Live: Savage Rifts! Slash and Burn.
Labels:
GFW Gamers,
live,
RIFTS,
RPG,
Savage Worlds
Tuesday, January 3, 2017
Rifts Extension! Updated!!
Hi all,
Its mainly just what a person would see, Desktop, Tokens, Button, Bennies and the character Sheet. If they start pressing more buttons and going deeper, things start to revert back to the standard Savage Worlds icons.
Anyways, now that I have my Conan and Rifts themes updated, its time to get stuck back on the WH 40K modules..
I just started to update the Black Crusade Ruleset.. this one is going to take me some time.. but its in progress.
Saturday, December 10, 2016
Bloody Sands: A Four Game Adventure Recap
Bloody
Sands
A
Beasts and Barbarians Home Brew Adventure recap
Overview:
The
Red Desert is a harsh place, hot winds and dry sands have caused
many deaths over the years. What cities there are in this land are
mainly walled, and serve as way stations for the many travelling caravans that follow the trade routes.
In
the past 5 years, unknown to most people outside of the desert, a
cult as slowly taken root, and is starting to displace the entrenched
status quo of the Sun God. The Cult of Scorpios is growing, at a very
fast rate. Its beliefs that all who enter this land are to serve and
to obey, are tools to be used by the scorpion god. It promises power,
and glory in exchange for souls and sacrifice.
Chapter
one - Bloody Sands
The
party starts off being captured and sent into slavery by a group
known as the Red Nomads. Any travellers, with out the bronze seal of
the scorpion are rounded up and enslaved. This just so happened to be
our party.
After
several weeks of harsh travel in a caged wagon, and several failed
attempts to escape, the party arrived at the walled city of Nagnorish. Upon their arrival they are quickly escorted into a
dungeon cell to await their fate. It doesn't take long for them to
realize that they are to be sent to the arena to be sacrificed in
honor of the new cult.
Sent
upon the sands to be sacrificed, they do battle with other slaves and
then the pit beast, a giant black desert scorpion. As they are
fighting, a sudden sandstorm strikes the arena, and a lighting bolt
strikes the stands, knocking the high priest into the arena floor and
blowing a hole open in side walls. Seeing a chance to flee, the party
kill the priest and use the cover of the storm to escape into the
desert.
Chapter
2 - Tomb of Ilias
While
being pursued into the desert, the party seek shelter in some
standing stones which they discovered. While there, they meet a
ancient lotusmaster who has been searching for the ancient tomb of
Ilais, a great and powerful Lotusmaster from a time long ago. After a
brief parlay, they agree to terms. If they enter the Tomb and
retrieve the object that the old sage is looking for, in return they
can keep anything else and the sage will direct them to a nearby city
in which they may rest before they flee further north.
They
enter the tomb, finding a large chamber with one single sarcophagus guarded by two large statues. Ancient magics was in place and one of
the statues animated, attacking the party. After the defeat of the
statue, they find a secret chamber, containing the treasures that the
lotusmaster sought. Later that night, the party slept soundly and
restfully in the walled city known as Thinthaius.
Chapter
3 Heart of the Scorpion
While
in the city, they hear that the cult of the scorpion is rising to
power faster than anyone could have expected and in this city, the
ancient tower of the Sun God, was re dedicated to Scorpios. The
ancient holy jewel known as the Soul of the Sun, corrupted by evil
magics and renamed to the Heart of the Scorpion. Worth a kings ransom, the party decides to steal it.
To
break into the holy temple, the party scale the walls and enter the
temple gardens, and are attacked by a trio of roaming shadow lions,
and then a group of guards came to investigate the noise. Dispatching
the guards, the party then scales the walls into the tower. While
inside they witness a gruesome discovery, the heart of the scorpion
being bathed in a fountain of blood from wild eyes and dedicated
followers of the scorpion. Breaking into the chamber, they slaughter
the cult and its priest and steal the jewel. What ever wards were
casts, as soon as the jewel was removed from the vile jars of blood,
the temple started to shake and tremble, facing the full wrath of the
now angered Sun God for defiling its home. The temple collapsed, but
the party managed to escape the destruction.
Chapter
4. Road of the Gods
What
ever battles were taking place in the spiritual realm was starting to
flow over into the Red Desert. Since the destruction of the Temple, a
violent sand storm as been scouring the walled cities, and anyone
foolish enough to be caught outside. Using this time to mask their
escape, the party flee north to the border of Kyros.
12
days of travel it took them, chased and hounded by servants of the
Scorpion. Swarms, Giant Scorpions, Demonic Hounds and even a Singer
Demon constantly on their trail, never giving the party a chance to
fully relax. But tracked they were, and just prior to being able to
enter the pass to Kryos, the party is attacked by a high sorcerer priest of the Scorpion, his followers , guards and many of the
Scorpions minions.
After
a large battle, the party forced the high priest to flee but not
before wounding him in the process. With freedom in hand the party
flee into Kyros and out of that accursed desert, but not before
gaining a major enemy. The Cult of the Scorpion.
A Big Thank You!
I would like to say thank you to all of the players who were willing to give this a go, who all made this story fun and interesting no matter what I threw at them. From great creative insights to totally inappropriate rude and crude one liners! I had a lot of fun hosting this with you all, and I hope you all had fun being a part of it.
Someday soon I hope to explore more of the Dread Sea Dominions and I hope you will come with me again!
Tuesday, December 6, 2016
Sunday, November 27, 2016
Bloody Sands, Part 3. The Heart of the Scorpion Teaser
Next weekend!
Bloody Sands Part 3: Heart of the Scorpion.
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.
Sci Fi Compendium *Vehicle Construction - More details later
MAD MAX The PC Game for my screen shots
Gritty Damage
Jokers Wild
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!
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 BookReference Material:
Hell On Earth *Vehicle Construction - More details laterSci Fi Compendium *Vehicle Construction - More details later
MAD MAX The PC Game for my screen shots
Setting Rules:
Blood and GutsGritty Damage
Jokers Wild
Savage Max Rules:
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: Action Stations! Actions Stations! (Version 2.0 Updated)
You can download the JollyGM Savage Battlestar.pdf here!!
Updated to V 2.0
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
V 2.0
Fine tuned some character creation rules and other clarifications.
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 |
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: 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
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