Black Powder / Black Magic - DCC (Inactive)

Game Master kdtompos

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

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

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

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



Brimstone's a boom town deep in the Black Hills of dark Dakota Territory, recently connected to the rails and infamous for rising up around the Maw -- a bottomless pit that's opened up in the earth. It's a prime claim for mining Demon Ore and low-life's have been scrambling to get there for just that reason. But where Demon Ore is found, lawlessness, corruption, disease, and volatile supernatural threats run rampant.

But it's a place to get a new start. It's a place to make a name. Most importantly, it's a place to strike it rich -- if you survive it long enough.

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This campaign, if there is enough interest, will be using the DCC (Dungeon Crawl Classics) system. For those unfamiliar with it, there's an intentional old school feel: incredibly open rules, emphasis on player skill and creativity (over character skill), and potentially high lethality.

The game begins with a funnel (you will control several 0-level characters, striving through a meat-grinder to determine which of your fledglings has the grit to make it on the frontier), then opens up to allow you to choose whichever class you wish and pursue the hooks in Brimstone that interest you most.

The standard rules are modified slightly by Stormlord Publishing's Black Powder, Black Magic setting. This is an alternate history of the American West, 1880's, slathered in supernatural horrors, steampunk advancement, and spaghetti western pastiche.

You do not need to own any of these books, as primers will be made available. However, you certainly won't regret owning them, and a deeper understanding of the system always helps (especially for those that pursue the more "crunchy" classes, such as sorcerers).

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This campaign should be high action with the weird factor dialed up pretty high. Rolls are made in the open, so death is a possibility, but it's pretty quick to roll up another lowlife and get back in the fray.

If you're interested, I'll outline the character creation rules below.

  • Make 4 random characters -- rolling for everything but gender and name. You're free to determine those for yourselves.
  • Depending on interest, you likely won't use all 4, but they're there just in case.
  • Write a short paragraph (seriously, I only need like 3 sentences) for each of them - enough to give us both a quick look at what they look like, where they're from, what they're after.

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Personal capacity (hard limit) is 5 players. If we actually exceed that on these forums, then we'll roll with the first 5 to express and maintain interest, assuming we can get characters together in the next week or so.

Any questions? Ask away.


Slightly interested, but never have used the system before.


Brand new to the system? Fantastic! Here's a Quick Start Guide to keep your head above water. It's for the standard setting however, so here's the relevant character creation rules:

  • Roll your ability scores (3d6 in order... no modifications. But if you want to swap two scores, you may do so)
  • Roll 1d30 to define your luck (table in Quick Start Guide)
  • Roll 1d100 for occupation (list below) - this includes weapon and items, which I will relay to you later.
  • Roll 1d20 for token of the past (list below)
  • Roll 1d20 for motivation (list below)
  • Decide alignment (not much of an effect yet). Also decide Ethnicity (There's a TON of options in the west, get as specific or vague as you'd like)
  • Once we're all in, we'll set up the sheets and make sure modifiers, saves, hp, currency, etc. are all set up.

Occupations:

  1. 1 Architect
  2. 2 Artilleryman
  3. 3 Artist
  4. 4 Auctioneer
  5. 5 Baker
  6. 6 Banker
  7. 7 Barber
  8. 8 Barkeep
  9. 9 Blacksmith
  10. 10 Boatman
  11. 11 Book-keeper
  12. 12 Brewer
  13. 13 Bricklayer
  14. 14 Butcher
  15. 15 Cabinet-maker
  16. 16 Carpenter
  17. 17 Carterpush
  18. 18 Cardsharp
  19. 19 Cavalryman
  20. 20 Cavalryman
  21. 21 Cigar-maker
  22. 22 Clerk
  23. 23 Clergyman
  24. 24 Clock-maker
  25. 25 Clothier
  26. 26 Cooper
  27. 27 Coppersmith
  28. 28 Cowpuncher
  29. 29 Dentist
  30. 30 Distiller
  31. 31 Draughtsman
  32. 32 Drover
  33. 33 Druggist
  34. 34 Editor
  35. 35 Engraver
  36. 36 Factory hand
  37. 37 Farmer
  38. 38 Farmer
  39. 39 Farmer
  40. 40 Farrier
  41. 41 Fisherman
  42. 42 Fireman
  43. 43 Gardener
  44. 44 Grocer
  45. 45 Gunsmith
  46. 46 Hatter
  47. 47 Housekeeper
  48. 48 Hunter
  49. 49 Huckster
  50. 50 Infantryman
  51. 51 Infantryman
  52. 52 Infantryman
  53. 53 Innkeeper
  54. 54 Jeweler
  55. 55 Judge
  56. 56 Laborer
  57. 57 Lawyer
  58. 58 Librarian
  59. 59 Livery-stable keeper
  60. 60 Locksmith
  61. 61 Lumberjack
  62. 62 Merchant
  63. 63 Midwife
  64. 64 Miller
  65. 65 Miner
  66. 66 Musician
  67. 67 Paper-hanger
  68. 68 Peddler
  69. 69 Photographer
  70. 70 Physician
  71. 71 Pimp
  72. 72 Plumber
  73. 73 Policeman
  74. 74 Politician
  75. 75 Porter
  76. 76 Potter
  77. 77 Printer
  78. 78 Prison guard
  79. 79 Professor
  80. 80 Quarryman
  81. 81 Railroadman
  82. 82 Saddler
  83. 83 Sawyer
  84. 84 Servant
  85. 85 Shoemaker
  86. 86 Silversmith
  87. 87 Storekeeper
  88. 88 Student
  89. 89 Surveyor
  90. 90 Tailor
  91. 91 Teacher
  92. 92 Teamster
  93. 93 Telegraph operator
  94. 94 Tinsmith
  95. 95 Trapper
  96. 96 Undertaker
  97. 97 Veterinarian
  98. 98 Watch-maker
  99. 99 Weaver
  100. 100 Wainwright


Tokens of the Past:

  1. 1 A small, silver-framed mirror
  2. 2 A silver bullet
  3. 3 Another person's land grant
  4. 4 A wanted poster
  5. 5 A faded photograph
  6. 6 An antler-handled Bowie knife
  7. 7 Jewelry of Sioux origin
  8. 8 A human scalp
  9. 9 The ace of spades with a name written on it
  10. 10 A raven's skull
  11. 11 A bible with blank pages
  12. 12 A very expensive bowler hat
  13. 13 A Union sergeant's stripes
  14. 14 An embarrassing letter
  15. 15 A tin box of pills
  16. 16 A cattle brand
  17. 17 A Convederate flag
  18. 18 A death certificate
  19. 19 A music box
  20. 20 A ticket to the Ford Theater

Motivations for Heading West:

  1. 1 To fulfill an obligation or debt
  2. 2 To find a missing relative
  3. 3 To avoid an obligation or debt
  4. 4 You seek to unravel the mysteries of the universe
  5. 5 To impress a love interest
  6. 6 You are wanted for horse theft
  7. 7 You are wanted for murder
  8. 8 You are wanted for arson
  9. 9 You are wanted for forgery
  10. 10 You are wanted for train robbery
  11. 11 A medium instructed you to fulfill your destiny
  12. 12 You seek revenge
  13. 13 You seek justice
  14. 14 You have crossed a gang
  15. 15 To cure what ails you
  16. 16 You lost a bet
  17. 17 You had a vision
  18. 18 You follow a ghost
  19. 19 A ghost follows you
  20. 20 To escape an abusive relationship (spouse, father, employer, etc.)


This sounds like fun. I'm new to the system too, but I'll dip my toes. Should I imagine deadlands, doomtown weird?

Dude1:

Spoiler:

Strength, 3d6 ⇒ (5, 4, 1) = 10
Agility, 3d6 ⇒ (5, 5, 4) = 14
Stamina, 3d6 ⇒ (4, 2, 1) = 7
Personality, 3d6 ⇒ (2, 5, 1) = 8
Intelligence, 3d6 ⇒ (4, 2, 2) = 8
Luck, 3d6 ⇒ (1, 1, 5) = 7

Define Luck: 1d30 ⇒ 22
Occupation: 1d100 ⇒ 13
Token of the Past: 1d20 ⇒ 7
Motivation: 1d20 ⇒ 16

Dude2:

Spoiler:

Strength, 3d6 ⇒ (2, 5, 5) = 12
Agility, 3d6 ⇒ (1, 2, 6) = 9
Stamina, 3d6 ⇒ (4, 4, 2) = 10
Personality, 3d6 ⇒ (6, 5, 2) = 13
Intelligence, 3d6 ⇒ (4, 3, 2) = 9
Luck, 3d6 ⇒ (1, 4, 4) = 9

Define Luck: 1d30 ⇒ 24
Occupation: 1d100 ⇒ 95
Token of the Past: 1d20 ⇒ 19
Motivation: 1d20 ⇒ 13

Dude3:

Spoiler:

Strength, 3d6 ⇒ (6, 4, 2) = 12
Agility, 3d6 ⇒ (3, 5, 2) = 10
Stamina, 3d6 ⇒ (1, 6, 3) = 10
Personality, 3d6 ⇒ (5, 3, 6) = 14
Intelligence, 3d6 ⇒ (2, 5, 4) = 11
Luck, 3d6 ⇒ (4, 4, 5) = 13

Define Luck: 1d30 ⇒ 17
Occupation: 1d100 ⇒ 48
Token of the Past: 1d20 ⇒ 3
Motivation: 1d20 ⇒ 1

Dude4:

Spoiler:

Strength, 3d6 ⇒ (1, 2, 6) = 9
Agility, 3d6 ⇒ (3, 6, 4) = 13
Stamina, 3d6 ⇒ (1, 6, 2) = 9
Personality, 3d6 ⇒ (6, 3, 1) = 10
Intelligence, 3d6 ⇒ (4, 6, 2) = 12
Luck, 3d6 ⇒ (6, 3, 3) = 12

Define Luck: 1d30 ⇒ 4
Occupation: 1d100 ⇒ 84
Token of the Past: 1d20 ⇒ 16
Motivation: 1d20 ⇒ 19


Alright, let's see what my misfits band of adventurers will be like.

Character 1:
Strength: 3d6 ⇒ (4, 4, 2) = 10
Agility: 3d6 ⇒ (4, 4, 1) = 9
Stamina: 3d6 ⇒ (6, 1, 6) = 13
Personality: 3d6 ⇒ (4, 6, 3) = 13
Intelligence: 3d6 ⇒ (3, 6, 2) = 11
Luck: 3d6 ⇒ (3, 2, 5) = 10

Luck: 1d30 ⇒ 10
Occupation: 1d100 ⇒ 4=Auctioneer
Token: 1d20 ⇒ 17=A Confederate Flag
Motivation: 1d20 ⇒ 11=A Medium instructed you to fulfill your destiny

Character 2:
Strength: 3d6 ⇒ (6, 3, 1) = 10
Agility: 3d6 ⇒ (3, 2, 5) = 10
Stamina: 3d6 ⇒ (2, 3, 2) = 7
Personality: 3d6 ⇒ (2, 4, 4) = 10
Intelligence: 3d6 ⇒ (4, 4, 3) = 11
Luck: 3d6 ⇒ (4, 1, 4) = 9

Luck: 1d30 ⇒ 12
Occupation: 1d100 ⇒ 70=Physician
Token: 1d20 ⇒ 19=Music Box
Motivation: 1d20 ⇒ 4=You seek to unravel the mysteries of the universe

Character 3:
Strength: 3d6 ⇒ (6, 2, 4) = 12
Agility: 3d6 ⇒ (2, 5, 3) = 10
Stamina: 3d6 ⇒ (6, 2, 1) = 9
Personality: 3d6 ⇒ (4, 1, 1) = 6
Intelligence: 3d6 ⇒ (3, 1, 5) = 9
Luck: 3d6 ⇒ (2, 6, 4) = 12

Luck: 1d30 ⇒ 23
Occupation: 1d100 ⇒ 29=Dentist
Token: 1d20 ⇒ 14=An Embarrasing Letter
Motivation: 1d20 ⇒ 15=To cure what ails you

Character 4:
Strength: 3d6 ⇒ (1, 1, 3) = 5
Agility: 3d6 ⇒ (6, 6, 1) = 13
Stamina: 3d6 ⇒ (5, 1, 3) = 9
Personality: 3d6 ⇒ (3, 2, 3) = 8
Intelligence: 3d6 ⇒ (3, 6, 5) = 14
Luck: 3d6 ⇒ (6, 5, 3) = 14

Luck: 1d30 ⇒ 17
Occupation: 1d100 ⇒ 75=Porter
Token: 1d20 ⇒ 2=A Silver Bullet
Motivation: 1d20 ⇒ 15=To cure what ails you


Sounds super cool, I'm so in love with rolling randomly for occupation, not to mention spooky westerns.

First Dude:

Strength: 3d6 ⇒ (3, 5, 3) = 11
Agility: 3d6 ⇒ (5, 4, 5) = 14
Stamina: 3d6 ⇒ (4, 1, 6) = 11
Personality: 3d6 ⇒ (2, 2, 2) = 6
Intelligence: 3d6 ⇒ (2, 3, 4) = 9
Luck: 3d6 ⇒ (1, 4, 3) = 8

Luck: 1d30 ⇒ 17
Occupation: 1d100 ⇒ 14
Token: 1d20 ⇒ 1
Motivation: 1d20 ⇒ 20

Second Dude:

Strength: 3d6 ⇒ (6, 6, 6) = 18
Agility: 3d6 ⇒ (1, 3, 2) = 6
Stamina: 3d6 ⇒ (5, 3, 6) = 14
Personality: 3d6 ⇒ (5, 3, 4) = 12
Intelligence: 3d6 ⇒ (6, 3, 3) = 12
Luck: 3d6 ⇒ (2, 3, 2) = 7

Luck: 1d30 ⇒ 11
Occupation: 1d100 ⇒ 63
Token: 1d20 ⇒ 4
Motivation: 1d20 ⇒ 3

Third Dude:

Strength: 3d6 ⇒ (5, 1, 6) = 12
Agility: 3d6 ⇒ (6, 3, 3) = 12
Stamina: 3d6 ⇒ (1, 5, 2) = 8
Personality: 3d6 ⇒ (3, 1, 2) = 6
Intelligence: 3d6 ⇒ (6, 6, 6) = 18
Luck: 3d6 ⇒ (5, 4, 3) = 12

Luck: 1d30 ⇒ 4
Occupation: 1d100 ⇒ 43
Token: 1d20 ⇒ 5
Motivation: 1d20 ⇒ 8

Fourth Dude:

Strength: 3d6 ⇒ (2, 1, 5) = 8
Agility: 3d6 ⇒ (6, 1, 6) = 13
Stamina: 3d6 ⇒ (6, 5, 3) = 14
Personality: 3d6 ⇒ (4, 2, 6) = 12
Intelligence: 3d6 ⇒ (1, 1, 1) = 3
Luck: 3d6 ⇒ (3, 4, 3) = 10

Luck: 1d30 ⇒ 2
Occupation: 1d100 ⇒ 41
Token: 1d20 ⇒ 4
Motivation: 1d20 ⇒ 5


I won't lie, this sound hella fun. Quickstart rules sound easy enough to learn, with only classes left to check... but I guess that's what the survivors should worry about, not us humbly puppeteers of four poor fellas.

Dude/Dudette 1:

Str: 3d6 ⇒ (4, 2, 4) = 10
Agi: 3d6 ⇒ (5, 4, 6) = 15
End: 3d6 ⇒ (5, 4, 4) = 13
Per: 3d6 ⇒ (5, 6, 4) = 15
Int: 3d6 ⇒ (2, 2, 6) = 10
Luck: 3d6 ⇒ (3, 6, 4) = 13
Agile, tough and charismatic. And lucky to boot.

Luck modifies...: 1d30 ⇒ 17
Lucky Sign: Saving Throws.

Occupation: 1d100 ⇒ 80
Quarryman.

Token of the Past: 1d20 ⇒ 14
Motivation: 1d20 ⇒ 5
With an embarrassing letter and out to impress a love interest? This one writes itself!

Dude/Dudette 2:

Str: 3d6 ⇒ (6, 1, 2) = 9
Agi: 3d6 ⇒ (1, 1, 6) = 8
End: 3d6 ⇒ (4, 2, 2) = 8
Per: 3d6 ⇒ (6, 6, 4) = 16
Int: 3d6 ⇒ (3, 4, 3) = 10
Luck: 3d6 ⇒ (2, 5, 2) = 9
This one's only charismatic... but reaaaally good at that.

Luck modifies...: 1d30 ⇒ 17
Lucky Sing: Saving Throws.

Occupation: 1d100 ⇒ 4
Auctioneer. Now I understand why he or she is so damn charismatic.

Token of the Past: 1d20 ⇒ 15
Motivation: 1d20 ⇒ 3
A tin box of pills and fleeing debts? Someone spent the auction's money before having something to actually auction!

Dude/Dudette 3:

Str: 3d6 ⇒ (5, 2, 4) = 11
Agi: 3d6 ⇒ (3, 3, 6) = 12
End: 3d6 ⇒ (1, 3, 3) = 7
Per: 3d6 ⇒ (6, 5, 5) = 16
Int: 3d6 ⇒ (3, 3, 1) = 7
Luck: 3d6 ⇒ (4, 2, 6) = 12
Is my group going to be the silverest tongues of all West?

Luck modifies...: 1d30 ⇒ 18
Guardian Angel: Saving Throws. Again. This time to escape traps.

Occupation: 1d100 ⇒ 4
Another Auctioneer. Must be the other one's brother.

Token of the Past: 1d20 ⇒ 4
Motivation: 1d20 ⇒ 19
A wanted poster and a pursuing ghost... what did you do, Jack?

Dude/Dudette 4:

Str: 3d6 ⇒ (6, 3, 1) = 10
Agi: 3d6 ⇒ (4, 4, 2) = 10
End: 3d6 ⇒ (5, 3, 1) = 9
Per: 3d6 ⇒ (6, 4, 3) = 13
Int: 3d6 ⇒ (4, 5, 4) = 13
Luck: 3d6 ⇒ (4, 4, 2) = 10
And another charismatic guy, now tith the wits to back it.

Luck modifies...: 1d30 ⇒ 6
Born on the Battlefield: Damage Rolls.

Occupation: 1d100 ⇒ 82
A saddler.

Token of the Past: 1d20 ⇒ 9
Motivation: 1d20 ⇒ 5
An ace of spades with a name on it, out to impress a love interest. I see a pattern here...

Well, I'm happy with what I got but I might play around with swapping two stats so I end with something different from four really charming characters.

I'll return soon!


Okay, I like Westerns, and this sounds pretty neat, even if I'm unfamiliar with the system. And I do like rolling randomly to generate characters... I'll give this a whirl.

Character 1:
Strength: 3d6 ⇒ (1, 2, 4) = 7
Agility: 3d6 ⇒ (2, 1, 2) = 5
Stamina: 3d6 ⇒ (6, 3, 6) = 15
Personality: 3d6 ⇒ (4, 4, 6) = 14
Intelligence: 3d6 ⇒ (6, 3, 2) = 11
Luck: 3d6 ⇒ (5, 4, 1) = 10
Luck Modifies: 1d30 ⇒ 21 Lived through famine: Fortitude saving throws

Occupation: 1d100 ⇒ 69 Photographer
Token of the Past: 1d20 ⇒ 8 A human scalp
Motivation: 1d20 ⇒ 15 To cure what ails you

That's... intriguing. A photographer with a human scalp, moving out West to cure his illness? Maybe I'd shift Agility and Stamina and play a weird take on Doc Holliday.

Character 2:
Strength: 3d6 ⇒ (6, 2, 5) = 13
Agility: 3d6 ⇒ (5, 3, 1) = 9
Stamina: 3d6 ⇒ (1, 3, 4) = 8
Personality: 3d6 ⇒ (5, 3, 2) = 10
Intelligence: 3d6 ⇒ (1, 4, 1) = 6
Luck: 3d6 ⇒ (5, 4, 2) = 11
Luck Modifies: 1d30 ⇒ 4 Raised by wolves: Unarmed attack rolls

Occupation: 1d100 ⇒ 28 Cowpuncher
Token of the Past: 1d20 ⇒ 19 A music box
Motivation: 1d20 ⇒ 5 To impress a love interest

Hmm. An odd one, certainly.

Character 3:
Strength: 3d6 ⇒ (3, 6, 3) = 12
Agility: 3d6 ⇒ (6, 1, 3) = 10
Stamina: 3d6 ⇒ (5, 4, 3) = 12
Personality: 3d6 ⇒ (5, 5, 5) = 15
Intelligence: 3d6 ⇒ (4, 6, 5) = 15
Luck: 3d6 ⇒ (1, 4, 6) = 11
Luck Modifies: 1d30 ⇒ 3 Fortunate date: Missile fire attack rolls

Occupation: 1d100 ⇒ 92 Teamster
Token of the Past: 1d20 ⇒ 7 Jewelry of Sioux origin
Motivation: 1d20 ⇒ 10 Wanted for train robbery

Huh, that's pretty interesting. I could see some neat stuff coming from this.

Character 4:
Strength: 3d6 ⇒ (5, 6, 5) = 16
Agility: 3d6 ⇒ (2, 3, 6) = 11
Stamina: 3d6 ⇒ (6, 3, 3) = 12
Personality: 3d6 ⇒ (1, 5, 2) = 8
Intelligence: 3d6 ⇒ (6, 4, 1) = 11
Luck: 3d6 ⇒ (6, 6, 6) = 18 Oh sh*t
Luck Modifies: 1d30 ⇒ 28 The Broken Star: Fumbles (modifier doubled)

Occupation: 1d100 ⇒ 100 Wainwright
Token of the Past: 1d20 ⇒ 18 A death certificate
Motivation: 1d20 ⇒ 12 You seek revenge

Now here we have a Western character. I don't know how fumbles work, but he's lucky as hell and he's seeking revenge, carrying the death certificate for a lost loved one in hand. He used to be a craftsman, but that life is lost to him now. Oh yeah. I'm feeling this.


Well now, that's our Magnificent Five. Let me grab some lunch and I'll finish the break by outlining the rest for the handful of you brave souls. (I'll also try to conduct a DCC crash course, since it seems that everyone's new to the system. I love that by the way, thanks for trying a new game and rest assured that I don't expect you to have all the rules memorized!)


Y.T., Blue Drake, GypsieMischief, EmissaryOfTheNorth, and Loup Blanc -- let's move it over to the Discussion Thread, and we can let this recruitment thread settle to the murky depths.


This game will be starting up in the Gameplay thread on Monday, February 27th. We could use one more player if there's someone else interested in watching a bunch of cowboys die in a wierd, steampunky west.

Feel free to start rolling up 4 characters if you are interested (info is found at the top of this thread, with further details in the discussion thread).

As always, I welcome questions should they arise.


I am willing to give this a try but I have never played any system but Pathfinder. So if you can be patient if I screw it up...

Guy 1:

Strength, 3d6 ⇒ (4, 2, 1) = 7
Agility, 3d6 ⇒ (6, 2, 4) = 12
Stamina, 3d6 ⇒ (4, 5, 6) = 15
Personality, 3d6 ⇒ (6, 3, 4) = 13
Intelligence, 3d6 ⇒ (3, 2, 4) = 9

Luck, 3d6 ⇒ (2, 5, 6) = 13
Define Luck: 1d30 ⇒ 23=Charmed house: Armor Class
Occupation: 1d100 ⇒ 99=Woodcutter
Token of the Past: 1d20 ⇒ 13= A Union sergeant's stripes
Motivation: 1d20 ⇒ 20= To escape an abusive relationship (spouse, father, employer, etc.)

Guy 2:

Strength, 3d6 ⇒ (3, 6, 2) = 11
Agility, 3d6 ⇒ (4, 4, 1) = 9
Stamina, 3d6 ⇒ (6, 5, 5) = 16
Personality, 3d6 ⇒ (2, 6, 1) = 9
Intelligence, 3d6 ⇒ (6, 4, 6) = 16

Luck, 3d6 ⇒ (4, 1, 1) = 6
Define Luck: 1d30 ⇒ 26=Warrior’s arm: Critical hit tables**
Occupation: 1d100 ⇒ 19=Dwarven blacksmith
Token of the Past: 1d20 ⇒ 13= A Union sergeant's stripes (Two in a row!)
Motivation: 1d20 ⇒ 16=You lost a bet

Guy 3:

Strength, 3d6 ⇒ (4, 5, 5) = 14
Agility, 3d6 ⇒ (3, 5, 4) = 12
Stamina, 3d6 ⇒ (6, 2, 1) = 9
Personality, 3d6 ⇒ (3, 6, 2) = 11
Intelligence, 3d6 ⇒ (6, 4, 5) = 15

Luck, 3d6 ⇒ (2, 2, 6) = 10
Define Luck: 1d30 ⇒ 22=Resisted temptation: Willpower saving throws
Occupation: 1d100 ⇒ 83=Outlaw
Token of the Past: 1d20 ⇒ 5=A faded photograph
Motivation: 1d20 ⇒ 6=You are wanted for horse theft (fitting for an Outlaw)

Guy 4:

Strength, 3d6 ⇒ (3, 5, 6) = 14
Agility, 3d6 ⇒ (1, 6, 5) = 12
Stamina, 3d6 ⇒ (5, 2, 2) = 9
Personality, 3d6 ⇒ (2, 5, 6) = 13
Intelligence, 3d6 ⇒ (2, 3, 2) = 7

Luck, 3d6 ⇒ (2, 6, 4) = 12
Define Luck: 1d30 ⇒ 19=Survived a spider bite: Saving throws against poison
Occupation: 1d100 ⇒ 7=Blacksmith
Token of the Past: 1d20 ⇒ 2=A silver bullet
Motivation: 1d20 ⇒ 15= To cure what ails you

What do you think, GM?


That looks great! I'm really glad you're interested. You should jump over to the discussion thread when you have a chance, write up a quick couple sentences or three for those characters (pick your favorite 3), and you're all set.

I'll get you the info also on their weapons and gear.

As for the rule set, I believe everyone is new to DCC that's playing, so you're in good company. I intend to explain things along the way as well, and have a lot of patience for those learning. Thanks for give by it a chance!


It appears we're another player short, which makes us 3 characters short! (I'll go with the first interest expressed, assuming they're ready and willing.)

If anyone is interested, you may roll up 4 characters as outlined above and pick your favorite three. Roll 1d4 twice for each character as well, taking the highest for HP. (I'll give you the extra info on equipment once you've rolled the occupation.)

Things are just about to get heated in this game, so now would be a perfect time to jump in and lend a hand provided you don't mind joining in media res.


Sounds fun, I'll give this a whirl.

Guy 1:
Strength: 3d6 ⇒ (5, 5, 3) = 13
Agility: 3d6 ⇒ (6, 1, 3) = 10
Stamina: 3d6 ⇒ (2, 3, 3) = 8
Personality: 3d6 ⇒ (5, 2, 1) = 8
Intelligence: 3d6 ⇒ (6, 1, 1) = 8
Luck: 3d6 ⇒ (5, 6, 3) = 14
Define Luck: 1d30 ⇒ 30 Luck smiles on him!
Occupation: 1d100 ⇒ 40 Farrier
Token of the Past: 1d20 ⇒ 19 A Music Box
Motivation: 1d20 ⇒ 5 To impress a love interest
HP: 2d4 ⇒ (3, 3) = 6 3 HP

Guy 2:
Strength: 3d6 ⇒ (5, 3, 6) = 14
Agility: 3d6 ⇒ (5, 5, 4) = 14
Stamina: 3d6 ⇒ (3, 6, 1) = 10
Personality: 3d6 ⇒ (5, 1, 5) = 11
Intelligence: 3d6 ⇒ (4, 6, 4) = 14
Luck: 3d6 ⇒ (3, 5, 5) = 13
Define Luck: 1d30 ⇒ 28 Very lucky, in general
Occupation: 1d100 ⇒ 28 Cow Puncher (????)
Token of the Past: 1d20 ⇒ 20 A Ticket to the Ford Theater
Motivation: 1d20 ⇒ 17 I had a vision
HP: 2d4 ⇒ (1, 3) = 4 3 HP

Guy 3:
Strength: 3d6 ⇒ (4, 6, 1) = 11
Agility: 3d6 ⇒ (6, 1, 6) = 13
Stamina: 3d6 ⇒ (6, 4, 4) = 14
Personality: 3d6 ⇒ (1, 1, 2) = 4
Intelligence: 3d6 ⇒ (6, 5, 4) = 15
Luck: 3d6 ⇒ (5, 3, 6) = 14
Define Luck: 1d30 ⇒ 10 A common target of misfortune
Occupation: 1d100 ⇒ 11 Book-Keeper
Token of the Past: 1d20 ⇒ 8 A Human Scalp
Motivation: 1d20 ⇒ 15 To cure what ails me
HP: 2d4 ⇒ (3, 1) = 4 3 HP

Guy 4:
Strength: 3d6 ⇒ (2, 1, 3) = 6
Agility: 3d6 ⇒ (5, 1, 6) = 12
Stamina: 3d6 ⇒ (1, 1, 5) = 7
Personality: 3d6 ⇒ (4, 5, 2) = 11
Intelligence: 3d6 ⇒ (1, 5, 1) = 7
Luck: 3d6 ⇒ (5, 4, 3) = 12
Define Luck: 1d30 ⇒ 4 Almost as unlucky as it is possible to be
Occupation: 1d100 ⇒ 48 Hunter
Token of the Past: 1d20 ⇒ 19 A Music Box
Motivation: 1d20 ⇒ 4 To solve the mysteries of the universe
HP: 2d4 ⇒ (4, 2) = 6

I'll keep Guys 1, 2, and 3, and drop Guy 4 purely on the basis of how unlucky he is.


Awesome, welcome! Here's your gear:

Farrier - Hammer (1d6), Lucky Horseshoe

Cowpuncher (A cowboy in the vocational sense... everyone in the wild west is kind of a cowboy, but you're the real deal) (Or perhaps they actually punch cows. Blasted bovine bas****s.) - Branding Iron (1d6), 5 lbs. Cured Beef

Book-Keeper - Letter Opener (1d2), Blank Ledgers

Throw some names on those guys/gals (You already did!) and feel free to jump in on the thread:

You may have them in the steerage car where everyone else seems to be, in First Class if you prefer instead, or even the dining car. (If you pick anything other than steerage, you'll need to roll 1d20+Intelligence mod. to see if you spot what's going on as there have been no warnings there yet).

Let me know if you have any questions, and I'll get your posse listed in the game info section sometime this evening or tomorrow!


Once again, we've got an opening for one more player to bring 3 more characters. The PCs are in the thick of it currently, but it's really easy to add in more characters.

So if anyone's interested in trying DCC or this phenomenon known as a 'Funnel', then let's roll up some characters. Instructions are at the top of this thread.

Also, roll 1d4 twice for each character, taking the highest for HP.

After that, you can pick your favorite three and we'll throw you into the game!


*Bump* Still looking for a brave player, willing to send some cowpokes into a meatgrinder.


Sure, I'll give it a try.

Cowpoke 1:
Strength: 3d6 ⇒ (3, 1, 6) = 10
Agility: 3d6 ⇒ (6, 6, 4) = 16
Stamina: 3d6 ⇒ (6, 3, 1) = 10
Personality: 3d6 ⇒ (1, 4, 2) = 7
Intelligence: 3d6 ⇒ (6, 1, 1) = 8
Luck: 3d6 ⇒ (2, 4, 5) = 11

HP 1: 1d4 ⇒ 4
HP 2: 1d4 ⇒ 4

Define Luck: 1d30 ⇒ 17 Lucky sign: Saving throws
Occupation: 1d100 ⇒ 53 Innkeeper
Token of Past: 1d20 ⇒ 9 The ace of spades with a name written on it
Motivation: 1d20 ⇒ 17 You had a vision

A meager innkeeper who believes he is destined for something greater. Uncharismatic and not very bright, but quick on the draw, and has a knack for getting out of sticky situations.

Cowpoke 2:
Strength: 3d6 ⇒ (6, 4, 4) = 14
Agility: 3d6 ⇒ (4, 3, 5) = 12
Stamina: 3d6 ⇒ (1, 1, 3) = 5
Personality: 3d6 ⇒ (3, 3, 6) = 12
Intelligence: 3d6 ⇒ (4, 4, 2) = 10
Luck: 3d6 ⇒ (1, 4, 3) = 8

HP 1: 1d4 ⇒ 1
HP 2: 1d4 ⇒ 2

Define Luck: 1d30 ⇒ 7 Path of the bear: Melee damage rolls
Occupation: 1d100 ⇒ 23 Clergyman
Token of Past: 1d20 ⇒ 12 A very expensive bowler hat
Motivation: 1d20 ⇒ 8 You are wanted for arson

A former priest with a dark past. A man haunted by contradiction and inner turmoil. Can knock some heads in a fistfight, but tires out quickly.

Cowpoke 3:
Strength: 3d6 ⇒ (3, 4, 2) = 9
Agility: 3d6 ⇒ (4, 5, 6) = 15
Stamina: 3d6 ⇒ (4, 3, 1) = 8
Personality: 3d6 ⇒ (5, 4, 6) = 15
Intelligence: 3d6 ⇒ (2, 6, 1) = 9
Luck: 3d6 ⇒ (2, 3, 5) = 10

HP 1: 1d4 ⇒ 1
HP 2: 1d4 ⇒ 1

Define Luck: 1d30 ⇒ 17 Lucky sign: Saving throws
Occupation: 1d100 ⇒ 22 Clerk
Token of Past: 1d20 ⇒ 7 Jewelry of Sioux origin
Motivation: 1d20 ⇒ 5 To impress a love interest

She called him a coward. He will prove her wrong. Agile and charming, but pretty average otherwise.

Cowpoke 4:
Strength: 3d6 ⇒ (4, 6, 5) = 15
Agility: 3d6 ⇒ (4, 6, 2) = 12
Stamina: 3d6 ⇒ (2, 3, 6) = 11
Personality: 3d6 ⇒ (2, 5, 4) = 11
Intelligence: 3d6 ⇒ (5, 2, 2) = 9
Luck: 3d6 ⇒ (1, 5, 5) = 11

HP 1: 1d4 ⇒ 2
HP 2: 1d4 ⇒ 2

Define Luck: 1d30 ⇒ 3 Fortunate date: Missile fire attack rolls
Occupation: 1d100 ⇒ 5 Banker
Token of Past: 1d20 ⇒ 19 A music box
Motivation: 1d20 ⇒ 1 To fulfill an obligation or debt

His wife wanted to see the frontier, but a terminal illness put an end to those plans. Now he feels that it is his duty to bring her ashes west. He can brawl and he can shoot - a well-rounded fella.


Wonderful, Idiot Cube! Here's your gear:

  • Innkeeper - Pocket Pistol (1d6), Incriminating Ledger
  • Clergyman - Brass Candlestick (1d2), Bottle of Red Wine
  • Clerk - Letter Opener (1d2), an Order Pad
  • Banker - Pen (1d2), (1d3) Rolls of 25 silver dollars!

How many rolls?: 1d3 ⇒ 2


Awesome, that's $50, so you're pretty loaded for a starting character! (At least the Banker is.)

If you want to, pick your favorite three, name 'em, and jump in on the thread. Here's your choices with a brief lowdown on what's happening:

First Class Car:
None of the other characters have come up here yet, but a handful of them are heading that direction now. So far, three bandits boarded this car less than a minute ago and caught everyone by surprise. They're demanding everyone's valuables and so far everyone has complied. There's an older gentleman up here though that has the look of one who aims to misbehave (but he's being watched closely because of it). If your three are here, feel free to set some of the scene yourself if you have some ideas.

Steerage Passenger Car:
This is where everyone else currently was. There's been a brief tussle as three bandits tried to board the car, but rather than having the element of surprise they got caught with their own pants down. All three have been killed, though in the process one passenger was wounded (currently in the aisle) and another murdered rather outright (just outside the front door). Two parties seem to have formed out of some of the more daring passengers, with one heading further up the train toward first class and the engine, and the other heading further down the train past freight toward the armored car (where weapons are).

Stow Aways!:
Hell, maybe you didn't have tickets at all! Maybe the three of you snuck into the final freight car and have been laying low waiting until the train stops at Brimstone. Now that the train is stopping however, and you hear gun shots outside, you may feel the urge to risk your cover at the prospect of earning a seat in a car with food and light. (You'd be in the last freight car - with a locked door that leads to the flatbed car, then the armored car at the back).


Looking for 2-3 More Players

Each player would take on 3 characters (randomize 4 characters and drop the one you're least interested in).

The randomization rules are found at the top of the post. Hitpoints are determined by rolling 2d4 and taking the higher of the two.

------------------------------------------

Current Situation

The characters have just endured a train heist that has left them without an engineer. Something has been stolen from the armored car at the back and a posse is forming to go and retrieve it.

All new characters would be assumed to have been on the train already, just in the background. I'll gladly send new players a briefing on details that have been revealed so far as well, so as to be up to date on any occurrences!

If we get 3 more interested players I'll close recruitment again.


I'm interested in joining ya'll.

Character 1:

Strength: 3d6 ⇒ (6, 5, 6) = 17
Agility: 3d6 ⇒ (1, 3, 5) = 9
Stamina: 3d6 ⇒ (4, 2, 5) = 11
Personality: 3d6 ⇒ (5, 5, 4) = 14
Intelligence: 3d6 ⇒ (3, 6, 3) = 12
Luck: 3d6 ⇒ (2, 3, 3) = 8
HP: 2d4 ⇒ (3, 2) = 5

Define your luck: 1d30 ⇒ 7 Path of the bear: Melee damage rolls
Occupation: 1d100 ⇒ 25 Clothier
Token of the past: 1d20 ⇒ 4 A wanted poster
Motivation: 1d20 ⇒ 19 A ghost follows you
This one is running from the ghost of the man in the wanted poster, her late husband.

Character 2:

Strength: 3d6 ⇒ (5, 4, 4) = 13
Agility: 3d6 ⇒ (6, 2, 5) = 13
Stamina: 3d6 ⇒ (2, 2, 1) = 5
Personality: 3d6 ⇒ (1, 2, 5) = 8
Intelligence: 3d6 ⇒ (2, 2, 4) = 8
Luck: 3d6 ⇒ (4, 3, 1) = 8
HP: 2d4 ⇒ (1, 3) = 4

Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Occupation: 1d100 ⇒ 82 Saddler
Token of the past: 1d20 ⇒ 9 The ace of spades with a name written on it
Motivation: 1d20 ⇒ 16 You lost a bet

Character 3:

Strength: 3d6 ⇒ (3, 1, 3) = 7
Agility: 3d6 ⇒ (3, 4, 1) = 8
Stamina: 3d6 ⇒ (2, 5, 5) = 12
Personality: 3d6 ⇒ (4, 2, 2) = 8
Intelligence: 3d6 ⇒ (2, 1, 6) = 9
Luck: 3d6 ⇒ (2, 1, 1) = 4
HP: 2d4 ⇒ (2, 2) = 4

Define your luck: 1d30 ⇒ 3 Fortunate date: Missile fire attack rolls
Occupation: 1d100 ⇒ 1 Architect
Token of the past: 1d20 ⇒ 20 A ticket to the Ford Theater
Motivation: 1d20 ⇒ 5 To impress a love interest

Character 4:

Strength: 3d6 ⇒ (3, 5, 2) = 10
Agility: 3d6 ⇒ (6, 4, 4) = 14
Stamina: 3d6 ⇒ (5, 5, 2) = 12
Personality: 3d6 ⇒ (5, 2, 6) = 13
Intelligence: 3d6 ⇒ (3, 1, 4) = 8
Luck: 3d6 ⇒ (2, 3, 2) = 7
HP: 2d4 ⇒ (1, 1) = 2

Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Occupation: 1d100 ⇒ 46 Hatter
Token of the past: 1d20 ⇒ 19 A music box
Motivation: 1d20 ⇒ 2 To find a missing relative
Heading out to Brimstone to find her sister. The music box belonged to her mother.


Welcome welcome!


Fantastic, welcome! I'll get you the info on those occupations' armaments, then you can pick your three on we'll pull ya right in!


Awesome. Thanks


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

Character 2
Saddler - Awl (1d3), and a Fine Saddle

Character 3
Architect - Metal Square (1d2), and Blueprints for a Saloon

Character 4
Hatter - Shears (1d2), a Very Fine Victorian Hat

*At this point there are several firearms available, so most are past the point of being stuck with occupational weapons as their go-to. However, melee may still happen, and sometimes ammo runs out.

----------------------------------

There is still room for one or two more players for the funnel, should any more interested prospectors stumble upon this!


xxxx:

Strength: 3d6 ⇒ (4, 2, 2) = 8
Agility: 3d6 ⇒ (2, 5, 2) = 9
Personality: 3d6 ⇒ (6, 2, 1) = 9
Intelligence: 3d6 ⇒ (5, 4, 6) = 15
Luck: 3d6 ⇒ (1, 4, 6) = 11
HP: 2d4 ⇒ (2, 3) = 5

Define your luck: 1d30 ⇒ 5
Occupation: 1d100 ⇒ 64
Token of the past: 1d20 ⇒ 15
Motivation: 1d20 ⇒ 20

Henry Weaver the Weaver:

Strength: 3d6 ⇒ (1, 5, 6) = 12
Agility: 3d6 ⇒ (5, 1, 2) = 8
Personality: 3d6 ⇒ (3, 6, 6) = 15
Intelligence: 3d6 ⇒ (5, 1, 5) = 11
Luck: 3d6 ⇒ (2, 3, 4) = 9
HP: 2d4 ⇒ (3, 3) = 6

Define your luck: 1d30 ⇒ 26
Occupation: 1d100 ⇒ 99
Token of the past: 1d20 ⇒ 16
Motivation: 1d20 ⇒ 1

Judge Cartwright:

Strength: 3d6 ⇒ (6, 3, 3) = 12
Agility: 3d6 ⇒ (6, 3, 5) = 14
Personality: 3d6 ⇒ (1, 6, 6) = 13
Intelligence: 3d6 ⇒ (2, 1, 6) = 9
Luck: 3d6 ⇒ (1, 1, 5) = 7
HP: 2d4 ⇒ (4, 2) = 6

Define your luck: 1d30 ⇒ 15
Occupation: 1d100 ⇒ 55
Token of the past: 1d20 ⇒ 18
Motivation: 1d20 ⇒ 7

Ronnie Milsap the Surveyor:

Strength: 3d6 ⇒ (1, 6, 3) = 10
Agility: 3d6 ⇒ (6, 1, 2) = 9
Personality: 3d6 ⇒ (6, 4, 2) = 12
Intelligence: 3d6 ⇒ (6, 5, 5) = 16
Luck: 3d6 ⇒ (4, 2, 6) = 12
HP: 2d4 ⇒ (3, 4) = 7

Define your luck: 1d30 ⇒ 2
Occupation: 1d100 ⇒ 89
Token of the past: 1d20 ⇒ 3
Motivation: 1d20 ⇒ 2


stamina for Henry: 3d6 ⇒ (6, 6, 4) = 16
stamina for Judge: 3d6 ⇒ (2, 5, 6) = 13
stamina for Ronnie: 3d6 ⇒ (6, 5, 4) = 15

Henry:

Strength: 12 +0
Stamina: 16 +2
Agility: 15 +1
Personality: 8 -1
Intelligence: 11 +0
Luck:9 +0
HP: 5
Switching Personality and Agility

Judge:

Judge Cartwright

Strength:12 +0
Stamina: 13 +1
Agility: 14 +1
Personality: 13 +1
Intelligence: 9 +0
Luck: 7 -1
HP: 5

Ronnie:

Ronnie Milsap the Surveyor:

Strength: 10 +0
Stamina: 15 +1
Agility: 9 +0
Personality: 12 +0
Intelligence: 16 +2
Luck: 12 +0
HP: 4


Ronnies HP should be 5 as well.


Yep! Those were incredible stamina rolls!

Everyone's character stats should be listed under the campaign info tab. I'm not tracking your equipment though, as I'm hoping each of you can track your three characters rather than me tracking 12-15. No one has much now anyway.


GM Mogthrasir you recruiting any more people for this game? I just got the PDF's and love DCC game looks really interesting and trying to find a game.


Nethru: Indeed! I seem to have players continuing to go silent. I get that's a PbP thing, but I'm starting to wonder if it's personal. If you want to roll up 4 characters though (then pick the 3 you like best), it appears we'll have some openings.


Awesome!

I'll go with #1, 2, 3 as my characters.

#1 = Xing Shi (Oriental woman who lost her way to the states)
#2 - Big Arms Bret (Man looking to make his name as a prospector in Brimstone)
#3 - Little Buck (Wanabe gambler)

These cool?

Character 1:

Strength: 3d6 ⇒ (6, 4, 1) = 11
Agility: 3d6 ⇒ (6, 1, 6) = 13
Stamina: 3d6 ⇒ (6, 2, 2) = 10
Personality: 3d6 ⇒ (1, 3, 1) = 5
Intelligence: 3d6 ⇒ (3, 3, 1) = 7
Luck: 3d6 ⇒ (5, 2, 4) = 11
HP: 2d4 ⇒ (1, 2) = 3

Define your luck: 1d30 ⇒ 4 Raised by wolves: Unarmed attack rolls
Occupation: 1d100 ⇒ 82 Saddler, awl (1d3), fine saddle
Token of the past: 1d20 ⇒ 16 A cattle brand
Motivation: 1d20 ⇒ 16 You lost a bet

Character 2:

Strength: 3d6 ⇒ (4, 4, 3) = 11
Agility: 3d6 ⇒ (5, 5, 4) = 14
Stamina: 3d6 ⇒ (6, 3, 4) = 13
Personality: 3d6 ⇒ (4, 6, 4) = 14
Intelligence: 3d6 ⇒ (5, 3, 3) = 11
Luck: 3d6 ⇒ (2, 6, 5) = 13
HP: 2d4 ⇒ (3, 1) = 4

Define your luck: 1d30 ⇒ 26 Warrior’s arm: Critical hit tables
Occupation: 1d100 ⇒ 35 Engraver, chisel (1d2), a blank bronze plaque
Token of the past: 1d20 ⇒ 12 A very expensive bowler hat
Motivation: 1d20 ⇒ 6 You are wanted for horse theft

Character 3:

Strength: 3d6 ⇒ (2, 6, 6) = 14
Agility: 3d6 ⇒ (3, 3, 6) = 12
Stamina: 3d6 ⇒ (2, 5, 2) = 9
Personality: 3d6 ⇒ (3, 3, 1) = 7
Intelligence: 3d6 ⇒ (4, 4, 5) = 13
Luck: 3d6 ⇒ (3, 4, 2) = 9
HP: 2d4 ⇒ (3, 1) = 4

Define your luck: 1d30 ⇒ 6 Born on the battlefield: Damage rolls
Occupation: 1d100 ⇒ 1 Architect, metal square (1d2), blueprints for a saloon
Token of the past: 1d20 ⇒ 8 A human scalp
Motivation: 1d20 ⇒ 11 medium instructed you to fulfill your destiny

Character 4:

Strength: 3d6 ⇒ (4, 2, 4) = 10
Agility: 3d6 ⇒ (3, 1, 3) = 7
Stamina: 3d6 ⇒ (2, 5, 2) = 9
Personality: 3d6 ⇒ (1, 1, 5) = 7
Intelligence: 3d6 ⇒ (1, 4, 5) = 10
Luck: 3d6 ⇒ (4, 3, 5) = 12
HP: 2d4 ⇒ (4, 2) = 6

Define your luck: 1d30 ⇒ 21 Lived through famine: Fortitude saving throws
Occupation: 1d100 ⇒ 25 Clothier, shears (1d2), set of fine clothes
Token of the past: 1d20 ⇒ 9 The ace of spades with a name written on it
Motivation: 1d20 ⇒ 12 You seek revenge


Sorry forgot 0 level chars use their occupation as class sorta. Switched them up a bit.

#1 - Big Arm Bret - American Engraver
#2 - Xing Shi - Asian Saddler
#3 - Little Buck - American Architect

Nethru's Posse:

Big Arm Bret - American Saddler - 2 HP
Str 11, Agi 13(+1), Sta 10, Per 5(-2), Int 7(-1), Luc 11.
Ref +1, Fort 0, Will -2

Xing Shi - Asian Engraver - 4 HP
Str 11, Agi 14(+1), Sta 13(+1), Per 14(+1), Int 11, Luc 13(+1)
Ref +1, Fort +1, Will +1

Little Buck - American Architect - 3 HP
Str 14(+1), Agi 12, Sta 9, Per 7(-1), Int 13(+1), Luc 9
Ref 0, Fort 0, Will -1


That looks great! Welcome aboard.

If you want to read through and catch up, that's great. If not, I will write out a synopsis for ya that hits the high points.

Right now the posse is returning to the train incredibly late at night (early morning to be more precise). Your characters were likely back at the stopped train either keeping watch or resting while waiting for the others to return.

The others left to follow some bandits the robbed the train--absconding with a large safe and a prisoner (to help them get into the safe). The prisoner was the only remaining engineer, so unless someone else wanted to try their hand at operating the train, he became necessary.

The posse returns with the backup engineer (Gideon), but no safe.
There were no deaths, which is fantastic, but Mr. James who led them out there was not part of the group that returned.


Sounds good thanks! Looks like your taking a break for the weekend and will continue with the posting come Monday?


Yeah, I'm typically not very reliable on weekends, and the wife is out of town tomorrow (so I'm even less free). You're welcome to jump in, as everyone's coming back to the train; but there aren't many hooks to go off of yet.

It's incredibly late/early and dark, and the posse made it back with the rescued hostage, but short the man in black with all the guns.


Do the characters start with any other starting gear or just what the occupation gave. I didn't roll for the money do I do that as well and buy whatever I can with it to start?

Thanks again!


Sorry for the delay, Nethru. You can roll for money now, certainly. It's 5d12 pennies, which isn't much. So you'll have that money, the clothes on your back, your occupational weapon, your other occupational item, and your token from the past.

The posse has picked up quite a few firearms and ammunition, luckily, so I wouldn't worry about being stuck with your occupational weapons anymore. But you won't be able to purchase stuff, most likely, until Brimstone.

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