Cowboys and Indians.   Posted by Derrick.Group: 0
Derrick
 GM, 11 posts
Sun 19 Aug 2018
at 19:12
Re: Cowboys and Indians
evileeyore:
Derrick:
... gun-fu ...

Which rules from Gun-Fu?


I'm looking through it but life is busy. I want light cinematics. What would you pick?
evileeyore
 player, 3 posts
Sun 19 Aug 2018
at 19:41
Re: Cowboys and Indians
Derrick:
I'm looking through it but life is busy. I want light cinematics. What would you pick?

I'll give it a perusal after work tonight, but for light and fast I'd suggest Range Bands at the minimum.
Mari
 player, 4 posts
Sun 19 Aug 2018
at 20:44
Re: Cowboys and Indians
I would agree with the Range Bands. There are also some nice things for your pistol person.
Derrick
 GM, 13 posts
Mon 20 Aug 2018
at 13:23
Re: Cowboys and Indians
Ok, relevant parts of Gun Fu:

I'm going to use most of chapter 2, and the parts we aren't using are because of missing advantages and skills.

If you both want range bands, so be it.
"Who Draws First" won't be directly relevant, but similar principles may end up being used.
"Shooting while Mounted" isn't optional but its a good review
"Multiple attacks" is all in play, if you have the relevant traits
"High Speed Shooting" is very relevant and in play
"Tricky Shooting" is in play, much to the native's chagrin. This is probably the most powerful section, as it allows deceptive attacks and feints at a distance. Precision Aiming will require the use of the "dead eye" perk.
"Never go Alone" is valid.

Chapter 3 is notable mostly for perks and techniques: asterisk perks aren't valid (no one has gunslinger), double dagger perks are. All techniques are also valid.

Chapter 4 adds no new rules.

Chapter 5 is superseded by high tech.
evileeyore
 player, 4 posts
Tue 21 Aug 2018
at 00:52
Re: Cowboys and Indians
Derrick:
Ok, relevant parts of Gun Fu:

That all sounds good to me.  Long day at work yesterday (Fri-Sun are Mon-Fri) and the AC in my house is out*, so my brain is too sluggish to read and comprehend Gun-Fu right now...  hopefully the AC is fixed by tomorrow night and the thinky bits cool off enough to do their job.


* And I live in Orlando Fl, so it's bloody hot right now.
Mari
 player, 6 posts
Tue 21 Aug 2018
at 06:31
Re: Cowboys and Indians
All the best! We had a 2 months long heat wave here where I live, and it finally seems to break.

Your pistol specialist could in theory be thumbing two revolvers. That's quite some firepower. I don't mind that at all, since this is not about winning or losing for me. I just enjoy a good fight.
evileeyore
 player, 5 posts
Tue 21 Aug 2018
at 07:09
Re: Cowboys and Indians
Mari:
Your pistol specialist could in theory be thumbing two revolvers. That's quite some firepower. I don't mind that at all, since this is not about winning or losing for me. I just enjoy a good fight.

That's the plan.  Probably the only way to overcome being outnumbered and the inevitable ambush at melee distance...  ;)
Mari
 player, 7 posts
Tue 21 Aug 2018
at 07:17
Re: Cowboys and Indians
That depends. I'd also be okay with a charge on horseback, either all Indians or a part as a diversion.
Mari
 player, 8 posts
Tue 21 Aug 2018
at 15:37
Re: Cowboys and Indians
I'd like to change my advantage to Appearance/Attractive and make use of the Bulletproof Nudity cinematic rule (B417) for a +1 to active defenses due to skimpy clothing. Evileeyore, would you be okay with that?
evileeyore
 player, 7 posts
Fri 24 Aug 2018
at 03:25
Re: Cowboys and Indians
Mari:
I'd like to change my advantage to Appearance/Attractive and make use of the Bulletproof Nudity cinematic rule (B417) for a +1 to active defenses due to skimpy clothing. Evileeyore, would you be okay with that?

Since Cinematic Advantages are not in play, I'm going with no.



What year is it jonasthered?  That determines my choices of firearms and what Perks I might need.

And I take this:

5 points for advantages
2 points to weapons
10 points to boost skills
1 point to spend

... to mean 2 points for weapon skills, 10 points for 'non-weapon' skills*, and 1 point anywhere?



* Adverse to 10 points in Perception which would raise two skills... or 10 points in Talents, which would also "boost" skills.
Derrick
 GM, 16 posts
Fri 24 Aug 2018
at 03:37
Re: Cowboys and Indians
Lets say the year is 1870. Mari has asked to be up against decent firepower, so we want a repeating riffle in play.

The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.
evileeyore
 player, 8 posts
Fri 24 Aug 2018
at 03:42
Re: Cowboys and Indians
Derrick:
Lets say the year is 1870.

There's some good choices there.  Definitely gonna need the Handcannon Perk.  ;)

quote:
The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.

Thumbsup.
Mari
 player, 9 posts
Fri 24 Aug 2018
at 05:07
Re: Cowboys and Indians
evileeyore:
Since Cinematic Advantages are not in play, I'm going with no.

Alright, then it's the Striking ST 1.

Derrick:
Lets say the year is 1870. Mari has asked to be up against decent firepower, so we want a repeating riffle in play.

I'd be fine with 1873 as well.
Derrick
 GM, 17 posts
Fri 24 Aug 2018
at 15:05
Re: Cowboys and Indians
As a note, the cowboys will have saddle horses from page 460 of basic.
Mari
 player, 10 posts
Fri 24 Aug 2018
at 15:39
Re: Cowboys and Indians
Can I get horses as well? If yes, the spend-where-ever should all go to Riding (Equine).
Derrick
 GM, 19 posts
Mon 27 Aug 2018
at 12:50
Re: Cowboys and Indians
That's Eeeyore's call. Its a little off the original scenario.

Eeyore is taking his time though. I know he's had a busy last few days though.
evileeyore
 player, 9 posts
Mon 27 Aug 2018
at 21:16
Re: Cowboys and Indians
Derrick:
That's Eeeyore's call. Its a little off the original scenario.

I'm fine with the Comanches having horses, by the late 1700's they were a firmly established horse empire.

quote:
Eeyore is taking his time though. I know he's had a busy last few days though.

Sorry.  Friday-Sunday are my "real" work days* (in a restaurant for taxed income) and they are long.  Add to that going without AC for several days... I've been whipped.

But once I get the deets of the Cowboys hammered out, playing is something I can generally do even after work.



* Mon-Thu I do lawn care in my neighborhood... but I mostly have the evenings free (except Tuesday which is my game group night).
Mari
 player, 11 posts
Mon 27 Aug 2018
at 21:23
Re: Cowboys and Indians
Can't wait to get going! :)
evileeyore
 player, 10 posts
Tue 28 Aug 2018
at 05:01
Re: Cowboys and Indians
Derrick:
The 10 points may boost any existing skill, including weapons skills. Yes, they are limited to skills, not talents.

Can they be used for Techniques?
Mari
 player, 12 posts
Tue 28 Aug 2018
at 05:34
Re: Cowboys and Indians
evileeyore:
Can they be used for Techniques?

I'd be okay with that.
evileeyore
 player, 11 posts
Tue 28 Aug 2018
at 07:51
Re: Cowboys and Indians
Mari:
I'd be okay with that.

If GM agrees... these are the Cowboys:


Riffle Cowboy:

5 points for advantages
Armorer's Gift (Rifle)
Early Adopter (Winchester M1873)
Tap-Rack-Bang (Rifle)
Tracer Eyes
Weapon Bond (Winchester M1873)

2 points to weapons
10 points to boost skills
1 point to spend
Cavalry Training (Rifle) [2]  Default+2
Hard
Default: shooting skill-2.
Prerequisites: Riding† and any shooting skill; cannot exceed shooting skill.

Combat Riding (Horse) [4]  Default+3
Hard
Default: Riding.
Prerequisite: Riding†; cannot exceed Riding+4.

Hands-Free Riding (Horse) [4]  Default+3
Hard
Default: Riding-3.
Prerequisite: Riding; cannot exceed Riding skill.

Mounted Shooting (Rifle) [3] Default+2
Hard
Default: shooting skill-4.
Prerequisites: Riding†, and a shooting skill; cannot exceed shooting skill.

His Kit:
Spare clothes, Personal Basics, Canteen, Gun Cleaning Kit, Knife, etc.

YearWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCNotes
1871S&W No. 3 Russian, .44 Russian2d pi+2120/1,3002.9/0.316(2i)10-23$3553 
1873Winchester M1873, .44-403d+1 pi+3300/2,2008.9/0.6215+1(2i)9†-52$4203 

TLWeaponDamageReachParryCostWeightSTNotes
0Large Knifesw-2 cutC, 1-1$4016 
 orthr impC-16Can be thrown

Pistol Cowboy:
Advantages
Weapon Bond (Webley RIC Number 1, 0.442 RIC) [1]

5 points in gun techniques
3 point to spend
Dual-Weapon Attack (Pistol) [5]  Default+4
Hard
Default: prerequisite skill-4.
Prerequisite: Any suitable shooting skill; cannot exceed prerequisite skill.

Flank Shot (Pistol) [3]  Default+2
Hard
Default: prerequisite skill-2.

5 points for advantages
Armorer's Gift (Pistol)
Cool Under Fire
Quick Reload (Gate-loading revolver)
Quick-Sheathe (Pistol)
Tap-Rack-Bang (Pistol)

2 points to weapons
10 points to boost skills
8 to Guns (Pistol) raising it to a 17
2 to Observation -12 (PER/A) at [2]
2 to Tactics -10 (IQ/H) at [2]

His Kit:
Spare clothes, Personal Basics, Canteen, Gun Cleaning Kit, Knife, etc.

YearWeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCNotes
1868Webley RIC Number 1, 0.442 RIC1d+2 pi+1110/1,2002.2/0.2636(5i)9-13$3503 
 SAPLE round1d+2 pi+, 1d-3 [1d-2] cr ex follow-up          Follow-up on a 3 or less on 1d6
1860Spencer M1860, .56-56 Spencer3d+2 pi+3180/2,0008.8/0.517+1(16)9†-53$4503 

TLWeaponDamageReachParryCostWeightSTNotes
0Large Knifesw-2 cutC, 1-1$4016 
 orthr impC-16Can be thrown

This message was last edited by the player at 07:54, Tue 28 Aug 2018.

Mari
 player, 13 posts
Tue 28 Aug 2018
at 08:23
Re: Cowboys and Indians
I personally think it would be better to not go for horses with the cowboys. The mobility combined with the firepower would turn this into a non-contest quickly. So I would suggest to go for firepower only and leave riding to my Indians.
Derrick
 GM, 21 posts
Tue 28 Aug 2018
at 12:34
Re: Cowboys and Indians
Mari:
evileeyore:
Can they be used for Techniques?

I'd be okay with that.


I'm fine with that. makes for a fun setup.


Mari:
I personally think it would be better to not go for horses with the cowboys. The mobility combined with the firepower would turn this into a non-contest quickly. So I would suggest to go for firepower only and leave riding to my Indians.


The Indians have numbers and are built on more points. the terrain slightly favors them and they pick the time and place of the engagement. I'm curious to see how this turns out as is. I also have a hard time seeing a case where two cowboys aren't mounted.

The riffle cowboy needs acute vision if he wants tracer eyes.

So we have the mobile shooter and we have the hail of bullets. interesting.

This message was last edited by the GM at 12:35, Tue 28 Aug 2018.

Mari
 player, 14 posts
Tue 28 Aug 2018
at 17:49
Re: Cowboys and Indians
Alright, then let me know when we can start. :)
evileeyore
 player, 12 posts
Tue 28 Aug 2018
at 18:56
Re: Cowboys and Indians
Derrick:
I also have a hard time seeing a case where two cowboys aren't mounted.

Night time.  Unless it's a farmer's moon, most herdsmen don't ride at night, it's too dangerous for the horses.

quote:
The riffle cowboy needs acute vision if he wants tracer eyes.

He started with it under your build.  One level.

quote:
So we have the mobile shooter and we have the hail of bullets. interesting.

It's not really 'hail of bullets', though he can...  it was a hard choice between a higher caliber and the Webley RIC though.  Better chance at hits for lower damage or more damage per actual hit.  In the end I decided the occasional SAPLE round going off was worth the lower damage.

Taking the Winchester 1873 though?  No question.  It's the defining rifle of it's day.


And I forgot how good the combo of Armorer's Gift and Tap-Rack-Bang are.  It's been a long time since I played in or ran a game where those two Perks could matter.