Yorick's World of Desperados (Inactive)

Game Master YoricksRequiem



World of Desperados
Basic premise real quick before we get into the fun stuff. Some of you are familiar with Dungeon World, upon which this is very loosely based. For those who aren't, don't worry, you are still welcome!

Mechanics
For Mechanics, basically you'll have 4 Attributes which are ranked at -1, +0, +1, and +2. When you make a roll, it's 2d6 and the applicable stat. If your total result is a 6 or lower, you generally fail and the GM does something exciting. If it's a 7-9, you succeed, but with some kind of unforeseen complication. On a 10+, great success!

Unlike Dungeon World, this game does not have established moves. Each Attribute has a few broad suggestions of what it is good for, but is meant to be pretty free form. The Attributes themselves are named after card suits, so you'll have Hearts for presence/influence, Spades for dexterity/coordination, Diamonds for knowledge/observation, and Clovers for strength/endurance.

Each has different applications depending on what you are trying to do. For instance, if you're gambling, you'd probably use Hearts for bluffing. But you may choose to cheat, which would be Spades for the sleight of hand aspect. Things like that.

The game itself is very free-form - there is no initiative, there are not really any turns. If you want to attempt something, attempt it. It'll always be a back and forth, but combat won't become some separate kind of "mini game" within the game or break the flow.

The World
We'll be in the American West, but a 100% bastardized version of it. Even if I hadn't been awful at history, school was a very long time ago, and honestly, I care way less about historical accuracy than I do having a good story. If it helps, consider it an alternative history.

The time period will be roughly during the Civil War. Here's a map of the US at that time for reference. We'll be around the Texas / New Mexico territories, leaving lots of opportunities for battles between the North and South, with Natives, Mexicans, and lots of other things.

There won't be much government authority out this way - between the civil war and rapid expansion, small towns don't have much for support. You can imagine the kind of people who are left around - mostly those who are desperate and just scraping by.

This game also does not have "magic", at least that you'd understand or be able to cast. Remember that there was a lot of superstition. Mental health problems were seen as demon possession. Weird things are seen as hauntings or evil forces. There is the notion of Hell and Sin as a tangible thing. On account of all this, it's likely that you'll see things that your characters will not / cannot understand. And I'll likely do my best to make that even worse.

To give you a bit more of a starting point, the town we'll be in is called Hobbs. It's got roughly ~500 residents. Assume ~250 are families of more than one person, and maybe ~100 are slaves. It's grown largely because of its location - there's desert for miles around but Hobbs is in an opportune place for both trade and travel. There's lots of types of shops, and the town even has its own newspaper.

Couple of Established Characters

Elle Lockwood - Owner of The Lockwood Stop, the local tavern / inn. (See the bottom of the post for more about her)

Henry Beauregard - The Sheriff of Hobbs. He's a bit of a workaholic, but since the death of his wife, he's been having some trouble with alcohol. An intelligent, clever, and brave man.

Lilly Von Schtupp - A Madam, and friend of Elle Lockwood, who operates out of the Lockwood Stop tavern, letting the patrons and her prostitutes frolic together, for the right price.

Richard Commstock - The grizzled, old veteran reporter of the Hobbs Informer. Folks respect him but generally don't like how pushy he can get when he thinks he needs to know something. He makes them feel guilty and accused at times.

Character Creation
The rules and character creation guidelines themselves are literally 3 pages long. I've uploaded the PDF here for you to check out. I'll also put all of this information into the Campaign Settings tab once the game is set up.

How to Apply
I have only given you the rules and some incredibly vague broad brushstrokes, and I'm looking for players who can take that and run with it. This will be a collaborative game, and rather than me thrusting you into a world of my creation, we will be forming things together. I want to see what you can come up with based on the little that I have said. Essentially: Civil War, Texas/NewMexico area, ready set go.

Now with that said, it does NOT have to be a novel. Honestly, a paragraph or two is totally fine. As long as there's enough there that I start getting a feel for your character and can ask you some additional questions. For those who do want to write a little more, great! Feel free to create NPCs and locations to tie in as needed.

You shouldn't have to make an Alias for applying, but I'd like to see the crunch (simple as it may be). I already have one player, and I am looking for two more. Three at the absolute most. You should be able to post at least once per day.

Also, because this is homebrew, there may be some things that change as we play in the interest of it being fun, so please do be accepting of that caveat.

I guess that's probably it. Feel free to ask questions!

EDIT: In case it is a thing that is useful / helpful, here is the existing player's crunch, backstory, and the questions that I asked.

Elle:

Crunch
Elle wrote:

Elizabeth 'Elle' Lockwood

Entertainer/Musician

Grit: 10/10
HP: 2d6 + 4 ⇒ (5, 1) + 4 = 10

Age: 21

Gender: Female
Ethnicity: German/Mexican
Clothes: Handmade
Hair: Styled
Body: Gorgeous
Eyes: Bright

Hearts: +2
Spades: 0
Diamonds: +1
Clubs: -1

Abilities:
Allure
Perform

Skills:
Influence
Deception

Devils:
Proud

Weapon: Colt Pocket Navy Revolver (.36, Single Action, 5 shot, Close to Medium Range, D6 DMG)
Equipment: Frailing Banjo, Dice, US issued Smoothside Canteen, Lone Crow [Alcohol] (10)
Money: $4

Backstory

Elle wrote:
<ken burns documentary voice>Elizabeth 'Elle' Lockwood was the product of a restless German banker in New York City, a Mexican reformist on the run from the French occupation of Mexico City, and a joint endeavor towards a life that promised adventure and a future free from two separate countries hell bent on their own self destruction through the wages of civil war. And run on sentences. They met in northern Missouri for a moment brief enough to decide that this wasn't where the dream was, but long enough to raise a child to the age of 12. The journey to their new southern life was hard, and cost Elle her father when a group of marauders set out to take the dreams of others attacked in the night. Her mother would later sadly say that some roads home are paved in tombstones. They finally arrived at this home a month later and opened a tavern where anyone could stay, even if it was just for a moment long enough to realize they weren't where they needed to be. It was called the The Lockwood Stop. "When in Rome you do as the Romans, when in here you do shots at the bar." Her mother died (at the ripe old age of 56) when she was 14, leaving Elle as the sole owner. You'll still find her there, playing banjo, sitting behind the piano, or making sure the next patron's arrangements for the night are to his or her liking. She might even say to you "Nothing in here is powered by steam that shouldn't be, Michael. This isn't steam punk. No one likes steam punk."</ken burns documentary voice>

First Questions

Elle wrote:
Yorick wrote:
After your mother passed, leaving you as the sole owner of the The Lockwood Shop, I imagine there were some wealthy or powerful men who tried to take it from you, whether by trying to marry you, buy it from you, or take it by force. How did you stop / deal with them?

In any town large enough there are those who wish to control it by one means or another. At one point the Whiskey makers were the most powerful men in town. They controlled the alcohol, therefore most men. They threatened to cut off the supply which nearly drove The Lockwood Stop into the ground. Elle had to learn to make whiskey. She called it the Lone Crow and sold it out the back of the Stop for as cheap as she could. That came to and end shortly after when the whiskey makers threatened the Stop and her with violence. Elle will still serve you a shot if you ask nicely enough.

Owning the Lockwood Stop has its perks though. You tend to know a lot of people and know what they like. The sheriff happens to like his ladies to wear cat ears and a furry tail while purring. He would like this to remain a secret. While what happens in the Stop tends to be casually forgotten, he likes to make sure Elle is happy just in case.
If the town is big enough there is the potential for a rival bar that causes trouble for Elle on occasion if you want to go that route.

Yorick wrote:
Are the whores there under your employ, or do you just allow it to happen? Are there boy whores, too? Do you care for them if a client steps out of line? Being young and attractive, is she ever mistaken for one, and how does that go if so? Oh, and is there gambling?

Yes, boys and girls. Yes, to gambling. Mostly cards, and its not really the main draw as it is in some places. They are not direct reports in the reporting hierarchy. There is a madam who gives Elle a cut for allowing them to operate there. Its a very "we're all in this together" kind of vibe though.

The usuals tend to take care of their own and treat the folks that work there with respect. There is a story that gets passed around the bar and between the locals about a man who once stole from one of the workers in the night. The patrons stormed out into the cold and dark and found the man hiding under a barn. They tied him up and brought him back to The Lockwood Stop and let Elle cut off his fingers and toes before sending him out into the night. It was said that he was found flopping around the next morning, banging his nubs into the soil, making quite a scene. It may or may not have happened, but that's less important when you hear that story wafting around.

If we are going for a huge city, then maybe she is occasionally mistaken for one. Another common bar story that gets passed around: She shot a man's dick off with her pocket pistol who let it get too friendly without asking first.
If it is a small city then the men flirt but know their place. Strangers who don't know the deal can hear the dick shooting story floating around.

Yorick wrote:
You mention Elle's parent's dreams, and the dreams of the marauders who killed her father. Does Elle have dreams of her own, or is she content running the small tavern?
The marauders were out to take dreams. I'm sure their dreams revolve around that act. Bill Cosby-ing and pillaging and the like. As for Elle's dreams, she ultimately wants an adventure of her own. She takes after her parents and has the desire to find her own slice of freedom. While owning the Stop is great, and giving the community a safe haven of their own is its own reward, it can feel like a burden for Elle at times to try to keep others happy.

Second Questions

Elle wrote:


Yorick wrote:
How many rooms / beds are in your place?

There is a gambling room and bar room. It has 2 dedicated card tables and 5 smaller tables that are set aside for relaxing or a small meal. They are designed in such a way that they could be pushed togther to have an additional table dedicated to gambling to only 3 tables for relaxing and eating. There is a piano. This is on the bottom floor with an entrance to the front (main) and a back entrance that goes past a few office, lounge rooms set up for special folk. The back door is always locked. There are stairs that lead from the bar/gambling room to the upstairs room. There are 7 room set aside for night activities and 5 rooms set aside for nights that lack any sort of funny business. There is roof access on the western side of the 2nd floor for the occasional party. There is a washroom on both floors. No washroom on the roof.

Yorick wrote:
With your parents dying while you were young, and being somewhat idealistic, I don't imagine they were the ones to teach you to shoot - who did?

Elle's mother was a rebel from the Mexican civil War and the French Occupation. She figured it out. She was running from something and that was slaying the s!!~ out of those who didn't belong where they currently existed. There is also a lot of time between existing in Missouri and Texas, and then plenty of time while you are in a place that doesn't have decent Star Wars film access. Lilly von Schtupp was pretty instrumental in the honing of this skill later....see below..

Yorick wrote:
Do you have any prejudices? What's your take on the slavey thing? Or the war?

Elle however doesn't like basic b~&##es. Elle doesn't make pumpkin spice whiskey. Why is that a demand during certain types of the year? While Elle's parents had an idealistic vision that everyone would exist together, Elle has grown spiteful towards slavers, denying them access to the Stop.

Yorick wrote:
With life being short and s~!%ty and you wanting her own adventure, do you have a "right hand" at the tavern who's a friend or protege? A bartender or whore or stock-boy or something entirely different? Also, and possibly related, any romantic interests of your own?
The madam, Lilly Von Schtupp, has been a great friend through thick and thin. Thin and thick. Long and short. To the left and the right. More annoying innuendo that Lilly would probably use. Their friendship is what makes their business relationship so great. No one has come up to standards to romance in this town, but that certainly doesn't mean there has been a lack of interest. Maybe part of the boredom. shrug


Bumping.


HP: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Messaged you earlier.


Adrian Long
Drifters/Thief
Grit: 10/10

Age: Approximately 20

Gender: Male
Ethnicity: White American / Irish Ancestry
Clothes: Rugged
Hair: Battered Hat
Body: Slim
Eyes: Calculating

Hearts: -1
Spades: +2
Diamonds: 0
Clubs: +1

Abilities:
Appraise
Tinker

Skills:
Lore
Stealth
Devils:
Lecherous

Weapon: Philadelphia Derringer

Equipment: Loaded Dice, Dice, Lockpicks, Caltrops
Money: $1

Born in Philadelphia as the youngest of three brothers, his family lived peacefully outside the city until his father, Adam, was called to serve in the Mexican-American war. A soldier by choice, Adam served with honor and survived the conflict. When the war ended, he moved his family to Texas, partially out of love of the climate and partially to escape his debts in Pennsylvania. The oldest brother remained behind, a successful trader in the city and disowned by their father for looking down on the military.
Still a child, Adrian grew up quickly in Texas. His other brother, likewise, went into trading, though he traded in slaves, much to his father’s annoyance. Worked into shape by his father, Adrian developed a solid physique for a career in the military while his brother tried to teach him trade skills. Liking neither and wanting to be away from his overbearing father, Adrian by the age of 15, had joined a group of ruffians. It was at this time a Measles outbreak would claim a large portion of the city including his parents.

His brother out of town the year before to expand his trade in Missouri, Adrian now had no one except for the ruffians. Learning an unsavory skillset, Adrian eventually headed to the town of Hobbs when he had made too big of a ruckus in the city. There he sent letters to the last known locations of his brothers. Eventually he’d hear back they joined opposing sides in the war.
Truly alone, Adrian would con and steal as he could, spending a good chunk of his ill-gotten gains on women. It was a dishonorable life but he was free to do as he pleased.


Oh that sounds like an interesting character. Love it.

Still looking for one more to make this happen!


YoricksRequiem wrote:

Oh that sounds like an interesting character. Love it.

Still looking for one more to make this happen!

May want to try Myth-weavers.com to recruit someone. Not sure it'd help.


Connell “Sleeping Bear” Cavanaugh
Native/Hunter
Grit: 10/10

HP: 2d6 + 4 ⇒ (4, 1) + 4 = 9
Age: 28
Sex/Gender: Male/Male
Ethnicity: Irish, lived with Natives
Clothes: Handmade/Animal Skins
Hair: Long dark braids, touched with a hint of red.
Body: Muscular
Eyes: Indifferent, light gray/blue. Betrays his ancestry against his native garb and dark hair.

Hearts: -1
Spades: 0
Diamonds: +1
Clubs: +2

Skills: Survival, First Aid
Abilities: Berserker, Rover
Devil: Wrathful

Equipment: M1843 Carbine (D6+2 from a stationary position) ($30)
Tomahawk (D6) ($5)
Bandages ($2)
Healing herbs, etc. (Not explicitly listed, assume $2)
$1 cold hard cash

I have never played PbP before, but I came across your post on r/dungeonworld, and I am intrigued by your game. I would love to join! I don't think I will have any trouble posting at least once per day. I may have trouble keeping my posts brief.

Character Background:
Well, let's just say I got a bit carried away. GDoc Long Version

Synopsis:

Connell Cavanaugh was born to Chicagoan Irish immigrants and ran away from home for life on the road at the age of 9. A self-made man, he bought his first rifle with a stolen horse, taught himself to hunt, trap, and live off the land. With his hunted/trapped furs, he eeked out a small existence for himself.

Until he was captured by the Mohtautau tribe. (This is a fictional tribe.) The Mohtautau chief, Grinning Fox, took Connell in because he sensed the Wild nature in him, and his spirit was balanced with Tani'lak'nitau ("The Great Spirit of All Things").

And so Connell was named Sleeping Bear, and lived with the tribe for many years, taking a wife and having a son, until...The Mohtautau people were wiped out by a rival tribe. Connell was knocked unconscious by a ricocheting rock, and when he came to, all was destroyed including his family. In rememberance of his home, his friends, his family, he engraved a grinning fox on the butt of his rifle and headed South, ready to live on the road again, alone and friendless.

In the desert he came upon a murdered family, and it resurrected his grief. He decided to face civilization again, a scary thought, and followed tracks into the town of Hobbs. He is not sure whether he can find vengeance for the (presumed) innocents on the road, but it's certainly an idea.

Let me know if anything I said doesn't jive with the world you're picturing, but you made it pretty clear you're not a stickler for history or anything like that, so I just kind of got started and rolled with it.


Monique Le Grange
Creole, Entertainer
Grit: 10/10

HP: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Age: 23
Sex/Gender: Female
Ethnicity: French/Creole
Clothes: Fancy
Hair: Long dark braids, touched with a hint of blonde.
Body: Gorgeous
Eyes: Caring

Hearts: +2
Spades: +1
Diamonds: 0
Clubs: -1

Skills: Influence, Athletics
Abilities: Disguise, Perform
Devil: Greedy

Equipment: Light Pistol d6
Knife
Fancy Clothes

Character Background: Le Grange was born to a Creole saloon dancer in New Orleans and an American soldier on his way to fight in the Mexican American war under General Scott.

She grew up learning her mother's trade as a singer, dancer and actress. She speaks fluent French and generally passes herself off as a French Woman who has come under some hard times. Stating that she often has a cousin in Mexico City under Emperor Maxmillian. Her big problem is she loves all things shiny and sometimes cheats her partners when it causes more harm than good.

She is a very talented singer in both English and French and almost all men have a difficulty refuting her charms.

Dark Archive

Elizabeth 'Elle' Lockwood
Entertainer/Musician

Age: 21

Gender: Female
Ethnicity: German/Mexican
Clothes: Handmade
Hair: Styled
Body: Gorgeous
Eyes: Bright

Hearts: +2
Spades: 0
Diamonds: +1
Clubs: -1

Abilities:
Allure
Perform

Skills:
Influence
Deception

Devils:
Proud

Weapon: Colt Pocket Navy Revolver (.36, Single Action, 5 shot, Close to Medium Range, D6 DMG)
Equipment: Frailing Banjo, Dice, US issued Smoothside Canteen, Lone Crow [Alcohol] (10)
Money: $4

Backstory:
Elizabeth 'Elle' Lockwood was the product of a restless German banker in New York City, a Mexican reformist on the run from the French occupation of Mexico City, and a joint endeavor towards a life that promised adventure and a future free from two separate countries hell bent on their own self destruction through the wages of civil war. And run on sentences. They met in northern Missouri for a moment brief enough to decide that this wasn't where the dream was, but long enough to raise a child to the age of 12. The journey to their new southern life was hard, and cost Elle her father when a group of marauders set out to take the dreams of others attacked in the night. Her mother would later sadly say that some roads home are paved in tombstones. They finally arrived at this home a month later and opened a tavern where anyone could stay, even if it was just for a moment long enough to realize they weren't where they needed to be. It was called the The Lockwood Stop. "When in Rome you do as the Romans, when in here you do shots at the bar." Her mother died (at the ripe old age of 56) when she was 14, leaving Elle as the sole owner. You'll still find her there, playing banjo, sitting behind the piano, or making sure the next patron's arrangements for the night are to his or her liking.


Horray!

I've thrown up a Discussion thread so we can do a bit of world building before we start the game proper. It's linked at the top of this thread for those who are new to the Paizo forums.

I'll also copy over the basics from Hobbs, and work on getting a couple of questions together for each of you to flesh out the world a bit more.

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