GM WhtKnt's The Waxing Dark: Savage Worlds Weird War I

Game Master WhtKnt

The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.

Good luck, trooper—you’ll need it!

Current Map: Here


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Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Keeping a wary eye, the group resumes their walk. Terse seconds pass as Aleksei pauses to look around every few feet. No one is in sight, however.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby says with a grin "C'mon, mate! This ancient city's got you spooked, is all. What with all those mummies around, I'm not surprised you're feeling watched!"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei looks at Bobby and Perrin. "Maybe so. Maybe is war shakes. Still, be on guard. Do not trust everyone on ship."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Oops, sorry, thought we were already in Egypt, forgot we were on the boat...

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The remainder of the day passes without incident, though Aleksei feels eyes upon him all day. Dinner is freshly-caught fish, garnished with vegetables, in a white-wine sauce. The officers discuss the events of the day, duty rosters, etc. Nothing seems amiss, but Aleksei is still as nervous as a long-tailed cat in a roomful of rocking chairs.

The journey continues, with the ship eventually putting in at Alexandria. By the time you arrive, Aleksei is a bundle of nerves. You board the train and find your compartment for the 4-hour ride to Cairo.

It is 1415 local time when the conductor comes for your tickets, about 20 minutes into the trip.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Spirit: 1d6 ⇒ 61d6 ⇒ 6
Ace: 1d6 ⇒ 31d6 ⇒ 5

Aleksei tried to calm himself, taking deep breaths and reminding himself that he is only paranoid because he was taught to be. He still does not let his guard up, but he is at least able to stifle his nervousness for the moment. He calmly passes the conductor his tickets as he approaches.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The conductor takes the tickets from each of you, stamps them, and leaves. About 30 minutes later, Perrin is dozing off, while Aleksei and Bobby entertain themselves playing cards. People pass by your compartment, going to or from the other cars, but one shadow seems persistent. A shadowy figure lurks near the door!


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei notices the figure and tries not to show that he does. Looking at Bobby, then down at his cards, he says, "Do you have six?" Even though they are playing Gin Rummy, he hopes his brother gets the clue..


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Smarts: 1d8 ⇒ 81d6 ⇒ 5
ACE!: 1d8 ⇒ 7 = 15 Yeah, I think he gets it...

"No, I *don't* - what do ya want to do about it?" he says, asking Aleksei for a plan.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei ponders a brief moment. "Need something to drink. Going to bar car. Join me?" He then stands, eyeing the door.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Smarts & Wild: 1d8 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 5 = 11

Agility & Wild: 1d8 ⇒ 51d6 ⇒ 4 = 5

Figuring out that Aleksei is concerned about something outside the door, Bobby casually says "Sure, why not?", but then bolts out of his seat and is in the narrow corridor in an instant, looking around.

Notice & Wild: 1d6 ⇒ 51d6 ⇒ 1 = 5

WhtKnt, you can use those rolls or not, I included them just in case...

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

In the corridor, Bobby catches a man off-guard. He is lurking near the door. You have the Drop on him.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

If you'll allow the +4 from The Drop to be applied to a Grapple...

Bobby tries to twist the guy's arm behind his back :

Fighting & Wild: 1d6 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (6) + 4 = 10
Wild ACE!: 1d6 ⇒ 2 = 12

That's the TN that the guy has to beat with his Fighting roll...

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Bobby easily snags the man before he can react, wrapping his arm behind his back. The figure winces in pain.

Fighting: 1d6 ⇒ 3


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Alright, mate, what're ya doin' watching us? Explain yourself quick, before I take your arm off!"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"I was hired to watch you," the man replies in heavily accented English. "My instructions were to keep an eye on your movements and report back."


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei moves close to the man's face. "Report back to whom?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby knows 8 non-English languages (see char sheet), can he identify the accent?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The accent is German.

"My contact. His name is Schonn. I am meeting him in Cairo."


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei nods. "Good. We will go and meet him. You will come along as.. what is word? Insurance."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Cairo; the city is quite crowded, with all manner of people going to and fro. With the crowds, it is easy to forget that there is a war on. Street hawkers call out to you as you pass, speaking English surprisingly well. Your "companion" leads you through the crowded streets to an alleyway in which there is a doorway.

"Schonn is inside," he says.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"It seems odd that right now is the time you set up to meet Schonn" Bobby says. "Aleksei, any ideas how we should handle this? We all go in together, pretending to be friends with our guy here, but with our hands on our pistols in our pockets?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

"Contact will be expecting only this man. I go in, he goes in, then you come in. We watch, he make contact, we intercept. He will of course warn his contact and if he tries to run, we stop him. If this man is smart, he says nothing, gets away and we still get our man." He glares at the spy with eyes as cold as a Siberian winter.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Just to be clear," Bobby explain to their friend, "if you go meet your contact and don't give *us* away to him, we'll let *you* get away. If you give us away, we'll hunt you down."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The man nods his understanding and enters the building without a word. From inside, you can hear a conversation in German.

"Report," a gruff voice says.

"I followed them as instructed. There were a few moments where they almost saw me, but I managed to not be seen."

"So what are they doing here? Are they investigating the scroll?"

"Unknown for certain, but I assume so. Else why would they be in Cairo?"

"Then keep following them and keep an eye on them. Disguise yourself as a local and offer your services as a guide."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Casually moving over to where Aleksei is, Bobby whispers "So, what do we do now? Go over and confront the new fellow after our guy leaves?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei thinks for a moment. "No, this could be better. We lead our 'guide' on a wild goose chase. Let him think we are here for nothing more than sightseeing. Then we follow him back to this Schonn and see what he does with the information. "


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"The problem with that is, he *knows* we're outside here, listening in. And, we promised we'd let him go. So why would he stick around us anymore? And, with him as our 'guide', we can't actually work on our mission, which involves the scroll."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

A few moments later, the man exits the room back into the street. "You were listening?" he says, after closing the door. "I Have done as you instructed."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

I'm waiting for Aleksei to reply to my comment, and I know he has connectivity issues for the next 5 days, so...


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

I have finally returned to full access! On with the game.

Aleksei nods to Bobby before the informant comes out. "You are correct. We should perhaps go and confront Schonn then, but let us be careful. He may not be alone."

When the informant comes out, Aleksei replies. "Yes, you have. You may go, but remember, your life belongs to us know. Anything happens, we come for you." Turning to Bobby, he says, "Shall we?", and opens the door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

As you enter, you find yourselves in a small office. A well-dressed, mustachioed man sits behind a mahogany desk. The desk is clean and well-kept, and a serving tray holding six glasses and a bottle of liquid sit upon it. He looks up as you enter, his face a mixture of surprise and annoyance. "Gentlemen, please come in. I admit that I hadn't expected you quite so soon. I shall have to deal with Mr. Hertzeg's incompetence and disloyalty later. But, you are here now and I suppose that we must adjust. Please, sit down." He indicates a quartet of chairs that are arranged before the table. "Would you care for a smoke? Perhaps a drink?" he asks, holding forth a gold cigarette case. "I imagine there are things that you would like to discuss with me." His accent is also unmistakably German.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei takes a puff of his already lit cigar and blows the smoke in the direction of the German man. Showing an air of confidence, he sits in the chair directly across from him. "I will admit, you have an advantage in already knowing who we are, which tells me that we ourselves have an issue with disloyalty. Thank you for showing us that. We also imagine you have much to discuss with us as well, since you were obviously expecting us at some point, regardless of timing."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Hand-waving away the drink and the smoke (they might be drugged), Bobby says "Alright, mate, let's get down to brass tacks - what's your interest in the scroll? Why is it so valuable?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

He shrugs and pours himself a drink. "The scroll was found in the Valley of the Kings in a heretofore undiscovered tomb. It is written in an unknown language, neither Ancient Egyptian nor Coptic. That is what little we know for certain. Its age is estimated to be at least 3,000 years old, and possibly more. Its value is, of course, priceless.

"I would be lying if I told you that our interest in the scroll was entirely academic, but certainly, that is a primary motivator." He takes a drink from his glass. "Yes," he nods, looking at Aleksei, "You were expected. We knew that sooner or later, we would be discovered. Herr Spider would very much like you to forget what you have learned and go back to your duties. You are soldiers, not spies or archaeologists. But since, clearly, you cannot be expected to suppress your curiosity, we find ourselves at odds.

"Who knows what secrets may be discovered if the scroll can be translated? Did you know that the Ancient Egyptians had a vast knowledge of medicine, including specialized fields of study? Their knowledge of mathematics was equally impressive. Can you see how important the wisdom locked in that scroll might be?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleskei shrugs as he leans back in the chair, blowing more smoke from his cigar. "While that scroll may contain a lot of knowledge, confusing it with wisdom might be folly. Such as the wisdom for how to use such knowledge. Something I think your other primary motivators might entail. What exactly does Herr Spider intend to do with said scroll?"


Male Human Ag d6 Sm d10 Sp d8 St d4 Vi d6 || Pace 6 San 6 Tough 5 || Webley .455 (2d6+1), Lee-Enfield (2d8)
Skills:
Investigation d8, Know (History) d10, Know (Occult) d6, Notice d8, Persuasion d4, Shooting d6, Survival d6, Throwing d6

"Yeah," Perrin adds, "Who's to say that thing isn't an ancient recipe for fruit salad?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"Study it, of course. The same as you. I do not believe for one moment that the scroll is something as mundane as a recipe, and neither do you. I will not lie to you. If my employer were to gain the scroll, he would use it to further the interests of the Kaiser, just as your people intend to do with your President, I expect.

"But another question remains. You are here in Cairo, and I confess I have no idea why. As I said, you are not archeologists and the Front is a fair distance from here. Would you care to enlighten me?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei nods, stifling a smile at Perrin's joke. "Perhaps, but not all of this war is fought on the Front. As you said, we are already at odds. You want what is best for Kaiser, we do not. We are fighting a war of information, who knows what and how much of it. If this scroll is indeed of any use beyond light reading material, then it should not fall in any hands that would use it for personal or global gain. Don't you agree?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby thinks to himself "But the problem is, England already has the scroll, and Doyle's with MI-something, so how can we *not* use the scroll to our military advantage?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The man takes a draw on his cigarette and sits back for a moment, considering Aleksei's words. "Am I to understand that you would be willing to destroy the scroll to prevent it's being used?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

"Are we to understand that you have it in your possession already?", Aleksei counters. "We will do what is necessary to ensure that it isn't used improperly."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"I do not have it yet, as you are well aware. Herr Spider would be less than pleased if I were to destroy it or permit it to be destroyed, but if, say, an accident was to occur... well, that would be beyond my control, wouldn't it?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby leans over to Aleksei and cupping his hand around his ear, whispers as softly as possible "Aleksei, what are you saying? You know that the professor has the scroll back in England, and Doyle belongs to military intelligence - there's *no way* we could destroy the scroll!"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei does know that, but he is banking on Bobby's skill at poker to see what his game is.

Aleksei turns and smiles at Bobby. He then turns to Herr Schonn. "My colleague is concerned that you will not be able to hold up your end of the bargain, should it accidentally come into our possession and accidentally catch fire. We want assurances that your network of friends will leave the three of us alone as we go about our business in Cairo. Or is that something we will have to speak to Herr Spider about?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Oh. Poker. What's that (player speaking)? :)


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Ping?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Schonn considers for a moment. "I know that you are here seeking additional information, or perhaps even further artifacts. I would be a poor agent indeed if I settled for the destruction of one artifact, while you claimed others, now wouldn't I?"


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei considers for a moment. "Are you suggesting a trade, Herr Schonn?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"What did you have in mind?"

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The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.

Good luck, trooper—you’ll need it!

Character Creation:
Race and Gender: All characters are human and begin with a free Edge.

The Great War is a man’s war. Women serve as nurses, spies, and take over clerical jobs in the military bureaucracy, but no army even considers using women in combat. This is not to say that women don’t wind up in battle anyway. Nurses often serve in field hospitals close to the front, and during battles may find themselves in the middle of things.

Players who want to run female characters should come up with a reason that would convince the military leaders of 1914 to overcome their Victorian chivalry and/or sexism.

The war is not, however, all-white. The great powers of Europe field a substantial number of non-European soldiers. France draws heavily on her African colonies to offset Germany’s larger population. African soldiers serve on the Western Front alongside French poilus. The British use units from the Indian Army in Europe.

The United States Army very reluctantly allows black Americans to serve in separate units (with white officers). Interestingly, some all-black American companies are equipped with French gear and lent to French battalions, making them a rare example of black and white soldiers together.

For non-white characters to serve alongside whites, much the same reasons as for women apply: They must have some indispensable quality which overcomes racism of the times.

Nationality: You can be from any nation. but everyone should be on the same side. It is important to note that there are no "bad guys" in World War I. The Germans are not Nazis, and they fight for honorable reasons through a sense of patriotism, just as with Allied troops. I leave it up to the players to decide what nationalities they represent.

Service and Branch: All soldier characters are army infantry or medics, at least initially. You can choose to play infantry, medic, or a civilian specialty such as journalist, Red Cross, or spy.

Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.

Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.

As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.

Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.

Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.

For 2 Hindrance points you can:

  • Raise an attribute one die type.
  • Choose an Edge.
For 1 Hindrance point you can:
  • Gain another skill point.

Rank: All soldiers have a rank or rating. Characters without the Rank (NCO) or Rank (Officer) Edge are automatically privates (E-1) or are civilian characters.

Useful (but not required) Edges include Alertness, Danger Sense, and any Combat Edges.

Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.

Background: You must provide a brief background for your character. It should include, at a minimum, where you are from, what you did before the war, and what prompted you to join the service (unless you were drafted).

New Edges and Hindrances:
Most of the Hindrances in Savage Worlds are appropriate in Weird War I, but there are a few new ones. They are Bullet Magnet (Major), Doubting Thomas (Major), Fanatic (Major), Goldbrick (Minor), Replacement (Major), Shell-Shocked (Minor or Major), and Slow (Major).

New Edges include the following:
Background Edges:
Academy Graduate, Arcane Exposure, College Boy, Grizzled, Nationalism, Upper Class

Combat Edges:
Dig In!, Hose 'Em Down

Leadership Edges:
Art of War, Rank

Professional Edges:
Demo Man, Medic!, Mechanically Inclined

Social Edges:
Scrounger

Weird Edges:
Ceremonial Casting, Haunted, Spiritualist

I will be accepting up to eight players for this game and recruitment will remain open until 11:59 CDT on May 27.


I may need to rethink my initial idea a little, but I do want to play a devout old school baptist.


Dotting... this looks like fun. I like the Savage System and love war stuff. Thinking of either a British SSB agent or a Russian Ohkrana agent. Will try to have a build up tonight.

Dark Archive

Pathfinder Adventure Path Subscriber

So, I guess the first question we all have to answer is - Allied or Central Powers? Also, if this is 1914, America is yet to declare war on anyone, and won't for another three years.

List of countries.


Personally I like the idea of playing the Germans. Basically for the same reason that movies set during this war was popular during WW2, to showcase the differences between the Nazis and this German army.


I'd be really interested in playing a jaded Combat Medic for this. I'm not picky about sides.

Lantern Lodge

Again, want I no to play the good old farm boy sent to protect his younger brothers in the great war. Will come up with something more defined later this weekend.

Lantern Lodge

Michael Bartholomew Abbey (American or Vritish)
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Climbing d4, Fighting d6, Healing d4, Knowledge (Agriculture) d4, Notice d4, Persuasion d4, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d4, Throwing d4, Tracking d4
Overconfident, Stubborn, Vow
Brawny, Brawler, Attractive
Charisma +2, Pace 6, Parry 5, Toughness 6, Sanity 5
Canteen, Mess Kit, Bayonet, uniform, bedroll, backpack, ammo pouch, shovel
M1 rifle, Bayonet, 75 rounds
$50

Background this weekend.


Here is:

Aleksei Yarovich:

Name: Aleksei Yarovich
Race: Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d6, Knowledge: World Diplomacy d4, Lockpicking d6, Notice d6+2, Persuasion d4-1, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d6, Swimming d4, Throwing d4
Pace: 6, Parry: 5, Toughness: 5, Charisma: -1
Gear: Unarmed Strike d6 (Str), Mosin-Nagant Rifle d6 (2d8, 15/30/60), Bayonet d6 (Str+d4), Knife d6 (Str+d4), Backpack, Bedroll, Clothing (Uniform), Canteen (metal), Shovel, Mess kit, 75x 7.62mm x 54mm Russian Rifle Rounds.
Special Abilities:
•Curious: Must check out everything and solve all mysteries
•Habit (Cigars): Annoying and constant habit
•Heartless: Willing to commit casual murder
•Alertness: Very perceptive; +2 Notice
Personal Details: Aleksei was born in Kiev, Ukraine to his mother Ekaterina and father, Pietr. Both of his parents died during a raid by anti-Tzar forces. This left him homeless and aimless. A local leader saw this as an opportunity and took Akeksei under his wing. Years later, Aleksei is a member of the Ohkrana, the Russian Tzar's Secret Police and Intelligence Service. His duty is to seek out and eliminate any threat to the Tzar and his family. His secondary duty is to maintain loyalty within the military ranks, which is why he was assigned to one of the four divisions sent to invade Eastern Prussia...

Aleksei is never seen without a cigar in his mouth. Taciturn and cynical, he rarely sees the humor in jokes. He is a very thorough person, almost too thorough in that he needs to know every detail about everyone and everything. Being trained to kill is harsh environments has left Alesksei with little compassion. He will just as quickly shoot through a hostage to kill the person holding the hostage as he would light a cigar. He takes no joy in it, he only sees it as a means to an end...

Aleksei is not tall, but his Ukrainian features are very prominent. He keeps his hair very short cropped and maintains his gear in top condition. He has a scar under his chin that he never speaks about.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2015 by Pinnacle Entertainment Group. All rights reserved.

Went with the Springfield rifle for stats as it closely resembles the Mosin-Nagant.

Not sure which side or if we're playing both sides, but Aleksei can easily be changed to the German version if necessary.


Here's my jaded combat medic, written up as a Frenchman:

Jacques Corbett:
Name: Pvt. Jacques "Docteur" Corbett

Country of Origin: France (if we're the Allies. Switching him over to a German would be easy if we want to be Central Powers)

Attributes:
Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6

Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d4, Stealth d4, Throwing d4

Derived Stats:
Charisma: -2
Pace: 6
Parry: 5
Sanity: 4
Toughness: 5

Edges:
Linguist: Dutch, English, French (native), German, Hungarian, Italian, Portugese, Russian, Spanish, Swedish. (Linguist is so many more languages than I thought it was >_>)
Medic!: Can save a downed extra if he reaches him before the end of the round

Hindrances:

Heroic (M): Jacques has a strong sense of justice, and works as a medic to benefit people. He's not a happy man, but he feels that by saving lives he can make others feel the happiness he can't.

Mean (m): He'll save your life, but he won't shake your hand if you go to thank him afterwards. He probably wouldn't be a bad-looking man if it wasn't for his thousand-yard stare and surly demeanor.

Shell-Shocked (m): Jacques was present during the initial battles of the Frontiers.

Gear:

Backpack, Bed Roll, Bullet pouch, Canteen, Medical Pack, Mess Kit, Uniform

Weapons:

Enfield No. 2 Mk I 12/24/48 2d6 (.38)
+18 spare bullets (total of 24 including the ones loaded)

Backstory:

Jacques comes from a poor neighborhood, but he had his sights set high when he joined the military. Unlike his brothers, who joined as infantrymen, Jacques was smarter, though his only true talent was a knack for languages that he picked up over time. He hoped to be able to someday make a better living as a translator. Unfortunately for him, the military had other plans. Convenient to the imminent German invasion of Belgium and having scored relatively high within medical drills, Jacques was placed near the front lines of the initial invasions that kicked off the Great War. Thrust immediately into combat beyond his wildest imagining, Corbett watched almost every person around him die in the skirmish fighting of the Battles of the Frontiers.

Jacques worked tirelessly throughout three nights with a never-ending stream of bullet wounds and broken limbs occupying his vision. He stopped only once, when the body of his youngest brother, an infantryman, was laid before him on his table. He had bled to death while waiting for a medic. As Germany relentlessly advanced, his brother laying dead, the small chunk of hope and happiness that existed in the core of the mostly dour Jacques Corbett shriveled and died. Driven by a sense of purpose and duty he continues to save as many lives as he can, to make up for the ones he couldn't.


Does anyone care if I take Arcane Background: Weird Science? The idea is not so much an inventor, just someone able to get the most out of his gear.


Pathfinder Adventure Subscriber

Could this troop use a skeptical British Sapper?


Pathfinder Adventure Subscriber

Here are the basics of my character. I might consider "Demo Man" in lieu of one of my edges, but need to know more about it

Wilbur Morrison

Spoiler:

Name: Wilbur Morrison
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Knowledge: Demolitions d6, Knowledge: Engineering d6, Notice d6+2, Piloting d4, Repair d8, Shooting d6, Throwing d6
Pace: 4, Parry: 4, Toughness: 5, Charisma: 0
Gear: Spencer Carbine d6 (2d8, 20/40/80), Bayonet d4 (Str+d4), Unarmed Strike d4 (Str), Steel Pot (helmet) (+4)
Special Abilities:
•Hard of Hearing: -2 on auditory tasks or cannot hear at all
•Lame: -2 Pace; Roll d4 for running
•Victim: Always first target if nobody else is obvious choice
•Alertness: Very perceptive; +2 Notice
•Danger Sense: Notice roll at -2 to sense an imminent surprise

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2015 by Pinnacle Entertainment Group. All rights reserved.

Dark Archive

Alright!

First, couple quick points. If anyone needs them, the Combat Guide is here, and the Freebie Quick Start rules are here.

That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)


Atlas2112 wrote:

Alright!

First, couple quick points. If anyone needs them, the Combat Guide is here, and the Freebie Quick Start rules are here.

That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)

You can find a list of edges and hindrances on Savagepedia, although specifics and stats you need the real book for. It looks like the GM is pulling from both Tour of Darkness (primarily Vietnam-era) and Weird War II (WWII).


Actually, Weird War I is a new settling book that is available as a pdf now, while the physical books are available for preorder.


Ooh, I didn't know! Looks like I've got another book to buy. >.>

Dark Archive

That is correct, Nohwear. I have the PDFs (they are available at drivethrurpg). I don't expect everyone to get a copy, but if you choose to do so, it is $10 well-invested. Many of the Edges and Hindrances can be found in Tour of Darkness and Weird War II as noted.

Likewise, many of these are elaborated upon in the Savagepedia. I can provide details for those you are most interested in.

Dark Archive

Alright, good to know.

Couple general questions, just to get a sense of the theme you're going for.

Will edges like Rank (Officer) or Art of War have any place here? It sounds like we'd just be grunts, ala Aliens or Saving Private Ryan, so it might not be that such high-falutin' things would ever be needed, yeah?
Same question about Knowledge: Battle.

What does College Boy, Dig In!, and Hose 'Em Down do?

Also, whoa, yeah, we're still in the opening credits in 1914. All the fun stuff hasn't started. The German's haven't even invented Stormtroopers yet.

Lantern Lodge

DaWay wrote:

Michael Bartholomew Abbey (American or Vritish)

Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Climbing d4, Fighting d6, Healing d4, Knowledge (Agriculture) d4, Notice d4, Persuasion d4, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d4, Throwing d4, Tracking d4
Overconfident, Stubborn, Vow
Brawny, Brawler, Attractive
Charisma +2, Pace 6, Parry 5, Toughness 6, Sanity 5
Canteen, Mess Kit, Bayonet, uniform, bedroll, backpack, ammo pouch, shovel
M1 rifle, Bayonet, 75 rounds
$50

Background this weekend.

Bare bones background:

A corn fed Nebraska boy whose stark white ass has been seen by more father's than toilet seats. Tristan has always been the hard working type though the phrase work smarter has never been demonstrated by him, though he seems to get by on looks and strength alone and that's always been good enough.

At the request of his father he left begrudgingly due to his younger brothers drive to join the great war across the pond, having the family trait of acting before thinking. Boot camp was a breeze though the insubordination was rampant until he was placed with his younger brothers unit

Dark Archive

College Boy requires Smarts d6+ and gives you four extra skill points to spend on Smarts-related skills. At least one of these must be a Knowledge skill at d6+.

Dig In! requires Smarts d6+ and imposes a -1 penalty (in addition to normal cover bonuses) to foe's attack rolls when you are prone or under cover. In addition, you get a +1 Toughness bonus to avoid damage from Area Effect weapons.

Hose 'Em Down requires Shooting d8+ and permits you to suppress an area equal to two Medium Burst Templates when firing a braced medium or heavy machine gun.

You will be mostly grunts, but if someone wants to play an officer or NCO, then I will permit it.

Dark Archive

Oh mah goodness! We're looking to kick this off preety soon, eh? Well I best be about putting some numbers and words then!

Character!:

Daniel "The Yankee" Morgan

SaVAGe WOrLdS

...---===<<<((({{{[[[WAR!]]]}}})))>>>===---...

Race: huMAN

atTRIbuTEs: (5)

Agility: d8 (2 advances)

Smarts: d6

Spirit: d6

Strength:d6

Vigor: d6

sKILL POINTs: (15)

Spirit:::

Persuasion: d4

Smarts:::

Healing d4

Notice: d6

Strength:::

Agility:::

Shooting d10 (5 pts)

Fighting: d6

Stealth d6

Throwing d6

GEAR:

a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches,

and a basic weapon. (M1 rifle)

a bayonet,
shovel, and
75 rounds.
$50

Free Edge: Brawny

Edge 1: Dig In! (2 advances)

Major Hindrance: Overconfident (2 advances)

Minor Hindrance 1: Death Wish (1 advance)

Minor Hindrance 2: All thumbs: -2 Repair (1 advance)

derIVEd:::

CHA: +0

pACE: 6"

paRRy: 5

TOUHne$$: 6

Named after the famous American general, Dan hails from a small farming community in deep-woods Wisconsin that no one ever heard of (Sheboygan). Dan had no real taste for his father's thriving wheat farm, but he was able to supplement the family's dinner table (and occasionally his own pocket) by culling the thick woods of tasty game like deer, turkey, and the ever-welcome rabbit and squirrel.

When war broke out, Danial thumbed his nose at American non-intervention, caught the first steamer headed for the UK, and offered his services to the first official-looking Brit he could find.

Although the British would not risk the international red-tape that faced them to put a Yankee in danger, Dan convinced them that we was a crack-shot, and he anxiously awaited real combat by training young urban Brits on which end of the rifle the bang came out of.

Dark Archive

Big day today!

Dark Archive

Okay, guys. I'm at a con this weekend. Recruitment is closed and you all made it in, but you'll have to wait until Monday (maybe Tuesday) for me to set the scene. Since most of you went with Americans, we're going to be a little later on in the war, obviously.


Sounds great! Just wondering if it's okay to keep Aleksei Russian due to the nebulous nature of American relations with them at the time or if he needs to be made another nationality. That and if we're starting later in the war, this would be the same time that the Red Revolution begins...


Similarly, I know France is on the same side of the war, but would it make things easier to run an American?

Dark Archive

It shouldn't be a problem. I'm going to rule that your unit is a special case where Allies have banded together against a common foe.

Lantern Lodge

So who's in and when is the game starting?

Dark Archive

You're all in. Give me a day to set things up (it was a long weekend) and I'll kick it off.

Dark Archive

Okay, the gameplay and discussion threads are live!


Can someone please briefly describe the following Edges : Mechanically Inclined, Scrounger, Arcane Exposure, Ceremonial Casting, Haunted, Spiritualist.

I assume the last 4 are the only "Arcane Backgrounds" available - what would be needed to justify the PC having these?

WhtKnt - do you have any house rules? Also, if I take a bunch of Knowledge skills, are you ok with providing me with opportunities to use them?

In particular, I'm thinking of Knowledge/Military Intelligence : on a successful roll (after a successful Streetwise roll), I'd be able to piece together enough info about our current situation to suggest a plan of action (provided by you) that might have a decent chance of success.

Also, would Knowledge/Encryption be of much use?

Liberty's Edge

Ermmmm.... >.>

1) Mechanically Inclined: +2 bonus to Knowledge or Repair rolls required to use, design, troubleshoot, or repair mechanical
2) Arcane Exposure: Add +2 to Sanity, and +2 to fear rolls caused by supernatural events
3) Scrounger: Once per session, and while in a populated area (such as a large village or town), a successful Streetwise roll allows the Scrounger to do find (things).

No data found on others.

Mind you, the thing has been kind of a straight-up combat oriented World War I scenario. It's of course WhtKnt's prerogative, just don't get your heart too set on a Harvey Walters type.


Daniel -

Thanks for the help with the Edges you could find.

I'm thinking more "military intelligence" than "supernatural investigator" - able to gather intel (either by Streetwise or Stealth) and come to some conclusions about it. Along with some basic combat skills.

But if it's going to be nothing but slog-thru the mud fighting, I might reconsider...maybe a gadgeteer-type, or something along the lines of the occult Edges (once I know what they are)...

Dark Archive

There will be quite a few slog-through-the-mud moments, especially at first. As you guys grow and discover more about the underlying plot, we'll transition to more skill-based play.

I have no issue with you having several knowledge skills and I will find a way for you to use them if you take them.

Haunted - Haunted heroes have a helpful but occasionally frightening spirit companion.

Spiritualism - Spiritualist powers derive from sensing and communicating with spirits, chiefly those of the dead.

Ceremonial Casting - Those who have stumbled upon the secrets of the unknown have found they can greatly increase the power of certain spells and invocations if they are more carefully and slowly cast.

I don't have an issue with you taking these abilities (Spiritualist and Ceremonial Casting both require Arcane Background), but you will definitely be considered an oddity and probably an outcast until your fellow warriors become accustomed to it.

The only house rule is that everyone in the group speaks English in addition to any other languages. You may speak with an accent, but you can understand English commands and statements.


Then I'm ready to go!

Attributes : Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6

Derived stats : Charisma +0, Pace 6, Parry 5, Toughness 5, Sanity 5

Hindrances : Loyal(minor), Cautious(minor), Heroic(major)

Edges : Dig In!, College Boy, Linguist

Skills : Fighting d6, Healing d4, Knowledge/Electronics d6, Knowledge/Military Intelligence d4, Knowledge/Encryption d4, Lockpick d6, Notice d6, Repair d4, Shooting d6, Stealth d6, Streetwise d4, Throwing d6

Languages (d8) : English, French, German, Italian, Russian, Spanish, Hungarian, Greek, +1 more

Possessions : Uniform, paper, pencil, flashlight, matches, handcuffs, 50 bullets.

Weapons : knife, pistol (S&W .357), 2 grenades

Encumbrance : 14/20
Wealth : $200

WhtKnt - I substituted a S&W .357 from the core rules instead of the standard-issue British gun, because the S&W doesn't have a Strength requirement, but it does less damage. I'm figuring it's the British equivalent to a S&W - is that ok?

Backstory TBD soon. But he's British, and an Intelligence operative.

Dark Archive

Hey, folks!! We're coming up short a soldier in our little band of brothers and could use a replacement. If anyone is interested, the game is set in World War I, with some very weird goings-on. You can be of any Allied nationality (though if someone wants really wants to play a Central Powers character, let me know, we might be able to work something out; it would certainly make for an interesting dynamic to have an "enemy" amongst the group who, for one reason or another, are forced to work together).

The game is SAVAGE WORLDS: Weird War I. The PDFs are not required but are available on DriveThruRPG for those who wish to purchase them. The Player's Guide is all that you really need. I'll leave the recruiting open for a little while to let interest grow, so don't feel like you have to hurry with your submission. If I get some particularly good applications, I may take two or even three more.


Posting rate?

Dark Archive

I'll be honest. I try to post at least once every two to three days, but realistically, due to my wife's disability and the fact that I serve as her eyes (she is 90% blind), it works out to about once or twice per week. Some weeks are better than others.


I can do this, then.

Copy/Paste:

Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.

Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.

As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.

Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.

Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.

For 2 Hindrance points you can:
Raise an attribute one die type.
Choose an Edge.

For 1 Hindrance point you can:
Gain another skill point.

Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.


EDIT: So it says at the top that all characters are human and receive 1 free edge, then under edges and hindrances it says that all characters start with one free edge.
Are these the same (presumably human bonus) edge or do we gain another?

EDIT: Did you finish clearing the castle?

Dark Archive

The freebie is the same edge as the one free for humans, however...

How many advances have I given you guys? I forget. As soon as I get it sorted out how many advances I have given out, everyone will start with the same.

Yes, they did finish the castle. More recently, they were involved in a mass battle and have fought against some supernatural trench ghouls. They are about to take a short leave in Paris (their reward for taking care of the ghouls).


You have given 2, but you said you would give 3 when they finished the castle. If this has changed please notify me.


In the QuickStart rules for savage worlds they have a letter listed I brackets for the edges. What does this letter stand for.


[size=200]Hi[/size]
Human Male
Rank: Novice
Attributes: Agility: d10, Smarts: d8, Spirit: d4, Strength: d4, Vigor: d8
Skills: Driving: d4, Fighting: d10, Healing: d4, Investigation: d6, Notice: d8, Shooting: d10, Stealth: d4, Streetwise: d4, Swimming: d4, Throwing: d4
Pace: 6; Parry: 7; Toughness: 6
Edges: Extra Edge (racial), Ambidextrous, Two-Fisted
Hindrances: Bad Luck (major), Habit (minor): Work With GM, Cautious (minor)
Gear: Bayonet (Damage: d4 ), Bedroll (sleeping bag; winterized), Canteen (waterskin), Backpack, Shovel, Binoculars, Soap, Whistle, Uniform, Ammo Pouch, 75 rounds, Basic Weapon, mess kit

What counts as a basic weapon?

Dark Archive

The letter is the minimum rank you must have attained before that Edge can be purchased. [S] = Seasoned, [V] = Veteran.

Your basic weapon depends on your country of origin for specifics, but most will do 2d8 damage at ranges of 24/48/96.


Okay, what would count as a reasonable minor habit?
As for country...I'll be australian

Liberty's Edge

Ancient Dragon Master wrote:

Okay, what would count as a reasonable minor habit?

As for country...I'll be australian

I think that's what he meant.

Every time you forget that your guys get Gang up, or we get -2 for low lighting, he reminds you of it.=)


Daniel "Sharpshooter" Morgan wrote:


I think that's what he meant.

What?

Daniel "Sharpshooter" Morgan wrote:


Every time you forget that your guys get Gang up, or we get -2 for low lighting, he reminds you of it.=)

Useful.

Dark Archive

Australian arms would be the same as the British, the Lee-Enfield Mk I. A reasonable minor habit could be smoking, chewing tobacco, whistling, cracking your knuckles; basically, any minor unconscious habit that could cause problems at certain times.


Working on my traveller submission. Will finalise my character as soon as possible.


Working on it
Human Male
Rank: Novice
Attributes: Agility: d10, Smarts: d8, Spirit: d4, Strength: d4, Vigor: d8
Skills: Fighting: d10, Healing: d8, Investigation: d4, Knowledge (Medicine): d4, Notice: d8, Shooting: d10, Stealth: d4, Swimming: d4, Throwing: d4
Pace: 6; Parry: 7; Toughness: 6
Edges: Extra Edge (racial), Ambidextrous, Two-Fisted
Hindrances: Bad Luck (major), Cautious (minor), Habit (minor): Whistles
Gear: Bayonet (Damage: d4 ), Bedroll (sleeping bag; winterized), Canteen (waterskin), Backpack, Shovel, Binoculars, Soap, Whistle, Uniform, Ammo Pouch, 75 rounds, Lee - Enfeild Mk I, mess kit

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