Saturday, October 12, 2013
The players take on the roles of the six heroes of that classic literary work as they struggle to fight back against the growing threat of Count Dracula.
• Jonathan Harker: a legal solicitor and survivor of the Count and his fiendish Brides
• Mina Harker: Jonathan Harker's wife, under the thrall of the Count
• Abraham van Helsing: A straight-talking Dutch scholar on the trail of the nosferatu
• Dr. Jack Seward: Director of an asylum located near Carfax Abbey, Count Dracula's ruinous London abode
• Sir Arthur Holmwood: Former fiance of Lucy Westenra, forced to confront the fact that she has been turned by Count Dracula into one of his vampire Brides
• Quincey Morris: A brash Texan who joins the hunt to avenge Lucy's death
Split into three chapters, the adventure first pits the heroes against the foul creature that was once Lucy Westenra, risen from her grave to prey upon the children of Hampstead. From there, they descend upon Carfax Abbey and Dracula's hideouts around London to consecrate the crates containing his foul Transylvanian soil. Finally, they travel to the Count's homeland and to his crumbling castle to put an end to his evil for all time. However, it will take cunning and perseverance to defeat this ancient vampire. This adventure is designed to be challenging!
Full Art Version
Wednesday, April 3, 2013
• Easy to read -- intuitive layout that makes it simple to find information
• Attractive -- I like color, but not too much color, and it needs to look okay in grayscale
• Simple -- not a lot of extra data, and clean layout with lots of white space
• One page -- Landscape format seems to work great for new players
• A place for a picture -- for some reason I like to have an image of the character, even if it's just a close approximation. This is remarkably rare in character sheets these days!
• Generic -- easily applicable to most settings
Unable to find anything that met all these needs, I made my own. The original file was made in OpenOffice, but here is a PDF of it. Sadly, I don't have the tools or knowhow to make it form-fillable. If someone out there knows how, please feel free and send it back to me!
Monday, February 11, 2013
In 2007 I initially undertook to convert Torg to Savage Worlds. In many ways, Torg is actually ideal for adaptation into the Savage Worlds system – in fact, Savage Worlds is a direct protegé of Torg. Both games are highly “cinematic” in structure and tone. Torg possibilities are very similar to Savage Worlds Bennies. Player characters in both games are able to shake off damage easier than NPCs. Both use cards in ways integral to the system. People used to Torg's game play should find Savage Worlds a natural fit.
At the time of this writing, the rights to Torg have passed to a German company and its plans to update or rerelease Torg are unknown. Until such a time as Torg is rereleased, the old sourcebooks from Torg's original print run will be necessary for play.
Savage Torg has long been my pet project, and will always be a work in progress. Early version dating back to 2007 are still floating around the internet. My hope is that these rules can help keep the enjoyable, exciting Torg universe alive. Please don't hesitate to contact me with suggestions, ideas, or other feedback. This new, longer version of Savage Torg updates some of the rules, and adds equipment, some new Powers, and an adventure.
Saturday, July 14, 2012
Tuesday, January 4, 2011
Friday, July 16, 2010
I own the rights to none of this material. It is a fan conversion only and not meant for profit.
Friday, July 11, 2008
Designing these sheets took me about six hours from start to finish, using an old Mac program called Appleworks v.6. I wanted to be as conservative with space as possible, so you'll find smaller fonts and less white space than in some other sheets. I hope the end result is pleasing.
Try eight different designs:
BLACK & WHITE
As usual, the character sheets are copyright Brian Reeves 2008. Please feel free to host them elsewhere as long as they are not altered and are given my attribution. Thanks!
Monday, February 4, 2008
Any kind of vehicle can be added on in this way, things from cars and trucks to planes and boats. Even bicycles or skateboards could be "modded," if the choices make sense? Drop this into your Savage Worlds game to provide your players with some new stuff to spend their money on, or to give vehicle-driving villains some new, surprising goodies.
Wednesday, January 2, 2008
The Powers system in Savage Worlds is great because it is very versatile, allowing characters with spells, psionics, weird science, etc. to choose from a unified list. It makes sense and there is something very orderly about it. However, the lack of an ability to improve upon those powers is something I've always wished could be implemented.
Below is a document in rough draft form that takes the basic Powers and expands them so that each Power has an effect that grows more powerful as the caster increases in Rank. Thus, depending on what Rank you are, your use of (for example) Bolt will change, getting better as you gain experience.
To do this, I've expanded out all the Powers, including ones not normally available to Novices, so that someone of any Rank can take them and use them to some degree. Here's a quick example of what I mean:
Novice: Cost 1, Range Touch, Duration 3 (1/round). Allows character to hover in place. Cannot move in any direction under own volition, but can be blown or pushed.
Seasoned: Cost 2, Range Touch, Duration 3 (1/round). Allows character to levitate up or down at Pace. Cannot move laterally, but can be blown or pushed.
Veteran: Cost 3, Range Touch, Duration 3 (1/round). Allows character to fly at Pace, or Pace x2 for double Power Point cost.
Heroic: Cost 4, Range Touch, Duration 3 (1/round). Allows character to fly at Pace x2, or Pace x4 for double Power Point cost.
Legendary: Cost 5, Range Touch, Duration 3 (1/round). Allows character to fly at Pace x4, or Pace x8 for double Power Point cost.
It does make them a little more powerful, especially at Legendary, but here are a couple other things to consider:
• With this system, it becomes much easier for gamemasters to limit magic for low-magic worlds. Just say spells can't be cast beyond Novice or Seasoned.
• A graduated system like this solves one of the problems with superpowers, namely that they don't get better as the character gains experience. Now, a superhero with the ability to create fire (Elemental Manipulation) will see his potency, and what he can do with his Power, increase as time goes on.
• It collapses a couple spells together that should be together anyway, like Healing and Greater Healing, making the list a little cleaner.
• It gives more options for those who are taking Powers.
• It makes some Powers, like Elemental Manipulation, more useful.
• It doesn't require a new mechanic, new rule, or new Edge to work.
Since this document is still being tested, I especially welcome observations about Powers being balanced or the rate of advancement for them.
As a fan of mixtures of horror, magic, and pirates (such as Tim Powers' excellent novel, On Stranger Tides, soon to be made into the sequel to the Pirates of the Caribbean movies), the one thing I felt has been missing from the Pirates of the Spanish Main Savage Setting is some sort of dark magic. It was left out of the sourcebook intentionally, as traditional spellcasting doesn't fit the setting well. I agree, though when I found Clint Black's article on Rituals in Shark Bytes #2, I realized here was a great way of introducing the supernatural.
Island Rituals takes a look at vodoun (voodoo, as it is commonly known) and obeah, a type of folk magic from the Caribbean, with a similar pedigree to voodoo and Santeria. These rules are designed specifically for Pirates of the Spanish Main, but they can work for any game that uses low-level magic focusing on curses and small effects, especially those that take place in the Caribbean or have characters from the West Indies.
More basic information on obeah can be found on Wikipedia.
Welcome to Get Savaged!
I love Savage Worlds. I like it's relative simplicity, speed, and versatility. For years, I've languished in d20 hell, trying in vain to tinker with the system to make it match my own needs, and being thwarted at every turn. Frankly, the d20 system is too complex and interlocking. Change one thing, like armor as DR instead of AC, and you suddenly find it interfering with feats and spells, and then change those to be more accommodating and the new changes cause problems of their own.
When I discovered Savage Worlds, it was like moving from a crowded city into a small town. Still plenty to see and do, lots of people to meet, but without the pollution and cramped quarters. And so, as a longtime gamer and a writer, I did what comes naturally -- I started to write my own material. The thing about Savage Worlds is, it is modular enough and robust enough that it is possible to tinker in one area without disrupting the overall balance.
This "blog" exists not to capture a lone writer's moods and give them an audience, but to host material I've made for the Savage Worlds roleplaying game. This isn't a regularly-updated web site, but rather a storehouse for the documents and files I have created. Nothing more. I recommend anyone interested in the game check out the discussion boards to see the kind of community built around this solid game. Also, download the free Test Drive rules to see what this game is all about.
And get Savaged!