Exploring the Savage World of Keltica

Game Master ZenFox42

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

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I assume it is a group decision as to wether we accept the offer or haggle? Personally, K'don is happy to accept the offer.


I would say if no one offers to haggle (by say late Monday), then the deal is done.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
ZenFox42 wrote:
I *so* wanted to call the owner "Acme" based on what K'Don had said earlier, but didn't know if that'd be too over-the-top.

I half expected to see a coyote-headed Kitsune in trying to buy some anvils and large springs.


Can I assume that K'don is local. If so, how do I determine if I can tell if the gems Arabella is looking for can be found here.


K'Don, you have lived all your life on Keltica (as the outsiders call it), and wandered all over it.

You've only ever heard rumors of rocks-that-glow, and they are said to be found only on the Kragmar mountain range deep in the middle of the continent.


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

I'm okay contributing my part of the pay. So 688 total for 137.6 silvers for everybody.

Can I say that I like that we're using silvers. It makes me think about Jade Empire. Loved that game. Really wish they'd make a sequel.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

What is the official resource for determining the cost of items we may want to buy? Savage Worlds Deluxe has some tables but it's not clear if the prices are scaled to present day economy or what. Should we just list the things we are interested in buying and let the GM give us the prices?

If we are going to be traveling cross country in the wilderness, will we need to keep track of things like rations and water?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

If we were playing around a table, I'd be interested in roleplaying some experiments with Connor and WindDancer to try to determine some things about how they communicate and how intelligent WindDancer is. I'd also be interested in seeing if we could communicate to WindDancer the question of whether she caused the windstorm at the fight and if she can/will do it for us again. I'd also like to hear K'Don's story.

Since this is PBP, I'm not sure how much of this we can manage, so I'll leave it for the GM and the other players to indicate what they would like to do about this. Perhaps it would save time to let Connor and WindDancer summarize what we might learn from such experiments and let K'Don narrate the things he would tell us about himself (in the Gameplay board, I assume).


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

I'm never one to turn down a roleplay opportunity, but I'm okay with however the majority wants to handle it. Or GM fiat. :op


Arabella Stormworth-Darling wrote:

If we were playing around a table, I'd be interested in roleplaying some experiments with Connor and WindDancer to try to determine some things about how they communicate and how intelligent WindDancer is. I'd also be interested in seeing if we could communicate to WindDancer the question of whether she caused the windstorm at the fight and if she can/will do it for us again. I'd also like to hear K'Don's story.

Since this is PBP, I'm not sure how much of this we can manage, so I'll leave it for the GM and the other players to indicate what they would like to do about this. Perhaps it would save time to let Connor and WindDancer summarize what we might learn from such experiments and let K'Don narrate the things he would tell us about himself (in the Gameplay board, I assume).

I'm not sure I follow - I personally feel that there's far more opportunity to explore these kinds of experiments in PBP rather than Tabletop.


If using the USA as a map is off-putting to anyone, I'll try to come up with some kind of map of Keltica. But for the time being, I'll use terms that I hope most of us are familiar with...

I'm also not sure anymore whether this should go in Gameplay (where the questions were asked, and it *is* info about the world) or here. Finally decided on here to be safe.

Think of Keltica as about the size of the USA, maybe a little smaller.

The human colony of WeMadeIt is near where Washington DC is. Another major colony is located at New York city, and there's a train line between the two.

The furthest "inland" human colony is roughly at Charleston West Virginia, and there's a train line from WeMadeIt to there, too. That's about a 20 hour on-the-train trip, and what with stopovers and such probably the better part of two days.

The mountains that K'Don has heard rumors of would be somewhere in Kansas or Nebraska.

Once you leave "Charleston", you're completely on your own. K'Don estimates it could take up to *2 months* to get to that mountain! It's wilderness all the way...

However, he is aware of various Orc tribes that he thinks would be open to bartering with you for goods and such. And he knows how to live off the land.

Horses are a toss-up - they're ok as long as you're in grassland or lightly-forested regions, but can be a hindrance in heavy forest. On the other hand, they can be essential in some places, like crossing mountains. K'Don says you'll be going thru all these terrains.

Chance of crystals in WeMadeIt: 1d100 ⇒ 67 Sorry, no crystals here.

Arabella, what was the Geology roll for?
And please read the Knowledge post above, "Science" is such a broad field there will almost always be penalties. Probably -2 in this case, depending on what you were rolling for.

And how do you mean "what *kinds* of prospecting" - the methods, the resulting minerals/metals that are found, or where the hunting is good?

The quality and prices for maps of the continent vary so wildly that you don't know which ones to believe.


Arabella, more answers...

I've been using the SW Fantasy Companion for goods, services, and prices. So ask me what you want and I'll come up with something. If there's no good price, I'll take today's dollar cost, divide by 5, and that's *roughly* its price in SP.

I'm typing as I think this : perhaps there could be a single number representing "rations", and a success on a Survival roll means you live off the land that day (week?), a Raise adds 1 (killed a big animal that you can feed off of for a while), while Failures subtract 1. Once you get down to 0 rations, then you start getting Fatigued on Failures.

I agree with Connor, the Discussion board would be excellent for your "testing" WindDancer and such. That can take place out-of-sync with the Gameplay as long as everyone replies pretty promptly.


So after the sell off and division of funds. How much did K'don actually get?


I haven't figured it myself, but Marko said above that it was 137.6 SP.


Houserule : Wild Attack

Its original intent is that if you're up against someone with a high Parry or Toughness and are having a hard time Wounding them, you use Wild Attack (+2 to Attack , +2 to Damage, -2 to Parry).

But as written, Wild Attack actually gives you a significantly better chance of winning ANY one-on-one fight. So logically you would use it, so I would use it, and then we're always adding and subtracting from all our basic rolls.

But if the penalty to Parry is changed to a -3, then your overall chances of winning do not increase or decrease, but you do deal higher numbers of Wounds per blow more often.

This changes Wild Attack to something that is only needed when you *really* need to get thru a high Parry or Toughness. And since there's no improvement to your chances of surviving the battle, there's less incentive to use it all the time.


My notes say I have $50. Not sure if I add 137 to that making $187?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
K'Don Son of Ugal of HouseUshah wrote:
"No offense intended but from what I've seen your group consists of a little girl, a helpless boy, a flamboyant snob, and a dandy. How do you expect to make that journey?"

Pfft. We are undefeatable. First of all, you overlooked the lizard factor. Secondly, Arabella has a machine that goes "ping!"


K'Don, yes $187 (or silver pieces) total.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Before I respond to K'Don's most recent statement, I'd like to know if there is any possibility of hiring someone with some kind of airship to shorten the time it would take to get out to the mountains. I don't think I'd want to commit to such a long journey when we don't really have sufficient personnel.

We would be talking about something like the Lewis and Clark expedition, which as I understand it involved about 30 people, including a considerable number of soldiers. So if we can't find a safe and relatively quick way west, I'd suggest we pick some other closer objective that could produce some kind of tangible reward with which to build some financial resources enough to perhaps purchase an airship or hire mercenaries to guard us.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Regarding experiments to determine more about the abilities of WindDancer and Connor, here are some examples.

Have three types of objects which are small and light enough for WindDancer to fly with, such as a piece of fruit, a dinner roll (or scone, is you prefer), and a rolled up sock. Arabella gives Connor a piece of paper with an instruction such as "Pick up the bread and place it on the window sill." Connor is to try to mentally communicate that instruction to WindDancer.

If that works, then try something more complicated, perhaps requiring some kind of problem solving.

Another experiment would be to see if Connor can get WindDancer to create a windstorm like we witnessed during the fight.

We could also try some experiments to see what sorts of things Connor might be able to do just by thinking about it, such as move an object.

If WindDancer seems interested in such games, maybe try some other tests with Connor absent to see what we can communicate to her with words, gestures, etc. in case WindDancer can read thoughts or pick up things from people other than Connor or to see if WindDancer can understand common.

If we do this with detailed role playing, it could take weeks, so that's why I wondered how best to approach it. If people want to do it in detail, I suggest we start with the three objects experiment and then proceed from there.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
WindDancer wrote:
Pfft. We are undefeatable. First of all, you overlooked the lizard factor. Secondly, Arabella has a machine that goes "ping!"

Arabella was looking at her screwdriver recently and it occurred to her: Ooh, this could be a little more sonic.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
ZenFox42 wrote:

Arabella, what was the Geology roll for?

And please read the Knowledge post above, "Science" is such a broad field there will almost always be penalties. Probably -2 in this case, depending on what you were rolling for.

And how do you mean "what *kinds* of prospecting" - the methods, the resulting minerals/metals that are found, or where the hunting is good?

The quality and prices for maps of the continent vary so wildly that you don't know which ones to believe.

The roll was in case you wanted to use it to see what Arabella might know about where to best find quartz type crystals. I realize there are minuses for specific knowledge, but there are not enough skill points available at character creation to establish the essential skills and also have specific knowledge skills beyond just "science." I also am not sure what skills will prove worthwhile enough to spend experience points to get knowledge skills more specific than "science." So for now I'll take the penalties and see what happens.

As for the question on prospecting, I meant all of those things to one extent or another. I assume there are shops in town that would buy mineral ores, gemstones, etc, which might be prospected for. What sorts of things have people been bringing in? Gold? Silver? Semiprecious stones? Are there any "boom" items that lots of people are looking for?

For anything that has been coming in with some frequency, would they be found in rivers using panning equipment, people digging in mines, or just looking through rocks near the surface for precious stones (see Weather Channel Series on Prospectors for examples of people just searching a mountainside and finding small but valuable concentrations of gemstones near the surface).

All this is perhaps moot if the only glowing crystals are half a continent away. I'm not sure Arabella would risk such a dangerous journey just for the crystals, so she would be interested in other mineral resources she might work into weird science discovers.

If maps are so unreliable, perhaps we could do some exploration and return with some reliable maps. That would be worth money to others who want to exploit ... I mean, explore the area.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
Arabella Stormworth-Darling wrote:
Perhaps there is an exotic creature we could capture and sell to the locals...

WindDancer quietly takes a step away from the talky-big.

Quote:
Arabella was looking at her screwdriver recently and it occurred to her: Ooh, this could be a little more sonic.

Who does that! :op

In another game my kitsune swashbuckler's currently mixing it up with a snake, and as witty repartee is a job requirement he had no choice but to quip, "I'm gonna wear you like a necklace, because boa ties are cool!"


Arabella wrote:
Perhaps the journey is too much for us as we are now.

Sheesh, and you call yourselves "adventurers"? :)

More options and answers later on today...


Arabella wrote:

Regarding experiments to determine more about the abilities of WindDancer and Connor, here are some examples.

Have three types of objects which are small and light enough for WindDancer to fly with, such as a piece of fruit, a dinner roll (or scone, is you prefer), and a rolled up sock. Arabella gives Connor a piece of paper with an instruction such as "Pick up the bread and place it on the window sill." Connor is to try to mentally communicate that instruction to WindDancer.

If that works, then try something more complicated, perhaps requiring some kind of problem solving.

Another experiment would be to see if Connor can get WindDancer to create a windstorm like we witnessed during the fight.

We could also try some experiments to see what sorts of things Connor might be able to do just by thinking about it, such as move an object.

I would suggest that Connor and WD get together in private messages to determine the outcomes of the above, and then post the results? Just one option...


Arabella wrote:
As for the question on prospecting, I meant all of those things to one extent or another. I assume there are shops in town that would buy mineral ores, gemstones, etc, which might be prospected for. What sorts of things have people been bringing in? Gold? Silver? Semiprecious stones? Are there any "boom" items that lots of people are looking for? For anything that has been coming in with some frequency, would they be found in rivers using panning equipment, people digging in mines, or just looking through rocks near the surface for precious stones

At this tech level, organized mining is "big business", what with needs for copper, tin, lead, iron, etc. Of course precious gems and metals too. Steam power is used to pump water out of mines, pump air down into mines, and to crush the ore.

There are no "rushes" (as in "gold rush") going on that you know of. All of the methods you mentioned are available to the individual prospector.

Arabella wrote:
All this is perhaps moot if the only glowing crystals are half a continent away. I'm not sure Arabella would risk such a dangerous journey just for the crystals...

And again I say in jest : and you call yourselves adventurers? :)

Don't forget, more of those glowing crystals are the only thing that's going to allow you to make new Weird Science devices, because that's the trapping you chose for it...

I can provide more options once people have made their Streetwise rolls.


Arabella wrote:
I'd like to know if there is any possibility of hiring someone with some kind of airship to shorten the time it would take to get out to the mountains.

Airships have been around in one form or another for almost a century in Trellak (human continent), but steam-powered ones are really cutting-edge ( = highly experimental and dangerous) even over there where there's lots of state-of-the-art resources. It'd be very odd to find someone working on one here...

Steam airship: 1d100 ⇒ 87 Nope, sorry, none around here.

Arabella wrote:
We would be talking about something like the Lewis and Clark expedition, which as I understand it involved about 30 people, including a considerable number of soldiers.

Yes, but they weren't the heroes that y'all are. :) And weren't just 5 of our PC's traipsing across a rather dangerous continent of yours all by ourselves at the beginning of this year?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
Arabella takes a Wound. Just kidding...

My kitsune swashbuckler is five-foot-nothing, STR 12. One of his *cough* "friends" is a massive 6'8" STR 16 catfolk ranger who, in his exuberance, has been known to punch Kwin in the arm or slap him on the back. Usually with borderline-disastrous results. It's becoming something of a running gag.

And we have an entire Adventure Path to get through...

Quote:
... someone... is offering an outrageous amount of money for an unspecified task.

That sounds even dodgier than "I'll give you some silvers to deliver this document for me." :op


Can anyone tell me why the phrase "highly experimental and extremely dangerous" keeps running thru my head (having typed something similar above, it just appeared)?

I'd swear it comes from some TV show (because it was repeated often), possibly a cartoon, but I can't find it. Or maybe something very similar to it?


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

Hmm. Doesn't ring a bell but a quick google turns up a bunch of exact matches on "Consider the information found here to be highly experimental and extremely dangerous in nature," not to mention a lot of very close variations. So I'd say it's a good bet there's a common source out there somewhere.

I did find this quote from a NYT bestseller...

Eagle Strike wrote:
"Air traffic control, we are carrying a nerve gas. We cannot be more specific. It is highly experimental and extremely dangerous. There are three canisters in the hold. We now have a fire in the main cabin. Mayday! Mayday!"

... but I rather doubt that's the origin.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
Arabella wrote:
We would be talking about something like the Lewis and Clark expedition, which as I understand it involved about 30 people, including a considerable number of soldiers.
ZenFox42 wrote:
Yes, but they weren't the heroes that y'all are. :) And weren't just 5 of our PC's traipsing across a rather dangerous continent of yours all by ourselves at the beginning of this year?

I'm no expert on the Lewis and Clark Expedition, but I suspect they had at least several people who would be equivalent in fighting skill to the typical low level ranger and more soldiers than we have people, each, I expect, the equal of the typical low level fighter. They also had several boats and left from well west of W. Virginia. They also did not have to worry about magical beasts and undead in addition to the usual grizzly bears and rattlesnakes.

We are, as K'Don pointed out, very limited in our resources. The fact that we have a bit of magic does not, in my mind, balance out the lack of numbers. That we have a pre-teen boy with a pet lizard, each of whom may be able to do a bit of magic, doesn't instill confidence that they'd make us better able to deal with a long wilderness trek. And Arabella is a real tenderfoot who won't be much help in a fight.

Just from a roleplaying perspective, I don't think, Arabella at least, would risk so much on a rumor that even if true would still require extensive searching with next to no guarantee we could locate the source of the crystals.

As for the group in my PF game, you were traveling through the edge of a wilderness with large settlements just a few days journey away, more like medieval Europe than early 19th Century America. Had you tried to get from Ustalav to Varisia, roughly the equivalent of this proposed trek, you'd never have made it. You were all also higher level than first.

I'm willing to take risks but at a certain point, it begins to feel false as a roleplaying game if we do things our characters would not do just because the GM sets it out as a viable option. I trust that you as a GM will not overpower us, but if we're doing this as a sandbox campaign, I'm not comfortable with this as the initial wilderness exploit we undertake. If others are willing to make a case, Arabella can be convinced to do it, but that's what the roleplaying is for.

As for the Crystals, if the only way to get more will be such a dangerous trip, she'll just have to forgo developing more devices. She managed to find 5 way back on the other side of the world, so she would expect that if she keeps at it, she can find crystals that she can buy. If she had a lead on someone who might have some for sale in "Charleston" or rumors of a tribe of native people who live closer and sometimes have them to trade, that would be more enticing than a journey into so much danger with so little information for a group of city folk like us.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
And weren't just 5 of our PC's traipsing across a rather dangerous continent of yours all by ourselves at the beginning of this year?

Arabella Stormworth-Darling wrote:
... you were traveling through the edge of a wilderness with large settlements just a few days journey away, more like medieval Europe than early 19th Century America.

With apologies to the players who aren't familiar with the campaign in question:

We also pretty much had no choice. Once the "gate" was terminated, we were cut off from our homeland. Our only options were to settle and make some kind of life where we were, or push on and try to find a way back home... or at least somewhere comfortable. At the risk of giving the GM ideas, we're under no such compulsion here and can make reasoned decisions.

I'm not against the full expedition, but I agree that it'll require some serious provisioning and support, which I doubt we can afford at present.


None of the following is to say I'm insisting you start the cross-country journey right now, I just want to offer another perspective...

Please don't anyone stay in the D&D/PF mindset of "levels". Don't think of yourselves as "first level" characters, and not able to do much. Nor stay with the traditional D&D concept of a "well rounded party" with a Fighter, Wizard, Thief, and Cleric.

Keep in mind that in SW, a goblin can literally kill a dragon on its first blow (gotta love them exploding dice!), so the concept of "levels" becomes rather blurred.

And that "bit of magic" in the group consists of a "Wizard" and a "Psion" EACH of which can cast *more than* 12 potentially death-dealing bolts PER DAY (remember it only takes one Raise to down an Extra)! AND each of them can heal party members of all their Wounds with one or two castings. So for example, one of them could cast over 12 deadly bolts while the other could completely heal wounded comrades maybe 6-12 times or more, PER DAY. I'd call that a LOT of magic!

Also, Lewis and Clark have come up quite a bit, but I'm not expecting you to have to come up with the 100,000(?) SP needed to stock up on 60 days worth of food and have 30 followers in order to be able to travel in the wilderness, nor should you. This is *Fantasy* Role Playing, after all, not Reality Role Playing.


Just so everyone knows - Arabella and I are talking privately as well, and I may rescind the "more glowing crystals are the only thing that's going to allow you to make new Weird Science devices" restriction, depending on the order in which things happen.

I've been really sick since Wednesday with a sinus infection, and when I'm sick it's hard for me to think straight.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I am mainly roleplaying Arabella the way I am because that's how I think she would view the situation. It really isn't about what I the player think our characters can deal with or those other meta-gaming considerations. Traveling for two months into uncharted wilderness is a big deal and very dangerous. That was true in the time of Lewis and Clark and they did not have dragons or orcs to contend with.

Arabella is smart enough to know that such an expedition should not be taken lightly and she also knows she brings nothing much to the table when it comes to surviving in a wilderness. She has great respect for K'Don but knows little to nothing about Marko or Alexander, having only seen about ten seconds of fighting. She does know they are used to living in a city. They haven't discussed any experience navigating a primal wilderness.

She doesn't have any idea about what Connor is capable of. She has no idea he can shoot energy bolts and as far as she knows, he might only be able to heal Alexander or someone he feels close to. She has no idea that WindDancer has magic powers and even if she suspects he might have been responsible for the windstorm, that's not going to be a lot of help against a pack of wolves or a dire bear. Likely WindDancer is capable of more, but Arabella doesn't know that yet. And even if she knew about all that, it's not hard to imagine 30 barbarians on horseback or an adult dragon attacking us and wiping us out, even with a lot of magical fire power. Maybe those kinds of threats would not materialize, but she's an intellectual with a good imagination, so she's going to think of worst case scenarios and come up with plenty of reasons to be cautious.

So I don't think she'd risk her own life and the lives of the rest of this group to find crystals that will require two months to reach across a dangerous wilderness with no civilized resources. To top it off, she has no idea what to look for once we find the mountain range.

She is happy to go to Jewelton in order to find out if there are any traders who might be selling the gems or to see if there might be a larger expedition heading west which she/we might join or to see if she can find someone with an experimental albeit highly dangerous air ship to take her/us west.

If someone wants to make a case for how a small expedition of mostly inexperienced city folk can manage such a dangerous mission, she could be convinced. But that's how I think she would react to the information she has at the moment. I'm not trying to be a party pooper, just trying to do a good job of role playing.

Incidentally, part of the reason my last game post suggested we find a secluded spot and demonstrate our powers is to give us all a better sense of what we are capable of when it comes to dealing with hostile threats. Let's role play that. Connor and WindDancer, once they see how much fun the adults are having, might get in the spirit and begin to demonstrate what magic they can do. It might go a long way toward giving Arabella more confidence about our chances in the wilderness.


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

OK, I'm back. Been a bit off for personal reasons. But I'll be doing my best to pop in more.


Anyone wants to see the BEST rapier vs longsword battle needs to watch "Rob Roy". Great movie as well but the fight scene is epic.


I would like to apologize for any heavy-handedness over the weekend.

I thought Arabella was going to go for the crystals, and had spent the last few *weeks* (of real-time) planning accordingly. I am not blaming her for changing her mind, I'm just explaining where I was at. So when she balked, I was feeling a little blindsided. And as I said, when I'm sick I don't think too well.

Anyway, I eventually figured out a plan B, and I'm better now. :)


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

Sorry to hear about being under the weather. Let me know if I can do anything to help.


Hope your feeling better. By the way, I almost forgot. I'm in Cape Hatteras for the week of 10/6-11. VERY sporatic (not network) availability, I'm goin off the grid as much as is possible but will check in. Hey if the fish arn't bitin', I'll be here every day.


Using guns in melee
Everything is RAW except what's in italics.

Just to be clear on the reloading :
Round 1 : Shoot
Round 2 : Reload
Round 3 : Reload
Round 4 : Shoot

You can walk and reload at the same time. If you become Shaken while Reloading, you stop Reloading (but you can always spend a Bennie immediately to not become Shaken).

I've created an Edge you can take that can reduce the Reload time by 1 action. You can take it only once.

However, as always you can take multiple Actions per round :
Round 1 : Shoot
Round 2 : Reload
Round 3 : Reload (with a successful Agility roll) and Shoot, both at -2 for two actions

If you fail the Agility roll, the reload action was unsuccessful that round.
You can't do Reload and Reload on round 2 because you can never do the exact same action twice in one round.

You could in theory even do this, if you felt really lucky (or desperate) :
Round 1 : Shoot and Reload (with a successful Agility roll), both at -2 for two actions
Round 2 : Reload (with a successful Agility roll) and Shoot, both at -2 for two actions

In addition, if the *Shooting* die is ever a 1 (25% chance on a d4!) but not also the Wild die, the shot goes wild. If there's nobody else really near the line-of-fire, nothing bad happens. But if you're shooting into or thru a group of friends and foes, or someone happens to be near the line-of-fire, something very bad will happen...

Marko and Connor, since spell critical failure only happens on snake-eyes (house rule), the above also happens if you roll a 1 on your Arcana skill die when using a Bolt.


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

Gotcha, GM.

You could also fire your pistol on the opening round and then switch to a different weapon. That would make the Quick Draw edge very attractive. Plus it's very thematic for the time period.

-Posted with Wayfinder


Very true on all counts!

Another thing to do is keep the other weapon in your off-hand, then transferring it to your primary hand is a Free action. Of course you'd have to *drop* the gun or spend an Action holstering it.


Reloading errata

I've learned something new : actions in SW don't "carry thru" from when you declare them until your next action comes up. So if on one round you declare you're Reloading, then you've Reloaded (for that round).

Being attacked and becoming Shaken after that doesn't affect *that* Reload, but when your next round comes up and you wanted to continue Reloading, then you'd have to recover from Shaken by the usual options before you could take the second round of Reloading.

However, during those two rounds while you're fiddling with your gun, if someone should attack you with a hand weapon, your Parry would be at -1 for having to Parry with a Ranged weapon.


I'm going to be very busy from the 20-26th of October, so I probably won't be able to post then.


K'Don is used to getting his own way. But his bark is worse than his bite.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I like the idea of hiking to Jewelston as a training run. It would give us a chance to have a few encounters, discover more about how combat works, give Connor and WindDancer more chances to reveal what "special" things they can do. This assumes the job that is waiting for us is still going to be available after the travel time. By the time we've gotten to Jewelston and perhaps earned some more money, we'll be in a better position to decide on the dangers of exploring the deep wilderness. We might also have gained enough experience to improve our characters a bit, which can include buffing up on things we'd need for a deep wilderness trek.

I like the idea of searching for crystals and want to pursue it. I guess I was expecting the crystals would be more accessible such as in a mountain range that was a week's journey into the wilderness rather than 8 weeks or perhaps a similar journey to a tribe of natives who trade with people further west. So I felt kind of blind-sided by the need to travel so far. Exploring uncharted wilderness is exciting, but it doesn't seem like the kind of thing a group of people who just met and mostly have no experience with wilderness would choose to do. It's a very serious commitment. I'd feel better working up to it.

I can do without new gadgets for a while. There are other ways I'd like to develop Arabella beside more powers. So let's see what Jewelston brings and see what develops. Perhaps she can develop a sonic screwdriver based on a different trapping. :) Is there anything that says that all your trappings for different powers have to be the same?


I am trying to play K'Don the way I think his character would act. I hope no one is taking offense at his "bullying" attitude it is just his way. By the way, if Arabella hadn't spoken up in his support, K'Don would have given in and gone with the group decision (grumbling all the way) and saying "I told you so" at EVERY opportunity.

I am leaving Monday for Cape Hatteras. There is an WiFi at the Villa we are staying in so I should be able to keep up with goings on. Probably in the evenings instead of mornings as I will be fishing at sunrise every day.


About the intimidate thing. Fox, are you saying I cannot use intimidate to get my way with the group? I've been using it to get my way as opposed to trying to change the way the group views K'Don. Persuade seems more like talking someone into doing what I want. Intimidate uses fear to get people to comply with my wishes. I intended K'Don to use his size, looks, weapon etc to make people leary of him and threats to get what he wants. If I need a different skill to do this, tell me which skill I should be using and I'll switch to it. Comments from anyone are welcome


I think what ZenFox means is that you can't use rolls against PCs, but you can roleplay trying to intimidate them - it's just up to them how to respond. Like when Connor bit K'Don's nose. :3

Have a good trip K'Don!

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