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Cowboys and Indians.

Posted by DerrickFor group 0
Mari
player, 40 posts
Sat 24 Nov 2018
at 21:23
  • msg #107

Re: Cowboys and Indians

The horse of one of the Tomahawk girls doesn't dodge, so it takes the damage and is likely spooked (I'm assuming, although I would believe the Native horses have received war training).

Mari rolled 12 using 3d6.  Horse Dodge (8).

The rider works on controlling the mount.

Mari rolled 12 using 3d6.  Riding roll.

The Spear girl and the other Tomahawk girl close the distance to Rifleman and attack again.

Mari rolled 11 using 3d6.  Attack with Tomahawk (14 -3 darkness = 11).
Mari rolled 11 using 3d6.  Attack with Spear (14 -3 darkness = 11).
Mari rolled 7 using 1d6+1.  Damage Tomahawk. (cut, so it's 10)
Mari rolled 3 using 1d6+2.  Damage Spear. (imp, so it's 6)


Both would hit.
Derrick
GM, 174 posts
Tue 27 Nov 2018
at 16:41
  • msg #108

Re: Cowboys and Indians

Those comanche horses should very much have received war training. I don't know if that trains them to not spook when shot, but a will-based mount roll should cover that (and that turns out to be a 14, which is pretty high).
evileeyore
GM, 112 posts
Tue 27 Nov 2018
at 21:53
  • msg #109

Re: Cowboys and Indians

The Rifleman stumbles back again and weaves away from the tomahawk right into the path of the spear!


OOC:  Rifleman is now at HP: -10.  That's negative 10.  Also at FP: 6.

16:41, Today: evileeyore rolled 11, 17 using 3d6,3d6.  Dodge 12 (10 + 2 Feverish Defense).

16:44, Today: evileeyore rolled 12 using 3d6.  Death Check, HT 12.

16:46, Today: evileeyore rolled 15 using 3d6.  Consciousness Check, HT 11 (10 - 1 First Death Check).

Also he's unconscious, so the fights over.

And the Commanche Horse took 10 Injury, so it should have had to make a Knockdown/Stun check for taking a Major Wound (note I forgot to do that as well with the Rifleman earlier, but I remembered it this time and would have if he'd have made it past the Death and Consciousness checks).  If



[EDIT]
Ooops.  Forgot his leather jacket.  So 3 - 1 DR = 2 x 2 = 4 (not 6).

So he's at HP -8, still not yet at a Death Check.

So... he's still up and moving (slowly).
[/EDIT]

[EDIT=2]
He took an All Out Attack.  I forgot for a moment there...

So... nope, he's down.  No Dodges, means he also takes the tomahawk, adding in that 9 Injury, he's at a solid -17 HP and Unconscious.
[/EDIT]
This message was last edited by the GM at 22:09, Tue 27 Nov 2018.
Derrick
GM, 179 posts
Wed 28 Nov 2018
at 14:55
  • msg #110

Re: Cowboys and Indians

That appears to be the end of the fight. Numbers, skill, and initiative won out against technology.

Do we want a new thread for the open battle, or do we want to use this same thread?
Mari
player, 41 posts
Wed 28 Nov 2018
at 19:13
  • msg #111

Re: Cowboys and Indians

I did make a mental note about the all-out attack, but forgot about it again as well. ;-)

Mostly, a lucky shot at the beginning decided the fight. That's what can happen when a smaller number of people fights a larger number - any losses for the smaller number are devastating. At least the Rifleman got revenge for his buddy, dropping musket girl during her charge.

As for a new thread, that depends on whether or not others would like to join in. If others join, it might be better to use a new thread.

I'd like to create new characters from scratch if possible. The Indian girls can all have the same stats, which makes it a lot easier. Just tell me a point value and the disadvantages (if any). That way, skills like Riding will be there. ;-)

What should we take as a scenario? Maybe a desperate Indian attack on a wagon train?

EDIT: What was that with HT being reduced after the first death check? Where is that rule coming from?
This message was last edited by the player at 19:14, Wed 28 Nov 2018.
evileeyore
GM, 116 posts
Wed 28 Nov 2018
at 21:47
  • msg #112

Re: Cowboys and Indians

Derrick:
That appears to be the end of the fight. Numbers, skill, and initiative won out against technology.

Well, numbers and initiative usually will win out over technology, unless the tech gulf is just too vast.

And the difference between TL 5 and TL 6 just isn't that vast.



Mari:
EDIT: What was that with HT being reduced after the first death check? Where is that rule coming from?

Consciousness checks take a penalty equal to the number of Death Checks you've taken.  It's actually written as:

GURPS Basic Campaigns pg 419:
0 HP or less – You are in immediate danger of collapse. In addition to the above effects, make a HT roll at the start of your next turn, at -1 per full multiple of HP below zero.

As each of those "full multiples of HP below 0" are a Death Check, so... it's basically "Make a Death and Consciousness check, no penalty for Death Checks, -1 per Death Check for Consciousness".


I just skipped the "at the start of your next turn" for two reasons:  One, it sped up play, and (more importantly) I forgot this wasn't DFRPG*.  (It's slightly different in DFRPG, and I run a houseruled variant of DFRPG).



* In DFRPG it's "roll immediately and again at the start of any turn you want to do more than Do Nothing".

Also, it may have been errataed in Basic.  There was a conversation about this in the SJG forums a few months back, but I can't remember exactly and I'm too lazy to go hunting right now.
This message was last edited by the GM at 21:48, Wed 28 Nov 2018.
Mari
player, 42 posts
Wed 28 Nov 2018
at 22:08
  • msg #113

Re: Cowboys and Indians

In reply to evileeyore (msg # 112):

Ah, I missed that. I only checked on page 380, which states:

"If you have zero or fewer HP left, you are hanging onto consciousness through sheer willpower and adrenaline – or are barely holding together, if you’re a machine. You must roll vs. HT each turn to avoid falling unconscious. If you pass out, see Recovering from Unconsciousness (p. 423) for how long it will take to recover."
Dblade
player, 128 posts
Thu 29 Nov 2018
at 20:39
  • msg #114

Re: Cowboys and Indians

Did I hear right that we're starting up a new Westerns battle?
Derrick
GM, 184 posts
Thu 29 Nov 2018
at 21:12
  • msg #115

Re: Cowboys and Indians

In reply to Dblade (msg # 114):

Yep. I think we're going to run one during the day with less of an ambush situation.
Dblade
player, 129 posts
Thu 29 Nov 2018
at 21:15
  • msg #116

Re: Cowboys and Indians

Ooh! I kinda want in, I loved Westerns growing up, and it'll be waaaay different than the martial arts battles. What stuff do I need?
Derrick
GM, 186 posts
Thu 29 Nov 2018
at 21:31
  • msg #117

Re: Cowboys and Indians

I've received a request for a looser character creation for the next scenario, so we need to decide how that is going to work. I have a strong preference for templates in this sort of thing. The last conflict use the Action 4 book with some tweaks, but not all of the players have own it. So right now we need to work out a scenario and work out a template set to use.
Dblade
player, 130 posts
Thu 29 Nov 2018
at 22:01
  • msg #118

Re: Cowboys and Indians

I also don't have the book, so this would be appreciated
Mari
player, 43 posts
Thu 29 Nov 2018
at 22:03
  • msg #119

Re: Cowboys and Indians

Yes, I requested not to use templates for my Indian girls, since we had the situation last time that the template didn't include the Riding skill while some were on horseback, which made it a bit awkward. ;-)

I'm fine with using a template though as long as I have the freedom to include things like Riding, maybe Horse Archery, Hands-free Riding etc.

As for the scenario, it should not be so complicated that you'd need a map to know where everyone is. Updating a map can be a pain. So maybe something like an open charge would be good, where all we need to keep track of is the distance between the parties.
evileeyore
GM, 121 posts
Thu 29 Nov 2018
at 23:57
  • msg #120

Re: Cowboys and Indians

You could always just PM DBlade the Action Template and Lenses you were using.  I'm fine with the two I made.


As far 'open charge' that's fine, and I'd recommend continuing to use range bands for simplicity.
Derrick
GM, 188 posts
Fri 30 Nov 2018
at 15:58
  • msg #121

Re: Cowboys and Indians

The real problem was that horses were added as an after-thought, when they should have been central to the entire build.

I'll send you folks build information. It will look pretty similar, but will have more options given. In particular, the combat skills will allow for riding skills and techniques (which are really a form of combat). Will that be enough?
Mari
player, 44 posts
Fri 30 Nov 2018
at 16:44
  • msg #122

Re: Cowboys and Indians

Derrick:
Will that be enough?

Yes, I believe so! :-)
Derrick
GM, 189 posts
Fri 30 Nov 2018
at 16:48
  • msg #123

Re: Cowboys and Indians

As a thought, I have a (password protected) webpage that allows building BAT characters really fast. If anyone wants access to it, I can grant access and a link. Its nice to be able to say things like: The Cowboys are built with the standard stats, the cowboy package, and one combat package, plus 10 points of skills and 5 points of advantages. Or to say: The Comanches are built with the standard stats, the bushwacker and desert survival stats, 5 points of advantages, and 20 points of combat skills.
This message was last edited by the GM at 16:50, Fri 30 Nov 2018.
Vulco1
player, 66 posts
Tue 11 Dec 2018
at 15:01
  • msg #124

Re: Cowboys and Indians

In reply to Mari (msg # 111):

I'll get in on another round.  And can you send me access to the batch file mentioned in the above post.
Dblade
player, 157 posts
Tue 11 Dec 2018
at 15:08
  • msg #125

Re: Cowboys and Indians

I'm in, and can I also have access too?
Derrick
GM, 225 posts
Tue 11 Dec 2018
at 15:38
  • msg #126

Re: Cowboys and Indians

Dblade, Vulco, I've given you access via PM. Let me know if you have any trouble using it. Its just a javascript program, so it doesn't have to run on that server, but just saving it from a browser won't work.
Vulco1
player, 67 posts
Wed 12 Dec 2018
at 14:07
  • msg #127

Re: Cowboys and Indians

I'll check it out very soon.
Vulco1
player, 71 posts
Thu 13 Dec 2018
at 03:51
  • msg #128

Re: Cowboys and Indians

That is supercool. I like it. I think I came up with the same stuff on my first sheet, so I'll probably stick with that one.  This is cool though, gonna goof around with it.
Derrick
GM, 231 posts
Thu 13 Dec 2018
at 14:59
  • msg #129

Re: Cowboys and Indians

Ok, I think I'm going to be starting up a different thread for the next scenario. Its going to feature a charge in broad daylight on very similar terrain to what we just looked at. Who is going to be part of this round, and do you have your characters ready?

-----------------------------------------------------------------

Thanks Vulco! I love the tool too. I can't make it public though, because it replaces so much of action 4. Wish I could.
Vulco1
player, 74 posts
Thu 13 Dec 2018
at 15:28
  • msg #130

Re: Cowboys and Indians

In reply to Derrick (msg # 129):

I'm in.  My character is in the Final Character thread for review just below Lane.
Derrick
GM, 236 posts
Tue 18 Dec 2018
at 18:15
  • msg #131

Re: Cowboys and Indians

Vulco1:
In reply to Derrick (msg # 129):

I'm in.  My character is in the Final Character thread for review just below Lane.


He's legal, but you haven't spent all of the points yet. You should have 52 points in skills (if not for an old typo, it'd be 50, as armoury should be [2], not [4], but that happened a while ago). Everything else looks correct.
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