RolePlay onLine RPoL Logo

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

05:44, 25th April 2024 (GMT+0)

The Grand Hotel ((OOC III))

Posted by The StrayFor group 0
Tan Xiaohan
Screaming Rabbit, 848 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Thu 19 Mar 2015
at 18:01
  • msg #66

Re: The Grand Hotel ((OOC III))

Isn't your hat a maid's mobcap at the moment?
The Stray
GM, 1552 posts
The Marshal
'round these parts
Fri 20 Mar 2015
at 16:40
  • msg #67

Re: The Grand Hotel ((OOC III))

Doctor Han Lee:
Stray, I wish to blast the demon but is it possible for me to go boom while avoiding the PCs and neutral NPCs?


Let me update the map and deal with the actions ahead of you first. Then I can answer that.

@Zek

Damage rolls are not Trait rolls. You don't get a Wild Die on them (just your Claws bonus), and you can't spend Fate Chips to improve them without the No Mercy edge. Also, the penalty from your wound doesn't apply to Damage rolls, so when you Wild Attack, you get the full +2 bonus. You got a Raise on the attack roll, so you get to add an additional 1d6 to the damage, and Soul Eater triggers. Checking on your rolls, the Shiwana Fails the Notice roll, so get the Drop on it. The Drop cancels out the -4 penalty for being Blinded by the windstorm, and add +4 damage to your total. Please reroll your damage (d12 str, d6 claws, d6 raise, +2 Wild Attack, +4 Drop, for a total of d12, 2d6+6).
Ezekiel Starkweather
player, 152 posts
Mountain Man
P6 T10 W1 F0 Cha 0 w2r2b4
Fri 20 Mar 2015
at 16:46
  • msg #68

Re: The Grand Hotel ((OOC III))

Sorry about that. My bad.
The Stray
GM, 1553 posts
The Marshal
'round these parts
Fri 20 Mar 2015
at 16:55
  • msg #69

Re: The Grand Hotel ((OOC III))

You're new to the system, and in Classic it WAS a Strength roll added to damage, so I understand the confusion.

20 damage plus it being already Shaken by the grapple plus the auto wound. Nice. Also, it Failed the Spirit roll, so you get to heal your damage. Let me do the write up--I have an appointment to get to, so it'll be later in the day.
Ezekiel Starkweather
player, 153 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w2r2b4
Fri 20 Mar 2015
at 17:04
  • msg #70

Re: The Grand Hotel ((OOC III))

In reply to The Stray (msg # 69):

I don't suppose that counts as an abomination, does it?

hehehe.

:P
The Stray
GM, 1554 posts
The Marshal
'round these parts
Fri 20 Mar 2015
at 21:08
  • msg #71

Re: The Grand Hotel ((OOC III))

It's not (it's a spirit) but it does, in fact, have a coup power.
Ezekiel Starkweather
player, 154 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w2r2b4
Fri 20 Mar 2015
at 21:10
  • msg #72

Re: The Grand Hotel ((OOC III))

In reply to The Stray (msg # 71):

Cool!

Hopefully its not just the power to break wind...

*rimshot*

:P
The Stray
GM, 1555 posts
The Marshal
'round these parts
Fri 20 Mar 2015
at 21:34
  • msg #73

Re: The Grand Hotel ((OOC III))

In reply to Ezekiel Starkweather (msg # 72):

It is, in fact, exactly that power...
Tan Xiaohan
Screaming Rabbit, 851 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Fri 20 Mar 2015
at 21:39
  • msg #74

Re: The Grand Hotel ((OOC III))

Now Zek needs to defeat something that gives him the power to summon fish...so that he can fart SHARKNADOES.
Ezekiel Starkweather
player, 155 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w2r2b4
Fri 20 Mar 2015
at 21:41
  • msg #75

Re: The Grand Hotel ((OOC III))

In reply to Tan Xiaohan (msg # 74):

Ok, I will have to kill myself at that point...

:P
Tan Xiaohan
Screaming Rabbit, 852 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Fri 20 Mar 2015
at 21:45
  • msg #76

Re: The Grand Hotel ((OOC III))

You can't! You're already dead!!
Ezekiel Starkweather
player, 157 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w2r2b4
Fri 20 Mar 2015
at 21:49
  • msg #77

Re: The Grand Hotel ((OOC III))

In reply to Tan Xiaohan (msg # 76):

I will figure out a way...somehow!

:P
The Stray
GM, 1560 posts
The Marshal
'round these parts
Sun 29 Mar 2015
at 18:43
  • msg #78

Upcoming Errata

Upcoming Errata Warning!

From what I've been reading on the Pinnacle website, there is a massive errata document in the works that will change a bunch of things, particularly how the Arcane Backgrounds work.

Looking at products like Deadlands: Noir and Deadlands: Hell On Earth Reloaded, I'm expecting the ABs to get hit with the nerf stick. They've already mentioned Blessed will be changed to work more like the Blessed in Noir. Here is how that AB looks:

quote:
The Blessed

Blessed are individuals who have been granted supernatural abilities by mysterious and distant powers of good. Some are priests or actual clergy while others are simply chosen for the nobility of their struggle or their soul. Though most are enlightened and good by nature they don’t have to be—sometimes the light chooses even troubled souls to carry out its will.

Blessed are rare in any era, but they are particularly absent when mankind loses faith and the powers of good grow weaker. But there are always a few noble souls who struggle against the darkness regardless. Below are the rules for those who want to play these spiritual warriors.

Edge: Arcane Background (Blessed)
Requirements: Wild Card, Novice, Faith d4+, Spirit d8+
Arcane Skill: Faith (Spirit)
Power Points: 10
Starting Powers: 3 (Protection, plus two of player’s choice)
Available Powers: Armor, banish, beast friend, blind, bolster, boost/lower Trait, confusion, deflection, dispel, divination, greater healing, healing, light (not obscure), numb, protection, quickness, slow, smite, spirit shield, stun, succor, warrior’s gift.

Special Rules
  • Crisis of Faith: When a blessed rolls a 1 on her Faith die (regardless of the Wild Die), her Faith is reduced by a die type until she spends an hour in restful meditation, contemplation, or prayer. A blessed’s Faith can never be reduced below d4 by a Crisis of Faith.
  • Miracles: The blessed may use Edges that require Arcane Background (Miracles).
  • Sinning: Blessed who violate their core beliefs are temporarily or permanently forsaken by whatever forces of good grant them their powers. Minor sins give the character –2 to his Faith rolls for a week. Major sins rob him of all arcane powers for a week. Mortal sins cause the character to be forsaken until the penitent hero completes some great quest or task of atonement to regain his lost powers (Marshal’s call).


New Power: Protection
Rank: Novice
Power Points: 1
Range: Self
Duration: 3 (1/round)

A blessed who does nothing but concentrate on his faith is very difficult for creatures of darkness to oppose. A supernatural creatures that wants to directly attack a blessed using protection must win an opposed test of its Spirit versus the target’s Faith. Casters who present a proper religious symbol add +2 to the roll.


You will notice right away that Blessed no longer have access to all the powers available, nor do they have infinite Power Points.

I expect that Voodooist will also be changed to reflect their DL:N counterparts:

quote:
Voodoo

Edge: Arcane Background (Voodoo)
Requirements: Wild Card, Novice, Voodoo d6+, Spirit d8+
Arcane Skill: Voodoo (Spirit)
Power Points: 10
Starting Powers: 2
Backlash: A voodooist who rolls a 1 on her Voodoo die (regardless of her Wild Die) suffers a level of Fatigue. This Fatigue is recovered after four hours of rest per level of Fatigue.
Available Powers: Armor, banish, beast friend, blind, bolster, boost/lower trait, confusion, darksight, deflection, detect/conceal arcana, disguise, dispel, divination, elemental manipulation, fear, fury of the rada loa, greater healing, healing, invisibility, light/obscure, puppet, slow, slumber, spirit shield, smite, speak language, stun, succor, warrior’s gift, zombie.
Special Rules:
  • Conjure Bags: A voodooist must have her talismans, amulets, and the like with her or suffer a –2 to her Voodoo rolls when casting spells.
  • Shrine: A voodooist must spend an hour each evening at a shrine to the loas preparing her talismans and offering gifts to the spirits. If she does not, she can’t cast spells during the next day.


New Edge

Gris-Gris Crafter
Requirements: Novice, Arcane Background (Voodoo), Smarts d8+, Spirit d8+, Voodoo d8+

This is the voodoo equivalent of the Gadgeteer Edge.

Once per game session, the houngan can create a magic charm and imbue it with mystical energy. This talisman uses any power available to the houngan, though anyone using it must meet the power’s Rank restrictions. It has half the creator’s Power Points and once these are used up they do not recharge. The ritual to craft one of these charms takes 1d20 minutes and must be performed at the creator’s shrine. Activating the device requires the user to make a Spirit roll instead of a Voodoo roll. All effects of the power are based on the result of the Spirit roll.

New Spells

Bolster
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes (1/10 minutes)
Trappings: Chants, vévé, fetishes

Bolster grants the recipient courage against the forces of darkness. The affected character gains a +2 bonus to Fear checks. In addition, any time he spends a Benny to make a Trait roll (including Soak, but not damage rolls), add +2 to the total. If the caster gets a raise on the roll, the bonus increases to +4.
• Additional Targets: The power affects an additional target for every additional Power Point spent to activate, up to a maximum of five targets. This does not affect the maintenance cost.

Fury of the Rada Loa
Rank: Seasoned
Power Points: 4
Range: Self
Duration: 3 (1/round)
Trappings: Mystical symbols, animal charms, skulls or bones

This power invites a nature spirit, or rada loa, to “ride” the houngan or mambo’s body for a brief time to grant him some of their savage ferocity. With success, the caster is inhabited by a minor loa that grants him an additional die type to his Fighting, Strength, and Vigor Traits, and +1 damage with all melee attacks. With a raise, the loa increases those Traits by two die types and grants +2 damage. When the spell ends the priest gains a level of Fatigue until he recovers the same amount of Power Points he spent on this spell and its maintenance. (Bokkors invoke fury of the petro loa instead, with the same effect.)

Spirit Shield
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Hazy shimmer, circling spirits

This spell creates a barrier that can keep out ghosts and other ethereal enemies. It has no effect against demons or undead in physical form. The caster makes her Voodoo roll, and if successful, places a immobile Medium Burst Template centered on herself. Entities wishing to enter the template must make an opposed Spirit check against the caster’s Voodoo skill. If they fail, they cannot pass the barrier while it remains active. Spirit shield doesn’t prevent the entities from “normal” actions such as Intimidation or throwing physical objects. The spell is negated if any living creature of rat-size or larger that started inside the circle cross to the outside.


I'm expecting similar nerfs to all the Arcane Backgrounds, it's just that these are the most visible changes to the Blessed, which is one of the most powerful of the Arcane Backgrounds in Deadlands.

What this means for our game

We have two Blessed in our group. This change is obviously going to affect both of them the most. It's probably a good idea to make changes to those characters now.

One problem I foresee is that neither Barrier nor Windstorm are on those lists. Granted, Windstorm is one of the Deadlands-specific powers, so that might get covered in the errata document, but Barrier isn't, and I wonder why. Until I get the official document, I am going to assume that the following powers are still available to Blessed and Voodooists: Contact spirit world (voodoo), pummel (voodoo, blessed), windstorm (voodoo, blessed),  wilderness walk (voodoo, blessed), inspiration (voodoo, blessed), gambler (voodoo, blessed), exorcism (voodoo, blessed), barrier (voodoo, blessed).

Another issue is that the characters now have a few edges that are useless. Conviction no longer does anything relevant, and Voodoo is a separate Arcane Background rather than an Edge that requires one to be Blessed. With that in mind, I will allow the PCs to convert those edges into New Power edges.

In addition, I will do the following adjustment to the characters:

Black Jack, you gain Detect/Conceal Arcana for free, and you can use it without spending power points (though it only lasts for the base duration, or twice that duration with a Raise on your roll). It still requires a successful Voodoo roll to activate.

Moses, you gain Speak Language for free, and you can use it without spending power points (though it only lasts for the base duration, or twice that duration with a Raise on your roll). It still requires a successful Faith roll to activate.

You both are going to need to figure out what your powers are. If you convert your Conviction and Voodoo edges, Black Jack has 4 powers to pick from, while Moses has 3 powers plus Protection.
This message was last edited by the GM at 21:23, Mon 30 Mar 2015.
Tan Xiaohan
Screaming Rabbit, 862 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Sun 29 Mar 2015
at 21:14
  • msg #79

Re: Upcoming Errata

Dang...I mean, I always thought Blessed were comparatively over-powered, but 10pp makes for a pretty slender margin of error in a game like ours... (and how is running out explained? God suddenly developing ADHD?)
The Stray
GM, 1562 posts
The Marshal
'round these parts
Sun 29 Mar 2015
at 21:48
  • msg #80

Re: Upcoming Errata

It is, but it's also the standard point array most other ABs get to work with, at least in the core rules. The ABs in Deadlands have always been a bit overpowered when compared to their counterparts in the regular Savage Worlds rules. I think this change is just one of many that is going to be lowering the overall power level of characters with Arcane Backgrounds. I have the feeling that Hucksters (and their ability to basically have infinite power points as long as they can pull the cards) might also get hit with the nerf bat, and I think the 20 pp per device Mad Scientists get will be halved. Not sure what changes they'll make to Shamans or Chi Masters, though I wonder if they'll completely replace Martial Arts styles with ones that allow Martial Artists to actually take the Martial Arts edge (the one that grants damage to fists, rather than the one that mucks around with Gang-Up penalties).

As for the power point thing...I'm not sure what their explanation is. Shamans rely on Power Points, though, so it's mostly just an indicator of how much energy the caster in question can effectively channel in a short amount of time, rather than anything related to the deity being called on.
This message was last edited by the GM at 21:48, Sun 29 Mar 2015.
Black Jack Boudreaux
player, 420 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r2b7L
Sun 29 Mar 2015
at 22:59
  • msg #81

Re: Upcoming Errata

I was finally figuring things out and now they all change? Is this official errata or is it just in the wind?

Why wouldn't everyone just be a Hexslinger?
This message was last edited by the player at 23:01, Sun 29 Mar 2015.
The Stray
GM, 1564 posts
The Marshal
'round these parts
Sun 29 Mar 2015
at 23:17
  • msg #82

Re: Upcoming Errata

I know. It's annoying as heck. This isn't official yet, but Matthew Cutter (the one who wrote that second post on that thread I linked to) is the Deadlands brand manager, so I take his word on that as Official.

Hexslingers are a good AB, but reliant on their specific item. I would hope that they keep the Hexslinger in mind when making the official changes to Blessed and Voodooists, because I agree that losing a whole power for not much additional benefit sucks monkey balls.
Tan Xiaohan
Screaming Rabbit, 863 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Sun 29 Mar 2015
at 23:18
  • msg #83

Re: Upcoming Errata

Yeah, but as I see it, that works in a world where you can just shoot the wizard rather than having to swordfight your way over/having commonplace magic-equivalent tech. Less magic but more impressive when it happens I can get behind, magic that's basically equivalent to what the gun bunnies can do, not so much...

True, but shamanic power is individual, bargained for with one's own spiritual strength and sacrifice, and monotheisim isn't supposed to work that way. Not that I'm not pleased to see the setting get a little less biased towards Christian settlers, I'm just be/amused at the kink in theology caused by the rules patch.

I predict a lot of investment in Detect Arcana to get rid of those pesky Foci...
Black Jack Boudreaux
player, 421 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r2b7L
Mon 30 Mar 2015
at 00:58
  • msg #84

Re: Upcoming Errata

Seems like voodoo is really weak now. Lots of disadvantages few advantages.
The Stray
GM, 1565 posts
The Marshal
'round these parts
Mon 30 Mar 2015
at 02:31
  • msg #85

Re: Upcoming Errata

I understand that. But that's mostly because being Blessed was overpowered before, and it's hard to come down to balanced when you've gotten used to broken. Access to every power and no power points for the low cost of an easily negated penalty to the spellcasting die makes everything else seem tame by comparison. The only downsides before this was the length of time required for the daily rituals (easy to get around), being fatigued if you failed your power check (now changed to only being Fatigued if you roll a 1 on your casting die), and the Crisis of Faith if you rolled a 1 (now moved completely over to blessed).

It's a bitter pill to swallow. But EVERYONE is getting hit with the Nerf bat. I have the feeling Hucksters are going to lose most of the power of Deal with the Devil, shamen are going to lose power points (though they may still get the rapid recharge ability in natural settings that Toxic Shamen in HOE get), Mad Scientists will lose a ton of PP in their devices (though likely deal with less crippling madness effects in the long run), and I can't really think of what Chi Masters will lose, simply because they were already pretty close to the Superpower AB to begin with. Blessed and Voodooists just seem to get hit more because they had the most to lose by being brought down to normal.
Black Jack Boudreaux
player, 422 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r2b7L
Mon 30 Mar 2015
at 03:23
  • msg #86

Re: Upcoming Errata

In reply to The Stray (msg # 85):

Nothing worse then publishing errata ten years after you published the game.

Are they publishing a new edition?
This message was last edited by the player at 03:25, Mon 30 Mar 2015.
The Stray
GM, 1566 posts
The Marshal
'round these parts
Mon 30 Mar 2015
at 03:37
  • msg #87

Re: Upcoming Errata

That's the feeling I'm getting. The 20th Anniversary of the game is next year, after all.

And the Plot Point campaigns have been doing their level best to close up a lot of lingering plot points from the Classic run.
This message was last edited by the GM at 03:39, Mon 30 Mar 2015.
Black Jack Boudreaux
player, 423 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r2b7L
Mon 30 Mar 2015
at 05:45
  • msg #88

Re: Upcoming Errata

Why not wait until it is official rather than change it a piece at a time? Or are we play testing changes for the new edition?
Tan Xiaohan
Screaming Rabbit, 864 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R1B0
Mon 30 Mar 2015
at 07:13
  • msg #89

Re: Upcoming Errata

The Stray:
shamen are going to lose power points (though they may still get the rapid recharge ability in natural settings that Toxic Shamen in HOE get)


Shamans. A shamen is one female shaman. If I see any Anglophone diminuitives to refer to female practitioners (-ess, -ette) I'm'a smack someone.

House rules! House rules!
Moses
player, 462 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W3R1B2L1
Mon 30 Mar 2015
at 12:16
  • msg #90

Re: Upcoming Errata

Shamanette? Wouldn't even have occured to me.

Moses doesn't like these changes, as they seriously nerf the Lord's most humble servant.
Sign In