Showing posts with label System: Savage Worlds. Show all posts
Showing posts with label System: Savage Worlds. Show all posts

Saturday, February 16, 2019

Heroes of Terra Kickstarter Up

Well, I have to admit I doubted this day would ever come, but on this occasion I'm happy to be proven wrong - Jeremy Puckett and Blackwing Productions* have posted the Kickstarter for Heroes of Terra: The Mushroom War. I've mentioned this Super Mario-inspired Savage Worlds setting a time or two before, as previous versions of it were released. Most are still available at the DriveThru link posted above, and the newest is the Heroes of Terra Jumpstart*, which like the full book brings the setting in line with the newest edition of Savage Worlds (If you were a backer of the Savage Worlds Adventure Edition, you should already have the Jumpstart wherever you're keeping the rewards from that campaign).

This Kickstarter is fairly straightforward, with PDF and POD options as well as some premium content-creation tiers. The stretch goals are all additional content, but I would say the target date is far enough out to not make the campaign too successful. Nothing that would require additional shipping is also a good sign.

Anyway, I'm eager to see what this version of the Mushroom Kingdom ends up looking like, and maybe even put a game there someday. I note with particular interest that the premise explicitly mentions the possibility of visitors from the "real" world, which would make the material easily integrated into a game of, say, international monster hunters . . .

Not your typical Yoshi.

*All DriveThruRPG links are, as always, affiliate links that earn me a little money if you use them.

Wednesday, December 6, 2017

6 Setting Crossovers for Your Savage Monster Hunter International Game

Unlike last time, as the current Monster Hunter International RPG Kickstarter has been going on, I've been refraining from giving constant updates on its status. Suffice to say that at this point, just 24 hours from ending, all the stretch goals have been hit and the deal is better than ever.

But perhaps you're unsure about how useful the new material will be. In that case, let me show you how it could easily mesh with some of your favorite Savage Settings:

East Texas University*: Probably the easiest setting to mesh with Monster Hunter International, as the basic premise is playing occult-investigating college students. As the typical ETU campaign has a built-in endpoint (graduation), it might be fun to have a recruiter from MHI show up to attract promising graduates. On the other hand, the college-town setting of Pinebox would be a good place to base a Hunter team out of, even if the PCs weren't enrolled in the school.

Chuck Finley: Zombie Hunter!
Tropicana*: A tropical island city-state crawling with spies, jet-setters, criminals, and modern-day adventurers of all sorts is almost guaranteed to have some monsters crawling around at the fringes. The company is called Monster Hunter International, after all, and wouldn't the PCs just love to take a job in a Caribbean paradise? Co-starring Bruce Campbell!

Deadlands*: It almost seems like cheating to mention this one, but as the Old West monster-hunting setting (now expanded to what the old MHI RPG called the Pulp Era*!) it's definitely worth a look. Of course it's a pretty crazy-gonzo alternate history, what with California falling into the sea, the Four Horsemen empowering undead monstrosities and mad scientists alike, and, worst of all for the Alabama-based Professional Monster Killers, a Union-Confederacy cease-fire.

Rippers*: For a slightly less gonzo 19th-Century monster-hunting experience, the world of Rippers is much closer to that of Monster Hunter International, by which I mean it's like the real world, except all the classic horror-movie monsters really exist. And while Bubba Shackleford may be reluctant to indulge in Rippertech, some of the other Hunter groups that existed back then may be less choosy . . .

50 Fathoms*: OK, this is an odd one, being a swashbuckling fantasy setting. It is, however, a swashbuckling fantasy setting that expects the PCs to be visitors from Earth, and there's nothing to say that those visitors couldn't be from the 21st rather than the 17th century! Whether they get caught up in the hag-curse related metaplot or just indulge in fish-out-of-water goofiness, a brief trip to Caribdus would be just the thing to shake up a Hunter team based out of Hawaii or Miami - or Tropicana, for that matter.

The Day After Ragnarok*: I love this setting, I really do. From the incomparable mind of Ken Hite comes an alternate world where Nazi sorcery unleashed a giant serpent on Europe, bringing about the ruin of every nation that touches the Atlantic. With the Confederacy on the rise (again) and snake-based monsters and magic popping up everywhere, there's plenty for WWII-era Hunters to involve themselves in, either as their standard globe-trotting adventurous selves, or perhaps pulling a Newton Knight and setting up their own independent settlement. Especially if they can navigate the wreckage of Europe and link up somewhere in there with Franks, who is undoubtedly beyond pissed at all this.

*Affiliate link. Provides extra gaming money to me at no cost to you.

Wednesday, November 8, 2017

Monster Hunter International Gets Savage!

Are you a fan of Larry Correia's Monster Hunter International series, but not of the HERO system* used in the 2012 RPG? Well, fret no more, because there's a new MHI RPG in town:


Currently just over 200% funded after just twelve house on Kickstarter, this version is being published by Gallant Knight Games* and will be using the Savage Worlds* rules.

But there's a lot more of interest here besides a less crunchy ruleset. For one thing, there's about twice as many books in the Monster Hunter International novel series as there were five years ago - which means lots of new characters and critters to get statted up, though admittedly some of these are from the 1980s-set trilogy Larry is co-writing with John Ringo, and the sub-setting for that era is one of the upcoming stretch goals.

Speaking of stretch goals, one of them has already been hit - an Old West sub-setting starring MHI founder Bubba Shackleford and his Professional Monster Killers, whom Larry wrote a short story about for a Weird West anthology last summer.

Other stretch goals add more content, including the aforementioned Monster Hunter Memoirs sub-setting, a Larry-written adventure, and non-human character options; plus there's some fun stuff like a challenge coin and coloring book.

Amusingly, the new MHI dice will have the logo on the six.
Notably absent from the stretch goal list is custom dice, although they won't be absent from the project as a whole - they're already part of the reward structure, with every physical backer getting at least one (as well as a deck of MHI playing cards), which with the "single softcover" price point at $30 strikes me as quite the bargain.

Interested? The Kickstarter's right here.

* Remember, folks, DriveThru links pay me if you use them, and it doesn't cost you a thing!

Thursday, September 10, 2015

Good News, Bad News

Bad news first: the Savage Mushroom Kingdom netbook I mentioned a couple years ago has gone dark. The good news is the reason for this, namely that the author - Jeremy Puckett of Blackwing Productions - has secured the necessary permissions to make his Land of Terra an official Savage Setting. There is, I understand, a Kickstarter planned for later this year, but in the meanwhile the rough draft of the Heroes of Terra Player's Guide - very similar to the old netbook - is now on DriveThru. It's even the Deal of the Day for the next few hours, but I'd say it's worth buying even at full price (a mere $5).

Also available are two short adventures, The Plumber's Dilemma and Down the Tubes, both priced as PWYW. They're well worth a look to see how the occasionally goofy Mushroom Kingdom setting elements - the second one alludes to Karting! - get translated. With all the elements thus presented, the full setting book is shaping up to be quite good indeed.

Monday, October 7, 2013

The Return of Monstrous Monday - Mushroom Kingdom Edition

Some of you may recall that last year about this time there was a big blogfest organized by Tim Brannan to post a bunch of monsters on October 29, as well as on the Mondays leading up to that date. Well, Tim's too busy to host a sequel this year, but when I came up with the idea to do Mushroom Kingdom Monsters I couldn't pass it up.

Art Via AdamsPinto
The genesis of this idea was a thread on RPG.Net titled "Hyboria + Mushroom Kingdom = IT WON'T GET OUT OF MY HEAD!"  True to the title, the idea has stuck with me ever since, occasionally inflamed by finding a neat piece of artwork to go with it. All sorts of different rulesets and play-styles have been suggested - there's a particularly nice Savage Worlds netbook by Jeremy Puckett that plays things fairly straight, for example - but the mode that most interests me is the slightly gritty, D&Dified sword-and-sorcery take on it. What, after all, is the difference between Mario and John Carter except that one landed on Barsoom and the other in the Mushroom Kingdom?

OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.

To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.

Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
Art Via D-MAC

Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).

Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.

Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.

Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.