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OOC: Off-Topic Posts II.

Posted by The MarshallFor group archive 0
The Marshall
GM, 1381 posts
aka "helbent4"
aka Tony
Tue 11 Dec 2012
at 14:28
  • msg #825

Re: The Orchard of Despair!

In reply to Smoker Nix (msg # 824):

Good question, suggestions are welcome on the relevant skill. I would assume he's not doing anything fancy, so climbing would work. It wouldn't be easy, so roll 2d10 vs TN of 5 Fair.

Call it one Action to move and draw a weapon, the second to attack.

Tony
Peter Firecrow
player, 256 posts
Not that kind of Indian
Wanna buy a gun?
Tue 11 Dec 2012
at 20:35
  • msg #826

Re: The Orchard of Despair!

Hmm I have an idea but the dice roller usually hates me. Let's see....
The Marshall
GM, 1382 posts
aka "helbent4"
aka Tony
Tue 11 Dec 2012
at 23:12
  • msg #827

Re: The Orchard of Despair!

In reply to Peter Firecrow (msg # 826):

Fortunately, you are maxed out on chips!

Tony
Jason Sinclair
player, 136 posts
Wed 12 Dec 2012
at 03:09
  • msg #828

Re: The Orchard of Despair!

In reply to The Marshall (msg # 827):

Can't do what I want to do. RK and Smoker would get mad as hell.
The Marshall
GM, 1383 posts
aka "helbent4"
aka Tony
Wed 12 Dec 2012
at 06:16
  • msg #829

Re: The Orchard of Despair!

In reply to Jason Sinclair (msg # 828):

Important: to interrupt either Dawg or Modeen you need to use your held action and make an opposed Quickness check, so beat his roll plus a raise (+5).

To beat Dawg: TN 10

To beat Modeen: TN 9

Tony
Roadkill
player, 571 posts
Road Warrior
former Road Ganger
Thu 13 Dec 2012
at 01:08
  • msg #830

Re: The Orchard of Despair!

In reply to The Marshall (msg # 829):

Marshall's Note: Roadkill has a hole card saved. He can try and outdraw Modeen (I assume he re-holstered his weapon when he remounted, else Modeen would grab it where it lay). Rowan can also try and intercept Modeen (she hasn't taken her action so I'll count it as held). In both cases, you would need to beat Modeen in a raction test (Quickness vs. Quickness). Jason, Peter and Smoker are all considered to have a held action from last turn (I won't assume this is true after now) and also move after Modeen. They must target Modeen through a vision slit as he's inside the truck's cab, if they can see him at all.

clearly as to do fight back

I will roll later. got to leave
The Marshall
GM, 1384 posts
aka "helbent4"
aka Tony
Thu 13 Dec 2012
at 01:37
  • msg #831

Re: The Orchard of Despair!

In reply to Roadkill (msg # 830):

Bueno.

Make a Quickness check to beat Modeen (TN 9) to make your play. To skin your smoke-wagon make a Quickdraw check (or draw a knife, etc.) and have at it!

Tony
This message was last edited by the GM at 01:41, Thu 13 Dec 2012.
Rowan Dawson
player, 767 posts
Medic
Story-Teller
Thu 13 Dec 2012
at 06:11
  • msg #832

Re: The Orchard of Despair!

<quote Roadkill>
In reply to The Marshall (msg # 829):


Rowan will cast Eldrich blast at him
The Marshall
GM, 1385 posts
aka "helbent4"
aka Tony
Thu 13 Dec 2012
at 07:39
  • msg #833

Re: The Orchard of Despair!

In reply to Rowan Dawson (msg # 832):

1) You first need to make a Quickness check to beat Modeen.

2) Drawing and firing (that is, casting) is all one action, and requires a Casting check (Academia: Witchcraft) TN 5, not too tough.

3) Skulls have poor aerodynamics, so to lob one of those bad boys at 10 yards range (to the truck) is -5, aiming through a vision slit is -8, so the TN to hit is 18.

Tony
Roadkill
player, 572 posts
Road Warrior
former Road Ganger
Thu 13 Dec 2012
at 08:52
  • msg #834

Re: The Orchard of Despair!

The Marshall:
In reply to Roadkill (msg # 830):

Bueno.

Make a Quickness check to beat Modeen (TN 9) to make your play. To skin your smoke-wagon make a Quickdraw check (or draw a knife, etc.) and have at it!

Tony


no too slow at 7
Roadkill
player, 573 posts
Road Warrior
former Road Ganger
Thu 13 Dec 2012
at 09:52
  • msg #835

Re: The Orchard of Despair!

In reply to Roadkill (msg # 834):

sleeve card... Jump out the door while turning the rig into trees or pulling down on the wheel might be better. Gillies! cash yourself or stop break hard
The Marshall
GM, 1386 posts
aka "helbent4"
aka Tony
Thu 13 Dec 2012
at 09:54
  • msg #836

Re: The Orchard of Despair!

In reply to Roadkill (msg # 835):

Understood, post your held action and I'll decide what happens.

In this case, Modeen actually needs to beat Roadkill's Quickness, as he's reacting to him (and not the other way around).

Clarification: A turn is roughly 5 seconds long, a given action is therefore about 1 second.

So Roadkill could open the door and jump out while aiming the rig towards a tree (or the edge of the butte) and then give instructions to Gilles. At some point, assuming Modeen beats your Quickness, he could act to cut that short.

Tony
This message was last edited by the GM at 10:16, Thu 13 Dec 2012.
The Marshall
GM, 1387 posts
aka "helbent4"
aka Tony
Fri 14 Dec 2012
at 05:44
  • msg #837

Re: The Orchard of Despair!

In reply to Roadkill (msg # 835):

To clarify I was waiting for your post. If you don't mind, I'll go ahead and post on your behalf.

As well, I'll post for Smoker and Rowan to keep things moving.

Tony
This message was last edited by the GM at 06:01, Fri 14 Dec 2012.
Peter Firecrow
player, 259 posts
Not that kind of Indian
Wanna buy a gun?
Fri 14 Dec 2012
at 06:12
  • msg #838

Re: The Orchard of Despair!

Was there supposed to be more for the post you made? You have the Colonel talk about the grenade exploding but no mention of if it was thrown, what it hit, etc? Or am I just jumping the gun and you haven't finished yet? lol
The Marshall
GM, 1388 posts
aka "helbent4"
aka Tony
Fri 14 Dec 2012
at 06:15
  • msg #839

Re: The Orchard of Despair!

In reply to Peter Firecrow (msg # 838):

Ha! Yep, still writing it up as we speak! Er, type. Lots of rules to look up.

Tony
The Marshall
GM, 1390 posts
aka "helbent4"
aka Tony
Fri 14 Dec 2012
at 08:17
  • msg #840

Re: The Orchard of Despair!

In reply to Peter Firecrow (msg # 838):

Lord, I had to reference 7 books to make that post. (Hell on Earth, Wasted West, Road Warriors, Waste Warriors, Iron Oasis, Last Crusaders, and the 2 Deadlands books to cross-reference some rules.)

Tony
Roadkill
player, 575 posts
Road Warrior
former Road Ganger
Fri 14 Dec 2012
at 11:26
  • msg #841

Re: The Orchard of Despair!

In reply to The Marshall (msg # 840):

Well that is one way to stop the truck.

People can live a long fulfilling life without arms in the wastelands i'm sure.
The Marshall
GM, 1392 posts
aka "helbent4"
aka Tony
Fri 14 Dec 2012
at 23:50
  • msg #842

Re: The Orchard of Despair!

In reply to Roadkill (msg # 841):

It's just one arm, let's not exaggerate. The left one. So depending on what hand he uses to masturbate, he's laughing.

And just think of all the ass-kicking contests he'll be busy in!

Tony
The Marshall
GM, 1393 posts
aka "helbent4"
aka Tony
Sat 15 Dec 2012
at 16:12
  • msg #843

Re: The Orchard of Despair!

quote:
Scream this got posted in the wrong area for last turrn

Rowan will cast Eldrich blast at the Rouge  Templar as he goes to get in the truck


Ian,

No worries, I rolled to hit. Due to the smoke and so on, she couldn't fire at him until he was in the truck, an extremely difficult shot (which I rolled on your behalf).

Tony
The Marshall
GM, 1394 posts
aka "helbent4"
aka Tony
Tue 18 Dec 2012
at 11:17
  • msg #844

Re: The Orchard of Despair!

Posse,

Post your turns, please!

Remember to indicate with an OOC comment if you're holding a card at the end of your Action. The only PC I think that currently has an action saved from last turn is Jason.

As well, Indicate your initiative card and the numbers of actions you have in a turn. This will remind you how many actions you have and where in the turn you act.

For example, Modeen went on Ace and had 5 actions. He spent 1 Action to move, 1 to get his dropped axe (ready weapon), attacked Jason twice and held his last card. Daphne went on King and had 2 actions. She used 1 to move and fire a readied weapon (ROF 9 allows for 3 bursts, getting a nice Ace on the last burst with 3 raises so all 3 rounds hit), saving her last card for inside.

Tony
This message was last edited by the GM at 11:33, Tue 18 Dec 2012.
The Marshall
GM, 1395 posts
aka "helbent4"
aka Tony
Tue 18 Dec 2012
at 23:25
  • msg #845

Re: The Orchard of Despair!

In reply to The Marshall (msg # 844):

Regarding the last couple of IC posts, and my last post above about what I want you to add to keep things clear, this means you, too.

Tony
The Marshall
GM, 1396 posts
aka "helbent4"
aka Tony
Wed 19 Dec 2012
at 04:30
  • msg #846

Re: The Orchard of Despair!

Posse,

Map is updated! Should clarify some things. Peter, Jane and Sullivan are in the technical.

I had Roadkill bailing out of the truck, but I guess he could be on the floor below the steering column because there's enough room and Modeen might well believe he's dead.

As well, I forgot to make this clear but Roadkill has no actions (Stunned and Winded) and is losing consciousness, he'll be out at the end of the turn.

The technical is not in position to have LOS to the bikers firing at Barb/Rowan... but nothing saying it can't move up!

Tony
This message was last edited by the GM at 05:23, Wed 19 Dec 2012.
The Marshall
GM, 1397 posts
aka "helbent4"
aka Tony
Wed 19 Dec 2012
at 06:12
  • msg #847

Re: The Orchard of Despair!

Posse,

All right! Map has been edited to be a little clearer. Vehicles are now more to scale. There is still smoke but there's just an outline there now. Roadkill is in the rig, Peter is driving the technical, Sullivan and Jane are in the rear. Daphne and Smoker are in the house.

Movement-wise, Peter will be able to spend 1 Action to do the following: start driving, accelerate forward, move 90 feet, and brake to a stop. He can then use his sleeve card to man the GPMG mounted at the passenger side of the cab and swing it around, then fire. He'll be at -2 to hit (at 20 yards range there is no range penalty).

The technical can get into position but doesn't teleport, as such. It will only be in a firing position at the end of the turn. When Peter and Jane fire on the 4 bikers menacing Rowan and Barb (plus the last Anti-Templar has joined up with them, see map) they need to save an action (sleeve a card) to use at the end of the turn.

Additionally, the M260 mounted on the right side of the technical's cab has an ROF of 9, the Ma-Deuce has an ROF of 6. Auto-fire is done in 3-round bursts, so Peter makes 3 attack rolls and Jane makes 2 (no recoil mods as these are vehicle-mounted weapons). Neither weapon suffers a penalty for range.

Tony
This message was last edited by the GM at 06:18, Wed 19 Dec 2012.
The Marshall
GM, 1397 posts
aka "helbent4"
aka Tony
Wed 19 Dec 2012
at 07:22
  • msg #848

Re: The Orchard of Despair!

Posse,

Thanks for bearing with me in a complicated situation! Hope what's going on is relatively clear.

1) Everyone's gone except Jason.

2) But, Modeen goes before him. First, Jason needs to make a Dodge check. If Modeen takes him out (quite possible) then there's no need to take his action.

3) The Destroyers went before Rowan and she didn't have a card saved to Dodge, so I'll play it as posted. That is, she attacks (using 1 Action) and then holds a card for future dodging.

4) Sullivan, Daphne and Smoker are all in the house.

5) Peter and Jane have autofire weapons and are firing at the end of the turn. Peter can make 2 more attacks (at -3) and Jane can make 2 more attack rolls (no penalty) if you like.

6) The 4 closest guys you're shooting at are a little too far apart to hit with the same burst. So 1 burst per person. Jane has 2 bursts, so does she want to go from right to left, left to right (as she looks at them) or both on 1 guy? As well, behind these clowns she can see the last Anti-Templar of Modeen's personal Posse, bringing up the rear (so she can target him by shooting over the front 4, so to speak).

Tony
This message was last edited by the GM at 07:22, Wed 19 Dec 2012.
The Marshall
GM, 1401 posts
aka "helbent4"
aka Tony
Thu 20 Dec 2012
at 08:43
  • msg #849

Re: The Orchard of Despair!

Posse,

Oops, posted to wrong thread.

Hole Cards: I experimented with using sleeved cards (held actions) much like in the rules, where you could interrupt someone's action. This doesn't seem to work very well due to the non-sequential way actions are posted on-line. Therefore let's go back to how they've been used in the past (previous house rule) in that they can be used to Vamoose (that is, Dodge) or alter your initiative. So if your initiative card is a Deuce you can spend your hole card to bump yourself to change that card to whenever you like.

quote:
Held Cards (aka "Hole Cards", "Cheat Cards", "Sleeved Cards"): You can hold a single unspent action for as long as you like, until the end of combat. (The terminology is a little confusing because "Card" is a holdover term from the original rules, whereas in this case it's a held action.) Held actions ("Hole Cards") can be used as follows:
  1. Dodge/Dive for Cover/Vamoosing.
  2. Adds an additional action to a future initiative Card.
  3. Improve a future turn's action card to any card (requires Quickness roll to beat an opponents card at Marshall's discretion).

Movement: Walking doesn't take an action and can happen any point in your initiative Card, all actions receive the -2 penalty for running. You can gain a little extra speed by spending a card to "Pick up the Pace".

Wait: You can always choose to go later in the turn, this doesn't cost any actions, but you still need to declare what card you're taking your actions on. Example: Rowan moves on Jack wants to wait for Barb to blind someone on Ten before attacking, she declares she's waiting to act on Ten (after Barb).

".Tac Bloc"

This is a play on ".sig bloc", and is something that needs to be included in each combat. It tells me important information for your combat turn, and it should be some different colour (usually Orange). Include your Initiative card/# of Actions, and if you are holding a card (includes a card held from previous turns)


King/4 Actions
Holding a card


Tony
This message was last edited by the GM at 04:21, Fri 21 Dec 2012.
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