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.


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

Got in late last night, will update when I get he tonigjt


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

Sorry guys, I have had an unexpectedly busy last few days that have bleed together. I just got in and am gonna crash, but I have absolutely nothing to do today after I wake up. So I will get this updated this evening.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Take yer time pard. Have a good nap.


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

I passed out for near 14 hours lol. It was a long week.


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

You are in a chase, rules found on Page 113 of the Swade core book. Basically each card is a range of 5. I put you at a range of 25 to start( 4 cards). During a chase you can take normal actions also the things below

1: You get one free action ride check to "change position" move one card
2: Once per round you can use an action to make a 2nd ride check at a +2
3: You can "Drop back" 1 or 2 cards and if you do this you don't need a maneuver check but can't change position that round either.
4: you can "Evade" (Action or Free Action) making it harder to hit you, -2 as a free action or -4 as an action
5: Flee, at a -4 you can use an action to try and get away if you are 4 cards away, -2 if 5 cards and a straight check at 6 or more cards
6: You can Force someone on your card to make opposed rolls or be "Bumped" and maybe hit something or have an accident
7: You can use a hold action to remove the shaky platform penalty
8: You can try and ram, odd with a horse but eh okay.


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

"...each card is a range of 5. I put you at a range of 25 to start( 4 cards)..."

4 cards x 5"/card = 20". Are we at 4 cards or 5 cards?

Regarding Actions 4-6, and 8 : what Attribute are we rolling for these?

Since it's dark, I'm assuming a -4 Shooting penalty. So it makes best sense for us to try to ride faster than them, and not waste any time shooting.

So : always do a Free Ride check and 2nd Ride check at +2, and move away whenever you Succeed. And always do a -2 Free Action Evade to help avoid getting hit.

Once you're 6 cards away, start trying to Flee.


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

I edited a few time and 25 was a mistake. If you look at the map they are on the 10 of spades. They are on the 8 of spades. So its three cards between you but I count the one they are on so its 4 cards.

4,5 and 6 are all riding checks.


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

Ok, so the way I am reading it, we get a free ride check with no modifier to move 1 card.

We can then do one of the other actions (4,5,6 with no mod, 2 with a difficulty increase of 2) Other things as we come up with them.


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

To make it clear, you get one Ride check as a free action, it's normal movement. On a success you love 1 card, on a raise you move 2 cards

Action 2, you get a +2 to your roll, not to the difficulty.
I will say if you use evade as a free action, this replace the ride as a free action


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

So if we're trying to get away, make a +2 non-Free Riding check to move away 1 card on a Success or 2 cards on a Raise.

Then, always take the -2 Free Action Evade to help avoid getting hit.

Does that sound like the best strategy?


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

That works for me.


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

@ flying Eagle : I honestly thought you rerolled your ride check as you had it marked as "Re-ride". I'll fix that.

Okay guys to make this clear. Every round you get a riding check to move. This does NOT use any of your 3 actions. This can be combined with a 2nd riding roll, which uses an action (Option 1)

To make it clear.

A: You get one free action ride check to "change position" move one card ( this takes no action}

Then you get your normal 3 actions per round. You can do normal things, such as shooting at folks. You also these options below

Option 1: (Action) Once per round you can use an action to make a 2nd ride check at a +2
Option 2: (Action)You can "Drop back" 1 or 2 cards and if you do this you don't need a maneuver check but can't change position that round either.
Option 3: you can "Evade" (Action or Free Action) making it harder to hit you, -2 as a free action or -4 as an action
Option 4: (Action) Flee, at a -4 you can use an action to try and get away if you are 4 cards away, -2 if 5 cards and a straight check at 6 or more cards
Option 5: (Action)You can Force someone on your card to make opposed rolls or be "Bumped" and maybe hit something or have an accident
Option 6: (free Action)You can use a hold action to remove the shaky platform penalty, but attacks against you are at a +2
Option 7: (Action) You can try and ram, odd with a horse but eh okay.


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

I am just now getting home guys, I'll update when I get up this evening


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

Keeper - according to a comment above, I believe we started on the 8 of Spades. I got 2 Successes in the first round, and 2 in the second, so I should be off the screen (2 cards beyond the 8 of Hearts). FWIW, I haven't double-checked anyone else's results, but you might want to.

I was a bit confused by 2 squares under each card, and wondering if we were moving 1 *square* instead of 1 *card* per Success, but according to your posting of the bad guys, it is 1 card per Success.

Also, no one other than me in our group made 2 movement rolls on their round 1 and round 2 turns. I think this is due to general player confusion about the rules, so maybe you could just make up those rolls for them?


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

At the start of round three you are on the Ace of Dimond, Which is indeed 4 past the 8 of Spades. The two squares per card is just spacing as I just laid this over the other map. They don't matter, they are just space for the tokens. I will Likely space 3 each if this comes up again to be less cluttered.

I do agree there is some confusion, the rules don't get used much and I made an error on one part myself.


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

So kind of an odd question, and more for clarification on my part.

Say I roll the d8 and get an 8, or a d12 and get 12.
Know I know that it is an exploding dice, but are they also raises due to the target being 4 with every 4 others being a raise ?

Just asking for my own knowledge and information, as this has not happened yet.


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

Normally extra raises do not matter rules wise, if you get 6 raises on an attack, its still just 1 extra d6. However, it dos say every raise should give you something, But that is up to the GM.

I tend to add extra stuff when you roll a few on non attack rolls


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

I've come up with and read about many different ways to reward players for getting extra Raises on Damage rolls. The best I've seen so far is : the attack gets AP 1 for each Raise above the first. It's simple, and pretty balanced.


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

fair enough.
just thought i would ask before it happens


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

Sorry, I am lagging again. Getting my ass handed to me IRL currently. Its almost 4:30 Am and I just now got home, sigh.

I do not have no hard and fast rules for what the extra raises do outside of combat. But the extra AP is not a bad idea.


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

No worries, and I understand that RL takes precedence.

It was more a question that I was trying to wrap my noggin about, as it had just occurred to me and I was just trying to get it straight.


GM

Sorry, I should be almost back to a more normal schedule soon. Hopefully by the end of the week.


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

sorry i have not been on.

got hit by the vid.


GM
Rufus Cooperson wrote:

sorry i have not been on.

got hit by the vid.

Sorry to hear that man. I hoe you are okay. As of today I am back on a more sane schedule.


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

Better, but it sux being off work for damn near 2 weeks when you are paid by the hour.
Man I wish I was on salary. :(


Yeah, its hard to lose that much pay for must of us. Hope you are doing better man.


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

Been moving, should be back tomorrow.


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

Everything went wrong with my move and I can’t use my computer now. No ETA for return.


GM

Hope everything is okay


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

Speaking the truth, even if I don't mention that there was more of us.


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

Ummm...I'm not exactly sure what to do here. I will note that the Captain only made one Spirit roll against two Persuasions, but other than that...what are our options? Start fighting against a troop of well-armed soldiers? I'm going to try one more thing in-game...


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

Well, we can shoot our way out, or we can go with the captain and wait for him to maybe figure out that the team had nothing to do with it, at which point we've lost our job trail-riding with the herd and pretty much derailed (failed) the adventure.


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

Well, I don't want to open up on them, as they are just doing their job. However, the capt'n is being awful pushy and not listening.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

I am sorry to say that I am going to need to step away from the table. RL has prevented me from even looking to see how the game has been going. Hopefully when things settle down again I will be able to adventure with you all again.


I hop things settle down for you Buckshot

On the captain, he has a full company of men, so opening up on them is likely suicided. You made a good argument here so I let it stand, without the need for rolls. As written you guys normally would spend a few days in a cell.


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

I have found from personal experience that players generally don't like not being in control of their actions, so putting us in a cell might have rubbed some people the wrong way. I once merely put the entire party in handcuffs, and half the players immediately quit.


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

Sorry guys, I was in a car accident. I totaled my car and reinjured some old injuries. Between that, and dealing with insurance, trying to find a new car and some other issues It just slipped my mind to update this and pretty much everything else I had going on.


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

Thank you for the update, take as much time as you need.

After all, without your health, nothing much is important.
Hope that you start to feel better.


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

Sorry to hear about that, I'll expect the game to move slower for a while...


GM

That long pause should be it, I was just totally blah last week, sore, druged and stressed mostly. I am aiming for at lest three updates a week and trying to pick my rate back up.


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

So does that fear roll mean that I have to roll anytime i need to do anything other than huddle against a tree ??

Trying to figure out which actions would be required to do the fear check, and which ones not.


GM

With the shaken condition its just a one time thing. You failed a fear roll and so where just shaken. You could have gotten much worse things. But you just where shakened, omce you over came it, you are free of it


Just checking but our we currently down to just two players?


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

Haven't heard from Winona in a while, so yes, I think it's Rufus and me?

Only having 2 PC's limits our combat abilities, but I'm willing to continue the game if y'all are...

Can you re-open a new Recruitment?


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

we might be.


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

No, I'm still here.


I hope Seeker doesn't mind my posting this here, but I just want to let everyone know I'm starting a game that's the Savage Worlds version of the TV show Firefly. Please check out the Recruitment page for more info.


Sorry guys I have had a busy week. I am gonna try to speed my posting up a bit. And yeah, I was wondering if we should recruit. I can work in hiring of new folks


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

thinking a minimum of 1 as we still have 3

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