GM Spiderbeard's One Shot RPG Tour

Game Master Barvo Delancy

Deadlands: Reloaded
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Discussion thread goes here.


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The Widening Gyre
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Game Background:

In 1837 Queen Victoria was crowned, and showered with gifts from leaders and dignitaries around the world. The Clockmakers Guild of London prepared a gift of particular importance, an ornate, delicate clock. It did not work, and was removed from her sight swiftly and never seen again.

The world changed.

The twin giants of science and industry arrived on England's green and pleasant shores. At first there were a handful of scientists and engineers, toiling away at their creations. Then there were scores, then hundreds, then thousands. A new breed of inventor was born, the savants. Their creations surpassed all understanding of science, and confused even their creators. But they worked, and they were marvelous - if a tad unreliable.

This golden age of invention came to a bad end in 1860, when the greatest invention yet was unveiled - a flying city known as the City of Glass. It failed, and as it crashed it killed thousands. The leaders of the world became fearful of savants and their power, and conscripted them into service, creating weapons.

The wars that resulted drowned the world in blood for twenty years. The American Civil War and Franco-Prussian wars in particular resulted in unbelievable death as clockwork soldiers and walking machines ripped men apart.

It is now the Year of Our Lord 1895 and the wars have ended. The world seems to have become a little kinder, and the savants are now turning again to discovery and creation. The world is now opening up in a way it never has before. Travelers journey over continents, across seas, and even through the air. A handful of brave Savants attempted to explore the Moon, the bottom of the sea, the centre of the earth, and time itself. However, as science is on he rise, dark powers lurk at the edges of society. Something wants to see humanity stumble and fall...

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Character Creation
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Your character will begin as an initiate into a secret society called the Watchmen. You have done something to impress the society into inviting you to join their ranks. All your contact has told you to date is that the Watchmen are saving the world from great hidden evils, and that your skills are necessary. Orders will arrive in due course. Whilst following your orders do not hesitate to do what is necessary, short of harming innocents.

Character Fluff

Please provide the following for your character.

- Description, personality, and concept
- A backstory as long or short as you would like
- How you were recruited into the Watchmen. You did something which attracted the attention of the society, whereby a contact with the society offered you a place in the ranks and future work, impressing upon you the importance of the society, and the great evil it stood to oppose.

Character Crunch

- Human and clockwork man are available races. Other races may be considered upon request.
- Everyone starts with £5, around $500 in equivalent modern currency. You can spend points to get more money.
- Don't overdo hindrances for points, keep yourself to two or three major/minor ones

More to come!


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn
GM SpiderBeard wrote:
Everyone starts with £5, around $500 in equivalent modern currency. You can spend points to get more money.

The Savage Worlds (Deluxe) book says that characters starting at 20XP (Seasoned) have double the starting cash - should we stick to $500?

(Simon is fine either way, just want to make sure)


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The book is pretty clear about starting with $500 so I'll just defer to its wisdom on that. You can of course use an edge to get rich though.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Ok.
Just to be sure (bc I can't remember if I confirmed this before), Widening Gyre suggests characters start at Seasoned (20XP), so I built Simon with the "Starting with Experienced Characters" section of Advancement in the SW (Deluxe) book, meaning I gave him 4 Advances (and mostly used them for Edges) - (the optional cash rule is there too, but again, I'm less concerned about that, since Simon is Rich).


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Eh wot, Spiderbeard? You've made a game. Good man.


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Simon, youngest nephew (twice removed) of the Earl de Clare, is large, loud, brash. Always sure that he knows best, and positive that he can best anyone at anything. He's grown up among the wealthy elite, and trained extensively with private fencing and shooting instructors. Not the brightest star, his family would dearly love to disown him. He is 6'3, 280 pounds of inferiority complex. Dark haired, dark eyed, clean shaven (assuming a barber is readily accessible).

Since the only thing he was ever really good at was fighting (starting them, often ending them), Simon eventually annoyed the wrong person (perhaps drunkenly drawing a weapon on a Baron's son) in the wrong place (possibly near the palace) at the wrong time (definitely not during the young Prince's presentation of his newborn heir to the court). Later that week, his brother approached him with news that 'arrangements' had been made - Simon was to join the Watchmen, where he could indulge his penchant for violence, while staying far, far away from anyone of import.


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Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

SB, here's something I wrote up for backstory.

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“A Sir Ian, you say...? Ah, you mean Pembleton. That’s how he was known, you see, to us old sappers. Pembleton. Not flippantly, mind you - the name meant something, you see. ‘Five insurgents dead in the old African kingdom, single long shot to the brow of each? Ah. Pembleton. Good man, that Pembleton.’ That type of thing. A funny name, eh? Sounds... rounded at the edges, in a way. Harmless somehow. Well. He bloody wasn’t. Here’s a tip for you, young man: always respect a man who goes by only one name. He’s likely earned it.

“Anyway, the man himself. Pleasant. Proper. A true Queen’s man. His life seemed book-ended by... mathematics, perhaps is the best term? I’ll tell you what I mean. He joined the Royal Army when he was eighteen, I believe, and married his Elisabeth that same day. Twenty-five years a sniper with one of those specialty corps, shipping here, shipping there... those types never advance up the ranks much, you know. The occupation hurts them that way, and he was a savant regardless. Won’t bore you with how good a shot he was; you’ve heard the stories I’m sure. They’re all true. He was mastered. Won him an Order of the Garter commission. One of the most decorated shooters in English history.

“Then, on precisely the day of his twenty-fifth anniversary with the Royal Army, he became a sapper and spent exactly twenty-five years in the Royal Engineers. Brilliant at it, bloody brilliant. Could blow up a bridge with a dead cat and a bag of loose wires, I tell you. Never saw anything like him in all my time. Hmm. Anyhow, the day he retired, fifty years to the day he entered service... his Elisabeth passed. Sad, that. But this is what I mean when I say the maths seemed to box in his military life so precisely.

“Pembleton loved four things: his Queen, his country, his wife, and his inventions. Perhaps in that order. I cannot say. I recall thinking of him when he mustered out: no wife, no Corps, just a funny square man alone in his funny square house with his funny square garden, having given all he had humping six-stone packs all over God’s green Earth for the Crown. His reward for it, which should have been golden years for he and Mrs. Pembleton, was taken from him.

“Lost track of him after that. He turned fully into his work, I’m told by the other lads- clockwork inventions and Heaven knows what else. Stopped dining at the Barracks and coming here to the club. But a good man. Yes. A good man to the end. The enlisted men used to call him the 'Dodgy Codger' or 'Stodgy Codger' or some such thing, even when he was young, did I tell you that? My, he hated that.... but he was always a codger, even in his twenties. Too by-the-book for most. Almost stuffy... but exactly the type of fellow who’d want to give whatever he had left to his country, even in his final years.

“What a soldier he was. Genius inventor, mastered shooter. A brilliant if one-tracked mind that could have given even more than he already had.

"Too bad he didn’t have the chance. I imagine he’s passed on now...”

- overheard at The Quill and Quine Dinner Club, 1897


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Erin and Tracy are almost done their characters. Gameplay thread will be created. Please post a 'dot' on the gameplay thread and I'll have the first post up tomorrow.

The final thing I'll ask you guys to do is to create taglines for your characters. Simon has already done this.

On your character profile you'll see a few fields to enter basic character info. We're going to repurpose three of those fields which will show character information per every post. Do it like so:

Race (variable information): This is for your basic stats. Parry, Toughness, Wound level, and Power Points (if you have them).

| Wound: 0/3 | Parry: X | Toughness: X | PP: X/X |

Classes/Levels (non-varied information): Edges and hindrances that have a roleplay component. So I don't care about your +1 to charisma, but I do care if you're supposed to be curious.

Edges: Connected | Hindrances: Curious, Outsider

Gender (who you are): Just a 'what you are'.

Female Human Savant


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Erin Click This - PBP Guide:

Here's how the game works.

Out of combat, you're free to act as you would in a normal rpg. Ask questions, move around, talk to people, post things. The environment is yours to play with within reason. For the one-shots I'm more than willing to have the game world malleable to your demands. So provided you aren't giving yourself an advantage you wouldn't have otherwise, you can summon forth npcs, objects, and events to suit your narrative.

Format:

The board uses bb code. So everything is contained within square brackets. If you click 'How to format your text' at the bottom it'll show you how. I've inserted a space in the code examples below so you can see how it works. Here's the conventions:

[ b]Insert text here. [ /b] = Bold text. "This is used for dialogue. Always put dialogue in quotation marks."

[ i]Insert text here. [ /i] = Italics. This is used for thoughts. No need for quotes.

[ ooc]Insert text here.[ /ooc] = OOC. This is for out of game comments.

[ spoiler=Spoilers]Insert text here. [ /spoiler] = Spoilers. Use this if you want to only communicate with me or another character.

How dice work:

As savage worlds uses your skill test and the wildcard die, you will always roll two dice. Just do so on the same line. Make sure to preview your post after you roll in case your dice explode.

[ dice=Shooting]1d8[ /dice] [ dice=Wild Die]1d6 [ /dice]
[ dice=Damage]2d6+1[ /dice]

Shooting: 1d8 ⇒ 8 Wild Die: 1d6 ⇒ 2
Explode!: 1d8 ⇒ 6
Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11

Format this how you want, but that's the idea. Finally, the golden rule.

ALWAYS PUSH

PbP tends towards inertia. If you make a post, push something. Prompt a response from a character or NPC, go to the next room, perform an action that requires a GM response. Do -something-.

And finally, try to make the daily posts. If you're short on time, write a sentence. If you've got some time to spare, write a few pages. Just get something in. And if you will miss more than a day or two, let me know.


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Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

How do you do, fellow kids?!


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Hey guys Lottie and I are sick with flu. Back as soon as I am able.


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Hey guys, I have a period of intense business coming up and won't have time to post. I'll pick it back up on Monday!


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I'm going to give the games I run until Monday to ensure we've got a few days of site stability. It's hard to keep on top of PbP if the site is down every second day.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

I've checked the three games I'm in and now I've added one post. If we are following the usual pattern, I shouldn't expect to access Paizo for another 3-4 days...


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn
Pembleton wrote:
[ooc]I've spent 3 PP on Farsight... and I've just now read that it's Seasoned, not Novice.

I haven't read up on how these arcane/savant abilities work, but afaik, our characters are Rank = Seasoned

... is that right? It seems to me that we started at 20 XP, but now I can't find a reference to that comment.


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Somehow I thought we were Novice, but I believe you're right. I know we started with 20XP.


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You are totally seasoned. :D


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Some of us are very salty!


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Cool. I'll make sure that the Invisibility detection part of the gadget is disabled, though.


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Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

I've found this link (and the attached "Combat Survival Guide") pretty helpful for navigating/remembering some of the rule stuff.
https://rpg.stackexchange.com/questions/3250/what-are-the-things-every-sava ge-worlds-player-should-know


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Nice, thanks!


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Normal gameplay will resume shortly! Thanks for hanging on. Have a Happy New Year.


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Been sick, catching up.


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Hey guys I'm sick and my job and personal life have gone insane this month (hence the irregular posting). I'm going to take another week or so to chill and get my stuff together so I can post reliably again. Thanks for sticking with me!


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Take your time!

In the meantime, I'll look up... Read Minds or Control Thoughts or something, as Pembleton is going to be building a funky helmet to do that to Pimsoil with. I'll research it and spend the PP required.


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The short of what happened:

- Eustace created a vortex which is the grey area on the m ap
- Eileen's ring flipped out and has coalesced into what can only be described as a fairy ghost. I'll accept a knowledge check if you have one you think can apply.
- Vada and the fairy are facing off.
- Simon's shot has hurt the clockwork monster but it is very much still fighting.


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I'm extremely sick so bear with until I'm healthed up.


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And we're done! I apologize for some narrative uh... "what the hell"ness as that was intended as a sort of comedy of errors that became behind the GM screen as well.

As we wrap up this game I'll bring the question to you guys. Did this experiment work and if so do we want to try a new game in another system?

If you're game, I'll intend for the next game to be far shorter and probably require less writing on my part since that caused some delays as the unexpected occurred several times.

Unfortunately with Tracy, she loves the idea of the PbP games but they appear to be a massive anxiety trigger for her. So if we want to keep with this, we can either keep with three or seek a fourth. Up to you guys.


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Male CG Human Cleric 10 HP: 82/72 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

It was fun, Dave! Thanks you for introducing me to SW - I run a weekly game of my own now, tabletop-style, because of this.

Anything without Tracy is not as good as anything with Tracy, but I want that lady happy and healthy. You've never picked a player in any game I've been in who wasn't top-notch, so I'm for anyone you want to add or to continue with these fine players here. Simon's player and I seem to connect really well through the characters, and Eileen is phenomenal.

If I can throw a couple of systems out there, I'd love to try Deadlands or Monster of the Week - neither of which I have played before.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Agreed! I love playing with Tracy and her interesting characters, but I very much understand needing to avoid the anxiety triggers.

I'm happy to try something new or to continue in SW with new characters/settings.

Thanks again for running these games, Dave!


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Sweet - I'll let Eileen chime in and we can talk the next game then. This worked fine with three but I have an online frend I'll ask. I haven't played with him but I'm confident he'd be excellent.


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Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Oh hey.

I'm on board, and I'm totally open to adding another. These two are great, so I trust your judgment.

Also, RE: Tracy - I totally get it. I'll miss having her involved, but basic self-care comes first.

If I regret one thing, it's that I hate leaving these characters behind. I was just -really- getting a feel for them. But!

As you know, I'm practically a one-person RPG library, so I'll look and see if there's anything that particularly stands out.


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Hang on to these characters as we will revisit the setting at a later date as we move onto something else.

You all gain 5 experience which grants you an Advance. You can choose the following:

• Gain a new Edge.
• Increase a skill that is equal to or greater than its linked
attribute by one die type.
• Increase two skills that are lower than their linked
attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.

You also gain ten pounds each, the equivalent to a thousand dollars for purchasing goodies.


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*1 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

You found Mr. Stuthman in Dodge City, shortly after the closing of his business - simply named "The Undertaker." It seems there was a bit of a scandal when one of Mr. Stuthman's 'clients' returned to life while he was working on them (it happens, most people get over it - Stuthman did not). He took such a fright, that after putting his scalpel through Mrs. Lowry's skull, he proceeded to put bullets into every body in his workshop. Rumour has it that he interrupted a funeral to ensure the deceased stayed in his coffin. But surely that was an exaggeration.

A rail-thin man, Mr. Stuthman always smells faintly of chemicals and death. In fact, he looks more and more like his former 'clients' - with his pale, slightly yellowed skin; thinning salt-and-pepper hair; and dark, sunken eyes.

Stuthman has a peculiar speech pattern that could best be described as hesitant, if not quite a stutter. Occasionally, that catch in his speech breaks off into wracking, wheezing coughs - of the kind that have people looking at him sideways and thinking "that can't possibly be good."

That hesitation in his speech is a characteristic that carries over into other situations too, as if he wants to be exact in his actions, but is never quite sure what will happen when he is - the exception to this is in his work. Grisly as it is, Mr. Stuthman is confident and sure around a corpse - once he's assured himself that it's dead, at least. He always makes sure a final round is placed in someone's skull, as if he's convinced that anyone and everyone will rise again.

Time on the trail with Mr. Stuthman (you never did catch a first name - he introduced himself as "<i>Mr.</i> Stuthman") is equally unsettling. He's twitchy, and his hand is never far from his rifle, and he compulsively sips at water every few minutes. His nights are broken by sobs, anxious shudders, and the occasional scream.

He has proven to be a useful companion, however - the man is a font of knowledge and a reasonable shot with that rifle. Occasionally, he conjures something that can only be described as miraculous, though you get the impression that even he's surprised when it happens. Although Stuthman sees the Harrowed as an abomination, you're never quite sure if that means "unto God" or "Nature" or whatever else - certainly he's no Bible-thumper, but a certain amount of religiosity goes along with undertaking.


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Already stoked for this game. Great character concept.


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Male Human Novice Huckster | Wounds: 0/3 | Parry 4 | Toughness 5 | Shoot d10 | Grit X | Fate Chips - [1] blue, [2] white | Edges: AB Magic, Ambidextrous, Quick Draw, Two-Fisted | Hindrances: Vow, Ugly, Mean

Joaquin Diego Santiago Rigoberto Ramírez, also known as “Il Brutto” (or “The Ugly”, a name he wears with pride for unknown reasons) is a no-good piece of s$&*. Once a highwayman and still a cheating gambler, Joaquin is as unpleasant to deal with as he is to look at. He can be loud, arrogant, quick to anger and prone to vicious outbursts; he is also prideful, boastful, rude and untruthful, and is the last person people want to be around.

Il Brutto does have one redeeming quality, however: he’s surprisingly loyal to the cause. Something as of yet unexplained happened to Joaquin within the last year that saw him turn somewhat from a being of pure selfishness to one that... well, he's not good, but he can see good from here, and frankly finds it unsettling that it seems to be something he wants to be. Whatever it might be, it's allowed him to channel his general hatred towards others and total self-loathing towards hatred and loathing towards the creates of the night. Joaquin developed a fondness for the work and respect for the people who do it, and is as surprised by anyone to find that he would probably step in front of a bullet for his colleagues. Though still massively unpleasant to others, he holds them in high regard simply because they do the same type of work. Though he would never admit it, he sees an opportunity to be a better man than he ever expected to be and is a man on a journey of redemption that he does not understand. He's a piece of s$**, yes. But he's your piece of s$#*.

Ramírez has told a number of wild stories about his past, but the true and untold tale is almost cliche: he was born a bastard, abandoned as a child, unwanted and mistreated as a youth, wild and constantly in trouble with the law as a teen, and on his own before his fourteenth birthday. He developed a skill at cards - one that he has honed to near perfection now - but the toughest of situations found him in touch with something from beyond that both frightens and excites him. While he has not spoken of it, the powers he draws from his cards and his treatment of his collected writings of Edmond Hoyle as saintly relics suggests there is something else present.

Ramírez is tall, wide, overweight and unwashed. His hair is long and unkempt, his teeth broken, black and yellow, and his nose has squashed across his face from being broken many times. He smells of sweat and chewing tobacco, a habit he enjoys constantly, and his eyes shift from mischievous to wild. His thick, bushy moustache is the only thing he keeps clean, and shaves his face roughly and infrequently. There is a permanent scar under the width of his throat that appears to be done by a rope, and which might be the most noted thing about him were it not for his unpleasant face.

That's my rough outline; the move has prevented my from completing the character. Hope to have it out soon, but I can tell you he has ended up surprisingly ranged combat-centric.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Hey, sorry for the delay. As I've mentioned, I've got three concepts I keep going back and forth between. I know which way I'm leaning, but I figured I'd go ahead and drop all three here and see if anyone has any thoughts.

First up:

The Hunter

The child of a militant abolitionist who rode with John Brown, she grew up surrounded by the language of necessary force in the service of justice. After her father was eventually caught and hanged, she joined a "radical" movement within the Confederacy that sought to redress the injustices of slavery even after its abolition, targeting wealthy landowners to take back some of what their former slaves were owed.

When things back east began to get too hot, she moved out west and turned her skills to bounty hunting. She still carries the pistol her father used prior to his capture. She is keenly aware of the irony of the fact that a gun once used in service of liberation now helps to capture and incarcerate, but she reassures herself that the people being captured have done bad enough things to have it coming. Mostly.

(Skills: Intimidate, Ranged combat, Streetwise, maybe Taunt/Tracking.

Possible edges: Gallows Humor, Brave, Quick Draw, True Grit, Two Fisted)

Possible Hindrances: Wanted, Vengeful, Greedy, Enemy, Stubborn)

The Wandering Sword

Born in Shan Fan, her parents were gone for long periods on boat trips through the Great Maze. She was raised largely by her grandfather, a wise and curmudgeonly old man who taught her discipline and focus. He also taught her how to harness chi and the responsibility that came with such a power. Alongside her cousin, she trained for years, gradually unlocking her own potential to carry out feats beyond the capabilities of a normal person.

One night, her grandfather disappeared, his house thoroughly ransacked. Her cousin was also missing. Neighbors offered only vague descriptions of the men who had come during the night, with the only lead being a distinctive tattoo sported by one of the intruders. She now wanders the west with her grandfather's old sword, following a trail of clues leading her towards the man with the tattoo and, hopefully, her grandfather.

(Possible skills: Fighting, Notice, Sneak, Intimidation

Possible edges: Martial Arts, Arcane Background (Chi Mastery), Chi Control, Fleet Footed, Acrobat, Superior Kung Fu

Possible powers: Deflect, Armor, Smite, Speed

Possible hindrances: All Thumbs, Clueless, Code of Honor, Heroic, Vow, Enemy, Poverty, Loyal)

The Muckraker

Born to a wealthy and respected family, she went to all the right schools and knew all the right people. Her path to a career as a reporter was laid out easily before her, and it wasn't long before she graduated from the society pages to more serious stories and, finally, a position covering the war from the front lines. There, she saw violence of a sort she'd only ever read about, and her small and sheltered world was shaken. In the aftermath of one particularly bloody battle, she witnessed something for which she had no explanation, a thing that shouldn't be moving among the corpses and feeding on the dead. Though this left her with an unshakable aversion to anything that reminded her of the creature, the consequences for her career were even more severe. Her editor dismissed the story out of hand, and when she persisted, she was discredited and put on "long term leave".

Determined to prove that there were more things on heaven and earth than dreamt of in her editor's headlines, she set out for the west, where reports of the inexplicable and uncanny shouted from the pages of the less reputable sort of publication.

(Possible skills: Notice, Streetwise, Persuasion, Shooting, Stealth, Taunt, Investigation

Possible edges: Charismatic, Brave, True Grit, Rich, Attractive, Connections

Possible hindrances: Phobia, Curious, Pacifist (minor) or Vow (minor) or Stubborn (minor) )


Male Human Novice Huckster | Wounds: 0/3 | Parry 4 | Toughness 5 | Shoot d10 | Grit X | Fate Chips - [1] blue, [2] white | Edges: AB Magic, Ambidextrous, Quick Draw, Two-Fisted | Hindrances: Vow, Ugly, Mean

They all look great! If it helps, Il Brutto is turning out a ranged combat guy.


Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*1 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Mr. Stuthman has no ranks in Fighting (does that matter, if everyone has guns?)


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Just so we get right to the action there's not a Q&A with the ranger who hired you but if you want to ask questions retroactively feel free to do so here.


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Heads-up I have a conference from Wednesday to Sunday. I will post as I can but may be spotty.


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Back in action, will get my post up over the weekend.


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So I mayyyy have forgotten a core Deadlands mechanic - since it's early days and you haven't been in anything too intense yet I'll say there's no harm nor foul.

Deadlands does not use bennies, but instead uses fate chips which you all have noted on your taglines but you don't have any of the bastards.

Fate chips are a little fancier than bennies in that they can be used for different things. There's white, red, and blue fate chips which you draw from a bag like poker chips. 20 white, 10 red, and 5 blue.

Since we're all virtual, I'm going to draw your fate chips using the magic of the interwebs.

Stuthman Fate Chips: 1d35 ⇒ 111d34 ⇒ 261d33 ⇒ 28
WHITE RED RED
Il BruttoFate Chips: 1d32 ⇒ 71d31 ⇒ 111d30 ⇒ 24
WHITE WHITE RED
Caroline Fate Chips: 1d29 ⇒ 261d28 ⇒ 131d27 ⇒ 13
BLUE WHITE WHITE

Record those down and use them as you wish.

Here's what they do:

WHITE CHIPS:
Conventional bennies. You can roll twice and keep the best result. Usual rules on bennies apply.

RED CHIPS:
Roll a d6 and add it to your current total (which can ace), or can be used as a white chip. That said, I get a free draw from the fate pot if you use it to add a d6.

BLUE CHIPS:
Just like a red chip, except the bad guys don't get a fate chip.


Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*1 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Because of Stuthman's bad dreams, he only gets two Fate Chips (so, one white and one red).

(I also have Grit noted on my sheet, but I don't remember what it's used for)


Male Human Novice Huckster | Wounds: 0/3 | Parry 4 | Toughness 5 | Shoot d10 | Grit X | Fate Chips - [1] blue, [2] white | Edges: AB Magic, Ambidextrous, Quick Draw, Two-Fisted | Hindrances: Vow, Ugly, Mean

I should note that Joaquin has used the equivalent of a white chip already.


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Apologies - I jusst missed the beast friend spell.

That said Blessed do not have a spell list.

Here's the copied text from the player's guide, page 76-77:

Blessed:

To do this, the Powers That Be give their chosen access to minor miracles. The blessed don’t learn a list of specific powers by rote in the way that hucksters and other types do. There is no list of available hexes or blueprints to gizmos that give blessed heroes guaranteed results, and they can’t learn how to perform miracles from other holy rollers. When it comes to moving in mysterious ways, it’s just between the blessed and his lord.

(Using Miracles)

Name the power you’re trying to create and tell the Marshal what Rank it is. Your blessed hero says a short prayer and you make a Faith roll. Modify the roll by –2 per Rank (–2 for Novice powers, –4 for Seasoned, and so on). The Marshal can apply an additional negative modifier if he feels what you are praying for runs contrary to the tenets of your belief, so be careful what you pray for!

So basically, you can't cast beast friend. You can cast a novice level spell in an attempt to disperse the swarm and you roll that at a -2. Failure means you become fatigued. You can roll at a -4 if you want a seasoned-level spell.

However.... that means you succeeded. Beast friend, which allows full communication, would be insufficient for a swarm this size.

But just dispersing the mice? Sure.


Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*1 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

I just interpreted that passage differently - I took it to mean that there wasn't a ritual or a mechanical device as there would be with the others. "Access to minor miracles" and "you can attempt to petition your lord for any power available to the blessed" (p. 77), I took to mean I could only access the list of miracles in the player's guide.

The list of Powers (pp. 93-120) states: "Below are all the spells, miracles, and devices available to characters in the Weird West," and each description lists who can use it and gives an idea of how it might work. For example, under Barrier, it says "Blessed: A near-invisible wall of force"; but under Blast, it says "Blessed: Not available." There's a summary list on page 122, titled Available Powers by Arcane Background.

Anyway, I'm fine with playing a blessed as "just tell me what you want to do" but I'll probably refer to the list of blessings in the player's guide to see what is possible.


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Hrm, I may be wrong. Erin you know these things - thoughts?


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I very, very carefully reread the rules and I think we're both half-right.

Blessed wrote:
Blessed characters in Deadlands don’t choose starting powers like those with other Arcane Backgrounds. Likewise, you can’t choose the New Power Edge. Instead, you can attempt to petition your lord for any power available to the blessed (see pages 94–120). If your prayers are answered, your power takes effect. That’s right, your reverence, you don’t have to worry about Power Points, you just have to pray real hard!

Basically, you can wipe out the list of spells from your character sheet, but you can still cast from the book's spell list which you were right in trying to do.

I had it in mind that you don't use a spell list at all which is wrong. However you can try to manifest powers that aren't on the spell list if you think of them.

Anyways my ruling on how the beast friend worked seemed appropriate for a novice power level.

gavel gavel gavel

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