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About This Game

Classic 1920s Arkham. Mythos setting using SWADE savage worlds for a pulpier feel. Characters are locals banding together to thwart Mythos threats to their old city. Looking for players able to support a pacy (3/week) post rate, write atmospheric posts and follow a clue-driven investigation. SW is a pretty pulpy system, so characters will be able to fight n shoot down most mundane opponents. But will struggle for health and sanity against the mythos’s nastiest.

Game System

Savage Worlds Adventure Edition (SWADE)

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05/19/2024

Detailed Description

 
1.    Start as Novice with two advances. One advance can optionally be switched for the Great War package, and one optionally for a Profession package (see post). 
2.    Sanity (SAN) a necessary setting stat, calculated (like parry, toughness) as SPI/2 +2 
3.    A key part of the character’s identity is their profession, which will determine their credit rating, networking and CK bonuses. 
4.    Languages. Using the Multiple Languages option, characters know a number equal to half their SMA. The linguistics edge allows languages equal to SMA. 
5.    Money and possessions.  We’ll use a resources die (no $ values on char sheet please) to handle money as per optional rule. 
6.    One gritty rule. Characters who take more than three wounds in a turn are killed without recourse to a soak or incapacitation roll. 
7.    Game expectations are important—please read before applying. 
 

  1. What's new in this game
  2. a special ops type game? It’s got a great, simple combat mechanic. Good luck as it sounds good.
  3. Yeah no worries... I've been caught up with heaps at work, plus my own PF 2e campaign is on a slow start because of all of that. I'll keep an eye out if it pops up again. Been interested in SWADE, especially since I figure it's probably the best system I'll find to run a SPECWAR type game.
  4. Hi , looks like this isn’t going to fly. Unless there’s a very unlikely flurry of interest tomorrow, I’ll set the game to archive when the Sunday deadline passes. Thanks anyway for showing an interest.
  5. Yes, sounds really interesting. Have you played CoC much before (or Savage Worlds ) ? I used to own the Realms of Cthulhu ( official Savaged Mythos book) but intend to keep things pretty close to vanilla. do the packages mentioned in the character building guide make sense?
  6. Hi there, always curious to see how CoC would play out in the SW ruleset, and this seems like a great opportunity to try. Was thinking of a playing a Great War vet who was a medic, who after the war (for yet to be determined reasons) ends up being a back alley doctor for the Mafia. Thanks!
  7. Classic concept. Look forward to seeing the write up.
  8. Jack Jenkins Pulp Fiction Author, WW1 vet Pace: 6; Parry: 6; Toughness: 5; San: 5. 3 Bennies. Novice, one advance and Great War skills package Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Academics d4, Athletics d6, CK d8, Drive d4, Fight d4, Notice d6, Occult d4, Perform (writing) d8, Persuade d6, Research d6, (Resources d6), Shoot d6, Stealth d4, Thievery d4. (Free: athletics, CK, notice, persuade, stealth. Great War: athletics, shoot, fight, CK.) Profession: pulp fiction novelist. Resources d6. Gets +1 to networking rolls with local journos, writers. Gets a +1 CK bonus to rolls involving literature and novels. Languages: Four based on d8 Smarts. German, French (learned in war), Spanish, Latin. Hindrances: Overconfident, Curious Edges: Fame, Connections (local press) Assets Clothing and personal gear: Jenkins tries to look the part of the adventurous author with a well tailored suit, trilby and mac when it’s raining. Carries a pistol (a Luger he says he captured), notebook and fancy pen to sign requests for autographs Car: Jenkins has splashed out on a car, an old Tin Lizzy, stretching his moderate resources. Has a spare set of clothes, typewriter in the trunk. House: large but poorly maintained house on French Hill’s poorer slope. (Arkham locations if you want to pick or ask GM). Has three more typewriters, a small decent library, a cat and a lady who comes into to tidy twice a week. Trying to establish a wine cellar but lacks the cash. Appearance: Slender and reasonably fit, Jenkins has a pleasant face spoiled by an affected moustache. Jenkins is well-dressed when outside, but lets his standards drop somewhat in his ramshackle house. Brief history: From boyhood, Jenkins disdained his family business of carpet fitting and dreamt of adventure. Inspired by Jack London, he enlisted as a an ordinary 'doughboy', seeing brief action in France attached to an Australian division. On returning, he began to write pulp fiction as a safer way of exercising his imagination. Jenkins is actually quite famous among aficionados of horror pulp fiction, but has not reaped much financial reward due to the low status of the genre. Character/ Motivation: Despite his army experience, Jenkins is surprisingly reluctant to use his fists or his pistol. Jenkins is ambitious and a bit selfish, motivated primarily by the desire to learn about crime and the occult as the subject matter of his writing. Like many Arkhamites he knows that his city is ‘odd’, and the the notion of defending his home town appeals to the better side of his nature.
  9. 1. Generate a character using standard SWADE rules. Use the example character in Applications as a guide. Do not write money values on the char sheet—you will get a Resources die instead (likely d6). Start at Novice with two advances. One advance can optionally be switched for the Great War training package, and one optionally for a professional package (below). These choices must make sense—e.g. a STA d4 char is unlikely to have passed an army medical. Optional training packages Great War package Get one point EACH in athletics, shoot, fight AND one of EITHER drive, repair, medic OR CK. Profession packages: Academia Get one point EACH in academics, research, CK AND one of EITHER science, persuade, occult OR perform. Copland Get one point EACH in notice, research, shoot. AND one of EITHER drive, persuade, fight OR thievery. Underworld Get one point EACH in notice, stealth, thievery. AND one of EITHER drive, fight, shoot OR athletics. Press Get one point EACH in investigate, CK, persuade AND one of EITHER drive, perform(writing), notice OR stealth. The Road Get one point EACH in survival, notice, athletics (jump!) AND one of EITHER repair, stealth, perform OR thievery. Life of Leisure Get one point EACH in persuade, CK. AND TWO of EITHER boat, occult, pilot OR fly. 2. Add a Sanity (SAN) stat calculated as SPI/2 +2. Tough sanity checks occur when scary stuff happens. 3. Describe your character’s profession in a phrase or brief sentence. Any ideas welcome but I’m keen on the following: antiquary, author, bank robber, barber, bar tender, book dealer, burglar, cop, dilettante, drifter, mobster, journo, museum curator, (wannabe) occultist, photographer, PI. This determines your: Resources. Most professions give a resource die of d6 or d8, a dilettante might have d10 or (GM’s discretion) d12. Networking. +1 to interact in your local professional network—cops, academics, etc. CK bonuses: +1/+2 for CK checks against relevant professional knowledge. 4. Languages. Equal to half Smarts. 5. Possessions. List a few assets. D6 resources indicates a modest house, savings, moderate income. D8 suggests a more impressive abode, car, housekeeper. 6. Description: briefly describe your char’s appearance. 7. BRIEF history/ motivation. Indicate a reason why the character might join an effort to defend Arkham from mythos threats.
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