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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GM

I can't think of anyway they could aid in a shooting test. Although they do have gun of their own. The Colt frontier. They have a d6 shooting

Okay, on your panicked NPCs. Those panicked are now shaken, so need a d6 spirts roll. After they pass they can act like normal.

Round 2

Roden fires into a zombie, but the dead flesh seems not to be effected by the lose of a lung. It keeps coming as if it was no worse than a flys bite.

Round 3 order
Flying Eagle (KH)
Kris(QH)
Lord Borak (10c)
Rufus (8c)
Roden (4D)
Gunmen (4c)
To;Sarre (3h)
Zombies(2c)

groups:

Kris: John Halburk, Marlo(down), Bart Godfey
Rufus: Perry(shaken), Amos(shaken), Andrew
Roden: Javier, Alfred(shaken),
Flying Eagle: Abby, Owen, Chuck
Lord Borak: Antonio(shaken), Ashly, Jacob(shaken)


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

Levering a fresh round, Rodan aims for the monsters head.
SHOOTING (Agility): 1d8 ⇒ 7

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (5, 5) - 1 = 9

As Javier shoots his pistol at the same one as Rodan.
Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
"Alfred snap out of it, we need you! Rodan calls out seeing Alfren in shock from seeing the undead.
Alfred's fear: 1d6 ⇒ 4


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris dismounts and fires both barrels at the nearby creature Z1

Shooting: 1d6 + 2 ⇒ (3) + 2 = 5 Wild: 1d6 + 2 ⇒ (2) + 2 = 4

Damage: 3d6 + 4 ⇒ (1, 5, 2) + 4 = 12

Kris tosses aside the spent shotgun and draws his bowie knife.

And he smiles.

John and Bart are trying to calm crazed cattle

Riding: 1d6 ⇒ 2
Riding: 1d6 ⇒ 2


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

Rufus, moves up and grabs his shotgun (Still in Scabbard) and then moves back while dropping his pistol in its holster. He then unscabbards the shotgun dropping the empty scabbard.

Meanwhile on the other side of the camp.
Amos and Perry start regaining their wits as Andrew comes running up.
We need to help with the cows.

Perry Spirit: 1d6 ⇒ 4
Amos Spirit: 1d6 ⇒ 1

Perry and Andrew start running towards the cows drawing their pistols to shoot at the closest of the group hassling the cows.
Not sure of the range for this group as I am at work and it blocks a lot of odd stuff.

Perry Shot: 1d6 ⇒ 2
Andrew Shot: 1d6 ⇒ 5

Perry Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5
Andrew Damage: 2d6 - 1 ⇒ (3, 3) - 1 = 5


GM

A called shot to the head is a -4, making Roden Miss

Round 3 order
Flying Eagle (KH)
Kris(QH)(went)
Lord Borak (10c)
Rufus (8c)(went)
Roden (4D)(went)
Gunmen (4c)
To;Sarre (3h)
Zombies(2c)

Roden fires off at another of the dead(3), missing the head as the creature shambles forward. Javier seems a bit better of a shot taking off half the things face (Its shaken) as Alfred snaps out of his panic with Rodens words. Kris thunders in swinging from his horse to take most of the face of one of the dead off (Shaken), as he drawls his knife. Bart and John are trying to herd the cattle but it looks hopeless. Andrew who is under attack by two of the undead decides to run and fire off at those trying to scatter the herd, Amos does the same.

Feel free to post up round 4 actions if you have taken your round 3 actions. I will move NPCs and take actions next update.

round 4 order:

Rufus(Joker)
Flying Eagle (AH)
Gunmen (JH)
Kris(JS)
Zombies(9c)
So'sarre (7d)
Lord Borak [3d)


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

It was Perry that recovered. Can Amos act but with penalties ?

Rufus hollers over.
AMOS, SNAP OUT OF IT MAN!!!

He then lifts the shotgun and tries a shot at one of the closest zombies.

shotgun shot: 1d10 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (1) - 4 = -3
damage: 2d6 ⇒ (3, 5) = 8

Only to have the firing pin on his shotgun break.


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

Calling out to his two cowhand friends. "Tryand keep you distance and lets all blast the same one. So Rodan, Javier, and Alfred point and shoot the same zombie.

Trying to move back Rodan fires again.
SHOOTING (Agility): 1d8 ⇒ 1

Wild Car: 1d6 ⇒ 5
Dam.: 2d8 - 1 ⇒ (5, 5) - 1 = 9

Javier's shot: 1d6 ⇒ 3
Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9

Alfred's shoot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (3, 5) - 1 = 7


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

Flying Eagle tries again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (1) - 4 = -3

And succeeds, doing

Damage: 2d8 ⇒ (4, 3) = 7

His first cowhand shoots :
Shooting: 1d6 - 4 ⇒ (5) - 4 = 1

And his second :
Shooting: 1d6 - 4 ⇒ (3) - 4 = -1

But both miss.


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

Forgot the +4 to damage...


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris engages with the zombie he shot (Move and stab) z1

WILD Fighting: 1d8 + 2 ⇒ (5) + 2 = 7 Wild die: 1d6 + 2 ⇒ (3) + 2 = 5

Bowie Knife: 1d8 + 1d4 + 1 + 2 ⇒ (4) + (3) + 1 + 2 = 10 AP1

if that kills it, he moves to engage Z4, if it doesn't kill it, he wild fights some more

WILD MAP FIGHT: 1d8 ⇒ 6 Wild die: 1d6 ⇒ 1
Bowie Knife AP1: 1d8 + 1d4 + 1 + 2 ⇒ (6) + (2) + 1 + 2 = 11


GM

WIP

Sorry for the absence guys, had internet issues then got slammed with some stuff.

Character and NPCs that are shaken( such as Amos) can only take free actions, such as running. They can't act until they make a roll on the next turn to be unshaken

Round 3
One of the Gunmen (6) shoots at John, seeming the graze the cowhand(shaken), a second gunman (7) opens fire as well, but misses in the dark. The 3rd gunmen opens up on Andrew, shooting holes in his coat (Shaken). To'Sarre however, lifts his gun dropping Andrew with a single shot to his chest.

The Zombie Kris hit seems confused(shaken), But the others attack, three go after Ashley(2,6,5). He sees to be holding his own but they are taking skin off and you see him starting to panic (He is shaken). Two more go after Rufus (7 and 4), they ripe though his cloths, but manage to do no real damage. The last tries to claw Javier, but is held off.

Round 4
Rufus(Joker)( went)
Flying Eagle (AH)(went)
Gunmen (JH)(went)
Kris(JS)(went)
Zombies(9c)(went)
So'sarre (7d)
Lord Borak [3d)

Rufus tries to blast the two on him, but his weapon fails him. Flying Eagle Shoots the one Kris had stunned (1), its heads caves in and it topples like a puppet without its strings. Two More Gunmen Go for John( 6,7) but both miss (john is still shaken). The Third gunmen(2) rides forward and shoots at Amos.

With the Zombie he shot dead, Kris move up to help Rufus Attacking one of the zombies(4). His first Slaves, disenbowls the thing, his second takes off its head. The Zombie left tries for Rufus And Misses. The three on Ashly press him, although he fights off one he scrams as they drag him down and start eating. To'Sarre rides closer to the camp and puts a shot in Kris( Kris is Shaken)

rolls:

To'sarra shooting: 1d8 ⇒ 11d6 ⇒ 6 damage: 2d8 ⇒ (5, 5) = 10AP 2
Gunmen 6shooting: 1d8 ⇒ 8damage: 2d8 ⇒ (4, 2) = 6AP 2
7 shooting: 1d8 ⇒ 3damage: 2d8 ⇒ (4, 2) = 6AP 2
2 shooting: 1d8 ⇒ 4damage: 2d8 ⇒ (4, 1) = 5AP 2
Zombie
1 Fighting: 1d6 ⇒ 1 damage: 1d6 + 1d4 ⇒ (2) + (1) = 3
2 Fighting: 1d6 ⇒ 5 damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
3 Fighting: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (3) + (4) = 7
4 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (6) + (4) = 10
5 Fighting: 1d6 ⇒ 5 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
6 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
7Fighting: 1d6 ⇒ 2 damage: 1d6 + 1d4 ⇒ (3) + (1) = 4

round 4
To'sarra shooting: 1d8 ⇒ 51d6 ⇒ 3 damage: 2d8 ⇒ (4, 5) = 9AP 2
Gunmen 6shooting: 1d8 ⇒ 1damage: 2d8 ⇒ (8, 3) = 11AP 2
7 shooting: 1d8 ⇒ 1damage: 2d8 ⇒ (6, 6) = 12AP 2
2 shooting: 1d8 ⇒ 7damage: 2d8 ⇒ (5, 3) = 8AP 2
Zombie
1 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
2 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (5) + (3) = 8
3 Fighting: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (4) = 8
4 Fighting: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
5 Fighting: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (6) + (3) = 9
6 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
7Fighting: 1d6 ⇒ 1 damage: 1d6 + 1d4 ⇒ (2) + (2) = 4

extra dice
1d6 ⇒ 61d6 ⇒ 41d6 ⇒ 41d6 ⇒ 61d6 ⇒ 41d6 ⇒ 21d6 ⇒ 51d6 ⇒ 21d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 4

1d8 ⇒ 81d8 ⇒ 31d8 ⇒ 41d8 ⇒ 51d8 ⇒ 31d8 ⇒ 51d8 ⇒ 31d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 2

round 5 order:

Order

Lord Borak(joker)
Zombies(AC)
Rufus(10s)
Gunmen(10h)
So'tarre (6d)
Kris(4s)
Flying Eagle (3s)


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

Rodan is not part of the list

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Apologies. I think we had a ragweed outbreak here and my alergies killed me dead.

Having been shunned by the wellspring that feeds him his reality-altering powers, Lord Borak ignores the reality going on around him and looks within himself for a resolution to this momentary setback. He must needs steel his own soul and call upon reserves of personal will, but, in time, he at last rejoins those on this material plane and lifts his hand.

"Do not fear. The dead can not harm us so long as we do all in our power."

He follows suit and aims for a nearby zombie's head.

Faith!: 1d10 ⇒ 3
Faith re-roll!: 1d10 ⇒ 3
Faith!: 1d6 ⇒ 3

At first his magicks simply...fail to come. But he has forseen this. "No triumph has meaning that did not first have sacrifice," he intones, apropos of nothing, and feels the will so recently called upon spent as internal coin.

benny re-roll

Faith!: 1d10 ⇒ 8 hit
Faith re-roll!: 1d10 ⇒ 2
Faith!: 1d6 ⇒ 5

Damage!: 2d6 + 4 ⇒ (2, 3) + 4 = 9


GM

Opps missed Roden. Assuming Borak used Bolt here

Round 5
Lord Borak(joker)(went)
Zombies(AC)(went)
Roden (JC)
Rufus(10s)
Gunmen(10h)
So'tarre (6d)
Kris(4s)
Flying Eagle (3s)

Lord Borak throws his power at one of the zombie's, blasting away bits of its face, but the abomination does not all (Z6 is shaken). The two stricken zombies seem to shake off what ever made them pause(Z3 and Z6 can move). Three zombies move on Lord Borak (2,6,5) Only one seems to scrap flesh from Lord Borak (he hit for 7, toughness of 6 makes it just shaken). The others attack Rufus and Javier, neither doing any damage to the men

rolls:

Overcome shaken 1d6 + 2 ⇒ (5) + 2 = 7
Overcome shaken 1d6 + 2 ⇒ (6) + 2 = 8

2 attack: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (2) + (3) = 5
3 attack: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (1) + (1) = 2
5 attack: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
6 attack: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (3) + (4) = 7
7 attack: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5

extra 1d6 ⇒ 61d6 ⇒ 61d6 ⇒ 41d6 ⇒ 41d6 ⇒ 61d6 ⇒ 51d6 ⇒ 31d6 ⇒ 31d6 ⇒ 51d6 ⇒ 2
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 61d6 ⇒ 21d6 ⇒ 11d6 ⇒ 21d6 ⇒ 31d6 ⇒ 11d6 ⇒ 31d6 ⇒ 41d4 ⇒ 2


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

Round 5
Rufus drops the shotgun that failed him, and draws his pistol while trying to fend off the zombie.

He then tries a shot at one of the ones in front of him.

pistol shot to head: 1d10 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (3) - 4 = -1
damage if hit: 2d6 - 1 ⇒ (6, 5) - 1 = 10

Only to have the shot graze its ear as the thing goes in for another bite.

On the other side of camp, Amos and Perry return fire to the riders shooting at the herd.

Perry Shooting: 1d6 ⇒ 1
Perry Damage: 2d6 - 1 ⇒ (3, 6) - 1 = 8

Amos Shooting: 1d6 - 1 ⇒ (6) - 1 = 5
Amos Damage: 2d6 - 1 ⇒ (3, 3) - 1 = 5


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

Rodan lever's another round and aims for the thing's head.

SHOOTING (Agility): 1d8 ⇒ 3

Wild Card: 1d6 ⇒ 3
Dam.: 2d8 - 1 ⇒ (4, 5) - 1 = 8

Javier's shot: 1d6 ⇒ 6
Damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3

Alfred's shot: 1d6 ⇒ 4
Damage: 2d6 - 1 ⇒ (1, 5) - 1 = 5


GM

Round 5
Lord Borak(joker)(went)
Zombies(AC)(went)
Roden (JC)(went)
Rufus(10s)(went)
Gunmen(10h)(went)
So'tarre (6d)(went)
Kris(4s)
Flying Eagle (3s

Roden, Javier and Alfred all fire at the undead, but are unable to drop any of them. Rufus also fails to drop any of the dead and Neither Perry or Amos hits the three gunmen attacking them. Gunmen (6) fires at john grazing him( John is shaken). Gunmen & rides forward John and fires twice, knowing him from hishorse ( john is down). Gunmen 2 puts two shots into Perry, also dropping the cowhand ( Perry is also down). To'sarre rides forward, also putting two shots into amos, who crumbles .

John, Marlo, Perry, Amos and Ashly are down. Also you need not wait for your turn to post, just post and I can put them in order.

Rolls:

Gunmen
6 Shooting: 1d8 ⇒ 2 Damage: 2d8 - 1 ⇒ (2, 1) - 1 = 2 AP2 Shooting: 1d8 - 2 ⇒ (6) - 2 = 4 Damage: 2d8 - 1 ⇒ (2, 4) - 1 = 5 AP2
7 Shooting: 1d8 ⇒ 3 Damage: 2d8 - 1 ⇒ (2, 7) - 1 = 8 AP2 Shooting: 1d8 - 2 ⇒ (5) - 2 = 3 Damage: 2d8 - 1 ⇒ (6, 4) - 1 = 9 AP2
2 Shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (3, 6) - 1 = 8 AP2 Shooting: 1d8 - 2 ⇒ (7) - 2 = 5 Damage: 2d8 - 1 ⇒ (5, 3) - 1 = 7 AP2

To'Sarre Shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP2 Shooting: 1d8 - 2 ⇒ (8) - 2 = 6 Damage: 2d8 - 1 ⇒ (1, 7) - 1 = 7 AP2
1d6 ⇒ 61d6 ⇒ 3

extra dice 1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 2
1d6 ⇒ 31d6 ⇒ 2
1d8 ⇒ 21d8 ⇒ 31d8 ⇒ 31d8 ⇒ 31d8 ⇒ 21d8 ⇒ 71d8 ⇒ 81d8 ⇒ 51d8 ⇒ 81d8 ⇒ 61d8 ⇒ 81d8 ⇒ 7

Round 6:

Round 6
So'Tarre (JS)
Zombies (JH)
Flying Eagle (7s)
Roden (7D)
Gunman (5H)
Kris(5D)
Lord Borak (3D)
Rufus(2H)


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

We are losing, because we just cannot seem to hit. :(


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

I'm not keeping track, but maybe our Extras can shoot at the human bad guys, while we try to take down the Zombies...

Flying Eagle tries again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (6) - 4 = 2
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 6 Ok, this is just silly...
Wild ACE! ACE! ACE!: 1d6 ⇒ 3 = 13

Doing
Damage: 2d8 + 1d6 ⇒ (8, 1) + (3) = 12

His first cowhand shoots at one of the human bad guys :
Shooting: 1d6 ⇒ 2

And his second :
Shooting: 1d6 ⇒ 3


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

I sent my extras over there, and so far 2 are down. :(

Edit, I think you did the math wrong.
You have 21 - 4 = 17
First 6 + raise 6 + raise 6 + raise 3 = 21 - 4 for the head shot = 17.

Don't you also get a raise for the d8 getting an 8 ?


GM

Sorry, busy weekend guy. Also keep in mind the extras can shoot twice, or even 3 times. But its a -2 and -4.

Flying Eagle: As Rufus pointed out you have 21-4, so 17. So you got a raise, so an extra 1d8.You also rolled an 8 and that itself explodes. I'll roll them below and add them to what you got

Round 5
Kris(4s)
Flying Eagle (3s)(went)
Round 6
So'Tarre (JS)(went)
Zombies (JH)(went)
Flying Eagle (7s)
Roden (7D)
Gunman (5H)
Kris(5D)
Lord Borak (3D)
Rufus(2H)

Flying Eagle blows the head clear off one of the undead (zombie 6) and it is knocked back into the grass, laying still like and engine with no steam. To'sarre takes aim at Rufus, but fails to hit the moving man in the dark.The zombies attack and have no more luck, except the one ripping into Lord Borak, he does not bite the holy man but be sure does try!(did not beat toughness, by 1)

rolls:

To'Sarre Shooting: 1d8 ⇒ 1 1d6 ⇒ 1damage: 2d8 - 1 ⇒ (4, 1) - 1 = 4 AP 2
1d8 - 2 ⇒ (1) - 2 = -1 1d6 - 2 ⇒ (6) - 2 = 4damage: 2d8 - 1 ⇒ (4, 1) - 1 = 4 AP 2

zombies:
7 fighting: 1d6 ⇒ 2damage: 1d6 + 1d4 ⇒ (3) + (1) = 4
6 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (4) + (2) = 6
5 fighting: 1d6 ⇒ 6damage: 1d6 + 1d4 ⇒ (3) + (2) = 5
2 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
3 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (3) + (1) = 4

Extras
1d8 ⇒ 81d8 ⇒ 51d8 ⇒ 81d8 ⇒ 11d8 ⇒ 81d8 ⇒ 21d8 ⇒ 31d8 ⇒ 5
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 51d6 ⇒ 51d6 ⇒ 41d6 ⇒ 31d6 ⇒ 41d6 ⇒ 6
1d4 ⇒ 11d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 2


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

Flying Eagle tries again for a zombie's head :

I'll try to keep my maths right this time...

Shooting & Wild: 1d12 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (3) - 4 = -1

But misses.


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

Turns out that all 3 of my extras are down. :(

Rufus tries again for a shot at a zombies head.

shooting: 1d10 - 4 ⇒ (2) - 4 = -2
wild: 1d6 - 4 ⇒ (4) - 4 = 0
damage: 2d6 + 1 ⇒ (1, 2) + 1 = 4

only to send the shot off into the wild blue yonder.


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

"Keep it up boys, They gota' drop soon." As they continue to fire.
SHOOTING (Agility): 1d8 ⇒ 5

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (5, 2) - 1 = 6

Javier's shot: 1d6 ⇒ 3
Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8

Alfred's shot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (5, 5) - 1 = 9


GM

One thing to keep in mind is the head shot just does an extra +4 damage. Sometimes that has helped, sometimes maybe its better just to hit and leave one shaken. Also recall most of your guns have AP

Round 6
So'Tarre (JS)(went)
Zombies (JH)(went)
Flying Eagle (7s)(went)
Roden (7D)(went)
Gunman (5H)(went)
Kris(5D)
Lord Borak (3D)
Rufus(2H) (went)
Round 7
To'Sarre (Joker)
Flying Eagle (KS)
Rufus(KD)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)

Rufus, Flying Eagle Alfred and Javier have no luck hitting anything. Roden however, take the hide off one zombie with his Mares Leg (Z3, is shaken). Three gunmen ride from the north, shooting at Alfred, Rufus and Antonio. Alfred takes a glancing hit ( shaken)

rolls:

Gunmen
2 Shooting: 1d8 ⇒ 6 damage: 2d8 - 1 ⇒ (7, 2) - 1 = 8 AP 2
7 Shooting: 1d8 ⇒ 1 damage: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP 2
6 Shooting: 1d8 ⇒ 3 damage: 2d8 - 1 ⇒ (3, 8) - 1 = 10 AP 2
Extra
1d8 ⇒ 31d8 ⇒ 81d8 ⇒ 71d8 ⇒ 61d8 ⇒ 31d8 ⇒ 41d8 ⇒ 71d8 ⇒ 61d8 ⇒ 71d8 ⇒ 11d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 11d8 ⇒ 81d8 ⇒ 71d8 ⇒ 21d8 ⇒ 31d8 ⇒ 51d8 ⇒ 1

Round 7:

To'Sarre (Joker)
Flying Eagle (KS)
Rufus(KD)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)


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

We're doing head shots because that's the only way to kill a zombie for sure.

If I can ret-con my Extras' actions from Round 6 :
Shooting: 1d6 ⇒ 2

Shooting: 1d6 ⇒ 6
Shooting ACE!: 1d6 ⇒ 5 = 11, a Raise

I saw you said the Extras have Colt Frontiers, I looked it up in Deadland Reloaded (SWD) and they do 2d6, AP1. Please let me know if this has changed in SWADE, thanks!

Damage+Raise: 2d6 + 1d6 ⇒ (1, 4) + (3) = 8 AP 1

He's aiming at one of the attacking cowboys, you can pick.

Round 7 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (9) - 4 = 51d6 - 4 ⇒ (6) - 4 = 2
Wild ACE!: 1d6 ⇒ 3 = 5 either way

And does

Damage: 2d8 + 4 ⇒ (8, 5) + 4 = 17
Damage ACE!: 1d8 ⇒ 2 = 19, AP 2

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 1

Shooting: 1d6 ⇒ 5
Doing
Damage: 2d6 ⇒ (1, 4) = 5 AP 1


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

It ate my post

Rufus getting tired of missing, pulls out his left hand gun and opens fire with that one, as he triggers his last shot out of his right hand gun.

Shooting Right gun: 1d10 ⇒ 10
Right Gun Wild: 1d6 ⇒ 5
Right Gun Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Shooting Right Explode: 1d10 ⇒ 9

Shooting Left gun: 1d10 ⇒ 7
Left Gun Wild: 1d6 ⇒ 5
Left Gun Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5

Putting 2 bullets into the zombie to his front.


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

"The Undead we might be able to run from the shooters on the other hand not so well. Blast the shooters boys I will take out this critter." As they try to keep their distance from the undead. the trio open fire. Rodan aim for the zombie's head and the other two cowboys fire on the shooters.

SHOOTING (Agility): 1d8 ⇒ 4 Head shot is minus ?

Wild Card: 1d6 ⇒ 6 Head shot is minus ?
Dam.: 2d8 - 1 + 4 ⇒ (5, 5) - 1 + 4 = 13 AP. 2

Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5 AP.1

Alfred's shot:: 1d6 ⇒ 5 Not sure what shaken does
Damage: 2d6 - 1 ⇒ (6, 1) - 1 = 6 AP. 1

Wildcard ace's: 1d6 ⇒ 6
Wildcard ace's again: 1d6 ⇒ 3 +6+6=15 Head shot is minus ?


GM

I have no issue retconning for a round I still have posted the order for.And Yes, those colts are still AP 1. A called shot, such as a head shot is a -4. But a +4 damage if you hit. Shaken needs to make a Vigor role to act. I'll make that roll

Round 6
Kris(5D)
Lord Borak (3D)
Rufus(2H) (went)
Round 7
To'Sarre (Joker)
Flying Eagle (KS)(went)
Rufus(KD)(went)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)(went)

Own and Check move up toward the Chuckwagon and open fire at one of the Gunmen(2), Chuck manages to Grave him(2 is shaken). Flying Eagle steps up and Blows the head off one of the zombies attacking Lord Borak, as Chuck shots the gunmen off his horse ( zombie 2 and gunmen 2 are down). Rufus fires two shots into the Zombie in front of him, putting one in the shoulder and another in the Throat but not dropping the thing( Z7 is shaken).

Roden fairs better, taking the head off another zombie.(z 3 is dead). Alfred is too shaken up to fire, but Javier does hit Gunmen 7( Shaken)

I till finish up round 7 next update. Feel free to post round 8 actions

Dice rolls:

Shaken roll: 1d8 ⇒ 2

Round 8 order:

Lord Borak( Kh)
Flying Eagle(10H)
Kris(9C0
To'Sarre (7H)
Roden (5H)
Rufus(4S)
Gunmen (3H)
Zombies(2H)

Extras:

Kris: John Halburk(down), Marlo(down), Bart Godfey
Rufus: Perry(Down), Amos(Down), Andrew(down)
Roden: Javier, Alfred),
Flying Eagle: Abby, Owen, Chuck
Lord Borak: Antonio, Ashly(down), Jacob


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

Will post, after question in discussion clarified.


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

Rufus opens fire with his left gun at the same zombie as he drops his right one into the holster.

shooting: 1d10 ⇒ 4
damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8 AP1


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

Round 8 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (2) - 4 = -2

And misses.

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 3

Shooting: 1d6 ⇒ 1

But they both miss.


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

Rodan and his crews keep firing and threats.

SHOOTING (Agility): 1d8 ⇒ 6

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (7, 7) - 1 = 13 AP. 2

Javier's shot: 1d6 ⇒ 6
Damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8 AP.1

Alfred's Vigor roll: 1d6 ⇒ 3
Alfred's shot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5AP. 1

Aces, Javier's shot: 1d6 ⇒ 5+6=11

"Keep up that nice shooting Javier. And Alfred snap out of it!" Rodan calls out to the other two cowboys.


GM

Take 2

Round 7

To'sarre takes aim at Kris, firing and hitting him twice. One Gunman (6) fires at chuck, grazing him (shaken), the 2nd (7) grazes Owen as well (also shaken). The last two Zombies try to Maul Rufus and Lord Borak, but fail.

Round 8
Lord Borak( Kh)
Flying Eagle(10H)(went)
Kris(9C0
To'Sarre (7H)
Roden (5H)(went)
Rufus(4S)(went)
Gunmen (3H)
Zombies(2H)

Flying Eagle tries to shoot a zombie, but hits nothing that slows it. Meanwhile Chuck and Owen fail to hit the mounted gunmen.Between them, Roden and Javir drop gunman 7, as Rufus, takes off half the zombies head (7 is shaken)

First hit in Kris is 22,-8 that is 14, so 2 wounds unless he soaks. The 2nd is 25-8, so 4 more. So 6 total unless he soaks he is down.

Rolls:

To'Sarre: shooting: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3damage: 2d8 + 1 ⇒ (1, 8) + 1 = 10AP 2
shooting: 1d8 ⇒ 51d6 ⇒ 6damage: 2d8 + 1 ⇒ (3, 8) + 1 = 12AP 2
Gunmen
6:shooting: 1d8 ⇒ 3damage: 2d8 - 1 ⇒ (1, 2) - 1 = 2AP 2
shooting: 1d8 - 2 ⇒ (6) - 2 = 4damage: 2d8 - 1 ⇒ (5, 3) - 1 = 7AP 2
7 shooting: 1d8 ⇒ 5damage: 2d8 - 1 ⇒ (6, 5) - 1 = 10AP 2
shooting: 1d8 - 2 ⇒ (3) - 2 = 1damage: 2d8 - 1 ⇒ (2, 4) - 1 = 5AP 2
vigor:1d6 ⇒ 6
Zombie:
7 1d6 ⇒ 4 Damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
5 1d6 ⇒ 5 Damage: 1d6 + 1d4 ⇒ (4) + (3) = 7

Extra dice
1d6 ⇒ 51d6 ⇒ 11d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 61d6 ⇒ 61d6 ⇒ 11d6 ⇒ 61d6 ⇒ 51d6 ⇒ 61d6 ⇒ 11d8 ⇒ 81d8 ⇒ 41d8 ⇒ 81d8 ⇒ 61d8 ⇒ 71d8 ⇒ 21d8 ⇒ 31d8 ⇒ 71d8 ⇒ 81d8 ⇒ 61d8 ⇒ 61d8 ⇒ 6

Round 9:

Flying Eagel(AS)
Gunmen(kc)
To'Sarre(QS)
Lord Borak(JH)
Roden (10D)
Zombies(8s)
Rufus(5c)
Kris(4c)


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

Got to wait until my initiative point


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

Kris - when hit with a large amount of Wounds, it's better to take them (they cap at -3 anyway), and save your Bennies to re-roll your Incapacitation roll, which determines whether you live or die.

Hmmm...we haven't heard from Kris since July 12, nor from Borak since July 18. Keeper, would a PM to them be worth it?


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

Sorry, didn't realize I was first...

Round 9 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (2) - 4 = -2

And misses.

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 5
And hits, doing
Damage: 2d6 ⇒ (6, 5) = 11
Damage ACE!: 1d6 ⇒ 5 = 16, AP 1

Shooting: 1d6 ⇒ 6
Shooting ACE!: 1d6 ⇒ 2 = 8, Raise

And hits, doing
Damage+Raise: 2d6 + 1d6 ⇒ (5, 3) + (6) = 14
Raise ACE!!!: 1d6 ⇒ 3 = 17, AP 1


GM

You do not have to wait till its your turn, its why I post it as I do. You just make your post and I put them in order as I need to. I will PM our two missing players tonight when I get back home, but I am counting them as gone for right now

Round 9

Flying Eagle(AS)(went)
Gunmen(kc)(dead)
To'Sarre(QS) (went)
Lord Borak(JH)
Roden (10D)
Zombies(8s)
Rufus(5c)
Kris(4c)

Flying Eagle Fires at the Zombie but Misses, Owen Downs the last gunmen near you as Chuck Drops the zombie near Rufus, Leaving Only one zombie and To'Sarre left near you. The three Gunmen scaring cattle, decide half dead is enough and keep riding into the night, To'sarre Joins them riding as far as his horse will carry him. Leaving him at long range and you still facing a single zombie.


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

Rufus turns to the last zombie and opens up firing twice.

attack: 1d10 ⇒ 4
wild: 1d6 ⇒ 1
damage: 2d6 + 1 ⇒ (1, 4) + 1 = 6 AP1

Shot 2 attack: 1d10 - 4 ⇒ (9) - 4 = 5
wild 2: 1d6 - 4 ⇒ (4) - 4 = 0
damage 2: 2d6 + 1 ⇒ (3, 3) + 1 = 7 AP1


GM

Round 9
Rufus fires at the zombies, blasting though flesh, but not dropping the thing. It tears again at lord Borak, but he holds it off

Round 10

Rufus(AC)
Roden(9S)
Flying Eagle(7S)
Zombies(6D)
Lord Borak(3s)
Kris(3D)

rolls:

1d6 ⇒ 4damage: 1d6 + 1d4 ⇒ (5) + (4) = 9

extra dice
1d6 ⇒ 41d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 6
1d4 ⇒ 3
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 4
1d4 ⇒ 1


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

Round 10 :

Flying Eagle tries yet again for the last zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (1) - 4 = -3

Doing

Damage: 2d8 + 4 ⇒ (2, 1) + 4 = 7


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

Sorry I can't find the map anymore.

Rodney and his crew takes aim at the living.
SHOOTING (Agility): 1d8 ⇒ 7

Wild Card: 1d6 ⇒ 3
Dam.: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP. 2

Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13 AP.1

Alfred's Vigor roll: 1d6 ⇒ 3
Alfred's shot: 1d6 ⇒ 2
Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5 AP. 1


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

Same


GM

I was gonna just end this, but Roden already did

Flying Eagle, Roden and Jarvis blast the dead thing to bits. You can hear gallops as To'Sarre and his gunmen flee into the night. The cattle are scattering and you are left with some of you bleeding out or dead on the cool sunbaked grassland.

As you rush to the falling you can see that Marlo, Perry, Amos and Ashly are past all help you can give them. But John and Andrew might make it with medical help or prayer, maybe. Jacob grabs his bag and runs to the closest man hoping to save him.

If you have any medical help or healing ablity you might help save one of the two men. You are left with 4 dead and the cattle are running off into the dark. You may have a few days to regroup them all, if you can get them all


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

Rufus reloads as he heads over to offer what help he can to the closest one that he can get to.

John or Andrew: 1d2 ⇒ 1 1=John, 2=Andrew

He then makes a couple of pads from Johns shirt, and holds them against the injury to try and stanch the bleeding.

healing: 1d4 ⇒ 1
wild: 1d6 ⇒ 4


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

How do you want to handle rounding up all the cattle? Does it just happen, or do we need to roll some dice?


GM

You guys can try animal handling, but honestly We can just roleplay it. I am gonna jump this to the next morning

Between Rufus and Jacob, but men make it though the night. Abby is in charge with Perry dead and she does not want anyone wandering into the night with four gunmen still out there. You only manage a to get a few cattle rounded up and it could take days to get most of them back as the gunmen did a hell of a job scattering them. When the sun rises, only a small part of the herd has been gathered, you had men to bury, two men might be out for weeks and most of the heard scattered.

rolls:

Jacob healing rolls

1d8 ⇒ 7


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

"I will see what I can do with the strays." Rodan gets on his horse to look for lost cattle.


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

"I will too. I suggest we ride in pairs to help corral the cattle, and in case any of the gunmen are still out there."


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

Agreed, no less than pairs. Abby, are we good to fort up here while they look for the strays?

Rufus saddles up Devil Eyes.

In the daylight, Rufus gathers up his shotgun
I will have to take it apart and see what happened

When the others have left, he then rides out onto into the field and starts gathering all of the fallen and bringing them to one location.

Rufus then grabs a shovel and heads over to that location to start digging graves, bringing his rifle, and pistols with him.

I am looking for all of the fallen, who I will search. The ones doing the drive with us, I will keep their stuff separate to ask Abby if they have anyone to return their stuff to.

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Hello all, it has been some time since I ran a pbp here. I don't play much pathfinder any more, but always enjoyed this board and the community here. That being said, I thought it might be nice to run another game here.

With the new Deadlands edition out, I thought I might try my hand at running a game. This is more to check interest and to explain what I am thinking. I will be using the current Deadlands: The weird west rulebook. This book uses the Savage worlds adventures edition (SWADE. Off hand I think its close enough to Reloaded and the explores edition as to not be a huge deal if someone only knows those editions.

I may use roll20 for mapping and screen shots as needed and for the action decks, but you would not be required to sign on or anything. Its just a handy tool for the GM side if needed. I will also likely have bennies refresh and give advances when I feel its "right". Much like milestone leveling.

I am thinking of using one of two published adventures. I will list them below and anyone interested can tell me which one they like best.
A: Coffin Rock: This is set in a small mining town in Colorado, a failing mining town at that with a whole hep ol trouble to be had. Supernatural trouble is to be had as well as classical western trouble. A bit sandboxy and can be short or long all in how things are done
B: Blood Drive: Is one part of three adventures really, in it the party are part of a long cattle drive from Texas, across several states and running into trouble from the railroads to more supernatural issues.

I think that covers the basics. If anyone is interested in being part of a posse, let me know.


Never played anything in Deadlands before. If you are ok with a complete NOOB to that game system I am interested.
I have used roll20 before and have played RPG's for many years (mostly D&D).


I have no issue with newbies, you may have to download the test drive to get a good understanding of the system but being new is not an issue. As for roll20, that is just something I will be using to screen shot maps and the like, the game will not be played there.


So is it the Deadlands I should look for or the Savage worlds or both?


Unsure if I can even get enough interest to even run it here, but Deadlands is a setting that uses the Savage worlds system. I think both have "test drive" PDFs, but the relevant one is here

https://www.peginc.com/store/deadlands-the-weird-west-blood-on-the-range-sa vage-worlds-test-drive-swade/

This one gives you a run down of the base rules and has a few pregens in it as well from what I recall.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

LINKIFIED.


Oh man, I really love Deadlands. Like...it is probably my favorite setting in all of Savage Worlds. I would love to jump in on this if you'll have me.

I would be super interested in Blood Drive; I've run Coffin Rock years ago but still can remember the main quest. If people want to go with that though, I'll be able to keep meta info out of my mind.


I'd be interested.


Pathfinder Lost Omens Subscriber

Blood Drive would also be interesting to me. I played the original Deadlands, and have the Savage Worlds Version... but have never played or ran it.


@John Woodford, Thank ya. I forgot to link it. Been a while since I posted here and forgot about that.

That gives me four, which is enough interest to start putting things together. And two for Blood drive.

Scarab Sages

Pathfinder Lost Omens Subscriber

I would also be interested. I have SWADE but not the new Deadlands rules. I do, however, have the old SW Deadland's Player's Guide and Marshall's Guide. If I get a vote, I would vote for Blood Drive.

Dark Archive

Outstanding!

I'm in, double in, super MEGA in for anything SW (or SWADE) and Deadlands is a great setting!

I dabbled in Deadlands...by which I mean I made a character and the GM ghosted after the first combat. ^_^ (I don't think it was either of the mentioned modules and even if it was it was so long ago it wouldn't matter.)

I'll probably re-play the character too. I really liked him. I took the hinderance Obese, but not because he was fat. He just refused to hurry. XD


I'm interested in anything SW, including Deadlands. I already have 2 PC's for it that I've created and never used, a Blessed and a Shaman. I'll have to go over things again to be sure, but I think I'd be most interested in playing the Shaman.

Has Deadlands been converted to SWADE? If so, which versions?


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The Current Version is SWADE, its called "Deadlands: The weird west". I can list the new edges and such from the book, there are some changes. If you have Deadlands:Reloaded or SWD you should be able to use the official conversion document with little issue. I'll start setting stuff up should not be more than a few days.

Changes to Deadlands
Deadlands lore is mostly the same in the new edition, with one major change. The Civil War ended in 1871, after the battle of Washington. The CAS lost and is gone. Its all good ol USA with messy reconstruction and ex confeds and racists groups popping up after the long war. Even 1e years after the war was lost the south is a mess, much like RL.


I've got an idea for a gunslinger that grows into being a Blessed in time. I'll have to pick your brain, Mr. Seeker, once you get things up and going.


Looking at the SW test drive, with their pre-gen's I am thinking an Explorer might be for me. That one looks the simplest to run. Do you have a format how you what the character sheet to look like?
I was able to get the Savage worlds (SWADE) and the Deadlands reloaded pdf's. So i could use what updates there are.


I've played Savage Worlds but never in the Deadlands setting. Sounds interesting.


The Game
I will be running the 1st adventure in the Blood drive trilogy. The characters will find themselves in the small Texas town of Sutter's flats. Where they will be hired as cattle hands for a cattle drive. If I recall I think all three take you from Texas to Wyoming.

The Setting
For those who have never played the setting, Deadlands is the old west, but with horror and magic and some changes. Most people don't know about the magic and many things are just ya know, tells and superstition folks act like they don't see. There is wild science powered by Ghost rock. Coal that burns super hot and screams like the damned as you burn it.

The civil war lasted until 1871 and the battle of Washington, which was a stream punk battle with "tanks" and the like. There are two Indian nations; The Sioux Nation and the Coyote Confederation. Utah is its own nation, Deseret, and half of California is a broken coastline maze of flooded canyons.

Oh yeah, most the rails are owned by four powerful Rail Barons who are not above blowing trains of rivals up.

Character Gen
You will be making Novice characters with the rules from SWADE.I have put up the rule changes from "reloaded" to "The weird west" in the Campaign info page. It should be enough that folks with reloaded can use them for char generation.

I do not expect people to make full profiles yet. Feel free to put your character in a post here, and we can go over them. Pregens are welcome as I now not everyone who has shown interest has the books, or even the older reloaded books. If you have an idea for a character and want to make a original PC, but don't know the rules. Well we can work that out in thread as well as Savage worlds is not hard to make a novice character in.

If you have questions feel free to ask.


Will we need to purchase our own horse and saddle? Since that is $175 out of the $250 starting cash. Will we need to have all our own mess kits, food, and other camping supplies for the drive?

I am basically making the Explorer pre-gen with a few tweaks to make him more of a Allan Quatermain type of character.


Buckshot Bob wrote:

Will we need to purchase our own horse and saddle? Since that is $175 out of the $250 starting cash. Will we need to have all our own mess kits, food, and other camping supplies for the drive?

I am basically making the Explorer pre-gen with a few tweaks to make him more of a Allan Quatermain type of character.

If you want to own a horse, yes. You need to have what you owned when you get hired. If you do not have a horse, then how did you get to this small town in west Texas? Just something to think about, but yeah stuff needed for the job will be provided.

You do have the option of "el cheapo" gear. It costs half price, but may fall apart on a critical fumble. You can also buy a horse like this, which is super cheap! But...I get to give it two minor or one major hindrance :D. Its cheap for a reason Amigo.


I assume looking at all the edges that the Explorer has is what happens has he goes up in level and he does not get all them right off.

Have we been on this trail/area before, thinking of the Scout edge. Or is it better to go like the pre-gen and take Elan first?


Buckshot Bob wrote:

I assume looking at all the edges that the Explorer has is what happens has he goes up in level and he does not get all them right off.

Have we been on this trail/area before, thinking of the Scout edge. Or is it better to go like the pre-gen and take Elan first?

Are you trying to modify the pregen or build a new PC based off it?


Modify the pre-gen.
This is what I have so far. Please check the skills to make sure I did them right.
I should start with 20 points ; 15 + 5 from Elderly.


It says that we start with one set of clothes, does that include a duster, long johns, hat, boots, and or chaps? What is a starting outfit?


Rodan Northward wrote:

Modify the pre-gen.

This is what I have so far. Please check the skills to make sure I did them right.
I should start with 20 points ; 15 + 5 from Elderly.

Okay, I really should have looked those reloaded pregens over, but this is what I am seeing.

You have 7 points in abilities. You have 4 points in hindrances. Using those 4 explains the 7 ability score as 2 points will rise it a single dice. So that is good.

In SWADE you get 12 points to use on skills, and you Elderly gives you 5 extra points to use on smarts related sills. By my count you have 18 points. So basically you need to drop a skill point.

Rodan Northward wrote:
It says that we start with one set of clothes, does that include a duster, long johns, hat, boots, and or chaps? What is a starting outfit?

This is a good question. I am going to say whatever outfit you want that does not have a game effect. So stuff like boots, shoes shirts blouses, dress, skirts, hats, dusters and the like are fine. But thinks like armor or chaps, you need to pay for.


Is Veteran of the Weird West allowed?


Anyr wrote:
Is Veteran of the Weird West allowed?

It is listed under campaign info. In this edition it allows you 4 advanced, but I draw a card for you and consult a table and you are stuck with the results

Scarab Sages

Pathfinder Lost Omens Subscriber

GM, how many PP and powers do you get with Blessed?


Branding Opportunity wrote:
GM, how many PP and powers do you get with Blessed?

Here is what the books says

Blessed:

Arcane Skill: Faith (Spirit)

  • Starting Powers: 3 (holy symbol, plus two of player’s choice)
  • Power Points: 15
  • Available Powers: Arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, confusion, deflection, detect arcana (not conceal), dispel, divination, elemental manipulation, empathy, environmental protection, havoc, healing, holy symbol, light (not darkness), protection, relief, resurrection, sanctify, sloth/speed, smite, speak language, stun, warrior’s gift.
  • Miracles: Blessed may take Edges that require Arcane Background (Miracles).
  • Backlash: A Critical Failure on a Faith roll causes the blessed a level of Fatigue and all currently active powers are terminated.
  • Sinnin’: Blessed who violate their core beliefs are forsaken by whatever forces of good grant them their powers. Minor sins give the
    character −2 to his Faith rolls for a week. Major sins rob him of all arcane powers for a week. Mortal sins cause the character to be forsaken until the penitent hero completes some great quest or task of atonement to regain his lost powers

We will have to talk about what is a sin for your character. Both minor and major sins. This edition did open it up to more than just christen though. Hell, you can be a Buddhist holy man or whatever. Long as you have things you see as "wrong"


Having knowledge of a cattle drive, I think I might want to make my character younger. But giving up the 5 skill points is a hard thing.


I am considering making a Veteran of the Weird West myself; a former villain now on the oath of righteousness. I want him to start of a gunslinger and then, after discovering true evil, discover his faith.

Would that be doable in the story, my good GM?


KingHotTrash wrote:

I am considering making a Veteran of the Weird West myself; a former villain now on the oath of righteousness. I want him to start of a gunslinger and then, after discovering true evil, discover his faith.

Would that be doable in the story, my good GM?

I have no issue with folks taking the edge as long as they meet the requirements. Hehe, be fund to see how much the deck hates y'all.


Reading about edges (since we get one for being human), some of them says you need to be a wild card as part of the requirements to get the edge like: Duelist. How does a player become a wild card? Somewhere I am missing it in the book where it talks about Wild Cards.

The edges that I am looking at to start is a choice between: Born in the Saddle, Elan, or Woodsman. Am I correct that we can only pick one edge to start with?


Rodan Northward wrote:

Reading about edges (since we get one for being human), some of them says you need to be a wild card as part of the requirements to get the edge like: Duelist. How does a player become a wild card? Somewhere I am missing it in the book where it talks about Wild Cards.

The edges that I am looking at to start is a choice between: Born in the Saddle, Elan, or Woodsman. Am I correct that we can only pick one edge to start with?

All players are wild cards, as are some NPCs. It just means that character is special. And yes, you only get one,the pregen has a few listed as it can be used as a more experienced character too.


Rodan - just so you know, if you're creating your own PC from "scratch", and you're a human, you always get 1 free Edge. But then you get what I call "Disadvantage Points" that you can spend on more Edges, boosting your Attribute dice beyond the given 5 points, or boosting your skills.


Yes, I think I know what you are talking about with the Hindrances. Where major ones gives you 2 points and minor ones give 1 point, but you only can get a total of 4 points from that.

I think I am done with my character. I have been watching "Wild Cards" videos to learn how to play, or at least have an idea how to play. How will the deck of cards thing work on PBP?


I agree with Zenfox, you may be better off just making a PC from the ground up. Its not hard with SW and less work then modifying a pregen.

As for the Cards, I am going to use Roll20, I will make a deck character( Need to check I don't recall if players shared a deck or used one each) and one for the GM and post them like so

Card example


That deck character looks cool.
I think I am happy with my character how it is set up. With the whole cattle drive thing, I changed my mind with a Allan Quatermain idea to more of a Boss Spearman from the movie Open Range.

Does the character type matter? I have him as an Explorer but he could be easily a Drifter.

The only change I might make is removing the Spencer rifle and giving him a shotgun instead. One inch equals 5 feet for distance correct?

And if in Melee while holding a rifle/shotgun, can I strike the target with the stock and use the rifle/shotgun as a club? Any downsides to that idea? I could not find anything like that in the rules.


Type is just a theme, it does not really matter. Its just kinda a roleplaying aid. And yeah , its listed in inches and that 5' square is a good conversion. There is a formula for not using inches but inches are easy.

As for the shotgun butt, I would say its a small improvised weapon so Str+d4 unless you are swinging it two handed like a bat.

Scarab Sages

Pathfinder Lost Omens Subscriber
seekerofshadowlight wrote:
Branding Opportunity wrote:
GM, how many PP and powers do you get with Blessed?

Here is what the books says

** spoiler omitted **

We will have to talk about what is a sin for your character. Both minor and major sins. This edition did open it up to more than just christen though. Hell, you can be a Buddhist holy man or whatever. Long as you have things you see as "wrong"

What is the "Holy Symbol" Power?


Holy Symbol:

Rank: Novice
Power Points: 3
Range: Self
Duration: 5
Evil critters find it hard to attack a pious wayfarer with true faith—and a symbol of her deity to back it up. Once invoked, any supernaturally evil creature (Marshal’s call) that wants to make
a direct, physical attack on the bearer of the symbol must make a Spirit roll as a free action (the creature subtracts 2 if the
blessed cast with a raise).

Attacks include area effect attacks that would catch the bearer in their template, but wouldn’t affect knocking a shelf over to land on the bearer, for example. Holy symbol has no effect on Tests or other nondamaging attacks.

The blessed must have an actual holy symbol to invoke the miracle. No holy symbol, no holy symbol. Comprende, amigo? An improvised symbol works—a broken window frame in the shape of a cross instead
of an actual crucifix, for example, but the blessed subtracts 2 from the invocation without a proper symbol.

Vampires: Bloodsuckers (those in the Savage Worlds core book and the nosferatu in this one) have a built-in Weakness to holy symbols. A character with this miracle may use either as she chooses—the power (using Power Points and requiring an arcane skill roll) or the less powerful rules outlined in the Weakness (which has no raise effect).

Mods


  • AREA EFFECT (+2/+3): For +2 points the power affects all allies within a Medium Blast Template centered on the caster. It does not prevent creatures from entering the area, only their attacks against those within it. For +3 points the area of effect is increased to a Large Blast Template.
  • STRONG (+1): Spirit rolls by the creature are made at −2 (–4 with a raise).


So I am finishing up gear and stuff for my character. Is there any big price changes from Reloaded to The Weird West I should be worried about? I definitely took Veteran so please feel free to draw that card and tell me my price <3


Here's the PC I have so far. Nearly done, although I'm still working out the kinks.

EDIT: Would it be possible to get both English and Pennsylvania Dutch as a mother tongue for free? I doubt the latter will get much use in the setting.


@KingsHotTrash. I don't think the prices are enough to worry with TBH. I don't think they fiddled much there. As for the cards, they hate you a little I think( this is NOT the worst card). You got a seven, so you are Maimed somehow. So roll and d6

Maimed: An encounter with some supernatural creature left one of the character’s limbs maimed or entirely missing. Roll a d6. On a 1–3, he’s Slow (Minor); on a 4–6, he lost his non-weapon hand and has the One Arm Hindrance.

The Card that hates you

@Branding opportunity. I'll look him over but normally I would make you take the lang, however as it will never be used in this game and is just flavor, go ahead and take it free

Dark Archive

Branding Opportunity wrote:
GM, how many PP and powers do you get with Blessed?

Um, may I ask the same question, but about the Shaman?

P.S. Is this a Toxic Shaman? If so, is the Guardian aspect much changed from the previous edition?


I'll add the full thing as I did Blessed. I had no clue what a toxic shaman is (other that shadowrun) so I had to look it it, seems a hell on earth thing. They don't exist in normal deadlands as far as I can see.

Shaman:

Arcane Skill: Faith (Spirit)

  • Starting Powers: 2
  • Power Points: 15
  • Available Powers: Arcane protection, banish, beast friend, blind, boost/lower Trait, burrow, confusion, curse, darksight, deflection, detect/conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, empathy, entangle, environmental protection, farsight, fear, growth (not shrink), havoc, healing, holy symbol, intangibility, numb, protection,relief, resurrection, sanctify, shape change, sloth/speed, slumber, smite, speak language, summon ally, teleport, wall walker, warrior’s
    gift, wilderness walk.
  • Miracles: Shamans may take Edges that require Arcane Background (Miracles).
  • Backlash: A Critical Failure on a Faith roll causes the shaman a level of Fatigue and all currently active powers are terminated.
  • Old Ways: The shamans represented here are based on the Sioux and Plains Indians as described in the world of Deadlands. They don’t have to take the Old Ways Oath (page 16) but most do.
    GMs are encouraged to research other Native American cultures and tailor Edges to particular customs and beliefs.


Honestly, that works perfectly with the story. Here we go for the roll!

Hands or Legs?: 1d6 ⇒ 3

I'm a bit slow. Works excellent; I got a limb or a nice replaced leg. I may go with the latter honestly.


Here's my PC so far, he's a Shaman. The original was in SWD Hell on Earth, so I've made changes on-the-fly and have yet to pick my Hindrances (Seeker - can I have a Hindrance of "Vengeance", which would make him immediately follow any lead of the soldiers who destroyed his tribe? If so, Major or Minor?).

Is Guts still a thing in SWADE Deadlands?

I haven't looked into any of the latest SWADE versions of Deadlands that we're using, if anybody spots any major changes please let me know.

I'll be able to give the PC a more thorough going-over myself in the next couple of days.

I also noticed some talk about not having to buy "common" clothing, which I haven't yet incorporated.

Flying Eagle:

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

Derived : Grit 1, Pace 6, Parry 5, Toughness 7(2)

Skills : Athletics d6, Fighting d8, Guts d6, Common Knowledge d4, Notice d6, Persuasion d4, Shooting d8, Stealth d4, Tribal Medicine d8

Hindrances : TBD

Edges : AB/Shaman, New Powers

15 PP
Powers : Deflection, Boost/Lower Trait, Shape Change, Smite
Recharges twice as fast if resting away from “civilization”

Gear :
$15 Colt Peacemaker (2d6+1, AP 1, ROF 1, Double-Tap)
$150 Horse
$25 Saddle
$3 Holster
$7 Clothes
$4 Bedroll
$3 Tomahawk (STR+d6)
$15 Spear (STR+d6, +1 Parry, Reach 1)
$3 Bow (12/24/48), 2d6
$9 “cash”

A shaman with Tribal Medicine d8 must perform rituals for three hours each day.

Flying Eagle was born into a peaceful tribe located high in the mountains, away from most of the strife that had befallen the land. Being recognized as having special abilities at an early age, he basically grew up with the tribe's current shaman, learning all the old ways (of magic, not the "Old Ways" in Deadlands). His totem became the eagle feather he found one day while doing a walkabout, and his name was changed to Flying Eagle.

By the time he was in his early 20's, he was a full-fledged shaman, and had even found a girlfriend. Life was good.

That all changed the day a posse of rogue soldiers rode into the tribe, and killed *everyone*, burning everything to the ground. Having taken a bullet to the shoulder, Eagle lay bleeding on the ground, hearing the cries of babies being burned alive in the teepees, just before lapsing into unconsciousness.

He woke up he didn't know how much later, apparently having been taken for dead by the soldiers. He found his love, dead *and* raped. His rage against the muties was bright-white hot, and he vowed vengeance upon those who had slaughtered his tribe.

With nothing left at the tribe, he wandered down into the madness that was "civilization". Finding that he needed money to survive, he started out as a gun-for-hire, joining teams that needed his prowess with arrows, guns, and a hatchet - all the while searching for the soldiers that destroyed his tribe. He was always on the lookout for a posse of soldiers that were known for attacking Indians, but he never found them.

Then one day, a group approached him asking for his services, and offering substantially more than usual. Asking why, he found out that they were bandits, pulling jobs from bank robberies to train robberies. Seeing a way to get the means (money) to get back at the soldiers that had hurt him so much, he eagerly agreed.

But after a while, when he’d grown rich enough, he left the bandit group, a fairly wealthy man. But he never found the soldiers, and with nothing to do, he turned to drinking and gambling, and soon was almost broke again.


I do not think Guts is a thing anymore; it is specifically an Edge now. I think you just use Spirit unless you have an edge that says otherwise like Gallows Humor.

I think the "Driven" hindrance might work well for your goal of vengeance against the soldiers who slaughtered your people.


Is this still open ?

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