Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Saturday, March 23, 2013

Rifts 2112: Animal Men Vs The Zombies

Game Date: 3/23/2013
Campaign: Rifts 2112, Session 6
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

Previous Sessions:
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5

The Story So Far...
A few days ago, the world was suddenly bombarded by multiple natural disasters and a variety of alien invaders.  The evil Splynn have reshaped the Earth to mine precious minerals, while enslaving humans for labor.  Their rivals, the equally evil Xiticix, recruited our party of FEMA responders to investigate a Splynn operation in the newly-returned Atlantis.  Rather than return to the Xiticix, we went our own way instead.  In Nashville we allied with a clan of Dwarven marksmen from another dimension, and then we prevented a nuclear meltdown in Atlanta.

Today's Session:
After defeating last session's boss, we headed back to Nashville, rested, and reported back to the government.  We considered going to St. Louis deal with some rumored demons, but then we heard of a more pressing mission.  The US Secretary of Education was stranded somewhere in Washington State, and had sent out a distress call.  This made him the highest ranking government official currently confirmed alive.  We had a bit of discussion as to whether our government was strong enough to bother helping, but in the end it seemed like the best choice of missions.  We boarded Doug (our space ship) and headed straight there.

The transmissions had come from Mount Shasta in Washington.  As we neared the mountain, we saw that it was much shorter than it used to be, having erupted during the recent cataclysm.  We could see the top of a man-made tunnel sticking out of the mountain, and decided to park Doug there.  Once inside the tunnel, we found an elevator full of dead humans.  We took the elevator down.  We exited into a room where we got attacked by eight undead soldiers.  We took them out fast, mostly thanks to Emma's Repel powers.

"Does whatever a tiger can..."
Once the undead were re-dead, we explored the complex.  We found a lot of empty rooms, offices, restrooms, and so on.  In a laboratory, Mal was attacked by a half-man, half-tiger.  After we killed it, we saw several other empty cages, and evidence that there were more human/animal hybrids about.  Before we could ponder the situation for too long, however, another swarm of zombies started making their way towards us.  This was a much larger group; around two dozen.  It was a much tougher battle.

The zombies swarmed Terri early in the battle, paralyzing her before she could do any damage.  Jim took out several zombies with a grenade, but that still left plenty to cause us a lot of problems.  Emma continued to use her Repel power, but it mostly just slowed them down.  Jim and Mal both had issues with their plasma axes running out of power, and these zombies were resistant to ranged weapons.  Unable to defend herself, Terri took more damage late in the battle, causing her to permanently lose a point of agility.  Our Greek NPC was swarmed by zombies and horribly killed.

When things looked their bleakest, a shark-man arrived on the scene and started eating zombies.  He was accompanied by some dog-men and a tall human with a flamethrower.  We were wary of the newcomers, but "the enemy of my enemy" yada yada.  Soon our new friends had killed off all the zombies, and we all introduced ourselves.  The flamethrower guy turned out to be the Secretary of Education for whom we'd been searching.  The other animal people were lab experiments gone horribly right.  We all boarded Doug and went back to Nashville, where we received a hero's welcome.

Reminders:
Everyone but Mal advanced this session, so we need to make sure to update our character sheets.




Saturday, February 16, 2013

Rifts 2112: Let's Just Cool Down A Minute

Game Date: 2/16/2013
Campaign: Rifts 2112, Session 5
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

Previous Sessions:
Session 1 Session 2 Session 3 Session 4

The Story So Far...
A few days ago, the world was suddenly bombarded by multiple natural disasters and a variety of alien invaders.  The evil Splynn have reshaped the Earth to mine precious minerals, while enslaving humans for labor.  Their rivals, the equally evil Xiticix, recruited our party of FEMA responders to investigate a Splynn operation in the newly-returned Atlantis.  Rather than return to the Xiticix, we went our own way instead.  In Nashville we allied with a clan of Dwarven marksmen from another dimension, and now we plan to check out the damage in our hometown of Atlanta.

Todays Session:
"I'm sorry, Dave, but life is meaningless."
The session began with us taking our Xiticix spacecraft to Atlanta.  Doug, the ship's interactive holographic interface, was feeling a bit depressed about how his life had turned out.  But he did his job and we reached our destination.  In Atlanta, we met with the local authorities and were given our choice of quests.  They wanted more scouting done in Atlantis, there was a nuclear reactor about to go critical in Atlanta, there were more apes to fight on the Georgia border, and of course we eventually want to check out those demons in St. Louis...  yeah, we've got a big to-do list.

Eager to show off her repair skills, Terri voted for the nuclear plant, and nobody objected.  Doug took us to the plant, where we saw hundreds of zombies walking around the grounds.  Doug set us down on a roof, where we climbed down a ladder and entered one of the buildings.  We had to fight four zombies on our way in, but we made it okay.  Emma showed off her magical powers for the first time, which surprised us but we had bigger fish to fry.

We explored the building until we found the data we needed.  We learned that a reactor core was overheating, because all the water was gone.  We found some survivors, but they had absorbed so much radiation that they didn't believe they'd live much longer.  They explained the source of the problem - one of the outer walls had been torn down by a giant monster, so it was going to be a much bigger fix than simply filling the core back up with water.

We decided we would try to smother the core rod with a few tons of concrete, allowing it to melt down into the Earth.  We asked Doug to fly around and find us some cement trucks and carry them back.  In the meantime, we killed off some zombies around the open side of the building.  By the time Doug returned, we had a mostly clear shot to drive the cement trucks to the core.  Or we did, until the Zombie Lord showed up.  He tossed out a wall of zombies between us and the cement trucks.  We (mostly Mal) attacked him until he vanished, then continued with our plan.  And then, a giant Balor-like creature appeared.

At this point, Emma and Jim were back on the ship while Terri and Mal carried out the plan.  Mal soloed the monster while Terri worked on getting the concrete poured over the core rod.  Even with their protective suits on, we had to make vigor rolls every round due to the increased radiation in the area.  Mal heroically hacked at the monster until Terri finished with the concrete.  On her way back to the ship, Terri took a shot at the creature (her one contribution to the actual battle), which brought the monster down.  As Doug's hatch opened, Emma fired off a magic bolt, finishing the creature off for good.

"Private Joke."
It was a major victory. (*salute* "Major Victory.")  Having dealt the monster its corporal punishment (*salute* "Corporal Punishment") we boarded the ship and took off.  Doug and Emma both used their skills to disperse any radiation they could, but Terri and Mal are still a bit weak.  Hopefully we'll have time to rest and heal completely before we do anything else too dangerous.  At least that's the general idea.  (*salute* "General Idea.")

Afterthoughts/Reminders:
I had some great die rolls this week, which is highly unusual for me.  On one turn my d6 exploded four consecutive times.  Today might be the only time in my RPG career that I bring down a Balor with a modern rifle.  There is no game next week, due to something called "Sportsfest".  (What is this "sports" word, anyway?)  Unless something comes up, the next game will be on March 2.

Saturday, February 9, 2013

Rifts 2112: From Atlantis to Atlanta

Game Date: 2/9/2013
Campaign: Rifts 2112, Session 4
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

Previous Sessions:
Session 1 Session 2 Session 3

The Story So Far...
One night in late 2012, the world was suddenly plagued by a plethora of natural disasters.  Our FEMA team was dispatched to help where we could.  We soon discovered that the world was being invaded by several species of evil aliens.  These creatures have abducted a large number of humans.  We have also befriended yet another species of aliens, insectoids who have been rescuing the stragglers not captured by their enemies.  These friendly bug-people showed us what may have caused of the devastation:  Apparently the evil invaders have been shifting landmasses to create a new continent for themselves.

Todays Session:
At the end of our last session, we all got healed, rested, restocked, and advanced.  Mal received some cybernetic implants, and our insectoid benefactor assigned us a mission. We were to take a spaceship to a new landmass that had appeared in the Caribbean.  It wasn't exactly clear what we were supposed to do once we got there, but we didn't sweat the details.

"Express elevator to Hell, going down!"
The ship was run by an AI interface.  The main screen showed a human head named Doug, who carried out our commands and answered our questions.  We gave him the order to take off, and our ship dropped straight down towards the Earth below.  Shortly before we reached the ocean, the ship leveled off and proceeded straight towards our destination.

Half an hour later, we arrived at the new landmass, which Doug informed us was the lost city of Atlantis.  There island was covered in jungles, and Doug detected several concentrations of life forms.  We sought out one of the smaller concentrations, and landed our craft in the woods.  As quietly as possible, we peeked out from the trees, and saw four armored gorillas ordering around a bunch of human slaves.  Most of the humans were wearing typical modern clothing, but a few of them were in togas.  The slaves were loading rocks and crystals into wagons.

Still smarting from our last battle, Mal was antsy to kick some gorilla butt.  He tiptoed up behind one gorilla and slit its throat.  While trying to drag the body back to the treeline, he failed a stealth check and alerted the rest of the gorillas.  It wasn't a difficult battle, though, and soon the other three apes were dead.  The human slaves scattered in all directions, but four of them (including one toga-wearer) came with us.  We knew more apes were approaching, so we gathered up a crystal and an ape's translator, and led our rescued humans back to our ship.

On the flight back towards the insectoid ship, we learned more about Doug, our craft, and those we had rescued.  Doug scanned our crystal and told us that it was basically a large diamond.  The aliens had come here to mine precious minerals, and were causing worldwide cataclysms to bring the crystals they needed closer to the surface.  The toga-clad slave identified himself as Cyrus, a "True Atlantean".  According to him, Atlantis had vanished thousands of years ago when it was teleported to another dimension, and the aliens transported it back for mining purposes.

Cyrus told us that the evil aliens we'd encountered so far were servants of a greater race called the Splynn.  We had yet to see a Splynn, but his description of them sounds like D&D beholders.  They are few in number, but very powerful.  Our insectoid rescuers were called the Xiticix.  The Xiticix and the Splynn were rival traders, and neither one was to be trusted.  So much for going back to the mothership. 

Doug told us that he used to be a live human being, until a building fell on him during the cataclysm.  The Xiticix put his mind in the ship because it needed a neural interface that could communicate with humans.  We explored our craft a bit, and found a couple of empty rooms and the engines.  We did not find any bathrooms, so we have to make sure we always go before we take off.  Otherwise we'll have to boldly go where no man has gone before.  ...Sorry.

Much more inconspicuous.
No longer wanting to go back to the Xiticix ship, we had Doug scan for a safe spot to land.  We wanted to find a city somewhere far enough from disasters that we could set up a relatively-safe base.  Not metagaming at all, we finally settled on Nashville, Tennessee.  We wanted to go to the Capitol Building, but didn't want the people there to shoot us upon seeing us climb out of a spaceship.  So we landed in Centennial Park instead. 

There were a lot of people in the park, but they didn't try to kill us.  Some jeeps took us to the Capitol, where we were debriefed by military and FEMA personnel.  We told them everything that had happened to us, and they filled us in on what we didn't know.  The city of McMinnville had committed mass suicide, thinking this was the rapture.  The explosion in Atlanta had been caused by one of several mis-launched Soviet nukes, but there were survivors.

We also learned that 17 different alien races had been seen in the Southeast alone,  including some demon-like creatures in St. Louis.  The humans here had allied with a race of four-foot tall Dwarves.  We spoke to the Dwarven leader, Mortigan of Clan McTartan.  He told us that a "blue hole" had opened in his world, and they had walked through it.  The Dwarves were handy with old-style firearms, so Mal introduced them to modern guns.  Hopefully their shooting skills will prove useful to us in the future.

We are planning to head for Atlanta next, to learn more of the situation there.

Saturday, January 12, 2013

Rifts 2112: A Gorilla Riding A Dinosaur. Your Argument Is Invalid.

Game Date: 1/12/2013
Campaign: Rifts 2112, Session 3
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

Previous Sessions:
Session 1 Session 2

The Story So Far...
Apparently the Mayans were right.  One night in late 2012, the world just suddenly starts to fall apart.  The entire planet is simultaneously plagued with earthquakes, volcanoes, floods, tidal waves, super storms, dogs and cats living together...  it's a real mess.  Our characters work for FEMA, and our team has been dispatched from Atlanta to see what's happening in Charleston.

After making our way through a lot of devastation, we learned that Charleston was underwater, and that people were disappearing all over.  In the tiny town of Branchville, we found out the source of the disappearances.  Otherworldly creatures invaded the town, and captured half the citizens.  We fought the aliens until they finally left, though we suffered some injuries in the process.  We recovered some of the aliens' weapons, but we soon discovered that Emma was missing.

Today's Session:
After the big battle, we limped back to our encampment, looking for our medic to fix up our injuries.  But the encampment was wiped out, and Emma was gone.  While we pondered where to start searching for her, we saw some movement in the woods.  From the trees came a gorilla... riding a dinosaur.  He was accompanied by three robot dogs. 

It was a battle we could not win on our own.  Most of our attacks bounced harmlessly off our opponents, and each of us sustained multiple injuries.  Terri was hit by a rocket launcher, and Mal got chewed up by the dinosaur.  When it looked like we were goners, Emma showed up with a new friend.  Our medic was wearing a collar, which was chained to an insectoid alien wearing power armor.  Our bug-like ally managed to turn the battle around, and we finally defeated our enemies.

After the battle, Emma patched up most of our wounds and filled us in.  The insectoid was of a different faction than the other aliens, and he had apparently captured Emma to save her from the evil ones.  With a decent Persuade check, Emma convinced the insectoid that she had useful skills he would need, and that he should help her save her friends.  The bug was unable to speak our language, but he seemed to understand us when we spoke.

The insectoid gave the rest of us some gold collars.  It took some convincing to get us to wear them, but we finally relented.  Collars in place, he teleported us to a large complex.  He led us through some tunnels, where we saw more of his kind, finally taking us to a room with other humans.  These people were from Greece, and only a few of them spoke English.  They told us that the bugs had rescued them from the apocalypse.  They didn't know about the evil aliens, only the natural disasters.

While there, we visited the medical bay.  Mal, who had received the worst injuries in the last battle, was given some cybernetic parts.  After we rested, the bug showed us a globe of the Earth, and tried to explain the situation.  We inferred that we were currently in a ship hovering above London.  We saw that there was a new continent, about half the size of Australia, somewhere South of Florida.  This new landmass was created by the evil aliens, and its creation was probably what caused the other planetary disasters.

The insectoid gave us access to some weapons and armor, and led us to some sort of vehicle.  We're not sure if it flies or floats or what, but we believe the alien wants us to take it to the new continent. 

Reminders:
All of our characters "Advanced" (leveled up), so we need to make sure all our characters are upgraded before next session.

Saturday, December 15, 2012

Character: Terri Bolton

This is my character in the "Rifts 2112" campaign.

Full Name: Terri Elizabeth Bolton

Occupation:
Mechanic, Part-Time FEMA Emergency Responder

Age: 23

Edges: 
McGyver - Can improvise tools from common items.

Hindrances:
Overconfident (Major) - Believes she can do anything.
Big Mouth (Minor) - Can't keep secrets.
Quirk (Minor) - Brags and exaggerates her accomplishments.

Background and Personality:
Terri was always closer to her father than her mother.  Her father was an auto mechanic, and Terri was fascinated with watching him work.  By the time she was in junior high, she could put an engine together with her eyes closed.  Her mother never really approved of Terri's masculine hobbies, and tried to encourage her to be more feminine.  Her father died when she was a senior in high school, and Terri and her mother grew even farther apart.  After high school she went into her dad's business, and started working for FEMA in her off-hours.  In her spare time she enjoys restoring classic cars, and target practice at the shooting range.

Terri is egotistical and proud.  Sometimes she can't help but brag about things she's done, and embellishes her stories to get attention.  Her exaggerations, combined with her inability to keep a secret, have cost her more than one friend.  Worse yet, she believes her own hype, causing her to overestimate her skills.  As a result, sometimes she bites off more than she can chew.

Creating this Character:
As explained in this post, I made her a mechanic because the party didn't have one, I drew inspiration from Robin's doppelganger from How I Met Your Mother, and I picked her name because it was unisex.  I hate to admit to being uncreative, but a bit of her background is similar to Dervish, a character I played on NeverWinter Nights.  But it had to be done.

Given her inspiration, I'm being ambiguous about her sexual orientation.  Part of me wants her to be gay or bi, but another part of me is offended by the butch/tomboy lesbian stereotype.  Hopefully it just won't come up in gameplay.  The party is trying to survive an apocalypse, so it's not like people are going to find time to hit on her.

Saturday, December 8, 2012

Rifts 2112: "...And One Time... At Refugee Camp..."

Game Date: 12/8/2012
Campaign: Rifts 2112, Session 2
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

The Session:
The session began in Columbia, SC.  We learned that these disasters have been happening all over the world.  Countries have been falling to floods, volcanoes, earthquakes, and other natural disasters.  We received some radio signals from someone in Branchville, requesting our aid.  The governor of Columbia gave us some vehicles and we were on our way.

We stopped in Orangeburg and picked up some more info.  We learned that Charleston was underwater, and that people were disappearing all over.  We continued on our way.  When we finally reached the small town of Branchville, Mayor Glen Miller (I bet he gets kidded a lot) pointed us to a nearby refugee camp.  The camp was run by a reverend named Bowman, which worried us a bit.  The last thing we need at the end of the world is a potential cult stirring up panic.  We gave out some food and made some small repairs, until it was time to turn in.

In the middle of the night, we saw some purplish lights in the sky, and they were getting closer.  Occasionally they would dip below the treeline and cause explosions.  We ordered anyone who would listen to take cover, then we piled into our ride and headed downtown - towards the lights.  Malcolm got out of the vehicle first, and proceeded further downtown while the rest of us looked for a good place to hide the SUV.  So Mal was the first one to see the horrors that were invading the town.

In the center of downtown was a hovering platform, covered in lights.  Piloting this craft was some sort of reptilian monster, with a crocodile-like head and several tentacles.  There were also some armored ape-men, wielding futuristic glowing axes.  We also encountered some very tall women, wearing metal bands around their eyes.  These amazonic ladies used guns that fired restraining nets.  Some of the creatures were gathering up townspeople and taking them to the reptilian's ship.

These aliens did not come in peace, and we fought a tough battle.  At first it looked hopeless.  The reptilian was protected by a force field, and the apes were too armored for us to damage.  Jim and Terri spent a lot of time tangled up in nets, and could not break free.  But Mal finally managed to take down one of the apes, and the battle was a little easier once he had the ape's ax.  With great effort, we finally took down most of the apes and amazons.  As Jim set off a smoke bomb, the final ape jumped back on the reptilian's craft, and it flew away.

We scavenged everything we could from the aliens we'd killed:  armor, weapons, and bodies for possible study.  We learned that roughly half the town had been abducted.  We're going to regroup for now, lick our wounds, take inventory, and come up with a plan.  Jim and Malcolm both need healing.  I haven't looked at how healing works in Savage Worlds, but I bet it's pretty slow without magic.  So much has happened in such a small amount of (in-game) time, that we probably don't have time to let these guys rest up for too long. 

Afterthoughts:
Someone once asked the internet, "What's the plural of apocalypse?"  The internet answered, "If you're in a situation where you need to know the plural of apocalypse, you've probably got bigger things on your mind than spelling."  What I'm wondering right now is whether the alien invaders were actually responsible for all the natural disasters plaguing the Earth, or if the alien invasion is just one of many coincidental simultaneous cataclysms.  In other words, are the aliens a symptom or the disease?

It also seems highly unlikely that three such very different alien species would form an alliance just to take over the Earth - any one of them could probably take us on their own.  I have little hope in humanity's chances of coming back from this one, with so much of the world's population being exterminated, and us being comically outmatched in technology.  But hey, if Will Smith and Bill Pullman can do it, so can we.  We will not go quietly into the night!  We will not vanish without a fight!  ...or something less cheesy...

Reminder:
There is no game for the next two weekends. Our next game will probably be on 12/29.

Saturday, November 24, 2012

Rifts 2112: The Cataclysm Begins

Game Date: 11/24/2012
Campaign: Rifts 2112, Session 1
System: Savage Worlds
DM: Rusty   

Characters:
Emma Snow (Star): Medic
Jim Bagg (Cliff): Military Reserves
Sgt. Malcolm Reynolds (Ted): Active Military
Terri Bolton (Matt): Mechanic

The Session:
This was the first session of a new campaign.  Our characters are members of a FEMA team in Atlanta.  Shortly after Midnight, there was a large thunderstorm and an earthquake.  Each of us was contacted individually and told there was an "All In" alert.  As each of us headed to the FEMA headquarters, we discovered that there was no cell phone reception, and it was raining ash.

We arrived at HQ and were briefed by Melissa Miller, a geologist and FEMA's second-in-command.  They were still trying to piece things together, and weren't able to tell us much. Half of the satellites were down, and it was hard to get any clear information.  There had been an earthquake in the Bahamas, creating a 100 foot tidal wave that left Florida underwater.  Yellowstone had erupted, and there was lava from Oklahoma to Salt Lake City.

FEMA sent out teams in different directions, to find out more.  Our team was ordered to head for Charleston, NC.  We piled into a Humvee, but soon discovered that a lot of the interstates had collapsed.  We made do with back roads.  On the way, we discovered that the our compass no longer pointed North.  Eventually we reached a spot where trees had fallen over the road, and had to clear them to continue.  At this point we had an interlude (a Savage Worlds roleplay mechanic) where Emma told us a tale of woe.

When we could go no further by Humvee, we left the land vehicles behind and hitched a ride with some boats in a nearby river.  They took us through some flooded areas, finally letting us out in a life raft.  We floated through a submerged town, occasionally passing flood victims sitting on their roofs.  Unfortunately we couldn't help them, as our boat was too full.  When the water finally got too shallow, we left it behind and continued on foot.  Finally we reached a checkpoint in Sherman, SC, where some people had congregated to help those who needed it.

The Shermanites gave a car that we used to drive to Columbia.  Over the course of all these stops, we picked up a few bits of information here and there, some of them conflicting.  At one point we heard that the President was safe in Denver, but elsewhere we'd learned that Denver was destroyed.  We saw some shapes floating against the glowing blue sky, which might have been vehicles.  We also learned that Charleston was gone, which put a bit of a damper on our mission.

We slept at Columbia's capitol building.  Someone woke up Jim to point out something in the distance.  There was a mushroom cloud in the direction of Atlanta.  We also checked our compass again, and found that it was off by about 30 degrees.  Also, we learned about the blue lights in the sky:  they are static fields of energy crossing through North Carolina, about three miles high, stretching from horizon to horizon.  Some sort of barrier, maybe?

It was time to think about our next plan.  We were supposed to head for Charleston, but we knew it was gone. We couldn't return to Atlanta, because it appears to be gone as well.  Our current plan is to head East, and find a boat to explore in that direction.  We ended the session there, so Rusty can have time to decide what we find in the East. 

Afterthoughts:
I like the story so far, and look forward to learning what's happening to the world.  Note, just in case there's any confusion: "Rifts 2112" is the name of the campaign, but the system we're using is Savage Worlds.  I'm hoping the campaign's name will make more sense once we find out what is causing this worldwide cataclysm.

This was the second time I've played Savage Worlds, but the first time I've actually created a character for it.  The character creation process wasn't bad at all; it's one of the more intuitive ones I've come across.  Sure it took a while to make my choices, but that's just because I've never looked at the book before.  Once I've played a few Savage Worlds characters and know what all the options are, I bet I could build a character in five minutes.

I wasn't feeling well today, so I pretty much stayed in the background.  That's okay, it just means I have a little more time to flesh out my character's personality before I do anything that cements it in-game.  I think I've got all the attributes and skills where I want them, but I want to pick hindrances that really make sense for my character's personality. 

Creating the character:  Going in, I had no clue what I wanted to play.  Cliff and Ted already had military covered, and Star had a medic, so Rusty suggested a couple of roles that hadn't been filled yet.  I chose mechanic, at the risk of playing a character similar to the one I played in the Traveller campaign.  But other than similar occupations, I don't think they're going to be all that alike.  I'm picturing Terri as being more of a tomboy.  Hopefully she'll be a lot less accident-prone than Malta was, but that's really up to the dice.  In my head I'm seeing "Lesbian Robin" from How I Met Your Mother.  I named her Terri because I wanted a unisex name, and it was the first one to pop into my head.  The surname Bolton came from thinking about mechanical words, which led me to "nuts and bolts", which became Bolton.  Just in case you wanted to know more about my thought process.

Saturday, October 13, 2012

Savage Worlds: The Wild Hunt

Game Date: 10/13/2012
DM: Rusty

The Players :
Bobby Thompson (Matt) - Runaway Runner
Morgan Stevens (Star) - Psychotic Psychic
R.H. Milsten (Cliff) - Paranoid Paranormalist

The Session:
Today we played a one-shot of Savage Worlds. This was my first time playing the system.

The story began with our characters on a bus, headed for Edinburgh, Wisconsin.  We each had our own reasons for being on this bus, and out of boredom we got to know each other.  This was done in the form of an "Interlude", a Savage Worlds mechanic which rewards roleplay.  In this interlude, Bobby introduced herself to the other two characters and tried to get them talking.  Both Morgan and RH kind of creeped her out for various reasons.

After a while the bus driver started having vehicle troubles.  We arrived at the tiny little town, and the bus pulled up to a mini-mart, where we did a little shopping.  Later, the driver told us that the bus couldn't be repaired tonight, and we would have to sleep on the bus.  Then he left to use the restroom, and never came back.  Soon the store kicked us out so they could close, and we noticed just how dark this town really was. 

Outside the mart, we tried knocking on the bathroom door, but there was no answer.  Luckily Morgan was good at picking locks.  Once she got the door open, we found that the bathroom was empty.  Having no place else to go, we returned to the bus.  Then we saw some shapes moving in the darkness, which turned out to be undead dogs.  One approached the bus door, the other tried to get in through one of the windows.

We spent a round or two fighting the dogs, when three undead humans emerged from the darkness as well.  RH fended them off at the doorway, while Morgan used her psychic abilities to attack from the distance.  Bobby, armed only with a switchblade, didn't contribute quite as much as the others.  Late in the battle, Morgan used an action card to make one of the dogs flee, and eventually we killed the rest of the monsters.  It was a difficult fight, and Bobby was at -3 wounds for the rest of the session.

We decided a building would be safer than the bus, so Morgan picked the mini-mart's lock and got us back inside.  We stocked up on whatever we could, including flashlights, food, guns, and ammo.  Then we hid in the back room for a while.  We rested a bit, which allowed RH and Morgan to recover some power points, but nobody could heal any damage.

After a while we heard something scratching at the back, and a crash as the front door was pushed open.  Two more undead dogs managed to chew a hole in the back door, as three zombies made their way through the store towards the back room.  Morgan blocked the doorway to the back, while RH and Bobby dealt with the dogs who were now sticking their heads through the hole in the back door.

Trapped like rats.
Morgan did a good job of rolling high numbers, often triggering the game's "exploding dice" feature (max die rolls allow for additional die rolls).  Bobby, meanwhile, kept rolling 1's and 2's.  During the fight, RH was bitten in the leg, which made him permanently lame.  Not wanting to waste a round reloading his shotgun, RH finished the dog off with the butt of his gun.

My standard rolls for pretty much the entire session.
We had a brief respite, until another wave of enemies came through the shop's front door.  It was four more undead and the boss, the "Huntsman", who had large antlers on his helmet.  At first it looked impossible to harm the Huntsman.  RH hit him with a powerful shotgun blast that ended up doing no damage.  But Morgan eventually took him out with an impressive series of exploding die rolls.  The Huntsman dissipated, not truly defeated but temporarily unable to maintain his corporal form.  But we still faced a few undead.

The Huntsman approaches.
One of the undead did some brain damage to Morgan, leaving her unconscious.  RH jammed his gun, and rolled double 1's trying to unjam it.  This caused the gun to backfire, taking him out of the fight as well.  It finally came down to Bobby and one undead, and it could have gone either way.  Bobby just barely managed to finish off her foe.  She tried to heal her friends, but without heal training she didn't have much luck.  She rolled double 1's while trying to fix Morgan, which only made things worse.

And that's how we left off:  The three of us injured and bleeding in the back room, alive for now but knowing we might not survive the night.  The Huntsman was still out there, and would probably reform within the next couple of hours.  I suggested that Bobby run out of town to find help (running was her only real specialty), and the DM ruled that she continued to run for a few hours, only to arrive at the same town again.

Afterthoughts:
"Savage" is right.  Although nobody technically died during the session, it was a real bloodbath.  I liked the story a lot - it's the first time I've really played that kind of spooky/horror story in an RPG, and I'd like to do that again sometime.  It was the perfect October one-shot.  But the system itself would not be my first choice.

Things I liked:
The exploding dice was fun.  Even when it was being used on us by a monster, it was oddly fascinating to see just how many additional die rolls we were going to end up taking.

The Interludes were fun, even if I didn't really do well on mine.  Anything you can do to encourage roleplay is all right by me.  It makes the characters more real to me if I can see their personalities in action.

I liked how skills had us rolling different types of dice, instead of rolling a d20 and adding a bonus.  Note, I don't actually like it better than d20, I just like the novelty of doing it different. 

This isn't really about the system, but I thought it was a nice touch how all the pregens had unisex names, so you could play the male or female version of each.

Things I disliked:
When you take damage, you take a penalty to your die rolls.  So if you're wounded, the game gets harder.  I hate games that do that.  It's just like Monopoly, where the person to get an advantage early on often ends up keeping the other players down for the rest of the game.  Yes, it's more realistic, but I think it's pretty obvious by now I don't care for realism.  If you really need an in-game explanation for why your stats don't get worse as you get injured in D&D, I'd just chalk it up to adrenaline. 

The lack of healing was also a big issue.  If I'd known in advance how necessary having a medic is in the game, I definitely would have chosen a different pregen.  My character's one big skill was running, but I never really used it because I didn't want to abandon my teammates.  My fault picking a pregen based on their fluff rather than looking closely at their skills.

Things I'm on the fence about: 
You use standard playing cards for initiative.  It was interesting, and easy to track, but I don't know if I like the idea of mixing dice and cards.  It's just one too many things to bring to the table.

I also thought the wounds system was interesting.  While I didn't like the negative modifiers, I did think it was neat how the final blow would have you roll on an injury table.  I don't care for it in a high combat game, but I think it would be cool in a game that's mostly roleplay.

And that's really the bottom line for me.  I think I might enjoy Savage Worlds if I only had to slay a few monsters a day, rather than having to face a continuous onslaught of zombies.  It's probably unfair to judge it without having played a more combat-ready character, or without playing in a party that has a proper doctor, but from the little bit I've seen it looks like a pretty deadly system.  And that's never been my preference.