Savage Worlds

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Revision as of 06:10, 16 February 2011 by Luigi of the Pipes (talk | contribs)
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A tabletop RPG that uses dice and stuff. Has no relevance outside the fact that Luiigii is using Party Goers scenarios during some game sessions. Honestly I just wanted to put these stats here in case I ever lose them. Has no connection to Ben Savage or Boy Meets Worlds sorry GORE.

Plot Summary

First Session

The setting is introduced in a similar fashion to Gamehiker Member OG XI: If These Bears Could Talk. King Cobalt has recently died and Golem has decided to throw one final party before his coronation. Invitations are sent far and wide, and among the recipients are:

  • Dom Teedle, a corpulent and clueless Arabian Prince with a flying carpet, wind powers, and a medicine ball
  • Bear-Phoenix, an emo with spiked hair and blinding bangs, a gigantic switch blade, and a penchant for acting like every Final Fantasy main character ever
  • James Henry Bond VII, who I can't really describe yet because he wasn't in the second session, but he's got gadgets and stuff like the real Bond
  • Henry T. Man, a British gentleman with a gun built into his tea cup and the head of a unicorn, who is completely oblivious to his condition
  • Jimmy, Henry's sidekick who is a short and stout bear with a tie, a chainsaw, and a tricycle

They first run into each other at Arab Dude's Party Supplies store while looking for appropriate gifts to present to Golem; only Bear-Phoenix successfully manages to pick out a Sonic the Hedgehog figurine.

After harassing Arab Dude a bit longer, they set out for the castle and discover Golem and The Lady in Red being assaulted on the lawn by Donkeyman, two shoddily constructed Donkeyman robots, and several Mariorocks. Unaware of who's on which side, Dom Teedle quickly incapacitates the Lady, Bear-Phoenix attempts to defend Golem, Bond attempts to reason with Donkeyman and heal the Lady, and Henry is horribly offended that no one has spoken to him yet. While the robots and imps are dealt with, Henry assaults Bond at random and then gives his attention to Donkeyman, hoping to make a profit. Donkeyman implies that Henry could be one of his kin and is attacked for it; his own threats prove useless as Henry strikes with a sword and Jimmy finishes him off via decapitation. Of course, this Donkeyman was also a robot, with the shoddy ones only being there to draw away suspicion. Bear-Phoenix spots Lord Sky watching them and Golem reveals that the Mariorocks were actually disguised Blue Guards, though he is then distracted by the arrival of Luiigii and GORE-ILLA.

While the Lady in Red sneaks off, the group heads inside to the ballroom, which is actually spherical. Bear-Phoenix takes the stage and summons his band to help him play terrible, terrible music, while Bond and Dom Teedle socialize and Henry wanders off to find things to steal. The latter comes upon a torn-up bedroom where Liger is sleeping and a collection of sapphire earrings are sitting out. He takes the sapphires and sneaks out. Bond spies Vorpal and Masamune arm wrestling (Masa wins) and challenges them to a match for money. Masamune bets five (clay) doubloons and wins, Vorpal bets one torn half of a dollar bill and also wins. Bond gives up and learns from the nobles that none of them are happy with Golem. Dom Teedle's clueless nature pleases GORE, who leads him on a wild goose chase after the missing Golem. He instead finds SteveT and Straw Man looking down into the ballroom from its glass ceiling four stories up. After some banter, Dom Teedle incapacitates Straw Man with one hit and SteveT breaks through the glass and drops into the party. Bond tries to reason with him as well and is smacked hard enough to be conveniently absent from the next session since his player couldn't be there.

Second Session

Stats

The Good Ol' Boys

Golem

Attributes Stats Skills Edges Equipment
Agility: d10 Pace: 6" Fighting: d6 Deflection (-2 attacked) Scarf (Str+1, Reach 2)
Smarts: d6 Parry: 5 Guts: d4 Entangle (hold target) TASTS (???)
Spirit: d8 Toughness: 5 Notice: d8 Quick Draw (no draw penalty)
Strength: d6 Charisma: 0 Persuade: d8
Vigor: d6 Power Points: 30 Streetwise: d6
Superpower: d6

Rhyk

Attributes Stats Skills Edges Equipment
Agility: d10 Pace: 6" Fighting: d6 Fly (limited flight) Finger Pistol (1-3d6, 15/30/60)
Smarts: d10 Parry: 5 Investigation: d6 Ambidextrous (no hand penalty) Finger Pistol (1-3d6, 15/30/60)
Spirit: d6 Toughness: 5 Notice: d10 Block (+1 Parry)
Strength: d4 Charisma: 0 Shooting: d8 Dodge (-1 ranged attack)
Vigor: d6 Power Points: 15 Stealth: d4
Weird Science: d8

Sapphire

Attributes Stats Skills Edges Equipment
Agility: d8 Pace: 6" Fighting: d6 Dispel (cancel attacks) Parasol (Str+d4, +1 Parry)
Smarts: d10 Parry: 5+1 Intimidate: d8 Fly (limited flight) Leather Coat (+1 Toughness)
Spirit: d6 Toughness: 5 Investigation: d6 Noble (+2 Charisma)
Strength: d6 Charisma: 2 Notice: d8 Sidekick (Chuca)
Vigor: d6 Power Points: 25 Stealth: d4
Superpower: d6

Chuca

Attributes Stats Skills Edges Equipment
Agility: d10 Pace: 8" Climbing: d10 Bolt (electric shot)
Smarts: d4 Parry: 2 Notice: d6 Fleet-Footed (+2 Pace)
Spirit: d8 Toughness: 4 Superpower: d10 Size (-2)
Strength: d4 Charisma: 0
Vigor: d4 Power Points: 20

People You Don't Know

Henry T. Man

Attributes Stats Skills Hindrances/Edges Equipment
Agility: d8 Pace: 6" Fighting: d8 Code of Honor (gentleman) Long Sword (Str+d8)
Smarts: d4 Parry: 6 Intimidate: d8 Delusional (what unicorn head?) Glock (9mm) (2d6, AP1)
Spirit: d6 Toughness: 6 Lockpicking: d6 Greedy (wants rewards)
Strength: d8 Charisma: 0 Riding: d6 Rain of Tea Pain (burst)
Vigor: d8 Power Points: 20 Shooting: d6 Two-Fisted (attack twice)
Superpower: d6 Sidekick (Jimmy)

Jimmy

Attributes Stats Skills Hindrances/Edges Equipment
Agility: d6 Pace: 6" Climbing: d8 Size -1 (about 3 feet) Chainsaw (2d6+4)
Smarts: d4 Parry: 6 Driving: d8 Brawny (lifts more) Bicycle (5 Acc/16 TS)
Spirit: d6 Toughness: 5 Fighting: d8
Strength: d8 Charisma: 0 Persuade: d6
Vigor: d6 Claws (Str+d4) Piloting: d6

Edward Charles Smoker

Attributes Stats Skills Hindrances/Edges Equipment
Agility: d8 Pace: 6" Driving: d8 Arrogant (attack leader) Short Sword (Str+d6)
Smarts: d8 Parry: 5 Fighting: d6 All Thumbs (can't repair) Desert Eagle (.50) (2d8, AP2)
Spirit: d4 Toughness: 6 Persuade: d6 Delusional (what unicorn body?)
Strength: d6 Charisma: 0 Repair: d6 Smoke Ring Sting (bolt)
Vigor: d8 Power Points: 20 Shooting: d8 Rich (triple money)
Superpower: d6 Sidekick (Timmy)

Timmy

Attributes Stats Skills Hindrances/Edges Equipment
Agility: d8 Pace: 6" Boating: d8 Size -1 (skinny) M60 (7.62) (2d8+1, AP2)
Smarts: d6 Parry: 2 Climbing: d8 Steady Hands (easy aim) Mini Car (5 Acc/16 TS)
Spirit: d6 Toughness: 4 Intimidate: d8
Strength: d6 Charisma: 0 Riding: d6
Vigor: d4 Claws (Str+d4) Shooting: d6