Sunday, June 19, 2011

Servious Pompeius

painted by Patrick

Servious Pompeius - Wild Card Gladiator - Dave
Ag d8, Sm d4, Sp d6, St d6, Vg d4,
Pace 6, Parry 7 (9), Toughness 4 (5), Charisma -3, Encumbrance 0
Skills: Fighting d10, Notice d4, Stealth d8, Intimidate d6,
Edges: Florentine, Acrobat,
Hindrances: One Eye, Outsider (of unknown origin...?)
Gear: Trident (Str+d6/8* one hand = d6, two hand = d8, +1 Parry, Reach1), Net (+2 to grapple/ entangle an opponent (so, if offhand, net 0) once grappled with net may make fighting attacks at +2. May also be used for “Florentine” in place of a dagger), Superior Light Armour

Necrophilius



Necrophilius - Wild Card Gladiator - Will
Ag d6, Sm d6, Sp d4, St d6, Vg d8,
Pace 6, Parry 6 (8), Toughness 6 (7), Charisma 0, Encumbrance -1
Skills: Fighting d8, Notice d6, Intimidate d6, Taunt d4,
Edges: Nerves of Steel
Hindrances: none
Gear: Gladius (Damage: Str+d6), Superior Light Armour, Inferior Large Shield

A "one-shot" gladiator - my firiend Will happened to be in town visiting for our first Savage Saturday Gladiator Campaign night, so he made up "Necrophilius" to bash about with the others...

Monday, June 13, 2011

Sura the Snake Charmer – Wildcard Gladiator



Sura the Snake Charmer – Wildcard Gladiator - Amanda
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 7, Toughness 5 (6), Charisma +2, Encumbrance 0
Skills: Fighting d8, Notice d6, Stealth d6, Intimidate d4, Throwing d4, Taunt d4
Edges: Atractive
Hindrances: None
Gear: Gladius (Damage: Str+d6), Superior Light Armour, Superior Small Shield

Oezalces Fuscina – Wild Card Gladiator



Oezalces Fuscina – Wild Card Gladiator - John
Oezalces Fuscina is a Berber from Numidia. He disdains the traditional view of trident users and actually has the word trident as his last name.
Ag d8, Sm d4, Sp d4, St d6, Vg d8,
Pace 6, Parry 9, Toughness 7 (8), Charisma -2, Encumbrance 0
Skills: Fighting d12, Notice d4, Stealth d6, Taunt d4,
Edges: Quick, Brawny
Hindrances: Bad Luck, Outsider
Gear: Trident (Damage: Str+d8, Two hands, +1 Parry, Reach 1), Superior Light Armour, 100 denarii

For Those About to Die…


…we salute you!

I’ve decided to run a gladiatorial games campaign over the summer. All the regular savages have chipped in and I ordered a shwack of Gladiators from Black Tree Design and Crusader Miniatures (I also already had a few from Wargames Foundry and West Wind Productions - mostly women..!?)

This past Saturday we drafted figures and everyone made their first gladiator – which I will be featuring in future posts…

Here are some of the rules I came up with for the campaign so far:

Character Generation

Attributes
All attributes start at d4. You have 5 attribute points to raise them – as per the basic rules.

Skills
You have 10 skill points to spend – as per the basic rules (except a few less – because, really who’s going to take anything beyond fighting, throwing, and intimidation?).

Hindrances
Only certain hindrances will gain you “Hindrance Points”

Arrogant (major) must always attack the “master” in battle.
Bad Luck (major) -1 benny
Bloodthirsty (major) must deliver killing blow immediately, -4 charisma
Elderly (major) -1 pace, -1 Strength and Vigor (cannot be raised again),
+5 for smarts based skills
Habit (major) alcoholic – spirit roll before games fail = hung-over -2 to all trait tests.
Lame (major) -2 pace, run d4
Mean (minor) -2 charisma
Obese (minor) +1 Toughness, -1 pace, run d4 – but you have to find a suitably obese figure!
One Arm (Major) – but you also have to find/modify a one-armed figure!
One Eye (major?) -1 Charisma, -2 to throwing, shooting, etc.
One Leg (major) -2 pace, run d4, -2 fighting, etc
Outsider (minor) Not a Roman -2 Charisma
Phobia (minor or major) as per rules, but must be something you could potentially face:
Wild animals, Gauls, Tridents, etc.
Ugly (minor) -2 charisma
Young (major) 3 attribute points, 5 skill points, +1 benny


Edges
Most of the edges in the main rulebook are available. I’m also allowing some additional ones from other SW books:

Pirates of the Spanish Main
Dirty Fighter S PotSM pg.32
Really Dirty Fighter S PotSM pg.33
Entangle S PotSM pg.33
Grit H PotSM pg.
Improvisational fighter S PotSM pg.
Iron Jaw N PotSM pg.
Riposte S PotSM pg.
Improved Riposte V PotSM pg.
Spot Weakness S PotSM pg 36


Modern Martial Arts
Accurate Attack (Fighting) S
Bewildering Warrior S
Breaking Blow S
Bring It On S
Bring It ALL On H
Disarm Mastery S
Grab and Hold N
Ground Fighter S
Heightened Senses N
Improved Heightened Senses V
Hi-YAH!! N
Squeeze Play S
Superior Defence N
Unarmed Warrior N



Equipment

Armour
Light (+1) Inferior 30lb 50d
Average 20lb 100d
Superior 15lb 200d
Medium (+2) Inferior 45lb 200d
Average 30lb 300d
Superior 25lb 450d
Heavy (+3) Inferior 60lb 350d
Average 45lb 500d
Superior 40lb 700d

Small Shield +1 Parry Inferior 15lb 25d
Average 10lb 50d
Superior 8lb 100d
Large Shield +2 Parry Inferior 30lb 100d
Average 20lb 200d
Superior 15lb 300d

When wounded check for damage on armour:
If shield and armour always check the lower quality if of equal quality, determine randomly.
Roll d6 for inferior, d8 for average, or d10 for superior
pass = no damage, fail = damaged
damaged armour has -1 protection value until repaired. Cost of repair is 25% cost of armour – or can be repaired by the gladiator with successful repair roll and 10% cost of armour.

Weapons
Dagger Str+d4 1lb 25d
Short Sword Str+d6 4lb 200d
Spear Str+dx 5lb 100d one hand = d4, two hand = d6, +1 parry,
reach1
Trident Str+dx 10lb 200d one hand = d6, two hand = d8, +1 parry,
reach1
Great Axe Str+d10 15lb 500d AP1, Parry -1, 2 hands
Net * 15lb 100d +2 to grapple/ entangle an opponent (so, if offhand, net 0) once grappled with net may make fighting attacks at +2. May also be used for “Florentine” in place of a dagger.


Experience
+1 survived a match
+1 won a match
+1 (per multiple) match versus numerically superior foes
+1 (per rank) match versus more experienced foes
-1 (per multiple) match versus numerically inferior foes
-1 (per rank) match versus less experienced foes

(you always get at least ONE for surviving, though there are conditions that can reduce the experience you get it can’t be less than one)


The Thumb Roll

At the end of a combat when one character has been incapacitated (or taken a dive/begged for mercy/etc.) there will be a “thumb roll” to determine whether the gladiator is to be spared or killed.

(note – bloodthirsty characters will not wait for the thumb roll but will automatically deliver a killing blow to an opponent who is down)

Make a spirit roll; success = spared, failure = death
Modified by:
+/- charisma (outsider, mean, noble, bloodthirsty, etc).
-1 per rank higher than opponent
+1 for each wound you caused your opponent

Take A Dive
You don’t have to fight to incapacitation all the time… After you take at least one wound you can take a dive, or beg for mercy from the audience, but you are at -1 for each wound short of incapacitated for your thumb roll (i.e. -1 is at three wounds, -2 if at two wounds, -3 if it one wound).

Wounds and Recovery
We will assume a week goes by between rounds and thus injured characters will have an opportunity to recover between matches. We will assume they have doctors and a relatively pampered life – so there will be no negative modifiers beyond the wound modifiers.

I may also come up with a random “scenario” table (one-on-one, pairs, teams, vs. wild animals, vs. condemned men/slaves, etc.)

I am also considering using Showdown rules – so there will be a fortune and calamity table (though there may likely be some changes… out of ammo, for example, would be quite useless) and a random events table…

Stay tuned for Gladiator Profiles and reports of the action at the colosseum!

Tuesday, May 31, 2011

The Tomb of Xongar XI


This past weekend saw the return of Savage Saturday - I have decided to run a series of skirmish games over teh summer (the Savage Saturday Summer Skirmish Series - am I the king of alliteration or what!?). I've been painting a bit of colonials and Martians so it seemed appropriate to get them on the table in a little Space: 1889 scenario.

SITUATION

Professor Arnold Daventhorpe has approached Thurston Howell to fund an archeological expedition to what he believes is the lost tomb of Xongar XI. Convincing him that Xongar XI was the richest of Xongar dynasty and the tomb is likely filled with untold riches and treasures Howell agreed and decided to accompany the expedition. Ruby Johnson and another Martian guide have been hired to help get them there and Daventhorpes beautiful assistant Dr. Penelope Smith was also to travel with the group.

The site was located after a few weeks searching and excavation began. All the work had to be done by the small team as no Martians could be found that would be willing to dig up the site – especially since it was so close to a High Martian Kragg.

About a week after their arrival the High Martians noticed their presence and for another week could be seen soaring on the horizon or sometimes high overhead. Finally, two weeks after their arrival at the site, a group of High Martians approached and told them to leave.

Word was sent back to their friend Lt. Montgomery that they expected trouble from the High Martians and asked if he would be able to help….

SCENARIO

The Heroes are holed up at the dig site – with hostile High Martians circling closer – hoping their friend Lt. Montgomery will arrive in time!

The players will check to see if Montgomery and the Parhoon Rifles arrive at the beginning of every turn after turn four – rolling d8, if the number rolled plus the turn number is equal or greater than twelve Montgomery and his detachment of Parhoon Rifles arrive in the far corner of the table..

FORCES

Thurston Howell I
Ag d4, Sm d8, Sp d10, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 6
Skills: Fighting dX, Shooting dX, Notice dX, Stealth dX, Intimidate dX, Throwing dX
Edges: Filthy Rich, Strong Willed, Snob
Hindrances: Stubborn, Jingoistic, Overconfident
Gear: Sword Cane (Str+d4), Revolver (Range: 5/10/20, ROF 1, Damage: 2d6, AP: 1) Languages: English!

Lieutenant William Montgomery
Ag d8, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d10, Shooting d6, Notice d8, Stealth d6, Intimidate d6, Riding d4, Persuasion d8
Edges: Rank: Officer, Command
Hindrances: Loyal (To the Regiment and Crown) Obligation (Army, Mionr), code of Honour
Gear: Sabre (Str+d6), Pistol (Range: 5/10/20, ROF1, Damage: 2d6, AP: 1)
Languages: English, Koline, Parhooni, French

Ruby Johnson - Wild Card Guide - Amanda
Ag d10, Sm d8, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Survival d6, Tracking d10, Streetwise d4, Persuasiond4, Climbing d4, Riding d4, Healing d4,
Edges: Linguist, Luck, Alertness,
Hindrances: Loyal (The Group), Martian Raised, Code of Honour
Gear: Knife (Str+d4), Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)
Languages: English Flemish, French, German, Koline, Oenotrian, Parhooni, Hellan

Professor Arnold Daventhorpe – Wild Card Archaeologist
Ag d8, Sm d10, Sp d8, St d8, Vg d8,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d4, Survival d6, Throwing d4, Climbing d6, Knowledge: Archaeology d10, Knowledge: Martian History d8,
Edges: Scholar,
Hindrances: Code of Honor
Gear: Shot Gun (Range: 12/24/48, ROF1, Damage: 1-3d6, snapfire)

Dr. Penelope Smith
Ag d8, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d6, Persuasion d8, Survival d6, Knowledge: Archaeology d8, Knowledge: Martian History d8,
Edges: Attractive,
Gear: Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

Martian Guide
Ag d8, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d8, Intimidate d6, Throwing d6, Tracking d8, Survival d8
Edges: Musketeer, Marksman, Woodsman
Hindrances:
Gear:
Rifled Musket (Range: 20/40/80, ROF 1/3, Damage: 2d8)

Parhoon Rifles
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5(6), Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges:
Hindrances:
Gear: Martini-Hanry Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Snapfire), bayonet (Str+d6, parry +1)

THE GAME

(Remember: click on the pictures for a bigger version)


Our heroes at the dig site… who will get there first; The hostile High Martians or the Parhoon Rifles relief column…?


The High Martian warband approaches!


The swooped in and attacked the camp

Things were looking very badly indeed… The professor and his assistant were down int eh first round. Mr. Howell didn’t last much longer… The rest wouldn’t have held out another turn, but then wouldn’t you know it – Patrick rolled an eight on turn four…


The Parhoon Rifle detachment, led by Lt. Montgomery, is spotted approaching – the High Martians wait in ambush…


When the Parhoonis had closed enough the High Martians swooped out and were upon the Parhoonis before they even got a shot off!


The sudden violence of their attack caught the Parhoonis off guard!


Quiickly the Parhoon Rifles recovered their wits and dealt the High Martians some pretty serious blows


Ruby Johnson and the Martian Guide held their own – eventually the surviving High Martians fled!

Figuring they would soon be back in greater numbers, and Howell and the professor were very seriously wounded, the group was obliged to abandon the dig and return to Parhoon with their rescuers…


Coming soon on Savage Timmy’s Playhouse:

More Space:1889 and Gladiatorial combat!

Sunday, May 1, 2011

Savage Saturday Hiatus


It's that time of year again... Savage Saturday is going on hiatus for a bit. I might start again later in the summer... might be fall... we shall see. I seem to do this every spring… Things get busy with various kids activities winding up – final concerts and recitals and all the extra practices and rehearsals that entails. I also like to start getting out and doing some long distance bike rides on Sunday mornings.

I have some other stuff I want to focus on, game-wise; mostly Zulu War and Great War projects using Ever Victorious Armies/Contemptible Little Armies/Black Powder/etc maybe even some DBA or HOTT. I’ll be pretty busy painting new forces and preparing games for Toon Con in the fall. This I'll probably be doing most of this on random weeknights. You can follow all that action over on Tim’s Miniature Wargaming Blog.

I'd also like to do some more board gaming. I had actually planned to play Age of Conan this afternoon… but the whole family is sick so I had to call it off... I have a whole lot of board games, many of which I've picked up over the last couple years and played very few of them - I want to actually get around to playing a few more!

I also want to do some more painting of pictures, drawing of comics, get some more reading done and, as I mentioned, start getting up early for long distance bike rides on Sunday mornings, etc, etc... (You can read about some of that over on The Bike Blog and The Art Blog)

So I just don't have time to prepare and run a regular game on Saturday nights.

When I DO start up again I want to have a complete campaign planned out - toys painted and any required terrain/vehicles built, adventures read, cards for extras and wild cad NPCs all filled out, etc. It will be Realms of Cthulhu or Savage Space:1889 (so those of you playing in those campaigns that haven't completed a background for either of those characters - get on it!).

I did just order a schwack-load of Martians from Rafm (seriously… like 200 of them…) and I’ve been eyeing up Black Cat Bases Deep Ones and Mi Go and other assorted Cthulhu Critters (they’re on sale – 20% off - right now… doh…) - not to mention Rafm’s Cthulhu stuff. I guess that’s where some planning might come in handy – figure out which of those cthulhu critters I might actually NEED for the various adventures I’m going to run…

Cheerio for now…