My gaming group is moving into a new setting, one that we plan to stick with for awhile. We're really liking the Savage Worlds rule set and are looking forward to how this will play out over a longer campaign.
After a brainstorming session, we agreed to play a post-apocalyptic world setting (with aliens thrown in for good measure). And the aliens have psionics. It all makes perfect sense when you read the back story we developed.
We'll draft new characters in our next session, and I'm stoked. I found that the Darwin's World setting (released recently for Savage Worlds) comes fairly close to the setting we developed, so we'll be using that supplement with some tweaks.
Here's the write up I did, based on our brainstorm. I'm calling the setting, "Scrap."
After a brainstorming session, we agreed to play a post-apocalyptic world setting (with aliens thrown in for good measure). And the aliens have psionics. It all makes perfect sense when you read the back story we developed.
We'll draft new characters in our next session, and I'm stoked. I found that the Darwin's World setting (released recently for Savage Worlds) comes fairly close to the setting we developed, so we'll be using that supplement with some tweaks.
Here's the write up I did, based on our brainstorm. I'm calling the setting, "Scrap."
Aliens from Gessel, a moon of Jupiter, invaded Earth. Toward the end, the allied forces
of Earth were able to destroy the invading ships and Gesselin land troops with nuclear
weapons and chemical warfare but at a great cost. Earth was irradiated heavily, millions
died, and all governments collapsed. Earth fell into a new Dark Age. You find yourself
in the world of Scrap, 150 years after the collapse. In the game, you will be able to play
as one of three races, each with a weighted advantage: Human, Mutant or Gesslin.
The PCs come from a community of survivors who are in dire straits. All PCs will have
familial connections to this community. The PCs have been chosen as their community’s
Camarilla -- a select few who will go into the world and help the community survive --
primarily by helping them to relocate to a better place and by finding precious seeds
by which they can grow their food. But also to help protect them from external forces
(e.g., Brigands, warlords, hostile mutant wildlife, etc.) As a form of mutual protection,
members of the Camarilla will often deny their connection to their community in front
of outsiders, and visa-versa. The Camarilla will often think of their community as their
home base, to which they can return for rest, to repair, to build and to plan.
Starting resources will be significantly limited. Most of your starting gear will be
of the post-apocalyptic era, cobbled together from whatever resources are on hand.
You may consider that individuals in your community have basic craftsman abilities,
such as blacksmith and leathersmith.
Over the course of the game, you can pick up "radons." Each time, you accumulate
100 radons, you will need to roll on a random radiation table, with results such as:
Mutant growth, loss of limb, illness or even death.
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