Music by Morricone: A Stone and a Hard Place Campaign (Inactive)

Game Master Loup Blanc

Chapter 3: Vengeance Ride


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Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

Well if the huckster coming has that covered I can go a bit more shoot in and less talking. I actually was hoping to stack the bonuses from the Soldier edge with charismatic (and the paycheck was nice too!), so if current soldier doesn't work I can think of something else...hmm...

Hmm....

Hmmmmmmm.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

I'm not saying that being Charismatic is unhelpful, just saying that we do have it at least partially covered. It would be funny to see a Union soldier running around the Confederacy since a lot of this campaign takes place in the south.


Now I think on it, an Officer could make sense, especially if you're part of a less regular unit of the military and potentially more aware of strange goings-on than the usual man. Your choice, but I'm now drawing up ideas for information you might have been given for your "mission" if you play an Officer.

Of course, like Claire mentioned, the campaign takes place in the Southwest for a fair amount, so just how many folks respect you enough to get that Charisma bonus is up in the air.

Also another of my random thoughts that I don't think matters, but might come up: Like many Savage Worlds GMs I know, I roll Tracking into the Survival skill. Especially in a setting that begs you to take another new skill (Guts).


Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

I can just as easily be a confederacy soldier. Will let me be more the genteel southerner, and my national pride can be something like Louisiana pride or Texan pride, etc.

As I'm in the south IRL, I AM familiar with the posits of the redneckery agenda and the garbage idiots spew nearly 150 years later to justify why they were patriots and not rebels.


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Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

I will, however, have to change from describing my facial hair from "glorious muttonchops the likes of which a hand could be lost within" to "a moustache with handlebars you could balance flatware upon" to go with the regional differences, however.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Well, ignore this profile for now. I just edited the last one, but I'll have him up and running ASAP.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

I say, this is a character concept I can get behind and truly feel is alive, as alive as I felt while mowing down the Yankee oppressors at the battle of Sumpter, whereupon my people rised up to cast down the shackles of oppression and stood forth in our glorious destiny of freedom and independence from a group of federalist pigs that got far too uppity with their executive seizure of power and forgot that it is, in fact, the people and our locales and states that make this nation as great as it is! And by President Davis, I mean to do this people right, root me out some monsters with a Winchester to whatever passes for a face on them things, and sir, I say sir, I will do so looking damn fine as I do!

should have the crunch rolled out tonight


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Redbeard the Scruffy wrote:
I will, however, have to change from describing my facial hair from "glorious muttonchops the likes of which a hand could be lost within" to "a moustache with handlebars you could balance flatware upon" to go with the regional differences, however.

Por que no los dos?


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Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

Mainly because I could only find the one handlebar picture for avatars...

Also, no. You don't mix gloriousness like that. It's like putting ice cream on your pizza. You ruin two great things.


Hmm. You have a point. All I really have to say is that the 1800s were a time of awe-inspiring and inventive facial hair options. Those guys were not afraid to try new, erm, fashions.


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

So to you guys who have been trying to talk me out of being a shaman and just going flat Scout after thinking about it for a bit and I'm going to agree with you. As long as someone has the healing covered I'm going to switch over to straight scout, though if someone changes there mind I'm happy to switch back. I'll update my profile with a modified backstory and stats soon.


So, my brother has expressed interest in this after I mentioned it.

Would it be okay if he submitted a character?

He is new to RPGs in general, and Savage Worlds in particular, though has done free form RPs for years now.


I mean, like I've said--party balance is what it is in Deadlands. Having a dedicated healer with the power is definitely useful, but not required; even just having the Healing skill can go a pretty decent length toward keeping people on their feet. And if not, well, just don't get shot! Heh.

Sundakan, that sounds fine by me, although that's definitely the last player I'd want to take on at this point--brings up to 7 people looking at playing at the moment, which is the high end of what I'd want to be dealing with most of the time. I'm up for new players, though, as long as he can learn the rules as much as possible and be ready to plunge in. I've got no problem with guiding people through a new system, and I always like a chance to help somebody new get into the hobby!

On the topic of starting, I'd said I wanted to wait for 4 people to be ready, but unless anyone has objections I'll probably start the game tomorrow afternoon/evening (Eastern U.S. Time) regardless. I'm excited to get things moving and I think you guys are, too. We'll be starting on a train with plenty of RP opportunity before moving too far in any direction, so people should have time to catch up.

Finally, a couple notes on how I'm hoping to run this game:
Given the frequency with which I know most of us post, I expect we can keep things moving at a decent clip. I'm usually able to check the forums throughout the day, more or less, and I'll probably post at least twice a day here as long as there's stuff to move forward or respond to.

We'll also be using primarily theater of the mind for combat, with any necessary assumptions of cover or such generally being ruled in favor of the PCs unless I state otherwise or I've given layout. So, if a gunfight in a house erupts, I'd safely assume most of you move to cover unless you're charging in to attack people in melee; if I say you're in an open street and you don't explicitly say you run around a corner or duck behind a box or something, though, then obviously you aren't in cover. I'll do my best with giving decent ideas of ranges at all times, too.

Finally, unless people have objections, I'll occasionally roll things for you or do other simple mechanical things to keep things moving. I really only expect this will come up with the occasional Notice roll or reactionary rolls like attacking an enemy who's moving away, and even then if I can I'll let you roll for yourself. Obviously I'll do initiative myself, since there's no easy way to facilitate everyone drawing from a virtual deck of cards via the Internet, and I've always found the GM generating initiative to make things run smoother in any case.

So yeah, looking forward to the game starting and getting finalized characters from different people! Hope you're all as excited to start exploring the Weird West as I am to take you there.


Gameplay is open!


Hmm, being that I hadn't seen your finished sheet before gameplay, Cornealius, I didn't realize you had a horse. It's not a problem or anything, it's just that this train isn't equipped with a livestock car (at least in the base module). I'm happy to alter that, but we could also say that Persephone was either already sent to Tombstone on a different train, or else she's on another train being sent shortly after this one.

I won't lie, having the horse on a separate train would make things a little easier than adding an additional car to this one, especially given the way things are going to go in a bit, but it's your call.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Whatever works easiest.

Yeah army officers get a free horse as part of the package if they're cavalry, and of course why wouldn't I be? That's like the cream of the army!


But of course! It makes sense that you have one, I agree, and there's certainly no issue there. I just forgot entirely about the possibility, since nobody else bought one either that I noticed.

For now, let's say they got Persephone onto a regular train headed out this way that took off later in the day than your original departure. She'll arrive in Tombstone a day or two after you get there, most likely. We can retcon Cornealius's statement about wanting to check on her as well, since we're altering/clarifying circumstances. In fact, since we're all posting quickly, there's still plenty of time to edit the post, even.

The magic of modern technology! Ghost rock does wonders, I tell you.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Edited.


Cool. To answer Askuwheteau's question, no, the spear and bow would both be stored in baggage. Nothing more than a pistol or knife is allowed to be worn on the train, for the safety of the passengers.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Poor sods, they don't even imagine the most dangerous weapon is FISTICUFFS!


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Not even an officer's dress saber? (I have a pistol but if s*** hits the fan it is good to know your options.)


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

Question: Can you roll a notice check to look for cheating at poker?


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

I think so, though I have no idea why you would.


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

Because when you put a bunch of white-men together in a game, at least one of them is always cheating. and it can be advantageous to know which one that is. Also its good to know for the future.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

What is the point of being a Southern Gentleman if you can't be backhandedly racist?

I am gonna drop so many 'bless your heart's when talking to you and offering backhanded compliments about how good you are at stuff "considering your heritage and all" that even I, the player, will want to reach through the screen and slap my character.


Okay, few questions and answers...

The Fine Southern Gentleman wrote:
Not even an officer's dress saber?

Yeah, that's allowed. I meant to clarify that was an exception.

The Suspicious Native wrote:
Question: Can you roll a notice check to look for cheating at poker?

By the rules, no, and I'm going to stick with that. You're caught cheating in gambling if you roll a 1 on the skill die, which I think does a decent job representing that the better at cards you are, the better you are at gaming the system or using underhanded tactics. Cheating isn't always physical, mind; it could be invoking a "little-known rule" that doesn't exist, or remembering a special hand made up precisely of your own cards.

The Fine Southern Gentleman, again, wrote:
What is the point of being a Southern Gentleman if you can't be backhandedly racist?

I've heard the sweet tea, biscuits, and facial hair are all pluses, but mild racism is still par for the course in the CSA. Of course, out-and-out discrimination has fallen by the wayside for the most part, especially the further West you go. The Indian tribes still get a raw deal, though, especially since the Coyote Confederation raids and plunders a lot.


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

Yeah Askuwheteau grew up in the confederation and knows very little about white-men. He WILL take everything you say literally for a while haha. He should get better about it as time goes on


I'm taking the moment to do a quick audit/check of people's character sheets, just to make sure I know what's going on with you guys as much as to double-check for possible errors...

Askuwheteau:
Okay, I'm seeing a few minor discrepancies on your sheet.
Hindrances: Nothing actually wrong, as much as your Vengeful (major) is specifically calling out your father. Vengeful is in general terms of hunting people down (and in the major case, quite possibly killing them) to exact "justice" for any slights against you. Just keep that in mind, it isn't directed against one person. If it's more about just gunning for your dad, maybe a separate Vow or even Enemy would make sense.

Traits: These should be called your Attributes. In Savage Worlds, Trait refers to both Attributes and Skills, so it could get confusing.

Skills: Nothing really wrong, so much as you should put your Notice as d8+2, and apply the Scout Edge when it works.

Cornelius:
My only real question is the (x6) next to your Colt Peacemaker. Is that there to signify that it has 6 shots loaded, or do you have 6 pistols?


Hey gang, sorry I'm late. My computer has a very bad habit of installing updates overnight when I have character sheets open.. that said, our resident gambler and huckster has arrived!


Glad to have you! Feel free to jump into Gameplay; you're just in time for the first real round of poker.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

I may have been to eager on my desire to alleviate the fine fella's pockets of the weight of shinies... so tell me if I'll need to roll anew for cheat- I mean gambling or my second roll from before will work!


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Six bullets in the chamber. Sorry for the confusion.


You can keep your earlier Gambling roll. As for Cornelius's gun, I figured that was it, but it was worth checking.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Well Biff, it seems that we are so in sync that we will both reveal a poker of tens or something Hahahahahaha!


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

So, finally got around to doing my gear. I believe it was $250, right?

Gear:

Fancy dress suit (Short sleeved button down shirt + black Vest, black slacks) - $15
Boots -$8
Fingerless Gloves -???
Backpack-$2
Bed Roll-$4
Lantern-$2.50
Lantern Oil (.10)
Canteen-$1
Matches-$.50
100 feet of rope-$10
Gold pocket watch-$10
Bowler Hat-$3
10 cigars-$.50

=$56.6

$193.40 remains

How much would it cost to get an armored vest.


A true armored vest is an Infernal Device that costs a lot of money, but you could just get a heavy-duty leather vest to add some protection for cheap. Say $35, since it only covers your torso.


As much as I'd love to post Dawson's roll and see the outcome right now, I want to time some things together and get the rest of the party's input. I understand fully if people are busy tomorrow with various celebrations and business in the U.S., at least, so no worries if we don't get moving til Monday, but expect an update from me pretty soon if we hear from people.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

I have pretty much no investment in the card game, so I'm ready to go whenever.


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

Exactly the same. Kinda done roleplaying sitting in a bar.


Well, I also wanted to give you two the option to ask any questions or talk to other passengers if you wanted. But if people are ready to go I could definitely see moving forward tomorrow.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

Is there anyone else in the dining car with us?


Not so much consistently throughout the couple hours that pass in the game--Denise Merritt sticks around for quite a while, of course. But just about every other passenger comes in at least once to get some lunch. There's an opportunity at least to speak with them if you have any questions or you want to know more about them.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Just so I get the picture right in my mind... is the wagon we are in the one uncoupled or the one after ours?


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

One after us I believe. The baggage car just got unhooked.


The train is set up kind of like this...

Train Setup:
  • Engine
  • Coal Car
  • Passenger Car
  • Sleeper Car
  • Passenger Car
  • Dining Car
  • Baggage Car
  • Caboose
The conductor entered the baggage car, and then it was uncoupled, apparently by him. So only that and the caboose are no longer connected.

Unfortunately, yes, the baggage car is where all of your lovely, larger weapons were being kept...


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

so how exactly do I role for soak, is it just a vigor role? and do i still get a plus two from the Benny?


Bennies 2/3 | Wounds 0/3 | Parry 5 | Toughness 5 | Charisma 0 (2 if respect military) | Grit 1 | Pace 6 | Xp 5

In my experience you only get +2 from Bennies, ever, if you have the Elan edge

It's a vigor roll with wild die. Every 4 soaks a wound. If you soak all you aren't even shaken.


Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

Thanks, Much appreciated.


Yep, Cornelius figured it right--Vigor with Wild Die included. Bennies don't add +2 unless you have the Elan Edge, but they're quite useful for turning that Failure into a Raise, or saving you from snake-eyes. Do keep in mind Soaking always requires a Benny, though... which means if you run out of good luck, you're going to get hurt fast.

A couple of out of character notes that belong in here, too. First, some of you may be wondering, although you haven't yet asked, what we're doing about Fate Chips, the Benny subsystem in Deadlands. We'll play that system as it is; I'll generate what kind of chips you each have shortly, and include it once we get into combat so you'll know what's happening by then.

Second, the red sashes do clearly mark these bandits as being in a gang, but what gang? Since none of you are around here, you're going on hearsay and rumors you've heard about the area. A Common Knowledge roll at -1 allows you to identify the red sash as being the mark of the Cowboy gang--and a Raise reminds you they're essentially in control of Cochise County, the region around Tombstone that you've just entered.


Just a random question of no real importance, you know, certainly having nothing to do with who the bandits will want to focus fire on if they happen to see you, of course: Cornelius, you wouldn't happen to be wearing a Confederate officer's uniform or anything obviously denoting you as such, would you?

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