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, welcome to Sixguns & Spellslingers: The Last Sons [Deadlands: Reloaded]

19:38, 19th April 2024 (GMT+0)

Fairchild's Boarding House ((OOC II))

Posted by The StrayFor group 0
Tan Xiaohan
Screaming Rabbit, 803 posts
Born to run
P5 T5 W0 F0 Cha 0 W3R0B1
Sat 21 Feb 2015
at 20:25
  • msg #892

Re: Hidden thread shennanigans

Y'know, if Moses wants to wander back and help his suddenly-brave buddy, I don't think anyone could stop him. He's like a Clydesdale like that.

musics! https://www.youtube.com/watch?v=C9axGUdvV2c
The Stray
GM, 1466 posts
The Marshal
'round these parts
Sat 21 Feb 2015
at 23:07
  • msg #893

Re: Hidden thread shennanigans

Just want to say that Moses is being all kinds of awesome. I'm just waiting for Art to get a chance to post before doing anything more.
Doctor Han Lee
player, 142 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W0R2B2
Sun 22 Feb 2015
at 07:10
  • msg #894

Re: Hidden thread shennanigans

Stray, is anyone near me. Near as I can tell Seth killed anyone nearby. I need a target.
The Stray
GM, 1467 posts
The Marshal
'round these parts
Sun 22 Feb 2015
at 07:21
  • msg #895

Re: Hidden thread shennanigans

Ah, right. Need a new map.
Moses
player, 439 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W0R0B0L1
Sun 22 Feb 2015
at 08:07
  • msg #896

Re: Hidden thread shennanigans

The Stray:
Just want to say that Moses is being all kinds of awesome. I'm just waiting for Art to get a chance to post before doing anything more.


Moses is just fun to play. :-)
And sorry Art, I got carried away there, a little.
But Moses still has two slots open for his "Flock" edge, so there's some preachin' to be done!
The Stray
GM, 1469 posts
The Marshal
'round these parts
Sun 22 Feb 2015
at 18:13
  • msg #897

Re: Hidden thread shennanigans

@ Logan:

Gatling pistols fire differently than normal guns. They always fire their full RoF, and each shot takes 2 bullets. The relevant rules are below:

Savage Worlds Deluxe book:
Automatic Fire
Automatic weapons fire much faster—and inherently differently—than regular firearms. To attack with a full-auto weapon, roll a number of Shooting dice equal to the weapon’s Rate of Fire. Compare each die separately to the Target Number to see if it hit. If the weapon has a RoF of 3, for example, a Wild Card rolls three Shooting dice plus a Wild Die and uses the best three results. Note that Wild Cards roll their Shooting dice plus a Wild Die. They still can’t hit with more shots than the weapon’s Rate of Fire, however.

►►Recoil: Fully automatic fire is typically inaccurate because of the recoil between each shot. Subtract 2 from the Shooting roll when firing full-auto (ignore the penalty when firing a single shot with such a weapon). The Rock and Roll! edge negates this.

►►Full-Auto and Ammo: This system is somewhat abstract so that we don’t have to roll dice for every single bullet (though we treat them as such for game purposes). This means that each die rolled on full-auto represents a number of bullets equal to the weapon’s Rate of Fire when counting ammo, even though only one “bullet” can hit and cause damage from that die. Firing all three dice with a Thompson gun (Rate of Fire 3), for example, consumes 9 bullets. Most automatic weapons can be set to fire full-auto or single shot. Unless a weapon says otherwise, you can fire a single shot (and also ignore the automatic fire penalty of –2).


Deadlands book:
Gatling weapons cannot fire single shots and must fire at their full Rate of Fire.


So you can't fire a single shots, your penalty is 2 points higher, you get one more attack, and each shot eats up 4 bullets total.

Jackie Wells is a Mad Scientist with the bolt power with the trapping of a Gatling pistol (which is why she can fire single shots). She doesn't have an actual Gatling pistol.
This message was last edited by the GM at 18:17, Sun 22 Feb 2015.
Logan West
player, 71 posts
U.S. Marshal
P6 T5 W0 F0 Cha+2 5W1R2B
Sun 22 Feb 2015
at 19:30
  • msg #898

Re: Hidden thread shennanigans

Thanks - give me a bit to modify my attack post.
Art C. Wiley
Finally Listening, 278 posts
Speckled brother
P6 T5 W0 F0 Cha0 W0R2B4L1
Sun 22 Feb 2015
at 20:06
  • msg #899

Re: Hidden thread shennanigans

Moses:
But Moses still has two slots open for his "Flock" edge, so there's some preachin' to be done!


Then I guess I'll step aside and let you flock.
Doctor Han Lee
player, 144 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W0R2B2
Mon 23 Feb 2015
at 06:32
  • msg #900

Re: Hidden thread shennanigans

Stray, amended my post to include my initiative.
The Stray
GM, 1477 posts
The Marshal
'round these parts
Mon 23 Feb 2015
at 06:36
  • msg #901

Re: Hidden thread shennanigans

Cool. Were you going to make a second healing roll? You can, in fact, get to both the bleeding characters, and you have 2 actions thanks to Quickness.
Doctor Han Lee
player, 145 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W0R2B2
Mon 23 Feb 2015
at 06:41
  • msg #902

Re: Hidden thread shennanigans

I didn't think I had enough movement in me to do that, but yes. I would love to. And have amended my post once more.
This message was last edited by the player at 06:43, Mon 23 Feb 2015.
The Stray
GM, 1482 posts
The Marshal
'round these parts
Wed 25 Feb 2015
at 03:28
  • msg #903

Re: Hidden thread shennanigans

Sorry for the slow posting...I'm starting CDL training next month, and I've been running around the last few days getting things ready. Posting is going to slow down for March.
Ezekiel Starkweather
player, 125 posts
Mountain Man
P5 T8 W1 F0 Cha -2 w2r2b3
Wed 25 Feb 2015
at 17:42
  • msg #904

Re: Hidden thread shennanigans

Real life comes first.

:)
Moses
player, 442 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W1R0B1L1
Wed 25 Feb 2015
at 18:39
  • msg #905

Re: Hidden thread shennanigans

The Stray:
Sure. You're controlling [Tatanka], after all.


Interesting things seem to be going on....
Tan Xiaohan
Screaming Rabbit, 810 posts
Born to run
P5 T5 W0 F0 Cha 0 W0R0B1
Wed 25 Feb 2015
at 19:32
  • msg #906

Re: Hidden thread shennanigans

Rabbit may have woken Moses up in the middle of the night to ask (politely) if he could do something about the bullet holes...
The Stray
GM, 1485 posts
The Marshal
'round these parts
Thu 26 Feb 2015
at 01:56
  • msg #907

Re: Hidden thread shennanigans

The Stray
GM, 1486 posts
The Marshal
'round these parts
Thu 26 Feb 2015
at 02:13
  • msg #908

New Edge!

Since we have a lot of characters who are interested in the Ghost Dance, I'd like to show you all how I'm handling it. If you have any ranks in Knowledge (Ghost Dance) from earlier in the game, you may convert them to this Edge.

Ghost Dancer
Requirements: Novice, Arcane Background (Shamanism), Spirit d8+, Tribal Medicine d6+, receive instruction for 1d6+1 days from a shaman with this Edge.

Followers of the Ghost Dance are told they must perform the ritual until the dead rise again. The ceremony must be performed until the dancers collapse from exhaustion, but the stories are true—the ritual can banish fear, raise the dead, and tear the Harrowed asunder. The Ghost Dance can be performed by anyone (as a show of solidarity, for example) but it only has supernatural effects if it is led by a shaman who knows the secret, precise ritual actions.

There are two forms of the Ghost Dance. One is for contacting the spirits for advice about the future, gaining wisdom in exchange for putting their physical well-being at risk. The shaman gains the vision quest power, but in addition to the time it takes to call on the vision the shaman also suffers a level of fatigue commensurate to the cost in Power Points (Fatigued for 3pp, Exhausted for 5 pp, Incapacitated for 10 pp). This fatigue is potentially fatal, though the shaman has an opportunity to pass on the vision he gained before he expires. Otherwise, the fatigue heals at a rate of 1 level per day.

The second form has greater effects. The dance takes five days. Everyone in the village must participate, even those traveling in war parties or hunting bands. At the end of each day’s performance every participant makes a Vigor roll. Those who succeed are Exhausted (Fatigue –2, removed by a good night’s sleep) and collapse until the next morning, when they start dancing again. Those who fail are Incapacitated by Fatigue for 1d4 days and cannot rejoin the dance.

Anyone can aid the Ghost Dance by performing the ritual dance and making a Vigor roll at the end of each day. Characters with the Arcane Background (Shamanism) Edge who participate for the whole ceremony (but don’t know the Ghost Dance's secrets) can make a single Tribal Medicine roll at the end of the dance. Each success and raise adds +1 to the leader’s Tribal Medicine roll. Character with this edge add their successes and raises to the leader's roll directly.

At the end of five days, the leader makes a single Tribal Medicine roll to gauge the ritual’s effectiveness, modified by the rolls of any shamans still aiding the ritual. For each success and raise on the roll, the leading shaman may do one of the following things:

  • Lower the Fear Level by 1.
  • Add +1 Grit to a dead hero for the purposes of the character coming back Harrowed. (If Grit is 10 or more, the character is fully resurrected).
  • Make an opposed Spirit roll against a Harrowed’s manitou to drive it out and lay the Harrowed to rest for good.
  • Open a portal to the Hunting Grounds, which lasts for one day per success and raise invested in this option.
  • Give everyone involved a vision as per the vision quest power, with the power of the vision dependent on the number of successes and raises used on this option.

Tan Xiaohan
Screaming Rabbit, 813 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R0B1
Thu 26 Feb 2015
at 13:08
  • msg #909

Re: New Edge!

Oh, that's my next Advance sorted, then...

The Stray:
...The point is, you will not be getting rid of a villain by simply killing them..


*cracks knuckles gleefully* Sounds like a challenge to me.
Ezekiel Starkweather
player, 127 posts
Mountain Man
P5 T8 W1 F0 Cha -2 w2r2b3
Thu 26 Feb 2015
at 15:56
  • msg #910

Re: New Edge!

Have I now offically visally 'lost track' of the invisible Mage?
This message was last edited by the player at 15:57, Thu 26 Feb 2015.
The Stray
GM, 1493 posts
The Marshal
'round these parts
Thu 26 Feb 2015
at 16:18
  • msg #911

Re: New Edge!

Because of the windstorm you are blinded, and he's dropped the shot glass that you were keeping an eye on, so yes. You'd need to get out of the Windstorm area and succeed on a Notice check (-6) to locate him again. The dark-haired girl you can see just fine (well, you will once you get out of the blinding wind).
Tan Xiaohan
Screaming Rabbit, 814 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R0B1
Fri 27 Feb 2015
at 19:28
  • msg #912

Re: New Edge!

#Oh Mo-ses...it's still a coup stick...#

Meanwhile, John discovers the Power of Glam, and it is Fabulous.
The Stray
GM, 1494 posts
The Marshal
'round these parts
Fri 27 Feb 2015
at 19:34
  • msg #913

Re: New Edge!

Technically, he has both Crazy Horse's Coup Stick (a relic) and also has a war club Crazy Horse gave him (which he modified). They are still two separate objects.

Coup stick:



War club:



Though without the point, because Moses stripped it off.
This message was last edited by the GM at 15:39, Sat 28 Feb 2015.
Tan Xiaohan
Screaming Rabbit, 815 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R0B1
Fri 27 Feb 2015
at 19:36
  • msg #914

Re: New Edge!

I thought that was Rotten Bear Killer's bashy stick?
The Stray
GM, 1495 posts
The Marshal
'round these parts
Fri 27 Feb 2015
at 19:39
  • msg #915

Re: New Edge!

In reply to Tan Xiaohan (msg # 914):

Ah, yeah it was. Which makes Moses calling it "Crazy Horse's war club" even more inaccurate.
Ezekiel Starkweather
player, 128 posts
Mountain Man
P5 T8 W1 F0 Cha -2 w2r2b3
Fri 27 Feb 2015
at 19:44
  • msg #916

Re: New Edge!

Nice Pics!
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