Pulp Action Hour: Equipment!

Welcome back! In this post, I go into the rules for new equipment in my Savage Worlds Pulp Action Hour setting. *I updated this post on 10/18/18, changing how the concussion and pulse gun's work, thanks to some gentle reminder's on how nonlethal wounds work in Savage Worlds. I hope you enjoy!   EQUIPMENT Use... Continue Reading →

Pulp Action Hour 2: Lets talk Tech.

This week, I present to you two discussions that help explain how quantum & sub-quantum physics work in this setting and how it ties together the technology of the setting. Discussion:   Quantum vs. Sub-Quantum Ether To some, it may seem confusing just what the difference is between quantum ether and sub-quantum ether. Explained simply,... Continue Reading →

Pulp Action Hour!

One setting I have had bouncing around in my head for several years now has been one that many might think is a bit overplayed or cliché. Think of the pulp action stories of Nazi supermen, Indiana Jones styled crusaders, Warehouse 13 gadgets and artifacts and a generous heaping of Sky Captain and the World... Continue Reading →

Cryptids of North America: The Mothman!

Author’s Note: This series looks at the various North American Cryptids as if they were real, tangible beings that have managed to elude scientific observation. Many of the creatures I will be featuring have appeared in other Savage Worlds products. Often times they have been altered and tweaked to fit that particular setting or to... Continue Reading →

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