ConCarolinas 2018: Charles White, Olympus, Inc. & Buccaneer

One of our JustUs Productions Cornerstone RPG GMs, Charles White of Fabled Environments will be running his new Savage Worlds setting called Olympus Inc.  as well as a new adventure for the new setting Buccaneer: Through Hell & High Water for Savage Worlds. Look for his games on Friday night, Saturday afternoon and then on Savage Saturday night.

Please see our gaming schedule through OGRe.  You must be registered for the convention to register for games and participate. Be sure to register for the convention using the special JustUs Productions rate.

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About Olympus, Inc.

In a world that appears identical to our own, the Titans of myth have deposed the upstart Olympians and now rule the heavens. But Zeus and the other gods of Olympus have found a new way to harvest the power of worship—through mankind’s love of money! Step into a world of shadowy politics, satyr cyber-raiders, demigods, and an ongoing clandestine war for control of the firmament.

About Buccaneer: Through Hell & High Water for Savage Worlds


ConCarolinas 2018

June 01-03 2018
Sci-fi Carolina Style
Hilton Charlotte University Place
Charlotte, NC

ConCarolinas is a Client Convention of JustUs Productions.  They have hired JustUs to run their tabletop gaming track.  Anything other questions should be directed to the Convention Committee of ConCarolinas.  See their website for more information.


The Battle of Whistle Reach Junction

From: Fabled Environments

Reviewed by: Ron McClung

The Battle of Whistle Reach Junction is a new Savage Worlds RPG Adventure from Fabled Environments.

Savage Worlds has its roots in horror and westerns.  Since its beginnings as simply Deadlands, the trappings of a western style game still exist with the cards and some of the terms (Aces, Wilds Cards, etc).   The Battle of Whistle Reach Junction is written to take full advantage of that in a short and concise adventure utilizing An Average Wild West Town Floorplan by Fabled Environments

From page # 1:  The town of Whistle Reach Junction began just like any number of towns in the American west.

Whistle Reach Junction is a town full of classic Western tropes.  With its vicinity to the railway expansion, it became a stagecoach stop and grew quickly into a flourishing town.  Unfortunately, it was built on native sacred ground and this leads into a whole series of horrific events that scare the town’s history.  Native Americans terrorizing and torturing settlers, US Cavalry committing massacres and finally a desperado who takes over as sheriff and rules the town ruthlessly all sum up to a harrowing background to Whistle Reach Junction.

Throughout the text, the writer implies often that there is supernaturally wrong about the land around Whistle Reach Junction and without going into too many spoilers,  you can rest assured there is.  After the town’s people vanish and dark forces seem to take over, the town lies dormant and abandoned for over a century until we reach modern day where the real adventure begins.

From page # 4: Currently, Whistle Reach Junction is ground zero in a battle to determine the future of the surrounding area.

Players are gathered by the spirits of a previous posse that attempted to fight the evil centuries ago.  Trapped on this world, presumably because they never completed their task in the past, these ghostly figures visit each player in some manner or another to bring them to the Whistle Reach Junction.  They wake up in the middle of the town, fully geared up.  What they find out later is that dire circumstances have arisen that if not stopped, will feed the evil enough to effect far beyond this little town.

Like a the Battle of Five Armies in The Hobbit, multiple factions have gathered around the town to do modern “battle” over of the fate of the town and the land surrounding it.  These include a land development company, a couple of protest groups and a paranormal investigation group.  All are poised to fall victim to the evil of the town unless the players can stop it.

Once in, the players “pass through the veil of worlds” and begin a horrific and challenging adventure.  The adventure then turns into a supernatural battle between the players and various creatures guarding key items that will help them in the central goal.  There are undead, ghouls, and various other horrors. The players have to battle through all of it and gather several key items to defeat a final boss creature.  If they don’t, the “five armies” gathered in the normal world will be consumed in a blood bath.

At first, this adventure seems a little cliched, but as I read through it, it engaged me more and more.  It’s a perfect one shot for players to not only experience Savage Worlds combat system but also good story and roleplay opportunities.  I can see myself running this at a convention or as a home one shot. The best thing is that it provides five pre-generated characters.  Also included are all the full stats of the numerous baddies the players will face in the adventure.  It is completely ready to run!

In conclusion, I highly recommend this as a one shot adventure or a jumping off point for a campaign.  It’s has a lot of potential for a modern horror campaign of ghost hunters or paranormal investigators.  But it is tailor-made, however, for a convention game and if you are looking for a simple but meaty Western themed adventure with a fun story, this is a good one.  Note: the GM should read the pre-generated characters, as they explain how each one is contacted.  Some are strongly connected to the history of the town’s history.

For more details on Fabled Environments and their RPG adventure The Battle of Whistle Reach Junction ” check them out at their website Fabled Environments, and at all of your local game stores.

Codex Rating: 18

Product Summary

The Battle of Whistle Reach Junction 

From: Fabled Environments

Type of Game: RPG adventure

Written by Darren G. Miller

Editing by Charles A. White

Cartography and Layout by Krista L. White

Illustrations by Curtis Dresser

Photographs courtesy of Freeimages.com

Number of Pages: 27

Website: Fabled Environments

Reviewed by: Ron McClung

Olympus, Inc. (Savage Worlds)

From: Fabled Environments 

Reviewed by: Ron McClung

Olympus, Inc. is a new RPG Core Setting book from Fabled Environments .

Urban fantasy and horror is a very popular type of setting these days, and with shows like American Gods or books like the Percy Jackson series, the subject of classic mythical gods is in the forefront.  Out with the classic urban horror of vampires, elves and werewolves, in with the forgotten gods and their kin. Fabled Environments has recently published (through Kickstarter) a new Savage Worlds setting book called Olympus, Inc. that is a new entry into the subgenre of “gods on Earth.”

From page #4: So…been through a lot have you? Motor vehicle accident, total humiliation, family murdered? No? Ah…a bunch of guys tried to kill you. I figured it was something like that or we wouldn’t be having this conversation.

Olympus, Inc.  is a game of godly power on Earth and the players play awakened demi-gods.  Deeply rooted in Greek mythology, the background is a twisted web of gods, titans, cyclops and giants mixed with jealousy, betrayal and heroism.  The Olympians were born, ruled and continue to do so in the modern age.  Constant conflict and intrigue between the Olympians, the imprisoned Titans, their advocate Gaia and mortals create the world as we know it today.  Finally, through one single effort by Gaia and her allies, the Titans were freed from Tartarus.  They brought about the downfall of the Olympians and their eventual banishment to mortal Earth.

Forgotten by mortals and struggling to survive, the Olympians found ways to preserve the immortality. Historical events throughout history are revealed to be covert actions within the war between Olympians and Titans, including both World Wars.  It was at that point, it was decided by the Olympians to unite under one banner – Olympu, Inc.

Under Olympus Inc. and its very important subsidiary Delphi Group (and later Delphi Corporation), the gods vye for power against the Titans.  Delphi, on the behalf of Olympus, fights the forces of the Titans and their allies.  Operating like a multi-national intelligence operations, it’s agents all over the world seek out natural and supernatural signs of their enemies and attempt to stop them.  They also seek out magical and technological items that will help them in their fight. Recruiting the help of demigods and demihumans, Delphi’s mission is the eventual return of the Olympians to their once position of power.

Olympus Inc. today operates the Delphi Corporation covertly, while spreading out into multiple corporations run by various Olympians.  Each subsidiary operates according to the Olympians interests.  For example, Apollo runs The Auroral Group, a conglomerate of energy, medical and music corporations.  Ares runs a military contractor.  Aphrodite runs a beauty and fashion conglomerate.  These are just a few.  All are supposed to be working to the central goals of Olympus Inc., but of course, not all Olympians get along all the time.

Opposing them is Titan Corp and their terrorist like covert organization called the National Liberation Front.  Titan Corp has several allies in their efforts against the Olympians as well, including Peace Initiative, Moneta, and Tethyon.  A complex web of intrigue, corporate espionage,  and supernatural power struggles between all these entities create the world of Olympus Inc.

From page #4: I’m Caleb. Some folks might call me an angel. No, not the kind with the wings and the glow; that’s just what they call us folks who help new demigods make the transition.

Conceptually, characters fall into one of four groups – corporate employees of Olympus Inc., agents of Delphi, members of FT or Freelance Teams used by Olympus Inc, or “Ghosts” – supernatural beings with no true allegiance, just a need for profit or something other vice.  It is stressed to each player character that the the veil of reality for mundane humans or Sleepers must be maintained, and this is enforced the the goddess Nemesis. She is in charge of keeping the Sleepers asleep and ignorant of the divine world and its powers.

Characters are created using standard Savage Worlds rules except that they must choose a Race as well.  These races include two types of Demigods (Paragon and Protean) or Demihumans (Minospawns, descended from minotaurs and Satyrs, descended from Pan).  My first thought is that there’s so much more potential in a world like this that more races are inevitable in future supplements.

Paragon Demigods have Bloodline trait that spawns a setting specific Arcane Background as well as some other Edges and Hindrances. Protean demigods are a little less pure than Paragons and have their own Bloodline.  Demihumans on the other hand do not get access to these powers but have access to some of their own powers.  They are also shapeshifters to blend into the modern age and have other extraordinary abilities in relation to their race.

The new Arcane Backgrounds (replacing the core Arcane Backgrounds) allow access to several powers that are related to the type of Bloodline that was chosen.  For instance, you can choose the Apollo bloodline and the powers the character gains access to are related to light and healing.  Or the Zeus bloodline, which gives your character access to flying as well as weather related powers.  In total, there are 6 Bloodlines listed – Apollo, Zeus, Dionysus, Ares, Hermes, and Aphrodite.  That leaves six or seven more to introduced in future supplements.  Some powers reference back to the Savage Worlds Super Power Companion sourcebook and all are treated like the Super Powers in that supplement.

The setting add a number if Hindrances and Edges, more than I have seen in other setting books.  Hindrances include things like Impulsive, Quarrelsome, and Tragic Doom.  Edges include a number of general Background Edges as well as a few Combat, Power, Professional, Racial, and Weird. There are also a number of prohibited Hindrances and Edges from the Core book.  Additionally, the skill list is slightly modified from the core – Lockpicking is dropped and replaced by Intrusion.  I prefer more generic skills names.  There is also a Hacking skill.

The setting rules include (for those familiar with Savage Worlds setting rules) I’ve Got Plenty and Worldly.  The former references ammo and the fact that a player does not have to keep track of it.  The latter gives each player access to the Logos language – the language of the gods.  Logos is not a spoken language but is now used as a set of tags placed on buildings.  Humans see them as useless graffiti but to the divine eye of a demigod, it can denote friendly or not so friendly locations.

Gear includes several weapons, which are more than the generic versions found in the core rulebook.  In a world of divine corporate espionage, it makes a difference if you are holding a Starbrite Firearms PM -33 or  a Red Anvil VRS-22.   There is also a wide variety of imaginative gear for use in the kind of work the corporate demi-being agent may be involved with.

Alchemy is used in this setting a little different than one would imagine.  I tis not treated as magic and is more like a strange (but not weird) science.  With these skills, once can create various items and potions that give bonuses or edges.  Slosi denotes items imbued with divine Olympian power before their fall.  Some items are well known, like the Shield of Achilles while others are still hunted.  The text lists several Slosi as well.

The book ends with two final sections, the largest of which is the list of adversaries and allies called Cast of Characters.  A good variety of characters, villains, and a few creatures are provided.  It ends with a section called Adventure Oracle.  Common to many Savage Worlds setting books, this section helps a GM generate a plot for a short adventure if he finds himself short of ideas.  Unlike some other Savage Worlds setting books, a plot point campaign is not included.

In conclusion,  Olympus Inc. is an amazingly imaginative and engaging setting.  I love the new twists on powers and races.  It is a great mix of urban fantasy and corporate espionage.  It sort of reminds me of a cross between Delta Green and Shadowrun, with a strong Greek mythology influence.  I would highly recommend this setting to anyone into the urban fantasy type setting.  It has a lot of potential for adventure as well as growth.  What about other mythologies?  Why just the Olympians?  The potential is endless.

For more details on Fabled Environments  and their new RPG Core Setting book “Olympus, Inc” check them out at their website http://www.fabledenvironments.com/, and at all of your local game stores.

Codex Rating: 18

Product Summary

Olympus, Inc.

From: Fabled Environments

Type of Game: RPG Core Setting book

Written by Gilbert Gallo and Charles White

Editing and Development by Aaron T. Huss

Additional Editing by Darren Miller

Additional Assistance by Krista White

Layout By Rick Hershey

Art by Michele Barone, Simon Bray, Rick Hershey, Karl Kessler, Marina Mundo, Mirco Paganessi, Niko Perrini, Simon Powel, Adam Schmidt, Je Shields and Krista White

Additional art courtesy of Vecteezy (Vecteezy.com)

Game Components Included: Full color core setting PDF

Game Components Not Included: Savage Worlds Core rulebook, Savage Worlds Super Powers Companion.

Number of Pages: 128

Website: http://www.fabledenvironments.com/

Reviewed by: Ron McClung

 

Modern Floorplans: An Average Wild West Town

From: Fabled Environments

Reviewed by: Ron McClung

Modern Floorplans: An Average Wild West Town is a Kickstarted RPG Supplement from Fabled Environments.

Fabled Environments have a strong line of maps on PDF that I have personally used on occasion.  This new one – Kickstarted in 2015 – looked like an ambitious project but I knew once funded, it would be a quality product for use in your RPG game.  This Western Town, although linked to the The Battle of Whistle Reach Junction adventure, can be used in just about any game that is Western themed.  I can even see it in a western sci-fi game like Serenity/FireFly.

From the Kickstarter page: Ever wanted to run a old west campaign? Do you love the grit of the wild west and the pioneering spirit of those folks that left everything behind and went west to seek their fortune?

This PDF provides all you need for a Western town.  Included in this PDF is a General Store, School House, Sheriff’s Office/Jail, two story Settler’s Cabin, Church, two story Saloon, and a two story Livery Stable.  Each map is fully details with furniture, features and everything.  Done professionally with AutoCAD, each building has an optional grids (squares or hexes) that takes full advantage of the layering options in Adobe.  You can also take out the furniture, text or background art by clicking on the layers tab and turning off which ever one you want. Each map is also  given with dimension for printing so that they are ready for the table right away.   No messing around with scaling or anything.

From the Kickstarter page: Just like a good play or movie, a story needs a great set to make it come alive. That is where we come in. This Kickstarter will give you what you need to help make your vision come alive on the tabletop. The Kickstarter is for floor plans of several iconic old west structures: Settler’s Cabin, Hotel/Saloon, General Store, Church W/Cemetery, Sheriff’s Office and a Livery Stable.

In conclusion,  I highly recommend these maps if you plan a Western style game or of course, if you plan to run The Battle of Whistle Reach Junction.  They are well done, easy to print and ready-made for your game.

For more details on Fabled Environments and their new RPG Supplement Modern Floorplans: An Average Wild West Town” check them out at their website Fabled Environments, and at all of your local game stores.

Codex Rating: 18

Product Summary

Modern Floorplans: An Average Wild West Town

From: Fabled Environments

Type of Game: RPG Supplement

Created By Charles & Krista White

Drawn by Krista White

Conceptualized by Charles White

Cover Art Concept by Preston Dubose

Number of Pages: 18

Website: Fabled Environments

Reviewed by: XReviewerNameX

Modern Floorplans: Arctic Research Station

From: Fabled Environments

Reviewed by: Ron McClung

Modern Floorplans Vol. 7: An Average Modern Arctic Research Station is a new RPG Map Supplement from Fabled Environments.

Movies like The Thing from Space (or John Carpenter’s The Thing) or Ice Station Zebra, or more recently Harbinger Down come to mind when I think of the Arctic and the potential for adventure there.  In an RPG, it would be nice to have a generic map of a location in the Arctic.  Fabled Environments now provides a nice map for use in such an environment.

From page #4: For years, I have enjoyed playing in and running modern and near-future campaigns.  The frustrating thing about gaming within these settings is the lack of maps.

Provided in the PDF are three modules of a Arctic Station – Upper and Lower Living Quarters as well as the Laboratory/Research module.  There is also a connection hub where up to four modules will connect.  The PDF then provides various configurations of the modules and the hib.  Each map has a printable one page version for reference as well as a larger one for the table.  The modules are printable on 24″ X 36″ and the hub is printable on 17″ X 22″.

From page #4:  About a year ago, Krista began drafting in AutoCAD and creating some amazing structures for school projects and then for work.

The drafting is high quality and well done.  Below is a sampling of what it looks line, complete with 1″ squares, standard for most RPGs.

One of the best things about these maps is that they are provided with printing dimensions allowing for immediate table readiness.  It is best printed  on a plotter or large printer.   No messing around with scaling or anything.  Additionally, the PDF takes full advantage of the layering options in Adobe.  You can take out the furniture, grids, text or walls by clicking on the layers tab and turning which ever one off.

In conclusion, since I tend to run modern, near-future and sci-fi games, this is the kind of thing I like to have handy.  Not only is this useful for the Arctic, but with a little work and imagination, it can be used for a moon base or something like that.  As always, I am impressed with the detail and quality of Fabled Environments work.

For more details on Fabled Environments and their new RPG Supplement Modern Floorplans Vol. 7: An Average Modern Arctic Research Station ” check them out at their website Fabled Environments, and at all of your local game stores.

Codex Rating: 18

Product Summary

Modern Floorplans Vol. 7: An Average Modern Arctic Research Station

From: Fabled Environments

Type of Game: RPG Map Supplement 

Drawn by: Krista White

Conceptualized by: Charles White

Cover Art by: Preston DuBose

Number of Pages: 19

Game Components Included: one printable PDF

Retail Price: $ 3.00 (US)

Website: http://fabledenvironments.com/wp/

MACE 2016 Featured RPG: Olympus, Inc.

One of our Cornerstone RPG GMs, Charles White of Fabled Environments will be premiering his new Savage Worlds setting called Olympus Inc.  Friday night and then on Savage Saturday night, Charles has made his adventure Brother’s Keeper available to our MACE attendees.

About Brother’s Keeper

There isn’t anything complicated about this one, friend. The job is simple: Go to the warehouse, eliminate any opposition, and retrieve whatever new weapon the Riverbend Institute has stored there. If you find anything else in the warehouse, remember me first when you go to sell it. What could go wrong?

This is new setting for Savage Worlds called Olympus Inc. Players take on the role of demigods who battle evil forces in the shadows of a world very much like our own. This setting has an espionage/cyberpunk feel.

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About Olympus, Inc.

In a world that appears identical to our own, the Titans of myth have deposed the upstart Olympians and now rule the heavens. But Zeus and the other gods of Olympus have found a new way to harvest the power of worship—through mankind’s love of money! Step into a world of shadowy politics, satyr cyber-raiders, demigods, and an ongoing clandestine war for control of the firmament.


MACE 2016

November 11-13 2016
The Best & Most Organized Carolina Gaming Con
Hilton Charlotte University Place
Charlotte, NC