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Thursday, April 2, 2009

Mars Character: Kala Salar

Here is another character for Mars. My review of this new game setting is forthcoming:

Kala Salar - Priestess Of Salanna


Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Knowledge (Theology) d8, Knowledge (Politics) d6, Persuasion d8+4, Riding d4, Streetwise d6+4, Survival d6, Fighting d6, Guts d8, Notice d6, Healing d6
Charisma 4, Pace 6, Parry 5, Toughness 4, CV 54
Hindrances: Pacifist (Minor), Stubborn, Vow: Temple of Salanna.
Edges: Priest ,Very Attractive.
Gear: Dagger, Medical Bag, Staff of Office.

Dedicated to the care and protection of the sick of injured, Kala Salar serves the Salanna, Red Martian Goddess of Healing.

(Yes, she's supposed to be topless in true ERB fashion. Sadly , HeroMachine has Barbie (TM) doll sensibilities regarding female human anatomy.)
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Wednesday, April 1, 2009

Character: Talos Rayn of Mars!

With the release of Adamant Entertainment's Mars - Savage Worlds Edition, I'm posting my first character from that setting:
Talos Rayn-Swordsman of Callor


Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d8+1, Guts d6, Intimidation d6, Notice d6, Persuasion d6+2, Riding d4, Shooting d6, Stealth d6, Survival d6
Charisma +2, Pace 6, Parry 6, Toughness 5 (6 vs. ranged weapons)
Hindrances: Cocky, Heroic, Stubborn.
Edges: Attractive, Florentine, Fencer, First Strike.
Gear: Jewel Armor, 2x Rapiers, Dagger.

A student of the Karn Gorraina school of fencing, Talos is an aspiring young warrior seeking to make a name for himself. While a serious, focused swordsman, Talos has a nasty tendency to let his boastful nature get the better of him. However, none can doubt his courage. He has taking a particular liking to beautiful Kala Salar, Priestess of Salanna, Goddess of Healing. Counting on his charisma and dashing good looks, Talso hopes that he can show her the true quality of his metal... in more ways than one.
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Monday, March 9, 2009

The Savage World Of Mars!

Mars! The Red Planet.

For time immemorial our crimson neighbor has held a certain fascination with us. For as long as we have realized that it was a planet, we've wondered whether or not Mars harbored anything resembling life. Nineteenth century astronomers Camille Flammarion and Percival Lowell thought they saw "canals" on the planet's surface, obvious products of intelligent life. Science Fiction writers and Hollywood films fueled speculation that life existed on the forth planet. Even today, after numerous space probes have found that Mars is a barren ball of rock and ice, we still speculate whether microbial life may have developed in the tiny world's ancient (and warmer) past and could possibly still be there. Even the rantings of proven pseudo-scientific kooks, namely Richard Hoagland who popularized the long debunked "Face on Mars", still shows our fascination with this red, iced-capped, world.

Perhaps the most amazing vision of Mars comes from Tarzan creator Edgar Rice Burroughs. Buxom, red-skinned, and naked Martian princesses; warlike, 14-foot tall, four-armed, green nomads; flying ships; guns that fire radium bullets; swashbuckling Civil War vets who mysteriously "willed" himself to Barsoom (the natives word for "Mars") and wins the heart of one of the aforementioned Martian princesses. Did I mention she was naked?

Prime real estate for Savaging. And there are two resources for gamers who want to do just that!

Adamant Entertainment is about to release Mars-Savage Worlds Edition, a pulp, "sword and planet" setting in the vein of Burroughs' Barsoom tales with a little bit of H.G. Wells (i.e. cepholopod martians who stomp about in tripod fighting machines) thrown in for good measure. While not entirely based on ERB's original stories it promises to retain much of the flavor. I pre-ordered a copy, so expect a review as soon as I have read through them.

Also, for those who want a "purer" set of rules, there is Savage Barsoom, a direct translation of ERB's Mars to Savage Worlds. Therein, you will find all the races, weapons (I do recommend that the author update the melee weapons stats to SW: Explorer's Edition), monsters, vehicles, and other material for the Savage who wants to game on a pulp Mars.

(WARNING: The above site features some "artistic nudity" here and there, so you have been warned. Don't come complaining to me if your backward "moral" sensibilities are offended or you're sacked for going to an "inappropriate" website.)

Thursday, February 5, 2009

I'm moving my Savage Tékumel talk elsewhere.

I've set up a Yahoo group dedicated to the Savaging of the Tékumel setting. If you're also an EPT fan, and interested in contributing, please stop by our group and apply.

Monday, February 2, 2009

Tékumel Magic: Part 2

I think I have it figured out!

I going to have to throw out the traditional SW spell book. While I can hear the howls of indignation from the Savages, I really can't think of any other way to handle the magic in this setting. So many of the spells have no direct SW's analog that it's ultimately wiser to start from scratch.

OK, the spells have all the basics: Rank, Power Points, etc. Many spells have have various levels that can be purchased using one of the level up options provided the character reaches a particular rank and/or has the right religious affiliation. Some spells are "Temple Spells" where your PC must get permission from their Temple (not an easy thing) or receive the spell as a reward from some service. Spellcasting will have one skill. To cast Ritual Spells PCs will have to met certain requirements while Psychic Spells will just require line of sight.

Magic is going to be VERY powerful. Most of the combat spells can kill an Extra outright. Wild Cards will have a chance to save.

Well?

Friday, January 23, 2009

Tékumel Style Magic For Savage Worlds?

As I stated in my last post, I'm working on my own SW conversion for Tékumel: Empire Of The Petal Throne and I've hit a bit of a snag: the magic system. Now, I realize that I should just be able to plug in the various SW spells into but I'm not satisfied with the result, it just doesn't "feel" right for the setting.

This is how magic and magic use tends to work in the EPT setting:

  1. Magic use is tightly controlled by the various temples. Magicians are taught a few spells and they eventually specialize one the one or two spells they master.
  2. Magic comes in two separate varieties: Psychic, where the mage casts the spell with the power of their thoughts, and Ritual where special rites and incantation are necessary. Magicians can use BOTH kinds of spell.
  3. Certain spells are universally known to all temples (like Healing for instance), others are specific to particular temples, and some spells are such closely guarded by their respective temples they are only taught to those with the proper skills and the right social standing in the Temple.
  4. Magic is VERY powerful with many combat spells will kill a target outright.
  5. Magicians can't have a lot of metal on their person when casting. Anything more than 60 grams will cause a backlash that will kill the caster.
  6. Magic use expends "Pedhétl" (Mana, Magic Points, etc).

With all this in mind, does anyone have any suggestions, or am I making this more difficult than it has to be? Feel free to comment below.

Thursday, January 22, 2009

Character Rough Draft: Achán hiNidrán


One setting I'd love to see thoroughly Savaged is Tékumel: Empire of the Petal Throne, Prof. M.A.R Barker's epic science fantasy setting. I've been working on my own conversion rules that I hope to inflict on some friends, but in the meantime I'd thought I'd create a few EPT characters to help set the mood:

Achán hiNidrán (Wild Card)

Rank: Seasoned
Description: Male, Age: 24, Eyes: Brown, Hair: Black, Skin: Dark Tan, Build: Muscular, Height: 5'8", Weight: 180
Clan: Golden Sapphire
Religion: Lord Karakán
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d6
Skills: Persuasion d6, Notice d8, Shooting d6-1, Fighting d8-1, Guts d6, Intimidation d6, Knowledge (Battle) d6, Knowledge (History) d6
Charisma 0, Pace 6, Parry 6, Toughness 8, CV 68
Hindrances: Nightmares (-1 Benny), Quirk: Hates Lord Sárku and his worshipers., Death Wish.
Edges: High Linage, Military Rank (Officer).
Gear: Chlén Longsword: 2d8, Medium Shield: Parry +1, Crossbow: 2d6, Full Medium Chlén Armor: +3, Quarrel (×15).

Achán hiNidrán was born in in the city of Khirgár in northlands of the mighty Tsolyánu Empire. Expressing a childhood interest in soldiering and being a scion of one the highest linages of the Golden Sapphire clan, Achán was destined for to become an officer in the God Emperor's legions. As a youth, he enlisted in the regiment of his city's legion, the Legion of Gúsha the Khirgári (7th Medium Infantry) where he spent a hard boyhood learning the ways of the legionary: relaying messages, polishing armor, learning military history and tactics from the scholar priests of Lord Karakán. To this day, Achán shows a great interest and knowledge in the both topics.

When he came of age, Achán was commissioned a Heréksa (Lieutenant) and given command of a Karéng of 100 warriors. Achan served with distinction during the war with Yán Kór and the recent Tsolyáni Civil War where he achieved the rank of Kási (Captain) and placed into reserve. However, the years of battle seem to have taken their toll on the man. The Civil War has left him embittered, meloncholy, and deeply hateful toward even the most moderate worshipers of Lord Sárku , god of the undead. He has often been seen brooding alone, holding a blood-stained, scrap of blue fabric in a clenched fist. More disturbing are the nightmares that leave him sitting bolt upright on his sleeping mat calling out a woman's name: Tayaláh. For whatever reason, Achán refuses to speak about it.