Tuesday, October 27, 2015

Fallout Combat Edges

With backgrounds out of the way now it's time for those combat monsters out there with some Combat Edges.

Monday, October 26, 2015

Fallout First Survivors: Backgrounds

We've covered Arcane Backgrounds, but those are the only tricks character's might start with.  Here are a few other background edges for character creation in Savage Worlds Fallout First Survivors.

Friday, October 23, 2015

Creature Feature: Ghouls

We've looking at playing a character who becomes a ghoul, but as anyone who's played Fallout knows there isn't just one kind of ghoul.  More importantly there is a big different from intelligent talking reasoning ghouls and the feral creatures that stalk the wasteland.

Thursday, October 22, 2015

Fallout First Survivores: Inventors


We've looked at mutations and powers, but Fallout is also about the tech.  While Inventors aren't the only crafters (there will be recipes and blueprints) they are probably the best.  With the ability to find and throw together parts for any situation that might arise in addition to dedicated devices they are the mad scientists that can make anything possible.

Wednesday, October 21, 2015

Fallout First Survivors: Psykers

We've looked at Ghouls and Fevers, but the weirdest of all  would have the be the rare and incredibly powerful Psykers.  For anyone that says that psychic powers don't belong in Fallout I direct you here.  Many things can cause a psyker and as you've might have guessed the most likely cause in Last Survivors won't be revealed until the plot point campaign.

Tuesday, October 20, 2015

Fallout First Survivors: FEVers


If the dead rising as Ghouls seemed odd you haven't seen anything yet.  The strangeness surround Phoenix and the Arizona Wastes go much further with the strange and powerful mutants known as Fevers.  Their name comes from the intense heat their bodies put off as their own blood has become radioactive.  Most look similar to ghouls while others look even more horrific with added limbs or even faces, but a rare few look just like any other dweller out on the wastes.

Monday, October 19, 2015

Fallout First Survivors: Ghouls


When I posted my first few setting rules for F:FS there was one comment I was waiting to see and sure enough it was the first response I got.  "Ghouls in Fallout are transformed from radiation not when someone dies."  This is 100% correct in fallout and in Last Survivor that is the MAIN way ghouls come to be, but not the only.

Thursday, October 15, 2015

New Savage Setting

I'm going to start with stating that this is and will be a fan made setting that any of you out there is free to use for your own games and that while I do my best play testing rules, gear, powers, and monsters I can only do so much so anyone's input is more than welcome as long as it's constructive.  My favorite aspect of playing Savage Worlds is actually the community so your input is welcome here.  With all that otu of the way I present...
This is going to be a high action game with a lot of craziness thrown in.  Playing as Residents of Vault 7, a "Survivor's Vault" that was set to reopen only one week after being sealed. While at first glance the vault appeared to be built with long term stay in mind with full entertainment libraries, a large automated dining hall, and family specific sleeping quarters none of it was built to last.  The power generators were rigged to overload and begin malfunctioning within the first week which was also the vault's cue to unseal the main hatch.  Food and medical supplies turned out to be incredibly limited only having enough to support  its residents for roughly one month.  No weapons or forms of defense were provided, however residents who paid a premium were permitted to bring along personal items without question.

The game;s main plot point will unfold around the first survivors of Vault 7 as they must venture out into the wastelands to find food, supplies, and possibly allies to help the vault survive.  Being in the first moments after the bombs means radiation is a constant threat and any creature or faction encountered will most likely be the first.


Some Starting Setting Rules:

-Bennies & Luck: In Last Survivors heroes begin each session with 3 Bennies plus 1 additional Bennie for every rank above Novice.  The Luck and Great Luck edges no longer provide bennies, but instead grant the player a single Adventure Card each.

-Pipboys and Targeting: Pipboys just make players better.  While wearing a functioning Pipboy and character gains a d8 wild die and reduces called shot penalties by 1.

-Ghouls: Due to the inevitable and constant exposure to radiation when a player dies they draw a single card per rank from the action deck. If one of those cards is a Joker they may instead transform into a ghoul. If a player dies due to radiation poisoning they draw an additional card.

-Caps: On average $10 will translate to 1 Cap.  Players start with $250 (Yes they start with cash not caps) and can spend 1 hindrance point to start with either $250 more in cash or a case of NukaCola (a 12pack.)

Tuesday, October 13, 2015

NPC Spotlight: Captain Blue Fin and the Harpy's Song


Sailing along the Wayleaf Isles south of Ashen Grey is a ship of legend called the Harpy's Song .  Rumors float from tavern to tavern of a ship so feared that their enemies neither flee nor fight leaving abandoned ships filled bodies and plundered of valuables, but otherwise unharmed. Some believe the ship is a curse on those filled with greed while others rant and rave of it being the work of powerful sorcery.  In truth the Harpy's Song is exactly as its name would suggest, the work of a harpy.

Tuesday, October 6, 2015

Scene 3: Arriving at The Wheel

After avoiding the Nebula Net and Imperial forces last session our crew finally arrives at The Wheel to unload their cargo.  The Wheel is a space station and major trading hub where your players can find just about anything if they look hard enough.

Monday, October 5, 2015

Session 1 B: Stayed Anyways

In last weeks adventure there was a chance your heroes couldn't get away before the force of the Empire arrived or even worse they may have actually waited for them when first caught.  Either way if those patrols show up where's some stats to help run thing when it all gets very very bad.

Stayed Anyways

Friday, October 2, 2015

Star Wars Session 1: Double Cross



Our adventure starts as the crew is in mid negotiation over a crate of pre Clone War art. Hired by a ruthless crime lord Teemo the Hutt our heroes are facing steep negotiations against a Neimoidian smuggler by the name of Huano Dreek who is insisting that the shipment had not yet been paid for at a cost of a thousand credits.

A Change of Pace

I know for the last week the blog has been dead and for that I'm sorry.  The thing is I'm honestly having a bit of writers block when it comes to advice column (feel free to email me your questions of even gaming stories) and my group has about finished up with both D&D and Savage Worlds.  We aren't abandoning them, just after running a campaign from 1-16/17th level in D&D its time to take a bit of a break from the system until our next big game starting in January (and yes that means the polls on that game will still be coming.) As far as Savage World I'm personally still running a game, but it isn't my core group and its a setting I both love, but also doesn't really force me to come up with anything new right now (ETU).  If new game or NPC ideas pop up from time to time I'll still post them here, just running a little bit on empty for inspiration lately and can't promise daily content on those systems for a bit.

On the plus side to cleans our pallets my group and I picked up the Star Wars Roleplaying Game by Fantasy Flight Games (I reviewed it a couple of weeks ago).  We just finish a test game running the pre-written campaign Beyond the Rim and have decided to continue that game for a while.  This means I'll be posting Star Wars content, but more importantly I'm going to be posting our adventures so anyone interested can run them too.  That's to an amazing Star Wars Character Generator I have the GM's tools to not only make custom enemies and stat blocks, but I have the formatting tools to post entire encounters or scenes as full color PDFs with everything you need (short of PCs and knowledge of the rules) to run them yourself.  I'm going to try and do conversions of NPCs, ships, and target numbers for Savage Worlds, but I can't promise those will come out as quickly.  I'm also toying with a D&D 5th edition / Star Wars hybrid system for those D20 purists and once that is finished every adventure will be able to to be easily converted to that as well.

On top of all of this I will also still be doing my monthly game reviews. I know I didn't post on the first Thurday of the month, but that's because it was the 1st and part of my method is I don't start reading the game until that month.  I know some of my readers will probably fall off with this change, but I need something to keep my work fresh and don't worry I have plan on going back to D&D and Savage Hacks by the beginning of the year at the latest.  I might just be mixed with Star Wars too.  Finally I want to thank everyone who reads this. I know I'm not one of the "Big Boys" out there, but last month we crested of 40 Thousand views on the page and my mind is blow at al lthe support I've gotten from all of you.