Olympus, Inc
I cannot, with any honesty, review Olympus, Inc. I’ve
written an adventure for the setting and expect it to be published in the next
few weeks. What I can do, instead, is offer an overview of the new urban fantasy setting from Fabled Environments.
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Written by: Gilbert Gallo and Charles White
Published by: Fabled Environments
System: Savage Worlds
Genre:
cyberpunk/espionage/urban fantasy
Overview
Thrown down for their hubris by the primordial mother
goddess Gaia, the Greek gods have built mighty megacorporations to replace lost
Olympus. The Titans oppose them with megacorporations of their own, turning the
battle for godhood into a shadow war of corporate espionage. Waging this war
are the demigods, man-times-removed descendants of the gods and monsters of
Greek legend who have awakened to their buried divinity, recruited by both the Olympians
and Titans to act as their agents.
Contents
Olympus, Inc opens with a chapter detailing the ancient
cosmological origins of the conflict between the Olympians and Titans before
moving into a history of Olympian activity in the 20th century and
the formation of the Delphi Corporation, the private intelligence and security
company assumed to be the primary employer of the heroes.
This leads into discussion of six of the twelve Olympians –
Aphrodite, Apollo, Ares, Dionysus, Hermes, and Zeus – and the corporations they
control, as well as three Titan-controlled organizations that oppose them. While
every Olympian corporation has several legitimate fronts, each also possesses
at least one (sometimes borderline) criminal element; this successfully
emphasizes not only the nihilism of Olympus, Inc’s cyberpunk side but also the
moral ambiguity the gods displayed in their myths. Frustratingly, this
ambiguity causes tonal whiplash with the Titans, as their front organizations
engage in such unambiguously good services as microcredit and disaster relief in
order to provide cover for outright terrorism.
Character creation follows, introducing new Skills,
Hindrances, and Edges. The three “races” of demigods are presented: Paragons,
who derive their divinity from only one god; Proteans, who have a mix of divine
ancestry in their veins; and Demihumans, the half-human monsters of Greek
mythology. Only six Olympian bloodlines are discussed (the same six as the
megacorporations) and only two Demihuman races are presented (minotaurs and
satyrs). Paragons receive the most Power Points to purchase their powers but
are limited in the choices they can make, Proteans can choose from any powers
they want but are weaker, and Demihumans gain inherent physical abilities but
share the weaknesses of their ancestors.
Olympus, Inc requires the use of the Savage Worlds Super Powers
Companion, as the next section on powers reiterates, but the available powers
have been tweaked extensively to fit the mood of the setting. By judiciously
avoiding a few powers that refer the reader to the SPC for details, it might be
possible to run the setting without needing the Super Powers Companion. Even
though the powers presented represent only half of the Olympians, they
competently capture the flavor of the those presented.
The chapter on gear follows after, offering Olympus, Inc’s
cyberpunk bona fides in the form of a heavily-illustrated four-page spread of
ultramodern firearms. New melee weapons, body armor, and tactical gear not
found in the core Savage Worlds rules round out the chapter, along with a
section on alchemy and magical items. Like 21st century dungeon
delvers or Rippers, the heroes of Olympus, Inc are encouraged to harvest the
organs of their monstrous foes to render the ingredients into alchemical
potions.
The bestiary is spread out over three sections: a collection
of generic nonplayer character templates like beat cops and gang members, a
cast of characters of developed and unique allies and antagonists (including
one that I am sure only coincidentally shares a name with a former cast member
of MADtv), and a section on mythological enemies. The latter section is divided
into Intelligent Mythological Beings (IMBs) – beings only a step removed from
the Demihumans players can play – and savage mythological creatures – creatures
of animal intelligence or unalleviated evil. The IMBs contain the usual
suspects – harpies, sphinxes, tritons – but also some unusual examples like
cynocephali and empusae.
The final section of the book is the Adventure Oracle, a
random adventure generator that emphasizes story structure, pulling inspiration
from the noir underpinnings of cyberpunk. The oracle (like many Savage Worlds
generators) is based on drawing playing cards, with suit and value representing
different aspects of the adventure. The suits determine the Concept (Scenario,
Antagonist, Motivation, and Reward) while the values determine the Unfolding
(Main Theme, the Start, the Twist, and the Main Scene). Advice on how to work
the elements of the oracle together and an example adventure round out the
book.
Mood & Tone
The most obvious point of comparison for Olympus, Inc is
Scion, the mini-franchise from White Wolf and Onyx Path about demigods who are
also fighting Titans in the modern day, but the settings are less similar than
they appear. Scion – from what I can glean from a cursory flip-through of a
copy I got through one of DriveThruRPG’s Halloween giveaways – is much like an
action movie version of Neil Gaiman’s American Gods, tracking a budding demigod’s
transformation through archetypal trips to the Underworld and the like.
Olympus, Inc is really more like Shadowrun, only the existence of the
supernatural is still a secret for most of the world; the setting emphasizes corporate
espionage and intrigue instead of mythic transcendence.
(Humorously, this puts Olympus, Inc in stark contrast to
Mythos, the previous Gilbert Gallo-penned setting of demigods in ancient Greece,
even though Mythos is implicitly part of the Olympus, Inc timeline.)
The moral ambiguity mentioned before firmly aligns Olympus,Inc with Shadowrun, so even though the setting is an alternate now instead of
a near-future, it fits the cyberpunk aesthetic. Reading through the section on
the corporations can be a bit jarring: the Titans allied with the Nazis, which
makes them unambiguously the villains, but in the modern day they preserve
endangered cultures and develop low-cost energy sources; meanwhile Aphrodite
runs an ersatz Ashley Madison and Dionysus trades in illegal drugs, but Zeus
backs what appears to be an homage to Amnesty International. It’s a deliberately
uncomfortable, dystopian worldview that presents the Game Master and players
with blurred shades of gray instead of the black-and-white moral divisions
assumed in many Savage Worlds settings.
Production Quality
Befitting the decade-plus since Fabled Environments began
releasing products, it’s no surprise that the graphic design is clean and
effective. Art is comparable to most Savage Worlds third-party licensees, with appropriate
echoes of early White Wolf books. Following the example of Pinnacle’s multiple
releases of the Savage Rifts® books, the text benefitted from customer review
after the initial release.
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