Seeker's Deadlands: Blood Drive

Game Master seekerofshadowlight

This is a Deadlands: The Weird West game, using the newest ruleset, the SWADE.

Starting in Sutter's Flats Texas, the posses are on a cattle drive though the weird west.


451 to 500 of 525 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Pace 6 I Parry 5 I Toughness 7 (2 Armour)

Hi all

unfortunately I've come down with a bug, I won't be posting for another 12-24 hours or so at least. Please bot me as needed.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Stealth, what is that ???

Seriously, I have a d4 in it, so I really cannot take the lead.

But to deal out the lead, I will be there. :)


GM

y'all do seem to suck at stealth. I figured someone might be good at it. Anyone else wish to post in char before we get rolling or respond to Flying Eagle?


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

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.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Agreed. on the point about stealth. But there is no need to be seriously split.

One can use the stealth, when they are about 30' in front of a party acting as a scout.


GM

Who is sneaking up on the the guards? I also should point out there are a lot of cattle right outside the camp. It does not show on the map but I am feeling like that should give y'all a+2 on stealth here.


Human Indian : Parry 7 (with shield), Toughness 6(1)

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?


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I got a scope, so I don't have to sneak overly close to the guard.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Excellent! Zachary and Rufus should be the advanced scouts.

Shall we take this to Gameplay?


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I will do my best to scout, but with a d4, will be iffy. :)


GM

I have never been around even a small group of cattle that are silent. Which is what I was thinking, with a few thousand its not quite. Basically you are rolling to see if you're spotted. I figured the cattle would drown out most natural sounds


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

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.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Well, with the shots that open the ball, I guess next turn will be follow on's, and everyone else moving up to the canyons edge to be able to fire into the canyon.


Human Indian : Parry 7 (with shield), Toughness 6(1)

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.


GM

I have had a rough few weeks. I meant to update this but something came up and snowballed and I am worn out. I'll get this moving tomorrow night, if anyone wants to post do it before then or I'll just move around you and reorder stuff as folks post.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

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.


Human Indian : Parry 7 (with shield), Toughness 6(1)

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.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Ok, now I understand.

I spend the bennie, to do the roll. Best roll stands, even if I reroll with another bennie.

Thank you. I am understanding it better.


GM

That does cover it. Flying Eagle knows the rules damned well.

My life has been a mess for a while now guys, so I am a bit slower than even I thought I would be on updating and I want to apologize for that.


Human Indian : Parry 7 (with shield), Toughness 6(1)

No problem, life gets in the way for all of us some time or another. I GM in SW also, so I have to know the rules well. :)


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Appreciated.

Plus, anything I am not sure of or confused by, I can always ask.


GM

I am having a lot of issues IRL right now, I know I am dragging this down and apologize. I think I have the cover outlined and I don't think that changes any of the hits but if I missed one let me know.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Sorry i have not been on, on my anniversary trip will be back on the 1st


male Human 8th level seeker/6th level gamer /4th level bad speller

Its all good, I have been tryong to get my life stuff in order and get back to a decent posting rate. Hope y'all enjoyed the holiday


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

well, i am back. give me a day to get caught up.


GM

Sorry, I have been really sick. It checks negative for covid but f$#%ing hell. Sorry I have fallen behind again.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

So i shouldnt feel bad for buggering up my back.

I have just started moving slowly around now


GM
Rufus Cooperson wrote:

So i shouldnt feel bad for buggering up my back.

I have just started moving slowly around now

Ugh back issues are so bad. I hope you get mobile man.


GM

Hope yall had a good holiday


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

Hi all, I’m sorry for disappearing like that: I have more good months than bad ones, but when a couple of bad months string together it really screws me over. I hope you had a good festive season and wish you all the best for 2024.


GM

Its all good man, I have had a lot of those recently so totally understand.


GM

At this point take another advance and reset bennies. I am gonna keep better track of those and reset them at lest once every few weeks. You will likely also have a few days down time in town as Bill will need to recruit.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 3/3 Bennies

Advance: Increase two skills below ability level
Shooting d6->d8
Riding d6->d8


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

will need a few days to figure my advance.
I am on tablet, not on a computer right now


GM

Yall also got some cash I forgot to list. $1500 in bills and coins, $400 in gold dust, you can split that with the other rescuers or not. Back in town you get another $400


Human Indian : Parry 7 (with shield), Toughness 6(1)

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.


GM

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


Human Indian : Parry 7 (with shield), Toughness 6(1)

ALL - I have a d6 Persuasion, anyone else have anything higher?


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 3/3 Bennies

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).


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Advance 3 for me.

Fighting from D6 to D8
Stealth from D4 to D6

Both are under their Attributes.


Human Indian : Parry 7 (with shield), Toughness 6(1)

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...


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Just a reminder, I was going to keep a pair of peacemakers.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 3/3 Bennies
Flying Eagle wrote:

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, 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...

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.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

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.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 3/3 Bennies

It was about a half hour of typing and editing exacerbated by the fact that the boards kept f&#@ing up and wouldn't allow it to post.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I would have thrown it all onto a word document, then cut and paste.

Might have saved time, but then who knows. :)

But I guess, it is up the DM to decide how many of each are there. :)


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 3/3 Bennies

Oh, I did use a wordpad file. The website just decided to not let the post go through for over an hour.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Oh fun.


GM

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.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Drat! It's always hard to remember what's in the Campaign page...

I'll get to crunching the numbers soon...

451 to 500 of 525 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Seeker's Deadlands: Blood Drive Discussion All Messageboards

Want to post a reply? Sign in.