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	<title>Pyres of Vam &#187; Concoctions</title>
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		<title>Revamping Skeletons</title>
		<link>http://www.pyresofvam.com/concoctions/creatures/revamping-skeletons/</link>
		<comments>http://www.pyresofvam.com/concoctions/creatures/revamping-skeletons/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 00:55:44 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Creatures]]></category>
		<category><![CDATA[dungeon world]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[revamping]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=3435</guid>
		<description><![CDATA[<p>Jason Morningstar, creator of <a href="http://www.bullypulpitgames.com/games/fiasco/">Fiasco</a>, proposed an interesting challenge on the Story Games forums a few days ago.</p>
<blockquote>
<p>OK, Story Games global brain trust, let's make skeletons cool and unnerving. What are the key components in skeletonry? What will make them badass and memorable? I want players to pee their pants when they hear that dry rattling down the corridor, not snicker and pull out their blunt smashing tools.</p>
</blockquote>
<p>It's a <a href="http://story-games.com/forums/comments.php?DiscussionID=15744&#38;page=1">great thread</a>, full of inspiring posts. Check it out. People offered up some very cool inspiring ideas. I was struck with a new take on skeletons, which I wrote up and <a href="http://story-games.com/forums/comments.php?DiscussionID=15744&#38;page=1#Comment_357293">posted</a> on the forum. 

Click that link or read on for the comment in full, a cool reply from Jason Morningstar and a Dungeon World move for these new 'Mockingbardian Skeletons', as Jason has dubbed them.</p]]></description>
			<content:encoded><![CDATA[<p>Jason Morningstar, creator of <a href="http://www.bullypulpitgames.com/games/fiasco/">Fiasco</a>, proposed an interesting challenge on the <a href="http://www.story-games.com/forums/">Story Games forums</a> a few days ago.</p>
<blockquote>
<p><cite>Posted By: Jason Morningstar</cite></p>
<p>OK, Story Games global brain trust, let&#8217;s make skeletons cool and unnerving. What are the key components in skeletonry? What will make them badass and memorable? I want players to pee their pants when they hear that dry rattling down the corridor, not snicker and pull out their blunt smashing tools.</p>
</blockquote>
<p>It&#8217;s a <a href="http://story-games.com/forums/comments.php?DiscussionID=15744&amp;page=1">great thread</a>, full of inspiring posts. Check it out. People offered up some very cool inspiring ideas. I was struck with a new take on skeletons, which I wrote up and <a href="http://story-games.com/forums/comments.php?DiscussionID=15744&amp;page=1#Comment_357293">posted</a> on the forum. I&#8217;ve talked about <a href="http://www.pyresofvam.com/advice-tools/reskinning-monsters-an-introduction/">reskinning</a> monsters before; this thread focused on revamping and reimaginging them instead. Click that link or read on for the forum post in full, a cool reply from Jason Morningstar and a Dungeon World move for these new &#8216;Mockingbardian Skeletons&#8217;, as Jason has dubbed them.</p>
<p><span id="more-3435"></span> First off, my forum post:</p>
<blockquote>
<p><cite>Posted By: Mockingbard</cite></p>
<blockquote>
<p><cite>Posted By: Krippler</cite></p>
<p><cite></cite>Skeletons with eyeballs. Some of them do not match. They have many blind friends who are eager to recieve a fresh pair. Some skin, a heart, intestines and genitals would be nice as well and a brain for those trixy plans.</p>
</blockquote>
<blockquote>
<p><cite>Posted By: ivan</cite></p>
<p><cite></cite>You will find skeletons stuck in a loop of repetitive obsessive painfully pointless behaviors, while at the same time trying to preserve a mockery of humanity by wearing fine clothes and trying to fill themselves with the entrails of their victims to look alive.</p>
</blockquote>
<blockquote>
<p><cite>Posted By: C. Edwards</cite></p>
<p><cite></cite>Skeletons can see only the past and any living thing they encounter appears as a vision of horror, hatred, or pain from their former lives. They speak among themselves in a complex language of clicks, clacks and scratches. Gathering in long-forgotten places, skeletons have grand balls where they parade, spin and cavort to music only they can hear.</p>
</blockquote>
<blockquote>
<p><cite>Posted By: Jason Morningstar</cite></p>
<p><cite></cite>I like the idea of personalizing them.</p>
</blockquote>
<p>I love all the comments here, but these ones fit best with an idea I&#8217;ve had while reading this inspiring thread.</p>
<p>Skeletons constantly recall the happiest (or most memorably emotional) moments of their lives, and while no living creature is around they can indulge in this fantasy. Once adventurers arrive in all their fleshy glory, the skeletons&#8217; lack of life becomes clear, the dream is shattered and the skeletons blame the living intruders. Skeletons attack with their hands and teeth, even if using weapons they try to grab you.</p>
<p>Upon being touched by a skeleton, their memories flood into you: playing with their children in a park; marrying their wife; the satisfaction of a hard day&#8217;s labour and drinks with friends at the tavern. Their touch also saps the flesh from your bones; it crawls off your bones and onto the skeleton, restoring it to a semblance of life but in your guise (or a strange mongrel mix of many people it has sapped). It&#8217;s disguise is nowhere near perfect. It holds up as human from a distance, but close inspection reveals some irregularities, and it begins falling apart within hours or days. They can&#8217;t talk, but make rough, throaty noises and their eyes are unfocused or work independently. They can look sort of normal but always kinda wrong or creepy. Like they&#8217;re wearing an <a href="http://unrealitymag.com/wp-content/uploads/2008/12/edgar.jpg">Edgar suit</a>.</p>
<p>If the skeleton saps enough flesh to become whole again it seeks out living people and tries to recreate its memories. It approaches children in a park; it crashes a wedding, believing itself to be the groom; it pulls up a chair at a tavern and joins the living there, pouring a drink down its disconnected throat. In close proximity it doesn&#8217;t take long for others to realise something is wrong. In defence or in anger at the spoiled recreations of its memories, it attacks, drains more flesh and moves on to find another place where it can try again to relive its memories. Hopefully those adventurers it attacked but didn&#8217;t kill will use the flashes of its memories they saw to work out where it would go and track it down.</p>
</blockquote>
<p>Jason liked the idea and extrapolated on it:</p>
<blockquote>
<p><cite>Posted By: Jason Morningstar</cite></p>
<p><cite></cite>I&#8217;d also point out that Mockingbardian Skeletons<em>know stuff</em>- they remember important details of their lives and transmit that to their victims. So it is easy to imagine circumstances in which a seeker of knowledge might hunt down the living skeleton of the ancient King of the Nau Tuchaninut Dwarves and willingly accept his dry embrace&#8230;at least for a little while. But the meat-head who smashes the old King to bits isn&#8217;t just destroying a threat, he&#8217;s erasing vital and irreplaceable knowledge of the past. Which of the Three Elven Regents was given the Rod of Selka the Arbiter at the old Dwarf&#8217;s coronation five hundred years ago? The fate of a kingdom rests on knowing.</p>
</blockquote>
<p>And Marhsall Miller made a Dungeon World move for &#8220;Mockingbardian Skeletons&#8221;:</p>
<blockquote>
<p><cite>Posted By: mease19</cite></p>
<p><cite></cite>When a <strong>skeleton touches your skin</strong>, roll+WIS. On a 10+, you see this place as it once was and the skeleton shows you why it is here and what it wants. On a 7-9, the GM will write down why it is here and what it wants on a sheet of paper, tear it in half, and offer you one of the halves.</p>
</blockquote>
<p>This was a great thread and I&#8217;m happy my contributions were so well received. People are still adding cool stuff to it, so make sure you head over, check it out and add to it if you&#8217;re so inclined. Feel free to use the Mockingbardian Skeletons in your own games. And check out the related <a href="http://story-games.com/forums/comments.php?DiscussionID=15759&amp;page=1">Concerning Sirens</a> thread that has just started up.</p>
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		<title>Australiana Apocalyptica</title>
		<link>http://www.pyresofvam.com/concoctions/australiana-apocalyptica/</link>
		<comments>http://www.pyresofvam.com/concoctions/australiana-apocalyptica/#comments</comments>
		<pubDate>Wed, 14 Sep 2011 10:00:09 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Concoctions]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[apocalypse world]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2813</guid>
		<description><![CDATA[<p><span style="color: #99ccff;">A few weeks ago I started up a solo game of Apocalypse World with my wife. We liked it but decided we wanted something different for a solo game and would wait for another month or two to play Apocalypse World with our main group once we're done with Prime Time Adventures. This post has some custom moves that we were planning to use and probably still will - feel free to do whatever you like with them. I've also written up some brief setting details for an Australian apocalypse.</span></p]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">A few weeks ago I started up a solo game of Apocalypse World with my wife. We liked it but decided we wanted something different for a solo game and would wait for another month or two to play Apocalypse World with our main group once we&#8217;re done with Prime Time Adventures. This post has some custom moves that we were planning to use and probably still will &#8211; feel free to do whatever you like with them. I&#8217;ve also written up some brief setting details for an Australian apocalypse.</span></p>
<p><span style="color: #99ccff;">I knew I wanted our Apocalypse World to be in Australia, where we live. Even ignoring Mad Max, this country is a pretty amazing place and I have lots of ideas about what it could be like after the end times. I&#8217;m sure Vam has even more, very specific ideas, but that&#8217;s a post for another day perhaps.</span> <span style="color: #99ccff;">I presented three settings to my wife and asked her which one she wanted to play in. Here they are:</span></p>
<ul>
<li><span style="color: #99ccff;">Overpopulated skyscrapers overgrown with relentless rainforest in the wild northeast cities</span></li>
<li><span style="color: #99ccff;">Slimy labyrinthine docks at the clogged, poisoned harbour by a rusting once-great bridge</span></li>
<li><span style="color: #99ccff;">Clusters of peeling corrugated iron buildings, caked in red desert dust under a cancerous sun</span></li>
</ul>
<p><span style="color: #99ccff;">She said, &#8220;the first one&#8221; then added &#8220;&#8230;but we&#8217;re not <em>just</em> in the skyscrapers, are we?&#8221;. I told her no, we wouldn&#8217;t be, it was just an image evocative of that part of post-apocalypse Australia. So, of course, that was the one I had the least ideas about but we both made a pretty good go of it and the setting came together. Here&#8217;s a brief run down.</span></p>
<blockquote>
<p><span class="Apple-style-span" style="color: #99ccff;">Bane is a huge city extending outwards and upwards, remnants of civilisation overgrown by relentless rainforest. There was enough food here when the world ended, water too. And it was out of the cancerous sun, thanks to the Canopy. So everyone came. <em>Everyone</em>.</span></p>
<p><span class="Apple-style-span" style="color: #99ccff;">Bane is big, but the rainforest claims back more and more each day and there&#8217;s less and less space for the booming population. Towering office buildings have turned residential. Dozen people to a room, hundreds lining hallways. And the Canopy: so many trees &#8211; some bigger than the buildings &#8211; that only the highest floors of the highest skyscrapers ever see sun and feel the breeze.</span></p>
<p><span class="Apple-style-span" style="color: #99ccff;">Everyone below lives in the Canopy&#8217;s sweltering eternal darkness. Pitch-black sauna, 24/7. Tensions run high, tempers thin. Fans are prized, ice is killed for. Vines get into everything, messing up what juice still flows through strangled wires. </span><span class="Apple-style-span" style="color: #99ccff;">Then there&#8217;s the dream sap that pries open your mind, the bloodthirsty rainforest predators, the unpredictable cabal of brachiators, and hundreds of plants ready to kill you in any number of ways.</span></p>
<p><span style="color: #99ccff;">It&#8217;s not a matter of <em>if</em> you&#8217;ll die a sudden violent death, it&#8217;s when and how, and why anyone should care. It&#8217;s what you&#8217;ll do with your short sweaty existence before life kills you.<br /></span></p>
</blockquote>
<p><span class="Apple-style-span" style="color: #99ccff;">So, that&#8217;s our happy little apocalyptic world. For playing there, we&#8217;ve got two custom moves so far:</span></p>
<blockquote>
<p><span style="color: #99ccff;"><em>When you <strong>consume the dream sap</strong>, you open your brain to the psychic maelstrom.</em></span></p>
</blockquote>
<blockquote>
<p><em style="color: #99ccff;">When you <strong>wander around without light</strong> in the endless sweltering darkness under the canopy, roll+sharp.</em> <span style="color: #99ccff;"><em>On a 10+, all 3: </em></span><span style="color: #99ccff;"><em>you get where you were going without incident. On a 7-9, choose 2:</em></span> <br /><span style="color: #99ccff;"> <em>- you don&#8217;t run into anyone you&#8217;d really rather not see right now</em></span> <br /><span style="color: #99ccff;"> <em>- you don&#8217;t get turned around, lost and delayed</em></span> <br /><span style="color: #99ccff;"> <em>- your scent doesn&#8217;t catch the interest of any rainforest predators</em></span></p>
</blockquote>
<p><span style="color: #99ccff;">Feel free to use or change or do whatever to any of this. We&#8217;ll use it eventually, but if you use it first, I&#8217;d love to hear about it.</span></p>
<p>&nbsp;</p>
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		<title>IAYC: Fantasy Newspaper (Free Download)</title>
		<link>http://www.pyresofvam.com/concoctions/iayc-fantasy-newspaper-free-download/</link>
		<comments>http://www.pyresofvam.com/concoctions/iayc-fantasy-newspaper-free-download/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 11:36:54 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Concoctions]]></category>
		<category><![CDATA[adventures]]></category>
		<category><![CDATA[charity]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[goodies]]></category>
		<category><![CDATA[hooks]]></category>
		<category><![CDATA[iayc]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[pdf]]></category>
		<category><![CDATA[publishing]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2717</guid>
		<description><![CDATA[It&#8217;s done! Life has run away on me this year, but I have finally managed to complete the fantasy newspaper I promised as my contribution for I Am Your Champion. I had some interest, but few donations, and that&#8217;s fine. I had fun making it and I hope those who donated to my charity are happy ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">It&#8217;s done!</span></p>
<p><span style="color: #99ccff;"> Life has run away on me this year, but I have finally managed to complete the fantasy newspaper I promised as my contribution for</span> <a href="http://www.pyresofvam.com/announcements/i-am-your-champion-act-for-peace/">I Am Your Champion</a><span style="color: #99ccff;">. I had some interest, but few donations, and that&#8217;s fine. I had fun making it and I hope those who donated to my</span> <a href="http://www.actforpeace.org.au/">charity</a> <span style="color: #99ccff;">are happy with the result. This isn&#8217;t just for them though, it&#8217;s a free download for everyone. </span><span class="Apple-style-span" style="color: #99ccff;">I&#8217;ve made a <a href="http://www.pyresofvam.com/downloads/WordOfTheWorld1109-Parchment.pdf">parchment version</a> and a <a href="http://www.pyresofvam.com/downloads/WordOfTheWorld1109-Print.pdf">print-friendly version</a>. I hope you enjoy this and get some use out of it <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
<p><span style="color: #99ccff;">Game masters can the newspaper for hooks, NPCs, adventures and worldbuilding or even just as a source of random rumours, information and goings-on. I think the best use for it, though, is for GMs to read it, think about it, then next time the PCs are in a tavern tell them &#8220;Someone&#8217;s left a newsletter on your table. It looks like this&#8230;&#8221; and then just give them the handout. I love doing this sort of thing in game and I hope you&#8217;ll enjoy my attempt at a fantasy newspaper, inspired by a thoughtful present my wife and friends made for me a few years ago.</span></p>
<p><span style="color: #99ccff;">If I get enough interest I might just make another issue. Enjoy <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
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		<title>ZILLA! &#8211; Free &#8216;Classic Character Pack&#8217;</title>
		<link>http://www.pyresofvam.com/concoctions/games/zilla-free-classic-character-pack/</link>
		<comments>http://www.pyresofvam.com/concoctions/games/zilla-free-classic-character-pack/#comments</comments>
		<pubDate>Sat, 18 Jun 2011 02:04:22 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[goodies]]></category>
		<category><![CDATA[homebrew]]></category>
		<category><![CDATA[monsters]]></category>
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		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[zilla]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2656</guid>
		<description><![CDATA[It&#8217;s Free RPG Day again. Last year I released my first roleplaying game on Free RPG Day. It&#8217;s called ZILLA! and is a game of destruction, mayhem and love. You’re a giant zilla on a city-smashing rampage. Zillas are powerful and hard to kill, but they are prone to becoming enamoured with humans. Will you fight ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">It&#8217;s <a href="http://www.freerpgday.com/">Free RPG Day</a> again. Last year I released my first roleplaying game on Free RPG Day. It&#8217;s called <a href="http://www.pyresofvam.com/concoctions/games/zilla-my-free-rpg-day-offering/">ZILLA! </a>and is a game of destruction, mayhem and love. You’re a giant zilla on a city-smashing rampage. Zillas are powerful and hard to kill, but they are prone to becoming enamoured with humans. Will you fight another zilla, escape the city to a better place, smash the city to the ground, or even… find love?</span></p>
<p><span style="color: #99ccff;">This year, I have released a <a href="http://www.pyresofvam.com/downloads/zilla_charpack_classic.pdf">free character pack</a> with three pre-generated zillas for you and your friends to take to town. This is the &#8216;Classic Character Pack&#8217; and it isn&#8217;t hard to see the inspiration behind Thoron, the giant lizard with atomic breath, Leoptra, an enormous psychic moth, and Kapparo, a gargantuan magma-infused tortoise.</span></p>
<p><span style="color: #99ccff;"><a href="http://www.pyresofvam.com/downloads/zilla_charpack_classic.pdf">Download the classic character pack</a> for free. If you don&#8217;t yet have the game itself, <a href="http://www.pyresofvam.com/downloads/zilla_100619.pdf">download ZILLA!</a> for free too.</span></p>
<p><span style="color: #99ccff;">Happy Free RPG Day, everyone!</span></p>
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		<title>I Am Your Champion: Work in Progress Update</title>
		<link>http://www.pyresofvam.com/concoctions/i-am-your-champion-work-in-progress-update/</link>
		<comments>http://www.pyresofvam.com/concoctions/i-am-your-champion-work-in-progress-update/#comments</comments>
		<pubDate>Sun, 08 May 2011 02:23:36 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Concoctions]]></category>
		<category><![CDATA[charity]]></category>
		<category><![CDATA[contribution]]></category>
		<category><![CDATA[goodies]]></category>
		<category><![CDATA[iayc]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2626</guid>
		<description><![CDATA[Remember a while back I was posting about I Am Your Champion? There&#8217;s just been a lot going on lately, so unfortunately the Pyres have gotten a little cold. I just wanted to post to let you all know that I&#8217;m still around and I haven&#8217;t forgotten about the fantasy newspaper. I&#8217;m working on it, slowly, ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Remember a while back I was posting about</span> <a href="http://www.pyresofvam.com/announcements/i-am-your-champion-act-for-peace/">I Am Your Champion</a><span style="color: #99ccff;">?</span></p>
<p><span style="color: #99ccff;"> There&#8217;s just been a lot going on lately, so unfortunately the Pyres have gotten a little cold. I just wanted to post to let you all know that I&#8217;m still around and I haven&#8217;t forgotten about the fantasy newspaper. I&#8217;m working on it, slowly, and still waiting to hear back from one person who donated. If you&#8217;re reading this and haven&#8217;t emailed me your donation receipt and information about the content of your article, please contact me at</span> <a href="mailto:pyresofvam@gmail.com">pyresofvam@gmail.com</a>.</p>
<p><span style="color: #99ccff;">Anyway, below you&#8217;ll find a layout preview of the fantasy newspaper. There&#8217;s only one article there so far, but you&#8217;ll get the gist of the final product by checking it out. Feedback and comments are appreciated as I continue working on this free publication.</span></p>
<p><a href="http://www.pyresofvam.com/downloads/WordOfTheWorld-LayoutPreview.pdf"><img class="aligncenter" title="Word of the World - Layout Preview" src="http://www.pyresofvam.com/wp-content/uploads/2011/05/WordOfTheWorld-LayoutPreview-211x300.jpg" alt="" width="211" height="300" /></a></p>
<p style="text-align: center;"><a href="http://www.pyresofvam.com/downloads/WordOfTheWorld-LayoutPreview.pdf">Download the &#8216;Word of the World&#8217; Layout Preview (PDF 157 kb)</a></p>
<p>&nbsp;</p>
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		<title>Campaign Setting: Power of Youth</title>
		<link>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-power-of-youth/</link>
		<comments>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-power-of-youth/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 03:15:26 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Campaign Settings]]></category>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2431</guid>
		<description><![CDATA[<em><span style="color: #99ccff;">Here's an outline of another campaign setting I've been working on. Feel free to use and alter it as you wish. If you do use it or have some ideas about it, I'd love to hear them.</span></em>

<hr /><span style="color: #99ccff;">It is said that the spark is in all of us, yet by the end of puberty it is gone. It is not known why, but children have a strong connection to the power of the spark. It flows in them in ways still not fully understood by adults.</span>

<span style="color: #99ccff;">Very young children use the spark sporadically, for play and their own simple purposes, without thought. As children grow older, they begin to understand their powers better, using them consciously and with more control. Around age 10 for girls and 12 for boys, Transition begins.</span>

<span style="color: #99ccff;">Children undergo many physical and psychological changes during this stage and it is when their spark is at is peak, very powerful and unpredictable.</span>

<span style="color: #99ccff;">Transition is a stressful and strange time for children and many lose control of their magic as the power flares and fluctuates, burning brightly before it is snuffed out entirely. Girls usually complete the Transition by ages 15-17, while boys usually complete it by ages 16-18. After this, the spark is dead forever.</span>

<span style="color: #99ccff;">Because adults are unable to harness magic, children are highly valued for their abilities. Many children do not utilise the spark effectively and are more dangerous to themselves than others, or are merely an annoyance. However, children of particular talent and power are recruited into harsh military programs to perfect their control over the spark and harden them into tools of war. Children are taught from a young age that fighting for their faction is the highest honour and the greatest deed that one could hope for. Propaganda floods the schools, homes and streets, and armies recruit children as young as 8 to train to fight their horrendous battles.</span>
]]></description>
			<content:encoded><![CDATA[<p><em><span style="color: #99ccff;">Here&#8217;s an outline of another campaign setting I&#8217;ve been working on. Feel free to use and alter it as you wish. If you do use it or have some ideas about it, I&#8217;d love to hear them.</span></em></p>
<hr /><span style="color: #99ccff;">It is said that the spark is in all of us, yet by the end of puberty it is gone. It is not known why, but children have a strong connection to the power of the spark. It flows in them in ways still not fully understood by adults.</span></p>
<p><span style="color: #99ccff;">Very young children use the spark sporadically, for play and their own simple purposes, without thought. As children grow older, they begin to understand their powers better, using them consciously and with more control. Around age 10 for girls and 12 for boys, Transition begins.</span></p>
<p><span style="color: #99ccff;">Children undergo many physical and psychological changes during this stage and it is when their spark is at is peak, very powerful and unpredictable.</span></p>
<p><span style="color: #99ccff;">Transition is a stressful and strange time for children and many lose control of their magic as the power flares and fluctuates, burning brightly before it is snuffed out entirely. Girls usually complete the Transition by ages 15-17, while boys usually complete it by ages 16-18. After this, the spark is dead forever.</span></p>
<p><span style="color: #99ccff;">Because adults are unable to harness magic, children are highly valued for their abilities. Many children do not utilise the spark effectively and are more dangerous to themselves than others, or are merely an annoyance. However, children of particular talent and power are recruited into harsh military programs to perfect their control over the spark and harden them into tools of war. Children are taught from a young age that fighting for their faction is the highest honour and the greatest deed that one could hope for. Propaganda floods the schools, homes and streets, and armies recruit children as young as 8 to train to fight their horrendous battles.</span></p>
<p><span style="color: #99ccff;">Every year, new drugs are trialled in attempts to keep children young and keep their spark alive for as long as possible. Experiments are conducted upon children&#8217;s brains, leaving many permanently damaged or worse, in attempts to unlock the secrets of the spark. Some believe that it is the mental state of children that is the key to their power, and so they experiment on the mentally disabled as an alternative route to the answers they seek.</span></p>
<p><span style="color: #99ccff;">Schools are hotbeds of propaganda but some children catch on or have different ideas and sow the seeds of rebellion. Such children meet in secret after classes to discuss what the adults are really up to, what the war is all about, how they are developing in their talents, and what they will do to avoid being recruited. Groups of children roam adult cities and towns as rebels, vigilantes or criminals, using their powers however they see fit.</span></p>
<p><span style="color: #99ccff;">Rumour has it that there are hidden towns out in the wilderness populated entirely by children. Gangs of teenagers rule these child towns and the children live however they can free from the control of adults, but left to their own devices to learn about the radical changes they are going through. All the while, they must deal with the normal trials and tribulations of puberty &#8211; sexuality, friendship, bullying, and growing up &#8211; as well as the great unstable power that they wield, its consequences and the reality of life after the Transition, when their power fades and they find themselves as young adults in a world that considers them past their use-by-date.</span></p>
<p><span style="color: #99ccff;"><em>Inspiration:</em> <em>Ender&#8217;s Game</em>, <em>Lord of the Flies</em>, <em>Dark Angel, Neon Genesis Evangelion</em></span></p>
]]></content:encoded>
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		<title>Campaign Setting: Hang Ups</title>
		<link>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-hang-ups/</link>
		<comments>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-hang-ups/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 11:21:22 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Campaign Settings]]></category>
		<category><![CDATA[adventures]]></category>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2433</guid>
		<description><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Hang Ups is a random idea I had for a campaign setting. I haven't played any or read much of InSpectres, but I have the feeling that Hang Ups could serve as an alternate setting for that system. Primetime Adventures, Spirit of the Century, Savage Worlds, or Otherkind Dice would work really well too. I'm looking forward to playing this one with my group this year for a few sessions.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">Here's the elevator pitch:</span></div>
<div><span style="color: #99ccff;">
</span></div>
<blockquote>
<div><span style="color: #99ccff;">Emergency services are inundated with calls that they terminate because they appear to be pranks or non-emergencies. Stuff about aliens and werewolves. That kind of thing.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">That's where Hang Ups comes in.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">They're an independent (and not technically legal) group that intercepts these abandoned calls and sifts through them for seeds of truth. Armed with their knowledge of the paranormal, they respond to potentially legitimate calls to help those that the authorities ignore.</span></div>
<div><span style="color: #99ccff;">
</span></div></blockquote>
<span style="color: #99ccff;">When I present this to my players, I'll explain most of this as we go. But to get them excited for, it I made this <a href="http://www.pyresofvam.com/downloads/HangUpsFlyer.pdf">one-page PDF flyer</a>. Feel free to use it with your own group.</span]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Hang Ups is a random idea I had for a campaign setting. I haven&#8217;t played any or read much of InSpectres, but I have the feeling that Hang Ups could serve as an alternate setting for that system. Primetime Adventures, Spirit of the Century, Savage Worlds, or Otherkind Dice would work really well too. I&#8217;m looking forward to playing this one with my group this year for a few sessions.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Here&#8217;s the elevator pitch:</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<blockquote>
<div><span style="color: #99ccff;">Emergency services are inundated with calls that they terminate because they appear to be pranks or non-emergencies. Stuff about aliens and werewolves. That kind of thing.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">That&#8217;s where Hang Ups comes in.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">They&#8217;re an independent (and not technically legal) group that intercepts these abandoned calls and sifts through them for seeds of truth. Armed with their knowledge of the paranormal, they respond to potentially legitimate calls to help those that the authorities ignore.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
</blockquote>
<div><span style="color: #99ccff;">Hang Ups is a rag-tag group of people with various reasons for chasing after crazy-sounding emergency calls. Some might be bored, some might be slackers in this for a quick buck, others might be UFO nuts, disgraced scientists, or former law enforcers or agents who got kicked to the curb for looking too deep. I imagine that you&#8217;d have a very diverse group of people at Hang Ups. Also, they probably just work out of a warehouse, apartment or basement.</span></div>
<h3><span style="color: #ffffff;">Getting the Call</span></h3>
<div><span style="color: #99ccff;">I see this game as a good one for getting players involved in building the story. I plan to begin sessions like this: first, I&#8217;ll ask who&#8217;s the Operator for this game. This position will rotate through all the players. The Operator roleplays listening in on the emergency calls. In-game, it&#8217;s a pretty boring job and they character will probably be sitting there for hours on end until they find a call that might be true. But out of game, it should be a lot of fun.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">What happens is, each player roleplays some NPC placing a call to emergency services. As the GM, it&#8217;s your job to ask a few questions to dig for a little information, and then brush them off as a prank caller. It&#8217;s the privilege of the Operator to select which call to take. Get a few calls from the players, and then when the Operator has heard them all, or hears one she really likes, she should jump in and &#8220;pick up&#8221; the call.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">After this, the player who placed the call gets to fill in some sketchy details from the NPC, who is likely frightened/drunk/dishevelled/etc. The Operator gets to ask questions. Other players can offer questions, but it&#8217;s up to the Operator whether she asks them now or not.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Here&#8217;s an example of Getting the Call:</span></div>
<p><span style="color: #99ccff;"><br />
</span></p>
<blockquote>
<div><span style="color: #99ccff;">GM: &#8220;Okay, so it&#8217;s Joe&#8217;s turn to be the Operator this week&#8221;</span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Sweet! Okay, I&#8217;m on the couch, kicking back with the headphones on&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Alright. Montage time. The calls are rolling in. There&#8217;s the usually junk, but a few perk your interest&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><em><span style="color: #99ccff;">[GM looks around the table for anyone with an idea. Clara puts her fingers to the side of her head like she's on a phone.]</span></em></div>
<div><em><span style="color: #99ccff;"><br />
</span></em></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Uh&#8230; hi. Um&#8230; there&#8217;s something outside my house making these weird noises&#8221;.</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Could you describe the noises?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Yeah&#8230; like, um&#8230; growls. But they don&#8217;t sound right.&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;What do they sound like?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;I don&#8217;t know&#8230; it&#8217;s not a dog, I don&#8217;t think. Maybe a bear? But it sounds sick or something. I can hear it moving in the bushes! My neighbour, he&#8217;s been working late nights on something in his garage. I see smoke and light and stuff coming from there and sometimes I hear animal noises. Wait&#8230; there it is again! Please send someone, quick!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click*<em> [Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Ooh, is he making a monster? Hmm&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yo, dude. Dude! They&#8217;re, like&#8230; everywhere, man! Seriously!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Sir, could you please explain the nature of your emergency&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Everywhere, man. All these&#8230; like&#8230; cocoon things, you know? Some nights they&#8217;re there. Some night&#8217;s they&#8217;re not. They&#8217;re there now, though. They glow and stuff. Oh&#8230; no way! No way! Some of them are hatching or something! What the hell is that!? Dude, you gotta get someone over here! Hello?&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click*<em> [Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Haha, these are great!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;They&#8217;re in the computer!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Madam, could you please explain the nature of your emergency&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;Beings&#8230; of electricity. I see them, crackling. It&#8217;s stormy tonight. That&#8217;s when they come out. It&#8217;s like&#8230; glitches in the computer screen. But also, my lights go on and off. Uncle Mort says it reminds him of something, the way it flickers. He&#8217;s been having dreams, he says, in the storms. My phone rings and I hear crackling. I feel like they&#8217;re watching me. I just got home and saw my lights flicking on and off. I can&#8217;t find Mr. Fluffy&#8230; what&#8217;s that burning smell?&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click* <em>[Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Awesome, guys. I think I&#8217;m gonna go with cocoons. I wanna know what&#8217;s hatching out of there!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yes!&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Cool. I liked that one too!&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;Aww, we&#8217;ll have to wait till some other time to find out if Mr. Fluffy is okay. I&#8217;m in though. Sounds good!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Please hold, you are being transferred to Special Priority Emergency Services Unit&#8221;</span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Special Priority Emergency Services Unit. Sir, could you tell us more about these cocoons?&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yeah, no worries, man. You really gotta see this&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><em> [Here, we 'fade to black'. It's assumed that the caller keeps explaining what little he knows about the situation, but it's the GM's job to come up with these details on the fly to keep the players excited and guessing. That's half the fun for everyone: players make the seed of the story and the GM improvises as the game progress.]</em></span></div>
<p><span style="color: #99ccff;"><br />
</span></p></blockquote>
<h3><span style="color: #ffffff;">Answering the Call</span></h3>
<p><span style="color: #99ccff;">After you get the call, you respond. Here is where the real fun begins. Who knows how legitimate the call is? Can it be explained with science? Is it really something supernatural? Will the real authorities end up on the scene too, having never heard of this &#8216;Special Priority Emergency Services Unit&#8217;? Is the threat a physical danger? Can the Hang Ups take it down with whatever weapons and tools they legally (or not) have managed to get their hands on?</span></p>
<p><span style="color: #99ccff;">Most importantly, how are they going to get paid, this time? Are they going to ask for a &#8216;call out fee&#8217;? Will they take something valuable as &#8216;evidence&#8217;? Will they admit that they&#8217;re a group of vigilantes who need to keep food on their table?</span></p>
<p><span style="color: #99ccff;">Once the mission is done, the Hang Ups head back to base, swap Operators and do it all again.</span></p>
<p><span style="color: #99ccff;">When I present this to my players, I&#8217;ll explain most of this as we go. But to get them excited for, it I made this <a href="http://www.pyresofvam.com/downloads/HangUpsFlyer.pdf">one-page PDF flyer</a>. Feel free to use it with your own group.</span></p>
<p><span style="color: #99ccff;">If you know of a system that&#8217;d be good for Hang Ups, or if you give it a shot, feel free to chime in below. I&#8217;d love to hear any other comments too or potential calls. I think I hear the phone ringing&#8230;</span></p>
]]></content:encoded>
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		<title>Savage Worlds Race: Satyrs</title>
		<link>http://www.pyresofvam.com/concoctions/savage-worlds-race-satyrs/</link>
		<comments>http://www.pyresofvam.com/concoctions/savage-worlds-race-satyrs/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 11:32:14 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Concoctions]]></category>
		<category><![CDATA[Creatures]]></category>
		<category><![CDATA[races]]></category>
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		<category><![CDATA[savage worlds]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2394</guid>
		<description><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Savage Worlds again, while I'm on a roll. Here is a race for all you savages out there. Satyrs!</span><span style="color: #99ccff;"> But not as you know them.</span></div>
<p></p>
<div><span style="color: #99ccff;">Physically, they're humanoid goats, not goat-legged humans. In fact, <a href="http://aaronsimscompany.deviantart.com/art/Satyr-Concept-2-80303831">they look exactly like this</a>. In addition, they're much meaner and gruffer than satyrs are generally thought to be and have a bit of a darker edge - like all fae should!</span></div><p></p>
<div><span style="color: #99ccff;">I created them to serve as grunts and enforcers for the more important fae in my world, but also as a playable race with adventuring motivation built right in. Also, if you don't like dwarves, or just want a break from them, these satyrs can fill their role quite easily.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">If people want, I can also get a PDF of this together for you. For now, let's meet the satyrs!</span></div>
<div><span style="color: #99ccff;">
</span></div>
<p></p]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Savage Worlds again, while I&#8217;m on a roll. Here is a race for all you savages out there. Satyrs!</span><span style="color: #99ccff;"> But not as you know them.</span></div>
</p>
<div><span style="color: #99ccff;">Physically, they&#8217;re humanoid goats, not goat-legged humans. In fact, <a href="http://aaronsimscompany.deviantart.com/art/Satyr-Concept-2-80303831">they look exactly like this</a>. In addition, they&#8217;re much meaner and gruffer than satyrs are generally thought to be and have a bit of a darker edge &#8211; like all fae should!</span></div>
</p>
<div><span style="color: #99ccff;">I created them to serve as grunts and enforcers for the more important fae in my world, but also as a playable race with adventuring motivation built right in. Also, if you don&#8217;t like dwarves, or just want a break from them, these satyrs can fill their role quite easily.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">If people want, I can also get a PDF of this together for you. For now, let&#8217;s meet the satyrs!</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<blockquote>
<div><span style="color: #99ccff;">Satyrs are a race of goat-like humanoid fae standing seven or eight feet tall – plus a foot or two of horns – and are covered in short coarse hair ranging from grey to brown with the occasional white or black satyr. Satyrs are tough and lean with strong goat legs with backwards bending knees and hoofed feet, humanoid arms and hands, and the heads of goats, complete with goat ears and eyes and two black backwards curving horns.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Satyrs live anywhere fae make their homes and are often drawn to human towns and cities for work, the nightlife and to observe the alluring humans. When living apart from humans and other fae, satyrs live primarily in mountain ranges, where their physiques allow them to survive and thrive in the harsh conditions.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Satyrs utilise natural caves and rock formations as shelter, and when a satyr population is big enough they even carve these homes out further, establishing permanent settlements. Smaller herds of satyrs are nomadic, generally travelling mountains in search of food.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Food is rarely a problem though, as while satyrs are voracious, they will literally eat anything their hardy teeth can chew through – raw meat and bones, cloth, wood, even leather – though they prefer roots and tough vegetables.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">One thing that can keep satyrs closer to plains and lowlands is their great love of wine. They are known as great vintners, fiercely protecting their vineyards and wine making secrets.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Satyrs are a gruff and dour race of fae who work hard at everything they do and pride themselves on their loyalty and commitment. It takes a lot to gain a satyr’s trust and friendship, but those who win one over earn a life-long and fiercely loyal ally.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Satyrs make excellent guards and soldiers and have a reputation as stern creatures – easily angered, but usually able to keep their reactions in check, arresting lawbreakers rather than killing them with their powerful kicks or deadly horns.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">In fact, satyrs are driven by an urge to work, getting restless and even more irritable when they have nothing to do. Satyrs often wander from town to town, offering their services to anyone who will have them. Due to this tendency, satyrs can be found almost anywhere, acting as labourers, guards, mercenaries or warriors.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">However, when off duty, satyrs play even harder than they work. In fact, the concept of revelling is core to the beliefs and lives of satyrs. Satyrs love drinking, especially wine, and their harsh exteriors soften as soon as they begin to drink. Revelling satyrs laugh hard and easily, bleating loudly and stomping their hooves.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">During a revel, satyrs are far less able to keep their emotions under control, and an offended revelling satyr can quickly become a dangerous threat. Satyrs of both sexes – bucks and does – have a great lust for humans, and when in a revel they easily succumb to these urges that they keep suppressed while on duty. Revelling satyrs will almost always go after humans first, but if turned away, they often satisfy their lust with other satyrs, or through fighting, more drink or getting back to hard work.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Children born of unions between satyrs and humans are always the same race as the mother and usually possess some traits of the father – these are only personality traits in satyr children, while human children may be also excessively hairy, or have goat ears, goat eyes or club-feet.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;">Unfortunate human mothers who have coupled with a satyr may give birth to a goat. If this kid survives the traumatic birth it usually has a short life, but will be abnormally intelligent. Such mothers and “children” are usually shunned as tainted by the darkest aspects of fae nature. Indeed, human mothers of goats often develop magical abilities after the birth.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Size +1: </strong>Satyrs are larger and tougher than humans.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Strong:</strong> Satyrs are lean and strong. They start with a d6 Strength attribute instead of a d4.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Horns &amp; Hooves: </strong>Satyr horns and hooves each do Str+d6 damage, and the hooves grant +2 to Climb rolls on all but completely sheer surfaces.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Mean:</strong> Satyrs are gruff and ill-tempered. Even when revelling, a satyr’s joy can quickly turn to anger. Satyrs like to work hard and play hard, and are even more irritable when they miss out on either. Even on the best days, satyrs are stern folk. All satyrs suffer -2 to Charisma.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Loyal:</strong> Satyrs take a long time to trust anyone, but they will never abandon a friend in need if there is any chance of helping them. Satyrs often also work for an authority, and will obey all their laws – at least while on duty.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div id="_mcePaste"><span style="color: #99ccff;"><strong>Revelry:</strong> If a satyr is off duty and there is alcohol available he is driven to drink and revel. During such revelry, he has difficulty keeping his emotions under control, is quick to anger if offended, and will lust after humans and satyrs. If turned away, the satyr will likely be angered, turning to more drink, violence or strenuous work.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
</blockquote>
<p><img class="aligncenter" title="Savage Worlds Fan" src="http://www.pyresofvam.com/wp-content/themes/piano-black/img/sw_fan_small.png" alt="" width="200" height="128" /></p>
<p style="text-align: left;"><span style="color: #99ccff;">This game references the Savage Worlds game system, available from  Pinnacle Entertainment Group at <a href="http://www.peginc.com/">www.peginc.com</a>. Savage Worlds and  all associated logos and trademarks are copyrights of Pinnacle  Entertainment Group. Used with permission. Pinnacle makes no  representation or warranty as to the quality, viability, or suitability  for purpose of this product.</span></p>
]]></content:encoded>
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		<title>Savage Worlds with Aspects</title>
		<link>http://www.pyresofvam.com/concoctions/house-rules/savage-worlds-with-aspects/</link>
		<comments>http://www.pyresofvam.com/concoctions/house-rules/savage-worlds-with-aspects/#comments</comments>
		<pubDate>Wed, 19 Jan 2011 02:34:54 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[House Rules]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[dresden files]]></category>
		<category><![CDATA[fate]]></category>
		<category><![CDATA[pdf]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[savage worlds]]></category>
		<category><![CDATA[spirit of the century]]></category>
		<category><![CDATA[strands of fate]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2299</guid>
		<description><![CDATA[<span style="color: #99ccff;">In the Demonsea campaign I'm running for my wife, we're using Savage Worlds. It's a great system, and one of my new favourites. I like the Hindrances and Edges, but we found that choice there can sometimes be a bit limited and the ones my wife had picked for her character ended up not being very relevant. I know we could have changed them or made up our own, but that didn't really excite us.</span>

<span style="color: #99ccff;">Instead, when we went to advance her character again we decided to try ditching Hindrances and Edges and incorporating Aspects, from FATE-based games like Spirit of the Century and The Dresden Files RPG. Now, I know this may be blasphemy to some, but we wanted to give it a shot. I've read a lot about SotC and DRPG, but haven't yet had the chance to run either, so this was also like a test-run for using Aspects.</span>

<span style="color: #99ccff;">If you'd like an offline copy of these house rules, <a href="http://www.pyresofvam.com/downloads/SavageAspects.pdf">you can download a PDF here</a>.</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">In the Demonsea campaign I&#8217;m running for my wife, we&#8217;re using Savage Worlds. It&#8217;s a great system, and one of my new favourites. I like the Hindrances and Edges, but we found that choice there can sometimes be a bit limited and the ones my wife had picked for her character ended up not being very relevant. I know we could have changed them or made up our own, but that didn&#8217;t really excite us.</span></p>
<p><span style="color: #99ccff;">Instead, when we went to advance her character again we decided to try ditching Hindrances and Edges and incorporating Aspects, from FATE-based games like Spirit of the Century and The Dresden Files RPG. Now, I know this may be blasphemy to some, but we wanted to give it a shot. I&#8217;ve read a lot about SotC and DRPG, but haven&#8217;t yet had the chance to run either, so this was also like a test-run for using Aspects.</span></p>
<p><span style="color: #99ccff;">Below are my house rules for adding Aspects to Savage Worlds. I took a lot of inspiration for these house rules from posts <a href="http://indie-rpgs.com/archive/index.php?topic=22116.0;prev_next=next">here</a>, <a href="http://forum.rpg.net/showthread.php?t=327263">here</a> and from Strands of Fate, <a href="http://voidstar.squarespace.com/strands-of-fate">here</a>.</span></p>
<blockquote>
<h3><span style="color: #ffffff;">Savage Aspects</span></h3>
<ul>
<li><span style="color: #99ccff;"><span style="color: #ffffff;"><strong>Remove all hindrances and edges</strong></span> or use the same names, but treat them as aspects.<sup>[1]</sup></span></li>
<li><span style="color: #99ccff;">During character creation, every character receives <strong><span style="color: #ffffff;">5-10 Aspects</span></strong>.</span></li>
<li><span style="color: #99ccff;">Each session, players start with <strong><span style="color: #ffffff;">5 Bennies</span></strong>, no matter how many they ended last session with.</span></li>
<li><span style="color: #99ccff;">Bennies can <em>only</em> be used in the following ways: </span>
<ul>
<li><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Gain a Bonus</span></strong> &#8211; A benny can be spent to add 1 to any roll of the dice (except damage)</span></li>
<li><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Invoke an Aspect</span></strong> &#8211; If appropriate, an aspect can be invoked, allowing the player to:<br />
<strong> &#8211; <span style="color: #ffffff;">Re-roll</span></strong> <em>all</em> the dice just rolled, using the new result, <em>or<br />
</em><strong> &#8211; <span style="color: #ffffff;">Add 2</span></strong> to the final die roll (after any re-rolls have been done).</span></li>
<li><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Tag an Aspect</span></strong> &#8211; A benny can be spent to invoke an aspect other than the characters&#8217; (this could be an aspect on another character, the environment, a weapon, or other things of dramatic importance)</span></li>
<li><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Make a Declaration</span></strong> &#8211; A benny can be spent to declare a fact. If the GM accepts it, it will be true.</span></li>
</ul>
</li>
<li><span style="color: #99ccff;">Bennies can <em>only</em><em> </em>be earned through accepting <strong><span style="color: #ffffff;">compels</span></strong>. The GM can compel one of the character&#8217;s aspects by offering the player a choice: the player can act in accordance with the aspect to <em>gain</em> a benny, or the player can <em>spend</em> a benny to ignore the aspect. The only other way to gain bennies is through the refresh to 5 bennies at the start of each session.</span></li>
<li><span style="color: #99ccff;"><strong><span style="color: #ffffff;">Persistent Aspects</span></strong> are aspects that are &#8220;free-taggable&#8221;, are considered &#8220;always on&#8221; and cover such things as deep darkness and taking cover. Aspects like these impact so heavily on a situation that they are considered always in effect and bennies do not need to be spent to invoke such aspects.<sup>[2]</sup></span></li>
</ul>
<blockquote><p><span style="color: #99ccff;"><em>Notes:</em></span></p>
<p><span style="color: #99ccff;"><em> </em>[1]  Alternatively, remove all hindrances and edges that do not give a mechanical benefit or penalty, and those that only give +2 or -2. If you wish to use such hindrances or edges, treat them as aspects. Also treat those hindrances and edges that remain as aspects. For example, someone who is Filthy Rich receives extra funds, but also has Filthy Rich as an aspect. The Lucky aspect should not grant an extra benny.</span></p>
<p><span style="color: #99ccff;">[2] </span><span style="color: #99ccff;">Persistent aspects in Savage Worlds may add more or less than +2 to a roll depending on the situation. For instance, invoking Dim Light gives a +1 to Stealth checks, while invoking Pitch Darkness gives a +4 to Stealth Checks. Persistent aspects can also be invoked by the GM. For instance, if a PC is attempting stealth while running, the Running persistent aspect should be invoked by the GM to grant +2 to opposing Notice checks (mechanically equal to granting a -2 penalty to the PC&#8217;s Stealth checks).</span></p></blockquote>
</blockquote>
<p><span style="color: #99ccff;">So, those are the rules we&#8217;ve started using. It&#8217;s only been a few sessions so far, but the aspects have been invoked and compelled a lot more than the hindrances and edges were ever used. Furthermore, the aspects say a lot more about the character and what the player wants from the game and story. It&#8217;s working for us so far. She has aspects like &#8220;But I&#8217;m Pregnant!&#8221;, Skin of My Teeth, Black Sheep of the Noble Merricks, and Tough &amp; Sexy. We&#8217;re getting a lot out of them, so far.</span></p>
<p><span style="color: #99ccff;">I want to now talk a little bit about the removal of Hindrances and Edges and give some explanation about the Persistent Aspects. Hindrances and Edges are fairly well linked into Savage Worlds, but I think they are pretty easily ignored, too. I&#8217;ve never found a problem with not using them. </span></p>
<p><span style="color: #99ccff;">I favour stripping out the entire sub-system and replacing it with Aspects, rather than keeping some of the aspects there. If you do that, you get things like the Filthy Rich aspect granting you extra funds <em>and</em> working just like a normal aspect. It&#8217;s not game breaking, but it certainly could be seen as a much more advantageous aspect than others.</span></p>
<p><span style="color: #99ccff;">Persistent Aspects are an idea I only encountered recently, in Strands of Fate. I searched for and discovered the idea after running into a problem early on. In our game, my wife&#8217;s character has a shadow demon inside her. It&#8217;s powers only work when in the dark. She also sneaks around in shadow a lot now. She asked me whether she had to spend a benny every time she rolled to get the benefit of the darkenss.</span></p>
<p><span style="color: #99ccff;">Now the answer is, not really. If she rolled high enough, she wouldn&#8217;t need to spend a benny. But if she didn&#8217;t roll high enough, then, yes, she&#8217;d have to spend a benny so that the darkness would shroud her from view. We both found this very jarring, especially for this character. </span></p>
<p><span style="color: #99ccff;">I like the idea of persistent aspects and feel like it gives you something to play around with. If she&#8217;s fighting pirates during the &#8220;Darkest Hour of Night&#8221; on a &#8220;Stormy Sea&#8221; then every PC and NPC is going to be able to tag, invoke those aspects, as well as have them compelled against them. To me, that makes a lot more sense for the way we like to game. Rather than the pitch darkness and thrashing sea only impacting on the characters when they spend points to make it so.</span></p>
<p><span style="color: #99ccff;">That said, I&#8217;ve never played a FATE-based game before, so I might be missing something. In our current Savage Worlds game, persistent aspects make the most sense for us, so we&#8217;re giving them a shot. So far, so good.</span></p>
<p><span style="color: #99ccff;">I like the idea, too, of having a pile of bennies in the middle of the table for players to gift each other (like Primetime Adventures&#8217; Fan Mail), but in a one-on-one game that&#8217;s irrelevant, so I haven&#8217;t done that yet.</span></p>
<p><span style="color: #99ccff;">We&#8217;ll keep playing using this system and I&#8217;ll update you on how it works out (or doesn&#8217;t) including any tweaks we add to the system. </span></p>
<p><span style="color: #99ccff;">If you&#8217;d like an offline copy of these house rules, <a href="http://www.pyresofvam.com/downloads/SavageAspects.pdf">you can download a PDF here</a>.</span></p>
<p><span style="color: #99ccff;"><a href="http://www.pyresofvam.com/announcements/savage-worlds-license/">Savage Worlds licensing information can be found here.</a></span></p>
]]></content:encoded>
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		<title>Demonsea: Ships of the Demonsea</title>
		<link>http://www.pyresofvam.com/concoctions/adventure-locations/demonsea-ships-of-the-demonsea/</link>
		<comments>http://www.pyresofvam.com/concoctions/adventure-locations/demonsea-ships-of-the-demonsea/#comments</comments>
		<pubDate>Sun, 19 Sep 2010 08:02:45 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Adventure Locations]]></category>
		<category><![CDATA[adventures]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[demonsea]]></category>
		<category><![CDATA[hooks]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2008</guid>
		<description><![CDATA[<span style="color: #99ccff;">Avast maties! It b</span><span style="color: #99ccff;">e</span> <a href="http://www.talklikeapirate.com/">Talk Like a Pirate Day</a>! <span style="color: #99ccff;">To celebrate we be postin' a piratical article about the colourful characters ye be likely to meet if ye be so bold as to venture into Haulshore: a treasure-hunter's paradise in the</span> <a href="http://www.pyresofvam.com/tag/demonsea/">Demonsea</a> <span style="color: #99ccff;">campaign settin'. We've even got a big campaign seed for ye, and hooks for each o' the captains. Ye could also use this here article for some other world, but if ye arrren't privy to the secrets o' the Demonsea,</span> <a href="http://www.pyresofvam.com/concoctions/campaign-settings/demonsea-setting-sail/">cast ya eyes yonder</a> <span style="color: #99ccff;">to read of a world of demons, pirates and adventure on the high seas!</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Avast maties! It b</span><span style="color: #99ccff;">e</span> <a href="http://www.talklikeapirate.com/">Talk Like a Pirate Day</a>! <span style="color: #99ccff;">To celebrate we be postin&#8217; a piratical article about the colourful characters ye be likely to meet if ye be so bold as to venture into Haulshore: a treasure-hunter&#8217;s paradise in the</span> <a href="http://www.pyresofvam.com/tag/demonsea/">Demonsea</a> <span style="color: #99ccff;">campaign settin&#8217;. We&#8217;ve even got a big campaign seed for ye, and hooks for each o&#8217; the captains. Ye could also use this here article for some other world, but if ye arrren&#8217;t privy to the secrets o&#8217; the Demonsea,</span> <a href="http://www.pyresofvam.com/concoctions/campaign-settings/demonsea-setting-sail/">cast ya eyes yonder</a> <span style="color: #99ccff;">to read of a world of demons, pirates and adventure on the high seas!</span></p>
<p><span style="color: #99ccff;">Haulshore is a sunny bustling seaside town in Darbrin. It has auction houses aplenty that pay good coin for all manner of exotic artefacts brought in from the sea and far away lands. Pirates, explorers and adventurers consult maps at taverns such as the Jolly Dagger and recruit crew members here for daring expeditions. Such crews often bid on items at the auction houses too, as many of these artefacts &#8211; be they engraved shields, horned skulls, battered journals or what have you &#8211; also serve as maps to even greater treasure for those who know what to look for. </span><span style="color: #99ccff;">You won&#8217;t always find the same ships at Haulshore &#8211; they&#8217;re usually off on adventures &#8211; but it is a frequent port of pirates.</span></p>
<p><span style="color: #99ccff;">Right now, some very notable captains have docked in Haulshore and are looking for new crew members. Everyone seems interested in a secret auction in the back rooms of the Jolly Dagger &#8211; something too precious to be shown in the auction houses. It is an ornate shield known as Sarrek&#8217;s Voyage. </span><span style="color: #99ccff;">Engravings and threads of gold depict the ancient hero Sarrek at various stages in his epic voyage: the Battle of One, the Battle of Many, Respite, the Ascendancy, the Stranded and so on. </span></p>
<p><span style="color: #99ccff;">Exact locations of the events depicted on Sarrek&#8217;s Voyage are unknown, but it is said the ancients built a temple at each point. Rumour has it that taking the shield to each temple will show the way to the next location and ultimately, the final resting place of Sarrek: a mythical holy city of treasure and wonder lost for thousands of years!</span></p>
<h3><strong><span style="color: #ffffff;">Broken Shackle</span></strong></h3>
<p><span style="color: #99ccff;">Captain Hodric &#8216;Red&#8217; Bragg is a ragged portrait of a cutthroat pirate. His gut is heavy with grog, his thick black beard full of lice, his teeth yellowed or replaced with gold and his reddened skin leathery from sun. His crew is a bunch of murderous criminals with nowhere else to go and no moral compass to guide them. </span></p>
<p><span style="color: #99ccff;">Very few women ever join his crew and those that do have to be tough as nails to survive, and even then the Broken Shackle is not an inviting place for females &#8211; or for civilised males. Below deck, the three-masted black and brown galleon smells like grog, piss, blood and sweat. It has a large filthy brig for any foe who survives an onslaught from the ship. On deck there perches a black cannon that has obliterated more than a few enemy ships.</span></p>
<p><span style="color: #99ccff;">Bragg&#8217;s crew has some good divers who quickly loot their sinking foes. The crew also contains one incongruous man named Lorne. He is well-dressed, well-spoken and seems very out of place here. Whispers say that he may have once sailed with the Fierce Sharai, but there is bad blood between them now and Lorne is the recruiting officer for the Broken Shackle.</span></p>
<p><span style="color: #99ccff;">The Broken Shackle&#8217;s crew pillage and plunder. Their average missions include raiding unfortified towns, scuttling or capturing courier and merchant ships and generally causing havoc that reaps rewards of gold, grog or women. Lately, though, Bragg has been sending his crew on more and more raids against smugglers. What do they have that he wants so badly? The Red Captain has been getting redder recently, it seems &#8211; some say it&#8217;s not the sun at all, but that Bragg has been hiding an addiction to Ambrosia &#8211; the red liquid rumoured to be made of demon blood &#8211; and has fallen off the wagon. Perhaps now is the perfect time for mutiny?</span></p>
<h3><strong><span style="color: #ffffff;">Seventh Chance</span></strong></h3>
<p><span style="color: #99ccff;">Captain Jenny &#8216;Fishnet&#8217; Shemmer is a strikingly beautiful woman. Her lustrous red hair, long legs and good looks are the talk of the town whenever she comes ashore. However, she is as dangerous as she is pretty. It is said that Fishnet got her nickname when she strangled to death the former lascivious male captain of the Seventh Chance with her stockings.</span></p>
<p><span style="color: #99ccff;">It is well known that Shemmer sails both ways and seems to only recruit attractive and alluring people. Because of this, her entire crew consists of beautiful men and women who are also deadly in combat &#8211; if they weren&#8217;t before joining the crew, they quickly learn to be under Shemmer&#8217;s harsh and domineering rule.</span></p>
<p><span style="color: #99ccff;">Shemmer likes control and hates being showed up. She holds a grudge like no other and will commit considerable resources towards vengeance. She loves her ship, the Seventh Chance, and since winning it from the previous captain she has made the two-masted galleon into a work of beauty. Polishing and painting the ship are common chores for the crew and the vessel is flawless, save for one massive scar down the side of the ship that reaches so high it mars the railing on the bow itself. Shemmer sometimes sits and strokes the splintered wound on the railing, thoughts of revenge dancing behind her eyes.</span></p>
<p><span style="color: #99ccff;">The Seventh Chance favours bounties of jewellery, artwork and other beautiful things. Whenever they can, these are the prizes they seek. Beautiful new crew members are also sought out and any ships or even towns that strike Fishnet&#8217;s fancy will often become the target of ruthless and relentless attacks until she has what she wants. Most of the rest of the crew&#8217;s time is spent tending to the ship and tracking down those who have wronged the crew and captain.</span></p>
<h3><strong><span style="color: #ffffff;">Freerunner</span></strong></h3>
<p><span style="color: #99ccff;">Captain Seth &#8216;Breezer&#8217; Tallow is a lanky young man, spry and full of wit and good humour. He is incredibly laid back for a pirate captain and other crews sometimes call the Freerunner the &#8216;Party Ship&#8217;. His people are relaxed and spontaneous, making them unpredictable in combat and allowing them to excel in unexpected situations. However, their attitude means that they don&#8217;t plan ahead a whole lot and just &#8216;breeze&#8217; through life taking advantage of opportunities that come their way.</span></p>
<p><span style="color: #99ccff;">Breezer&#8217;s crew could probably achieve great things if they put their minds to it, but few of them ever bother. Most are highly intelligent, but bored with lives of discipline. Breezer offers a life with hammocks on deck and tropical drinks and card games most of the day. Because of Breezer&#8217;s lax policies, his ship is a haphazard vessel patched together and barely staying afloat. It is one of the fastest ships on the waves due to it&#8217;s design, but after even a short skirmish there is a chance of sinking.</span></p>
<p><span style="color: #99ccff;">Being an opportunistic captain, Breezer has made a lot of enemies. He&#8217;s avoided many more thanks to the quick thinking and glib tongues of his crew during short cons. Breezer&#8217;s even pulled one over on Shemmer a few times &#8211; he doesn&#8217;t think she&#8217;s on to him, but he can&#8217;t be sure. Whether Shemmer is involved or not, one particular mark Breezer struck at long ago has teamed up with a more recent mark, tracked him down and is about to start some trouble. Meanwhile, the ship is in desperate need of repairs.</span></p>
<h3><strong><span style="color: #ffffff;">Fierce Sharai</span></strong></h3>
<p><span style="color: #99ccff;">Captain Dasharah &#8216;Ransom&#8217; Kalkaran is a fit, bald Kalrashi man in his mid-thirties, lean, tall and looming. Dasharah is a serious but friendly and reasonable man who understands the importance of structure and discipline, but also knows that people need to cut loose every now and then &#8211; especially when hunting demons. The Fierce Sharai &#8211; meaning Fierce Queen in Kalarashi &#8211; is dedicated to protecting the world by hunting down demons, cultists and artefacts that could be used to strike back against the demons in the Burning War back in Kalarash &#8211; or securing those that could be used by demons.</span></p>
<p><span style="color: #99ccff;">Because the captain is Kalarashi and the ship&#8217;s cause is close to his people&#8217;s hearts, many other Kalarashi are drawn to this multicultural crew. Dabrish are the minority aboard the ship, but not by much. Generally, the crew is very accepting and there is little racial tension as everyone has much greater threats to contend with, in the form of demons. Criminals find their way onto the Broken Shackle, but many outcasts have a home on the Fierce Sharai, as the captain has a soft spot for these people, being an outcast himself.</span></p>
<p><span style="color: #99ccff;">Dasharah&#8217;s nickname, &#8216;Ransom&#8217;, comes from the fact that he is more likely to ransom prisoners back than kill them. Some say, however, that the true origins of his nickname are much more intriguing. The Fierece Sharai, golden in colour, was originally a </span><span style="color: #99ccff;">royal Kalarashi treasure ship and rumour has it that Dasharah stole the large swift vessel &#8211; laden with a sharai&#8217;s ransom in valuables &#8211; and fled his homeland. It is </span><span style="color: #99ccff;">unclear what drove Dasharah to this course of action.</span></p>
<p><span style="color: #99ccff;">Perhaps he was banished for committing some horrible crime or maybe he</span><span style="color: #99ccff;"> discovered a dark secret during his time as a royal guard and could no longer bear to serve his sharai. Whatever happened, everyone &#8211; especially rival captains &#8211; have their own opinions of the event and scandal surrounds his departure. Regarding nicknames, it is </span><span style="color: #99ccff;">said that Shemmer finds Dasharah quite appealing and has given him a second nickname: &#8216;Handsome Ransom&#8217;.</span></p>
<p><span style="color: #99ccff;">The Fierce Sharai&#8217;s missions are much more dangerous and exotic than some of the other crews, due to their frequent encounters with the demonic. In Darbrish waters, they are more likely to come across cultists or demonic artefacts than true demons, but they have sighted a hellship or two in their time. </span></p>
<p><span style="color: #99ccff;">One member of the crew, a waif of a woman named Esmala is demon-touched and receives prophetic visions, though some say the demons can see through her eyes. Sarrek&#8217;s Voyage supposedly leads to a place that holds a mighty weapon that could be used for or against demons. Dasharah wants to get there first to use the weapon to fight against the demons, but he knows the other captains have their eyes on Sarrek&#8217;s Voyage too.</span></p>
<h3><strong><span style="color: #ffffff;">Bloodwave</span></strong></h3>
<p><span style="color: #99ccff;">Captain &#8216;Bloody&#8217; Bertha Harding is a hardbitten fearsome woman who makes Shemmer look like a kitten. Bloody Bertha is burly, battleworn and stout. She is not short, but not towering. She is middle-aged at least, but her exact age is hard to determine and anyone who has dared ask is now dead. Bertha is widely known to be heartless and ruthless. Her crew are crazy, bloodthirsty monsters too, and she is the only one who can control them. Nobody messes with Bloody Bertha. </span></p>
<p><span style="color: #99ccff;">Her ship is a massive cannon-laden heavily-armoured vessel, painted red &#8211; rumours say that the paint is the blood of her enemies and &#8220;Bertha will paint the ship with you!&#8221; is a common warning to fellow crew mates or a threat to enemies. The Bloodwave is so well armed and armoured that ramming other ships is definitely an option and the scars on its hull are testament to the battles it has won.</span></p>
<p><span style="color: #99ccff;">Nobody knows how new recruits are chosen for the Bloodwave, but what is common knowledge is that the ship&#8217;s recruiter is also an infamous and effective torturer, possibly an outlaw inquisitor wanted for treason. </span><span style="color: #99ccff;">Rumours told by men now dead at Bertha&#8217;s hand proposed that one of her rival captains was actually her child. Dasharah is out of the question, but could Bragg, Shemmer or Breezer really be related to Bloody Bertha? If so, nobody is letting the secret out and they all seem just as terrified of her as anyone else. Or is that just a show? Could one of them be working with her? Or is their relationship even more fuel for the fires of rivalry?</span></p>
<p><span style="color: #99ccff;">Bloody Bertha is a woman obsessed, it seems. Her ship, the Bloodwave is the toughest ruddy ship on the sea, but she isn&#8217;t satisfied. Word has it that Bloody Bertha is looking to capture herself a Hellship. Only she would be crazy and ballsy enough to try to board and take a hellship: these ships sailed straight out of Hell, lashed together from flesh and bone, leaving a trail of sulphur-smelling steam in their wakes. </span></p>
<p><span style="color: #99ccff;">Some believe the hellships are colossal demons themselves, and more than one half-drunk half-insane sailor has told tales of catching a fleeting glimpse of a hellship through a thick blanket of steam and swearing that a huge yellow eye peered back from the bow. How much of this is true is unclear, but it&#8217;s all damn scary and Bloody Bertha doesn&#8217;t seem phased in the least.</span></p>
<h3><span style="color: #ffffff;">Casting Off</span></h3>
<p><span style="color: #99ccff;">PCs starting off in Haulshore have plenty of opportunities for adventure. Which crew will they join? Do they admire the ship&#8217;s captain or share his or her goals and desires, are they just there for the riches, or are they joining as spies or so they can mutiny? Do they have any ties with the other ships&#8217; crews? What trouble and advantages will this lead to? How interested are they in Sarrek&#8217;s Voyage? Do any of them have connections to demons? Maybe one has seen a hellship before or perhaps they are inquisitors or demon-touched.</span></p>
<p><span style="color: #99ccff;">You should make sure to let PCs make knowledge checks and talk to the ships&#8217; recruiters, because whichever ship they end up on, it will make quite a difference &#8211; even if all the captains are after Sarrek&#8217;s Voyage. Pirate ships are great, because they are mobile adventure locations. Don&#8217;t think of them just as a means of transport from one adventure to another. Lots of exciting things can happen in the middle of the ocean, thanks to the variety of interesting NPCs stuck together in a relatively small area.</span></p>
<p><span style="color: #99ccff;">The descriptions above talk about the crews in general, but there are always crew members who break the mould - there might be some nice people, like Lorne, aboard the Broken Shackle, surely Shemmer can&#8217;t be a task master all the time (right?), maybe there are a few really dedicated long con grifters on the Freerunner, there are definitely some nasty people on the Fierce Sharai amongst all the other accepting crew, and who knows what really goes on behind the fortified hull of the Bloodwave?</span></p>
<p><span style="color: #99ccff;">Remember, too, that pirate crews are large and the PCs might not meet everyone straight away. That allows you to introduce new NPCs later, even in the middle of a voyage. Pirates die too &#8211; especially in Savage Worlds &#8211; and recruiters will need to gather more crew, meaning new NPCs &#8211; good and bad &#8211; will be joining the established crew from time to time. Connections with other ships also make for interesting hooks when you inevitably run into a rival pirate crew.</span></p>
<p><span style="color: #99ccff;">Whatever you do, make it fun and exciting! That&#8217;s the spirit of adventures on the Demonsea!</span></p>
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