Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

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Uh, with all the new stuff going on, I have lost track of what our mission is. Can anyone give me a brief overview of what our goal is?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
Alexander James Taarnfalk wrote:
... he rushed over to the boy and helped him to his feet, smacking his cheeks lightly until WindDancer landed on his shoulder.

Thanks for the smooth in-line retcon, Alex. For some reason I thought Connor had already gotten up.

K'Don: The beauty of PbP is that you have a full transcript you can refer back to. :o) But the short summary is that we're supposed to deliver some secret-squirrel message to a certain address. We have one real copy and two decoys, but we don't know which is which. You were "assigned" to us by our "employer" (supposedly?) because she thought we otherwise wouldn't have enough muscle.


Marko-

Following the Innocent Bystanders rule for Shooting, I would think if any *casting* die for Bolt comes up a 1, a random adjacent target is hit.

Those in the line-of-fire and adjacent to the target are most likely, then those nearby, and then anyone.

Pretty sure that’s how the system intends it, what do you think?


New Power available for anyone with Arcane Background. This is very closely modeled after two other versions, one used by a third party who published a very complete game world (setting) using SW, and the other by one of the SW developers.
=======================================================================
Illusion
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 3 (1/round)
-The caster creates illusions that can be perceived by a single sense, affecting all creatures able to perceive them. An additional sense may be affected for each Power Point added. “Touch” is required for the illusion to (for example) shake hands with someone, or for weapons to appear to hit it (otherwise they pass right thru the illusion).
-Creatures viewing these illusions cannot be made Shaken or made to believe they take Wounds, but will react normally and make decisions based on what their senses tell them, unless the illusion is disbelieved.
-An illusion cannot be larger than human-sized (1”), but for 2 Power Points it can be the size of a Small Burst template, for 4 Power Points it covers a Medium Burst template, and for 6 Power Points it fills a Large Burst Template. Power points for additional senses are then added to these base costs.
-Animating illusions (and making them react realistically to interactions, like being hit by a weapon) requires constant concentration – while this Power is active, the caster may take Free Actions on their turn, but no normal Actions. The caster must also be within sight of the illusion to make it react realistically to interactions. If the caster is not animating the illusion, they may act as normal on their turn.
======================================================================
Summary of rules for when to allow disbelieving :

1. You are observing it, and it’s acting correctly : no save
......Unless it tries to actively influence your behavior in any way (intimidate, tempt, etc.) : save
2. You are observing it, and it’s not acting correctly or gives you reasonable suspicion : save after careful study
3. You are interacting with it, and it’s acting correctly : save
4. You are interacting with it, and it’s not acting correctly : automatic disbelief
5. Being told by the caster (automatic disbelief) or someone else (save after careful study) that it’s an illusion
======================================================================
Can anyone see any way in which the Power could be abused?


ZenFox42 wrote:

Marko-

Following the Innocent Bystanders rule for Shooting, I would think if any *casting* die for Bolt comes up a 1, a random adjacent target is hit.

Those in the line-of-fire and adjacent to the target are most likely, then those nearby, and then anyone.

Pretty sure that’s how the system intends it, what do you think?

I guess that means I did my malfunction incorrectly during combat, but that's fine, this is how we learn.

As to your custom spell:

Quote:
An illusion cannot be larger than human-sized (1”), but for 2 Power Points it can be the size of a Small Burst template, for 4 Power Points it covers a Medium Burst template, and for 6 Power Points it fills a Large Burst Template. Power points for additional senses are then added to these base costs.

I'm not sure what this means. Do you mean the default for 1 point means that it has to be human-sized? Or that it still can only be so tall?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
Connor Taarnfalk wrote:
I guess that means I did my malfunction incorrectly during combat, but that's fine, this is how we learn.

No, I think you did it exactly right:

p.104 wrote:
Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.

The impression I get is that the psionic power fails and doesn't go off as intended, but instead a wave of uncontrolled mental energy whacks everyone in the area. That would make the "random target" thing ZF is suggesting moot.

Quite different from the power going off but fumbling the targeting.

I'm not sure it makes sense for a casting to function well enough to actually hit anyone on a one anyway -- compare with rolling 2 or 3. Something along the lines of how psionic failures work makes more sense to me.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Zen - The rules as written say that when spell caster rolls a 1, they suffer a backlash where they are automatically shaken. And this can cause a wound.

But SW by its very nature is meant to be customizable. So again it's up to you.

-Posted with Wayfinder


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Ya know, it would've been awesome if Connor'd hit with a couple of Raises and taken out all the baddies with a single shot before the rest of us could even act. Awesome "What th...!" reveal potential. And the poor boy would've been all, "What? Why's everybody looking at me?"

But what actually happened is almost as good. A brain-scrambling scream inside Alex's head (purely coincidentally, only Connor's blood relative was affected... ooooooh) as the kid collapses. Once folks have time to ponder the day's events it's going to be like, "There's something strange about that boy..."


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Yeah, while the psychic backlash was unfortunate in a munchkin sort of way. Storywise, it couldn't have been staged better. It's like RP kismet.


Ah, let's see...

Connor, you did it exactly right, because I'd previous house-ruled that Arcane-types only suffer problems on a snake-eyes, not just when the *casting* die is a 1.

Guess everyone needs to re-read the house-rule set at the top of the first Discussion page. ;)

Marko, because I was in that mind-set, I hadn't considered that in standard SW a 1 on the casting die already means something. So my suggestion for Bolt may not be rules-as-intended, but it works within the context of the house rule. I may ask over in the SW forums for advice on that...

Still, what do you think? That will happen 10% of the time for you, but it only applies when you're shooting "thru" someone else, or into a group. If no one is really near the line-of-fire, there's no bad effect even on a 1. Too harsh? Reasonable?

Connor, regarding the Illusion Power, for the default 1 PP the illusion can fill one square (and be human-height), but for more PP the illusion can fill larger areas (and be proportionally taller).


*WHEN* to spend a Bennie to recover from Shaken

I've just realized some subtleties about spending Bennies to recover from being Shaken. The rules say, "You can spend a Benny at ANY time to recover from Shaken". Not just when it's your turn to act, but ANY time!

If you are Shaken and not Wounded, and are about to become Shaken again (not Wounded), you also take a Wound (if being hit by a weapon or damage-type Power). So when you realize that you're about to take the second Shaken, you spend a Benny *right then*, to go back to un-Shaken, so you only end up Shaken.

If you're Driving (not in this campaign, AFAIK) and end up Shaken you automatically lose control of the vehicle, so you can spend a Bennie *right then* so you don't lose control.

If you're Riding and end up Shaken you have to make a Riding roll to stay on the animal, so you spend a Bennie to become un-Shaken just before the roll, so no roll needed.

In standard SW, if you have an Arcane background and have currently active Powers (any, not just maintained) and become Shaken, you have to make an Arcane skill roll to keep all your Powers going (I've removed this with a house rule). So you spend a Bennie to become un-Shaken just before the roll.

Same with becoming Shaken on a poisonous attack.

In addition, there's times when you might want to act before your next turn : to make a Withdraw attack, to make a First Strike (Edge) attack, or to make a Counterattack (Edge) attack (these are all "reaction" type attacks, in response to what another character does to you). So if you're currently Shaken and one of these opportunities comes up, you can spend a Bennie *right then* to be able to make the attack.


Savage Worlds "saving throws" (or lack thereof)

Those of you steeped in D&D (of whatever form), please be aware that as written, the Blast and Bolt Powers have NO save!

And while poisons do have a Vigor check, they are NASTY! As in, you basically need to get a *Raise* on your Vigor check to either avoid any serious damage, or merely continue to act! And for poisons that do damage, even if all your Vigor checks have *Raises*, you're down (Incapacitated) after TWO attacks!

So far, the only thing I'm considering changing is that poison doesn't affect you if the Attack roll result is Shaken - you have to at least be Wounded for the poison to take effect.


After playing this format for only a little while, I find that I REALLY REALLY LIKE it. I am not set to a time when I have to play, which for me is really good given my unpredictable mood moves. I also like it because you see only what your character sees and that keeps thing in character, which is my prefered method of play. And a seperate discussion page is awesome, keeps the game action seperate from the witty bantor of my previous DND companion/players.


HEY! :)

Seriously, keep in mind that there can be some how-to-play-the-system info posted here every so often, so do please check it once in a while...


Normally Bennies last until the end of the "session" (that day's game), but that's kind of hard to gauge in PbP. If people don't use them freely, I reserve the right to "reset" everyone to 3 Bennies every so often.

Everyone please keep in mind you can spend Bennies outside of combat too, like for re-rolling Notice rolls, etc.

Marko, have you ever done SW in PbP before? If so, how did you handle the Bennies?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
K'Don Son of Ugal of HouseUshah wrote:
The Boys' lizard, Wouldn't even make a decent snack, but might hold me over if necessary. The wings would be good fried.

WindDancer reaches into hammerspace and pulls out an appropriately Ost-sized rapier, which she brandishes menacingly towards K'Don. "Bring it, ugly!"

Quote:
A seperate discussion page is awesome, keeps the game action seperate from the witty bantor of my previous DND companion/players.

This game's pretty flexible about that -- probably a good thing with both new-to-PbP and new-to-SW players involved -- but if you join (or read) others you'll find some of them manage a nearly perfect separation. Some games you can almost read like a novel. Very cool.

I also like that PbP gives me time to think. When we play real-time, at least once per session I work out what my character's going to do in a melee and then the PC with the initiative just before mine does something that completely scotches my plans. Then *BAM* it's my turn and... nothing. Everyone's sitting there waiting for me to figure out what I should do. And I'm not good at snap tactics. PbP gives me time to make a carefully considered bad melee move. :op

And then the depth of roleplaying you get to do, and that others do... priceless.

I don't think I'd want to give up sitting around a table with friends, munching pizza and nudging miniatures on a battle mat. Or even playing realtime via d20Pro and Mumble. Every variation has its own unique "feel" and enjoyable aspects. But PbP definitely has me hooked.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

It's going to interesting when we interact after the mission and finally figure out that none of us, including Connor, caused the little mini-sandstorms.

Overall, interesting gameplay. My only suggestion is that until we get more familiar with the system, take melees a little slower and avoid stating one's own actions well before the others in the initiative order have done so.

Arabella may well take the illusion power as her next power. It would fit well with her general theme of using crystals that mingle arcane energy with human energies. It also fits with her using her brains to outsmart opponents more than physical skills to defeat them in combat. She could also create an eye-poppingly attractive female illusion and enjoy watching Alexander's react. :)


My general impression of melees in PbP is that people just post whenever they can, and the GM puts it all together.

That might be a little more complicated with SW since people can pop in and out of Shaken, but I think requiring people to post in order could bring things to a grinding stop in a hurry. But I'm sure we can make it work, especially if everyone is flexible about it, and can accept a little bit of hand-waving here and there.


I was expecting the next actions this morning. It looks like we're waiting for fox to make his next descriptions


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

That was quite a burst of activity we had when you got left behind last weekend, K'Don. I think you'll find it's not usually so... frantic. I suspect you won't have much trouble keeping up, even with your weekend schedule.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
K'Don Son of Ugal of HouseUshah wrote:

K'don stares after the dwarf with a "What the F..." look. Rattling his not so intellectual brain trying franticly to figure out what happened. To the group Does anyone know what just happened?

Fox a little back story here regarding my association with the dwarf may be needed, cause the player is as confused as the character.

I'd say you just got injected into our party. :o)


K'Don - the player (you) knows nothing more than the PC (K'Don) - you got hired by Roknarra a few weeks ago as "muscle", you thought things were going good, maybe you could work your way up the ranks of her...organization, and now she's blaming you for all her problems. That's all you (both) know.


That is sufficient


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

I like adding quotation marks with the bold, personally. Helps to visually distinguish speech even more, especially since I still use Bold to highlight important text. Italics doesn't quite work well enough for me for some things.

I only have one PBP SW game that I'm DMing, and I haven't quite gotten to the point where I need to refresh Bennies. But I am playing in a SW Conan game. His soft rule regarding Bennies seems to be to reload them when there are either big scene changes or we get some sleep. I'll likely be doing the same.

So really just go with your gut and reload the Bennies when it feels right.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I might suggest the following modification to adapt the SW melee rules to PBP mechanics. It's not really a change to what we've been doing, but more of a different way of looking at things.

The turn-based procedure of D&D and SW works well as a practical matter of what happens next, but it also creates a false sense of order, as if one character attacks, moves, etc. while everyone else stands still, waiting for his/her turn. In real melee, of course, everything is happening at once. If one character tries to run to one side to get to an enemy and the enemy were to simultaneously try to get at the character by going a different route, they might not ever get close enough for either to attack the other.

So, perhaps we could consider the "melee order" to be mostly a tie-breaker, to judge what outcomes take priority. The order gets rolled and announced, so players know where they are in priority, but then everyone posts his character's actions before knowing what everyone else will do. It amounts to a statement of intent. Dice rolls are made at this time. The GM posts what the NPCs are doing and when everyone has posted, the GM puts it all together, narrates the events and outcomes, instructs players of what follow-up rolls are needed and gives players a chance to spend bennies and make re-rolls. Once all that is taken care of, a new melee order is published and the next round begins.

It might happen that for someone near the end of the order has their intended action become impossible, perhaps because the enemy he intended to attack was taken out or moved or something got in the way. That's part of the chaos of melee or fog of war.


I like this idea. I'll follow in. How does initiative work? I saw lots of numbers between 1 and 1000. So, who goes first.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Heh... that's sort of a freaky thing. Savage Worlds is supposed to be played using a deck of cards instead of dice. :o)


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

I've played a few face-to-face games of SW. And let me tell you, using playing cards for initiative really speeds up combat.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

It's sort of like D&D initiative, except it is re-done each melee. So you can be first in one melee and last in the next. It's really random, with no bonuses for being agile or anything. The GM does a d1000 for each player, with high numbers going first. There's also an option for getting a special status. With a playing card deck, it represents getting the joker. For this game, it's getting a number in the top (or maybe it's the bottom) 40 or so. This player gets special options, although with the chaos of PBP, I'm not sure it means much.


By dealing cards for initiative you *guarantee* no ties (the rules state which suit has priority if two people get the same value of card). Initiative order is from high-card-to-low, and getting the Joker means you can act whenever you want in that round (which means you can *interrupt* someone else in the middle of their action, like Ready in D&D/PF), AND you get some nice bonuses to your rolls. The creator of the game must have REALLY liked poker! :)

(And as a BTW, the small bonuses to initiative that D&D/PF provides are really overwhelmed by the d20's - so their initiative is *basically* random too. I ran some simulations and figured if you *doubled* their listed bonuses, that would actually be more meaningful.)

The d1000 is an attempt to "guarantee" that no two people get the same number, and they act high-to-low. Values less than 42 represent the Jokers in the deck.

Arabella wrote:
The order gets rolled and announced, so players know where they are in priority, but then everyone posts his character's actions before knowing what everyone else will do. It amounts to a statement of intent. Dice rolls are made at this time. The GM posts what the NPCs are doing and when everyone has posted, the GM puts it all together, narrates the events and outcomes, instructs players of what follow-up rolls are needed and gives players a chance to spend bennies and make re-rolls.

That's basically been what I've been thinking of too. The biggest problem is that in SW the Shaken condition is of supreme importance, so order of action really does matter. You might declare your actions, but then if something else *happens* before your action but gets *posted* after you, you might end up Shaken instead.

The best thing would be for everyone to post their intent, make any rolls needed, and always roll damage (if appropriate), but then be prepared for that to get scratched if you end up Shaken instead.

I'll probably post every bad guy's Parry so that you can figure out whether to include that extra d6 damage in your post, unless that would be too much "seeing the man behind the curtain" for anyone.


Bartering / haggling

This is mostly house-rules, I'm open to feedback...

Buying prices are 1/2 the listed purchase prices. The purchase price for used goods is 3/4 the listed purchase price.

You can choose to take the default buying/selling price, or you can haggle.
If you haggle and lose, that merchant won't budge from the resulting price, and you'll have to accept that price or find another merchant.
Finding merchants is generally considered a Streetwise roll (not a houserule).

Haggling is done with a single opposed Persuasion roll, the winner gets a 10% change in cost in their favor per Raise.

Example : you want to buy a short sword. The listed price is $200 (SP). Once you find a merchant, you can plunk down 200 SP and be done. But you choose to haggle, and you roll an 8 while the merchant rolls a 13 (one Raise in his favor). So after haggling a bit, the merchant is now set on a price of 200 + 1*10%*200 = 220 SP because of the fine craftsmanship (and he paid 200 SP for it so he's hardly making a profit, and he's got 10 children, and...).

Please note that good merchants won't be swayed by a pretty face when it comes to their livelihood, will have high Persuasion dice, and may have some bonuses to their rolls from years of experience even if they're not Wild Cards (Wild Cards get the extra d6 on every roll, like you do).

This lets you buy and sell things quickly if you want to, but if you want to get into haggling it's a single roll. Any thoughts?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
Buying prices are 1/2 the listed purchase prices. The purchase price for used goods is 3/4 the listed purchase price.

I don't understand this. Why would used gear cost 50% more than (I presume) new? Did you mean to say 1/4 instead of 3/4?

Quote:

Haggling is done with a single opposed Persuasion roll, the winner gets a 10% change in cost in their favor per Raise...

So after haggling a bit, the merchant is now set on a price of 200 + 1*10%*200 = 220 SP because of the fine craftsmanship (and he paid 200 SP for it so he's hardly making a profit, and he's got 10 children, and...).

I realize FRP isn't about realism, but excluding a situation in which the buyer ticks off the seller (or there was never an intent to sell in the first place), no merchant is going to raise prices mid-haggle. They either come down in price, or they don't.


I think I said it right : if a short sword costs 200 SP new, then it costs 3/4 of that or 175 SP used.

But if you sell your short sword because you picked up a long sword, you would get 100 SP for it. The idea is to give the merchant a profit on the re-sale.

WindDancer wrote:
I realize FRP isn't about realism, but

Stop right there! :)

I'm not worrying about the details - if you failed and the asking price ends up higher, maybe it started higher to begin with, or like you said you ticked him off, or whatever.

Don't forget that applies to your asking price if you're selling an item, too. A Raise for you would mean you get 110 SP for your used short sword, even tho when you walked in the "default" selling price was 100 SP.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
But if you sell your short sword...

Now it makes sense. I didn't realize "buying" meant the merchant was buying. Thanks.


Healing Wounds (all from the RAW)

The Healing Skill can be used to treat any wound suffered within the last hour. Each attempt takes 10 minutes.

The healer must subtract the patient’s wound levels from his skill roll.

A Success on a Healing roll removes one wound, and a Raise removes two. Further Raises have no effect.

Healing requires some basic supplies such as bandages and reasonably clean water. If these aren’t available, the healer suffers a –2 penalty to his roll.
I would assume most "adventuring" types would carry these around. Even if not, you'd probably have some back at the hotel, which is about 20 minutes walk from here.

A character may only attempt to heal fresh wounds on a given patient once within the hour they were sustained. A different character may attempt a Healing roll, but once attempted, that healer has done all he can for that particular patient.
So, who has points in the Healing skill? :)

======================================================================

Each use of the Healing Power within an hour removes a Wound with a Success, two with a Raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
Anyone have the Healing Power?

======================================================================

Natural healing : every morning (this is a houserule, instead of every 5 days), wounded or Incapacitated PC's make Vigor rolls (minus your current number of Wounds). You remove one wound level (or your Incapacitated status) with a success, or improve two steps with a raise. A critical failure (Snake Eyes) on a natural healing roll increases a Wild Card’s wound level by one (the wound got infected, internal bleeding, etc.)

======================================================================

Short answer : Heal skill by different people, repeated castings of the Heal Power, or you roll Vigor each morning.

All have a penalty equal to your number of Wounds (and caster's Wounds for the Power), and all remove one Wound on a Success and two Wounds on one or more Raises.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
ZenFox42 wrote:

Any further discussion of tonight's events?

Otherwise on Wednesday morning (in Real Life) I'll put you in front of the used-goods store...

I'd like a chance to hear from Connor regarding the windstorm and the 'shout.' This could lead to some interesting discussion. This is a good opportunity for Connor and WindDancer to evolve their relationship with the group, now that we have some evidence of what they can do. This is also an opportunity for Connor to unintentionally use his powers for healing. Let's wait for him to contribute before we move past the evening.


Hmmm. Who is wounded and how badly?


(I originally posted this over in Gameplay, then checked Discussion and moved it over here verbatim.)

It looks like Marko is the only one of the lot of you that has any Healing, and that's as a Skill. Connor has it as a Power, but apparently that's not developed yet.

Altho, Connor, your uncle *is* bleeding because of your actions, perhaps you feel guilty and wish you could help somehow...

Still holding for conversation and Healing rolls.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Other than chittering, there's not much WindDancer can contribute conversation-wise. And I figure flitting around or preening isn't going to add much even in terms of flavor, so I'm sort of "on hold" right now. But I'm here...


ZenFox42 wrote:

It looks like Marko is the only one of the lot of you that has any Healing, and that's as a Skill. Connor has it as a Power, but apparently that's not developed yet.

Altho, Connor, your uncle *is* bleeding because of your actions, perhaps you feel guilty and wish you could help somehow...

Yup, I'll do that. In transit now but will have a post up within an hour or two.


I *so* wanted to call the owner "Acme" based on what K'Don had said earlier, but didn't know if that'd be too over-the-top.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Well, you could have named him Acmed...

"Silence! I keel you!"

(Yes, I know the name's typically spelled with an "h" but there's really no appropriate English-language representation. If you ask Acmed he'll tell you himself, his name is spelled A... C... PHLEGM...)


K'don has no real interest in eating WindDancer but is having a good time making jokes of it.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

Fortunately for you, WindDancer doesn't understand Common (yet). :op


Ohh pooh, if he understood I would love to see the look on its face.

K'don is hoping to make friends with the lizard. I can see lots of fun there


K'Don, a "whim wham to wind up the sundown" is an item (I'm assuming, based on a private email) that is supposed to do what, exactly?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

K'Don, well technically he "understands" at a gut level through Connor's emotions, but I think the boy's figured out you're not serious at this point, so there was no threat/panic vibe.

I'm impressed you know that quote, by the way. Which leads me to:

ZenFox42, that's a paraphrase from "The Weathercock" by George Manville Fenn. A whim-wham is a trinket, a knickknack, a whimsical object. I suppose one could consider a Hoberman sphere a whim-wham. In this context I'd say more like a rabbit's foot.

Whether K'Don is suggesting an actual magical oojamaflip or a placebo is for him to say. I, too, am curious. :o)

EDIT: Huh. After doing further research, it appears that phrase -- or something close to it -- is more common than the single use of which I was aware:

WorldWideWords:

Quote:
It is clear that there has been a long history of nonsense phrases intended to silence intrusive enquiries about what one was doing, such as telling someone that your job was “weaving leather aprons”. Other forms of our expression that have been recorded in Britain include a whim-wham for ducks to perch on, a whim-wham for a treacle mill, and a whim-wham to wind the sun up.


It was a phrase my grandpa used to say when the children would not stop asking "What is that" over and over again. Didn't know the rest that is kinda cool.

Fox you handled it perfectly. Thanks.

Uh by the way, is anyone else playing, I feel kinda like I doing everything right now, is that OK with everyone I'll keep playing but would love some company.

I assume someone should do a little haggleing. I don't have persuasion.


I think the postings tend to slow over the weekend, I'd give it until the end of Monday for everyone else to post anything if they're going to.

Regarding haggling, see a post several posts above on this page that's labeled "Bartering / haggling" in bold. Y'all can either accept his flat offer (which is exactly half of the listed prices), or someone can haggle.

If you do haggle, you might end up with a smaller offer, which this merchant won't budge on, and if you don't like his offer you'll have to find another merchant (which takes a Streetwise roll).

So you don't *have* to haggle, it's your call.


KNOWLEDGE

SW does Knowledge differently than D&D/PF, so here's an introduction if you're new to SW.

A Knowledge skill roll is recalling info from memory without looking it up (which is Investigation).
Broader areas (Science) get more penalties than a narrow area (Physics) for specific info.
SW's Knowledge skill incorporates many D&D/PF skills (Appraise, Craft, Forgery, Perform, Profession) and other system’s specific skills.
There are no specific Knowledge rolls to identify "monsters".

Common Knowledge
See the manual (p. 23) for their description. It is a Smarts roll.
This is for rarely used, low-game-impact knowledge rolls.
It represents what a character knows about *his* race, country, culture, social position, profession, religion, etc., and the world in general (Elves live in the woods, Dwarves live in caves, names of every habitable planet within a dozen light-years, etc.).

Knowledge skills
These skills are essential for the game – don’t put points into a Knowledge you won’t be using regularly!
SW doesn't list all possible Knowledge skills.
- There's only two Knowledge skills needed for Edges : Battle (used in mass battles) and Arcana (otherwise undefined)
- Area knowledge is a measure of how much a character knows about a place. A character always knows the basics of an area he’s traveled to or through before, but knowing specific information requires an Area knowledge skill. You can concentrate in any size region, but the bigger the region, the less specific the information, or the higher the penalties.
- Language : either the die value determines fluency (per language, p.25) OR you just know a certain number (not a skill, p.94 - we're doing this one)
- Other Knowledge skills mentioned in the manual include : Science, Computers, Electronics, History, Journalism, Law, Medicine, Armorsmithing, Occult, Navigation, Demolitions

There's also Knowledge skills for each Setting (determined by GM) : each race; Alchemy (potions), Botany (herbs), Siege, Artillery, Cryptography, Electronic Security, Environment suit, Battlesuit, etc.

Players can pick any Knowledge skill(s) you like, subject to GM approval – just remember you should be rolling them "often".

A short list of *some* examples (specializations are in parentheses) :
History (by world, race, region, era)
Science (Archaeology, Astronomy, Biology, Chemistry, Geology, Math, Physics)
Medicine (Anatomy, Diagnosis, Surgery, Pharmacy)
Performance (Acting, Dancing, Music, Storytelling, Singing)
Art, Jewelry, Folklore, Law, Literature, Religion, Philosophy, Psychology

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