Posts Tagged ‘apocalypticon’

My Game: Savage Worlds Summary

Thursday, November 5th, 2009

Last weekend I had the good fortune to be able to finally play Savage Worlds with some friends.  We played through The Order of St. Ossus, a one-shot that I crafted to introduce others to Apocalypticon, my post-apocalyptic Earth setting.  I had created five pregenerated characters, though we ended up with six players so one had to quickly roll up a new one.

The group started out in Marseilles and ultimately decided to make their way to Rome by train.  They stole a set of identification papers from a travelling German diplomat, who was thrown off the train at the first checkpoint.  They gleefully continued, making it through all the checkpoints into Rome itself.  Once in Rome, they used a combination of GPS and a stolen map to find the Vatican, survive gun battles in the streets, and make it to the Monastery of St. Ossus.  Once there, they forced, charmed, and stealthed their way inside, where they did all kinds of murderous mayhem, stole the Reliquary of St. Ossus, and barely escaped with their lives.

Actually, they were pretty much okay most of the time.  The most exciting bit was when they escaped in the flaming truck that they used to batter down the Monastery’s doors and squealed through the streets of Rome, ramping off a pile of stuff piled on the dock to land dramatically on the deck of the escape freighter that was, even now, pulling away since they were late to the rendezvous.

Great fun was had by all, and it was a great introduction to Savage Worlds.  We hope to meet again soon, and I shall, of course, provide further updates.

The Order of St. Ossus

Tuesday, September 15th, 2009

The Order of St. Ossus is an organization I designed for use in my Apocalypticon one-shot called The Reliquary of St. Ossus.  The Order is a Catholic brotherhood, but I am not Catholic and make no claims that this group is remotely accurate in terms of structure and realism.  There are a few stats presented here, using the Savage Worlds game system.  Feel free to use and modify this content to your heart’s desire, but remember that it must remain free, attributed, and and under the same license.

The Order of St. Ossus is a brotherhood of Catholic monks centered in Rome, Italy.  While not officially housed within Vatican City, they are close enough to be considered a part of it.  The Monastery of St. Ossus is large and ornate, with marble and gilt in abundance.  At the center of the Monastery is the Reliquary of St. Ossus, the most important religious artifact for the Brothers and, for that matter, their entire reason for existence.  The Brothers are the guardians of the Reliquary, which their lore speaks of with great reverence.

The Reliquary is supposed to hold great spiritual power, drawn from St. Ossus himself.  According to the brothers, St. Ossus had achieved a unique and powerful connection to God, that he used to cleanse the world of heathens and perform great miracles.  When St. Ossus died, his mortal remains were interred beneath the building that is now the Monastery of St. Ossus.  His crucifix, however, was put into a reliquary and kept above ground for pilgrims and the faithful to visit.  Today, the monks protect the Reliquary with their lives.  The crucifix may no longer be intact, but the Reliquary remains unopened and the brothers’ faith is strong.

Now, here’s the thing.  The Brotherhood of St. Ossus is not mentioned in any of the historical texts obtained by the Organization, nor do their contacts in the Vatican have any knowledge of the Monks or the Reliquary.  For that matter, St. Ossus himself does not appear in any records or text.  The Organization has decided to retrieve the Reliquary in order to determine when and where it initiated.  The monks’ records should also be obtained, if possible, for the same reason.

As a possible side effect of the unusual origins of the brothers of St. Ossus, all the monks are completely insane.  They are incredibly protective of the Reliquary and their monastery.  They are far from non-violent and will use whatever force they deem necessary to protect the Reliquary.  Visitors are never allowed to see it and are politely asked to leave.  Persistence yields a slightly less polite response, and any show of force prompts machine guns to materialize immediately.

The Order of St. Ossus may be used anywhere, in any reasonably modern campaign or setting.  It was originally intended to be part of my Apocalypticon one-shot, so here are some relevant notes and Savage Worlds stats.

The party is fresh off their last assignment in Marseilles.  They are contacted by Capt. Simon Donovan (that should mean something to you West Wing fans!) from the west coast of Canada about their next mission – retrieving the Reliquary of St. Ossus.  He gives them the rundown on what the Organization knows of the brothers and the Reliquary.  They must find their way from Marseilles to Rome by one of two options – boat or charter plane.  As with all inter-regional transportation in the Apocalypticon setting, both are outrageously expensive (though the Organization probably covers this) and prone to mishaps.

If they take a boat they are boarded by pirates and a water elemental.  The pirates are armed with a hodgepodge of swords and black powder weapons, as well as a bit of magic.  The water elemental is nominally under the control of a caster with Arcane Background (Magic), but it is possible to break the bond or simply slay the caster.

If they choose the plane they are forced down in Genoa, and from there they must steal a vehicle or find passage on a train.  To do so, they must deal with the local militia who are on the watch for Swiss aggressors or spies from the other Italian city-states.  The guards are armed with medieval weaponry, though a few have revolvers or the equivalent of Winchester rifles.  They use little magic, if any.  It’s possible that they have a single miracle caster, though.

Once the party arrives in Rome they must battle their way to the Vatican.  The city is split between the Imperialists and the Republicans, both using a combination of cannibalized modern weaponry and ancient Roman arms and armor.  Cavalry is fairly common, but there are rail lines and automobiles.  Each faction controls a district here and a district there, and it is very likely that characters wandering through the city will happen on a patrol or be caught in the crossfire.  There is a cumulative 10% every hour that the party will encounter some kind of opposition, though which faction depends on location and just plain luck.  All outcomes are equally likely.

The Vatican is locked down tight by the Swiss Guard.  The Pope still spreads his message to the world from the Holy See through carrier pigeons, cell phones, and the linknet.  Because his legitimacy has been challenged by at least two other “Popes” in Italy alone, however, the Church is taking no chances with saboteurs and assassins.  The blocks closest to the Vatican are occasionally patrolled by the Swiss Guard, and they have a steady watch on the city’s walls.

Luckily for the party, they need not actually enter the Vatican itself.  They may choose to do so anyway, especially if they have a contact within the Vatican who can lend them supplies, aid, or shelter.  It would be convenient to put a member of the Vatican in one random encounter elsewhere in Rome, giving the party the chance to rescue him/her and ingratiate themselves into the Church’s good graces.  The Roman Catholic Church can be a powerful ally, and an even more powerful foe.

The Monastery of St. Ossus is relatively easy to locate.  It is well-adorned and quite visible, especially the marble facade.  The monks have barricaded the building and keep a constant watch on the front gates.  The back is (stereotypically) somewhat less well-guarded, as is the roof.  Either way offers a chance to get inside, but it nonetheless requires stealth and care.  Alternatively, the party can use the simple expedient of blowing open the gates or driving a vehicle through them.  The brothers will try to pick off any suspicious figures nearby, though, so there is a good chance of a speedy death in either of these strategies.

Inside, the brothers have also placed barricades in the passages leading to the center of the building.  The barracks and supplies are stored in the basement vault, while the upstairs is used largely for training and weapons platforms.  It is important to note that the brothers are not (and were not) warriors.  They should each have a d6 in one combat skill and a d4 in one other.  There are, however, many of them and they have many, many weapons.

Several brothers can also use magic.  Every other encounter should include either a psionicist (driven mad) or a miracle worker (possibly also totally bananas).  The Abbott himself is a powerful priest and has several powers at his command.  Most brothers use Smite and a defensive power, while the Abbott has those and more at his command.  Feel free to play with his stats as much as you like.  If he will be a recurring character then more thought and planning is required, but otherwise you can just choose four or so powers, give him 15-20 power points, and put a gun in his hands.  Not all the brothers use guns, but they seem to have a pretty endless supply of Uzis and ammunition.  There are a few mounted guns and snipers in the upper floors, but not more than a half dozen in total.

The Reliquary is at the center of the Monastery’s ground floor.  It sits on a glass-encased pedestal at the center of a grand marble gallery, with several balconies overlooking it.  The glass is alarmed so the moving or breaking it will sound a silent alarm in the armory and barracks in the basement, and the Abbott’s study upstairs.  Several miracle casters quickly appear when the alarm sounds, followed swiftly by Uzi-wielding monks.  The gallery goes all the way to the glass ceiling on the roof, leaving ample space for a dramatic exit by the party.  Then they just have to make it through the urban faction warfare to the docks on the Tiber where Capt. Donovan has a boat ready to depart at a moment’s notice.

And that’s all, folks!  I hope that you enjoy the Order of St. Ossus and find it useful in your gaming lives.  Please feel free to offer input and feedback.  I also realize that some of the references here may make little sense, and the lack of maps may be a problem for those not so cartographically inclined.  As I develop and post more of the Apocalypticon setting I shall edit this post to include links to relevant posts and files.  Continue to check back for updates, though I hope to offer some more easily accessible way to receive them soon.  The maps, at least, will be up as soon as I have access to a scanner.

Unknown Armies

Saturday, September 12th, 2009

Today was the semesterly event Cookies ‘N’ Characters.  It is a chance for gamers on campus to gather, chat, and play a one-shot with friends.  We had three GMs prepare adventures for today, though it turned out to be overkill.  More on that later.  We gather in the main hall with a few boxes of cookies, roll out the mats, and prepare the dice.  Today was no different.

Sadly, we did not have enough players to fill even one game, though that one game wanted nine.  So, the five or six of us joined in to the big game, leaving my Savage Worlds Apocalypticon playtest untested and the D&D 4E game unplayed.  Unknown Armies did not, however, disappoint.  GMed by two relatively unknown players, it was a fantastic experience for all around.  For my part, I played a psychotic escaped convict who had a strange sense of right and wrong.  Sharpened spoons entered into the equation, too.

I had to leave the game early due to another meeting I needed to run, but in my short time in the game I managed to start the hijinks by knifing my companion.  I think he got a bit miffed when I started cutting him up right from the start, though he managed to escape the dark basement alive.  I got locked in and mauled by an ambulatory rack.  Rack, as in medieval torture device.  Ambulatory, as in walking.  It was quite an experience.

The system was quite roleplaying-intensive, and it was well-executed by all parties.  The GMs did a stellar job writing and producing the adventure, and all players got appropriately in-character (though not inappropriately so, which was a very good thing given the nature of our characters).  Unknown Armies gets five stars from me, and I recommend it most highly to all looking for a modern, supernatural RPG.

An Apology and Ramblings

Tuesday, August 18th, 2009

First, I apologize for the following ramblings.  Second, I apologize for limited posting of any kind on any of my sites or networks for the next two weeks or so.  I moved into my new room on Sunday and am now deep in the throes of Resident Assistant training.  While generally enjoyable, the training is a significant time commitment.  To top it all off, the internet can be kinda funky before the school year starts.  I hope that ITS is working on it even now, at 1:00am…

My Room

And now, a few items to share with the public.

  1. I have begun to work on the script for the pilot of Apocalypticon, the television show I am developing with two of my closest friends.  We have a solid, lengthy concept written out and I have started on the bare bones of the first few episodes.  My co-writers have already planned for the first four or five seasons.  To be honest, I never even considered that this idea might come this far.  Nonetheless, here we are.  We hope to make this show a reality at some point in the near future, and will keep all the dear readers here duly informed.
  2. I have also begun to work on a short science fiction story that I feel is one of my best and most natural pieces of writing yet.  I continue to work on Enterprise, my steampunk story that is a very close second behind the new (unnamed) story.  Enterprise is one that I feel a little more connection with, but I think that my slight remove from the new story will allow me to write it a little more easily.  The link above will take you to what I have written of the story thus far.  It is published using Google Doc’s built-in web page feature, so I apologize for the formatting.

And that concludes these announcements.  Please exit the theater using the lighted, marked paths or by following the trail of blood left by the undead ushers.  Please don’t feed the zombies, and have a safe and pleasant trip home.  Do come again!

Upcoming at Creative Anomalies and Creatively Anomalous

Tuesday, July 14th, 2009

I have a number of projects currently in the works, and I hope to be able to bring some of them to you here.  Soon.  I promise.  Here’s what’s going on at Creative Anomalies:

  • A new comic schedule and a buffer of new comics
  • A new comic THIS WEEK
  • A new site theme

And at Creatively Anomalous:

  • Buffy the Vampire Slayer Savage Worlds fan conversion
    • Need to get permission from the rights holders to publish this
  • Apocalypticon campaign setting
    • A Savage Worlds Savage Setting published under a fan license
  • Thelenia campaign setting
    • A D&D campaign setting published under the OGL or Creative Commons if I eliminate any remotely proprietary material and any references to the D&D system
  • Some short works of fiction

All of the above will be available as a free download to you, the public.  It will most likely be in PDF format, though I will probably add .doc and/or .html files so that you can edit and change it to your collective heart’s desire.  I hope that you will use and abuse it, and send/post feedback.  My plan is to get the basics for all of my blogging items posted some time in August, if not sooner.  The fiction will be posted as it comes, and I hope it will be somewhat regular.  And with that I return to my normal workday…

Update 7/14/09: I will also be writing some tips for Johnn Four’s excellent e-zine Roleplaying Tips.  My tips will appear in August.  I highly recommend signing up for the e-zine (it’s free) and checking out the website, if you haven’t already.  Excellent tips for all systems.

RPG Carnival: Steampunk

Tuesday, June 30th, 2009

RPGBlogCarnivalLogocopySteampunk is an interesting and often amusing genre of RPG or fiction, and it has given rise to a wide range of mods for clothing and random technological items.  I am a big fan of steampunk, and as such am very excited that this month’s RPG Carnival theme is Steampunk and Klokwerks.  Should I ever get my full webcomic running I hope to include elements of steampunk in it, and I recently started work on some fiction/RPG material set in a place known as the Otherwhere.  As it is, I thought I’d present some of my ideas for the Otherwhere, as well as a bit about how steampunk will fit into Apocalypticon.

Otherwhere

The Otherwhere is a reality much like our own.  So like our own, in fact, that in many places our world and that of the Otherwhere come together.  Such places are known as crossroads and they are points of travel between realities.  They exist between many planes, not merely ours and the Otherwhere.  Some such places are heavenly, full of celestial creatures and peace.  Others are…not so nice.  Hell, if such a word can adequately encompass the nature of reality, is just on the other side of a crossroads.  The crossroads penetrate the Ether, allowing mortal creatures passage between the realities.

The denizens of the Otherwhere have learned how to manipulate the Ether to power great magicks and infernal devices.  Magicians ply their wares everywhere from hedges to the great cities, and engineers keep the Otherwhere in motion with their buzzing, grinding, and clanking inventions.  The crossroads may be found in places where reality has worn thin, as well as places lost and forgotten.  The London Underground has more than one such crossroads, and the hidden forests of North and South America have many more.  Some of the Travelers have moved into our world completely and have built pocket realities, most often found in cities near a crossroads.  Pocket realities are bits of the world hidden from the naked eye where citizens of the Otherwhere may live, work, and carry out business.

Apocalypticon

In the region once known as the West Coast of the USA and the continent of Australia, steampunk reigns supreme.  The West is a strange amalgamation of the Wild West, weird science, and shamanistic magic.  Mad scientists experiment with lightning traps and steam power, crafting engines of greater and greater power.  Those trained in the traditions of the once-great tribes that were wiped out of the region many decades ago have risen to power once more and challenge the dominance of this new science.  Bandits prey on those unable to defend themselves while vigilantes and mercenaries provide protection to them as can afford it.

In Australia, Ned Kelly’s famous armor has inspired a legion of inventors to create steam-powered exoskeletons for the highest bidder.  The magic of the aboriginal tribes has waxed powerful once more, and travel through the desert can often be a psychedelic trip through the areas warped by the power of the shamans.

And there you have it…

Apocalypticon: You’ve never seen such chaos…

Monday, June 29th, 2009

Several months ago I had an incredibly odd and realistic dream, and much to my surprise the contents of the dream stuck with me to this very day.  The dream was of a world in chaos, where people with modern technology were at war with advanced technology and magic all at once, embroiled in a battle spanning the entire globe and then some.  While mulling over this dream, I was reminded of the Oresteia, Aeschylus’ trilogy of tragedies concerned with the House of Atreus.  In the final book of the Oresteia, Prince Orestes is chased to Athens by the Furies, who seek to punish him for the murder of his mother.  Thanks to divine intervention, the Furies are convinced to lie dormant beneath Athens and become the Eumenides, or the Kind Ones (also the name of the play).  There they shall rest until the trial-by-jury system of Athens fails.

So, I have come up with an RPG setting based upon the synthesis of these two ideas.  Modern audiences scoff at the tale of the Eumenides, or at least they do until the system of law fails and the Furies awaken.  Somewhat cranky at having been awoken after thousands of years, they rip Athens to pieces as they tear loose from the foundations of the city.  In the resulting chaos an unknown party launches an ICBM at Athens, destroying the remainder of the city, killing thousands, and only making the Furies angry.

Since that point, the world has changed dramatically.  The primal forces that awoke with the Furies have risen in other parts of the globe, pushing and pulling at the fabric of reality and altering the timelines of geographic locations.  Parts of Italy are once again under the Roman Empire, while others have entered the free city system of the Italian Renaissance.  Canada remains the last bastion of 21st century civilization, and refugees from around the world flee to its shores.  Technology levels vary greatly from region to region, though there is no clear-cut superior system due to the influence of magic and the accelerated technology development in some nations.  Natural resources are scarce, the law is unclear, and cooperation between states is rare.  Piracy is on the rise once again, and lawless bandits have made the seas and skies dangerous for the unprepared.

The setting is intended to fit any game system, though I will likely end up making it into a Savage Setting for Pinnacle Entertainment Group’s Savage Worlds system using a fan license (or a publications license if I’m lucky enough to interest a publisher).  Savage Worlds is my first choice of system due to the flexibility inherent in the rules.  I plan to make a PDF of the basic world information available later this week, though it will be systemless until I decide which avenue to pursue.  As always, content posted here will be under a Creative Commons license.

This is…Apocalypticon.