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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Nice back ground story Flying Eagle.
GM, Do you want us to have a background story?


I'll get looking over completed PCs tonight or in the morning. As king pointed out Guts is no longer a skill. I will go ahead and add the SWADE skill list to the Campaign info.

@Mokshai, we only have a few who have made characters so far. Feel free to make one.


Also, GM, it would be helpful to post a basic equipment list, considering that the prices are very different from those listed in the core SWADE book. I have the pre-SWADE Dreadlands Player's Guide, so that's where I got my prices from, so I hope they match up with the new one.


Moses Hirschler wrote:
Also, GM, it would be helpful to post a basic equipment list, considering that the prices are very different from those listed in the core SWADE book. I have the pre-SWADE Dreadlands Player's Guide, so that's where I got my prices from, so I hope they match up with the new one.

Good Idea. I'll start working on a list and get it up tomorrow night at the latest

Dark Archive

Excellent!

Character submission from Atlas2112!

I literally copy and pasted the Warrior gear from the pre-gen. I'll give the equipment list y'all are working on a look-see once its up but I doubt it'd change much.

Imma put up the backstory as soon as I can.


Hmm, I think I recognize Lord Borak.


it will take me a bit, as I cannot do that at work.

Will probably have something up in a day or two.

I would consider myself a newb on this system.
Tried deadlands about 10 years ago, enjoyed it, group fell apart.


Lord Borak - you didn't include the Edge that actually gives you your Powers, AB/Shaman. One of the other Edges will have to go.

Also, unless the SWADE version is different, as a Major Hindrance, Old Ways won't even let you use a tomahawk.


ALL - I'm getting the following messages from Chrome whenever I try to download the Blood on the Range Test Drive :

This site can’t provide a secure connection

www.peginc.com uses an unsupported protocol.

ERR_SSL_VERSION_OR_CIPHER_MISMATCH

Any thoughts?

Scarab Sages

Pathfinder Lost Omens Subscriber
ZenFox42 wrote:

ALL - I'm getting the following messages from Chrome whenever I try to download the Blood on the Range Test Drive :

This site can’t provide a secure connection

www.peginc.com uses an unsupported protocol.

ERR_SSL_VERSION_OR_CIPHER_MISMATCH

Any thoughts?

Solutions

Dark Archive

Thresu wrote:
Hmm, I think I recognize Lord Borak.

"Hmmm. So, my reputation runs before me."

Lord Borak nods to himself, as if confirming a universal truth.

"As it should be."


Here is my submission; Jeremiah Lawless. The guy is going to lean heavily into being a skilled gunslinger and, if the campaign allows it, give him a chance to become a Blessed as he finds his faith. A former bandit, killer, he is wanted in quite a few states and is constantly on the move trying to make amends for the wicked deeds he has done.

Name: Jeremiah Lawless
Concept: Bandit Turned Good Guy
Current XP: 20
Current Rank: Seasoned
---------------
Statistics
---------------
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge d4, Faith d4, Fighting d8, Intimidation d6, Language (Native) d8, Notice d6, Occult d6, Persuasion d4, Riding d8, Shooting d8, Stealth d4, Survival d4
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Grim Servant o' Death (Major), Pacifist (Minor), Heroic (Major), Wanted (Major), Slowpoke (Minor)
Edges: Quickdraw, Veteran of the Weird West
Language: English (native, d8)
---------------
Equipment
---------------
Current Wealth: $4.17
Combat Gear: Unarmed (Str), Colt Army .44 (2d6+1, 12/24/48, RoF 1, 2 Wt, 6 shots, AP 1), Winchester '73 .44-40 (2d8, 24/48/96, RoF 1, 7 Wt, 15 Shots, AP 2), Bowie Knife (Str+d4+1, AP 1, 1 Wt)
Mundane Gear: Horse (Chance), Saddle, Saddlebags, Backpack (2 Wt), Lantern (4 Wt), 2 Gallons of Lantern Oil (20 Wt), 2 Weeks of Trail Rations (42 Wt), Chaps, Bedroll, Mess Kit, 50 .44 Pistol Rounds (5 Wt), 50 Rifle .44-40 Rounds (6 Wt)
Current Load: 17.6
---------------
10 Minute Background
---------------

Step One: Concept & Background:

1) Jeremiah is a former bandit and killer who, after being saved by a kind priest, turned away from the path of evil.
2) Jeremiah looks dangerous and gives off the feel of an experienced killer. He is exceptionally kind and peaceful, trying to avoid bloodshed where he can.
3) Jeremiah used to run with the Louis Cross Gang, an infamous gang in Kansas. He was injured and left for dead evading federal marshals. It was here that the priest took him in.
4) Jeremiah is on the run for murders he did and did not commit. A constant transient, he travels lightly and tries to keep the spark of good alive where he can.
5) While Jeremiah has been a loner for awhile, he did enjoy being part of a posse. Maybe with the right group, he can truly find his faith restored.

Step Two: Goals:

1) Jeremiah is looking to bring Louis Cross in for justice as atonement for his sins.
2) I, the player, would love for a chance for Jeremiah to truly see that evil exists in the world. It will reaffirm to him that if evil exists, good must as well. I plan on making him into a combative Blessed.

Step Three: Secrets:

1) Jeremiah knows that magic exists, having fought off a huckster that left his leg maimed and limping when a ranch baron came for the small town whose priest rescued him.
2) The Louis Cross gang actually died in the fight where Jeremiah was injured but all of them have come back as undead. Louis Cross is now a wicked Harrowed, spreading misery wherever he goes.

Step Four: 2 Friends & A Rival:

1) Mary-Beth Contanza: The daughter of the Father Contanza, the blessed priest who saved Jeremiah's life. She knows he is innocent of the Woodland Town Massacre and owes her life, as well as the lives of others, to the gunslinger's skill. She has moved on since but still advocates for the poor and vulnerable.
2) Marcus Lawless: A rail warrior and brother of Jeremiah, he doesn't approve of his older brother's life choices but still defends him to this day. Jeremiah helped them when they were orphaned during the Civil War.
3) Tobias Cliff: A federal marshal with an obsession on catching Jeremiah. While he sticks to the book and believes Jeremiah to be the vile criminal reports say, he prefers to bring him in alive and could be convinced to work with the criminal for a short time in order to protect the innocent.

---------------
Experience
---------------
XP Advances:

Novice Advances
[5]Raise Attribute: Spirit
[10]Edge: Quickdraw
[15]Raise Skills: Faith/Intimidation
Seasoned Advances
[20]Raise Skills: Fighting/Riding


KingHotTrash, I believe we're starting as 0 XP Novices, see HERE.


I have taken Veteran of the Weird West. It is in the edges section on the Campaign Notes <3


I have no clue about that issue Zenfox, I did not seem to have it. I have the first part of the list of gear done, I think its pretty close or downright the same as Reloaded to be honest. I will get weapons up tonight

Gear List basics9

Dark Archive

It looks like we need access to the document.


Okay they should be fixed, I have both a weapons and Gear list in the Campaign info. I don't have everything, like wagons and explosive and the like or Gatling weapons. They are now just weapons anyone can use but the cheapest is $400


Here's the latest-and-greatest version of Flying Eagle, I believe I have changed everything over to SWADE. Altho I'm not 100% sure I've converted everything over to SWADE Deadlands.

Flying Eagle:

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

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

Skills : Athletics d6, Faith d8, Fighting d6, Common Knowledge d4, Notice d6, Persuasion d6, Shooting d8, Stealth d4

Hindrances : Driven (minor), Loyal, Bloodthirsty

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 :
$13 Colt Frontier (2d6+1, AP 1, ROF 1, 12/24/48)
$150 Horse
$25 Saddle
$3 Holster
$2 Native armor (+1),
$3 Native shield (+2 Parry, subtracts 2 from ranged attacks from front and shielded side)
$4 Bedroll
$3 Tomahawk (STR+d6)
$15 Spear (STR+d6, +1 Parry, Reach 1)
$3 Bow (12/24/48), 2d6
$29 “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 soldiers 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.

Seeker (or anyone) - why shouldn't anyone buying a gun want the Spencer carbine instead of the Colt Frontier? Longer range, more damage, more shots. I don't see any downsides (other than a measly $2 more in price).

Also, can anyone give me the specs on a "hair pin breastplate"? Armor bonus, cost, special features, etc.?


ZenFox42 wrote:
... hair pin breastplate ...

Judging from the free "SWADE Deadlands Test Drive" doc, it's a piece of armor worn by Native warriors covering the torso that gives the wearer a single point of Toughness. In the picture it looks like THIS.


Zenfox42 Spencer is a short rifle, the Frontier is a pistol. You can shoot someone in melee with you with a pistol without penalties, but the rifle becomes a shoving match to shoot them.
Now if you are asking for starter equipment, yes both for the price, I think is the best to start out with unless you imagine you character using something else.


Zenfox, A carbine is a short rifle made to be used on horseback, the most famous are the Winchester rifles. Those are the ones you often saw in westerns. Yes, a carbine is longer range, hits harder and has one more shot, but its heavier, can't really be used in melee and most times the pistole is just faster. If you try to throw down at close range with a gunslinger with a carbine, he will likely shoot first.

I would go with the one who fits your character. The spencer is both a weapon and a hunting tool. I could see it being more useful to someone not meaning to get into close quarter gunfights

Dark Archive

Background!:

Lord Borak was a fraud.

That is not entirely accurate.

Lord Borak (not his birth name, but it is not known if any who live still know that, and he certainly isn't sharing) had dreams. Dreams of Power.

When young, he tested his mettle in various schemes and cons in the cities of a few Northern states but, either failing or seeing success come far more slowly than he had envisioned, he drifted West in search of greater strategies.

Through a quirky series of events that involved his natural charm, but also a case of mistaken identity and a random coincidence of natural events, he found himself at the head of an uprising of an oppressed population in Oklahoma. Having little knowledge of warfare and unable to bring victory to the vastly outnumbered rebels, his force was quickly routed.

Finding himself alone and left for dead in the desert, he was ready to commend himself to whatever came after this life, when a tiny snake slithered up to him...and wrapped around his finger.

'Greetings,' it echoed in his mind.

'Who are you?' Borak replied in rapt curiosity.

'I am the Black Ring. You shall be my servant, and we shall reach new heights.'

'I am no lackey to be thy playthi--.'

'You shall do this or die.'

Preferring a life of possible power to dying alone in the desert, he agreed. It wasn't entirely involuntary. His curiosity was piqued and the only thing he loved more than victory was a good mystery.

He travels now, learning the arcane knowledge from the ring, and setting himself as a spiritual leader. The role comes easy to him.

Most of his travels have him doing good deeds for the general populace: Curing ailments and the like. The Ring calls this training. Lord Borak has no complaints if the price of Power is Power.

Lord Borak likes to walk peaceably amidst the chaos, dispensing such knowledge as:

"Aspiration requires exploration. This life is nothing short of a refining leap of pranic serenity.

Without wellbeing, one cannot exist.

We are at a crossroads of awareness and stagnation. We are in the midst of an authentic awakening of knowledge that will amplify our connection to the totality itself.

Who are we? Where on the great vision quest will we be aligned?"


Okay I am gonna go though these

Rodan Northward(Buckshot Bon) Looks good, except Grit is no longer a stat.

Moses Hirschler( Branding Opportunity.)You seem good to go as well

Lord Borak(Atlas2112) You have have two edges( I am not sure what extra power is, new powers edge?). You get one free and can buy the second with your Hindrance points. But, you do not have an arcane edge listed and you can only have two edges. Your Free one and you one from Hindrances, unless you drop one of your attributes down by a point.

Flying Eagle(Zenfox42) You seem to have only spent 11 of your 12 skill points. But otherwise look fine

Dark Archive

seekerofshadowlight wrote:

Lord Borak(Atlas2112) You have have two edges( I am not sure what extra power is, new powers edge?).

Extra Powers is in the SWADE book (pg 47) that lets me take two new powers...so I still need to pick one. ^_^ Any suggestions?

I dropped the Power points. Time enough for that later.


Jeremiah Lawless (King hot trash) This one is a bit to unpack. Which edition are you using as this does not look like SWADE and its been near a decade since I looked at older editions.


  • You can only have 4 points in hindrances
  • You got stuck with slowpoke, so that ones does not count but that still leaves you with 7 points and the limit was 4( Unless I am missing something)
  • You have 4 hindrance points and 4 advances to play with and I am thinking you are using an older editions version of advances.

If I am wrong here let me know.


Lord Borak the Despoiler wrote:
seekerofshadowlight wrote:

Lord Borak(Atlas2112) You have have two edges( I am not sure what extra power is, new powers edge?).

Extra Powers is in the SWADE book (pg 47) that lets me take two new powers...so I still need to pick one. ^_^ Any suggestions?

I dropped the Power points. Time enough for that later.

I figured you meant New Power but thought I would ask. Based off your background disguise might be something he would do. Curse or Speak language might fit too


KingHotTrash wrote:
Here is my submission; Jeremiah Lawless.(Snip)

I dug out my explorer edition and you are indeed using an older edition than I am using. Advances do not work the same any more. So basically you need to make him as a novice and then add the advances. I am not sure how advances work was covered in the conversion document.

In the edition you are using 0-19 is a novice, but SWADE uses 0-3 as novice with 4-7 being seasoned. The edge Veteran of the old west gives you 4 advances, being you to four. what you can do with them is

advances:


  • Gain a new Edge.
  • Increase a skill that is equal to or greater than its linked attribute one die type.
  • Increase two skills that are lower than their linked attributes by one die type each (including new skills the character didn’t have before at d4).
  • Increase one attribute by a die type. This option may only be taken once per Rank. Legendary characters may raise an attribute every other Advance, up to the racial maximum.
  • Permanently remove a Minor Hindrance, or reduce a Major Hindrance to a Minor (if possible). With the GM’s permission, and if it makes sense, two Advances may be saved up and spent to remove a Major Hindrance.

As far as I can tell it works out the same. You have 4 advances, Its just you no longer have to pay 5, its just 1 now as you get less but it works out the same.


@Seeker - You are correct, I forgot that they just do advances now, not XP. I'll make sure to correct that to just 1st, 2nd, 3rd, and 4th Advance.

I am a firm believer that just because you are limited for points when it comes to Hindrances, that shouldn't stop you from taking things that just make sense. I can earn bennies whenever they become a problem, unless that has changed as well from my quick reading of the book. I still need one more Minor though to be rules compliant, so I think I will be taking Death Wish for it.


KingHotTrash wrote:

@Seeker - You are correct, I forgot that they just do advances now, not XP. I'll make sure to correct that to just 1st, 2nd, 3rd, and 4th Advance.

I am a firm believer that just because you are limited for points when it comes to Hindrances, that shouldn't stop you from taking things that just make sense. I can earn bennies whenever they become a problem, unless that has changed as well from my quick reading of the book. I still need one more Minor though to be rules compliant, so I think I will be taking Death Wish for it.

Your stats seem good, I just had to work myself though them lol. If you want to take more hindrances than you get points for that is allowed, its not a problem. I was just confused and had to go get my old book. And really it was a minor conversion.

I don't think you need any more, you only needed 4 points from what I saw. You had like 7, I think. Major are 2 points and minor are 1 and you had 3 major and 1 minor before slow poke.


Is there still room in this one? I'm a pretty big fan of SW stuff, but have never really played any Deadlands (except for a little bit of Deadlands Noir and Apocalypse, which are alternate DL settings)


Lord Borak wrote:
Extra Powers is in the SWADE book (pg 47) that lets me take two new powers...so I still need to pick one. ^_^ Any suggestions?
Seeker wrote:
Based off your background disguise might be something he would do. Curse or Speak language might fit too.

Disguise and Curse are Seasoned-level Powers.

Bolt, Summon Ally, and Healing cover the basics : damage, combat, healing.

You've got both a high Parry and Toughness, so Armor and Deflection wouldn't be much help to you.

I've got Boost/Lower Trait and Shape Change, which cover the "utility" powers. But a second source of B/L Trait couldn't hurt...

Confusion is pretty powerful, making the target Distracted and Vulnerable for a turn. But the target does get a saving throw, which reduces its effectiveness.

Entangle is pretty useful, making the target Distracted, and also Vulnerable on a Raise, with no saving throw. They stay in that condition for at least a turn, then they roll to break free. In fact, someone posted on Reddit that "Entangle with every applicable modifier is what my table calls the 'Screw this encounter, I'm done' power."


ZenFox42 wrote:
Also, can anyone give me the specs on a "hair pin breastplate"? Armor bonus, cost, special features, etc.?
Moses wrote:
Judging from the free "SWADE Deadlands Test Drive" doc, it's a piece of armor worn by Native warriors covering the torso that gives the wearer a single point of Toughness.

Problem is, the Native Armor provides +1 Armor, which would account for the Toughness 6(1) in the listing. I can't see any effect on the PC's stats that the breastplate would cause.

Does anyone actually have the complete SWADE Deadlands (or SWADE Deadlands Blood Drive)? If so, could you please search for "breastplate", and copy-and-paste its description here, thanks! Or, check your older versions of Deadlands.


Here's a quick rundown if Niles' character. It's actually the same character I played with Atlas back a couple years ago.

Basically this guy is a "tough guy" and not a "nice guy". He's a bare knuckle boxer in his off time, when he isn't intimidating people and being a hoodlum. However, he is terrified of heights. (We can swap the Bloodthisty major for the Phobia major if Bloodthirsty will cause a problem)

He's broken his nose, and cheek bones, enough that he has the "ugly" hinderance as well.


I too would love to know if theres still time to apply for this. Big DL fan, and I've got all the latest from backing the DLWW and Blood Drive Kickstarters....


ZenFox42 wrote:
ZenFox42 wrote:
Also, can anyone give me the specs on a "hair pin breastplate"? Armor bonus, cost, special features, etc.?
Moses wrote:
Judging from the free "SWADE Deadlands Test Drive" doc, it's a piece of armor worn by Native warriors covering the torso that gives the wearer a single point of Toughness.

Problem is, the Native Armor provides +1 Armor, which would account for the Toughness 6(1) in the listing. I can't see any effect on the PC's stats that the breastplate would cause.

Does anyone actually have the complete SWADE Deadlands (or SWADE Deadlands Blood Drive)? If so, could you please search for "breastplate", and copy-and-paste its description here, thanks! Or, check your older versions of Deadlands.

The Breastplate is Native armor, You may be looking at an error just mix and matching terms. The book states Native armor as "Armor +1, Min Str d4. Includes buckskins, soft leather, woven breastplates, et"

Breastplate is just a thematic term for your native armor.


As for folks still showing interest, I honestly did not expect this much interest. I'll leave submissions open to the 3rd and then will see what we have. Tonight I will check new submissions and list what we have so far, it was 5 last night IIRC.


seekerofshadowlight wrote:
As for folks still showing interest, I honestly did not expect this much interest. I'll leave submissions open to the 3rd and then will see what we have. Tonight I will check new submissions and list what we have so far, it was 5 last night IIRC.

Well, you could always split the interested parties into two groups and run both Blood Drive and Coffin Rock. :)

On a personal note, I am running the most recent Blood Drive myself on another board, but am very capable of separating in and out of character info... I completely understand if you'd rather me not apply in that case.... :)


@GM Nile, unless I am missing something you only have 11 points in skills.

@Laird_Thorne, I am converting the original as I don't have the new one lol. As long as you don't meta game I don't care. I am running a homebrew game IRL and have a few other irons in the fire to run two game ATM.


I use savaged.us for creating SW chars and it has 12 skills. Is it possible that I didn't mark one of those "free" d4's....? Iirc the freebies are "Athletics Common Knowledge Notice Persuasion Stealth"


Okay this is what I am seeing. You get a d4 in Athletics, Common Knowledge, Notice, Persuasion, Stealth and Native Lang is a free d8

Spoiler:


  • Athletics d6= 1 point
  • Common Knowledge d4 = 0 Points
  • Fighting d8 = 3 points
  • Gambling d4 = 1 point
  • Intimidation d6, = 2 points
  • Language (Native) d8 = 0 Points
  • Notice d4 = 0 Points
  • Persuasion d4-1, = 0 Points
  • Riding d4, = 1 point
  • Shooting d4, = 1 point
  • Stealth d4, = 0 Points
  • Survival d4, = 1 point
  • Taunt d4 = 1 point

So what I am getting is 1+0+3+1+2+0+0+0+1+1+0+1+1=11. Math is a b+&~* for me so I had to do it a few ways but I always get eleven. What an I counting wrong?


seekerofshadowlight wrote:

Okay this is what I am seeing. You get a d4 in Athletics, Common Knowledge, Notice, Persuasion, Stealth and Native Lang is a free d8

** spoiler omitted **

No, you seem to be counting correctly....I don't know why there's the discrepancy.


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GM Niles wrote:
seekerofshadowlight wrote:

Okay this is what I am seeing. You get a d4 in Athletics, Common Knowledge, Notice, Persuasion, Stealth and Native Lang is a free d8

** spoiler omitted **
No, you seem to be counting correctly....I don't know why there's the discrepancy.

Me either, I counted it a few times to make sure. I thought maybe "Ugly" removed a point or something, but no that does not seem to be the case. Maybe something did not get clicked and its counting a free point as a pay point. Anyhow, its an easy fix.

Dark Archive

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Kristophe Kristophson wrote:

Here's a quick rundown if Niles' character. It's actually the same character I played with Atlas back a couple years ago.

Basically this guy is a "tough guy" and not a "nice guy". He's a bare knuckle boxer in his off time, when he isn't intimidating people and being a hoodlum. However, he is terrified of heights. (We can swap the Bloodthisty major for the Phobia major if Bloodthirsty will cause a problem)

He's broken his nose, and cheek bones, enough that he has the "ugly" hinderance as well.

Kristophe!!!

How ya doin', buddy???

Been a while! But it turns out Savage Worlds wanted you back so badly they created a whole 'nuther edition just to get you back online! =D

This is gonna be a good one. I can tell.

Just try not to eat so many people this time. ^_^


Regarding Niles' PC, I got this :

Athletics d6= 1 point
Common Knowledge d4 = 0 Points
Fighting d8 = 4 points
Gambling d4 = 1 point
Intimidation d6, = 2 points
Language (Native) d8 = 0 Points
Notice d4 = 0 Points
Persuasion d4-1, = 0 Points
Riding d4, = 1 point
Shooting d4, = 1 point
Stealth d4, = 0 Points
Survival d4, = 1 point
Taunt d4 = 1 point

For a total of 12 points.

Fighting takes 4 points : 1 to d4, 1 to d6, 2 to d8.

SWADE says : Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.

Since Agility is d6, taking Fighting to d8 costs 2 points.


That's it ZF! I knew I was overlooking something. It's the d6 AGI.

LOL. Also, it's like the same 6-8 of us in every SW game on these forums.


@seekerofshadowlight - could you draw for a VotWW card for me please? I’m rolling a couple of concepts around, and that result may swing it one way or another for which one I go with. :)


I think I will go with the gunslinger archtype, if this is still open.
The test drive rules don't really explain how to make a character. :(


ZenFox42 wrote:
Regarding Niles' PC, I got this :

Ugh, I feel smart. Totally over looked that

Laird_Thorne wrote:
@seekerofshadowlight - could you draw for a VotWW card for me please? I’m rolling a couple of concepts around, and that result may swing it one way or another for which one I go with. :)

You got a 3 meanings

Hunted: The veteran didn’t finish the job. Something is looking for him, and it wants him dead. Or worse. The Marshal gets to whip up some nasty beastie to come looking for the poor bastard. It’s something fairly powerful, certainly a Wild Card, and perhaps more clever than strong. It might look to make the hero’s life a living Hell instead of just springing out of the darkness one night.

Mokshai wrote:

I think I will go with the gunslinger archtype, if this is still open.

The test drive rules don't really explain how to make a character. :(

Nope but they are not hard to make. But they have a lot of options. Basically your six stats start at a d4, you have 5 points to put into them. You have 12 points to put into skills and can take up to four hindrances. Also as human you get a free edge.

The thing is, there are a lot of edges and a lot of hindrances and really. Its not super complexes, but its a lot of options.


seekerofshadowlight wrote:
Laird_Thorne wrote:
@seekerofshadowlight - could you draw for a VotWW card for me please? I’m rolling a couple of concepts around, and that result may swing it one way or another for which one I go with. :)

You got a 3 meanings

Hunted: The veteran didn’t finish the job. Something is looking for him, and it wants him dead. Or worse. The Marshal gets to whip up some nasty beastie to come looking for the poor bastard. It’s something fairly powerful, certainly a Wild Card, and perhaps more clever than strong. It might look to make the hero’s life a living Hell instead of just springing out of the darkness one night.

Thank you! I can work with that. :)

Also, I’ve got access to and am more than willing to share details on any of the new Archetypes.


Rufus Cooperson

Traits:
Agility: d8
Smarts: d6
Spirit: d6
Strength:d4
Vigor: d6

Pace: 6
Parry: 2+1/2 fighting dice = 5
Toughness: 2+1/2 vigor dice + Armour bonus = 5

Skills
Athletics d6
Com. Knowledge d4
Fighting d6
Gambling d4
Intimidation d4
Notice d6
Persuasion d4
Riding d4
Shooting d8
Stealth d4
Taunt d8

Hinderances:
Grim Servant of Death - +1 to damage rolls, Crit failures hit ally
Overconfident – Not cocky, I’m the best.

Edges:
Ambidextrous: Ignore Off hand penalty
Gallows Humour: Can use taunt instead of spirit to make a fear check. With a raise, allies get +1 to their checks.
Duelist: 2 extra hole cards at beginning of duel.
Marksman: either gain +1 to first shooting roll each turn, or ignore up to 2 points of penalties from range, cover, called shots, scale, or speed. You cannot more or fire greater than ROF 1
Steady Hands: You ignore the penalty for firing from an unstable platform and reduce the running penalty to -1.
2 Gun Kid: You can make a second shooting roll on your turn (With Off Hand) at no multi action penalty.

Gear:
2x Colt Peacemakers (Range 12, 24, 48) Damage 2d6+1, ROF 1, AP 1
Knife Str +d4
.45 Ammo x 50
Fancy gun belt,
2 x speed loaders
Horse
$7 remaining.

He grew up with a gambling father, who was shot down on the street in front of him for cheating at cards.

After his dad died, he sold all of his fathers gear, and vowed to make it on his own.

He ended up working for a rancher, Where he worked for a few years. When he ran into a pair of cattle rustlers.

After the brief gunfight, he realized that he was both faster than most, and ended up picking up the peacemakers from the downed rustlers.

He rode into town, selling off his old gun, and bought a fancy new gunbelt for the 2 peacemakers.

The sheriff along with his boss, suggested that he ride on, as they did not want any troublemakers.

After a couple of weeks he drifted into Unita County.

He stopped at the Tavern to get a drink.

Will make an alias if selected.

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