Black Powder / Black Magic - DCC (Inactive)

Game Master kdtompos

This is a six-guns and sorcery setting for Goodman Games' Dungeon Crawl Classics setting. It's a fairly lethal, OSR style game intentionally evocative of it's '70's era predecessors -- set in a supernatural, steampunk, spaghetti western setting.

Here's the Black Powder / Black Magic setting.
Here's the DCC Core Rulebook, for those interested.

Reference Sheets
*Fumble Table on pg. 19
*Lvl 0 Crit Table on pg. 20

Old School Primer <--- This may be informative!


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Alright, let's keep this thing rolling then. I've got the recruitment post up again and searching. I'll also update the game post so you guys can make some decisions.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Joining in if I can


Indeed you can! Welcome! I'll get you the equipment info later tonight or tomorrow at the latest.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

ok


I am here, just trying to work out a decent background on the three.
Sorry for taking so long.


Your fine. We'll get Hyregoth in here as well, then play forward with what appears to be the hunt for those bandits (as everyone seems to be joining the posse).

Once you guys are ready, just jump into the gameplay thread with something that briefly introduces your characters and establishes their presence.

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Hyregoth, here's your equipment info:

Henry Weaver
Weaver - Scissors (1d2), and 100' of Cotton String. (Plus your token)

Judge Cartwright
Judge - Gavel (1d2), and a Law Degree. (Plus your token)

Ronnie Milsap
Surveyor - Walking Stick (1d4), and a Compass. (Plus your token)


Hyregoth, your character's stats seem to be missing Stamina. You can roll each of those with 3d6. (You always have the option of swapping two stats on a character as well, but may only do so once per character).

Each character's HP is also only the best of 2d4, not the total. So your characters will have 3 hp, 4 hp, and 4 hp (plus any stamina bonuses).


Lilly Ann Stewart:

Strength: 14 +1 (swapped with Personality)
Agility: 9
Stamina: 11
Personality: 17 +2
Intelligence: 8 -1 (swapped with Luck)
Luck: 12
HP: 3
Define your luck: Path of the bear: Melee damage rolls
Occupation: Clothier
Token of the past: A wanted poster
Motivation: A ghost follows you

Clothier - Shears (1d2), and a set of Fine Clothes

Lilly has been running ever since her husband died. It really wasn't her fault, she didn't know that he was wanted by the law when she invited the lawman and his wife over for dinner. She was perplexed when the lawman pulled the wanted poster from his jacket pocket, slowly unfolded it and laid it on the table.

Lilly is a tall, black haired beauty and sweet as can be.

Samuel J. Wickerhaus:

Strength: 5 -2 (swapped with Stamina)
Agility: 8 -1 (swapped with Luck)
Stamina: 13 +1
Personality: 8 -1
Intelligence: 8 -1
Luck: 13 +1
HP: 3 +1 from Stamina = 4
Define your luck: Birdsong: Number of languages
Occupation: Saddler
Token of the past: The ace of spades with a name written on it
Motivation: You lost a bet

Saddler - Awl (1d3), and a Fine Saddle

Samuel James Wickerhaus, Sam to his friends, is one of the best Saddlers around. Growing up, he was a sickly little boy but he was very lucky. When he turned 18, his luck failed him. He lost a bet that has now forced him to head out west. The only shining hope is a name on an ace of spades. Cordelia

Sam is a short, frail looking man with brown hair. He only has two things going for him--His endurance and Luck.

Hessie McCollum:

Strength: 8 -1 (swapped with Intelligence)
Agility: 14 +1
Stamina: 12
Personality: 13 +1
Intelligence: 10
Luck: 7 -1
HP: 1

Define your luck: Birdsong: Number of languages
Occupation: Hatter
Token of the past: A music box
Motivation: To find a missing relative
Heading out to Brimstone to find her sister. The music box belonged to her mother.

Hatter - Shears (1d2), a Very Fine Victorian Hat

Hessie is a fiery redhead of average height. She's quick on her feet, sweet and sorta smart.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

ok, got it. Thanks


So decisions seem to be huge stall points in PbP games, since it's really difficult to "discuss" anything. So people just wait for someone else to make a call that everyone can follow. Maybe you're experiences have been different :).

If you want to throw around ideas, I'm not gonna trap anyone in a decision unless you're pretty blatant in stating that you're gonna take that course regardless of what anyone else does.

Feel free to ask me questions as well. OSR games give a lot of freedom, but they rarely just hand you stuff. You have to make the choices :)


Sorry for the delay on posting. This has been a bad week to try to get back into pbp.


No worries. Need us to slow down for the week? I'll still post daily, but I could just add some flavor stuff. I don't want you to feel swamped by it, since games should never feel like an obligation, right?


Yeah, you guys have burned through the four remaining around the campfire. I'll post an actual update tonight, but lunch break got filled today.

Also, Junelee, there's a fumble table for firearms as well, but I haven't posted that anywhere. Let's stick with what you rolled (it's far better for Sam that way), but I'll post the Firearm Fumbles so that you guys have a way to roll them as well.

(Of course there's a separate Fumble Table for firearms... DCC loves tables!)

And Diggory, since you still have action this round, there's no one visible to shoot at. Whatever actions you take will be free of non-friendly targets.


No need to slow the pace down on my account. Rest of the week should be my normal posting which is in the mornings when I get home from work. Thank you, though.

Can't wait for that other table to see what would've actually happened to poor Sam.


Man, you guys destroyed this group! They have roughly double the hit points you do, but you still shredded them. Being the first to fire makes a big difference, as giving them the first round easily could have gone the opposite direction. Well done!

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I'll make a google doc with this info and link it from the game info tab, but in the meantime, here's the firearm fumble table for those of you who are curious:

Roll . . . . Result
0 or less . The chambered round is a dud, but nothing happens.
1 . . . . . Wild miss! Luckily no innocent bystanders are hit.
2 . . . . . Rookie mistake. You forgot to take off the safety!* Hilarity ensues.
3 . . . . . Trip! Uneven footing causes you to stumble as you fire. Make a DC 10 Reflex save to avoid falling prone.
4 . . . . . Damn Canadian knock-offs! The trigger breaks, the cylinder falls out or some other such result of shoddy workmanship. Firearm may be repaired with 10 minutes of work and a DC 10 Skill Check** after combat ends. Magical or exceptional quality weapons may be immune or allow a Luck check to avoid, at Judge's discretion.
5 . . . . . Spoiled powder! The damp, rust, or bad juju has spoiled all of the ammunition in your weapon. It must be completely reloaded or abandoned.
6 . . . . . Your sweaty palms cause a momentary loss of control. Take a -1d penalty on any attacks the following round.
7 . . . . . Stick to the fundamentals! Your slick moves cause you to drop the weapon. You must pick it up with another action or draw a new weapon.
8 . . . . . Jam! The weapon jams and can only be cleared with a DC 15 Agility check or 5 minutes of work after combat.
9 . . . . . Distracted! Your weapon makes a funny sound or bucks the wrong way in your hand. -2 AC until the beginning of your next turn.
10 . . . . You are jostled as you fire and have a 20% chance to hit an ally instead. Make another attack roll.
11 . . . . Pop, no bang! The round is slowly cooking off in the chamber and will go off in 1d3 rounds. If the character tries to fire the weapon again see result 16+.
12 . . . . Overcharge! This round was not packed properly, the sting causes 1d4 damage to the character and a DC 15 Agility check is required or the firearm is dropped.
13 . . . . Same side! Your bullet goes astray or one of your less tactically aware allies steps in the way. Roll another attack at +1d against a random friendly.
14 . . . . You shoot yourself in the foot! Take normal firearm damage.***
15 . . . . Bad Jam! The round goes off in the weapon but the bullet doesn't exit. The weapon is useless for the rest of this combat and may be permanently ruined (Luck Check). If it is not it requires a DC 10 Skill Check** and 10 minutes when combat is over.
16+ . . . . Round explodes in the chamber causing normal firearm damage*** to the character and the weapon is destroyed. Magic weapons may make a DC 10 save using their + and the characters Luck modifier as a bonus.

*Historically most western era firearms did not have safeties but for the sake of comedy suspend your disbelief.
**Skill Checks are made with a d10 unless the character has an appropriate background. In this case Gunsmith, Soldier, Hunter, etc.
***This damage may 'explode' as per normal firearm rules.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Ill be on vacation for the next week. Should be able to post now and then. If I don't feel free to rp me along. Cheers.


Sorry guys, I'll address those characters taking action tonight. Lunch break got away from me today, but my daily post is coming :)


Sorry for the lack of posting. Been at the hospital with my mother. I meant to post this yesterday, but ended up forgetting.


No worries Junelee. I hope that things are ok with your mother. That certainly should take precedence!


She's ok, yes. Had a spot in her lung taken out. Thought was cancer but tests proved it to not be.
I'll make a post by Monday for sure.


Damn, I really liked Roy a lot.


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Donovan our best shot couldn't hurt him...


Garwen 0/1, Sharyn 2/2, Rosco 4/4, Henry 5/5, Judge 5/5, Ronnie 0/5

Well done...


Heh, I think that encounter at Sica Hollow did us in as a group. I'm gonna call this game rather than try to fight it. I feel like a got a good taste of DCC, at least the funnel aspect -- it's got some fun old school rules and the funnel can swing from overwhelming odds in favor of the PCs to slaughter if they get caught on their heels :S.

Thanks all for taking this adventure with me! I look forward to more games with you in the future, and hope you don't take any deaths personal!

I'll switch this game to inactive after the weekend as well, so I don't clog up your boards.


Male Human Commoner 2/ Philosopher 2/ Gamer 5/ Writer 5

No problem, man. It was a fun ride while it lasted, and it certainly did give a feel for the system!

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