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Serial Killers and Cannibals in Savage Worlds [Horror]

 
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wisdomknight
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PostPosted: Tue May 07, 2013 1:08 pm    Post subject: Serial Killers and Cannibals in Savage Worlds [Horror] Reply with quote

Has anyone ever ran a Friday the 13th or Hills Have Eyes, Wrong Turn, Texas Chainsaw type of adventure before?

Are there any stat blocks or even a home brew adventure like this for Savage Worlds?

IMO something like a super zombie killer (like Jason) or a family of cannibals in the South West seems like an awesome fun one-niter or even a series of adventures.
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XcomSquaddie
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PostPosted: Tue May 07, 2013 1:40 pm    Post subject: Reply with quote

Silver Gryphon Games did the Camp Wicakini series.

link:
http://silvergryphongames.com/
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VonDan
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PostPosted: Tue May 07, 2013 1:48 pm    Post subject: Reply with quote

Did you know most killer cannibalas are based on the story of Sawney Bean from Scotland


The Lair of Sawney Bean

Written By

Jack Mann

Based on an Unoriginal Concept by

VonDan

Editor and Chef

VonDan

Title Art by

VonDan

Produced by

VonDan

Special Guest Stars

Dirty Ernie and Count Zero




“when you mess with Bean, you get the whole burrito”
~from the court records of Count Macneoni Magistrate of Buffaburo Scotland


While traveling thought he area the players are told there have been a lot of disappearances in the over the last year, and barrels of rotting pickled human flesh have been found washed up on the beach. One of the barrels was marked MacDougal's Inn and has started rumors of what is in there take out Haggis Meals. Of course the Inn Keeper says his meals are made of 100% pure Scottish sheep stomach and entrails and any one could have stolen the empty barrels off the back porch before the recycle wagon came by to pick them up. The locals are still suspicious of the innkeeper and his tripe of a story

Ideally, they're told this while the're busy with something else in the area, or while passing through. At this point, it's just a background detail. Let them think it's related to whatever they're currently working on.

Some time after this, when they're free, they're told that the culprit has been found: Filthy Furgus the Proprietor of the local MacDougal's Inn who was known to have been the last to see several of the victims alive. He was found to have one of the victims watch and other property, the one eyed innkeeper claims that after the people disappeared he took some things from their room to pay the bill thinking they skipped town. The innkeeper himself skipped town just ahead of a lynch mob. The players are told there's a reward for finding him and bringing him in.

When they catch up to him, he still protests that he's innocent, if they search him a TN 8 search will bring up no clues but he does have a ten pound note taped to the inside of his eye patch. If they believe him, he'll show them where he saw evidence of recent violence just off the path. This will show them a site of ambush, where there's blood, signs of violence, and a strip of rough, white cloth.

Whatever they do, they're soon met by a young woman in a torn white dress (of the same rough cloth). She tells them that her little sister is hurt and needs help. A child's voice calls out to them from off the path. The players can roll notice checks (or, if you like, roll them beforehand on the players' behalf) against the woman's persuasion to tell that something's wrong. They get a bonus if they found the evidence.

The little girl is laying on a dirty blanket in a small clearing under some trees. Those who are observant enough will notice some odd things about the child

She wares a fancy child’s gown 50 years out of date and inappropriate for the area or travel
At first it looks like she has jelly on her face and dress but it’s fresh entrails attracting flies
The child’s doll has a shrunken human head
In the child’s apron pocket are jacks made from human vertebra
Brushing away the child’s hair from her face she has one weird ass big Goo Goo googly eye

When if any players actually get close to the little girl several Sawney boys drop out of the trees in an ambush. They make a quick hit, but as soon as one of them takes a hit, the others try to run off.

Now, the players could just go run and get the proper authorities, but the Filthy Furgus greedy innkeeper will point out that the Beans have killed a lot of merchants and the like. There's bound to be treasure in the cannibals' lair, which they'd forfeit if they brought in guardsmen (though they'd still get their reward). Ideally, your players will be greedy enough to go off on their own.

At this point, start up a tracker to determine how long it takes them to get into the cave. The further the tracker goes, the more time Sawney has to prepare traps for them.

If the players managed to take one alive, they can grill him for information, and find the cave that way. Roll persuade to get him to talk. If they make it in two tries, they get the information quickly and can go immediately to the cave. If it takes three or more, add one to the tracker. Alternately, they can follow the tracks of the other Sawney boys (and sister, and child) back. This time, they need to make two tries in three, or else add one to the tracker. If none of them have tracking, have the innkeeper reveal that he used to hunt when he was younger, and have him lead them to the cave. However, he's not a great tracker, so add one to the time tracker. If all of the boys are killed, they can still follow the child and girl back, but the trail isn't as obvious, and it adds another one to the tracker.

If they get to the cave with no delays, the tide's still out, and they can get into the cave quickly. Sawney's had no time to prepare, so there are no traps.

If they get to the cave with one delay, the tide's started to come in. They need to wade inside. This requires a strength check to avoid falling over in the rushing water. Sawney's had a bit of time, so he's got a few traps prepared; simple deadfalls that he'd set up previously. The players get agility checks to avoid the rocks, or else take 2d6 damage.

If there are two or more delays (say, if they really screw up in the persuasion or the tracking, or else spend too much time jawing it up before going in), then Sawney has plenty of time to get things ready. First off, the tide's all the way in, so if the players want to get in there, they're going to have to swim. If they make it (and if they even try, rather than wait for the tide to go back out), they still have to make it past the traps. Same traps as before, but two rounds of them. As well, Sawney and company are back behind a chokepoint that keeps the players from going in at full strength, while still giving the Beans a chance to bring their gang-up bonus up against them.


The bean lair smells of rotting flesh and require rolls for guts


There are eight Sawney sons total, minus whoever gets killed or taken in the ambush, so a minimum of five, plus Sawney fighting. The daughters (and Mother Bean) don't fight until it comes clear that Sawney's losing, at which point they run into the melee with their skinning knives, adding another seven bodies to the fight.

When all's said and done, the players are left with a cave full of treasure... and a problem. There were forty-eight cannibals, and they've only fought sixteen of them. There are thirty-two inbred children ranging from newborns to just a little too young to have taken part in the fight. Feel free to describe their filthy, malnourished, inbred looks to the players. Now, historically, the children were burned alive with the women. The players may not have the stomach to hand them off to that sort of fate. However, finding a place for these kids, let alone without letting anyone know where they came from, is going to be a hell of a task. Not to mention their upbringing might have given them some unsavory habits. They may be able to use some of their newfound wealth to find homes for them, but it won't be easy. However you deal with it, they've got a thorny knot to deal with.

Now, as I said earlier, they can wait for the authorities. If they do, the cave's discovered fairly quickly (quicker if the players already located it, and just didn't go inside). The Beans are captured easily, the men chopped up and left to bleed out, and the women and children burned alive. The players don't get any of that nice treasure, but they do get a nice reward (whatever's appropriate to the situation).

Now, as for adapting this.

If it's in a more modern setting, give the Beans some shooting and give them shotguns and hunting rifles. For melee, instead of cudgels, they can have hammers or crowbars. In a futuristic game, cheap laser pistols and some light armor (old space suits, sort of thing). Rather than a girl with a child, they're lured in by a distress beacon. Increase the number of Beans, and change up the backstory. The clan's been around for over a century or more, rather than a measly twenty years. The clan's much larger (scale it to what your players can handle, and spread it over multiple encounters around and inside the cave). Sawney has become a title, rather than a nickname for a specific person. Play up the inbreeding and deformities even further (microcephilacs, hemophiliacs, etc.)

For a horror or fantasy setting, give them a cultish feel. They've not only been inbred, they've been interbreeding with something from beyond. Their deformities go beyond normal deformities and include things like multiple heads, tentacles, and things of that nature. Fear checks are a must. Give a few Beans strange powers, like quickness, teleport, or shapechange (betentacled horror). Possibly bring in their patron as a boss battle.


Filthy Furgus
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Know (haggle) d8, Gambling d8, Notice d8, Stealth d10, Streetwise d8
Pace: 6; Parry: 6; Toughness: 6
Hindrances: One Eye, Greedy
Edges:
Treasure: Meager
Gear: the player characters wallet (doh)


Sawney Bean (WC)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Notice d6+2, Stealth d10, Swimming d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Wanted (Major)
Edges: Alertness, No Mercy, Command, Fervor
Treasure: Meager
Gear: Filthy Frock Coat, Smashed Top Hat, Shovel (Str+dCool


Junior Bean (WC)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d6, Notice d6, Stealth d6, Swimming d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Wanted (Major)
Edges: ???
Treasure: Meager
Gear: Rusty Claymore (Str+dCool + Disease


Sawney's Sons
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Stealth d6, Swimming d6
Pace: 6; Parry: 6; Toughness 6 (1)
Gear: Hand Axe or Club (Str+d6), Targ (Str+d4) Parry + 1


Sawney's Daughters
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d4, Persuasion d6, Stealth d6, Swimming d6
Pace: 6; Parry: 4; Toughness 5
Gear: torn and tawdry fancy dresses, Butcher Knife (Str+d4)


Ma Bean (WC)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Climbing d6, Fighting d4, Stealth d6, Swimming d6, Taunt d6
Pace: 6; Parry: 4; Toughness 5
Hindrances: Obese, Ugly, Unwanted (Major)
Edges: ???
Gear: Apron stitched from human flesh, Great Cleaver (Str+dCool


The Beaney Babies
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Climbing d4, Fighting d4, Stealth d4, Swimming d4, Throwing d4
Hindrances: Small
Pace: 6; Parry: 4; Toughness 3
Gear: Bone Dagger (Str+d2), Stones 2/4/8 (Str+d2)

For added Inbred Flavor fun all the inbreed sons and daughters can have a random physical hindrance

01 All thumbs (Misshapen hand)
02 Anemic (Emaciated Preemie)
03 Bad eyes (Bad Eyes)
04 Blind (No Eyes)
05 Hard of Hearing (puss filled tumors over the ears)
06 Lame (misshapen leg)
07 Obese (hideously bloated)
08 One arm (missing or withered arm)
09 One eye (missing an eye)
10 One leg (missing leg)
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VonDan
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PostPosted: Tue May 07, 2013 1:49 pm    Post subject: Reply with quote

Or his mexican Cousin Sawneo El Beano



The Lair of Sawneo El Beano

Written By
Jack Mann

Based on an Unoriginal Concept by
VonDan

Editor and Chef
VonDan

Adapted from the Scottish by
VonDan

Title Art by
VonDan

Produced by
VonDan

Staring
VonDan as the Fry Cook

Special Guest Stars
Dirty Ernie and Count Zero



Years ago Sawneo “Jose” Beano was a young Lucha Libre wrestler with no talent, no talent that is except for biting chunks out of his opponents flesh during matches. Band from the Junior Lucha Libre league of his native Mexico City slums he ran away with his sister Maria. They were reduced to wrestling for food all the way to Bolivia (Google Bolivian Wrestling Women "Cholitas" I dare you) and back until they came across an Abandoned Ancient Mayan Temple Pyramid in south east Mexico in the jungle highlands bordering Guatemala. There they settled and Sawneo trained to perfect his talents and Maria to perfect her cooking. They raised a family and soon lone wanderers found near their secret lair were captured to provide wrestling opponents for Sawneo and his inbred clan of Demented Lucha Libre cannibals.


“When you mess with one Beano, you get the whole burrito”
~From the court records of El Counto Cero Magistrate of El Toro Mexico


While traveling through an out of the way village in southern Mexico the players are told there have been a lot of disappearances in the area over the last year. People traveling over some of the isolated roads near the jungle mountains have disappeared without a trace. Although barrels of rotting pickled human flesh have been found washed up on the riverbank, they could not be identified as one of the missing. One of the barrels was marked El Taco Inn and has started rumors of what is in their take out Burro Bag. Of course the Inn Keeper says his meals are made of 100% pure Mexican cow stomach and entrails and any one could have stolen the empty barrels off the back porch before the wagon el recyclo came by to pick them up. The locals are still suspicious of the innkeeper and his tripe of a story

Ideally, they're told this while they are busy with something else in the area, or while passing through. At this point, it's just a background detail. Let them think it's related to whatever they're currently working on.

Some time after this, when they're free, they're told that the culprit has been found: Sicio Sanchez the Proprietor of the local El Taco Inn who was known to have been the last to see several of the victims alive. He was found to have one of the victims watch and other property, the one eyed innkeeper claims that after the people disappeared he took some things from their room to pay the bill thinking they skipped town. The innkeeper himself skipped town just ahead of a lynch mob. The players are told there's a reward for finding him and bringing him in.

When they catch up to him, he still protests that he's innocent, if they search him a TN 8 search will bring up no clues but he does have a ten peso note taped to the inside of his eye patch. If they believe him, he'll show them where he saw evidence of recent violence just off the path. This will show them a site of ambush, where there's blood, signs of violence, and a strip of rough, white cloth.

Whatever they do, they're soon met by a young woman in a torn white dress (of the same rough cloth). She tells them that her little sister Maria is hurt and needs help. A child's voice calls out to them from off the path. The players can roll notice checks (or, if you like, roll them beforehand on the players' behalf) against the woman's persuasion to tell that something's wrong. They get a bonus if they found the evidence.

The little girl is laying on a dirty blanket in a small clearing under the jungle canopy. Those who are observant enough will notice some odd things about the child.

She wares a fancy child’s gown 50 years out of date and inappropriate for the area or travel
At first it looks like she has jelly on her face and dress but it’s fresh entrails attracting flies
The child’s doll has a shrunken human head
In the child’s apron pocket are jacks made from human vertebra
Brushing away the child’s hair from her face she has one weird ass big Goo Goo googly eye

When if any players actually get close to the little girl several Beano boys all named Jose drop out of the trees in an ambush. They make a quick hit, but as soon as one of them takes a hit, the others try to run off.

Now, the players could just go run and get the proper authorities, but the Sicio Sanchez the greedy innkeeper will point out that the Beanos have killed a lot of merchants, well to do travelers and the like. There's bound to be treasure in the cannibals' lair, which they'd forfeit if they brought in guardsmen (though they'd still get their reward). Ideally, your players will be greedy enough to go off on their own.

At this point, start up a tracker to determine how long it takes them to get into the cave. The further the tracker goes, the more time saweno has to prepare traps for them.

If the players managed to take one of the Jose alive, they can grill him for information, and find the secret abandoned Mayan temple pyramid. Roll persuade to get him to talk. If they make it in two tries, they get the information quickly and can go immediately to the temple. If it takes three or more, add one to the tracker. Alternately, they can follow the tracks of the other Sawneo boys (and sister Maria, and child Maria) back. This time, they need to make two tries in three, or else add one to the tracker. If none of them have tracking, have the innkeeper reveal that he used to hunt when he was younger, and have him lead them to the Pyramid. However, he's not a great tracker, so add one to the time tracker. If all of the Joses are killed, they can still follow one of the marias back, but the trail isn't as obvious, and it adds another one to the tracker.

If they get to the pyramid with no delays, they can get into the abandoned temple quickly. Sawneo has had no time to prepare, so there are no traps.

If they get to the temple with one delay, Swaneo has diverted the river to block the entrance. They need to wade inside. This requires a strength check to avoid falling over in the rushing water. Sawneo's had a bit of time, so he's got a few traps prepared; simple deadfalls that he'd set up previously. The players get agility checks to avoid the rocks, or else take 2d6 damage.

If there are two or more delays (say, if they really screw up in the persuasion or the tracking, or else spend too much time jawing it up before going in), then Sawneo has plenty of time to get things ready. First off, the river is all the way in flooding the first floor, so if the players want to get in there, they're going to have to swim. If they make it (and if they even try, rather than wait for the river flow to go down), they still have to make it past the traps. Same traps as before, but two rounds of them. As well, Sawneo and company are back behind a chokepoint that keeps the players from going in at full strength, while still giving the Beano’s a chance to bring their gang-up bonus up against them.

The beano lair smells of rotting flesh and spicy chili peppers and require rolls for guts

There are eight Sawneo sons in total all named Jose, minus whoever gets killed or taken in the ambush in the jungle, so a minimum of five, plus Sawneo fighting. The daughters (and Madre Beano) don't fight until it comes clear that Sawneo's losing, at which point they run into the melee with their skinning knives, adding another seven bodies to the fight.

In the center chamber of the second level of the pyramid is a home made Lucha Libra ring. The floor is made from human hide, the ropes are braided from Human hair and the polls are made from leg bones. This is ware all there victims have been brought over the years to face the family in the ring

When all's said and done, the players are left with a cave full of treasure... and a problem. There were forty-eight cannibals, and they've only fought sixteen of them. There are thirty-two inbred children ranging from newborns to just a little too young to have taken part in the fight. Feel free to describe their filthy, malnourished, inbred looks to the players. Now, historically, the children were burned alive with the women. The players may not have the stomach to hand them off to that sort of fate. However, finding a place for these kids, let alone without letting anyone know where they came from, is going to be a hell of a task. Not to mention their upbringing might have given them some unsavory habits. They may be able to use some of their newfound wealth to find homes for them, but it won't be easy. However you deal with it, they've got a thorny knot to deal with.

Now, as I said earlier, they can wait for the authorities. If they do, the ancient abandoned Mayan pyramid temple's discovered fairly quickly (quicker if the players already located it, and just didn't go inside). The Beanos are captured easily, the men chopped up and left to bleed out, and the women and children burned alive. The players don't get any of that nice treasure, but they do get a nice reward (whatever's appropriate to the situation).

Now, as for adapting this.

If it's in a more modern setting, give the Beanos some shooting and give them shotguns and hunting rifles. For melee, instead of cudgels, they can have hammers or crowbars. In a futuristic game, cheap laser pistols and some light armor (old space suits, sort of thing). Rather than a girl with a child, they're lured in by a distress beacon. Increase the number of Beanos, and change up the backstory. The clan's been around for over a century or more, rather than a measly twenty years. The clan's much larger (scale it to what your players can handle, and spread it over multiple encounters around and inside the cave). Sawneo has become a title, rather than a nickname for a specific person. Play up the inbreeding and deformities even further (microcephilacs, hemophiliacs, etc.)

For a horror or fantasy setting, give them a cultish feel. They've not only been inbred, they've been interbreeding with something from beyond. Their deformities go beyond normal deformities and include things like multiple heads, tentacles, and things of that nature. Fear checks are a must. Give a few Beanos strange powers, like quickness, teleport, or shapechange (betentacled horror). Possibly bring in their patron as a boss battle.


Sicio Sanchez
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Know (Haggle) d8, Gambling d8, Notice d8, Stealth d10, Streetwise d8
Pace: 6; Parry: 6; Toughness: 6
Hindrances: One Eye, Greedy
Edges: Filthy Fighting
Treasure: Meager
Gear: the player characters wallet (doh)


Taco Inn Los Tries Chica Fantasico
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Dancing d8, Fighting d4, Notice d6, Persuasion d8, Stealth d6, Swimming d6
Cha: 2; Pace: 6; Parry: 4; Toughness 5
Edges: Attractive
Gear: Colorful long pleated skirt and white peasant top, Leather Bodice, Clogs of Cohone Crushing with Targeting, Smite and Stun (All kicks to the testicles are + 2 to hit and damage and the stun effect)


Sawneo “El Brutaro” Beano (WC)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Notice d6+2, Stealth d10, Swimming d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Wanted (Major)
Edges: Alertness, No Mercy, Command, Fervor 30 points (6 edges) of martial arts trapped as Mexican wrestling in what ever system you are using focused on crushing, slamming and breaking limbs
Treasure: Meager
Gear: Filthy poncho, Smashed Sombrero, Luce Libre mask stitched from Human flesh


Junior “El Menudo” Beano (WC)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d6, Notice d6, Stealth d6, Swimming d6
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Wanted (Major)
Edges: 20 points (4 edges) of martial arts trapped as Mexican wrestling in what ever system you are using focused on crushing, slamming and breaking limbs
Treasure: Luce Libre mask stitched from Human flesh
Gear: Rusty Folding Chair (Str+d4)


Sawno's Sons (The Joses)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Stealth d6, Swimming d6
Pace: 6; Parry: 6; Toughness 6 (1)
Edged: 10 points (2 edges) of martial arts trapped as Mexican wrestling in what ever system you are using
Gear: Luce Libre mask stitched from Human flesh


Sawney's Daughters (the Marias)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d4, Persuasion d6, Stealth d6, Swimming d6
Pace: 6; Parry: 4; Toughness 5
Gear: torn and tawdry fancy taffeta dresses, Derby hat, Butcher Knife (Str+d4)


Madra Maria Beano (WC)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Climbing d6, Fighting d4, Stealth d6, Swimming d6, Taunt d6
Pace: 6; Parry: 4; Toughness 5
Hindrances: Obese, Ugly, Unwanted (Major)
Edges: ???
Gear: torn fancy taffeta dresses, Derby hat, Apron stitched from human flesh, Great Cleaver (Str+dCool


The Beano Babies
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Climbing d4, Fighting d4, Stealth d4, Swimming d4, Throwing d4
Hindrances: Small
Pace: 6; Parry: 4; Toughness 3
Gear: Bone Dagger (Str+d2), Stones 2/4/8 (Str+d2)

For added Inbred Flavor fun all the inbreed sons and daughters can have a random physical hindrance

01 All thumbs (Misshapen hand)
02 Anemic (Emaciated Preemie)
03 Bad eyes (Bad Eyes)
04 Blind (No Eyes)
05 Hard of Hearing (puss filled tumors over the ears)
06 Lame (misshapen leg)
07 Obese (hideously bloated)
08 One arm (missing or withered arm)
09 One eye (missing an eye)
10 One leg (missing leg)
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wisdomknight
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PostPosted: Tue May 07, 2013 2:18 pm    Post subject: Reply with quote

Very cool!
Thank you Smile
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wisdomknight
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PostPosted: Tue May 07, 2013 2:20 pm    Post subject: Reply with quote

XcomSquaddie wrote:
Silver Gryphon Games did the Camp Wicakini series.

link:
http://silvergryphongames.com/


Yes I seen that, seems reviews say its a bit campy.
Looking for a more gritty feel. But I am tempted though.
Thanks
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DHRDawg
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PostPosted: Tue May 07, 2013 2:51 pm    Post subject: Reply with quote

I think in the Savage Worlds Horror Companion has a Jason/Michael Myers-like killer statted out. Throw in the Gritty Damage System in the Deluxe book and I think you are there.

http://www.peginc.com/pdfstore/savage-worlds-horror-companion/
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XcomSquaddie
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PostPosted: Tue May 07, 2013 2:55 pm    Post subject: Reply with quote

wisdomknight wrote:
XcomSquaddie wrote:
Silver Gryphon Games did the Camp Wicakini series.

link:
http://silvergryphongames.com/


Yes I seen that, seems reviews say its a bit campy.
Looking for a more gritty feel. But I am tempted though.
Thanks


That was the impression I got too. But it's a place to start. Tone is pretty easy to change. Especially if you know what makes your players twitch... Twisted Evil
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PostPosted: Wed May 08, 2013 5:39 am    Post subject: Reply with quote

Camp Wikani is listed as the first "Zombacalypse" adventure.
Ist not really about a serial killer.
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wisdomknight
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PostPosted: Wed May 08, 2013 5:55 am    Post subject: Reply with quote

Sadric wrote:
Camp Wikani is listed as the first "Zombacalypse" adventure.
Ist not really about a serial killer.


Oh so the adversaries are zombies then?
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ValhallaGH
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PostPosted: Wed May 08, 2013 2:10 pm    Post subject: Reply with quote

wisdomknight wrote:
Oh so the adversaries are zombies then?

Kind of, not really.
There are now 3 Camp Wikanini adventures, all linked by story elements, but set years apart.
They are pure survival horror, though can be easily run in a "campy" style.


As for the original question? That's about 10% of all Savage adventures.
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VonDan
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PostPosted: Wed May 08, 2013 2:50 pm    Post subject: Reply with quote

I had a suivival camp idea but i still need to work out random list of shed contents keyed to cards


http://www.peginc.com/forum/viewtopic.php?t=23203
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wisdomknight
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PostPosted: Wed May 08, 2013 4:19 pm    Post subject: Reply with quote

Nice work VonDan
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wisdomknight
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PostPosted: Wed May 08, 2013 4:20 pm    Post subject: Reply with quote

ValhallaGH wrote:
wisdomknight wrote:
Oh so the adversaries are zombies then?

Kind of, not really.
There are now 3 Camp Wikanini adventures, all linked by story elements, but set years apart.
They are pure survival horror, though can be easily run in a "campy" style.


As for the original question? That's about 10% of all Savage adventures.


Thanks man Smile
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Snate56
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PostPosted: Thu May 09, 2013 10:34 pm    Post subject: Reply with quote

VonDan wrote:
I had a suivival camp idea but i still need to work out random list of shed contents keyed to cards


Ha! I'd forgotten about that thread!
Have 13 items per location perhaps with a 14th super special to account for the joker, and similar to what chugosh said, use the suits for a quality rating. In his example, find a matchbox and a club would denote a single match left and a spade would give you a whole box full.

This way you could add even more locations.



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