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Category Archives: Savage Worlds Games

Thanks to Alex for the mostly accurate (from his character’s perspective) summary of the events so far!

Heading to a planet run by insectoids. Florans (plant people) are here to mine ore for their planet. Insectoids are mean to them. We are security for the news crew interviewing the florans. I ask a floran if they get harassed a lot. Just as I do a ship arrives telling us to cease operations. Michael DeSanta draws his gun on the balcony and the insectoids get ready to fire. I jump in front and throw up my hands. I tell them we come in peace and convince my crew to lay down arms. Hitler the 4th, Daphodillius, and the news anchor come down to talk. The News anchor runs her mouth and the insectoid goes to hit her. I step in and take the punch and spit blood all over. Jack Shift tries to use his tellariian powers but he still seems to not understand them. The insectoids become enraged I step in and convince him that the psychic powers were because of malfunctioning mining equipment. He sends for reinforcements. I tell the insectoid that I saw some suspicious activity near the rigged platform. He heads over and is electrocuted but still standing. The reinforcements arrive. Jack fires his pistol killing one. The insectoids fire on Lars and he lives. They fire on me and they incapacitate me. They fire on Jack and he’s okay still. Michael DeSanta draws his gun and fires but can’t seem to hurt them. Lars runs into a garage to hide. Hitler runs to me and heals me. I’m up but still heavily injured. 

Alex- 1 conviction
Steve- 0
Ben- 0
Old Ben- 0
Lee- 0
Owen- 0

The crew sets out with their brand new ship “Star Venture” to travel to a nearby star system called Amineh, with a Jumpgate. The crew spent the 28 days or so, learning about the ship, the new AI, and reading up on the history of the Ghostreach Sector. One thing the crew fixated on (and rightly so) was the Rec Hub, where they can pick up jobs to do to keep the ship going until they find their way home.

They find a job on offer on Samksha to track down and kill a wild boar that is destroying villages around an old Tenarii artefact. They land at the spaceport that is run by a company called PrimaCorp, but the whole place is in fact run by a psychic crusading religion called “the Veiled Mind”. They seem opposed to the killing of this boar. But the local Serran population needs help to stop the destruction.

Our heroic criminals quickly jump in for the princely sum of $5,000 to kill this boar. Once they arrive close to the forest a sudden electrical jamming kills anything running on electronics (including implants), which shuts down the vehicle and all their comms. While tracking through the forest, a boar is spotted and Desanta runs after it, taking a blind shot into the woods where he thinks it may have gone…but instead shoots a PrimaCorp soldier causing a raucous.  Luckily he didn’t kill him or things would have gotten much worse!

The PrimaCorp squad shows up and when Desanta refused orders to drop his weapon, they opened fire on the crew. Hitler, as always the voice of reason, dropped his weapon and the other followed suit. Afterwards the crew was escorted back to their vehicle and left to wait out the power jamming. They quickly overpowered the one guard that was left and they continued on their hunt.

While searching for the boar, they came across $1,000 worth of valuable minerals to sell at the spaceport. They were attacked by the boar and was able to take it down. The Serran’s paid the bounty and back at the spaceport Jack Shift was sweet talked into joining the “The Veiled Mind” and underwent the process of having his mind tinkered with by a machine built Millenia ago for a completely different type of being. Smart guy. But now he has Psionics!  And some hindrances that he is aware of, and at least one he is NOT aware of.

Also, every crewman (regardless of whether or not they joined in on the hunt) should make a persuasion or intimidation roll and text or email me what they rolled. I will send separate texts or emails to each person based on their roll. If I don’t get a response from someone that’s ok…you just won’t have any information.

Dr. Stone and Walter White take up positions on the outside of the door leading into the Raiders’ base. The remaining crew (Lars, Jack, Hitler, and DeSanta) head through the door after it gets cracked. The stairs lead into an underground cavern that has a force field up where it leads into a well-built underground base. Lars disables one of the force field generators enough to let the crew slide through, upon which, the entire base goes into lockdown.

They are quickly attacked by the Raider guards, and again, one slips away. They soon hear machinery and generators, as the temperature in the ice-cold base starts to rise dramatically.

The crew quickly subdue the remaining Raiders in their area only to find a generator room with some strange pods, that quickly turn in to face huggers! The crew manages to fight off the huggers with no “impregnations” and begin to search the rest of the facility, when they hear someone struggling and making noises. Turns out it their intrepid pilot Wash was captured on the way back to the ARC base and was being held in the Raider base. They quickly release him, only to find they are faced with a full-size Hunter-Warrior that had been released from its icy prison by the generators.

After a quick search of the facility to clear out any additional Raiders, the computer releases the locks, and they call ARC for pickup. When the ARC team arrives and sees what was really in the base, they decide to throw in $60,000 worth of Cyber-Tech for the Crew to compensate for the extra danger.

The crew eagerly departs the ship to greet the friendly aliens. They are immediately yelled at in a different language. These aliens look like they have guns pointed at our crew! Quick thinking by Dr. Stone who tests to see if these aliens understand the language he has programmed. They do. They seem hostile and demand everyone get on their knees. The crew obliges and are soon manacled with restraints that cover their hands like metal mittens!

Suddenly the aliens are talking animatedly and Jack Shift realizes there are some other figures on a distant hill. The all hell breaks loose as the two alien groups begin a fire fight! Hitler quickly wild attacks his guard while Lars steals the keys with his mouth off of one of the dead aliens and frees himself and DeSanta who immediately attempts to shoot an alien rather than free his comrades. He does not kill the alien. The aliens decide to ignore the other group and all shoot at DeSanta…and they all miss.  :(

The new group finishes off the group they call “Raiders” who live out in the desert causing trouble. The new group is from the ARC Alliance and they are the ones our heroes originally contacted. Turns out their understanding of English was a bit less accurate than Dr. Simon’s understanding of their language!

The ARC team offers a deal, they will fix up the crews’ ship for galactic travel, if the crew will find the Raiders’ base and shut it down. The crew quickly agrees. They scavenge equipment from the dead Raiders and head off into the desert.

They identify the entrance to the underground base thanks so some great Battle rolls from Hitler. A quick plan is developed where DeSanta and Lars stealthily infiltrate and make a distraction, so the others can move in without attempting to stealth. The plan works…sort of. The distraction comes a little early as Lars critically fails and sets off a blade trap. Now with the Raider guards aware of their presence, another trap is triggered by the raider to collapse a wall on Dr. Stone. Stone weathers the rock fall and soon the crew have finished off the Raider guards…but did one slip away…?

Our crew was assigned the ship “Khudkoshi”. During training, there were a few issues. This was not unexpected, since our “crimi-nauts” had never experienced modern space vessel technology, much less the physical demands of getting to and living in space. The crew was designated as backup to one of the three primary crews targeting the anomaly. After picking up the nuclear warhead at a space station, they move into position, but suddenly, the “Aatmaghaatee”, the sixth ship (targeted to go through the anomaly), careened out of control.

Our pilot “Wash” managed to avoid a direct impact from the Aatmaghatee, but unfortunately, the least useful “shooter” crew member wasn’t able to maintain his position and fell HARD into the pilot causing the Khudkoshi to swerve out of its path and they went through the anomaly! The spaghettification of the crew and ship was extremely painful and in at least one case (looking at you Jack Shift), it was life threatening!

After drifting out of control for awhile on the other side of the anomaly, they got healed up and then realized the ships on the “Sol” side of the anomaly, either did not get their warheads off, or it failed to break up the anomaly. The crew then decided to complete the mission of disrupting the anomaly from the back side. Again, the least useful “shooter” decided to not take his very best shot…just happy with close enough (probably why he was a terrible criminal). So, the crew does not know if their attempt was successful or not.

Now they are trapped on this side of the anomaly, and after the nuke went off they immediately started to pick up a signal from somewhere relatively close by. Being that they have no extra food, water, or fuel, they decided to get as close to where that signal came from as possible. They found a planet that seemed pretty low tech, even though there was evidence that the inhabitants had at least as much tech as Earth. They landed where indicated and then the crew saw their first aliens…

Background

In the near future, the countries of Earth have detected a strange phenomenon in space quickly approaching our solar system. This anomaly has spawned some strange areas of space at first considered space storms, but later was confirmed as small space time anomalies most likely, worm holes. The concern is that where these worm holes appear, whole solar systems are being destroyed. There are five basic factions of scientific theory on how to ensure the safety of our solar system, and since time is of the essence (worst case predictions are in the 10’s of years, best case less than 60 years), the general consensus is to try all of them. Most of the theories involve massive amounts of energy needed to essentially divert the phenomenon by 10 degrees. One of them is a more subtle approach. The world could not find enough expendable people to send on these missions (if you send your best, and if they can’t fix it, and if they can’t return…no second chances).

So, the idea was floated to look at criminals that have the necessary backgrounds and either life sentences or more than 60 years to go, to become the crews for these missions. All agreed that serial killers, rapists, and their ilk should not be used, but white collar criminals (your Barry Madoff’s, scammers who have multiple back to back sentences, political revolutionaries, manslaughter, etc.) would be the most effective force.

These “volunteers” would be offered a new life if they are able to complete the mission and return back to Earth safely. Better than rotting away in prison, right?!

Session Zero – Character Creation

I am running a Sci-Fi game using the core rules, the Horror Companion, the Science Fiction Companion and a book called Worm Fire. You won’t need to know anything about it during the first game, but you will for the rest of the campaign. I will have physical copies and will put the player section in DropBox for those who want to read it. The following Setting Rules are being used:

  • Conviction (Core)
  • Born a Hero (Core)
  • Difficult Healing (Science Fiction)
  • Extreme Environments (Science Fiction)
  • Energy Management (Science Fiction)
  • Logistics (Science Fiction)
  • Villainous Conviction (Science Fiction)
  • Expanded Fear Effects (Horror)
  • Signs and Portents (Horror)
  • Dynamic Backlash (Horror)
  • Playing to the Tropes (Horror)

Just make a character using the core rules, Horror Companion and Science Fiction Companion. There are some things you should consider. In order to be selected for this mission you will need to have one or more of the following:

  • Piloting (perhaps an amateur or professional pilot, or past experience in the military)
  • Research and/or Science (always good for someone working in space)
  • Repair (would be nice if you have some experience on planes or rockets)
  • Leadership Edges
  • Good physical condition (although a terminal illness that does not affect your ability to do the job might be a bonus for you!)
  • Shooting (specifically experience with artillery as their may be some manual effort needed to get the missiles on target)
  • Fighting….just kidding, they don’t care if you can fight…they actually don’t want anyone without some control over their actions – so hindrances like impulsive and mean may exclude you…unless you are just so good they can’t find a replacement.
  • Linguist, since this is a world wide effort, people with the Linguist edge would be highly sought after.
  • Healing, you never know what trouble might occur and healing would be needed.

Anything else you can think of that might be useful to a multi-national force attempting to save the Earth!!

I will need a digital version of your character, preferably in PDF format (just print to PDF if you have it in Word or Excel).

More details to come, and I’m hoping using Harrowed Halls posts will make this a little easier and more fun to keep track of the games!

Cast of Characters

The Heroes

Boss Fade: Mike Byrd
Emo: Steve Todd
Jan Janson: Ben Hodgson
Nolan Brilliant: Alex McNeal
Trigger: Owen Harrison

Important NPCs

Col. Jaegar: JC701 Commander
Fang: Smuggler Extraordinaire and Owner of Fangtasia
Tennor Blackfinch: Leader of the Orion Pirates
Commander Harkness: Leader of the Keshig Pirates

JC701: Season 4: Fang’s Regret

Our heroes return to JC701 in time to help prepare for the Keshig Pirate attack. The JumpCorp fleet arrives and the station is upgraded to provide significant additional defenses.

The Pirates surround the station and all hell breaks loose! It’s the JumpCorp Fleet vs the Keshig Pirate Fleet. The plan is simple, send Jan Janson out in a ship to cause confusion and jam up the Pirate communications with his jibbering nonsense, provide a soft middle for the Pirates to attack, then hit them hard from the sides.

At first all seemed to be working ok (well JumpCorp lost 2 to 1), but then the Keshig Commander (Command Hollings) absolutely crushed the Jump Corp Fleet taking out 2 more and not giving up any on the Keshig side. The JumpCorp fleet decided a strategic retreat abandoning the station and reinforcing their stand in the next system was better.

Meanwhile Jaeger sent the heroes on a desperate mission to use the Hypergate to go to the Keshig Pirates core system and find something to help JumpCorp defeat this vast enemy!

The crew managed to break through enemy lines and after shooting down one of the chasing fighters, they escaped the other two and made it through the Hypergate.

Now in the Keshig pirates core system, they managed to avoid detection as the pirates weren’t expecting any enemies to be able to use the gates, and JCS Opportunity was able to land on one of the planets that was least populated, near a station where they hope to be able to tap into the Keshig Pirate network and gain some intelligence useful to JumpCorp.

Cast of Characters

The Heroes

Boss Fade: Mike Byrd
Emo: Steve Todd
Jan Janson: Ben Hodgson
Nolan Brilliant: Alex McNeal
Trigger: Owen Harrison

Important NPCs

Col. Jaegar: JC701 Commander
Fang: Smuggler Extraordinaire and Owner of Fangtasia
Tennor Blackfinch: Leader of the Orion Pirates
Commander Harkness: Leader of the Keshig Pirates

JC701: Season 4: Fang’s Regret

With Emo and Trigger joining Boss Fade and Jan to search the park for the missing Tennor Blackfinch, it seems like a simple matter to track him down. Not so. These particular heroes are rather unorthodox in their pursuit.

When Tracking Tennor (using Survival) fails, they decide to do a bit of Networking. They canvas the park, talking with visotors to find any information on the missing wounded pirate. Emo and Trigger have no luck at all, but Jan, after promising to make a guest appearance at a woman’s six year old boy’s birthday party in a few months, was able to find a general location. Boss Fade had much better luck and was able to get a detailed description of where to go and that Tennor was in some sort of anti-grav sled and being escorted by some construction workers to a new museum being built in the park, dedicated to the Miners who first settled this area of space and had to fight off Rigelian attacks for years before the war ended the practice just a year ago.

The crew took a cautiuos approach to the museum and after hours of delays, one of the Orion pirates just walked out and invited them in. Inside a secret base underneath the museum, Tennor explained that he has little smuggling operations throughout the system and then, calling Fang into the room, filled them in on what had been happening over the last couple of years.

The Keshig pirates are from systems that are vastly outside of JumpCorp known space. So far, that is should have taken decades, if not, centuries for them to arrive with any numbers in this area. However, nearly a year ago, Fang had auctioned off some alien technology that no one was able to figure out, but as it turned out, the buyers were agents of the Keshig pirates and were able to construct hyper-gates. These gates allowed Commander Harkness and her technologically advanced troops to infiltrate JumpCorp space so quickly that no one was even aware of it.

That is until Fang had a pang of regret, letting Tennor know what he had found…and once the fighting started in the Orion Pirates systems, the word got out that Fang had not sold all the technology, that in fact, he had a master key to the gates that would allow him to use any of them without restriction. He was quickly targeted by the Keshig Pirates.

The crew realised that they now not only needed to get the power armor to JumpCorp R&D but also the hyper-gate master key! They quickly made a plan to infiltrate the port, release the docking clamps on their ship and make a run for the key and then back to JC701. The plan worked pretty well, and once they got back to communications range, they found that the Keshig Pirates had started their attack on JumpCorp systems and Jaeger needed them back at the station ASAP to devise their attack strategy as JumpCorp already had a fleet on the way!

JC701: Season 4: Fang’s Regret

Cast of Characters

The Heroes

Boss Fade: Mike Byrd
Emo: Steve Todd
Jan Janson: Ben Hodgson
Nolan Brilliant: Alex McNeal
Trigger: Owen Harrison

Important NPCs

Col. Jaegar: JC701 Commander
Fang: Smuggler Extraordinaire and Owner of Fangtasia
Tennor Blackfinch: Leader of the Orion Pirates
Commander Harkness: Leader of the Keshig Pirates

Our heroes arrive in the Lummoits system, the closest JumpCorp system with a hospital, relative to Tennor’s space station. They burn a ton of extra fuel to get there, but they arrive in time to get him to the facility.

While at the port facility, all seems to be going well for Trigger, Nolan, and Emo, until Nolan notices that the station techs who are preparing to refuel and resupply their ship, seem to be making careful recordings and notes…much more so than is customary…or required. Trigger and Emo try to convince them to leave…Emo leaning toward using his famously illegal plasma gun, until Nolan throws a smoke grenade in his quarters and sounds the alarm that the ship has a chemical quarantine needed. This does get everyone off the ship, but also put the port in lockdown and no ships can leave or dock.

Meanwhile at the hospital, Boss Fade and Jan Jansen have gotten Tennor into surgery and are waiting to see if the docs can save him. Boss Fade notices that the nurses seem to be watching one particular person furtively. He does a check and discovers two things. First, several of the staff at the hospital are known associates of Tennor Blackfinch. And second, this suspicious guy is not listed as a member of staff. Boss confronts the guy and he takes a nurse as hostage. Boss is able to subdue him and Jan arrives later to pick up his weapon. Upon searching the surgery and the rooms, they discover that Tennor is no longer in the hospital. Security cameras picked up some movement on the paths out back of the hospital that lead to a large city park. Even though Jan was sure there was nothing suspicious in the surgery they do find a hidden exit leading out back.