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View Full Version : LPF/IT: Fri, Sat, or Sun Savaged Legends (Savage Worlds meets Legendary Planet)



DMReckless
April 7th, 2018, 19:33
GM with Ultimate License checking on interest for a Savage World- converted run through of Legendary Game's Legendary Planet Adventure Path beginning with the Assimilation Strain Prequel.

Game would be Bi-weekly, probably run 3 1/2-4 hours, and on Fri Sat or Sun nights (taking feedback on day and time) GM is EST.

Azsamael
April 9th, 2018, 09:07
Sounds like a great game. I wanted to try out Savage World. Sunday is the only day that works for me. I am EST as well!

Sammage
April 10th, 2018, 23:05
Depending on the night and time I'm interested. Sunday night could work as long as it isn't until midnight.

Trueshaft
April 13th, 2018, 13:57
I would be interested. Right now, any of those three nights is doable for me, long as it doesn't go crazy late ( past midnight). I'm in EST as well.

DMReckless
April 14th, 2018, 00:16
I have a pm from someone representing a group who lost their gm on Friday nights.

If we have enough people interested and available, I will likely run this Friday nights from 7pm-10:30 pm EST(possibly to 11 on some nights, but not likely any later.) If that group is not as interested as the PM said they might be, we could also look at Sunday nights probably starting at 5 or 6 pm.

DMReckless
April 14th, 2018, 00:21
Also up for options: The initial adventure is set in a fantasy world, but could easily be brought into a puply backwoods modern setting, and most of the rest of the adventure is "sword and planet" and could easily fit into a pulpy genre. I'm looking for feedback by those interested whether they'd prefer a more fantasy leaning or pulpy leaning campaign.

Sammage
April 14th, 2018, 17:51
Personally, I'd prefer to play something that branches away from High Fantasy. If I need a fix for that there are a million 5e games to join. I think the concept of starting in a Fantasy setting and getting pulled to something else is pretty interesting.

Also, I sent a msg to the Friday night group asking them to chime in about interest. I see Trueshaft has posted here so that's at least one of them. :)

Trueshaft
April 14th, 2018, 18:20
I'm up for almost anything, though it would be cool to get away from traditional high fantasy. Love the pulp idea.

Azsamael
April 15th, 2018, 10:17
I would want to move away from fantasy.

I am not available on Friday. But Sunday will be great. If the Friday group doesn’t work out, let me know.

Zenspeedstr
April 15th, 2018, 19:30
I am part of the Friday group that lost our GM. I'd like to play, if there's still room. I'm unfamiliar with the Legendary Planet setting-- is it kind of Pulp SF like John Carter & Flash Gordon?

Zenspeedstr
April 15th, 2018, 19:36
"Hold on... let me Google that for you." LOL. I just answered my own question:


These products are a part of our line of sword-and-planet adventure products blending science fiction and traditional fantasy in an interplanetary epic that will take your characters to whole new worlds of adventure. Drawing from the pulp sci-fi tradition of Edgar Rice Burroughs, Jack Vance, and their contemporaries, this adventure saga spans exotic worlds filled with alien races and ancient secrets, as the heroes must confront interstellar conspiracies and unravel long-lost mysteries if they are to save the galaxy from annihilation, or even just find a way home. The Legendary Planet Adventure Path includes the 1st-level prequel adventure The Assimilation Strain and the following adventures: #1: To Worlds Unknown (2nd to 5th level) #2: The Scavenged Codex (5th to 7th level) #3: Dead Vault Descent (8th to 10th level) #4: Confederates of the Shattered Zone (11th to 14th level) #5: The Depths of Desperation (15th to 16th level) #6: Mind Tyrants of the Merciless Moons (17th to 18th level) #7: To Kill a Star (19th to 20th level)
https://www.makeyourgamelegendary.com/products-page/legendary-planet/

DMReckless
April 16th, 2018, 02:05
:) Exactly.

Sammage
April 16th, 2018, 18:18
I am part of the Friday group that lost our GM. I'd like to play, if there's still room. I'm unfamiliar with the Legendary Planet setting-- is it kind of Pulp SF like John Carter & Flash Gordon?

Hey Zen...is the Sunday option one you could do? Looks like Trueshaft is flexible and it would allow Azsamael to play. Since we haven't hear from some of our Friday crew yet, just thought I'd throw that out there.

Zenspeedstr
April 18th, 2018, 02:24
Sunday nights would be harder for me to swing-- getting old, and 4:45 am Monday morning seems to get earlier every year. Not trying to block Azsamael-- just trying to realistically gauge my eagerness to play in that block. 11 EST is only 10 CST, so I might be able to make it work if we finish more or less on time. I know some gamers in RL I might be able to recruit, too. I still haven't heard back from Reaver-7. It sounded like Mgrancey was interested from his response in Discord the other day though.

Zenspeedstr
April 19th, 2018, 02:19
Doing some thinking about character creation, and I thought I'd post some questions for DMReckless:


Do we have enough players? How many players do you consider optimum?
You want to run bi-weekly? Do you have a starting date in mind?
Can you give us more information about the setting? Will it be based on Pathfinder/Starfinder? (ie, humans, dwarves, elves, etc all came from Golarion), or some other setting like Forgotten Realms or Greyhawk (or even "Earth?")
Will there be any new/alien races available to us for characters?
Will the game be set in a present-day Fantasy Setting like Spelljammer, or will it be in the future of a Fantasy Setting, like Starfinder?
What source books are we allowed to use in character creation? Savage Worlds ('natch). What about the Fantasy Companion, or the Super Powers Companion?
How high-tech will the campaign be? Will we be using blasters or bows? Should we invest skill points in things like piloting, computer usage, and engineering? Or should we focus on High Fantasy type skills?
Will there be starship combat? Or will the action mostly be on the planet's surface?
What magic system will you be using? The standard spell point system as presented in Savage Worlds, or something different/homebrew?
Will we be allowed to create characters with powers that aren't magic-based? For example, mutants or psionicists?

DMReckless
April 20th, 2018, 00:41
• Do we have enough players? How many players do you consider optimum?

We have enough players. I enjoy a group of 3-6

• You want to run bi-weekly? Do you have a starting date in mind?

Bi-weekly, yes. I was thinking April 27th or the 4th of May.

• Can you give us more information about the setting? Will it be based on Pathfinder/Starfinder? (ie, humans, dwarves, elves, etc all came from Golarion), or some other setting like Forgotten Realms or Greyhawk (or even "Earth?")

The adventure can start off pretty well anywhere you can have a backwoods logging town. While there is a gnome npc featured in The Assimilation Strain, reskinning is easy and the adventure could just as easily be set on Earth, Golarion, Greyhawk, or Shaintar. My recommendation would be either to set it on Earth (I’m digging the idea of a “Gaslight” start to the whole thing) or Shaintar if people would prefer a fantasy start to things.
• Will there be any new/alien races available to us for characters?

The potential to pick up members of new races during the campaign will be there, should PCs die, but the initial group will be based off of whatever world we’re starting on.

• Will the game be set in a present-day Fantasy Setting like Spelljammer, or will it be in the future of a Fantasy Setting, like Starfinder?

More Flash Gordon and John Carter than Star Wars or Trek.

• What source books are we allowed to use in character creation? Savage Worlds ('natch). What about the Fantasy Companion, or the Super Powers Companion?
Savage Worlds, of course. Possibly Shaintar or Fantasy Companion. I’d consider Super Powers Companion if we started off on a pulpy earth. Perhaps. I would alternatively consider using Suzerain (maybe even pitting you against the Lich Queen
series after the campaign if this works out that long.)

• How high-tech will the campaign be? Will we be using blasters or bows? Should we invest skill points in things like piloting, computer usage, and engineering? Or should we focus on High Fantasy type skills?
The default setting is more bows and slug throwers than lasers but some high tech stuff makes an appearance, and there’s definitely a bit of pseudo-science here and there. Given the stated preference to move more away from standard high fantasy and more towards pulpy, I’ll likely up the ray guns quota.

• Will there be starship combat? Or will the action mostly be on the planet's surface?

Mostly surface/subsurface in a variety of environments. More airships than spaceships. Interstellar travel through gates not by hyperdrive.

• What magic system will you be using? The standard spell point system as presented in Savage Worlds, or something different/homebrew?

Either the standard. Shaintar’s, or Suzerain’s systems.

• Will we be allowed to create characters with powers that aren't magic-based? For example, mutants or psionicists?
Definitely open to Psionics, super powers a potential if starting on earth.

So, I see a few options here:

A) Start on Shaintar, using the races and magic systems of Shaintar as our base system.
B) Start on “Earth” (preferably “Gaslight” time era.) with the PCs as “Doc Savage”/low power supers.
C) Start on Golarion or similar world using Fantasy Companion.

More disclosure: the version I am converting is the Pathfinder version, as Pathfinder is the ruleset I am most familiar with. Being from Legendary Games, it assumes a certain amount of use of both Legendary Games’ Mythic companions and Psionics, so the Pathfinder version features some of those rules. There are “Mythic Trials” and Mythic Tiers with specific abilities granted to help every character be able to adapt to and survive on the various worlds. Suzerain could fill in a good “Savaged” version of this, but I’m also willing to adapt it to Super Powers Companion instead. While I am using the majority of the ideas and concepts, settings, etc. from the adventure path, I expect I will have to adapt to Savage playstyle, and while I’m doing that I might as well work it towards the “Pulpy” feel we’re looking for (much of it is already there as this was designed as a “Sword and Planet” adventure series.) The later chapters include mass combat and things like that that Savage does very well too.

Feedback is more than welcome at this stage, and I’d like to make it a game everyone is interested and invested in playing, so please speak up with questions/concerns/ideas like these.

Zenspeedstr
April 20th, 2018, 03:09
I personally like the idea of option B-- starting on Earth as low powered pulp supers. I was a big fan of Champions/Hero System back in the day, and I see the Super-Power Companion as a continuation of that sort of system. I love the flexibility of characters you can create. Not thinking "Flights & Tights," but Doc Savage/John Carter/Flash Gordon type of Pulp characters. Starting in a "Gaslight" (30's/40's Noir) setting would also give us a clear idea of how to shape our characters.

That having been said, if you don't want to adapt the material for Savage Worlds, I would also be okay with just running it as a Pathfinder campaign. I've never actually played Pathfinder, but I played a fair amount of 3.5e back in the day.

What do the rest of you guys think?

As far as starting dates are concerned, I will be on-call from May 2nd through May 8th. We have a second and third shift now, so I *probably* won't be called in, but I could. But if the 4th turns out to be the best launch date, go ahead and set to start then. I should at least be able to start the game that night, and if I get called away somebody else can play my character and I will catch up on the following session.

Trueshaft
April 20th, 2018, 05:35
I like option B as well, but I'm also good with just about anything.

Sammage
April 20th, 2018, 11:30
I'm all for B too. See how easy we are? No experience with Pathfinder but however is easiest is fine with me. Start whenever works. First session will probably have to include some extended character creation for me though. I don't have all the modules to put together a Pulp SW one.

DMReckless
April 20th, 2018, 20:43
Alrighty, option B it is. I definitely want to go with Savage Worlds as I think it has a better feel for pulpy adventures than Pathfinder. I've wanted to do the conversion for awhile, and I think you can get more done with SW during a typical game session. The conversion is pretty easy with the help of Zadmar's Stuff (https://www.godwars2.org/SavageWorlds/). I'll post some more info soon on character building notes.

Zenspeedstr
April 22nd, 2018, 17:19
Sammage and I are working on character concepts. Anybody else started yet?

Trueshaft
April 22nd, 2018, 17:57
I haven't just yet. I was waiting to see what we're going o be using as far as supplements and if the setting has been nailed down yet, and what everyone is thinking of playing, to see if there are any holrs in the party that need to be filled.

Zenspeedstr
April 22nd, 2018, 20:04
I've been working off of the Superpowers Companion for Savage Worlds, using the Pulp Heroes power level (15-point power pool, Max 1/3 starting power points (5) in a single power, unless you take the "Best there is" Edge or a second Major Hindrance for "Super Karma"[+5 PP]). I'm currently working up 3 different characters, all with a Pulp feel. One is a Tank, and the other two are support/ranged. I may also roll a martial character. I really can't decide which one I want to play-- trying to stay versatile so I can fill in whatever we lack in the party. I know you played a Tank in Dershem's game, Trueshaft-- wasn't sure if that is the role you are most comfortable with or not. I've been hoping we'd hear from Mgrancey and Reaver7 soon-- I know Greenie was a Martial Artist, so I don't want to usurp that role if that's what Mgrancey wants to play again. Assuming that we will be running a more or less low-level superhero campaign, I don't think a dedicated healer is as important as it was in Heroic Fantasy-- combat just isn't as lethal, normally.

Zenspeedstr
April 22nd, 2018, 22:34
Ok, I think I have decided on the character I want to play, unless he is too much like a character one of you want to play (and if he is, please speak up-- I love the Superhero genre and I love creating characters. I'm stepping up because we need to get the ball rolling if we are planning to play this coming weekend). The character I think I want to play is:

Marvello the Magnificent. Marvello is a famous stage magician/adventurer with some actual magical abilities. He has an innate Illusion power (sensory, not mental), but the remainder of his abilities come from his magical accoutrements. Has a mystical ranged attack (cane), a shield (charm bracelet), and some utility powers and skills that will hopefully prove useful. I also plan for him to have a quick-release Derringer up his sleeve that he uses in his stage act. Marvello is a bit of a showman-- he wears a formal top hat and tails with a cape wherever he goes (yes, look and design based on Mandrake & Zatara).

I basically have his skills and powers down-- need to finalize decisions about his Hindrances and create an image/token and write a background (and begin thinking about creative ways to use his powers-- he isn't the straightforward beat-stick that Deacon was).

DMReckless-- I will PM Marvello to you for approval after I finish. Probably won't be today, but I will try to give you as much time as possible to look him over before the 1st game session

DMReckless
April 23rd, 2018, 00:30
Progress Marches On!

As the new century approaches, progress sweeps across the United States. Rail expands westward while the new inventions of the industrial age continue to astound and amaze. While cities expand in leaps and bounds, much of the rural northeast remains pristine and ripe for development. Continuing his father's legacy as a pioneer in the lumber industry, Reginal Covington III has revolutionized the sawmill in new and exciting ways, multiplying efficiency tenfold. The mill at Culver's Ferry, a small lakeside town in northern Mississippi, is representative of the crowning achievement of the Covington Automated Timber Saw Production And Wair system. So when lumber stopped flowing from Culver's Ferry several weeks ago, Reginal sent men to investigate. When they were found a week later, wandering aimlessly in the woods of the nearest town, they babbled incoherently and then attacked their discoverers.

Reginal Covington III is not ready to give up on the people of Culver's Ferry, nor the highly important mill there. But the madness of his first expedition has driven away any hope of mounting a second. Until, that is, he found some people who seek out the strange and face the unknown with bravery and wisdom.... until he found you.



PCs should be built as humans with the Savage Worlds and Superhero Companion books (Pulp Hero/15 points). The timeline is the late 1890's. Period firearms are fine, as are "superscience gadgets" reflected by your power choices. (Edit: Magic works as well as super science, different trappings, of course, but a common enough theme among gaslight and pulp.)

Trueshaft
April 23rd, 2018, 04:13
Ok I'll get to work on my character then. I can't finish him up in FG till Tuesday - when I get paid as all I have for SW is the ruleset.But there are some good online character creators I can use to get him ready.

Sammage
April 23rd, 2018, 13:50
Ok I'll get to work on my character then. I can't finish him up in FG till Tuesday - when I get paid as all I have for SW is the ruleset.But there are some good online character creators I can use to get him ready.

I could stand up a Chargen table for you to use. I have the Superheros supplement.

Sammage
April 23rd, 2018, 21:43
So, in these 1890s I assume 'powers' are rare? Are they steampunk in nature or more of a Jules Verne/H.G. Wellsian flavor? OR are they of a mystical bent? Or a mixture of those...or something else. :)

My concept is a shapeshifter but I don't want to veer too wildly from your world vision.

DMReckless
April 24th, 2018, 00:31
Extremely rare, I'd say, like your group was formed due to the rarity of your special skills. I would prefer a more Verne/Orwell/Burroughs/Stoker feel to things... a shapeshifter could work. As far as the science/mystical goes, it's kind of a mix, but it origins are rooted in something else, which will be revealed as the campaign progresses,

Sammage
April 24th, 2018, 03:06
My guy is still in process. However general concept is

Sam Nez, a Navajo Skinwalker, was born in the early 1800s. Skinwalkers are evil of course and Sam was such for some time. Then he found grace somehow (working on that part). His evil past weighs on him and he is trying to atone for his early life. As you can see from his birthdate he has the Ageless power. He has lost some of his Skinwalking skills as he atones and can no longer transform into animals, but is still gifted with the ability to shift his human form (Chameleon power). He has also learned how to change his body into different shapes almost like he's made of flexible rubber (Altered Form). This has given him a resiliency reflected in Armor, Deflection and Super Vigor powers.

So, he's kind of a Native Plastic Man. :)

Zenspeedstr
April 25th, 2018, 03:38
I like it!

Zenspeedstr
April 27th, 2018, 02:42
Couple of things...

1) Just uploaded a character portrait and a token for Marvello... going to try to link to them. I hope this works:

https://www.fantasygrounds.com/forums/album.php?albumid=130&attachmentid=23236
https://www.fantasygrounds.com/forums/album.php?albumid=130&attachmentid=23237

2) I talked to Reaver7 today and he wants to play-- he's planning to roll a Shang-Chi type character. The Fu-Manchu (Sax Rohmer) background should be a really good fit for the theme and time period. He may or may not be able to make the first session, however.

3) Are we still on for tomorrow night? Do we have a host address yet for Fantasy Grounds? And what are we using for voice? Still Discord?

DMReckless
April 27th, 2018, 02:59
I have some inputting and conversion work to do still for the campaign, so the May 4h start is looking more likely. However, I plan on doing some of that tomorrow night and wouldn't mind doing a "session zero where people can build characters and get that sort of thing set up. The server coed is "epic bard loud gate" and here is a discord link https://discord.gg/WzV22Na

I will likely be on from 7-9 pm tomorrow (EST) working on the set-up and people are free to join in and get those characters input and/or discussed.

DMReckless
April 27th, 2018, 03:02
I love Shang Chi. So a shapechanger, a magician, a master of martial arts, and one or more to come.... Nice!

DMReckless
May 4th, 2018, 23:30
If the players are ready, this game will start tonight.

Trueshaft
May 5th, 2018, 00:36
Sorry I haven't been in touch, life got in the way for a bit. Had to scrounge up some extra work to pay for things this last week. If there's still room, I'd like to jump in, but can't till next game. The character is kind of a cross between Grizzly Adams and Doc Savage.Mack "Grizzl" Johnson. He's a mountain man looking for work. I still have to nail down his particulars. I just been working all nighters this past week and sleeping all day. No energy ( cars don't fix themselves..YET!).

DMReckless
May 5th, 2018, 22:57
Thanks Trueshaft. We had a brief game last night, with the next one planned for 5/18. We'd love you to join us. The idea is the characters joining next game were on horseback following the good Doctor's vehicle, so you got to the river crossing shortly after the "scouting" trio.

Trueshaft
May 14th, 2018, 04:39
Sorry guys, I think I'm going to have to pass this one up. I have friends coming into town this weekend, and I don't want to string you along. The summer is just a lot harder schedule-wise. Have fun though. Maybe I'll run into you in another game.

sirkerry
May 14th, 2018, 16:51
DMReckless, if you still have any openings I'd love to join.

DMReckless
May 14th, 2018, 23:20
We do have openings, sirkerry. Our characters so far are a german(esque?) gadgeteer with a lightning gun, a shapechanging native American, and an illusionist. What were you thinking of playing?

sirkerry
May 15th, 2018, 02:19
I was thinking an American Southerner John Carter type.

Zenspeedstr
May 18th, 2018, 03:49
Recap from our last session:

Last Time, in Savage Planet--

From the Journal of Nelson Chadwick:

The Case of the Mississippi Madness, Part One:

My name is Nelson Chadwick. But you may call me by my stage name-- Marvello.

The turn of the Century was right around the corner. It was the final night of a week-long series of performances in New York City, and I was playing to a sold-out house. I thought the show went very well, in spite of my old nemesis Dixon Woods showing up to try to "debunk" my act. We had danced this particular number many times, Dixon and I. As usual, I managed to turn his skepticism to my advantage, and in the end the audience laughed him off the stage. I found myself actually looking forward to the vitriol he would no doubt be spewing in my direction in the Saturday Edition of the Times. A wise man once said that there is no such thing as bad publicity.

After finishing my curtain call, and taking my final bow, I returned to my dressing room as the audience began to depart. I began packing my things into my old steamer trunk, when I was interrupted by an insistent pounding on the door. I opened the door to a youth from the local Western Union. He had a telegram for me.

The telegram was from an old business associate of my father's-- a man by the name of Reginal Covington III. Reginal had followed my career in the papers, and knew of my frequent collaboration with authorities and my involvement in strange cases. Reginal had lost contact with the town of Culver's Ferry Mississippi, where his largest lumber mill was located. When the lumber stopped flowing from the mill, Reginal sent a group to investigate. The investigators were found a week later, wandering in the woods and babbling incoherently. The investigators savagely attacked the men who approached them. Reginal could tell that something out of the ordinary was going on at Culver's Ferry, and he wanted me to investigate.

The following morning, I looked up an old friend. Sam Nez is a Navajo shapeshifter. He claims to be a supernatural being almost a hundred years old, yet he doesn't look a day over 30. I have seen him do amazing things, and I have no reason to doubt his claims. Sam and I have worked together on occult cases numerous times in the past. He has even helped me in my act from time to time, and once or twice has aided me in "putting one over" on Dixon. I trust Sam implicitly.

After explaining the details of the case, Sam agreed to help investigate. He reminded me that we might need scientific expertise that neither of us possessed, in case whatever was plaguing the town proved to not be supernatural in origin. He suggested a scientist he knew-- a man by the name of Doctor Ulricht von Mekkheimer. The Doc had been a professor at a prestigious German University, until an accident crippled one of his legs and cost him his position. Sam believed he would be a great help to us in Culver's Ferry.

The Doctor agreed to come along for a share in the proceeds, stating only that he needed funds to continue his research. "There is one additional condition," the doctor added. "Under no circumstances will I become a performer in one of your American Circus acts."

Sam and I exchanged glances. "Agreed," I replied.

I procured train tickets for the three of us, and we agreed to meet at the train station the following day. The Doc arrived with a large object covered in a tarp, which he insisted on taking along. When asked about it, he would only say that the object was something he called the "Leonburger Mark V," and that it was necessary for our investigations. With a sigh, I made arrangements for the object's transport, and the Doc followed the workers who loaded it onto a boxcar in order to make sure that it was loaded properly and secured. Sam and I boarded the train and went immediately to the club car.

After an uneventful trip, we arrived at a small town in Mississipppi a short distance from Culver's Ferry. With a flourish, the Doc finally revealed what had been hidden beneath the tarp-- an amazing steam-powered vehicle of his own creation. Somewhat dubiously, we climbed into the Leonburger and with a clattering of gears, Doctor Mekkheimer pulled away from the station, driving the three of us to Culver's Ferry.

As we neared the Ferry, a wide river bisected the dirt road and separated the town proper from the North side. A skiff rested on the Northern riverbank, beside a thick rope stretching across the water. There was a shanty beside the shore near the skiff. As we approached the ferry, we felt a growing sense of unease. We passed by the carcass of a dead mule, it's body covered in lacerations. Across the river, what we could see of the town appeared to be deserted. A number of buildings were burned down to the ground, and we could see plumes of white smoke rising. In the distance.

Approaching the ferry building, we spotted five men shambling around. The men all carried hand axes, and were behaving most peculiarly. From time to time one of them would pass by the carcass and hack at the dead mule. Raising our hands to show that we meant them no harm, we attempted to communicate with the men. As we got closer, however, we could see that they had a crazed look in their eyes and they moved to attack.

Sam readied his spear, placing himself between Doctor Mekkheimer and me and the approaching mob. The Doc produced a strange device that he called a lightning gun, using it to fire a bolt of electricity at the closest target. The man fell to the ground writhing as the current arc'd through his body. Waving my hands, I muttered an incantation and called on my staff of power to make the Mule appear to come back to life, causing it to bray at the lumberjacks. One of the men closed with Sam, who attempted an attack but missed. The lumberjack countered and also failed to connect. The other three moved to attack the illusion of the mule as I had hoped they would-- buying us a few precious seconds.

Doctor Mekkheimer fired again, achieving the same result and a second of the lumberjacks fell to the ground, writhing in pain. Sam attacked his opponent, scoring a hit, but the blow was deflected by the man's clothing, causing no damage. The lumberjack attempted to attack him again, but Sam deftly swept the blow aside with his spear. The other attackers seemed to realize that their attacks were passing through the Mule, and a second one broke off to attack Sam instead. Speaking another word of power, I gestured and a glowing golden hammer of force appeared above the second attacker's head, slamming down at him. The blow struck true, but did no appreciable damage.

The Doc fired again, and a bolt of electricity jumped from his weapon to one of the closest lumberjacks. The bolt struck the man squarely in the chest, but caused no damage. The two lumberjacks then attempted to attack Sam, who deftly parried both attacks with his spear. I attempted the same maneuver a second time. Waving my hands in the air and speaking my word of power, the glittering golden hammer of force appeared again and slammed into the ground. Sadly, my intended target somehow managed to lumber out of the way just as the hammer fell. With a savage cry, Sam drove his spear into one of the lumberjacks. The spear thrust went deep, but the man only seemed momentarily dazed.

Mekkheimer's amazing invention took out another of our opponents. He crumpled to the ground twitching spasmodically as the bolt struck him. Sam pulled his spear from the Lumberjack's Torso, and while the assailant was still off-guard, he twirled it above his head and plunged it into the man's chest. This time the spear found it's mark, and the man crumpled to the ground. The final assailant attempted to strike the Shapeshifter, but Sam once again parried the blow. I tried my force hammer once more, only to witness the final enemy somehow stagger out of the path once again.

The final opponent attempted another attack at Sam, but the Native's lightning fast reflexes once again deflected the blow. With a sigh, I gestured with my right hand, and the Derringer I sometimes use in my stage act appeared in my palm. Drawing a bead, I fired. The shot found it's mark, and the man stumbled backward from the impact. Sam attempted another blow, but the Lumberjack's flailing arms batted the spear away before it could find purchase. The Doctor fired again, and for the first time in the battle his weapon crackled and the shot went wild. The second shot from my derringer also missed.

Mekkheimer attempted to fire once more, but the shot ricocheted off of the Lumberjack's axe and struck Sam, who was fortunately able to shrug off the damage. In anger, Sam savagely drove his spear into the final assailant and he went down soundlessly. Inside the shanty, we found the body of the Ferryman-- butchered like his mule. The shanty contained a pully system that had once connected to the Mule's harness. We bound the survivors from the combat and tended briefly to their wounds. I muttered the words to an incantation and passed my hands above the bodies, but I could detect no trace of magic.

The Leonburger had a small winch on its bumper that Mekkheimer planned to use in order to pull us across to the far side-- unfortunately, it quickly became clear that the skiff would never be able to carry the weight of the Leonburger, and we were forced to leave it behind. Boarding the Ferry, we pulled ourselves across by way of the thick rope stretching from shore to shore.

Zenspeedstr
May 18th, 2018, 03:55
Mississippi Madness, Part One, Continued

At the first farm on the outskirts of town, we met a family who had not succumbed to the madness. The farmer told us a tale of a sickness that had descended on the town, driving the residents insane. He didn't know many actual details, but told us that the sheriff and the apothecary were researching the sickness when last he saw them. The farmer offered his farm as a base of operations, telling us that the provisions inside were ours for the taking. We helped the family pack and ferried them across the river.

Returning to the farmhouse, we made quick plans and decided to head for the Sheriff's office in town. Sam used his abilities to slip into the shadows, scouting ahead. At the next farms we came to, we could hear a dog barking frantically from within the house to the South, while a woman in the tattered remnants of a wedding dress was perched precariously on a catwalk atop a grain silo some fifty or so feet above the ground. She appeared to be in distress and contemplating a jump. Even from a distance we could see that her dress appeared to be soaked in an oily liquid resembling lamp oil.

I muttered another incantation, activating my staff of power and invisible tendrils of power wrapped gently around her, lowering her to the ground. She was inconsolable, speaking gibberish about her husband Seamus. Sam entered the woman's house and found a photograph of her and her husband. Sam used his shapeshifting powers to take on the form of her dead husband, and pretending to be the ghost of Seamus, convinced the woman that she must go on without him. We sent her back to the farmhouse that was serving as our base camp.

We approached the house containing the barking dog and attempted to peer in the windows. The dog was a large mastiff. Seeing us, he lept at the window. We could see that the dog seemed to have eaten everything inside that resemblied food, and it was starving. Sam asked the Doc to stun the dog with his electrical weapon. Mekkheimer shattered the window with his walking cane and fired a bolt of electricty at the animal. Whether from adrenaline or hunger we couldn't tell, but the Mastiff was able to shrug off the effects of the lightning gun. Sam used the haft of his spear, attempting to subdue him. The blow struck home, and with a whimper it dropped onto its haunches and shook its massive head. I attempted another Force Hammer, and although I was on target, the Mastiff managed to roll out of the way of the bulk of damage. Doctor Mekkheimer fired a second time, but for the second time since our arival the shot went wild.

I decided to try to contain the beast, and used the glowing energy from my staff to create a box of force around the dog. Frightened and enraged, The mastiff threw it's body against my force box and somehow managed to break free. Waving my hands, I collected the energy that had been the box and smashed it down into the dog as one last force hammer attack. This one paid off. With a yelp, the dog crumpled to the ground unconscious.

We took the dog to the stables behind our farmhouse base and left out some food for him.

-------------------------------------------------------------------------

I hope you guys don't mind-- I took a little liberty and embellished the campaign background a bit. I also decided to change the format of the recaps this time and write it up as if it were Marvello's journal. We'll see how that goes, moving forward...

Sammage
May 18th, 2018, 14:16
This is awesome Zen!

DMReckless
May 18th, 2018, 22:10
Nicely done!

Zenspeedstr
May 19th, 2018, 21:37
Rules clarification corner:

So at some point in each session, I have wanted to cast a spell while maintaining another spell, and I have had a hard time finding the actual rules about that. I think I found them today. See what you think, DMReckless:


Savage Worlds Deluxe Edition, p. 95
Maintaining Powers: Characters can maintain powers as
long as desired, but each power maintained inflicts a –1 to
cast any new powers. Thus an invisible mage can keep the
power going indefinitely, but suffers a –1 penalty if he then
attempts to hurl a bolt.

I think that makes it pretty clear that maintaining an illusion while trying to use my "Force Hammer" attack should cost me a -1 penalty on the latter arcane roll.

Note that this is different from the multi-action penalty, which would take effect if I attempted to cast multiple spells in the same round (ibid, p. 66). Each additional action taken within a round imposes a -2 penalty on ALL actions taken within the round, and you can't perform the same action twice. The way I read it, that means Marvello could attempt multiple spells in a round, but they all have to be different spells, and doing so would incur a -2 to each Arcane Skill roll for the turn. So I could have more than one illusion up, as long as I cast them on different rounds. And each additional illusion adds a -1 penalty to the next Arcane Skill roll.

A personal clarification request

I also re-read the section from the Super Powers Companion on Power Modifiers. I think I should have been applying the -2 penalty to incoming ranged attack rolls for Marvello's Deflection power. I purchased it with the Device limitation, but not Activation. The way I read The Super Powers Companion (pp. 17-18), my Deflection is a Passive power, and therefore should always be on. I had envisioned Marvello's bracelet to be similar to the one Harry Dresden wears (if you are familiar with the books/show) so having it always on would be perfect.

I'll have some additional questions for you later about how you want to adjudicate increasing our powers.

Zenspeedstr
May 31st, 2018, 04:13
Recap from our last session:

Last Time, in Savage Planet--

From the Journal of Nelson Chadwick:

The Case of the Mississippi Madness, Part Two:

Having stabled the dog in the Redthistles' barn with food and water, we turned our attention back to the town of Holver's Ferry. The Sheriff's Office had been one of our early points of interest. It was one of the few stone buildings in town, along with the Church to the north and the Town Hall to the southwest. As we approached the town square, we could see the bodies of three people hanging from the large central oak tree, nooses around their necks. Even from a distance we could see that they were lifeless.

The Church was in cinders-- all of the wooden parts completely burned to char. Only the stone remnants remained. The Sheriff's Office was boarded up. The porch running along the front of the building was stained with blood, and there were deep axe cuts in the door. Sam listened at the door, but couldn't hear anything moving within. We decided to turn our attention first to the hanging tree.

The tree was a magnificent white oak, standing over 40 feet tall. The graying bodies of the three dead townspeople were in macabre contrast to the tree's beauty. The dead were two men and a woman. From the condition of the bodies, they seemed to have been hanging there for several days. We cut them down from the branches, and laid them out as gently as we could at the foot of the tree.

As we were taking down the bodies, we noticed a curtain move from an upper window in the Inn across the courtyard to the south. Approaching, we could see that the downstairs windows were all boarded up. Stepping up to the door, I rapped on it with my cane.

A woman opened the door a crack and fearfully asked what we wanted. With a bow, I introduced myself and my companions and told her that we were in town to investigate the strange goings-on, asking to be let inside. She admitted us to the common room, offering us seats and beverages. Briefly, we heard thumping sounds from the floor above, as of someone moving about. We asked the innkeeper how she managed to avoid the madness that had descended on the town. She credited a guest-- Mr. Vorthad-- for saving her. Unfortunately, she said that after the Alderman and his nephews hung the three townspeople, Vorthad had grown increasingly sullen and withdrawn, seldom leaving his room.

The inkeeper, whose name was Vessa, told us everything she knew about the madness. It had begun 11 days prior, violence breaking out like a plague that swept through the town. The mob burned the church and the mill, and then wandered through the streets with axes and torches slaughtering people they encountered. The apothecary and the sheriff believed it to be some kind of viral outbreak and began searching for a cure, but then 7 days before our arrival the sheriff disappeared-- last seen heading east in the direction of the Ferry. The violence seemed to culminate in the hanging 3 days prior-- the Alderman and his nephews shouting about God and evil. Afterward, there seemed to be a kind of lull that had descended on the town. She hadn't seen the Apothecary since the sheriff's departure, but she didn't believe that he had accompanied him.

A man's voice shouted from above, demanding to know the source of the noise. This was followed by pounding on the doors and stomping. The Innkeeper apologized, saying that his outbursts had been getting worse for the past few days. We decided to speak to him, out of concern for ther safety.

I knocked at the door to his room, and asked to speak face-to-face. After a moment of silence, Vorthad unlocked and opened the door. A large and burly man, his appearance was disheveled and he was sweating profusely, but he invited us inside. Vorthad had a hunting knife on his nightstand, and there were marks on the door and bedposts where he had been carving. Vorthad told us much the same story that the Innkeeper had. He had come to Holver's Ferry looking for a job, and when the violence broke out he sequestered himself inside the Inn. He hadn't left town so that he could insure Vessa's safety.

As we spoke, Vorthad began to refer to "things he had seen out west," and his eyes began to dart furtively toward the knife. He began to eye Sam with an irrational hatred I had seldom seen in the larger cities where my act normally played, but which Sam assures me is still all too common in rural areas. Vorthad began to act increasingly suspiciously, and claimed that he was tired. As we inched toward the door, I decided to use my Telekinetic abilities to snatch his knife from the table. Sam surreptitiously slipped his brass knuckles from a pocket and slid them onto his hand. Vorthad reacted with shock, and demanded that I return the knife-- claiming that he had taken it from a Commanche. When he became beligerent, I used a little sleight of hand to make it disappear up my sleeve, promising him that we would return it to him after we got to the bottom of whatever was causing the madness. Vorthad suddenly charged at us with murder in his eyes.

Sam swung at Vorthad, who dodged out of the way. Brandishing my staff, I whispered a word of power and a giant glowing hand of mystical energy appeared and grappled him. Restrained, Vorthad seemed to grow even angrier, frothing at the mouth and slurring his speech. Using rope from the tree, we bound him to a chair. His rants and raves became almost animalistic snarls and growls. After a few minutes, Vorthad seemed to calm down and return to normal. He couldn't remember anything after we took his knife. He told us he had been feeling feverish for several days since his last big fight. He seemed honestly relieved that he hadn't hurt anyone. We decided it would be best to keep him restrained until we talked to the Apothecary. Dr Mekkheimer suggested the jail as a place where he could be restrained while still maintaing some autonomy of movement. Barricading Vorthad's door, we made our way to the Sheriff's Offfice, stopping to drag the bodies from the tree over to the stables at the Inn.

Sam Nez had a plan for gaining access to the Sheriff's Office-- a trick I hadn't seen him use before. Sam's body suddenly became viscuous, and he slithered beneath the door and reformed on the inside. There were two jail cells, a gun cabinet, and a desk inside. On the desk was a cloth map of the area of Holver's Ferry. Two brass pins were stuck into the map, denoting locations to the south along the shore of Lake Shimmermere. Sam unlocked the door, allowing us entry. Returning to the Inn, we escorted the Innkeeper and Mr. Vorthad across to the Sheriff's Office, and secured him inside one of the cells.

After a short discussion, we decided to press on to try to locate the Apothecary, Dr. Mekkheimer reminding us that in viral outbreaks-- as this one appeared to be-- time was a critical component in preventing the spread of the pestilence and finding a cure.

We located the Apothecary's at the end of a long trail leading out of town to the northwest, just where the Innkeeper had indicated it would be. The two-story shop was built into the branches of a giant sycamore tree. A narrow wooden staircase wrapped around the trunk of the tree with a friendly sign inviting visitors to make the climb. Ascending the stair, we knocked at the door and were challenged from within. Once he learned that we had a scientist in the party, the Apothecary's demeanor changed and he invited us inside. He introduced himself as Dr. Rexall, and independently corroborated the timetable given to us by the other townspeople, but otherwise had little additional information to convey. We described the sheriff's map and the pinned locations and he identified the places as an abandoned orphanage and a mansion belonging to one of the town's founders. We convinced the Apothecary to accompany us back to the Sheriff's office to examine Mr. Vorthad.

As we approached the Sheriff's Office, we were ambushed by 4 men wearing the bloodied vestments of priests. The Apothecary identified them as Alderman Foss and his nephews-- the ones responsible for the hangings and for torching the church. Sam, still in stealth, approached them quietly.

Foss challenged us, calling us sinners and blasphemers, claiming to derive his authority from God. This seemed to rankle Dr. Mekkheimer, who unslung a large gun from his back in response. The men produced pistols and brandished them threateningly in our direction. Warning Dr. Rexall to stay down, I too made preparations for battle.

Foss took a snap shot at Dr. Mekkheimer. He connected, in spite of the Professor's energy shield. The wound was only superficial. Two of Foss' henchmen also fired at the Doctor, but their bullets ricocheted harmlessly off of his shield.The final henchman fired at me, and I felt a pinch as the bullet ripped into my shoulder. Luckily, it missed anything vital. Dr Mekkheimer fired a blast from his weapon at Foss, but the shot went wide, missing his intended target. Sam closed with one of the henchmen, attacking with his spear. The man somehow managed to sidestep, and the spearhead tangled in the oversize robe the man was wearing, causing no damage. I gestured with my hands and a bolt of lightning appeared to arc from the sky. From the flash, an elderly figure 20 feet tall wearing white robes emerged, pointed an accusing finger at the men and intoned, "Thou shalt have no other gods before me." One of the men dropped to his knees immediately, begging for forgiveness. A second one attempted to run. The third henchman fired at me with a trembling hand, missing me completely.

Zenspeedstr
May 31st, 2018, 04:19
Mississippi Madness, Part Two cont'd:

Dr. Mekkheimer seized upon the confusion to fire another bolt from his weapon. It struck Foss in the chest, fairly vaporizing a large portion of his flesh. I wondered at how the man was still standing after the attack. He attempted to point his pistol at the Professor, but in his badly weakened state, the round went wild. Sam struck Foss with the haft of his spear. The blow connected, but Foss was able to shrug it off. The kneeling henchman continued to prostrate himself before what he believed to be God, while the second henchman pulled out a censer on a chain and swung the heavy object at Sam like a mace. He caught the Navajo unaware, delivering a terrific blow. Sam managed to retain his footing, but I could tell that his head was ringing.

Catching the attack on Sam out of the corner of his eye, the fleeing henchman came to his senses. Shaking off the effects of my illusion, he attempted to fire at Sam, but missed. Dr. Mekkheimer unleashed another deadly bolt from his weapon, and with a scream Foss disapppeared before our eyes, dissolving into a smouldering pile of ash. It was a rather unnerving sight. Sam spun on the henchman who had attacked him, driving the point of his spear into the man's side. The Henchman dropped at his feet.

For my part, I attempted to make my illusory god create a glowing hand to smite one of the remaining henchmen. The trick looked impressive, but I miscalculated the man's distance. The hand connected, but left the man unharmed. Dr. Mekkheimer finished him with another blast from his death ray. The final henchman fired on the Professor again, missing him, and tried to run. Sam closed with him, attacking with his spear, but the blow did no appreciable damage. I dissipated my illusion and attacked him with a grappling energy hand from my staff, holding him securely.

We attempted to interrogate the man, but gained little information from him. He was a zealot, and the events at Holver's Ferry had sent him spiralling into the depths of madness along with Foss and the other henchmen. Dr. Mekkheimer tried to intimidate the man. He claimed that Foss was spoken to directly by God who had called upon him to cleanse the town of it's impurity. He said that they were holding three additional "sacrifices" in the town hall. After a few moments of his babbling, before Sam or I could react, Dr. Mekkheimer suddenly trained his death ray on the man and pulled the trigger. He disappeared in a gout of flame. I have no actual qualms about killing, but I confess that the execution of a restrained enemy disturbed me. Judging from Sam's reaction, I believe that it bothered my Navajo companion, as well. Neither of us spoke out, because the man had after all confessed to mudering nine of his neighbors. But I can't help but feel that we should have left him locked in a cell for the authorities.

We were able to free the three captives from the Town Hall with relative ease. Inside, we also found a strongbox which contained the town charter and the payroll from the mill. We gathered the survivors together and entrusted the strongbox to the Apothecary. The Alderman had left behind a journal-- his entries began normally, but then descended into unintelligible gibberish. About 8 days previously, the entries became legible once more, but then the religious ranting began. Foss believed that God was speaking to him in an audible voice and commanding him to gather up townspeople who had not been touched by the plague and offer them in sacrifice.

We swept through the rest of the town, looking for survivors and met no additional resistance. Gathering the people together at the Inn, the survivors of Holver's Mill declared us their champions, offering us aid and shelter whenever we are in need. We rested, and began to make plans to explore the Mill.


Having completed the cleanup of Holver's Mill, the party earned our first Advances!

Zenspeedstr
July 20th, 2018, 02:06
Session Recap

Last Time, in Savage Planet--

From the Journal of Nelson "Marvello" Chadwick:

The Battle of Holver's Mill

Having cleared the town of Holver's Mill from the ravages of the strange madness that had descended on its citizenry, we discovered that we had one important area left to address-- the Lumber Mill itself. From our band of survivors, we heard stories of a group of armed men led by the Mill's foreman, Wendell Lord, who were reportedly holed up in the mill and shooting at anything that approached.

Cautiously, we crept toward the mill located on the Southeast side of town. The compound was surrounded by an eight foot high stone wall. Sam Nez used his special abilities to stealth through a nearby crop field that bordered the mill on the North side. Meanwhile, Doctor Mekkheimer and I approached the gate, trying to stay low and use the wall as cover. The dog we rescued, who Sam had affectionately named Scratcher, accompanied us.

A large gap in the wall to the East bordered the river. Standing in the gap were the smoldering remains of the Mill-- now little more than crumbled masonry and ash. Four men along with Wendell Lord wandered almost aimlessly among the ruins, brandishing rifles.

Somehow, one of the men spotted Sam, and closed to attack-- swinging his rifle like a club. Sam was ready for him, and was able to sidestep the blow. We could tell almost immediately that Wendell Lord seemed to be more cogent than the others. Closing half the distance to Sam, he leveled his shotgun and fired. The shot went wild as Sam ducked to avoid the attack. Spreading my arms, I used the power of my staff to lift myself to the top of the stone wall, my cape fluttering behind me in the breeze coming off of the river. Scratcher moved forward into the compound through the gate, menacing one of the men with a low growl from deep in his throat. Dr. Mekkheimer fired his lightning gun. A blue bolt of electricity arc'd into his chosen target, stunning the man.

Sam slipped his brass knuckles from his belt and swung at his opponent. I couldn't tell if it was the madness that kept the man on his feet or if they just grow them tough in Mississippi, but the man seemed to shrug off Sam's attack. Wendell withdrew a rusty sawblade from his shirt and closed the gap to attack Sam, but he missed completely. On the ground, one of the men swung his rifle at Scratcher, who staggered back onto his haunches with a whimper and shook his head as if trying to clear it. The final two men joined the attack on the helpless dog, and scratcher quickly collapsed from the multiple injuries he sustained.

Infuriated, Dr. Mekkheimer fired again, and I felt the hairs on my arm rise as the Lightning Gun flashed. One of the men who had attacked Scratcher melted. I attempted to reason with Lord, explaining that we had been sent by Reginald Covington, I demanded that he and his men throw down their weapons and surrender. Lord reacted to the name Covington, but didn't throw down his weapons. Gesturing, I made a giant glowing flyswatter of force that smashed down into one of the men. It flattened him only momentarily. Like Sam's attacker, my target seemed to be able to shrug off the damage.

Lord shouted back at me that we should join forces and defeat Covington together. Meanwhile, he swung his rusted saw blade at Sam once more. This time he connected, and I heard a sharp exhalation of breath from Sam as the saw blade bit deeply into his skin. Sam's second attacker swung his rifle like a club and missed again. Inside the compound, the remaining three guards flailed mercilessly at poor Scratcher's body. One of their rifles accidentally fired with a sharp report-- the bullet tore through the man's leg, and he didn't even seem to notice.

Switching weapons, Dr. Mekkheimer leveled his Radio Gun at one of the men and pulled the trigger. The weapon jammed unexpectedly-- electricity arc'ed over the surface, and a bit of acrid blue smoke drifted upward. The Doctor began beating the weapon with his fist and swearing loudly in German. For my part, I summoned the power of my staff, and a giant glowing golden hand of mystical energy appeared, grappling Wendell around the midsection, pinning his arms to his sides. Sam was able to pull himself together, and fighting through the burning pain from his injury, pulled his spear from his back and attempted to impale Wendell with it. Still weakened, however, the attack missed the mark as Wendell managed to shift out of the weapon's trajectory.

Wendell Lord managed to break the grip of my spell, just as Dr. Mekkheimer got the Radio Gun operational once more, firing a blast that stunned another one of the guards. Flexing my forearm muscles, I caused my stage pistol to appear in my outstretched hand and squeezed off a round at Wendell. The bullet found its mark, but did no damage due to the layer of padded armor the man wore. Angered, Sam brought his spear into play once more, swinging the haft at Wendell's skull. This time the blow found its mark, and Wendell reeled.

One of the men in the compound seemed to tire of beating the lifeless form of Scratcher and turned his attack toward Dr. Mekkheimer. Sam and I could only watch in shock as the man's blow connected with devastating force, felling our erudite companion with a sickening thud. The Doctor dropped soundlessly to his knees-- not quite unconscious, but very close.

Vividly remembering what the men at the ferry had done to the Mule, and what the men in the lumber yard were doing to Scratcher, I knew that I had to do something to get the Doctor out of harm's way. Shouting a word of encouragement to Sam, I used the power of the staff to raise Dr. Mekkheimer up onto the wall beside me with Telekinesis.

Sam intoned: “I have taken your soul, white man. Tremble and fall to your knees and maybe I will give it back to you.” His form shimmered and seemed to twist like shadow, becoming the mirror image of Wendell Lord. Sam thrust with his spear, but Lord dodged out of the way again, just in time. Taking careful aim, I fired the second shot from my Derringer. It creased Wendell's skull, and he grunted from the pain. Sam attempted another attack, but somehow Wendell managed to bat it aside.

Confused by the appearance of a second Wendell, the other guard attacking Sam switched targets, shambling toward me. But he was unable to strike me from my vantage point atop the wall. With a groan, Dr. Mekkheimer pulled himself together and attempted another attack, but the strain was too much and the shot went wide of his intended target. Shaking himself to clear his head, he fired again. This time the attack found its mark and one of the remaining guards melted away.

Sam danced from side to side, chanting in Navajo. Planting the haft of his spear, he kicked up a handful of rocks, dirt, and sawdust at Wendell. Caught by surprise, Wendell began coughing and wiped at his eyes with the backs of his grimy hands. Moments passed as our two groups attempted unsuccessfully to strike at each other once again.

Surveying the battlefield and my injured friends, I decided that I had had more than enough from Mr. Wendell Lord. Vanishing the pistol up my sleeve once more, I brandished my staff. Spreading my arms widely, I lifted Wendell 35' into the air with Telekinesis-- and then dropped him. He hit the ground with a sickening crunch, and lay still. Unexpectedly, the moment that Wendell lost consciousness the remaining two guards became inert, as if they had been lifeless puppets quickened by the sheer force of their master's will.

beholdernj
July 20th, 2018, 13:32
I am interested and located in the EST time zone as well. Those nights work for me as long as it does not run past midnight on a Sunday.

PureHatred
July 20th, 2018, 21:22
I've never played Savage Worlds, but I would like to try, but only Friday and Saturday would work for me