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

Game Master Loup Blanc

Chapter 3: Vengeance Ride


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

Yes, very much so. It's all the clothing I owe, much like a legit 1800s soldier. It's also how I get +2 charisma (for a total +4) with people who respect the Confederacy. Yes, I know it makes me a target.


To respond to Biff's question: Gritty Damage is a potential Setting Rule in the core Savage Worlds book, which is suggested as a decent option for the Stone and a Hard Place campaign, with its overtones of death and grim combat. Basically, every time you take a Wound, you roll on the Injury table as though you were Incapacitated, and then apply the result as a temporary result of the Wound you've suffered. As soon as you heal the Wound, the Injury goes away.

It makes combat a little more dangerous once you've been hit, but it goes both ways--enemy Wild Cards face just as much danger from Wounds as you guys do. It also feels very appropriate for a grimmer campaign set in the Weird West, where every bullet can cripple, or a good punch from a Brit can send someone really reeling.


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

I'm prouder than I should be that I made you spend a benny the first round of combat in the entire game.


Marshal Blanc wrote:

To respond to Biff's question: Gritty Damage is a potential Setting Rule in the core Savage Worlds book, which is suggested as a decent option for the Stone and a Hard Place campaign, with its overtones of death and grim combat. Basically, every time you take a Wound, you roll on the Injury table as though you were Incapacitated, and then apply the result as a temporary result of the Wound you've suffered. As soon as you heal the Wound, the Injury goes away.

It makes combat a little more dangerous once you've been hit, but it goes both ways--enemy Wild Cards face just as much danger from Wounds as you guys do. It also feels very appropriate for a grimmer campaign set in the Weird West, where every bullet can cripple, or a good punch from a Brit can send someone really reeling.

That sounds like it will slow down play considerably and contribute to a horrible death spiral, to be honest.


It may well do just that, Sun. If it looks like that's the way things are going, I'll definitely remove it from the game, because I'd rather things go at a nice pace than ruin the fun for the sake of grit. I do think it'll be neat to try playing it out, though. And although combat is central to Deadlands and the campaign, there are often other ways out as well, or at least ways to stack the odds in your favor. Play smart, and with a little luck, you may never once feel the sting yourselves.

Like I said, though, if it becomes problematic I'm planning to reconsider.


It's worth a shot, yeah.


A final note before I go to sleep, one that I don't believe has been touched on yet: Posting Rates. So far I think we're all doing very well with the speed of the game, keeping things moving at a decent clip; I think most if not all of us are able to check in multiple times throughout the day and post if there's an update to be given, so that's cool. But as we get into combat, I'd like to make sure we keep up the speed at least a little, since that's where PbP tends to get bogged down.

For this game I'll institute a roughly 24-hour policy for combat posting, unless I specify otherwise (like if I know I won't be able to post for a little while). Basically, if about 24 hours pass from when I post saying it's your turn and you haven't replied yet, I'll bot your character (to the best of my ability doing what I think you would, and erring on the side of caution) to keep things going. I don't see this being an issue, since we're all up on things, but in case stuff drops off, that's my plan.

Of course, I know as much as everyone that real life happens, so definitely let me know if you're having trouble or expect you'll not be able to post. I'm forgiving and won't hold it against you, I promise.


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

I didnt consuder there would be two other charismatic folks with persuasive skills - is it okay if I swap Attractive for Command, so folks standing near me get a bonus to Unshake? Also, would that include myself? Maybe down my persuasion to a d4 and up my stealth to a d6, since I haven't really benefitted from persuasion and we have two other talkers. I am thinking of becoming a real battle leader rather than diplomat.


Yeah, I'm okay with rebuilds. I'll let you know when we're hitting the point where I want characters finalized, but seeing as I always give players a free session to tweak characters, no questions asked (other than what they're changing of course), you'll have until the end of this opening adventure.

As for Command, I don't think it applies to you as well, as it's more about your presence being uplifting to others.


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

Fair enough.

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)

Seeing as Eddy packs quite a punch I'm considering swapping two fisted with another edge... because I'm picturing him as someone not that fast, but with a cannon for fistm

If the Marshal gives the ok signal I'll think what I swap it for!


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

Brawler stacks nicely with Martial arts.


Yup! As I said, I'm okay with tweaks and changes to characters throughout the first adventure, even if it would theoretically alter the turn of prior events. We can retcon things into making sense by the time you get to Tombstone.

As Cornelius suggested, Brawler's a nice option that makes your punches pack even more of a wallop. And if you move two skill points into getting a d10 in Fighting, you could Trademark your fist.

EDIT: As a side question for you all to double check, how is my rolling in a spoiler at the end of posts working so far? Are you all able to follow where the numbers and such are coming from? I like to be as transparent as possible when it comes to rolls while GMing, except in certain cases, which I'll either put in a separate spoiler or roll on my own IRL and describe results in the game. Is it working out, or is it more confusing?

For those who might be wondering, I've been spoilering rolls at the end of posts to help keep the actual gameplay recaps on my part fairly descriptive and progressive, rather than being broken up by a bunch of rolls and such. Personally I think it looks nicer and works out better for you guys, but if you're at all confused or concerned let me know. On this and any other issues as well--this game is for you, after all, so if I can make it more fun, let me know.

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'm okay with you rolling at the end of posts, it makes everything cleaner.

Also I've decided about what I asked before and I boosted Fighting to d10 by taking out streetwise and lowering lockpicking to d6, that way I can take Trademark weapon next advance. Oh, and I've taken brawler instead of two fisted for extra punchiness!

All glory to the Queen!


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

Spoiler stuff works for me too. Your posts have been pretty great overall.


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

everything works fine for me, clean and easy to read

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've fixed my post. Now reads shoryuken correctly... godammit, I always mix the two of them. I was a fan of Mr. Byson hehe!


Uhh, hey, Biff, you didn't need to Benny there. A 1 on the skill die won't cause you any trouble, and that wild die roll was good enough to hit the enemy. If you want to edit that post, be my guest.


Ah, I misread it as Snake Eyes. I was posting on my phone and I guess I just glazed over.


No problem. And that snake eyes damage roll is both awful and hilarious, but not a problem--the last of the bandits was just finished off, so you're good. Keep the Benny and hope for better luck.


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'm not a gun person IRL - can someone explain cap and balls vs cartridges to me? What happened to "bullets"?


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

Also, with that one extra gun I've broken capacity - you guys were right in the other thread; Carrying capacity is a b**** in this system.


Redbeard the Scruffy wrote:
I'm not a gun person IRL - can someone explain cap and balls vs cartridges to me? What happened to "bullets"?

Well, the basic difference mechanically is that cap and balls take longer to reload; they all have Reload 2, meaning it takes 2 full actions just to reload your weapon. This is because they work differently than cartridges. Cartridges are the bullets we know and love today; you just slide 'em on in and go to work. Cap and balls are the old style weapons: you have to load the powder (the cap) and the actual bullet (the ball) separately.

And they're not interchangeable, which is worth mentioning.

As for the Peacemaker vs. Colt Army, I don't mind. I'm also fine with you substituting the Colt Army for a LeMat if you want, since the Confederacy planned on making that their standard officer's pistol (and since the war didn't end in Deadlands like it did in real life, that's probably been a much more successful shift). And like I said, don't worry about capacity, really. Unless you're truly wandering in the desert looking to just survive, it feels out of place in a High Western to add in the factor that "Weighed down by his guns, the cowpoke just wasn't much good at doing anything."


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

Okay - well I'll keep cap and ball preloaded, then, and save cartridges for reloading mid-battle.

As for LeMat vs Colt, I don't see the damage for the grapeshot option of the pistol - only the shotgun damage for the rifle. If it's the same damage, then I am all over that and also want to trade my shotgun in the baggage car for a LeMat carbine, so I have the same style with longarm and pistol, and at least my shotgun shells would be universal. I hate carrying 9 different kinds of ammo for all my guns.

If it doesn't have the same kind of shotgun effect with the grapeshot option, I like the Peacemaker, and then after that the Colt, for the fact the Peacemaker is good damage, double action, and has bullets interchangable with the '76 Winchester, or the Army, similar but single action, and interchangable with the Evans Old Model Sporter, which has good AP and a f***ing HUGE bullet capacity.

Without the shotgun option, the LeMat pistol seems overall inferior.


Well, there are a few other differences between ammo for revolvers vs. rifles. Generally speaking they aren't interchangeable, and the Evans Old Model Sporter does have great capacity, but the trade-off is it uses special ammo you can only order from Back East and have shipped out West for you to use.

The LeMat revolver does indeed come with a shotgun option as well, though. That's its schtick, along with having 9 chambers in the cylinder instead of 6. A little less damage on the normal bullet side, but a close-range death machine built right in. It definitely is a nice weapon, one of my personal favorites. No problems with you swapping out both weapons for those, assuming of course you can afford it.

EDIT: Although then, of course, we get into the real-life issue of most weapons getting made with different possible calibers of bullets, so you could purchase a Colt Frontier that's just a Colt SAA chambered for the .44-40 Winchester that Winchester rifles use... For simplicity's sake, it's safer to assume that revolvers and rifles use different kinds of ammunition, even if it's the "same caliber" listed in the book. Carbines a trickier, since some are lengthened revolvers and others are shortened rifles, but I'll do my best to come up with a comprehensive listing at some point.


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

Well...At least the shotgun shells are interchangeable. I'll take the LemMars, both of them, and note IT on my character sheet when I'm slow at work.


The normal rounds for the LeMats are interchangeable as well, since a LeMat carbine is just a revolver with a longer barrel and a detachable stock. Equipped with both, you've got a longer-range and shorter-range option that use the same ammunition.


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

Definitely my choice then


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

Fellow players as a warning from a GM in another game - if your ride skill sucks, don't try mounted combat. You use the lesser of your ride or combat skill, which is a rough penalty if you have, say, a d10 fighting and no ride.

Then there's the -2 penalty for shooting from an unstable platform if the horse isn't standing still and you're doing ranged...


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

Are you serious? I just read your sheets.

I'm the only person in a western game who knows how to ride a horse?!

The native? The cowgirl? Really?

And I'm only a d4....


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

Claire knows how to ride when she's not in a fight. She just hasn't really had to ride under stress that often. It's on the list of skills to pick up with an advance in the near future.


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

I have every intention to have the riding skill, i just don't yet.


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

Yeah...I have a lot of D4 skills because it's cheaper to know a little now and level up later than learn it later.


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I'm a British Infantryman with an unreasonable confidence in his own natural abilities.

Y'all are lucky he didn't try to pull a John Henry and race the train to Tombstone.


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

I would have loved to see that.


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

So, do I get Chasen as a controllable extra, given the circumstances?

If so, what are his stats?


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

I would guess he uses the basic soldier stats, but our Marshal would have to confirm that.


Chasen is essentially an allied extra with you, but for now I'll maintain actual control of him. He essentially does everything you ask, though, as long as it's within reason. I.e., you could order him to check out the noise, and he'll assist you in battle, but he wouldn't do something obviously suicidal or anything like that.


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

Right you are. You using the "roll for extras to level up each scene" or half xp rule?


We'll probably go half XP at least for the time being. Private Chasen really isn't all that great at combat and you're probably better off having him take care of more mundane tasks, but he can help in a fight if you need him to.


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

Well, I mean, an extra isn't supposed to be very competent by if you havent figured out yet, my goal with this guy is Hordemaster, a concept you can much easier pull off with PbP since the usual annoyance - waiting for the player to describe SO MANY people, is not a problem in this format.

The idea is to grab all the leadership and command edges and be all Braveheart-y.


Hmm. That'll definitely have a chance to happen as the game progresses. For now Chasen's more a valet than a combat partner, but I can absolutely see you picking up a retinue and leading your own brigade by the end of the game.


Hey, not sure if you guys knew this already or were waiting on me, but he rest of the party can post in response to being woken up by Chasen, and ask Cornelius what's going on. I'm still recovering from an illness that hit me late last week, so I'm doing my best keeping up with posting here, but that's why I've been a little less active and quick to respond. Definitely planning to get up a post later today, though. Just figured I'd give you all the heads-up on what's happening and let you know you can post.

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)

Dear Marshal, as I've aced the notice and the minimum result of d4 is 1... I'm not a slowpoke who didn't notice, am I?
*Insert bearded british puppy face*


Dear Eddy,
Yeah, you noticed as well. Sorry about that. Like I said, been sick, so not always thinking and noticing things clearly. Thanks for the heads-up, and feel free to respond as well.


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It's so refreshing not being the cautious, keenly observant one for once.


1 person marked this as a favorite.

Against my better judgment, a Benny to Cornelius for that last comment. And a Benny to Biff as well, for the "fighting appendages" post that garnered our love.


Since we've been sleeping, how many power points have I recovered at this point?


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

Aren't hucksters half core wizard rate? So one point for every two hours? There were six of us doing an eight hour shift, I was mid shift, so at least two points I'd imagine, though it's a GM call obviously.

Last time I played Deadlands IRL I made a huckster, pumped Grit as high as I could and did devil deals for every single spell.

Worked surprisingly well.


Hucksters actually recover one point every three hours, but keeping in mind that the last time you used your powers was back during the train fight, before exploration and such... It's fairly late now, so I'll say you've got 3 points back.

Dealing with the Devil for every spell will work for a while if you play it right, but eventually you're bound for trouble. I can definitely see it working well to get to a point where you always deal for weaker spells, because there comes a point when you're almost guaranteed to succeed in getting a point or three, and only actually use your power points for important spells when it counts.

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