WR PATRIOT, Inc.

Game Master ZenFox42

Vampires, Zombies, Werewolves and Apple Pie – A Savage Worlds Adventure.

CURRENT MAP


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Here's some info on cold iron taken straight from the SW Horror Companion.

Cold iron is iron that has not been heated in a forge before it is worked. As such, it contains no carbon and is therefore pure, but also brittle. Cold iron melee weapons cost twice as much as normal and shatter if the wielder rolls a 1 on his Fighting die.


Male Human

Wow! So basically if you have a cold iron weapon, you're spending a lot of Bennies to keep it from shattering (16% of every ATTEMPT to hit on a d6, 12% on a d8, 10% on a d10). That's harsh!

Since John has low Fighting and low Strength, I was going to ask about cold-iron bullets. Perhaps Patriot can supply some? Or would they shatter from being fired?

Note to self : also buy a clip of silver bullets...


Male Human

Ray, how do you want to handle in-melee Skill rolls (Notice and Knowledge, mostly)?

Technically they're a normal Action, which would impose a multi-action penalty (MAP) to anything else we do that round.

I can see Knowledge rolls not taking any "time", since you know it or you don't.

Do you think that trying to notice something in the heat of battle takes enough time and effort that it makes it harder to do another action (MAP), or are your eyes sweeping over the scene all the time, and you either notice it or not (no MAP)?

(Also asking for future reference WRT Keltica...)


Male Human

Ray - actually I'm going to PM you one of the questions.

But, why was Nate's Agility roll of 5 not a Success? That would leave him Shaken-less, Wound-less, and able to act this round.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

It was an opposed roll.

Volley of Spines: As an action, a spined demon may launch a volley of sharp spines in a cone template. Everyone under the template must make an opposed Agility vs. Shooting roll or suffer 2d6 damage.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Oh, and, yes, I'm cool with using a Benny on a snake eyes. If this game was gritty horror, like say a Call of Cthulu, then I wouldn't. But I had always intended this game to feel more like a Buffy or a Supernatural.

For instance, I had you guys roll a spirit check because this is the first Spined Demon you've ever encountered. If the next room had like 3 of them, I wouldn't ask for that check again. At that point, you'd be free to roll your eyes and go, "Not these guys again."

I'm also not using Sanity or gritty damage rules.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Notice: I meant to answer this yesterday, but forgot. Sorry.

I kind of make a distinction between spot and search. This goes back to my 3.5 days, and it's pretty ingrained. So actively looking for something on your turn would indeed be considered an Action and cause the dreaded MAP (multi-action penalty).

But usually I use Notice Rolls in combat for flavor. I generally don't assign a mechanical benefit to them for that reason as well. I find its a good way to heighten tension. If you make the check, you're aware of something creepy. If you don't, then you (as a player) know that you're missing something.

-Posted with Wayfinder


Ray wrote:
...make an Agility check versus the shooting result above

Wow. In the last week, I have missed key little phrases like this in sentences many, MANY times! "What a drag it is getting old..."


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Happens to the best of us, John.

For those with wounds don't forget to subtract the penalty from all your trait rolls next round.

-Posted with Wayfinder


Bennies: 3/3 | Wounds: 0
Rasp the Rogue wrote:
I kind of make a distinction between spot and search. This goes back to my 3.5 days, and it's pretty ingrained.

While I approve of Pathfinder's attempt to consolidate skills, some of their "distilling" always felt wrong to me. Spot and Search, for example. To my mind, those are two distinctly different things and it never felt right lumping together.

Spotting is essentially "noticing": you catch something out of the corner of your eye, or a glint over there draws your attention, or you spot the slight unevenness in the floor that clues you in to a hidden trap.

Searching, on the other hand, is an intentional, focused act... and that has more to do with knowing HOW and WHERE things might be hidden (e.g. a hollowed-out book in the bookcase, a candlestick to be pulled in order to open a hidden door, etc.)

Or just ransacking, if you want to get brutal about it and just toss the room. But it's not the same thing as "noticing" to my mind.

So I have no issue at all with your penchant for drawing a distinction. Carry on.


Male Human

...and that's why I've split out "searching" from SW's Notice into Investigate - it's a more specialized skill. Like Nate said, knowing HOW and WHERE is different than just seeing. And since everyone has Notice, that just makes searching too easy.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I've been thinking about cold iron bullets since you guys mentioned it. I didn't find any prices for them in the horror companion.

But if someone can make silver bullets it stands to reason someone could make cold iron ones. So let's say that cold iron bullets are double the cost of traditional ammunition. And have -1 to AP due to their brittle nature. And they cause gun jams on a snake eyes.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Hey, guys. When we wrap this up. I was thinking of doing a 3 month time skip. Part of that would include having you guys go from novice to seasoned (4 advances).

So assuming that you want to keep playing, would this be okay with you guys? Also would you like to bring in some new blood?

-Posted with Wayfinder


Bennies: 3/3 | Wounds: 0

I'm cool with either/both.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Both of these plans sound fine to me. Having some advances would be useful for rounding out characters and getting a little stronger, and having new blood would be nice as well.


Male Human

Sure, no problem! It might take me a little bit of time to figure out...actually, isn't it just 3 advances from Novice to Seasoned?...just because I tend to "research" each advance. But I'm just talking a couple of (real-time) days to do that.

Also, if we do that, I'd like to know how much we're going to be paid (total) for whatever missions we do, and what *special* items PATRIOT might be able to equip us with. Things that an average citizen couldn't buy, like grenades and (semi)automatic weapons, but also any "cutting edge" equipment or items that specifically deal with the kinds of monsters that are showing up. That's where I feel we're hurting, is our limited amount of starting gear.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I haven't quite figured out the money yet, but it'll be significant enough to grab some better gear.

An advance happens every 5 XP. So you would get one at 5, 10, 15, and 20. And at 20 points you're considered seasoned.

-Posted with Wayfinder


Male Human

Ok, got it. It's 3 advances *while* Novice, then 4 Advances *while* Seasoned, etc. I knew Novice was some kind of exception, but couldn't remember the details.

Also (planning ahead), do you have any house-rules for advancements?


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

No. No house rules I can think of.

I want to play as close to RAW as we can. I'm using this game as a means to better learn the system for my home games. My first experience with a Savage Worlds game was a short but incredibly fun Weird War 2 game on the Russian Front. It was basically Enemy at the Grates meets Hellboy and a lot of fun.

Since then I've become a bit of an evangelist for this system. I even convinced a friend of mine to switch to Savage Worlds from the Saga System for her Star Wars game. And she is much happier for it.

In my mind it has already replaced D20 Modern and GURPS. I love it.

-Posted with Wayfinder


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

I am a big fan of the system for the purposes of running any kind of modern-esque game. Really from a Deadlands setting onward, it works better than anything else, because I feel like modern games need class-less systems, and GURPS is... well, it's GURPS.

I'm thinking the advances will just make Gavril better at doing what Gavril does: punch things good.


Male Human

I really like SW as well, and probably won't ever play a new PF game again (altho maybe I could tolerate a PbP with good people...).

I'm finding SW ok for the sword-and-magic fantasy genre as well, so far. And if the gear is done right, it should be able to handle games in the far-future as well...


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I'm playing in a Star Wars game with Savage Worlds right now. So far SW has handled everything we needed without much of a problem. Granted, calling Star Wars sci-fi is dubious at best. But the trappings are there. I'm actually looking forward to The Last Parsec.

-Posted with Wayfinder


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

So here's an interesting and somewhat silly question: Could Gavril take the Trademark Weapon Edge and apply it to his fists?

"I call this one Boomer, and this one... also Boomer!"


Bennies: 3/3 | Wounds: 0

"Hi. I'm Gavril, this is my fist Boomer, and this is my other fist Boomer."


From the SW boards, and one of its developers : "A GM could allow that to apply to unarmed attacks with ONE specific hand (right or left) if he wished. As usual to gain another weapon (or hand in this case) would require taking the Edge separately."

So it's the GM's call, but it would be one fist per Edge.

So if you don't take two Edges...Boomer and Baby Boomer? :)


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I'm okay with you naming your fist as your Trademark Weapon. You know, I have to say, I'm really thrilled to see that unarmed combat is a genuinely serviceable option in SW.

-Posted with Wayfinder


Male Human

Me, too!

Ray, sending a PM your way...


Male Human

ALL - this may be obvious to those who have played SW before, but I just wanted to point out an epifany...epepheny...insight I just had about our leveling up : your last advancement can be a *Seasoned* thing (Edge, Power, etc.)!


Male Human

Huh - once I figured out what direction I wanted to move John in, the advancements just fell into place.

Ray, just wanted to run this by you to make sure I'm doing everything right

1 : Agility = d4 to d6
2 : Shooting = d6 to d8
3 : Trademark Weapon (+1 with THAT weapon, *probably* the Glock, will confirm later)
4 : Marksman (+2 this round if no movement)


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

I think I've got Gavril's advances worked out as well...

1: Vigor increase (d6 to d8)
2: Fighting increase (d8 to d10)
3: Trademark Weapon edge (fist)
4: Parry edge

This'll give the big guy a little more Toughness and increase his Parry up to 8, both of which will contribute to him staying alive. Would've loved to work in a Strength increase and the Nerves of Steel edge, but those are things to look forward to in the future, I suppose.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Guys, I've decided to give everybody a single magic item for free. Don't worry about the mechanics. Just tell me what you would like to have and I'll take care of the rest.

-Posted with Wayfinder


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Could I just have something to give me the armor benefits of a Kevlar Vest or some such without having to wear a Kevlar Vest or some such?

I just dislike the idea of Gavril walking around in SWAT gear, you know?


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

One amulet of protection (+2 armor bonus ) coming right up.

-Posted with Wayfinder


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

I'll upgrade Arlo tomorrow, and try to come up with an appropriate magic item. Got to decide which direction he's headed first.


Male Human

Ring of Wishes, please (in SW, items automatically recharge!).

Knowing the mechanics, I do want to ask : ANY Power? Only Novice Powers? Could it provide me with an Edge? Only Novice Edges? Or any effect I can think of, regardless if there's a Power or Edge to cover it?

Will get a more serious answer back to you in a day or so...

From something completely different, I'm curious - what do you do on an Arcane/Magic critical failure roll?


Male Human

Just off the top of my head, to get a sense of scale, which of these would you allow as possible effects :

Powers : Armor, Damage Field, Darksight, Fly, Quickness, Smite, Teleport, Wall-Walker

Edges : Quick Draw, Dodge, Rock&Roll, No Mercy, Fleet-footed


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Well, here's an example of what I was thinking about.

The Dragon's Breath Zippo

This Zippo lighter was the personal effect of a US Army Chaplain during World War 2 and has the words "To my loving son," engraved on one side and a celtic cross on the other. It was evidently used to kill opportunistic vampires in France.

The zippo functions as a Wand of Fire Burst (arcane roll d8, 10 PP).

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I will put the kibosh on Fly and Teleport though. But the others seem okay at first glance. Granted, I reserve the right to change my mind later.

-Posted with Wayfinder


Male Human

Would you like to see just how badly Quickness can be abused? :)


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Trying to update, but Hero Lab is doing something wonky. Will try to have resolved by tomorrow. As far as Magic Items, Arlo would love to have an ancient Tome that he discovered somewhere, that let's him make Knowledge checks with a bonus... even untrained. Just a book of esoteric knowledge about everything.


Male Human

Ordinary items :

On self (added to fanny pack) : Good gloves (thin, good grip, easy to put on). Whistle, safety pins, super-glue, button compass, box of ammo, coil of wire, handkerchiefs, metal mirror, magnifying glass, flare, pepper spray.

In car : crowbar, shovel, hatchet, duct tape, flares

I figure $100 for the above?

Taser - $50 (from searching the web)
Spare Glock - $200
Uzi (if available from PATRIOT) - $300
Clip of silver and cold iron bullets – PRICE?

That's $650 excluding the special bullets.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Cold iron will have the same cost as Silver Bullets. In other words $10 more per 50 units of ammunition.

Also, I just put up a recruitment thread for this game. It can be found here.

-Posted with Wayfinder


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I'm checking in with a character to join this group. Click on the profile to get the particulars and brief background story. Seemed like the group was a little thick with testosterone, so Faith is in the mold of characters like Kate Beckett, Dani Reese (Life), Sameen Shaw (Person of Interest). She's an ex-cop PI who specializes in weird cases. She's been successful enough of late to draw Maggie's attention and invitation to join. She has no paranormal abilities, being mostly a good fighter and shooter, with enough other skills to be capable in other aspects of investigations. She's new to the paranormal world, so I haven't given her knowledge(Occult), but she's got some computer skills to contribute and generally looks stuff up when she needs to learn more.

I ran this same character in a GURPS campaign with a paranormal theme, so it occurred to me to resurrect her (so to speak). ZenFox42 (JohnSmith42) ran in that campaign with me years ago. Hope to have some fun with you all. Let me know if there's anything you have questions about. I'm still tweaking her profile and numbers as I think of things. I'll write some short narratives for her contribution to the round-robin of interim experiences as suggested by the GM.

@GM: You assigned everyone a particular theme to explore. Let me know if you have one you'd like to see for Faith; otherwise, I'll just narrate the experience that moved her to get into the paranormal investigation racket. Also, does Faith get a magic item too? If so, she'd like something special to her Katana, maybe the ability to hit ghosts and ethereal types.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Arlo should get up his interlude tonight or tomorrow.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Hi Faith. Welcome to the game. Since Arlo is also an ex-cop, perhaps we've got some pre-game connection???


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

@Arlo: Thanks for the welcome. Faith was not a cop for very long, but it would have been a few years back in the Glendale Police Department (Southern California, just north of Hollywood and L.A.). More likely than serving together is that you would have heard about her through the PD grapevine.

Cop kills unarmed teenage kid. Media creates a stink. Outrage on social media for a time. The main thing that saved her from criminal charges were the strange scratch marks on her arms from fighting the beast off, plus some of her DNA under the fingernails of the teen.

Her kill was deemed a non-criminal homicide but to save face, the GPD busted down to beat cop. She quit and became a PI, working cases mostly in the SW U.S. I'll tell the story in more detail soon, but see her profile for background so far. If you want to suggest a connection, I'm open.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I've tweaked the character about as much as I'm likely to, unless I think of some minor piece of gear to get or change. Feel free to look at her profile to get a sense of what she's good at. For convenience, here is a rough summary of how she compare to the characters already active in the campaign:

Agility: more agile than anyone (which she'll rub in your faces from time to time)
Smarts: Less than Arlo and John, better than Gavril.
Spirit: same as everyone else except less than John (but she has the Brave edge which adds +2 to her fear checks)
Strength: Same as Nate and Gavril, better then the rest.
Vigor: same as the rest
Charisma: Better than everyone (attractive edge)
Pace: Same as the rest
Parry: same as Gavril and John, better than rest
Toughness: About the same as everyone except Gavril.

Skills:
Better than rest in the following skills: Boating, Climbing, Driving, Investigation, Knowledge (Computers), Persuasion, and Taunt.

Worse than rest at notice.

Fighting: Same as Gavril, better then rest.
Shooting: Same as Nate, better than rest.
Healing: Same as Nate, better than rest.
Knowledge (Occult): has no skill points in this.
Repair: not as good as Gavril, better than rest.
Stealth: as good as Arlo, better than rest.
Streetwise: not as good as Gavril, but better than rest.
Intimidation: Same as John, worse than rest.

Gear: She's fairly well equipped with weapons and investigation tools, plus has a medical kit.

Vehicle: She has a muscle car and is very good at driving, so she'll be the driver of choice if we get into a chase.


Female Ex-cop Investigator Fast/Smart 1 + Fast/Charismatic 1 | HP 19/19 AC 21 Perception 5 Init +4 | F +3 R + 6 W + 2 | Action points 8/10 Portrait

I lied. Reading through the rules on drowning hazards, I decided it would be ironic if a professional athlete such as Faith should drown because she doesn't have a die in the swimming skill. So I eliminated the d4 for Stealth and Repair and added a d6 in swimming.


Experiment S83 (Ring of Quickness)

This ring was a side-effect of the failed Soliloquy Experiment, which meant to bind Demons through technology rather than magic. The experiment was meant to bind the powers of an upper echelon demon, but succeeded only in ripping a rift in time and space which inadvertently caused the small Big Band Swing Revival of the early aughts, as well as a massive forest fire in Colorado. The demon was eventually destroyed but not without a few incidental trinkets created along the way.

This ring is one such result, containing a mere fraction of the power of the demon.

10PP, Cost of 4PP to activate as an action. Duration 3 rounds with 2PP per round to continue. No rolls required, as such there is no possibility for a Raise.


Faith and John, You guys get 1 Adventure Card. Think of this as the Ultimate Benny. You have it until you use it. No need to worry about losing it. However, once used you cannot recover it.

This card can be used in the following manner.

-- Replace any single roll as a Success with a Raise. This includes critical failures.

-- Call in a Deux ex Machina favor from Maggie. This can change the plot entirely, if you need it to.

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