Savage Firefly - want some "space western" adventures?

Game Master ZenFox42

This is a game set in the Firefly/Serenity universe, using the Savage Worlds system


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Harold, Able - no problem, your choice.

Arabella - either method is ok.

ALL - the only thing to be aware of is that if you get an Ace, you do NOT include the penalties or bonuses to the re-roll.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

JOOC, what kind of guns do they have?

I assume they are all revolver, 2d6, yeah?


Yep.


Ok, I lied. Well, was mistaken. Looking at the typical western guns in SWADE (Colt Peacemaker, Smith&Wesson), technically its 2d6+1 (AP 1).


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

FYI: I'll be at a 4 day face to face convention this weekend. I built some break time in so should be checking in at least once a day but if i'm a little slow... that's why. :)


Arabella's last post reminded me - her player wants to use some of the Chinese and old-west slang terms from the show (like he did in the post), and if anyone else wants to, I've placed a document he created in the Campaign Info tab.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Awesome!


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

I apologize, having to move and toss a lot of stuff from the house.

Youngest kids friend brought in bedbugs, and never let us know.
Will be spending the next few days after work cleaning and moving stuff for the exterminator.

UGG, just the thing we needed. :(


Pace: 6, Parry: 5, Toughness: 7(2)
Harold Wainwright wrote:

I apologize, having to move and toss a lot of stuff from the house.

Youngest kids friend brought in bedbugs, and never let us know.
Will be spending the next few days after work cleaning and moving stuff for the exterminator.

UGG, just the thing we needed. :(

That is rough. Bedbugs are terrible. Best of luck!


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Will get something else up tomorrow, got to start a claim for my sons getting into a collision with 2 of my vehicles.

1st son, got brake checked - Able to stop in time. (new jeep)
2nd son - Unable to stop in time. hit the back of my jeep. (old ram pick up)

If it don't rain, it pours. Just cannot catch a break. :(


Sorry to hear about all that. Hope things resolve themselves soon!


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6
GM_ZenFox42 wrote:
Sorry to hear about all that. Hope things resolve themselves soon!

They should. Got the company clearing and moving and tossing stuff starting today. Should be done by Monday.

Fumigator is booked for Tuesday.

Vehicles are drivable, just a minor bump, but still enough damage that insurance is going to have to deal with.

Should be back to the normal chaos on Thursday, just in time to come back to work on Friday.

So if I am not on during monday to thursday, you know what is going on.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Sounds like you've had a series of very low rolls in your RL situation.

Maybe all the bad luck is out of the way for the year.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6
Arabella Stormworth-Darling wrote:

Sounds like you've had a series of very low rolls in your RL situation.

Maybe all the bad luck is out of the way for the year.

I really hope so. But I am not holding my breath.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

GM, how many bullets did I find?


That raises an interesting question - where does one keep your spare bullets? In your pockets I suppose, so there probably won't be more than 6 or 8 in each...

Bullets, guy#1: 1d3 + 5 ⇒ (3) + 5 = 8
Bullets, guy#2: 1d3 + 5 ⇒ (2) + 5 = 7

And 4 in the chambers for a total of 23.


Pace: 6, Parry: 5, Toughness: 7(2)

Hey, I'm traveling for a few days to get a surgery done, so I'm not sure how much I'll be checking in this week. Feel free to bot me if necessary.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
GM_ZenFox42 wrote:

We haven't made the rolls for finding a new shipping job (Harold's job came up right after you landed), so Arabella, you're up. Please read the current rules for finding jobs in the Campaign Info tab, and ask any clarifying questions you want. For Freight and Speculative Cargo, please feel free to describe what the merchandise is. If Salvage comes up, you can describe it if you want to, but I'll set the price.

The Firefly Wiki says that Buddhism is "practiced", but not by how many, and the sources are non-canon (that is, not directly from Joss). Since there is a strong Chinese influence on the society, it does make sense, but I'm not worried about what fraction of the society practices it.

I'll have some time later to day to do the job search.

From my study, the traditional (pre-nationalist period) Chinese culture was dominated more by Confucianism than Buddhism. Most would know who Buddha was, however. More and more people outside of China are becoming familiar with Buddha as well. I would imagine, given the time since the present that is covered in the verse, that there would be a few new religions developing to compete with the traditional organized religions of our age. Might be a possible plot idea for a future encounter there.

Arabella is primarily influenced by Taoism, but she's familiar with Buddhism. She's more generally a mystic, which covers a lot of philosophical and religious ground.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

If you see this more than once, I am spamming all my games I am in.

Next 4 days will be haphazard, but I will do my best to get a post in.

Still removing stuff and reorganizing so that the final treatment for those damned bugs is successful. (So much thrown out.)

In the middle of that, I ended up spraining my ankle, making it more difficult.

Once again, I apologize for my lack of posting, but I should be back up to posting full speed near the end of the month.


Sorry to hear about the sprained ankle, as if not enough things were going on in your life...

Can I 'bot you if needed?


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6
GM_ZenFox42 wrote:

Sorry to hear about the sprained ankle, as if not enough things were going on in your life...

Can I 'bot you if needed?

Yes, i give a standard bot if needed.

Just getting back up to speed, but wont be fully up until saturday.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Aw man. I hope everything gets cleared up asap! I think you need to hoard some food, lock the doors and just stay away from the world for a few days. :)

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Wait, how much are we being paid for this job?

I'm not used to players stating the mission parameters so I had to re-read the job description to find out who Jayla was.

Ideally, being money-grubbing mercenaries, we'd want to know how our performance increases our payment.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4
Emma Whiteangel wrote:

Wait, how much are we being paid for this job?

I'm not used to players stating the mission parameters so I had to re-read the job description to find out who Jayla was.

Ideally, being money-grubbing mercenaries, we'd want to know how our performance increases our payment.

I also forgot who Jayla was. I forgot someone came with us. :)


Sorry, that was my bad. For salvage jobs, the GM comes up with the fee as opposed to rolling dice. Jayla originally offered 2000p for the job. If you want to, someone with a high Persuasion could Haggle over it (see the setting doc for the rules on that).

P.S. - that is *way* higher than almost any Freight job you could get, but (not that your PC's would know this) it's because Jayla is concerned, and wanted to guarantee that the first ship she found would take the job.

TL;DR : you got 1200p from your first on-planet job, and 2000p for this travel job. Don't get used to those numbers, most jobs will have much smaller payouts.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
GM_ZenFox42 wrote:

Ok, to avoid the previous debacle of trying to role-play haggling over the price of the job, I'm implementing the following mechanic :

The employer names a price. Whoever's talking with them makes an opposed Persuasion roll; the winner gets a 20% change in cost in their favor per Success and first Raise. Only one PC can make one opposed Persuasion roll (but both sides can use Bennies to re-roll their own roll). The new price *is* the price you'll get paid.

This assumes that the price the employer initially names is reasonably close to what they are willing or able to afford. It will sometimes be low, sometimes be high, depending on their circumstances (translation : don't expect every offer to start at the 1200p you managed to get for this job).

While this mechanic does allow the final price to go lower than the initial offer, with Mark's Persuasion I doubt that will happen very much. And if you feel the risks outweigh the benefits, you can just accept the initial offer.

The Campaign header refers to haggling rules "below" but nothing is detailed there. I expect these are the haggling rules being used. If so, add them to the rules on obtaining work, for ease of reference.

Arabella will haggle. She knows some people get upset if a customer won't haggle.

Persuasion: 1d8 ⇒ 8
Ace: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4
Add +2 from Shepard Edge
Result = 8 + 6 + 2 = 16

Reroll from Charismatic Edge
Persuasion: 1d8 ⇒ 4
Wild: 1d6 ⇒ 2
Add +2 from Shepard Edge
Result = 4 + 2 = 6

First result is better: 16

RP: Arabella points out that the rescue operation has considerable risk for the crew, given the unknown and possibly deadly reason for a loss of communication. And a successful salvage will be worth a lot to the people who are expecting the results. There is also considerable value to the ship, which may become available for a salvage claim if the owner is dead.


Doubly sorry. The "haggling rules below" was assuming that the text on finding jobs was actually *in* the setting PDF, and was referring to the rules in the PDF.

And then, after more thought, I changed the Haggling rules from what I had posted in Discussion and in the latest version of the PDF.

The current rules are now in the Campaign info tab.

You've talked Jayla up to 2800p.


Ok, I just realized that I broke one of the main rules for GM's : if the PC's *need* something to move the plot forward (an item, a piece of knowledge, etc.), DON'T make them roll for it!

The information you all just rolled for, now that I think about it, would probably not be at -4 to know, due to rumors that circulate thru bars, etc. The visuals that would give you the information are obvious, that's why no Notice roll.

Would anyone be terribly upset if I just ignored the rolls, and just let one of you happen to know this bit of information? Would that break the fourth wall for anyone?


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

GM_Zen,

I have no issues on that, and no, it would not break immersion for me.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

I've seen GMs realize this and then just say it. Like, they'll say DC 14, but then to the person who rolled the highest 12, they say, "well your 12 looks you realize that...." and as soon as he starts talking no PC is gonna shoot themselves in the foot by arguing with the GM that they shouldn't be saying what they're now saying. ^_^


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

No problems at all!
"Oh wait, this one thing reminds you of..." :)


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

It's an old joke from Laugh-in, but "Keep it moving, keep it moving." No problem with that.

Sometimes in cases like this, I roll for everyone under a spoiler and give the info to whoever makes the best roll.

I wonder what are the odds of 11 rolls without a single ace!


Able has not responded to my PM. Is he in any other games with any of you, and if so, has he posted recently?


Able appears to be gone. I vaguely recall someone else having at least some points in the Healing Skill, and Emma has the Healing Power. Is everyone comfortable with the situation?


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Wait. Emma has powers! I KNEW IT! ;)

Had to check. No Heal for Daisy. I remember it was on my want list but those pesky skill points run out fast!

As long as someone has it, that's cool, or keep him on as an NPC for a while....

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

What is the .8 for overhead?

Was that known by us going in?


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 3/3
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

I had planned on being a medic when we were first starting out.

But sadly, I don't have even basic FA skill


Emma - we discussed the overhead at length early on in the first "demo" shipping we did in Discussion. "Overhead" pays for all your food, fuel, docking fees, and ship maintenance in an abstract way (because any kind of bookkeeping is neither Fast, Furious, or Fun). You just subtract 20% off the fee and "throw it away" (in other words, it gets spent on food, fuel, fees, and maintenance). Mathematically, subtracting 20% is the same as multiplying your fee by 0.8. Make sense?


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

If need be and if allowed, Arabella's skills could be adjusted to boost her healing skill, with the assumption it's one of the many skills he picked up over time. She could take a skill point off Taunt and off Intimidation, as they are only marginally useful in a fight, and boost her healing from d4 to d8.


Arabella - if you're ok with that, it would be a big help. Emma may not be able to go out on every planetary mission, and you never know when you might need healing in the field...

You're also now in charge of the medical room on the ship. With a d8, you're already familiar with the drugs and devices in there. You get a +2 when doing healing in there. There's also a Medic Kit in there which you should take with you whenever you're on a planetary mission (+1 to Healing rolls).


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Updated Daisy's sheet. Purchased a flashlight and spent 20$ on random cute things to help cozy up her and possibly a guest room or two...


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

FYI. I'll be headed out of town Friday AM and not back til Sunday afternoon/evening some time. Should have wifi where I'm going but have not stayed there before so... Bot if needed.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
GM_ZenFox42 wrote:

Arabella - if you're ok with that, it would be a big help. Emma may not be able to go out on every planetary mission, and you never know when you might need healing in the field...

You're also now in charge of the medical room on the ship. With a d8, you're already familiar with the drugs and devices in there. You get a +2 when doing healing in there. There's also a Medic Kit in there which you should take with you whenever you're on a planetary mission (+1 to Healing rolls).

Will make changes soon.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I came across this on You-Tube yesterday.

Honest Trailers Firefly


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Lol. I would have loved to see what developed in seasons 2 and beyond..


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I have updated Arabella's profile to make the adjustments to give her healing d8. The weight of the medic kit puts her 1 over her limit for avoiding encumbered status. If someone can carry the medkit when on missions, that will keep her from slowing the group down more than her elderly status already does.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy tends to travel lightly, she can carry the kit.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

I can carry it.

But to get it back you have to guess what mythical creature I'm thinking of. =}

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Bruh.

Bruh.

I smell some BS coming off this thing. Water Purification tech has been around for a very, very long time, so I'm not buying that this is how this adventure was written up.

It sounds like something that was come up with on the fly "So the movie can happen!"

You could've let me have my bite at the apple so my character could show off her strengths, and then you could save the other plot for another adventure.

The way it is I picked a character with a high repair and both times I could've rolled it to save the day you've found a reason to just not.

I'm not really mad, but I am a little mad.


Ok, well...I don't know how to respond to that. In my mind, this *component* of the water purification system had more to do with controlling the process than performing the process, and so is very complex. And where would you have gotten the schematics for this thing in order to build it? It's not like the mayor keeps schematics for every piece of tech that keeps the town functioning in her house. I honestly was not trying to force you into this scenario, it's just that the background for it I had built in my head did not allow you even the option to try your way. Make sense?

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