Zachary Ames |
The problem with being good at stealth (in this or pretty much any game) is that unless the entire group is good at it, you've put those points into something that you can only use when you're split from the rest of the party.
Flying Eagle's plan is probably the best we're going to do.
Flying Eagle |
Zachary has the best Stealth, d6. All the rest of us have a d4, so it doesn't matter who leads the other team. If no one volunteers in the next RL day, Flying Eagle will do it.
We are sneaking up on the guards at the top of the bluffs that make the canyon. How do the cattle help with that?
Zachary Ames |
Oof, sorry for radio silence: I thought I was better and then ended up going to hospital, which is pretty much the opposite of getting better. I'm still groggy from the drugs but will post either later this evening (UK time) or tomorrow morning, depending on how I'm doing.
Flying Eagle |
Hope Keeper doesn't mind me posting this, but there's a recruitment for a Savage Worlds RIFTS game...in Atlantis! I'm not the GM.
Click HERE.
If you have SWADE RIFTS, you only need one other manual, $10 in PDF form. It has new races and Frameworks, but I'm not really sure you'd even need it if you go with SWADE RIFTS races and Frameworks.
Rufus Cooperson |
I would like to get this clarification before I do any rolling.
I got the gist of the soak roll.
I roll Vigor, with a TN of 4? - Success = 1 wound stopped.
1 Raise = 2 wounds stopped.
2 Raises = 3 Wounds stopped with the shaken roll stopped.
I just cannot find in the rules about using a bennie for the soak, other than to assist on the roll
Does a bennie spent block all wounds leaving shaken ?
Does a bennie spent block all wounds including shaken ?
or
Does a bennie only help with the vigor roll ?
Thanks in advance.
Flying Eagle |
TN=4, yes. Wounds that you are rolling for do *not* apply to the Soak rolls, since the wounds haven't actually "happened" yet (if that makes sense).
You have to spend a Benny for every Soak roll. If you're happy with the results of the first roll, that's it. If you want to re-roll the Soak roll, you have to spend another Benny.
But since you got all 3 Wounds from one attack, the results of multiple Soak rolls are *not* cumulative. If you Soak 1 Wound on the first roll and 2 on the second, you'd use only the results of the second roll.
Also, I'd strongly suggest that you leave one Benny available, no matter what else happens, to be able to re-roll your Incapacitation roll if it should come to that.
Flying Eagle |
So, we have the following "treasure" :
12 new horses, with saddles
LeMat
Shotgun
half a dozen colt peacermakers,
4 colt Frontiers
a dozen Winchester '73s
$1500 in bills and coins
$400 in gold dust
$400 in reward money
Keeper, how do you handle selling items? Half the purchase price?
Is this town big enough to handle an influx of 12 horses and Winchesters?
Once you reply, I'll figure out the selling cost of the horses and weapons.
Keeper of Forbidden Lore |
On town size, its a railhead town, it has rail workers , Black river Guards, a telegraph office, Hotel, general stores and other small businesses.
Page 26 of the Weird west book has rules on reselling. If the town is big enough (this one is) you cant sell them for 25% of the value with a persuasion roll. You get 50% with a rise. In this case as folks know where they come from, so they have a bit of "Legend" to them. I'll give you an extra 5 % per raise above 1.
For fun, Bill is gonna hire some more hands, Between 8 and 12 at lest. So why not shoot me some names, descriptions and the like for the new NPCs
Winona Concord |
Just a d4+1 Persuasion m'self.
Here are a couple trail hands:
Slim James Pickering, a.k.a. "Slim Jim" or "Slim Pickens," a lean, scruffy-faced man, a 6' 1" "tall drink" with drawn features and a tendency to chew on sprigs of grass. While he seems like a walking stereotype of a trailhand, complete with suspenders and a sweat-stained hat, he is surprisingly well-read; any time he has a layover in a town during a trail run, he looks for a book that he hasn't read yet in the local school or library, and makes as much progress as he can with it in his free time. As a result he sometimes pops into conversations with a surprising literary quote or paraphrase. When he goes drinking with "the boys" for a night on the town after getting paid, he tends to become morose, instead of aggressive. He is in his 30s and now saving up money with an eye toward purchasing a small home of his own someday, hopefully near a developed semi-rural area like the outskirts of San Francisco, perhaps.
Roxanne Prince, a.k.a. "Roxy," a mid-sized Black woman with a surprising amount of strength—she may not look very muscular, but on at least one occasion she wrestled a bronco to the ground by its head during breaking. In her mid-20s, she has been working trails since her teens, having started by helping around ranches when her family moved out to the western territories after the Civil War. She routinely sends money back home, especially for her ailing grandmother. Though she is marginally literate, she is clever, and especially alert to dangerous situations. She has a tendency to be very quiet around other trailhands when she first meets them and only "opens up" when she determines that someone is safe. She can play the fiddle and the recorder (though not at the same time, obviously).
Flying Eagle |
Trying to persuade the local merchants to buy our stuff :
Persuasion & Wild: 1d6 ⇒ 11d6 ⇒ 2 Spending a Benny...
Persuasion & Wild: 1d6 ⇒ 61d6 ⇒ 3
Persuasion ACE!: 1d6 ⇒ 3 = 9, Raise
I have a couple of Deadlands-related rulebooks, but not specifically the Weird West. Can you give me the purchase prices of guns and horses?
P.S. - I'm really bad at creative things like making up NPC's and their backstories, so if it's ok I'll pass on that...
Winona Concord |
Trying to persuade the local merchants to buy our stuff :
[dice=Persuasion & Wild]d6; d6 Spending a Benny...
[dice=Persuasion & Wild]d6; d6
[dice=Persuasion ACE!]d6 = 9, RaiseI have a couple of Deadlands-related rulebooks, but not specifically the Weird West. Can you give me the purchase prices of guns and horses?
P.S. - I'm really bad at creative things like making up NPC's and their backstories, so if it's ok I'll pass on that...
Ok here we goooo
Horses: $150
Saddle: $25
Saddlebags: $5
~~~~~~~~~~
Guns
I am going to assume that you don't want a cap-and-ball or black powder weapon and omit those.
Derringers & Pepperboxes
Derringer (.41): Range 3/6/12, Damage 2d4, RoF 1, Shots 2, Min. Str d4, Wt. 1, Cost $5
Rupertus Pepperbox (.22): Range 5/10/20, Damage 2d4, RoF 1, Shots 8, Min. Str d6, Wt. 1, Cost $6
Wesson Dagger-pistol (.41): Range 5/10/20, Damage 2d4, RoF 1, Shots 2, Min. Str d6, Wt. 1, Cost $6
Revolvers, Single-Action
Colt Army (.44): Range 12/24/48, Damage 2d6+1, APO 1, RoF 1, Shots 6, Min. Strd4, Wt. 2, Cost $12
Colt Buntline Special (.45): Range 15/30/60, Damage 2d6+1, AP 1, RoF 1, Shots 6, Min. Str d6, Wt. 3, Cost $500. Must be ordered direct from the Colt factor in New Jersey, does not benefit from a quick-draw holster.
Colt Navy (.36): Range 12/24/48, Damage 2d6, AP 1, RoF 1, Shots 6, Min. Str d4, Cost $10.
Colt Peacemaker/Single-Action Army (.45): Range 12/24/48, Damage 2d6+1, AP 1, RoF 1, Shots 6, Min. Str d4, Wt. 4, Cost $15.
LeMat Revolver (.40) & Shotgun (20-ga): Range 12/24/48 and 5/10/20, Damage 2d6 and 1–3d6, AP 1 & —, RoF 1, Shots 9 & 1, Min. Str d6, Wt. 4, Cost $25. 20-gauge shotgun barrel mounted under a pistol. Switching between the two is a free action.
Revolvers, Double-Action
Colt Fontier/Double-Action Army (.44–40): Range 12/24/48, Damage 2d6+1, AP 1, RoF 1, Shots 6, Min. Str d4, Wt. 2, Cost $15. Ammunition may be shared with the Winchester '73.
Colt Lightning (.38): Range 12/24/48, 2d6, AP 1, RoF 1, Shots 6, Min. Str d4, Wt. 2, Cost $13.
Colt Rainmaker (.32): 12/24/48, Damage 2d6, AP 1, RoF 1, Shots 6, Min. Str d4, Wt. 2, Cost $8.
Colt Thunderer (.41): Range 12/24/28, Damage 2d6, AP 1, RoF 1, Shot 6, Min. Str d4, Wt. 2, Cost $14.
Starr Revolver (.44): Range 12/24/48, Damage 2d6+1, AP 1, RoF 1, Shots 6, Min. Str d4, Wt. 2, Cost $9.
Carbines
Spencer (.56): Range 20/40/80, Damage 2d6, AP 2, RoF 1, Shots 7, Min. Str 4, Wt. 8, Cost $15.
Rifles
Bullard Express (.50): Range 24/48/96, Damage 2d10, AP 2, RoF 1, Shots 11, Min. STr d8, Wt. 11, Cost $30.
Evans Old Model Sporter (.44): Range 24/48/96, Damage 2d8, AP 2, RoF 1, Shots 34, Min. Str d6, Wt. 12, Cost $30. Uses special .44-caliber ammo made only by the gun's manufacturer, delivery takes about three weeks.
Sawed-off Winchester (.44-40): Range 12/24/48, Damage 2d8-1, AP 2, RoF 1, Shots 6, Min. Str d4, Wt. 4, Cost $25. Commonly known as a "mare's leg," this weapon is about as easy to conceal as a pistol.
Winchester '73 (.44-40): Range 24/48/96, Damage 2d8-1, AP 2, RoF 1, Shots 15, Min. Str d6, Wt. 10, Cost $25.
Winchester '76 (.45): Range 24/48/96, Damage 2d8, AP 2, RoF 1, Shots 15, Min. Str d4, Wt. 7, Cost $40.
Shotguns (All 12-Gauges)
Double-Barrel: Range 12/24/48, Damage 1–3d6, RoF 1, Shots 2, Min. Str d6, Wt. 11, Cost $35. If the attacker fires both barrels at once at the same target, roll damage once and add +4.
Sawed-Off Double-Barrel: Range 5/10/20, Damage 1–3d6, RoF 1, Shots 2, Min. Str d4, Wt. 6, Cost $35. As double-barrel, may be fired in melee.
Single-Barrel: Range 12/24/48, Damage 1–3d6, RoF 1, Shots 1, Min. Str d4, Wt. 6, Cost $25.
Winchester Lever-Action: Range 12/24/48, Damage 1–3d6, RoF 1, Shots 4, Min. Str d6, Wt. 8, Cost $35.
Whew.
Rufus Cooperson |
Damn, that looks like a lot of typing just to cover off all the firearms.
I was thinking of grabbing 2 Colt SAA/Peacemakers, if there was 2. I can buy the ammo separate.
Cap and ball would not have bothered me, as it would just get extra cylinders to hold the ammo.
Keeper of Forbidden Lore |
A few things.
1: I will add those two NPCs
2: While I appreciate all the typing, and that was a lot of work. If you look on the campaign Page, at the very bottom are two hyper links, one is a gear list the 2nd is the weapons list. Those are both from the weird west rulebook and I made them at the start of the game for folks without access to the book.
3: You can find two peacemakers, they are very common guns.