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Showing posts from June, 2017

Savage Blue Rose: Cultural Backgrounds

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As explained in the first Savage Blue Rose post, these backgrounds basically contain five of the nine character creation points characters would get if using Savage Rifts® MARS-type packages. The first four are incorporated into extra racial benefits offered as optional bonuses on top of the standard Savage Worlds-style races. Aldin“A meritocratic monarchy with a long and storied history, Aldis treasures freedom, education, and diversity.”+2 dice Knowledge (History) and Persuasion.+2 to Common Knowledge rolls relating to art and culture. Forest Folk“To be a forest folk is to live in harmony with nature, but also be hardened by the reality of life with the wild always outside your front door.”+2 dice Survival and Tracking.+2 on running rolls. Jarzoni“Jarzon tends to deal with nature, arcane, and other potentially useful yet dangerous concepts by fighting to dominate or resist them.”+2 dice Knowledge (History) and Knowledge (Religion).+1 die Persuasion. Kernish“To be Kernish is to endur…

Savage Blue Rose: Rhydan

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So, of course, after spending all that time yesterday figuring out a way to maintain Blue Rose AGE’s neat “extra racial benefits” concept in Savage Worlds while also offering the option of cultural backgrounds, it turns out rhydan don’t receive cultural backgrounds. Of course they don’t; why would they? They’re not raised in humanoid cultures, after all.Aha! I’ve figured it out: create basic rhydan races that are restricted to the rules of normal Savage Worlds races, then allow permissive Game Masters to let rhydan players choose from a set of species-specific extra racial benefits and a set of generic rhydan benefits. It may not perfectly match the plan for humanoids, but it will be close.RhydanIn addition to its humanoid races, Aldea is also populated by psychic, sapient animals called rhydan. Rhydan arise in numerous species; the following are only a selection of some of the most populous.Rhy-BearsCannot Speak: Rhy-bears can vocalize normal bear sounds, but cannot physically speak …

Savage Blue Rose: Humanoid Races of Aldea

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I own a bunch of RPG settings and systems I gotten around to playing with yet: Blades in the Dark, The Dracula Dossier, Hellfrost: Land of Fire, Qin: The Warring States, Mazes and Minotaurs, etc. The top two I really want to run or play are Blue Rose AGE and 7th Sea 2nd Edition. A big, big part of why I want to play those is to try out some different, non-Savage Worlds systems – I’m curious to see if Robin’s terrible luck with dice is mitigated by the dice pool mechanics of both systems – but the settings also appeal to me greatly. I don’t think I quite get Théah yet – despite it basically being an alternate-history 17th century Earth, the place feels less real, less alive to me than the Forgotten Realms – so I think I’d rather play in somebody else’s 7th Sea game than run it myself. Blue Rose’s Aldea, on the other hand, not only feels alive but also seems like a place I’d like to live.And so, since I need my higher creative functions free for other projects, I might as well do some a…

Gargoyle Racial Paradigmatic Framework

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Today is Midsummer’s Day for 2017. The best part of Midsummer’s Day is, of course, Midsummer’s Night – and the best part of Midsummer’s Night is William Shakespeare’s A Midsummer’s Night’s Dream.
And the best part of William Shakespeare’s A Midsummer’s Night’s Dream is showrunner Greg Weisman's Gargoyles, the 1994 Buena Vista (not, officially, Disney) syndicated animated series about medieval Scottish living gargoyles transplanted to modern-day Manhattan where they fight supervillains and indulge in a lot of Shakespeare references.
"One thousand years ago, superstition and the sword ruled. It was a time of darkness. It was a world of fear. It was the age of gargoyles. Stone by day, warriors by night, we were betrayed by the humans we had sworn to protect, frozen in stone by a magic spell for a thousand years. Now, here in Manhattan, the spell is broken, and we live again! We are defenders of the night. We are Gargoyles!" Gargoyle Abilities and Bonuses It was the age of gar…

Ghastly Affair Antagonists V: Usurer, Warlocks/Witches, and Wrecker

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In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).
Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.


Usurer Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Gambling d6, Notice d8, Persuasion d6, Shooting d4, Stealth d6, Streetwise d8, Taunt d6 Charisma: +0; Pace: 6; Parry: 4; Sanity: 5; Toughness: 5 Hindranc…

Ghastly Affair Antagonists IV: Soldier through Thief-taker

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In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).
Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.

Soldier, enlisted infantry Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Gambling d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4, Survival d4 Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness:

Ghastly Affair Antagonists III: Pickpocket through Secret Agent

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In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).
Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.


Pickpocket Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Gambling d6, Intimidation d4, Notice d8, Persuasion d6, Stealth d8, Taunt d6
Charisma: +0; Pace: 6; Parry: 5; Sanity: 5; Toughness: 5
Hindrances: Gre…

Ghastly Affair Antagonists II: Duelist through Mob

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In the early years of Wine and Savages, one of my obsessions was adapting Savage Worlds to Gothic Romance in the style of The Castle of Otranto, The Mysteries of Udolpho, The Monk, and other such early classics. I made some progress, but Daniel James Hanley beat me to the punch with Ghastly Affair. a charmingly horrific D20 RPG of Gothic horror in the late 18th and early 19th centuries. It is, frankly, brilliant and I encourage the curious to check out Hanley’s site – The Engine of Oracles – and download the free version of the game (or buy the nifty illustrated version).
Presented below are a selection of NPC archetypes inspired by the Antagonists section of Ghastly Affair – but equally suitable for The King is Dead and other Gothic settings.

Duelist Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d10, Gambling d6, Intimidation d8, Notice d6, Persuasion d6, Riding d6, Shooting d8, Stealth d4, Taunt d8 Charisma: -4; Pace: 6; Parry: 7 (8 w/rapier); San…