Ok fellow GMS, perhaps you can help me out here. I'm looking for a one-sheet wild west scenario to slot into an ongoing sci-fi campaign as a VR episode. I'm looking for something where they need to rescue someone from a lynch mob or similar, preferably a native Indian, but I can tweak a lot if necessary. It should be possible to run through in an evening so nothing too protracted.
The background is that the native is actually an npc that they’re looking for and the whole thing is a character test for the players.

Post has attachment
Are you wondering how to use the Mutation Deck? Are you thinking about getting it but not sure what it will bring to the table? Or is this the fist time you've heard mention of a "mutation deck"?
This handy info-graphic should help with all these questions. Have a look. The "Black Friday" and "Cyber Monday" sale are almost here!

http://www.drivethrurpg.com/browse/pub/8015/Just-Insert-Imagination
Photo

Post has attachment

Post has attachment

Just finished up Wild Haunt (a modded version of Wild Hunt). The characters became obsessed with shooting the Constable's hat off hit head when we finished up the fight that was the cliffhanger from two weeks ago. After the fight the priest (he lived as walking wounded) informed them that the Constable will return within the night and keep returning until the curse is lifted. The group already knew that they had to get to the witch's grave (3 miles away on foot) and summon her to get her to end the curse, but they needed the dirt from a fresh grave to perform the ritual. Everyone was worried they would have to let the priest die to get this, but a player figured if they took on of the undead buried it and had the priest give last rights it might work. I let the ritualists help with this and they pulled off the mini ritual.

After that I ran a Quick Combat to cover their travel to the grave as undead continued to resurface. It resulted in everyone succeeding and the most wounded player even getting a raise netting him a bonus Benny. Once they the Constable resurfaced along with 4 hounds and 8 undead towns people. Our front line tough guy had the Second Wind adventure card letting him know he could undo all wounds from an encounter so he rushed the big bad after lighting his own hands on fire hoping the fire could hurt him (I let it shake him but only magic can wound). With that the 8 towns people also rushed him and he was swarmed. Luckily even though he had enough wounds to drop him and then several more attacks for further incapacitation rolls all his checks came up with stable and injuries that go away when the wounds do.

Another player seeing the swarm of undead chucked a bottle of holy water hoping it would splash like a grenade and after a few bennies it did but rolled minimum damage. Do to the great idea and personal sacrifice I allowed damage rerolls for ONLY this damage at the cost of 2 bennies per reroll. With this the character and the "leader" that could share bennies drained nearly all their stock to take out all the towns people in one go. people. It was then a fight with a big bad and his hounds as they tried to finish the ritual. They got it done right after dropping the big bad (for now) and summoned the witch.

Rising as an angel the characters discovered the witch was a white witch and pleased with seeing the Constable defeated twice already blessed the characters removing all their curses (including vampirism and a hell hound becoming a celestial hound) as well as leaving her spell book behind. The heroes then were free to head home and take midterms.

Post has attachment
Xanthar's Guide Review, Alien Archive Review, along with Savage Worlds Tips, ETU Game, and D20 Simple Game

So, I'm listening to We're Alive: A story of survival and I've started coming up with a Savage Translation of this setting. Mainly working out the different types of zombies the series has.

Here are a few of the zombies from the series I've come up with.

What do you think?

We’re Alive: A Savage Story of Survival

Zombie Hordes
At the heart of the series are the zombies. There are several types of zombies in the setting. The basic zombie is the most common type. Next are the runners and jumpers. The big ones and smart ones are the next most common. The little ones (which grow into the tall ones) are very rare, only a dozen existed in the show. The Tattooed Man is unique.

Infection: Anyone bit by a zombie must make a Vigor check at -1 or contract the zombie virus. 1D4 rounds after failing the vigor check, they turn, becoming a zombie. If the first check succeeds, they must make an additional Vigor check each hour until the afflicted limb can be amputated. Alternatively, the wound can be burned out with a red-hot piece of metal plunged into the wound or by using the gunpowder from six bullets poured into the wound and lit. This causes 1D6 damage to the target but burns out the virus. This must be done within the golden hour.


Normal Zombies
These walking dead are typical groaning fiends looking for fresh meat.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6
Pace: 5; Parry: 5; Toughness: 7
Special Abilities
• Claws: Str.
• Bite: Str + infection
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +2 damage.


Runners
Thin and muscular, these can sprint like a cheetah, capable of running at incredible speeds for short distances.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8
Pace: 8; Parry: 5; Toughness: 7
Edges: Fleet-Footed (run die d6)
Special Abilities
• Claws: Str.
• Bite: Str + infection
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +2 damage.
• Sprint: Once per hour, can sprint, increasing base speed by +2 and gaining a run die of d12 for 1D4+1 rounds.


Jumpers
Stick thin and very tall, standing on average seven feet tall. These can jump extreme distances.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4
Pace: 8; Parry: 5; Toughness: 7
Edges: Feet Footed
Special Abilities
• Claws: Str.
• Bite: Str + infection.
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +2 damage.
• Jumping: can jump 1D6+4” up, or 2d6+10" lengthwise

Post has attachment

Post has attachment
Because finding good minis for females in sensible attire for the situation shouldn't be hard...and these are non-humans! https://www.kickstarter.com/projects/oathsworn/heroines-in-sensible-shoes-3-miniatures-for-rpgs/description

Post has attachment
Part one of savaging Firefly/Serenity.
Part two will be showing you how savage the series even more simply.
I will be taking a lot of inspiration from what the SWGM Podcast talks about.

roleplayersimaginarium.blog/2017/11/09/savaging-joss-whedons-firefly-serenity-part-one/
Wait while more posts are being loaded