Drowleks are one of the most feared and hated races in the universe, committed to wiping out all non-Drowlek life everywhere. Long ago they were a sub-species of Elf that lived underground, until the byproducts of their incessant warfare with the surface-dwellers poisoned their land and nearly killed off their species. A mad genius constructed […]Read More Elves & Espers: Drowleks
COBOLds are biological constructs left over from a previous era, designed as workers to do all the dirty and dangerous infrastructure jobs. Although looked down on and widely regarded as obsolete compared to the shiny new droids, they still do most of the grunt-work that keeps the arcology running because they still work and it […]Read More Elves & Espers: COBOLds
G-nomes are the descendants of pre-Apocalypse gnomes, and embrace genetic engineering with the same enthusiasm (and sometimes explosive results) as their ancestors embraced mechanisms and before that alchemy. They use magical viruses to rewrite their own genetic codes to cosmetically alter their appearances and give themselves interesting and unusual animal parts and abilities. They are […]Read More Elves & Espers: G-nomes
Zombots are corpses that have been infested with nanite colonies that grow mechanical linkages to make them lurch around in an unholy resemblance to life. Zombots are hideous travesties, with wires and rods piercing their flesh, writhing under their skin and snaking around their bloody and decaying bodies, manipulating them like grotesque marionettes. In settings […]Read More Elves & Espers: Zombots
Pigsies are flying porcine vermin. They are sentient, though they never direct their intelligence towards anything other than getting high, eating, crapping, and screwing. They resemble pigs with butterfly wings (the dust from which is highly psychoactive) and human hands instead of front trotters, and wear rags for clothes. They are generally armed with bows […]Read More Elves & Espers: Pigsies
Session Summary for 11/30/08: Elves & Espers It’s been a long time since we’ve had a recap around these parts. Let’s fix that. Sunday night’s session picked up from a previous adventure (undocumented, because Ye Olde Recapper wasn’t present). That session was the first in the Elves & Espers campaign, in which the previously introduced […]Read More Pigsies! Why did it have to be Pigsies?!
Critical hits are fun. Players enjoy big, flashy unusually good events. Some enjoy them so much that they play systems where they can narrate them right in, instead of waiting for the dice to serve them up, but that’s a topic for a different day. This was driven home to me when I was running […]Read More Let’s Get Critical!
Trollsmyth: Shields Shall be Splintered! I’m considering allowing the shield to act as ablative armour. One thing historical shields frequently did was shatter. A strong blow with an axe or a sword could cleave a shield, splintering the boards. Viking duels often had a three-shield rule, allowing each combatant to enter the contest with a […]Read More Shields As Ablative Armor
In the real world magicians (or people who thought they were magicians) had spell-books full of spells and bits of magical lore that served as textbooks for learning and performing magic. If you wanted to cast a spell, say to cause someone to fall in love, or to protect against curses, you’d look it up […]Read More Spell Books and Spell Variety in Savage Worlds
Nothing Earth-shattering, just some handy hints to keep things moving along: Use two decks for initiative. Have someone other than the GM shuffle the second deck while the first is in use, and at the end of a round when a Joker’s been played just swap decks. (If possible, use decks with different color backs, […]Read More Savage Worlds: Tips for Speeding Combat