The East Midlands Dungeons & Dragons Meetup Group Message Board › The EMD&DMG Public Forum › New Derby Game Wed 10th Feb: Savage Worlds with a sci-fi theme.
| John_D | |
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Not sure where yet, but this will from then on be an option for the normal DOG friday game
Id like to try a new project im working on called Chapter House Chronicles its a lot like Dune but set mostly on a space station and nearby systems so takes in space travel/combat, on planet and on station action Savage Worlds The Ten Point Sell is: 1. Suns are the key to space travel. Those who hold the suns, hold the key to trade and exploration. The Suns power the Living Hearts of our FTL engines.... 2. Human kind has spread far and wide. It has had 100's of years of prosperity and expansion 3. Aliens lie at our borders, and enemies are starting to dwell within 4. The current president for life is ageing, and no clear successor has yet been voted in by the Electorate 5. You live and serve on Halo Station, recently assigned here for the next 2 years, orbiting the Sma’hala star, the only know functional 3.0 star for starship engine recharge 6. You are staff of Chapter House Devalan, currently 4th house of the Electorate 7. You are a genetic perfection, breed for your role, focussed and able 8. Your roles may be House Assassin, House Pilot, House Awakened, House Warmaster, House Houri, House Noble, etc 9. You live, breathe and fight and die for your house. You kill, you spy, you trade and you cheat for your house. 10. Your generation stands at the formation of a maelstrom not seen for centuries. What will your Chapter House Chronicle say about your life and death? The character sheets are partially done. they are 12 roles within a house. may assign randomly or let folks pick?? Id like to run this at some cons, therefore characters need to be fully scripted up within 30 minutes. Any takers? then ill properly host an event Edited by John_D on Feb 6, 2010 11:21 AM |
| Simon Kirkham | |
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It sounds cool and it's been a while since I played any Sci-Fi games. So put me down for the assassin. |
| James | |
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Its a good concept, I like the feudal ages feel for the setting, though to me it feels very politically directed which I may struggle with.
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| John_D | |
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there is some politics
but mainly as background fluff / story driver its savage world, so that means action..... ....you can run around and blow sh*t up with laserrine rifles and sonic disruptors if you wish!!! Edited by John_D on Feb 7, 2010 10:32 AM |
| jonny gray | |
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Cool, I'll play a.............dunno what I'll play
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| John_D | |
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there are 12 roles within the house...
Chapter Assassin Chapter Awakened Chapter Diplomat Chapter Enforcer Chapter Guardian Chapter Houri Chapter Noble Chapter Pilot Chapter Technical Chapter Trade Chapter Warmaster Chapter Wayfarer ....and 12 great houses in total in the 'republic' (its called the Electorum Provision) will either be at neils, or mine as have re-arranged downstairs rooms to have dedicated games room!! Edited by John_D on Feb 7, 2010 9:24 AM |
| John_D | |
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| James | |
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there are 12 roles within the house... Could you explain the backgrounds of: Awakened Diplomat Enforcer Guardian Houri Noble Trade Wayfarer Just breif ones like the laymans classes would be an advantage. |
| John_D | |
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its savage worlds (same rules as hellfrost). each role gives you
a) a bump to three stats b) a bump to 3 skills c) an edge relevant to the role d) a piece of gear relevant to the role e) a hindrance relevant to role awakened has psionic powers diplomat, erm, has good social and knowledge enforcer....tough nut Sgt Major..... keeps tabs on everyone houri...is quite 'social'...concubine type noble...future leader of the house and nominally in charge / fop trade...good at street/social wayfarer..rangery type...starts with an armoured scout vehicle so for example: Chapter Trade d6 Sm, d6 Sp, d6 Ag, d4 St, d4 Vi d6 notice, d6 Common Knowledge, d6 streetwise; Edge: lucky Hindrance: Curious; Special Gear: masterwork item, physical +1 to a skill THEN --Spend 4 more points on attribute raises --Spend 12 points on skills --You take 1 more edge, but no more hindrances. --Spend your credits: GEAR: Everyone starts with Short range head comms. 100m only Laserine Pistol. Standard laser firing energy weapon. Dress Suit. Protects the head and torso somewhat Side blade. Dagger, short sword, rapier or longsword --Kit up --Ship Out. --Die in the cause!! |
| James | |
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its savage worlds (same rules as hellfrost). each role gives you And i'm guessing the warmaster is somewhat of the tactician of the group. |
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