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Radulf St. Germain:
Are you a busy person unable to run a full plot point campaign because it would take your group literally years to finish it?

But are you still fed up with one sheets because you like the continuity of a campaign?

"Valley of the Crimson Forest" is a short plot point campaign runable in 6-8 4h hour sessions with optional material for several more. It sticks to the rules of the basic book so your players need not browse through 20+ edges or multiple new arcane backgrounds to get the most out of the setting.

In the defiant city State of Wogal, ruled by a senate of its most distinguished families, there is one punishment for those who defy the social order – banishment!

Exiles will be sent through a magical gate to the inescapable Valley of the Crimson Forest where they live and suffer under the most primitive circumstances. Donnchad, the builder of the exile gate, has done Wogal a great service and is to be rewarded with a seat on the senate. Yet, when exiles manage to return to the city state and kill nobles, it is up to the player characters to travel to the fabled valley and find the means by which the criminals escaped. In the valley, they will find dark secrets they did not want to know and will have to make moral decisions that influence the future of their home.

https://www.drivethrurpg.com/product/372917/Valley-of-the-Crimson-Forest

ManuFS:
Cyberpunk Hideouts
Author: Manuel Sambs, Veiled Fury Entertainment
Pages: 4
Prices: $1.00 (PDF)

Cyberpunk Hideouts

This product is intended to be used with Sprawlrunners, but using it with other products requires only minimal changes.

Sometimes sprawlrunners find a group of like-minded people whose skill-sets and (hopefully) personalities complement each other. When that happens and enough trust has been built, they may look for a place to accommodate team-wide storage of gear and vehicles, training facilities, workspaces, and social gatherings. No sprawlrunner worth their salt would ever give up their own private residence – however small it may be – but concentrating team assets in one place does have benefits.

A hideout is a place where the whole group invests time and resources to build it up and adapt it to the team’s needs. It provides focused facilities and other boons making the life and tasks of the runners easier. This product provides fast, furious, fun rules to build your group's very own hideout. Choose from 12 basic facilities and 17 upgrades to build a base of operations tailored to your needs!

ManuFS:
MagusRogue's Guide to the Sprawls - A Sprawlrunner Supplement
Author: Adam Loyd, Mason Loyd
Pages: 17
Prices: $3.99 (PDF)

#### REQUESTING DATA DUMP
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Greetings, runner. You have just downloaded quite a valuable paydata file! See, I've run the sprawls for quite some time. No, I'm not going to name how long, just know its been quite a while. Most people thing they already know all that exists in this world. I am living testament to just how wrong that is.

Found inside this datafile, you will find some of the Sprawl's greatest secrets.

Unique metasapients rarely found in the sprawls.

Bewildering magical traditions, and their different outlooks on mana and the world.

Specialized gear, for those needing a greater edge against the competition.

The world is a vast place, full of mysteries yet to be discovered. It is up to you what you do with the following data.

Remember, shoot straight, geek the mage, and never trust a dragon.

While this book may be used as its own product, it is designed for use for Sprawlrunners for Savage Worlds Adventure Edition, by Veiled Fury Entertainment.

ManuFS:
Quick Grids
Author: Manuel Sambs, Veiled Fury Entertainment
Pages: 4
Prices: $1.00 (PDF)

As game masters, our players often go off-track and leave us in the awkward situation of having to improvise some hostile terrain: a dungeon, facility, or cyberspace system. While Savage Worlds provides easy tools for these situations – Quick Encounters and Dramatic Tasks – a game master or group may wish for a bit more mechanical involvement and detail. Quick Grids fills this gap with a fast system to emulate a full run through a multi-stage area.

QUICK GRIDS

The Quick Grids supplement can be used to easily emulate a dungeon delve, breaking into a secure research facility, burning through a corporation’s cyberspace system, or infiltrating a hostile space station. It provides a fast rule framework while leaving ample room for individual hero decisions and roleplay.

Heroes or groups work their way through a grid of cards, discovering obstacles as they delve deeper into the chosen location. Depending on their goals they may have to succeed a specific number of rolls, cross the grid, or find a specific card.

ManuFS:
Furious Magic
Author: Manuel Sambs, Veiled Fury Entertainment
Pages: 5
Prices: $1.00 (PDF)

Magic in Savage Worlds depends on Power Points. The core book provides the alternative No Power Points Setting Rule, yet that still relies on the underlying structure of Power Point cost and makes upper Rank powers highly unreliable in use.
Furious Magic is built from the ground up to provide magic use with no reliance on or reference to Power Point cost. Basic spellcasting stays fast and reliable, while Power Modifiers bring difficulty and the potential of consequences for using more powerful magic. In Furious Magic, spellcasters can choose between easy casting of basic spells or risking higher chances of failure and Backlash for additional effects. In the same spirit, duration of powers works differently and becomes a conscious choice between short use of duration powers or the benefit of long-running powers at a price. This leads to an overall increase in power (pun intended) of arcane heroes and we highly recommend setting-specific limitations like restricted power and Power Modifier lists for each Arcane Background.

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