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Savage Worlds: Necropolis 2350 (2008)
Triple Ace Games
Date Reviewed: 11-23-11
Critical Kobold Rating:
(5 out of 5 Dice)
Sure, he's dead. But is he dead dead?
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In the far future, mankind has
colonized the only other planet in the known galaxy able to support
human life: Salus. A refuge from a polluted, overcrowded and dying
Earth, the planet became home to millions of people… and something
else.
In the years after humans began
dwelling on Salus, monsters from horror stories became very real.
Zombies and skeletons rose from graves and attacked settlements, and
soon more fearsome beasts appeared… vampires and wights, gargoyles
and ghouls, mummies and worse. The undead had arrived on Salus, and
began waging war on the living inhabitants. Within a few decades,
whole armies of undead creatures overtook towns and cities, pushing
the humans back from their former homes. Those slain by the violent
monsters sometimes rose as monsters themselves. Now the planet Salus
is more commonly known by its nickname: Necropolis. Cut off from
Earth, with nowhere else to run, the last of the human race now
fights a war for the survival of the species, and their very souls.
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Necropolis
2350
is a Plot Point campaign sourcebook for the Savage World rpg. (This
review won’t delve into the SW rules, but you can check those out in
the
review of the core book here.)
Players take on the roles of Knights of the Sacri Ordines, the holy
orders of the Church of the Third Reformation. Knights are the elite
fighting soldiers in the war against the undead, and mankind’s last
hope for victory.
The world of Salus is divided
into three factions: the Church, the mighty Corporations, and the
undead Rephaim. Each faction controls huge territories on the
planet’s four continents, and none of them get along. Oh, the
Corporations and the Church cooperate for mutual self-interest, but
the two human institutions are more often at odds as to how to best
guide the development of civilization in their territories. Both the
Church and the Corporate Union see themselves as independent
nations, with their own citizenry, currency, industry, laws, and
armies. Just about the only thing keeping the Union and the Church
from waging all-out war on each other is the fact that the Rephaim
keep them both busy on the battle fronts along the borders of undead
territories.
No one knows where the Rephaim
came from, or what their goals are. In the centuries of warfare
since their appearance, they’ve unnervingly begun adopting high-tech
equipment and weapons to augment their own necromantic powers. The
humans are also unsure what to make of the undead’s “magic” skills,
which often defy the laws of science.
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It’s assumed that PCs will be
Knights from one of the major chapters of Holy Orders under the
authority of the Vatican of Salus. Knights are the bad-ass marines
of Necropolis, warriors trained in weapons both archaic and modern,
tactics, and undead lore. Knights may operate in small commando
bands, or lead large squads of more common Sergeants on the field of
battle.
It’s possible to play the campaign in
other roles, such as mercenaries in the Corporate armies, or even
civilians living under the harsh governance of the Church or the
Union, or trying to eke out a dangerous living on the borders
between “safe” territories. But to go that route, the GM will have
to design much of their own adventure scenarios and background,
because the Plot Point campaign presented in the sourcebook is
written as a series of military campaigns for a group of Knights.
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And really, that’s what you get.
Necropolis is a setting where combat is the order of the day,
and all else takes a backseat to stopping the undead menace before
they exterminate mankind. PCs will run missions involving recon,
rescue, recovery, scouting, sabotage, support, spying, patrolling,
and search and destroy. They’ll utilize both small scale and large
group tactics, light and heavy vehicles on the ground and in the
air as they face the Rephaim over and over on a slew of theaters of
operation. This Plot Point book focuses on one theme: kicking ass,
baby. In the course of their adventures, PCs will work their way up
through the ranks, help determine the course of the war, and maybe
even discover a few of the secrets about the enemy’s origins,
strengths, and plans.
With this in mind, the book
offers a fantastic array of futuristic weapons, ammo, gizmos,
equipment, vehicles, and setting rules to augment what’s in the
Savage World core book. New Edges and Hindrances round out a
character brought up in a world filled with real monsters and
constant warfare, and a whole chapter detailing tanks, APCs, and
water and aircraft give players every toy they could want to play
with. And if things get really rough, there are rules for calling in
airstrikes on enemy positions.
The remainder of the book
outlines enough of the history of Salus and the setting background
to get a GM started immediately. An overview of human society and
the factions in 2350 presents just the right taste to allow players
to visualize the world without boring anyone with unnecessary
detail. While the major pillars of the campaign world are set up for
you nicely, there’s a lot of room for GMs to personalize Necropolis
to their own tastes.
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I really like this
sourcebook. Most loyal readers are probably aware of my fondness for
the supernatural genre, and especially undead as major villains, and
my love of both action-adventure and sci-fi is equally as prominent.
The fact that this campaign book manages to sweetly combine all
those things into one setting is aaaawesooooome! I enjoy the scope
of this military campaign milieu, and the flavor of the background,
like I enjoy a well-done summer blockbuster movie.
Necropolis 2350 promises
explosions, chases, firefights, hand to hand combat, and big-ass
blazing guns, all set to the backdrop of winged horrors and fanged
evil overlords swooping down from the night sky to chill your blood
and rip your heart from your chest with razor talons. I can’t tell
you how much I think this setting rocks!
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Now, even though I’m not a fan
of Savage Worlds, I can recognize that this is a quality
piece of work, and recommend it heartily for your futuristic
supernatural warfare gaming needs. (And if you don’t think you have
any supernatural warfare needs, then maybe you ain’t lookin’ deep
enough inside yourself, Sunshine.)
So stop gawking at the smoking
corpse of that hell beast like yer some kind of momma’s boy, Squire,
and bring me a fresh battery for the laser carbine! We move to take
back New Budapest from the undead tomorrow, boy, and I’m gonna get
the Chaplain there to bless my flamethrower before turning in for
the night.
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