Showing posts with label World of Grey. Show all posts
Showing posts with label World of Grey. Show all posts

Thursday, February 12, 2015

Star Swords - The Beginning

So after a long drought, I'm GMing again. It feels good to be telling stories once more. I'm running the game via MapTool and Skype. We play twice a month.

The setting features aspects of Heinlein's Starship Troopers (swarms of bugs) and Niven's Known Space (warrior kitty cats and forerunners) with some Firefly thrown in for good measure (oppressive centralize government). It also has aspects of Shadowrun, Halo, and Star Frontiers.

In this setting, Earth and other well-established core worlds of the Grand Planetary Federation have become a bureaucratic hell where Social AIs dictate every aspect of citizen's lives. Humans live a pampered, if structured life with cradle-to-grave care. On the core worlds, aliens are looked upon as second-class citizens. Malcontents disappear and are never heard from again.

On the Frontier, life is rougher but freer. There are wars with neighboring races, new planets to explore, and FedCred fortunes to be made and lost in a day. Mercenary guilds are common and provide everything from explorers to law enforcement. The characters begin the adventure in one of these guilds.

Large numbers of alien races live in and around the Frontier but it is dominated by humans. Other races can be played but there will be some built in bigotry when you encounter GPF citizens.

Other governments outside the GPF include:
The Ateraxian Matriarchy – spider-like beings the operate a series of wormhole generators making a sizable income for the matriarch.

The Blorb Syndicate – large slugs with high-tech capabilities. Most other races are either slaves or food sources. They live in a back-stabbing, overly legalistic society. Few visitors leave the Sisternous system without several lawsuits filed against them.


The Kurr Hegemony – muscular apecats with a clan-based society and a large number of slave races. They have a raid or trade mentality depending on the strength of encountered races. Hunting other sentient beings (Sents) is a favored pastime.



The Kzzick Sovereignty – bugs in all shapes forms and sizes. They are humanity's primary threat. Kzzick consider all other races food sources and every planet material for growing the massive colonies.



The Riss Oligarchy – small lizards with a penchant for camouflage. The prey on other races and form the core of many pirate organizations.



The Verlian Union – large bears with clairvoyance. They are merchants with no real colonial ambitions. They revere their elders who they claim can see the future.



The Blorb, Kurr, Riss, and Kzzick are adversarial to the GPF while the Verlians and Atteraxians are allies. Client races of the GPF include Arvins along with the races present in the Science Fiction Companion. Other exist as well.


The game begins with characters applying to a mercenary guild. Guilds employ all sorts but for this game a good mix includes fighters, pilots, medics, explorers, and scientists. A combination of starship and dirtside skills are important.

Non-humans face special challenges in parts of the scenarios. Humans must be either an Oldie or a Frontiersman. Oldies are from the core worlds and don't follow the normal human character creation method receiving a better education (i.e. more skill points) but sacrificing the additional edge.

The game uses the Savage Worlds Deluxe Edition with the Science Fiction Companion. You can find the books at your local game store, on Amazon, or you can order the PDF from DriveThruRPG (cheapest). I've included the links below for Amazon and DriveThruRPG. The setting is best described in World of Grey. I've included that link as well.
On Amazon:

On DriveThruRPG - Note, this will be your cheaper option for the rule sets. They are $10 each.

I'll attempt to write a blog post detailing each came with setting tidbits as well.

All artwork is by Devin Night. You can find his tokens and other artwork at the Immortal Nights website. 

Monday, January 27, 2014

Savage Worlds Science Fiction Companion and The World of Grey

Pinnacle Entertainment Group released the Science Fiction Companion to an eager audience looking for Savage adventures in the far future. It contains new races, Edges and Hindrances, Setting Rules, gear, cyberware, and numerous new races and creature. It also includes rules for players and Game Masters to create their own robots, power armor, vehicles, starships, walkers.

PEG packs a lot into 98 pages making it will worth the PDF price of $14.99. I was curious how well it handled custom settings. I recently released a science fiction novella titled World of Grey and was curious as to how well the ships, characters, gear, and races of that book translated into the new rule set.

Ships

The Green Dawn is a Seminole class Assault Scout that exists somewhere between the Medium and Large ship types presented in the SFC. It but most closely matches the Medium template. I inferred a bit between the two sets of stats.


Medium Green Dawn Large
Size 8 9 10
Acc 45 43 40
TS 600 550 500
Climb 2 2 1
Toughness 25 27 30
Armor 6 6 7
Mods 25 27 30
Crew 5 15 50

I used our Ship Builder spreadsheet from a previous post to generate the Dawn. Here's the result.

Ship Name Green Dawn
Size Medium/Large
Acc/TS 43/550
Climb 2
Toughness 27(6)
Mods Remaining 2
Crew 15
Energy Store 200
Cost $26,540,000.00
Systems AI, Atmospheric, Deflector Screens, FTL, Hanger, Sensor Suite Galactic, Shields, Targeting System,
Weapons 2XLight Lasers (2X Linked), 2XMedium Lasers (2X Fixed and Linked), Torpedo 1XLauncher with 8xLight (1X Fixed),

The Dawn has the characteristic of Large ships in that it can take a maximum of 2 wounds per attack due to air-tight compartments. It also has a Marauder Drop Shuttle attached to the airlock behind engineering. Its meant to sneak past detection, survive a landing, and provide some direct fire support of the Hellhound squad.


Ship Name Marauder Drop Shuttle
Size Small
Acc/TS 50/700
Climb 3
Toughness 20(9)
Mods Remaining 0
Crew 1
Passengers 10





Energy Story 25
Cost $3,165,000.00
Systems AMCM, 2xArmor, Atmospheric, Deflector Screens, Passenger Pod, Sensor Suite Planetary, Shields, Stealth,
Weapons 1XLight Lasers (1X Fixed), 1XHeavy Slug Throwers,

Sarge's Hellhounds encounter a Slug ship during the story. Slugs are technologically advanced. I manifested this by giving them 50% more mod spaces on Blasphore's ship.

Ship Name Blashphor's 'Freighter'
Size Huge
Acc/TS 35/400
Climb 0
Toughness 35(8)
Mods Remaining 27
Crew 300
Passengers 0





Energy Story 500
Cost $89,280,000.00
Systems AMCM, Deflector Screens, FTL, Sensor Suite Galactic, Shields, Tractor Beam,
Weapons 8XLight Lasers (8X Linked), 4XSuper Heavy Lasers (4X Fixed and Linked), Torpedo 2XLauncher with 16xLight 4xHeavy (2X Fixed),

The slug ship used 20 of the mod spaces for this adventure with two superstructures. You'll have to read the story to find out what they were. 

So, with a little GM fiat, I was able to represent the ships fairly well using the base rules. The SFC applies a logarithmic curve to ship sizing so getting exactly what I wrote took a bit of fudging.

Characters

Next, I tried to interpret the characters.

Doc is a cyborg who was once a doctor at a colonial hospital. An attack left a third of her body destroyed. I was interested to see how she would translate. Here's how she turned out as a seasoned character.


Doc
Agility d8 Parry 4
Smarts d8 Toughness 8(2)
Spirit d8 Charisma -2
Strength d12 Pace 6
Vigor d8







Hindrances



Mean Minor –2 to his Charisma for ill-temper
Quirk Minor Flares cybereye during conversation
Vow Major To protect the Dawn
Bad Luck Major 1 less bennie per session





Edges



Cyborg Doubles Cyber Allowed
Healer +2 Healing
Ace +2 Boating, Driving, Piloting - Can make craft soaks





Skills



Driving d4+2


Fighting d4


Healing d8+4


K – Astrogation d6+2


K – Biology d6


K – Electronics d6+2


K – French d4


Notice d6+2


Persuasion d4


Piloting d10+4


Repair d4


Shooting d4


Throwing d4







Cyber



3xStrength(6), 1xAgility(2), Improved Vision(1), Improved Hearing(1), Trait Bonus -Piloting(1), Healing(1), Piloting(2), Knowledge (Electronics)(1), Knowledge (Astrogation)(1)





Gear



Smart Suit, Laser Pistol, Comlink, Personal Data Device

Races

Arvins are a race of lagomorphs (rabbits) from the planet Arv. They've been conquered a number of times so being taken over by the Federation was nothing new. In fact, they considered a real step up from being conquered by the Kurr, who used them as game animals.

What most races call cowardice, Arvins see has just plain common sense. They are one of the few non-human races that are seen throughout the Federation.

  • Fleet Footed(+1) - Arvins have a base pace of 8 and a running die of d10
  • Enhanced Hearing(+1) - +2 to hearing based Notice Checks
  • Leaper(+1) - Doubles normal jumping ability.
  • Night Eyes (+1) - ignores penalties for bad lighting
  • Yellow (-2) - All Fear checks made at -2

Conclusion

I was able to easily convert my fictional universe from World of Grey into Savage Worlds. I was quite impressed by how little work it took. All the concepts seem to flow easily into the the new ruleset.