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Savage Insider Volume 2 #1 - Rebirth & Reinvention
Savage Insider Volume 2 #1 - Rebirth & Reinvention
com | 1
ABOUT THIS ISSUE
Savage Insider
Contents VOL. 2 ISS. 1: Rebirth and Reinvention
3 Letter from the Editor - News about what’s next.
EDITOR-IN-CHIEF
4 Special Address : State of the Savage - Clint Black of Pinnacle
Vickey A. Beaver
Entertainment shares a review and preview of what’s to come.
SUPPORTING EDITORS
6 Recent Releases - From March to June.
Darren Menown, Sarah Oboda
10 Upcoming Releases - A few items on the horizon.
CONTRIBUTING AUTHORS
12 Designer’s Diary - Patrick Taylor talks about StoryWeaver’s Robert L. Beaver, Vickey A. Beaver, Sean Tait
High-Space. Bircher, Clint Black, Jodi Black, Brett Boyko,
Steve Dean, Marc “Lord Inar” Gacy, Aaron T.
15 Game Prep: From Zero to Hero - Applying a character funnel
Huss, Kevin MacGregor, Shari MacGregor,
to Savage Worlds for a whirlwind experience.
Mariah Malczewska, Logan Masterson, Rachel
18 General Interest: Thinking Outside the Table - Rutledge, Patrick Taylor, Mark Widner
Transforming your favorite SW setting into a LARP.
COVER ARTIST
21 Equipment Corral - Two pieces tor your collection. Chaz Kemp
25 Character Gallery: Masters of Reinvention - Five genre- INTERIOR ILLUSTRATIONS
spanning characters ready for your game. Vickey A. Beaver, BlackWyrm Publishing, Dark
Smile Games, Logan Masterson, Melior Via,
31 Mechanics Wise: Black and White 60s Spy Show - Using
StoryWeaver, Void Star Studios, VShane
core offerings and a few new ones to give your game that old-
time spy thriller feel. SUBMISSIONS
See website and use contact us form for queries.
37 Expanded Mechanics: Why Stop at Guts? - Customizing the
Sign-up for the newsletter to be made aware of
use of rules for a specific feel.
calls for submissions.
40 Stories to Inspire: Hearts and Minds - Where do you draw
ADVERTISING
the line between right and wrong when lives are in danger?
Send advertising inquiries to
43 Surveyed: Dunedin Farms - Dark Smile Games introduces a vickey@savageinsider.com
landscape of agriculture like none other. Beware the mist!
ONLINE
52 Great Adventures: Suffer Not the Little Children - What do www.savageinsider.com
goons and automatons want with an orphanage? Find out in www.facebook.com/savageinsider
this sinister adventure for lower ranks. Maps included. https://plus.google.com - Search for Savage
59 Great Adventures: High-Space: The Sleeper - Debuting Insider
exclusively in Savage Insider, StoryWeaver offers up space NEWSLETTER
piracy and secret operatives in this story of hijacking and Choose the news you receive by signing up at
rescue. Complete with ship maps and figures to print. http://eepurl.com/Xq5ez. Options included
71 Convention Connection - July to September notifications of new releases and calls for
contributors.
COPYRIGHT
This magazine references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.
Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of
this product. Savage Insider is published by Obatron Produtctions, who holds the copyright for issues as of Volume 2, under
license by Mystical Throne Entertainment.
Permission is granted to print this ebook for personal use. No license is granted for distribution in any form.
2 | For All Things Savage
LETTER FROM THE EDITOR
Thank you for picking up this issue of Savage We have kept the features people valued most. It
Insider! This is the first issue released under was no surprise to us that Great Adventures ranked
Obatron Productions. Aaron T. Huss of Mystical highest in priority, nor was it a shock that folks
Throne Entertainment has graciously conferred weren’t nearly as interested in Miniature Spotlight.
upon us an exclusive license to use the Savage We were floored that more than half wanted to be
Insider name and various related items, freeing notified of new releases via e-mail. (See our
MTE to turn its attention to other endeavors. website, www.SavageInsider.com, for sign-up
When Aaron first told me that he wanted his information.)
company to have more time to focus on different While everyone would be delighted to get SI
projects, my heart momentarily sank. I was afraid without paying anything, happily, results show a
Savage Insider was going to go away. I’d worked significant percentage would shell out a lot more
with him as the assistant editor from the beginning, than what we settled on for PDFs. That was even
before it was even named. In fact, the name was before we realized with this issue that we could fill
one of several I proposed! much more than 48 pages to an issue. A goodly
In a moment of boldness, I told Aaron that if it number expressed interest in picking up print
would be of interest to him, I would love for my copies at their Friendly Local Game Stores as well as
company to take over publishing Savage Insider. I’m via Print on Demand.
not sure what he thought when he read that That brings us to two important announcements.
message. Afraid I’d overstepped, I didn’t press for a
We’re looking into options to provide Savage
response. Instead, I continued working with him on
Insider in more electronic formats based on survey
the issue that was next up for release. results. We’re also going to be available for stores
At some point in the following weeks we ended up to stock. Obatron Productions has recently entered
discussing my comment in earnest. The result is into an agreement with Studio 2, which makes
what you see now: Savage Insider produced and Savage Insider available to distributors. You’ll even
published by Obatron Productions. find this issue in print at Studio 2’s booth at Gen Con!
In the time between talks, we launched a marketing As always, we appreciate feedback, both reflecting
research survey designed to find out what readers what you loved and what you really wish we’d do
(66%) and non-readers (34%) thought about SI. We differently. Reviews help people decide to pick up
asked about formats, features, pricing, and more. issues, which in turn helps us to keep the Savage
With that information, we were able to figure out goodness coming.
what was of most interest to those who responded, If you’d like to contribute or advertise, please see
a 100-person pool of gamers to whom we are very our new Submissions and Advertising page at
grateful. www.savageinsider.com. It’s all part of the new
direction Savage Insider is going.
Some of the data reinforced thoughts we already
had. Others gave us new insights. We cannot do Have a great day and happy reading!
everything we want to do based on that feedback Vickey A. Beaver,
and any future suggestions at once, but we are Editor-in-Chief
pleased to provide you some idea of what is in store.
www.SavageInsider.com | 3
SPECIAL ADDRESS BY PINNACLE ENTERTAINMENT GROUP
By Clint Black
This issue of Savage Insider, focusing on rebirth We have more people than ever following us on
and reinvention, seems like the perfect opportunity Twitter. You can also find Savage Worlds on Reddit,
to cover how Pinnacle and Savage Worlds are which is fan-run and maintained.
growing and reinventing themselves. Pinnacle’s own Savage Worlds products have
First off, our focus has always been on people. grown as well over the past year including Weird
Pinnacle Entertainment Group grew this year, Wars Rome and a full complement of support
adding new people to the team, and Savage Worlds material due to the Kickstarter’s success. Deadlands
added many new successful and cool folks to the continues to be one of our hottest properties, with
ranks of our licensee companies. Savage Insider is releases of Ghost Towns, Grim Prairie Trails, and
itself a testament to our licensees’ success, being The Inheritors, as well as material from the
licensee-run and full of content from multiple Deadlands Noir Kickstarter appearing in print.
licensee companies. We also simultaneously released two
Companions: the brand new Science Fiction
Companion and a completely updated Super Powers
Companion (Second Edition). Both were
purposefully designed to work in tandem and yet
stand alone. At the time of this writing, our most
recent product is the long-awaited East Texas
University and its Plot Point Campaign, Degrees of
Horror. Add-ons like miniatures, Bennies, maps,
dice, and a host of digital products support these
Kickstarter-funded books.
The success of our game products has allowed us
to expand our properties. One of the cool areas is
our Wendigo Tales line of short fiction based on our
In part due to the wide range of licensees,
game settings Weird Wars and Necessary Evil.
Savage Worlds is available in the following
Authors include Pinnacle’s own creative team and
languages: Polish, German, French, Italian, Russian, some of the most talented authors in the business.
Hungarian, and Portuguese. The international
Visionary Comics continues their amazing work with
market continues to grow, with plans for Korean
the Deadlands graphic novels, and we’ve added
and Spanish translations. We’ve seen an increase in
another way to enjoy the Deadlands setting with
Savages around the world on social media. In several adventures using the Protocol storytelling
addition to our forums, which have always been
game system. Of course, the biggest news for
very active, Facebook continues to be popular with
Deadlands is the potential for an Xbox original
the fans, and the Google+ Savage Worlds
content series based on the setting.
community has virtually exploded in the past year.
www.SavageInsider.com | 5
RECENT RELEASES
Compiled by Jodi Black
www.SavageInsider.com | 9
UPCOMING RELEASES
erasing the mat and starting over when the PCs run Morden has fallen to the Witches, but their banes
off the edge! And no more fussing with a rolled up continue to prey off of the mortal survivors. This
mat! book of adventures presents a variety of different
challenges for Morden's Witchmarked heroes to
Samples available for demonstration at Gen Con. overcome. Any of them can be interspersed with the
Nova Praxis: Plot Point Campaign
Savage Worlds included in the
Edition Accursed core book.
Releasing in August
2014.
Nova Praxis, the hit
transhuman sci-fi
tabletop role-playing
game of action and
conspiracy, is now
available for Savage
Worlds!
This new core book contains the setting information
contained in the original Nova Praxis core book, OBATRON
expanded with new material from Machinations: the
PRODUCTIONS
Nova Praxis GM's Guide. The Savage Worlds rules
conversion was co-written by Shaintar creator and www.obatron.com - Gen Con Booth #1317 (Studio 2
industry veteran, Sean Patrick Fannon! Publishing)
Tri-Fold Figures for Tunse’al, Set One
MELIOR VIA Releasing late August 2014.
www.meliorvia.com - Gen Con Booth #1317 (Studio Featuring all five primary races of Tunse’al, plus a
2 Publishing) targ, these tri-fold minis come with sixteen pre-
Accursed generated characters. There are four duplicates of
Releasing in print August 2014. each race and one mounted targ.
Cut out so only two sides are used, or form a triangle
Light has failed, darkness is ascendant. Only those
for use without stands.
bearing the forms of monsters can stand against the
www.SavageInsider.com | 11
DESIGNER’S DIARY
By Patrick Taylor
High-Space
Fast, Furious Fun… in the Far Future from StoryWeaver.
www.SavageInsider.com | 13
14 | For All Things Savage
GAME PREP
Listening to a podcast about playing through the the game. They have multiple characters to run. At
“Character Funnel” from Goodman Games’ Dungeon the end of the funnel, some characters will have
Crawl Classics, I thought it would be great if I could survived. Hopefully. And now those characters could
use the concept for new players in Savage Worlds. I develop into the party for future games.
decided to try it. How hard could it be?
I wanted to provide this experience for my kids so
Before I get ahead of myself, I’ll explain what a they could try out different character types by
character funnel is. You start with a group of below playing through a series of characters. Often when
average characters and whatever mundane gear introducing their friends to a game, they only have a
they have at the time. As they progress through a vague idea of what they want to play, especially with
series of encounters, some characters will inevitably Savage Worlds. A funnel could change that.
die in sometimes funny—and often horrible—ways,
What started out as a wonderful concept has turned
when your everyday hero or average citizen would
into a full scale brain-burner. Reaching out to the
not fail. As that happens, the players aren’t out of
Savage Worlds Yahoo Group, I proposed my idea.
www.SavageInsider.com | 15
GAME PREP
squad stood at the entrance, ready to kill anyone
My Initial Plan for Applying a Funnel who tried to leave. The characters had an
● Start each player with three or four opportunity to use Taunt and Persuasion on the
characters, all with d4 in their primary guards to try to get some help before entering Fair
attributes and no starting skills so that Weather. Obviously the guards knew something
everything is d4-2. about the little town our hapless characters did not.
● They have neither Edges nor Hindrances.
● Over the course of the event, the As the characters entered Fair Weather they saw a
characters face challenges that allow series of huts, a village center, stocks, and the lord’s
them to roll a particular skill and, if manor. The huts provided a way for the characters to
successful, increase that skill to a d4. If try out some of their skills such as Notice, Stealth,
they succeed with a raise, they can choose Climbing, Tracking, and Knowledge. It was possible
to raise that skill to a d6. for the characters to find improvised weapons and
various items they could maybe even fashion into
● The characters also have the standard
crude armor.
Shaken + three wounds.
www.SavageInsider.com | 17
GAME PREP
The man was incensed that they’d killed his rat offered our remaining characters a choice: “Leave
friends. They were just trying to protect him. One this place to its fate or die trying to be a hero!”
character tried to Persuade the man that they
At this point, the players need to consider
were there to rescue him and find the
what happened to their characters in the
others who had come to
adventure and what to do next. Take an
help.
appropriate Hindrance. Pick an Edge
that makes sense and up their
They found out he was the mayor of Fair
attributes. And, of course, what to do
Weather and everyone was trying to take
about the current dilemma. The
his power. The citizens had even gone so far
funnel isn’t finished, but now the
as locking him in the stocks before they tried to
characters are closer to hero than zero.
leave. The rats started taking care of the
My kids now call this “running the
townspeople at night, but some residents
gauntlet.”
retreated to the manor house. Thanks to the
characters, the man now planned to burn the manor
down with all those people trapped inside. He
Live Action Role-Play (LARP) covers a lot of ground book series, but let’s concentrate for now on one-
in the gaming world. LARP events range from live shot LARPs – scenarios that are completed in one
foam – boffer - weapon combat between factions to session and don’t necessarily have a sequel. A LARP
intense character-driven political machination, scenario can be crafted for any setting by
espionage, or mystery-solving, and everything in remembering these guidelines.
between. LARP Game Masters (GMs) don’t have
time to adjudicate every conflict. They want their RULES
players to have fun while staying immersed in the
Use rules that are easy to learn (or at least easy to
game world, but nothing takes a player out of the
convey when necessary), and make sure that
game like cumbersome, ill-designed rules.
everyone understands the rules. Several groups have
This is why many LARP GMs prefer fast-playing skill posted their own adaptations of the Savage Worlds
resolution and combat rules to keep the action rules for LARP purposes (see Links), but you may
moving. (Is this sounding familiar?) With a little wish to create your own. Whether inventing your
preparation, you can convert whichever Savage own rules or adapting someone else’s, keep in mind
Worlds settings your players prefer into LARP events the Savage Worlds maxim: Fast! Furious! Fun!
that everyone will enjoy. Maybe you’ll discover a few
Players won’t want to spend five minutes on
hidden talents along the way. The first thing you
complex calculations to determine whether their
need to do is think outside the table.
arrow hit the mark or went astray, or if they
LARP is similar to tabletop role-playing in that managed to pick the pocket of that rich-looking
players gather together to tell a story with the help gentleman, so keep things simple.
of a GM who also moderates and interprets conflicts
If you’re analytical, distill the Savage Worlds rules
and injects information to keep the action moving.
to their simplest mathematical form and adapt them
However, LARP players move freely about the room,
to game play. One thing you will need is a
speaking and acting as their characters would.
randomizer. Players often won’t have access to a
Costuming is almost always encouraged, and surface for rolling dice, so you’ll want something
players who make their own costumes often take else.
great pride in their handiwork. Prop items for
Card-draw systems make for excellent LARP
scenery and personal equipment add much to the
randomizers, as do games such as Rock-Paper-
setting, helping players feel as if they are really
Scissors. Dice-rolling apps are available, but
“there.”
remember: the frequent appearance of smart-
The GM’s role is to help tell the story, not be an phones in a Victorian-era game is anachronistic and
adversary or foil for the players. Campaign-style can be off-putting to players. You can also use prop
LARP events are ongoing and run much like a TV or and item cards that identify weapons or any other
www.SavageInsider.com | 19
GENERAL INTEREST
items, describing special abilities or qualities in terms help or reinforcements. Abandoned mines, research
of that item’s effects on play. This reduces GM submarines, high-flying zeppelins, lost world
involvement and speeds play. Expect to employ at plateaus, and haunted mansions all make exciting
least one GM for every 8-10 players. (and contained) locations for LARP events.
OVERVIEW PLOT
You usually need more players for a LARP than a Give the characters something to do. Bored players
tabletop game, and not everyone may be familiar tend to drop out of character, and that can derail
with the setting you’ve chosen. Provide a brief your game. Savage Worlds settings often provide
overview of the setting, preferably about half a page, templates and plot point campaigns. Take advantage
and certainly no more than a page. Give the players of your source material. Remember, characters can
enough information to hold a reasonable include villains, so take a fresh look at the plot points
conversation in-character, but do not inundate them for characters to include in your LARP.
with minutiae or the sweeping history of the world.
LINKS
SETTING THE STAGE Love Deadlands and wonder what that would be like
Briefly paint a picture your particular event’s as a LARP? Read “How to run a Deadlands LARP,” at
setting. You can add this to your world overview, or http://deadlands.livejournal.com/29214.html.
present it verbally at the start of the event (or There’s even a LARP group that combines roleplay
perhaps even a little of both). Think of the overview with foam/boffer/nerf weapon combat, using the
as providing an understanding of the world at large, Deadlands setting. Their wiki is http://deadlands-
and setting the stage as illuminating where your larp.wikispaces.com.
particular event takes place. Coming later this year to RPGNow: In High Gear, a
For example, if you decide to run a Deadlands ready-to-run LARP scenario written by FYI and based
LARP, new players might need to learn a little about on Steamscapes: North America (a Savage Worlds
the world first. Then they can know that they are steampunk setting by Four-in-Hand Games).
starting in a particular town awaiting the The history of LARPs is chronicled at
stagecoach’s arrival, are on a train heading from http://en.wikipedia.org/wiki/History_of_live_action
Bugtown to Phoenix, or that they are taking refuge in _role-playing_games.
a cabin in the Yukon while a snowstorm passes.
ABOUT THE AUTHORS
CONTAINMENT
Kevin and Shari have
Remember when choosing your event’s location been playing, running,
that the characters should have a reason to stay and writing LARPs for
there for the duration of the event. The more more years than they
modern the setting, the more thought you will have care to admit, and are
to give to this. Access to information and currently part of Figments of Your
transportation in modern or sci-fi settings makes it Imagination (FYI), which can be found at
easier for a character to decide to leave or call for www.LarpsByFYI.com.
The strength of a warrior can be measured by the But this is just a story, for no charm of immortality is
number of cuts, bruises, and broken bones he’s sure to be found. However, a shaman did once
sustained throughout his career. But how does one discover a mysterious necklace near a pile of mostly
measure the number of times he’s been reanimated? wind-blown ashes. It was reputed to shun the
spiritual plane as if denying its owner the ability to
Dangerous magic can be found just about anywhere,
allow the soul to ever enter. Could this be the charm
and a foolish warrior will take whatever he can get
of immortality from stories passed down from
and use it regardless of consequence. When one
generation to generation?
happens upon the gift of immortality, the price he
must pay is sure to be inconsequential compared to Necklace of Reanimation
the long life he will live and the riches he is sure to The necklace of reanimation imbues its owner with
reap. But what is the price that needs to be paid? immortality, but at a horrible price. While worn, the
What would a warrior give up for the benefit of necklace grants the following:
immortality? ·The first time the character
From far across the sands come becomes Incapacitated, he
the rumors of an ancient relic. It’s immediately reanimates as a
said to gift the warrior immortality revenant, gaining the Undead
with a price no one has ever Monstrous Ability, at full
spoken of. Supposedly forged by health.
the hands of a great elven wizard
·Upon becoming a revenant,
who sought to avoid death’s hand
the character also gains the
by cheating the afterlife of the soul
following - Immunity (Magical
they were seeking, the relic is
Healing): The character can no longer benefit
believed to come in the form of a charm. Even an elf
from any type of magical healing.
dies someday, but the elven wizard never felt his
duties as a wielder of the arcane were ever · The second time the character becomes
complete, despite death knocking on his door. Incapacitated, he immediately reanimates
again, but with a debilitating Minor
At the incredible age of 450, the wizard placed his
Hindrance.
newly forged charm about his neck and stared death
down with necromantic eyes. He laughed an · Each subsequent time the character becomes
incredible laugh, almost as if the energy of the Incapacitated, he immediately reanimates
spiritual plane formed a barrier around him, never to and gains an additional debilitating Minor
seek out his soul again. Hindrance. Optionally, a current debilitating
www.SavageInsider.com | 21
EQUIPMENT CORRAL
Minor Hindrance could be upgraded to a
Major Hindrance.
· If the character ever loses possession of the
necklace after he has been reanimated even
once, he instantly falls to the ground and
rapidly decomposes, turning to nothing but
ash in minutes.
· Debilitating Hindrances include Anemic,
Blind, Hard of Hearing, Lame, One Arm, One
Eye, and One Leg.
A rare person is the one who never has wished that time re-sets, the user no longer has the device. It has
they could take back just one thing, that they could mysteriously disappeared.
roll back time if only for a few minutes. Legend has it On a 1-3, that many minutes is rolled back. On a 4, as
that there is a way to get that wish. So long ago that usual, the die aces and is rerolled. If the total is 5-7,
no one knows its origins, a tinkerer of some sort that many minutes is rolled back. A total of 8 is
created the Medallion of Second Chances. treated as a raise and goes back up to 10 minutes as
The flat, grey ceramic device is small, consisting of a chosen by the character who rolled.
2” wide disk with a slightly smaller disk atop the This effect is limited to actions pertinent to the
base. It hangs from a shimmering, glass-like cord medallion-holder and the immediate bystanders
whose material is unknown. The infinity symbol (∞) within a reasonable proximity as determined by the
is engraved on the top and bottom disks. Something GM. It’s as if everyone affected has been encased by
unseen holds it together so that the top disk can be a time bubble that no one else is witness to or
twisted to the left 120°. Each time it is twisted the affected by. The user will know what happened;
full 120°, time rolls back (see What It Does). It twists everyone else might have an odd, unexplainable
in only one direction. The medallion cannot be feeling of momentary dizziness, but that’s it.
destroyed by any mundane means and may be
Unintended Consequences
impervious to damage altogether.
All outcomes in the time that has been rolled back
What It Does within the bubble are null. Foes who were killed in
The medallion allows the user to roll back time by that period are alive again. Artifacts that were
1-10 minutes as determined by the roll of a d4. This destroyed are whole. Everything must be handled
can be done only three times. On the third use, when again. The GM may deem that because time has
www.SavageInsider.com | 23
24 | For All Things Savage
CHARACTER GALLERY
By Rachel Rutledge and Robert L. Beaver
Illusion
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Trappings: Lights, Noises, Objects
www.SavageInsider.com | 31
MECHANICS WISE
Shooting attack. Note that these rules don’t apply to have to be sequential, but all pieces are needed to
Throwing - that’s why they’re called bowlers after all! see the big picture.
If appropriate, characters may make a few Common
Knowledge rolls to glean either the number of rolls
required or whether a given piece of information is
easier with Streetwise or Investigation, but not to
learn the actual modifier.
Since this intel is required for the progression of the
adventure, it should be very hard NOT to find it.
Good roleplaying during the process should be
rewarded with bonuses to the roll as appropriate.
For anything but a critical failure, the characters
Goods and Gear have obtained the information, but potentially at a
Characters request what gear they will need at the price.
beginning of a mission (see New Equipment), but
On a success with a raise, all subsequent attempts
often after acquiring some intel. The GM, playing the
for linked information using the same skill are at +2.
part of the quartermaster (if that name’s too long,
A success indicates a normal success with no
just use the first letter; wink, wink) has the right to
bonuses or penalties.
refuse any request on any grounds: deemed too
dangerous; fresh out at the moment; this won’t be A failure indicates they have alerted someone,
that kind of mission; parliamentary budget cuts and which should have a detrimental effect for the
all. characters somewhere down the line. Additionally,
all subsequent attempts for linked information using
Intelligence Information the same skill are at -2. A critical failure indicates
Getting intelligence information, or intel, is often they have both failed to acquire the information and
half the battle. Many adventures can focus just on have attracted immediate attention, which should
the acquisition of intel, while others may completely lead to an encounter when the characters are ill
gloss over it and go straight to the action. If, prepared.
however, the GM wishes to include a little more
Finally, characters may recklessly attempt to
intrigue than just a single roll without extending it
acquire information by taking a +2 to the roll. Doing
into a full encounter, the following simple procedure
so, however, alerts attention as per a normal failure
is provided.
even when the roll is successful.
Important intel comprises several pieces of
See About Mr. Largo for a sample set of linked
information. To fit all the pieces together, several
information.
linked rolls are required. Each piece has modifiers for
both Streetwise and Investigation. A character New Hindrance
chooses which skill they wish to use to track down There is one new Hindrance for Black and White ‘60s
the information and rolls the appropriate skill, with Spy Show.
bonuses and aiding as appropriate (although most
good spies realize time is of the essence and usually
split up to find information). They don’t necessarily
32 | For All Things Savage
MECHANICS WISE
constant if used in multiple campaigns. You do not
have to make Persuasion rolls to convince anyone of
this identity, and you may justify Common
Knowledge rolls based on your alter ego as well.
You have an alternate identity that you are so Mini Gas Canisters
thoroughly trained in, even experts don’t know
Small canisters of sleeping
you’re not who you say you are. This alter ego must
gas are another tried and true
be defined before the mission and must stay
www.SavageInsider.com | 33
MECHANICS WISE
way of quietly taking down an opponent. Anna Tractiva
Administering the canister is a touch attack; the Attributes: Agility d8, Smarts d10, Spirit d6, Strength
agent must make a successful Smarts or Agility trick d6, Vigor d6
to get close enough while in combat, or Persuasion
when not in combat. Skills: Fighting d8, Lockpicking d6, Notice d6,
Persuasion d6, Shooting d6, Stealth d6, Streetwise d6
Ninja Ball Charisma: 4 Pace: 6 Parry: 6 Toughness: 5
Small, golf-ball-size ball of smoke powder that, upon
Languages: English, French, German, Mayan,
striking a hard surface, explodes in a Medium Burst
Russian, Spanish
template giving full cover and an additional +2 to the
user’s Stealth roll. Gear: Derringer.
Hindrances: Curious, Loyal, Vow (Minor, Find missing
Sample Characters husband)
The following are sample characters to use with
Edges: Attractive, Bewildering Warrior, Jack-of-All-
Black and White ‘60s Spy Show. All are members of
Trades, Martial Artist, Very Attractive
the Inter-Continental Espionage Directorate (ICED)
and all have 25 XP. Background: Born to a wealthy industrialist, Anna
Tractiva nee Bishop was married and presumed
Agent 66 widowed at an early age when her Russian husband,
Attributes: Agility d8, Smarts d8, Spirit d8, Strength Boris Tractiv, disappeared while flying a test plane in
d6, Vigor d6 Peru.
Skills: Climbing d4, Fighting d8, Healing d6, Although not an official member of ICED, Anna is an
Investigation d6, Notice d6, Persuasion d8, Shooting asset to any mission because of her ability to blend
d8, Streetwise d8 her beauty, education, and physical skill into a
deadly combination.
Charisma: 4 Pace: 6 Parry: 7 Toughness: 5
Occupational Background: Science
Languages: Chinese, English, French, German,
Spanish Catchphrase: “A karate blow, delivered by an expert,
breaks the neck easier than a hangman's noose.”
Gear: Lipstick.
Hindrances: Cautious, Delusional (Major, Mortimer Eric Tuesday
Bright is a great agent), Loyal Attributes: Agility d8, Smarts d6, Spirit d6, Strength
Edges: Acrobat, Attractive, Charismatic d6, Vigor d6
Background: Beautiful, smart, and persuasive. Agent Skills: Climbing d6+2, Fighting d8, Lockpicking d8+2,
66 seems like the perfect agent except for one small Stealth d8, Streetwise d6, Throwing d6
thing: her unflagging belief in the capabilities of her Charisma: 0, Pace: 6, Parry: 7, Toughness: 5
partner, Mortimer Bright.
Languages: English, Finnish, Norwegian, Swedish
Occupational Background: Teacher
Gear: None.
Catchphrase: “Good thinking, Mortimer."
Hindrances: Arrogant, Greedy, Wanted (Minor,
Grand Theft)
34 | For All Things Savage
MECHANICS WISE
Edges: Acrobat, Assassin, Heightened Senses, Skills: Fighting d6, Healing d6, Intimidation d8+2,
Martial Artist, Quick, Thief Notice d6, Persuasion d4, Stealth d6, Streetwise d4,
Background: Eric Tuesday was an international jewel Taunt d6+2, Throwing d6
thief, financing his rich playboy habit when ICED Charisma: 0 Pace: 6 Parry: 5 Toughness: 6
caught him red-handed. Given the choice of life in Languages: Chinese, Egyptian, English, Russian
prison or work for ICED, well, the choice was obvious.
Gear: None
Occupational Background: Arts
Hindrances: Arrogant, Stubborn, Vengeful (Minor,
Catchphrase: “I've heard of stealing from the Tries to embarrass anyone in authority)
government, but stealing for the government?"
Edges: Combat Reflexes, Elan, Martial Artist, Nerves
Jack Stallion of Steel, Strong Willed
Attributes: Agility d6, Smarts d8, Spirit d8, Strength Background: A junior member of ICED, Gander
d8, Vigor d6 would be much higher up in the organization if he
Skills: Driving d6, Fighting d8, Notice d6, Persuasion would stop pointing out the foibles and
d6, Stealth d4, Streetwise d6, Taunt d4, Throwing d4 shortcomings of his superiors. His iron will and
determination, however, make him the perfect
Charisma: 4 Pace: 6 Parry: 7 Toughness: 5 incorruptible agent.
Languages: English, French, German, Hindi, Russian Occupational Background: Manual Labor
Gear: Sword Cane (treat as rapier). Catchphrase: “Every government has its secret
Hindrances: Code of Honor, Loyal, service branch. This is not one of them. A
Quirk (Always wears fine clothes) messy job? Well that's
when they call on me. Or
Edges: Charismatic, Combat Reflexes, Level Headed,
someone like me. Oh yes, by the way, my name is
Noble, Not a Disguise
James Gander.”
Background: Jack Stallion is a former MI-5 operative
who is the primary liaison between ICED and the John "Jerry" Riggerston
British government. An aristocratic gentleman Attributes: Agility d6, Smarts d10, Spirit d6, Strength
through and through, Jack Stallion seems to pursue d6, Vigor d6
the life of a spy as much for the personal thrill as his
devotion to his country. Skills: Fighting d6, Investigation d6, Knowledge:
Electronics d6, Knowledge: Explosives d6, Notice
Occupational Background: Dilettante d8+2, Repair d10+2, Weird Science (Arcane) d10
Catchphrase: “Tried working once; didn't work out. Charisma: 0 Pace: 6 Parry: 5 Toughness: 5
Too much like work."
Languages: Arabic, English, German, Hindi,
James Gander Mandarin, Russian
Attributes: Agility d6, Smarts d6, Spirit d8, Strength Gear: Ninja Ball
d6, Vigor d8 Hindrances: Cautious, Loyal, Overconfident
Edges: Alertness, McGyver, Mr. Fix It, Scavenger
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MECHANICS WISE
Background: John "Jerry" Riggerston is one of the Robin Kelson
engineering experts at ICED. His ability to enter a Attributes: Agility d6, Smarts d8, Spirit d8, Strength
kitchen and come out ten minutes later with a d6, Vigor d6
working time bomb is legendary.
Skills: Fighting d8, Healing d4, Investigation d6,
Occupational Background: Science Notice d8+2, Shooting d6, Stealth d6, Streetwise d6,
Catchphrase: Throwing d6
“This is how far a Charisma: 2
cigarette burns in Pace: 6
five minutes.” Parry: 6
Toughness: 5
Mortimer
Bright Languages:
Egyptian,
Attributes:
English,
Agility d6,
French,
Smarts d4,
German,
Spirit d8,
Japanese,
Strength d6,
Korean,
Vigor d6
Mandarin,
Skills: Fighting d6, Gambling d4, Healing d4, Russian, Spanish
Investigation d4, Lockpicking d4, Notice d6+2, Repair
Gear: None
d4, Shooting d6, Stealth d6, Taunt d6
Hindrances: Heroic, Loyal
Charisma: 0 Pace: 6 Parry: 5 Toughness: 5
Edges: Alertness, Alter Ego, Linguist, Martial Artist
Languages: English
Background: Robin Kelson is one of ICED's more
Gear: Shoe Phone (Doesn’t really do anything.)
world-traveled agents, spending much of his time in
Hindrances: Clueless, Delusional (Minor - He's a the East in his disguise as a wealthy tennis bum.
great spy), Monolingual
Occupational Background: Business
Edges: Alertness, Combat Reflexes, Danger Sense,
Catchphrase: “It's always darkest just before it goes
Elan, Luck, Great Luck, Hard to Kill
pitch black.”
Background: Agent Mortimer Bright is the youngest
son of ICED's founding member, Dr. Eric Bright. Dr.
Bright hoped that by putting him in ICED, Mortimer Acknowledgements
would either learn something useful, contribute to Thanks to Bill Reger for equipment and expanding
society, or at least get himself killed. Unfortunately, intelligence suggestions, and thanks to John
none of those things have happened. Steed, Emma Peel, James Bond, Kelly Robinson,
and Alexander Scott for inspiration!
Occupational Background: None
Catchphrase: “Missed it by that much."
THEMATIC SKILL LIST Edges. Reducing the size of the skill list for a setting
is one way GMs and designers can enable their
CUSTOMIZATION players to build more skillful characters that can also
invest in a setting’s custom Edges – without
To clarify, this article does not advocate wholesale
significantly altering the mechanics of the game.
changes to the core Savage Worlds skill list; it does
not suggest removing Climbing or Lockpicking from Thematic skill list customization is achievable
the core rules. This article merely proposes that through three practices: removing skills, combining
individual Game Masters and settings may benefit skills, and creating setting-specific skills. Removing
from amending the skills available in specific skills follows the example of Guts and means
campaigns. Certain settings may actually benefit replacing the skill with an attribute test. Combining
www.SavageInsider.com | 37
EXPANDED MECHANICS
skills involves adding the mechanical effects of one Combining Skills: Because horse-drawn carriages
skill to those of another; using Shooting in place of and carts are common but the emphasis is on action
Throwing is the most common house rule application instead of travel, Driving is simply combined with
of this. Setting-specific skills can combine related but Riding. A hero in Accursed can leap from her horse to
distinct skills into a new, separate skill unique to the the driver’s seat of a runaway carriage and simply
setting or campaign. An example can be found in the use her Riding to bring the bolting horses to heel.
setting Accursed, where Climbing and Swimming are
· Setting-Specific Skills: Two custom skills –
combined into a new skill called Athletics. In fact,
Athletics and Subterfuge – are used in
Melior Via’s Accursed uses all three practices to
Accursed to replace two pairs of core Savage
provide a professional example of how skill
Worlds skills. The previously-mentioned
customization can focus the themes of the setting.
Athletics skill combines Climbing and
THE EXAMPLE OF ACCURSED Swimming into one unified trait.
Accursed is a setting of supernatural adventure Thematically, this stresses the importance of
wherein the players assume roles of heroic monsters bold physical action in the setting while still
fighting a guerilla war against their own creators, the freeing up valuable skill points for other uses.
nigh-omnipotent Witches. It is set on a vaguely early Subterfuge combines Lockpicking and
Stealth; while sneakiness is needed to avoid
19th century continent called Morden that is
the Witches’ patrols, disarming mechanical
recovering from devastating battles on par with the
traps and cracking safes are deemphasized in
Napoleonic Wars.
the relatively low-tech setting of Morden.
The setting emphasizes dramatic action and
Through customizing the skill list, the team at Melior
supernatural terror, aiming for a wandering heroes
Via emphasized the two poles of adventuring in
feel similar to the film Captain Kronos – Vampire
Accursed: supernatural horror and cinematic action.
Hunter or a less sci-fi version of Vampire Hunter D. In
Using Guts highlights not only that there are
order to focus play on the themes and styles
menaces even the monstrous heroes of Accursed
Accursed aims to emulate, the authors eliminated
must fear, but also that characters can grow to
several skills, combined others, and created a few
overcome these fears. Eliminating and combining
setting-specific skills.
the other skills allows for flavorful differences in
Removing Skills: Accursed actually uses Guts physical prowess while still not pigeonholing players
because that skill allows a hero to build her and their characters into narrow combinations of
resistance to Fear without having to spend too many skill points and Edges.
Advances on increasing Spirit at the expense of other
attributes. CUSTOMIZING 50 FATHOMS
Accursed eliminates Boating and Piloting. Since the The piratical fantasy setting 50 Fathoms is a classic of
focus of the setting is on the destinations rather than setting creation and adventure design. Set in the
the journeys, GMs are advised to simply allow Agility drowning world of Caribdus, where the refugee
tests instead. In the unlikely chance that a heroic natives join forces with magically transported pirates
dhampir finds herself aboard a ship battling heavy from Earth’s Golden Age of Piracy, it is one of the
seas, the setting assumes enough universal earliest and most definitive Savage Worlds Plot Point
competence that she can assist the crew with an Campaigns. Several skills, however, are distinctly
unpenalized Agility test. underutilized in the setting and so provide an
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STORIES TO INSPIRE
them all to invest in unusual Knowledge skills to more about colorful fight scenes and interpersonal
cover their specialties? dynamics than it is about unraveling mysteries? That
That setting could combine Throwing with Fighting setting could have a setting-specific skill called
to assume that these heroes are skilled in all uses of Detection instead of Investigation and Streetwise.
combat knives. Perhaps a super-powered setting is Why stop at Guts?
By Steve Dean
Silently, on full alert, she climbed out of her First target. On the stairs, moving upwards.
cradle and moved over to the door. It had been Keeping her back to the wall, she moved towards
left open a few centimeters, as usual. She had a the top of the stairs until she could look down. It
thing about closed doors. Where had that come was a modest house by the standards of Tegan's
from? Save that question for later, she told herself. peers, but was still large enough to have a wide
She opened the door wide enough to put her head staircase and a long landing. The target came into
out. Her sensitive ears picked up stealthy move- view as she stood and waited, partially hidden in
ment. There were two of them, possibly three. the doorway of Guest Bedroom Number One, or
the green room, as they called it. Luckily, Tegan's
Robina smiled. “I moved it.” She walked “Well, eyes for a start.”
over to the security panel and reset it, then “What about them? You have the very lat-
pressed the panic button. Local security forces est in camera technology, and if you don't like the
would be there in a few minutes. color...”
“What?” “I was thinking more about the number
“I moved it,” she tapped her chest. “Wasn't than anything else. I think four is an absolute mini-
easy, I can tell you. It's in here now, behind several mum, and there's plenty of room up there now...”
protective layers. I didn't think it was very sensible
By Brett Boyko and Mariah Malczewska of Dark Smile Games
Dunedin Farms
HIDDEN FARM ancient buildings. Whatever the original purpose of
the area, the land around it has been irreparably
Virtually unheard of, few have found this place, and altered, mutating the creatures, turning the soil blue,
fewer still remember the way. While many tales of and raising a deadly mist from hidden streams. Using
this hidden farm must be exaggerated, there are the unnaturally altered ground and animals, the
common seeds to them all: forgetfulness, strange farmers of Dunedin grow what should be impossible
sights, companions lost, and miraculous foods. From crops and livestock.
the widow who awakened her husband at his funeral
The peculiarities of the contamination here have also
with a bleeding apple, to solid gold corn, to dog-
affected the climate. The temperatures are high
headed vines that snap and snarl, the Dunedin Farms
enough that there is a year-round growing season,
are a story no one is quite sure they want to
though there is a longer cool season where most
believe—after all, while the tales are amazing, the
crops grow to fruition and a shorter hot season
costs are high.
where the more exotic plants fruit. The mists
Hidden in a toxic mist, the Dunedin Farms are themselves have an interesting effect. While they do
nestled between fallen towers and the remains of chill anyone caught in them, the intensity is much
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SURVEYED
blue script
forming the
backbone of
many structures.
Few buildings
are outside this
zone, except for
a few safety-
boxes in the
fringes.
Populated by
about a hundred
people, most of
the fertile land is
split between
just three
families.
To the northeast
are the fields
used for growing
food for the
locals. These
look almost
normal, with
only patches of
light
contamination,
often simply
called ‘blue’ for
its effect on the
soils, mottling
the landscape.
Though dangers and the bizarre occur on normal
more severe on plant matter, freezing and even ground as well, it is a greater problem on the river’s
shattering them. edge. Continuing outwards, the blue begins to crop
A dangerous river flows down the eastern side, up more and more until the azure ground is
curving to the north, crossing through the mists. On swallowed up by the writhing mists. These blue
its shore are the strangest of the infamous blue grounds mark the edge of the safe zone and are not
fields. Moving away from the river, the ground looks used to grow crops.
less peculiar, and the ruins become more frequent.
In the middle of the mists clearing is what remains of The River
the old tower. In the deepest parts of the river it’s possible to see
submerged building stones, glowing faintly. It is in
With the safe space in the middle of the clearing these areas that the river will often bubble, releasing
being rare, and the number of people the farms must geysers and mist into the air. Drinking from its
support, no room can be wasted. Farming structures waters is not safe, while the effects may be
and storage are communal, and housing is dense. All
make use of the ruins, with their odd black rock and
44 | For All Things Savage
SURVEYED
unnoticeable at times, most often it’s the cause of livestock in one barn makes them healthier and
painful alterations. stronger, another barn might make them sick even
The river forms the western and southern borders of while increasing the longevity of crops stored there.
Dunedin; none of the locals will cross it, and there The strange runes inscribed on the foundations and
are no bridges. Often the most vicious and twisted black stone of the barns are the best indicators of
creatures come from over the water and beyond its what effects there may be. The farmers have learned
through trial and error which barns are best used to
mists.
house which livestock, crops, or equipment.
The Wells The silos are tall, narrow structures that are
The wells in this area have to be dug deep to avoid specifically designed for storing grains. Not many are
the contamination of the river and groundwater. not used for food crops as they seem to have an
Building a new well is an intensive and risky process. intensifying effect on the unpredictable side effects
Well diggers must drill through and seal off the layer of many foods. It gets more pronounced the longer
of contaminated water. They use lids and pulley the crops have been stored in the silos, and they
systems, typically made from dried Pole Grass, in the have even changed into something completely
process. If well construction is done poorly, or not different when forgotten for prolonged periods!
maintained, the sealing layer can peel off or explode,
spewing mists into a previously safe zone. For this The Safety Boxes
reason wells are not dug in the town itself. Made almost entirely out of Pole Grass and Sucker
Root these structures dot the outer fields bordering
The Fields on the mists. Designed for emergency use should the
There are two types of land used for crops: the blue mists begin to shift, they can keep the effects out for
fields and the food fields. up to an hour, usually long enough in this area that
The food fields look almost normal, and their crops the inhabitant will be safe. However, should the
are as well. Saturated with well water and dirt mists creep in, the boxes become a trap. The first
carefully transported from beyond the mists, effects are on memory, and the escape mechanism
building these was a long and painstaking process for these is intentionally complicated. This gives time
that cut down on horrific mutations among the for a rescue team to assess if the inhabitant is still
farmers, as unaltered food can now be grown. human enough to be safe, or if they’ve become a
However, the number of blue patches and strange monstrous threat.
crops going is on the rise as the natural water table
soaks into the soil.
Greenhouse
These structures are few and far between as the
Blue fields, however, are what the Dunedin Farms glass required is difficult to come by and maintain
are known for. On these, crops with fantastic abilities here. They’re extremely hot and humid, and
grow. Here the ground has been washed in the river originally built by Alicia Gavenstone so she could
and groundwater until its peculiar properties grow medicinal plants even during the cool season.
saturate the soil, causing the plants to grow altered; Recently however, a few new ones have been built
to do things wondrous, or terrible, or just odd. specifically to grow the crops that do so well in trade,
Barns and Silos such as the ruby-bells.
Clustered across the fields, these large buildings are
used to store heavy equipment, crops, and livestock.
The Central Tower
Built using a mix of Pole Grass and the black stone The safest location in Dunedin Farms is in the ruins
from the old ruins, they tend to have peculiar effects of the most intact tower, only the northernmost wall
on the things they hold. is non-existent, and in the south the walls reach
three stories high. Directly in the center of the safe
The barns at Dunedin Farms each have different zone, not only do the mists never encroach this far,
effects on whatever is stored in them: while housing the mutated creatures will not pass through its walls.
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SURVEYED
The stone here is the usual black with blue script, but outer edge of the path, as the birds will not enter the
these walls are unusual in that they contain the tower.
largest uninterrupted pieces of the unearthly script.
Built into this tower for its protection are: the THE THREE FAMILIES
schoolhouse, infirmary, and chapel. Houses ring the
tower, gaining some shelter due to its magic. The Dunedin Family
three families have claimed most of those built The oldest and most influential family at Dunedin
directly next to the tower despite their smaller sizes. Farms has slowly seen its way of life and land erode
under pressures from outsiders and the other
Schoolhouse families. Owning most of the blue fields, they stand
Three rooms on the eastern wall that remained to make the most off trade outside the mists and so
mostly intact from the original tower comprise the are welcoming if rather suspicious of strangers.
schoolhouse. Their innermost walls are made of Pole
Grass and can be easily removed if it becomes John and Jacinda Dunedin
necessary to bring livestock into the tower for Heads of the Dunedin family, John and Jacinda, are
protection. Classes focus solely on basic skills needed both very hands-on and practical people who have
for agricultural work, community safety, and spent their entire lives here. Unafraid of hard work,
hunting. The school is run and taught by Samantha these two traditionalists nonetheless have a strong
Walker. Sanders, Alicia, and Christopher regularly grasp on the local politics, and are even reversing
teach classes on their specialties. some of the recent changes to the Dunedin way of
life.
Infirmary
In the southern and western portions of the tower Marcus Dunedin
the infirmary is completely encircled in the script John and Jacinda’s oldest child, Marcus, stands to
covered rock. The infirmary is composed of a large inherit almost all of their property—if he can keep it.
room for storage and emergency shelter, and Ever since an injury at a poorly sealed well, Marcus
roughly a dozen individual rooms. Rubble forms the has had a very short temper and undue fondness for
back wall of five of the rooms, while the others are booze.
pressed up against the outer west wall. The storage The Fen Family
is set up to be quickly used for mass sickbeds in the The Fen family is the smallest of the three leading
case of a plague, and is separated from the school by families, and has felt the strongest effects of the
a thick wall of black rock. Shelves packed with books mists. They own most of the farmland edging on the
climb up the walls. Most of the books are from mists themselves, and discovered the use of Pole
beyond the mists, but some have been hand penned Grass for drawing the contamination out of the soil—
by Alicia and Jacob and contain information on and adding it in elsewhere. Recently they’ve
Dunedin Farm’ unique plants, animals and events. succeeded in claiming a large amount of the center
This room opens directly onto what might have been town land, safe from the mists. This family is well
an outer ring of the tower, in which is a path with known for their kinship with Dunedin’s animals,
carefully tended mundane plants on one side, and likely due to the higher levels of blue in their
greenhouses full of medicinal plants against the wall. bloodline.
Chapel Christopher
A small chapel, this is nestled in the center of the Caw is the senior-most member of the Fen family. A
tower facing the missing wall, sharing the main short man with thinning hair, relentlessly cheerful
opening with both the infirmary and the school. A disposition, and unnaturally light step, Christopher
carefully constructed bridge connects the chapel to runs the chapel… or temple… or shrine—its title and
the infirmary storage and to the greenhouse path. A dogma is as tumultuous as the chaotic mists that
small aviary of Christopher’s prize birds is at the contain his world. Christopher has a natural kinship
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SURVEYED
for much of the trade bringing in clean soil for the
food fields.
Jacob Gabenstone
Alicia’s younger brother, Jacob has never been
comfortable in Dunedin. A scholar before arriving
here,
he’s been studying the ancient runes, their effects,
and the peculiar abilities of the groundwater.
Hired Hands
Hired hands are a collection of people from beyond
the mists who never returned and those born in
Dunedin outside of land-holding families. Life as
one of the hired hands is more difficult than for the
landholders. Work must be found and pay bartered
for. Regardless, these people are critical to the way
Dunedin functions. Without them, the myriad daily
tasks could not be finished. From routine jobs such
as bailing hay, maintaining the fence line and wells,
or hunting down vicious creatures, the hired hands
fill the majority of jobs in this community. Recently
PLOT HOOKS
Caravan
A merchant who has had dealings with
Dunedin Farms is interested in trading
with them again. He proclaims the
value of the beautiful ruby bells and
fierce hunting birds. His memory of the
place, and how to get there, is sketchy
at best; he knows the farm has
something to do with the fog and is
nearby. The merchant hires the
characters on to protect his wares and
seeks a negotiator, if the party has
someone to do it. The merchant will
offer very good compensation for what
appears to be a simple task.
· Danger Sense: As edge. most weakly armored livestock and despoiled entire
DOUBLE-DOGS location. fields of crops.
These two-headed wolves are · Fleet-Footed: Roll a d10 Attributes: Agility d8, Smarts d6
intelligent, vicious predators. As running die instead of a d6. (A), Spirit d10, Strength d4, Vigor
pack hunters, they prefer to wear d6
out their targets, lay traps, and · Team Fighter: Add an
Skills: Climbing d6, Fighting d6,
use hit-and-run tactics. Those additional +1 to any gang-
Notice d6, Stealth d8
who have successfully wounded up bonus with another
Pace: 6 Parry: 5 Toughness: 3
one of these creatures often bear double-dog.
Special Abilities
scars from their acid blood. · Acidic Blood: When a
· Acrobat: As edge.
Attributes: Agility d8, Smarts d10, double-dog is wounded in
Spirit d6, Strength d8, Vigor d8 melee combat, the · Low Light Vision: ignore
Skills: Fighting d8, Intimidation attacker must make a Dim and Dark lighting
d8, Notice d10 Vigor check or be Shaken. penalties.
Pace: 10 Parry: 6 Toughness: 6 FUNGUS CATS · Bite and Claws: Str+d6,
Special Abilities Venomous black-green creatures, fungal infection (treat as
these cats get their name from venomous poison, -2).
· Bite: Str+d8.
the highly toxic fungal infection
· Go for the Throat: Double- that inevitably follows their bite · Size -2: These are the size
dogs instinctively go for an and scratches. With limited time as a normal house cat.
opponent’s soft spots. to administer an antidote, these · Small: Anyone attacking a
With a raise on its attack cats have poisoned many fungus cat is at -2 on
roll, it hits the target’s attack rolls.
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SURVEYED
Enemy
The PCs’ archenemy is trading with
the farmers and using the crops
and livestock to further his
questionable plans.
Siege
With an increase in mist
turbulence and venting, there has
been a rise in the predator
population and they’re venturing
further into the farmlands on a
regular basis, putting the farmers
at risk of losing most of the harvest
to spoilage. They have sent out
some hired hands to recruit people
to help fend off the predators until
they can get the harvest in. Among
them are fungus cats, widow
bears, and double-dogs.
GREY SHEEP
· Fleet-Footed: Roll a d10 Attributes: Agility d8, Smarts d6
The grey sheep are herd creatures
running die instead of a d6. (A), Spirit d6, Strength d4, Vigor d8
and sing to each other in a musical
RIVER BITERS Skills: Climbing d6, Fighting d6,
chorus of soft lilting tones and
Wild river biters appear in a Notice d4, Swimming d8
bays. These miniature sheep
cyclical pattern, when the Pace: 6 Parry: 5 Toughness: 4
provide moderate amounts of
weather begins to cool. Small and Special Abilities
wool, which when used for
clothing has the ability to ward off serpentine with hooked claws · Bite: Str+d4, Paralytic bite,
predators. Invaluable to the they target larger creatures such treat as paralytic poison.
Dunedin Farmers, these items are as the bully-cows and humans,
swarming until enough toxin is in · Size -2: River biters are about
usually made to be worn by the size of a house cat.
multiple people and passed their prey to paralyze it.
around to whoever is currently in Until recently these creatures · Small: Anyone attacking a
the field. were considered nothing more river biter must subtract 2
than a pest, but after some careful from his or her attack rolls.
Attributes: Agility d6, Smarts d4
(A), Spirit d4, Strength d6, Vigor d6 testing and observation by Jacob, SWALLOW TAIL HAWKS
Skills: Notice d10 they were found to completely Caw’s favorite birds, swallow tail
Pace: 10 Parry: 2 Toughness: 5 eliminate the dangerous effects of hawks are intelligent, loyal, and
Special Abilities the groundwater, making them a rare. Unique in their ability to
safe food source. Attempts to understand human language, they
· Improved Dodge: As edge. domesticate them have thus far are also fierce predators with
· Size -1: These are the size as failed, but that doesn’t mean that keen eyesight and razor-sharp
normal cats. Jacob has stopped trying. talons.
· Size -2: Swallow tail hawks are Vigor d12 · Size +4: These creatures
small lightweight birds. Skills: Fighting d8, Notice d8, are larger much denser
Swimming d6 and larger than typical
· Small: Anyone attacking a Pace: 8 Parry: 6 Toughness: 10 bears.
swallow tail hawk must Special Abilities
subtract 2 from his or her · Large: Attackers gain +2 to
attack rolls. · Claws: Str+d6 attack rolls when attacking
· Terrifying Roar: All a widow bear due to its
WIDOW BEARS
opponents in a cone large size.
The widow bear has a fearsome
roar capable of intimidating even template must make a fear
the bravest of individuals. These check at -2.
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By Logan Masterson with Stats by Robert L. Beaver
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Attributes: Agility d8, Smarts d4, Spirit d4, Strength · Fearless: Cannot be intimidated. Never
d6, Vigor d6 suffers from fear effects.
Skills: Fighting d8, Shooting d6, · Dual Machine Guns: Range 12/24/48,
Pace: 6 Parry: 6 Toughness: 8 (4) Damage 2d6, Rof 5, AP 0, Auto)
Special Abilities · Large: Size of large rhino; attackers get +2 to
attack rolls
· Armored: Metal armor gives +4, except
around eyes · Size +4
· Fight to the Death: Never takes prisoners, Both types of “demons” are powered by Hooke
doesn’t suffer morale loss, fights until dead. Engines and sheathed in armor. Their control
mechanism is unknown to the world at large.
· Claws: Str+d4
Characters with skills in Mysticism, Psionics, or
· Construct: +2 to recover from Shaken; does Fringe Science may test to realize that the automata
not suffer additional damage from called shots are powered by living minds, somehow grafted into
with exception to eye; immune to disease and the lignum vitae structure.
poison
Further investigation may reveal that the so-called
· Fearless: Cannot be intimidated. Never Harriers are animated by the spirits of children, and
suffers from fear effects. that the Gorgons possess the minds of bulls. They
can be affected by mental powers, but it is difficult:
· Quick: Small and fast, discard draw of 5 or the ghosts in the machines are enraged and
less for new card bloodthirsty.
· Size -1: Small Size
The Ally
Clockwork Demon (Type B “Gorgons”) Sister Mary Josephine is a young, strikingly
Clockwork demon powered by Hooke Engines and beautiful nun with an oddly commanding voice,
sheathed in armor (except around eyes). Powered bygreen eyes, and blonde hair under her habit. She
adores her little wards, the Girls of Otis Dormitory
spirits of Bulls (Knowledge in Mysticism, Psionics,
or Fringe Science is required to know this). These are
East, and will lay down her life to save them. The
large. sister is not above forgoing her vows to grab up a
Attributes: Agility d6, Smarts d4 (A), Spirit d4, machine gun and shoot those who threaten her girls.
Strength d6, Vigor d10 She may be used as a contact or to fill other roles in
the scenario.
Skills: Fighting d6, Shooting d6,
Pace: 4; Parry: 5; Toughness: 15 (4)
Sister Mary Josephine
Special Abilities
Rank: Novice
· Armored: Metal armor gives +4, except
around eyes Attributes: Agility d6, Smarts d6, Spirt d8, Strength
d4, Vigor d6
· Fight to the Death: Never takes prisoners,
Skills: Healing d6, Knowledge (Religion) d6, Notice
doesn’t suffer morale loss, fights until dead.
d6, Persuasion d8, Shooting d6
· Claws: Str+d4 Charisma: 0; Pace 6; Parry: 2; Toughness 5 (0)
· Construct: +2 to recover from Shaken; does Hindrances: Code of Honor (Major), Heroic
not suffer additional damage from called shots (Major), Loyal (Minor), Young
with exception to eye; immune to disease and
poison
The situation
As the characters enter the
orphanage grounds, there
are three discrete events
taking place.
1. Assault on the Sister
Mary Katherine Dorm. A host
of Harriers have been
released around the boys’
dorm, and are crashing
through windows even as the
characters take in the scene.
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GREAT ADVENTURES
Hooke-driven Scout Airship docked a
few blocks away, its captain ready for
action if he is forced to retreat. The
characters might even follow this all
the way to the secret base in White
Plains.
The Denouement
If the party defeats or declines to
pursue Archibald, there may be the
immediate issue of housing the
children to deal with, further
developments with Sister Mary
Josephine, or clean up at the
orphanage. The group may also
decide to investigate Archie’s
Liberator story, and perhaps
help get a powerful hero back
on his feet, earning a useful
favor.
Characters receive
experience if they rescue
all the children and
pursue Archibald to the
White Plays base, or if he
is simply defeated at the
GM’s judgment.
Players’ Area Map
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GREAT ADVENTURES
If the Heroes Start Killing People Skills: Climbing d4, Fighting d4-1, Gambling d4,
Samiloski or Ionov will speak to them via the ship’s Language: Pan d4, Notice d4, Shooting d4-1,
communications system. They will inform the heroes Spacewise d4, Throwing d4-1
that they will kill one crew member for each pirate Pace: 6 Parry: 4 Toughness: 6 (1) Charisma: 0 Equilib
who is killed. And they will. Note that they will not Mod: 0 Acquisition: 0
resort to this if their crew are only incapacitated or Gear: Splinter Pistol (d4-1 (2d6, 10/20/40)),
otherwise disabled. Unarmed Strike d4-1 (Str), Flightsuit Armor (+1),
If Two Hours Pass Since the Heroes Arrive Smaw Stunner (see New Weapons).
The pirates will get the ships disentangled. Double- Engineering Crew (4)
Dare will pull slightly away from ‘Gun with Samiloski Rank: Novice
in command, but Ionov will stay on the cargo vessel Race: Human
until he can find, interrogate, and kill the Operative, Culture: Aspiring
before taking the precious cargo he has been told to Careers: Criminal
recover (although he doesn’t know what it is.) When Attributes: Agility d6, Smarts d6, Spirit d4, Strength
the ships separate, the link between their computers d6, Vigor d4
will be broken as the covert patch-line that the Skills: Climbing d4, Fighting d4-1, Gambling d4,
Operative had connected is pulled apart. Language: Pan d4, Notice d4, Shooting d4-1,
The Heroes Take Down Samiloski Spacewise d4, Throwing d4-1
The ship’s computer on Double-Dare is programmed Pace: 6 Parry: 4 Toughness: 6 (1) Charisma: 0 Equilib
to automatically draw away to a safe distance and Mod: 0 Acquisition: 0
start firing on The Loaded Gun and not stop until it Gear: Splinter Pistol d4-1 (2d6, 10/20/40), Unarmed
explodes. An FTL rift is the most likely result. If this Strike d4-1 (Str), Flightsuit Armor (+1), Smaw Stunner
happens, the St. Cloud carrier Harrier will rush to (see New Weapons).
attack Double-Dare and to recover the cargo if Loaded Gun Crew
possible.
Rank: Novice
If the Heroes Get the Strongbox and the Operative Race: Human
Onto Their Shuttle Culture: Aspiring
Fleeing the entangled starships will be the same as Careers: Qualified
the approach. However, if Double-Dare is now free Attributes: Agility d4, Smarts d6, Spirit d6, Strength
to maneuver, it will pursue them while firing, and d4, Vigor d6
Harrier will come in to pick them up. Once on board Skills: Knowledge: Astatine Handling d4, Language:
Harrier, they should be able to out-run the pirates Pan d4, Notice d4, Piloting (Starships) d4, Repair d6,
and return to safe space. Spacewise d4, Survival d4
Pace: 6 Parry: 2 Toughness: 6 (1) Charisma: 0 Equilib
CHARACTERS Mod: 0 Acquisition: 0
Gear: Unarmed Strike d4-2 (Str), Flightsuit Armor
See printable figures following ship stats.
(+1).
Double-Dare Crew Daina Gault (St. Cloud Fixer)
Hunting Parties (Four groups of three; one will be Rank: Novice
accompanied by Ionov) Race: Human
Rank: Novice Culture: Aspiring
Race: Human Careers: Entrepreneur
Culture: Aspiring Attributes: Agility d4, Smarts d8, Spirit d6, Strength
Careers: Criminal d4, Vigor d4
Attributes: Agility d6, Smarts d4, Spirit d4, Strength
d6, Vigor d6
62 | For All Things Savage
GREAT ADVENTURES
Skills: Gambling d4, Investigation d6, Knowledge: St. Shooting d10, Spacewise d6, Survival d4, Throwing
Cloud operations d6, Language: Pan d4, Notice d4, d6, Tracking d6
Persuasion d6, Psychiatry d6, Streetwise d6, Taunt d4 Pace: 6 Parry: 7 Toughness: 9 (4) Charisma: 0 Equilib
Pace: 6 Parry: 2 Toughness: 4 Charisma: 0 Equilib Mod: -1 Acquisition: 1
Mod: 0 Acquisition: 0 Gear: Minilaz d10 (2d6+1, 12/0/0), Electrogloves d10
Gear: Unarmed Strike d4-2 (Str). (Str), Unarmed Strike d6 (Str), Clamshell Armor (+4),
Special Abilities: Com-link (d4), Optovisor, Oxytube, Scanner, Trackers
· Glanding: Enables hormones / pheromones (d4), Trip-Field.
to be triggered Hindrances: Arrogant (Flaunt superiority; seek
master in battle)
· Glanding Powers: Serotonin-A: Serotonin-A
Edges: Counterattack, Synergy (+1 to rolls that use
controls mood. It can be used to resist the
direct interface), Tech Implant (Lastpistol; Implanted
effect of any social Skill or manipulation
with an item beyond glands/medical)
based on Persuasion or Taunt by providing a
+2 modifier to resistance tests. The Operative (St. Cloud Operative)
Wild Card
Victor Samiloski (Captain of Double-Dare)
Wild Card Rank: Seasoned
Race: Human
Rank: Seasoned
Culture: Underworld
Race: Human
Careers: Peace Officer
Culture: Aspiring
Attributes: Agility d6, Smarts d6, Spirit d6, Strength
Careers: Peace Officer
d6, Vigor d6
Attributes: Agility d8, Smarts d8, Spirit d4, Strength
Skills: Fighting d8, Language: Pan d4, Notice d6+2,
d6, Vigor d6
Persuasion d6, Programming d8, Repair d4, Security
Skills: Fighting d4-1, Intimidation d6, Language: Pan
d6, Spacewise d6, Stealth d6+4, Streetwise d4
d4, Notice d8, Persuasion d6, Piloting (Starships) d4,
Pace: 6 Parry: 6 Toughness: 6 (1) Charisma: -2
Security d8, Shooting d8-1, Spacewise d4, Stealth
Equilib Mod: 0 Acquisition: 1
d4-1, Streetwise d6
Gear: Combat knife d8 (Str+d4+2), Unarmed Strike
Pace: 8 Parry: 4 Toughness: 6 (1) Charisma: 0 Equilib
d8 (Str+d4), Chameleon Suit (+1), Optovisor,
Mod: 1 Acquisition: 1
Whisperer.
Gear: Las-pistol d8-1 (2d6+1, 12/24/48), Unarmed
Hindrances: Imbalance (Suffer a -1 to all Equilibrium
Strike d4-1 (Str), Flightsuit Armor (+1), Com-link (d4),
rolls), Mean
Oxytube, Smaw Stunner (see New Equipment).
Edges: Alertness, Improvisational Fighter (Ignore –1
Hindrances: Bad Luck, FTL-Sickness (Vigor roll or -1
penalty for improvised weapons), Interceptor (+2
penalty during that scene)
Program-secure/capture data or computer), Martial
Edges: Command, Dodge, Fleet-Footed
Artist
Nemar Ionov (Mercenary Lieutenant)
Wild Card NEW WEAPONS
Rank: Seasoned
Race: Human Smaw Stunners
Culture: Militant Range: 15/30/60
Careers: Bounty Hunter Damage: 2d4 (Stunning)
Attributes: Agility d10, Smarts d4, Spirit d6, Strength RoF: 1
d6, Vigor d6 Cost: 400/Novice
Skills: Climbing d4, Fighting d10, Gambling d4, Weight: 6
Intimidation d6, Language: Pan d4, Security d4, Shots: 1 (disposable)
Min Str: d4
Semi-Auto
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GREAT ADVENTURES
From the High-Space Character Analects: Any Automatics: Active Sensors d8, Communications d8,
successful hit by a Shock weapon will automatically Direct Weapons d6, Hacking Attacks d6, Indirect
set the target’s state to Shaken. Damage that Weapons d6, Passive Sensors d8, Maneuvering d6
normally results in a Shaken roll has no additional
effect. Harrier
Class: Sublime
STARSHIPS Design: Cargo
Origin: St. Cloud
Loaded Gun Crew AP: 5-8
Class: Profit Maneuver d4
Design: Cargo Computer d4
Origin: Independent Displacement d10
Crew AP: 1-4 FTL d6
Maneuver d4 Quality d6
Computer d6 Edges: Combat Conv (Converts payload into a
Displacement d10 hardpoint for weapons, see text), Landing-Bay (d4
FTL d6 worth of Displacement capacity), XRL (x1) (are
Quality d6 standard defensive equipment)
Hindrances: Limited Arc (Sensors), Weak-Point Automatics: Active Sensors d6, Communications d6,
(Suffering a breach, ship cannot soak damage) Direct Weapons d4, Hacking Attacks d4, Indirect
Edges: Cargo Container (x8) Weapons d4, Maneuvering d4, Passive Sensors d6
Automatics: Active Sensors d4, Communications d4,
NRS-Stealth-Shuttle
Direct Weapons d4, Hacking Attacks d6, Indirect
Class: Triple ‘S’
Weapons d4, Passive Sensors d6, Maneuvering d4
Design: Explorer
Double-Dare Origin: St. Cloud
Class: Hawk Crew AP: 5-8
Design: Cargo Maneuver d8
Origin: Independent Computer d4
Crew AP: 5-8 Displacement d4
Maneuver d4 FTL d4
Computer d6 Quality d8
Displacement d8 Edges: ECM Suite (Test of Wills; cancel Quantum
FTL d6 locks), Lifepods, NRS (-2 Scanning penalty), Shock
Quality d6 pods (+1 Vigor when maneuvering)
Hindrances: Bad Reputation (-2 penalty to ship-to- Automatics: Active Sensors d8, Communications d8,
ship interaction), Mechanical Noises (makes Direct Weapons d8, Hacking Attacks d4, Indirect
indeterminate noises) Weapons d4, Maneuvering d8, Passive Sensors d8
Edges: Cargo Container, Combat Conv. (x2) (Convert
6 payload to 2 hardpoints), Mining-rig, PDA (x2)
Missile defense system
Going to Gen Con? Don’t forget that Pinnacle Entertainment Group and several licensees are represented by
Studio 2 Publishing. Stop by the S2P booth, #1317, near Upper Deck and Fantasy Flight Games. Also look for
Savage Worlds games throughout the extended gaming weekend. If a game is sold-out, stop by with the right
number of generic tickets, and you just might get to play after all.
While you’re there, don’t forget the ENnies! Several Savage Worlds titles up for awards, plus you never know
who you will see at the cash bar pre-show cocktail hour and auction.
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GREAT ADVENTURES
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GREAT ADVENTURES
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70 | For All Things Savage
CONVENTION CONNECTION
By Vickey A. Beaver multi-genre, pop culture convention. The
Covering July to September 2014 convention's focus is on all things pop culture and
does every genre of pop culture in as big a way as
Descriptions are as described on event websites possible. The event attracts over 10,000 people to
and were accurate as of this printing. Events with the Hartford area annually, and plans to expand to
[SW] are those where Savage Worlds games are other venues in downtown Hartford.
expected.
KANTCON - WWW.KANTCON.COM
UNITED STATES 7/18-20/14, Lenexa, KS
CONVERGENCE - WWW.CONVERGENCE-CON.ORG KantCon is a gaming convention by and for
7/3-6/14, Bloomington, MN tabletop hobby gamers in the Kansas City area.
CONvergence is an annual convention for fans of KantCon offers three days of tabletop fun in the
Science Fiction and Fantasy in all media, held each form of tabletop role-playing games, card games,
July at the DoubleTree by Hilton in Bloomington, board games, and miniatures games.
MN. We are a 4-day event with more than 5,000 FANDOMFEST - WWW.FANDOMFEST.COM
attendees, and the premiere event of our kind in 8/1-3/14, Louisville, KY
the upper mid-west. Fandomfest is the largest Comic-Con or multi-
FLORIDASUPERCON - WWW. WWW.FLORIDASUPERCON.COM platform convention in the Mid America region.
7/3-6/14, Miami, FL Thousands attend annually. We include Fantasy,
South Florida's Comic Book, Anime, Animation, Sci-Fi, Steampunk, Horror, Anime, Literary,
Video Game, Fantasy, Sci-Fi and Pop Culture Technology, Film, Gaming, Vending, Cosplay,
Convention is JULY 4-7, 2013. It's 4 days of fun Costuming, LARPing, Parties, KIDPALOOZA,
featuring celebrity guests, comic book creators, seminars, Q and A's, Celebrities from TV, Movies,
voice actors, industry guests, cosplayers, artists, and more.
writers, panels, Q&A's, films & shorts, costume & MECHACON - WWW.MECHACON.COM
cosplay contests, vendors, parties, anime, 8/1-3/14, New Orleans, LA
workshops, video gaming and more! MechaCon was conceived as a revolutionary
PAIZOCON - HTTP://PAIZO.COM/PAIZOCON Anime convention experience, utilizing a unique
7/4-6/14, Seattle, WA three-fold approach focusing on Japanese
PaizoCon returns for three days of all the hot animation, Japanese culture, and Transformers.
Pathfinder action you can handle! Gaming, panels, OHIO COMIC CON - WWW.WIZARDWORLD.COM/WIZCON.HTML
workshops, costumes, and loads of Pathfinder fun8/1-3/14, Columbus, OH
await you. Meet-up with community members Join tens of thousands of fellow fans as they
from around the world, as well as Paizo staff, and
converge at the Greater Columbus Convention
dozens of hobby gaming's veteran authors, artists,
Center at Ohio Comic Con to celebrate the best in
publishers, and designers. pop culture. Columbus’ Comic Con brings it all -
CONNECTICON - WWW.CONNECTICON.ORG Movies, Comics, Toys, Video Gaming, Games, TV,
7/10-13/14, Hartford, CT Graphic Novels, Horror, Wrestling, MMA, Original
ConnectiCon is a membership-based organization, Art, Collectibles, Anime, Manga, and more!
run by a very dedicated volunteer staff. [SW] MICHICON - HTTP://METRODETROITGAMERS.WORDPRESS.COM
ConnectiCon is New England's ONLY massively, 8/2/2014, Rochester, MI
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CONVENTION CONNECTION
Since 1972, the Metro Detroit Gamers (MDG) has Our goal is to host a convention that is both family
hosted a series of gaming conventions for the friendly and appealing to a wide variety of gamers.
enjoyment of gamers everywhere! MDG is proud to We primarily feature historical miniature
continue this tradition by welcoming those who wargames, but we also showcase a board-gaming
enjoy playing games of all stripes: wargames, board room with many of the most popular titles
games, chess, card games, train games, naval, currently on the market, as well as science fiction-
space and army miniatures, role-playing games, based and role-playing games.
and more! [SW] TACTICON - HTTP://DENVERGAMERS.ORG
DRAGONFLIGHT - WWW.DRAGONFLIGHT.ORG 8/28-9/1/14, Denver, CO
8/8-10/14, Seattle, WA The Denver Gamers Association is a non-profit
Dragonflight is a community organization organization which promotes and supports table-
dedicated to promoting all manner of gaming from top gaming of all kinds.
board and card games to LARP to computer games CELESTICON - WWW.CELESTICON.COM
throughout the Pacific Northwest. Since 1980, 8/29-9/1/14, Fremont, CA
Dragonflight Conventions have been a mainstay of CelestiCon offers four days of family-friendly
the northwest convention scene and game gaming in the San Francisco Bay Area. CelestiCon is
community. hosting hundreds of game events, along with
[SW] GEN CON – WWW.GENCON.COM exciting special guests, sponsor prizes, and gaming,
8/14-17/14, Indianapolis, IN gaming, gaming.
Featuring game industry veterans, award-winning [SW] DRAGONCON – WWW.DRAGONCON.ORG
authors and artists, jaw-dropping costumes, 8/29-9/1/14, Atlanta, GA
thousands of events, a growing Family Fun Pavilion, DragonCon is the largest multi-media, popular
and the newest games on the market, Gen Con culture convention focusing on science fiction and
truly is The Best Four Days in Gaming™! fantasy, gaming, comics, literature, art, music, and
CHICAGO COMIC CON - WWW.WIZARDWORLD.COM/HOME-CH.HTML film in the universe!
8/21-24/14, Chicago, IL GATEWAY - WWW.STRATEGICON.NET
Join tens of thousands of fans as they converge at 8/29-9/1/14, Los Angeles, CA
Chicago Comic Con 2013 Wizard World Convention Our conventions offer the chance to play, watch
to celebrate the best in pop culture. Chicago Comic and buy a variety of board games, card games,
Con brings it all - Movies, Comics, Toys, Video miniatures, role-playing, collectables, and
Gaming, Games, TV, Horror, Wrestling, MMA, computer games.
Original Art, Collectibles, Anime, Manga, and more!
MAGE CON SOUTH - WWW.MAGE-PAGE.COM
GEEK.KON – HTTP://GEEKKON.NET 8/29-9/1/14, Sioux City, IA
8/22-24/14, Madison, WI Great games, contests, miniatures, costumes,
Geek.Kon is Madison Wisconsin's very own anime seminars, artwork, and special guests.
convention, sci-fi convention, and gaming
PAX PRIME - HTTP://PRIME.PAXSITE.COM
convention all rolled into one! Geek.Kon is a place
8/29-9/1/14, Seattle, WA
to celebrate all that is geeky.
In 2004, the folks at Penny Arcade decided they
GUNS OF AUGUST - HTTP://WBCONVENTIONS.ORG wanted a show exclusively for gaming. From that
8/22-24/14, Williamsburg, VA
CANADA
Discovered by Obatron Productions’ owners while at Origins:
crew of 5-15. The heavy-duty material is fit for transport.
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Gen Con Panels
A l l Pa n e l s L o c ate d at C ro w n e P l a za