OK, something a little different this week.
This is a piece of in-setting fluff, usable as an adventure hook or a red herring in a campaign. It may or may not be used to fuel the plot of the Frozen Skies setting. Depending on how well it is received, I may do more like it.
FROM: HMAS MACHA, PERSONAL FROM W/C O'MALLORY
TO: VICE AIR ADMIRAL CUNNINGHAM, HQ RAF ALYESKA COMMAND
REF NO: 5035, 14 MALDUN 1836
SIR,
AS PER YOUR ORDERS, TOOK THE MACHA ON AN EXTENDED PATROL ACROSS THE WULFLANDS TO THE MALLETT'S RIFT REGION. SUPPLEMENTARY TO YOUR ORDERS, WE PUT IN GOODWILL VISITS TO A NUMBER OF WULFLANDER SETTLEMENTS, THE RELEVANT DETAILS ARE INCLUDED IN THE ATTACHED REPORT.
WE REACHED THE MALLETT'S RIFT AREA ON THE FIFTH DAY SINCE LEAVING CALHALLOW, I SET THE CREW ABOUT SPOTTING WULVER MIGRATION ROUTES TO AID OPERATIONS ELSEWHERE AGAINST THE BEASTS.
IT WAS A QUARTER WAY THROUGH THE FIRST DOG WATCH WHEN PORTSIDE LOOKOUTS REPORTED AN AERIAL OBJECT DUE WEST OF THE MACHA. THE OFFICER OF THE WATCH SOUNDED ACTION STATIONS AND I WAS SUMMONED TO THE BRIDGE. THE OBJECT WAS IDENTIFIED AS AN AERIAL CRAFT, THOUGH ORIGINS UNKNOWN. ATTEMPTS TO HAIL THE CRAFT VIA RADIO AND SIGNAL LAMPS WERE TO NO AVAIL.
THE CRAFT CLOSED TO WITHIN HALF MILE OF THE MACHA, BUT MADE NO HOSTILE MOVES AND FLEW PARALLEL WITH US FOR SOME TIME. WE WERE ABLE TO GET A GOOD LOOK AT THE STRANGE CRAFT, CERTAINLY A DESIGN THAT I DID NOT RECOGNIZE. WE DID NOT SPOT ANY WEAPONS, NOR ANY OBVIOUS MEANS OF PROPULSION.
WITHOUT WARNING, THE CRAFT ABRUPTLY CHANGED COURSE HEADING WESTWARDS. THE CRAFT EASILY OUT-RANGED THE MACHA, EVEN AT A SPEED OF THIRTY-TWO KNOTS. THE CRAFT ALSO PROVED TO BE EXCEPTIONALLY AGILE, SEEMINGLY RAPIDLY ABLE TO COME TO A NEW HEADING WITHOUT DIFFICULTY.
THE WULFLANDERS WE QUIZZED AFTERWARDS REPORTED THAT THE CRAFT, AND MANY LIKE IT, HAVE BEEN SPOTTED IN THE MALLETT'S RIFT REGION OVER THE PREVIOUS FEW MONTHS. ATTEMPTS TO ESTABLISH CONTACT WITH THE CRAFT HAVE REPORTEDLY BEEN UNSUCCESSFUL.
SEAN O'MALLORY
CAPTAIN
O/C HMAS MACHA
Monday, 26 August 2019
Monday, 19 August 2019
Frozen Skies: The Gardaí Aeir (Air Guard)
I've mentioned a few times already, part of the process of updating Frozen Skies to SWADE is making some revisions to the setting's lore. I've already revisited the Commonwealth with the intention of giving it a more Irish/Celtic flair, including having a national police force called the Garda. This week sees some changes to Alyeska, chiefly renaming the Royal Alyeskan Air Police to the Gardaí Aeir Alyeska.
Compared to the Garda in the Commonwealth's Home Isles, the Air Guard of Alyeska is very much a colonial force. The Air Guard has more of a military feel, its officers being routinely armed in addition to being able to pilot an aircraft. Air Guard officers are expected to fly a wide range of aircraft, from scout aircraft to patrol remote areas to fully fledge fighter squadrons to help defend larger settlements.
The Air Guard divides Alyeska into Regions for command purposes, each Region roughly matching an geographical region. Regions are typically under the charge of Assistant Commissioners.
Directly subordinate to the Assistant Commissioners are Chief Superintendents, most of whom supervise what are called Divisions. Each Division contains a number of Districts, each commanded by a Superintendent assisted by a team of Inspectors. Each District contains a number of Detachments, which are usually commanded by Sergeants.
Typically each Detachments contains only one Garda station. A different number of Gardaí are based at each station depending on its importance. Most of these stations employ the basic rank of Garda, the smallest station consisting of only three men.
Guardians of the Air
Compared to the Garda in the Commonwealth's Home Isles, the Air Guard of Alyeska is very much a colonial force. The Air Guard has more of a military feel, its officers being routinely armed in addition to being able to pilot an aircraft. Air Guard officers are expected to fly a wide range of aircraft, from scout aircraft to patrol remote areas to fully fledge fighter squadrons to help defend larger settlements.
The Air Guard divides Alyeska into Regions for command purposes, each Region roughly matching an geographical region. Regions are typically under the charge of Assistant Commissioners.
Directly subordinate to the Assistant Commissioners are Chief Superintendents, most of whom supervise what are called Divisions. Each Division contains a number of Districts, each commanded by a Superintendent assisted by a team of Inspectors. Each District contains a number of Detachments, which are usually commanded by Sergeants.
Typically each Detachments contains only one Garda station. A different number of Gardaí are based at each station depending on its importance. Most of these stations employ the basic rank of Garda, the smallest station consisting of only three men.
Ranks
- Commissioner.
- Deputy Commissioner.
- Assistant Commissioner.
- Chief Superintendent.
- Superintendent.
- Inspector.
- Air Sergeant.
- Garda/Airman.
Monday, 12 August 2019
Frozen Skies: Mariners of the Air
Aaand we're back to Frozen Skies.
This is an idea that I've been considering for some time, mainly as an alternative way to managing NPC crewmen in the Frozen Skies campaign that I ran but struggle to come up with something at the time. Currently preparing to run a game in a different setting and system, one that involves spaceships and a degree of crew management. This other game prompted a train of thought and I've think I've come up with something that'll work for Frozen Skies.
This is intended to be an optional set of rules that builds upon the Wealth Rules in SWADE, targetted at hose who like a little bit of bookkeeping and wish to have airships with sizeable crews. These rules come in two parts; Wealth Pool and Crew.
The Wealth Pool is a Wealth roll for the character's airship and works in a similar fashion. It starts at d4 but the characters can increase it by 'investing' in the collective wealth pool by transferring a die of their own Wealth to the Wealth Pool. In gameplay the characters can use the Wealth Pool instead of their own Wealth for trying to buy items, though the Wealth Pool is also used to make a once a month Upkeep roll for the airship. This roll represents the general upkeep of the airship, buying spare parts, fuel and supplies for the crew and works the same way when buying things. Though if the Wealth Pool goes 'broke', then the characters must transfer a die each of their own Wealth to avoid a mutiny by the crew.
Crew is, unsurprisingly, the crew of the airship. They start with a collective trait die of d6 for the relevant trait rolls they may be required to make (Shooting, Piloting, Repair, etc). This trait die (or Crew Rating) can be increased one step by reducing the die of the Wealth Pool by one, like downgrading the Crew Rating can increase the Wealth Pool as a lesser crew cost less in wages. The lowest Crew Rating will impose a -1 penalty on the Upkeep roll that will build up over successive months to a maximum of -4 if the Crew Rating stays at this level, representing the increased upkeep costs with a poorly trained crew.
Crew Rating
Incompetent - d4 - Upkeep rolls incur a -1 penalty that increased by -1 per month (to a max of -4) that the crew remains at this rating.
Competent - d6
Crack - d8
Veteran - d10
Elite - d12
This is an idea that I've been considering for some time, mainly as an alternative way to managing NPC crewmen in the Frozen Skies campaign that I ran but struggle to come up with something at the time. Currently preparing to run a game in a different setting and system, one that involves spaceships and a degree of crew management. This other game prompted a train of thought and I've think I've come up with something that'll work for Frozen Skies.
Mariners of the Air
This is intended to be an optional set of rules that builds upon the Wealth Rules in SWADE, targetted at hose who like a little bit of bookkeeping and wish to have airships with sizeable crews. These rules come in two parts; Wealth Pool and Crew.
The Wealth Pool is a Wealth roll for the character's airship and works in a similar fashion. It starts at d4 but the characters can increase it by 'investing' in the collective wealth pool by transferring a die of their own Wealth to the Wealth Pool. In gameplay the characters can use the Wealth Pool instead of their own Wealth for trying to buy items, though the Wealth Pool is also used to make a once a month Upkeep roll for the airship. This roll represents the general upkeep of the airship, buying spare parts, fuel and supplies for the crew and works the same way when buying things. Though if the Wealth Pool goes 'broke', then the characters must transfer a die each of their own Wealth to avoid a mutiny by the crew.
Crew is, unsurprisingly, the crew of the airship. They start with a collective trait die of d6 for the relevant trait rolls they may be required to make (Shooting, Piloting, Repair, etc). This trait die (or Crew Rating) can be increased one step by reducing the die of the Wealth Pool by one, like downgrading the Crew Rating can increase the Wealth Pool as a lesser crew cost less in wages. The lowest Crew Rating will impose a -1 penalty on the Upkeep roll that will build up over successive months to a maximum of -4 if the Crew Rating stays at this level, representing the increased upkeep costs with a poorly trained crew.
Crew Rating
Incompetent - d4 - Upkeep rolls incur a -1 penalty that increased by -1 per month (to a max of -4) that the crew remains at this rating.
Competent - d6
Crack - d8
Veteran - d10
Elite - d12
Monday, 5 August 2019
The Gwentshire Chronicles: Crostwick Combe
A third Gwentshire related in a row? What madness is this?!
On little bit of a roll with ideas for the Gwentshire Chronicles setting, this week it is a location. Since Gwentshire is meant to be roughly located where North Somerset is, it shares some geographical features with its real life counterpart. One of those features is a combe, effectively a small valley through which a watercourse does not run. In Gwentshire there are many combes, the most notorious of which is Crostwick Combe.
Officially, Crostwick Combe does not exist.
It isn't marked on any maps and the scientific refuses to accept that it exist as no proof of its existence has ever been found. It is suppose to be located in the Weston Hills in sight of the Iron Age hill fort near the hamlet of Medbury, but many have searched and have found no trace of the combe. The locals, the older folk in particular, have stated; "To find the combe, let the light of the night be your guide."
Many have gone searching at night with little success, only a handful of people have claimed to have found the combe but have never been able to find it again. The only to actually find the combe is to use the light of the full moon and follow a path highlighted by the moon's glow. In the combe lies a pond up against a cliff, with a inscribed stone on the far side of the pond at the base of the cliff. What is actually written on the stone is unknown as nobody has been able to get close enough to read it and it is also partially obscured by plant growth.
The pond is said to be the residing place of the Old Wise Woman of Crostwick, called a mystic by some and a witch by others. Nobody knows who, or what, she is and it is stated that she's claimed to have been in the combe since "long before the Eagle marched across these lands."
Regardless of the truth behind the Old Wise Woman, many seek her out for answers to their questions. Answers she gives, though despite being truthful they are open to interpretation. She will only answer one question from a person and an ancient ritual is required to summon her in the first place.
The only real reason that the player characters would have for visiting the Combe is to see the Old Wise Woman, though finding it and summoning the Woman would be an adventure in itself. Only allow one question per character, though the Woman's answers are a little vague but they will have a ring of truth about them. This can be a way to give big clues to the characters regarding other adventures or villainous NPCs.
On little bit of a roll with ideas for the Gwentshire Chronicles setting, this week it is a location. Since Gwentshire is meant to be roughly located where North Somerset is, it shares some geographical features with its real life counterpart. One of those features is a combe, effectively a small valley through which a watercourse does not run. In Gwentshire there are many combes, the most notorious of which is Crostwick Combe.
Crostwick Combe
Officially, Crostwick Combe does not exist.
It isn't marked on any maps and the scientific refuses to accept that it exist as no proof of its existence has ever been found. It is suppose to be located in the Weston Hills in sight of the Iron Age hill fort near the hamlet of Medbury, but many have searched and have found no trace of the combe. The locals, the older folk in particular, have stated; "To find the combe, let the light of the night be your guide."
Many have gone searching at night with little success, only a handful of people have claimed to have found the combe but have never been able to find it again. The only to actually find the combe is to use the light of the full moon and follow a path highlighted by the moon's glow. In the combe lies a pond up against a cliff, with a inscribed stone on the far side of the pond at the base of the cliff. What is actually written on the stone is unknown as nobody has been able to get close enough to read it and it is also partially obscured by plant growth.
The pond is said to be the residing place of the Old Wise Woman of Crostwick, called a mystic by some and a witch by others. Nobody knows who, or what, she is and it is stated that she's claimed to have been in the combe since "long before the Eagle marched across these lands."
Regardless of the truth behind the Old Wise Woman, many seek her out for answers to their questions. Answers she gives, though despite being truthful they are open to interpretation. She will only answer one question from a person and an ancient ritual is required to summon her in the first place.
Using Crostwick Combe
The only real reason that the player characters would have for visiting the Combe is to see the Old Wise Woman, though finding it and summoning the Woman would be an adventure in itself. Only allow one question per character, though the Woman's answers are a little vague but they will have a ring of truth about them. This can be a way to give big clues to the characters regarding other adventures or villainous NPCs.
Monday, 29 July 2019
The Gwentshire Chronicles: The Rolfe Sisters
Back after spending a week in the West Riding of Yorkshire, more accurately in Brontë Country. There was certainly plenty to see and do in the area, also plenty of inspiration for various settings that I am working on. In particular the Brontë Sisters provide a source of inspiration for the Gwentshire Chronicles, namely in the form of the Rolfe Sisters.
The Rolfe Sisters were a trio of female writers and siblings who resided in the Weston Hills near the village of Lombe during the early 1800s; Enda, Gwen and Rowan. The sisters have very few books written between them and all three died before they reached their 30th birthday. Dark rumours abound that the sisters discovered that things didn't lie well in Gwentshire and wrote their books to try to warn others, ultimately doing so ended up dooming them.
It is believed that the sisters developed a keen interest in the Weston Hills from a young age, spending many hours exploring every nook and cranny of the limestone hills. However, it isn't known precisely when they first stumbled upon the secret truth of the nature of Gwentshire especially as they didn't start writing until their late teens. The girls were fortunate in that their father, Bayden Rolfe, was the local village vicar and could afford to have the girls educated.
Again, it is uncertain when the girls agreed to write a novel but a local printers was contracted to print a very limited run of five books in 1842. Further small print runs were ordered over the next few years for a few more books, the last seeing the light of day in 1849. A mere two weeks after the last book was printed the youngest of the sisters, Gwen, was found dead aged 26. Six months later the oldest, Enda at 29, was also found dead. The last of the sisters, Rowan, was last reported heading into the Weston Hills some time later where she vanished without a trace.
After the loss of the sisters, their books also disappeared with the odd rare copy surfacing every so often only to be brought by a mysterious stranger for a staggering amount of money. Curiously, a previously unknown book titled the Rolfe Memoirs appeared in 1949, its handwritten pages confirmed to match the handwritings of each of the sisters. Bizarrely, the Rolfe Memoirs have a publishing date of 1859 but no record was ever found concerning this. Before anyone could get to the bottom of the mystery, the book vanished despite being in the secure archives of the Gwentshire County Museum.
Never achieving fame or wide-spread acknowledgement, the Rolfe Sisters passed into relative obscurity with their books becoming sought after prizes in certain, select circles. Today the only reminder of the girls existence in Gwentshire is the Rofle Waterfall, a tributary of the River Gwent, some miles south-west of Lombe.
For a game set during during the 1830s/40s period, the sisters could directly feature either as the sources of information or possible adventures. A -4 Common Knowledge is needed to find out about the sisters, after that Persuasion is need to determine how forthcoming they are about information.
The Rolfe books themselves require a -4 Research roll to use, each success and raise grants a +1 bonus to Occult rolls to a maximum of +4. Of course the book themselves can be the focal point of an adventure.
The Three Sisters of Lombe
The Rolfe Sisters were a trio of female writers and siblings who resided in the Weston Hills near the village of Lombe during the early 1800s; Enda, Gwen and Rowan. The sisters have very few books written between them and all three died before they reached their 30th birthday. Dark rumours abound that the sisters discovered that things didn't lie well in Gwentshire and wrote their books to try to warn others, ultimately doing so ended up dooming them.
It is believed that the sisters developed a keen interest in the Weston Hills from a young age, spending many hours exploring every nook and cranny of the limestone hills. However, it isn't known precisely when they first stumbled upon the secret truth of the nature of Gwentshire especially as they didn't start writing until their late teens. The girls were fortunate in that their father, Bayden Rolfe, was the local village vicar and could afford to have the girls educated.
Again, it is uncertain when the girls agreed to write a novel but a local printers was contracted to print a very limited run of five books in 1842. Further small print runs were ordered over the next few years for a few more books, the last seeing the light of day in 1849. A mere two weeks after the last book was printed the youngest of the sisters, Gwen, was found dead aged 26. Six months later the oldest, Enda at 29, was also found dead. The last of the sisters, Rowan, was last reported heading into the Weston Hills some time later where she vanished without a trace.
After the loss of the sisters, their books also disappeared with the odd rare copy surfacing every so often only to be brought by a mysterious stranger for a staggering amount of money. Curiously, a previously unknown book titled the Rolfe Memoirs appeared in 1949, its handwritten pages confirmed to match the handwritings of each of the sisters. Bizarrely, the Rolfe Memoirs have a publishing date of 1859 but no record was ever found concerning this. Before anyone could get to the bottom of the mystery, the book vanished despite being in the secure archives of the Gwentshire County Museum.
Never achieving fame or wide-spread acknowledgement, the Rolfe Sisters passed into relative obscurity with their books becoming sought after prizes in certain, select circles. Today the only reminder of the girls existence in Gwentshire is the Rofle Waterfall, a tributary of the River Gwent, some miles south-west of Lombe.
Using the Rolfe Sisters
For a game set during during the 1830s/40s period, the sisters could directly feature either as the sources of information or possible adventures. A -4 Common Knowledge is needed to find out about the sisters, after that Persuasion is need to determine how forthcoming they are about information.
The Rolfe books themselves require a -4 Research roll to use, each success and raise grants a +1 bonus to Occult rolls to a maximum of +4. Of course the book themselves can be the focal point of an adventure.
Monday, 15 July 2019
The Gwentshire Chronicles: Setting Rules
As mentioned previously, the forthcoming new edition of Savage Worlds gives me an excuse to revisit some of my other setting ideas. This week is the turn of The Gwentshire Chronicles, a supernatural horror set in a fictional county in the West Country of England during different time periods. This post will have some setting rules and Edges, plus a side note on Gear.
PSA: Due to a family vacation, there will be no post next week.
The Mists
The Mists of Gwentshire are a curious thing, a common occurrence regardless of the time of year as they seemingly creep in to engulf the countryside at night. Thats not to say that they do not ebb and flow; some nights will be completely clear, other nights the mists will become so thick that they muffle all sights and sounds. There are even times when folk find themselves turned around in the mist, even if they were using a compass or following a road or a fence.
Thats not to mention the things sometimes glimpsed.
The Mists can become so thick and cloying, even more so than normal fog. In these instances, the Mists impose a -2 penalty on Notice rolls, Survival rolls made to track or to navigate, and ranged attack rolls. This penalty stacks with Dim or Dark lighting, but has no effect in Pitch Black conditions.
Also, the Mists increase the Fear rating of monsters by +1.
As the Mists seem to play with travellers and lead them astray, navigating when the Mists are out requires a Survival roll (with the penalty mentioned above) regardless of the mode of transportation. A successful roll lets the traveller and his group reach their destination in more or less the expected amount of time, a raise gets them there in half the time. A failure uses up the default amount of travel time, followed by a new roll. A critical failure leaves the traveller some place other than their destination.
Ancestral Ties
Requirements: Wild Card, Novice, Spirit d6+
The Veil that separates our world from the spirit world is thinner than usual in Gwentshire, this allows some people to call upon the spirits of their ancestors for aid.
Whenever a character wishes aid from beyond the Veil they have to make a Spirit, this has a -2 penalty if they are seeking general help or a -4 penalty if they are seeking the aid of a specific ancestor (ie "my great great grandfather fought werewolves"). A successful roll grants basic information or a +1 bonus to certain skills at the GM's discretion, a raise provides more detailed information or a +2 bonus.
Failure on this roll means the character receives vague or even misleading information as they are able to get a clear message or hint (ie "vampires hate smelly socks"). A critical failure results in an ancestor spirit, or even something else, trying to take over the character's body. In this instance, an opposed Spirit roll is made with the invader's Spirit being one die higher than the character's. If the character succeeds, they are fine but Shaken. If the invader wins, they take control for 1d6 hours. After this time, the invader can choose to leave or make another opposed Spirit roll to stay.
Improved Ancestral Ties
Requirements: Seasoned, Ancestral Ties, Strong Willed
The character has strengthened their willpower and gains a +2 bonus on rolls to contact ancestor spirits or to resist invaders.
The Gwentshire Chronicles is intended to be set in different time periods, which is going to be a huge factor on the gear and skills available to the characters.
Driving and Electronics are going to be obvious skills that instantly come to mind, both of those aren't suitable for a game set before the 20th Century (or even the 1950s with the latter skill). Medicine is going to be something else to consider as the level and service of healthcare changed and improved over time, especially after WW2 and the creation of the National Health Service.
Weapons is another thing to consider, especially firearms. The right to keep and bear arms had originated in England during the reign of Henry II with the 1181 Assize of Arms, and developed as part of common law. This changed with the 1689 Bill of Rights where it become the right to bear arms "...as allowed by law."
The first serious attempts to restrict weapons (melee weapons as well as firearms) began in the 1700s after the Jacobite rebellions and continued throughout the 19th Century. Typically after major conflicts saw increased controls over weapons due to fears of weapons being brought back by returning soldiers. A permit wasn't required until the Gun Licence Act 1870, which was created to raise revenue and required a person intending to carry a gun off their property to obtain a licence over the counter at their local Post Office.
Firearm controls became more restrictive in the 20th Century with the Pistol Act of 1903 which saw the first restrictions on the sale of firearms. The Firearms Act 1920 saw obtaining a certificate hinging on the police and placed restrictions on ammunition, though 'self-defence' was still a valid reason for owning a firearm. 1937 saw another Act that extended controls over a wider range of firearms and their sale, in addition to self-defence now ruled as no longer being a suitable reason for obtaining a firearm.
This was only a basic overview, more details can be found here; https://en.wikipedia.org/wiki/Firearms_policy_in_the_United_Kingdom
PSA: Due to a family vacation, there will be no post next week.
Setting Rules
The Mists
The Mists of Gwentshire are a curious thing, a common occurrence regardless of the time of year as they seemingly creep in to engulf the countryside at night. Thats not to say that they do not ebb and flow; some nights will be completely clear, other nights the mists will become so thick that they muffle all sights and sounds. There are even times when folk find themselves turned around in the mist, even if they were using a compass or following a road or a fence.
Thats not to mention the things sometimes glimpsed.
The Mists can become so thick and cloying, even more so than normal fog. In these instances, the Mists impose a -2 penalty on Notice rolls, Survival rolls made to track or to navigate, and ranged attack rolls. This penalty stacks with Dim or Dark lighting, but has no effect in Pitch Black conditions.
Also, the Mists increase the Fear rating of monsters by +1.
As the Mists seem to play with travellers and lead them astray, navigating when the Mists are out requires a Survival roll (with the penalty mentioned above) regardless of the mode of transportation. A successful roll lets the traveller and his group reach their destination in more or less the expected amount of time, a raise gets them there in half the time. A failure uses up the default amount of travel time, followed by a new roll. A critical failure leaves the traveller some place other than their destination.
Edges
Ancestral Ties
Requirements: Wild Card, Novice, Spirit d6+
The Veil that separates our world from the spirit world is thinner than usual in Gwentshire, this allows some people to call upon the spirits of their ancestors for aid.
Whenever a character wishes aid from beyond the Veil they have to make a Spirit, this has a -2 penalty if they are seeking general help or a -4 penalty if they are seeking the aid of a specific ancestor (ie "my great great grandfather fought werewolves"). A successful roll grants basic information or a +1 bonus to certain skills at the GM's discretion, a raise provides more detailed information or a +2 bonus.
Failure on this roll means the character receives vague or even misleading information as they are able to get a clear message or hint (ie "vampires hate smelly socks"). A critical failure results in an ancestor spirit, or even something else, trying to take over the character's body. In this instance, an opposed Spirit roll is made with the invader's Spirit being one die higher than the character's. If the character succeeds, they are fine but Shaken. If the invader wins, they take control for 1d6 hours. After this time, the invader can choose to leave or make another opposed Spirit roll to stay.
Improved Ancestral Ties
Requirements: Seasoned, Ancestral Ties, Strong Willed
The character has strengthened their willpower and gains a +2 bonus on rolls to contact ancestor spirits or to resist invaders.
Note on Gear & Skills
The Gwentshire Chronicles is intended to be set in different time periods, which is going to be a huge factor on the gear and skills available to the characters.
Driving and Electronics are going to be obvious skills that instantly come to mind, both of those aren't suitable for a game set before the 20th Century (or even the 1950s with the latter skill). Medicine is going to be something else to consider as the level and service of healthcare changed and improved over time, especially after WW2 and the creation of the National Health Service.
Weapons is another thing to consider, especially firearms. The right to keep and bear arms had originated in England during the reign of Henry II with the 1181 Assize of Arms, and developed as part of common law. This changed with the 1689 Bill of Rights where it become the right to bear arms "...as allowed by law."
The first serious attempts to restrict weapons (melee weapons as well as firearms) began in the 1700s after the Jacobite rebellions and continued throughout the 19th Century. Typically after major conflicts saw increased controls over weapons due to fears of weapons being brought back by returning soldiers. A permit wasn't required until the Gun Licence Act 1870, which was created to raise revenue and required a person intending to carry a gun off their property to obtain a licence over the counter at their local Post Office.
Firearm controls became more restrictive in the 20th Century with the Pistol Act of 1903 which saw the first restrictions on the sale of firearms. The Firearms Act 1920 saw obtaining a certificate hinging on the police and placed restrictions on ammunition, though 'self-defence' was still a valid reason for owning a firearm. 1937 saw another Act that extended controls over a wider range of firearms and their sale, in addition to self-defence now ruled as no longer being a suitable reason for obtaining a firearm.
This was only a basic overview, more details can be found here; https://en.wikipedia.org/wiki/Firearms_policy_in_the_United_Kingdom
Monday, 8 July 2019
The Wulftouched Overhauled
So mentioned last week that I was taking another look at the Wulftouched, mainly because I wanted to change how they work in the rules. Had some feedback on my initial ideas and some time to think over it, certainly looking like basing the Wulftouched's mechanics on the Harrowed from Deadlands is something worth perusing. So this week is an attempt at getting some rules down for the Wulftouched and a few Edges.
Failure: Your character loses a point of Fury and is Shaken, though doesn't 'wolf out'.
Critical Failure: The beast is let loose as the character loses 2 points of Fury and transform into a Wulver. The character remains in this state for 1d6 hours before changing back, though possibly with an uncomfortable taste in their mouths.
Requirements: Wulftouched, Menacing
The character's bonus to Intimidation increases to +4.
Beast's Hands
Requirements: Novice, Wulftouched
The character gains Claws that do Str+d4 damage in combat and count as Natural Weapons.
Fight the Beast
Requirements: Seasoned, Strong Willed, Wulftouched
Gains one free re-roll on Fury rolls.
Nose of the Wulf
Requirements: Novice, Wulftouched, Survival d6+
Gains +2 to Survival rolls made for Tracking.
Tame the Beast
Requirements: Fight the Beast
Can make a Spirit to change into a Wulver. Success means the character retains control and acts normally, able to use Edges at the GM's discretion. Failure means the character loses control as they turn.
A Dog's Life
As I said above, looking to base the Wulftouched on the Harrowed from Deadlands. This seems my best option to expand the Wulftouched.Wulftouched
Remains a Major Hindrance, though it works similarly to the Harrowed Edge from Deadlands but without any of the benefits. It also unlocks a series of Edges.Fury
Fury works similarly to the Harrowed's Dominion, though this is a right up Trait roll rather than an opposed one. A character begins with a Fury of 0, though this changes based on the success or failure of the character's Fury roll (see below). The GM will generally call for a Fury when they feel the situation is right, this is typically when the character is under a great deal of stress. Make a Spirit roll for Fury when the GM calls for it, using the character's current Fury score as a modifier. Fury can never go below -4 or above +4.Fury Table
Success: The Wulftouched retains control and gains 1 of Fury, or 2 with a raise.Failure: Your character loses a point of Fury and is Shaken, though doesn't 'wolf out'.
Critical Failure: The beast is let loose as the character loses 2 points of Fury and transform into a Wulver. The character remains in this state for 1d6 hours before changing back, though possibly with an uncomfortable taste in their mouths.
Wulftouched Edges
Bestial Features
Requirements: Wulftouched, Menacing
The character's bonus to Intimidation increases to +4.
Beast's Hands
Requirements: Novice, Wulftouched
The character gains Claws that do Str+d4 damage in combat and count as Natural Weapons.
Fight the Beast
Requirements: Seasoned, Strong Willed, Wulftouched
Gains one free re-roll on Fury rolls.
Nose of the Wulf
Requirements: Novice, Wulftouched, Survival d6+
Gains +2 to Survival rolls made for Tracking.
Tame the Beast
Requirements: Fight the Beast
Can make a Spirit to change into a Wulver. Success means the character retains control and acts normally, able to use Edges at the GM's discretion. Failure means the character loses control as they turn.
Monday, 1 July 2019
The Wulftouched Revisited
Updating Frozen Skies to a new version of Savage Worlds has made me consider various things in the setting that need revising or expanded upon. One of those things that have recently crossed my mind was the Wulftouched; aside from a Hindrance they haven’t really been touched upon in the setting that much. So this week is a few ideas I’ve had to expand on the Wulftouched, hopefully to try and make it more appealing beyond just a Hindrance.
Touch of the Wulf
To recap; Wulftouched are the offspring of pregnant women who got bitten by a Wulver, the bite contains some sort of retro-virus that remains dormant until puberty. After puberty, the person runs the risk of turning into a Wulver if they encounter a stressful enough situation. Before the Wulver War this was an uncommon occurrence, but not completely unknown. Course, that conflict brought about something of a boom in the number of the Wulftouched…especially as most of them are about to effectively become walking time-bombs as they hit puberty.
Now there is the very real risk of the player losing their character, so I can understand people’s reluctance at taking the Hindrance. So I’ve been thinking of ways of making it more worthwhile, but at the same time retaining an element of risk. Suppose I could make the Wulftouched a bit like the Harrowed in Deadlands, basically having the character go Wulver only for a short period but I’m in two minds about making them into effectively werewolves.
Though an idea that I probably will explore is a series of new Edges that require the Wulftouched Hindrance to unlock them. In particular I’m thinking these Edges grant a temporary boost to the character, be it to Strength or to Tracking rolls. Certainly flavour wise, they could be described as the Wulftouched character trying to master their inner Wulf.
Finally there is the idea of something called Rage tokens; haven’t fully decided how they work but they could be considered like an extra pool of Bennies. At the moment I’m thinking one Rage token per rank with Edges granting more. They’ll probably be situational, perhaps buying an extra melee attack for example. Using them will incur a cumulative -1 penalty on the character’s Spirit rolls to resist the Wulf and keep control, so making them little bit of a gamble to use.
Touch of the Wulf
To recap; Wulftouched are the offspring of pregnant women who got bitten by a Wulver, the bite contains some sort of retro-virus that remains dormant until puberty. After puberty, the person runs the risk of turning into a Wulver if they encounter a stressful enough situation. Before the Wulver War this was an uncommon occurrence, but not completely unknown. Course, that conflict brought about something of a boom in the number of the Wulftouched…especially as most of them are about to effectively become walking time-bombs as they hit puberty.
Now there is the very real risk of the player losing their character, so I can understand people’s reluctance at taking the Hindrance. So I’ve been thinking of ways of making it more worthwhile, but at the same time retaining an element of risk. Suppose I could make the Wulftouched a bit like the Harrowed in Deadlands, basically having the character go Wulver only for a short period but I’m in two minds about making them into effectively werewolves.
Though an idea that I probably will explore is a series of new Edges that require the Wulftouched Hindrance to unlock them. In particular I’m thinking these Edges grant a temporary boost to the character, be it to Strength or to Tracking rolls. Certainly flavour wise, they could be described as the Wulftouched character trying to master their inner Wulf.
Finally there is the idea of something called Rage tokens; haven’t fully decided how they work but they could be considered like an extra pool of Bennies. At the moment I’m thinking one Rage token per rank with Edges granting more. They’ll probably be situational, perhaps buying an extra melee attack for example. Using them will incur a cumulative -1 penalty on the character’s Spirit rolls to resist the Wulf and keep control, so making them little bit of a gamble to use.
Monday, 24 June 2019
Rogue's Gallery: Andrei Dunlyfe
The world of Darmonica has a wide cast of characters who call it home, some are mere specks by the wayside whilst others exert influence far beyond the reckoning of most folk. Of the latter most are diplomats or heads of states, others work from the shadows to subtly nudge events in a particular direction. Andrei Dunlyfe is a man accustomed to working in the shadows, though currently a so-called 'Broker of Secrets' he was formerly a spymaster of the Kingdom of Tyland.
The Tylanish Shadow
Befitting a man of shadows, Andrei's life is largely unknown. It is generally known that he enetered Tyland's Royal Military College as an officer cadet, completing the infantry officer's course before specialising in military intelligence. He was recruited by the Central Intelligence Bureau, Tyland's external military intelligence agency, and soon proved his worth as he rose up the ranks. Andrei frustrated the efforts of the Commonwealth's intelligence service during the Great Darmonican War and quickly got called the 'Tylanish Shadow'.
After the war had ended, Andrei travelled to Alyeska where he set himself up as a broker of secrets. He trades in information with anyone who has enough coin, though will pick freelancers to give 'free' titbits but otherwise remains strictly neutral. Some do have to question what his motivations and ambitions are, especially since it is known that he has no love for the Commonwealth.
Those who have met him have stated the constant sound of ticking that comes from a supposed clockwork arm, least Andrei stresses that its clockwork but doesn't go into further detail.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimidation d8, Language (Sodkan) d6, Language (Gwentian) d6, Language (Artian) d6, Notice d8+2, Persuasion d8, Research d8, Shooting d8, Stealth d8, Thievery d8+1
Pace: 6, Parry: 8, Toughness: 5
Hindrances: Code of Honor, Curious
Edges: Alertness, Ambidextrous, Assassin, Block, Combat Reflexes, Extraction, Feint, Improved Block, Improved Extraction, Level Headed, Quick, Streetwise, Strong Willed, Thief
Gear: Revolver, Mechanical Arm (+1 Str die & Armor +2 on arm), Short Sword (mounted on mechanical arm, kept retracted until needed).
Languages: Tylanis (Native), Sodkan (d6), Gwentian (d6), Artian (d6)
The Tylanish Shadow
Befitting a man of shadows, Andrei's life is largely unknown. It is generally known that he enetered Tyland's Royal Military College as an officer cadet, completing the infantry officer's course before specialising in military intelligence. He was recruited by the Central Intelligence Bureau, Tyland's external military intelligence agency, and soon proved his worth as he rose up the ranks. Andrei frustrated the efforts of the Commonwealth's intelligence service during the Great Darmonican War and quickly got called the 'Tylanish Shadow'.
After the war had ended, Andrei travelled to Alyeska where he set himself up as a broker of secrets. He trades in information with anyone who has enough coin, though will pick freelancers to give 'free' titbits but otherwise remains strictly neutral. Some do have to question what his motivations and ambitions are, especially since it is known that he has no love for the Commonwealth.
Those who have met him have stated the constant sound of ticking that comes from a supposed clockwork arm, least Andrei stresses that its clockwork but doesn't go into further detail.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimidation d8, Language (Sodkan) d6, Language (Gwentian) d6, Language (Artian) d6, Notice d8+2, Persuasion d8, Research d8, Shooting d8, Stealth d8, Thievery d8+1
Pace: 6, Parry: 8, Toughness: 5
Hindrances: Code of Honor, Curious
Edges: Alertness, Ambidextrous, Assassin, Block, Combat Reflexes, Extraction, Feint, Improved Block, Improved Extraction, Level Headed, Quick, Streetwise, Strong Willed, Thief
Gear: Revolver, Mechanical Arm (+1 Str die & Armor +2 on arm), Short Sword (mounted on mechanical arm, kept retracted until needed).
Languages: Tylanis (Native), Sodkan (d6), Gwentian (d6), Artian (d6)
Monday, 17 June 2019
More Aircraft For SWADE
Getting a blog post done this week has proven to be a struggle, though still wanted to produce something. Ended up opting to update some other aircraft to SWADE, the aircraft in question were extra cargo planes written over a couple of years ago. Hoping next week to have something more substantial.
Crown Aircraft Co. 'Beagle'
The Beagle is a twin-engined, all-metal cargo plane that saw service in large numbers in the latter years of the Great Darmonican War. A few remain in military service a decade after the conflict, many more can be seen flying in civilian hands.
Top Speed: 260 MPH; Toughness: 12 (2); Crew: 2-4; Climb: 10; Handling: -1; Size: 8 (Huge)
Notes: Cargo Space x7, Extra Fuel Tanks, Increased Torque
Crown Aircraft Co. 'Wolfhound'
A larger counterpart of the Beagle is the four-engined Wolfhound, which has tricycle landing gear that also helps to set it apart from the tail-dragging Beagle.
Top Speed: 200 MPH; Toughness: 14 (2); Crew: 4; Climb: 10; Handling: -1; Size: 10 (Huge)
Notes: Cargo Space x12, Increased Torque, Wind Adjustments
Crown Aircraft Co. 'Beagle'
The Beagle is a twin-engined, all-metal cargo plane that saw service in large numbers in the latter years of the Great Darmonican War. A few remain in military service a decade after the conflict, many more can be seen flying in civilian hands.
Top Speed: 260 MPH; Toughness: 12 (2); Crew: 2-4; Climb: 10; Handling: -1; Size: 8 (Huge)
Notes: Cargo Space x7, Extra Fuel Tanks, Increased Torque
Crown Aircraft Co. 'Wolfhound'
A larger counterpart of the Beagle is the four-engined Wolfhound, which has tricycle landing gear that also helps to set it apart from the tail-dragging Beagle.
Top Speed: 200 MPH; Toughness: 14 (2); Crew: 4; Climb: 10; Handling: -1; Size: 10 (Huge)
Notes: Cargo Space x12, Increased Torque, Wind Adjustments
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