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Thread: Radiance RPG Funtimes
19-05-2013, 02:54 PM #281
Of course; we're doing it every Sunday unless a bunch of folks can't make it.
19-05-2013, 06:32 PM #282
- Join Date
- Dec 2011
- Bellingham, WA
I'm planning on being available tonight, although I won't be able to attend next week due to travel.
19-05-2013, 07:48 PM #283
I have managed to load up roll20 so fingers crossed....
19-05-2013, 09:59 PM #284
19-05-2013, 11:51 PM #285
This is, I believe, the 4th session. Everyone should have had 2 points from the first, then 3 for each of the succeeding ones - assuming your characters were there for the events. If you missed the session then I'm afraid you also missed the points. Some players should have 11 points by now; I'm pretty sure everyone's got at least 5.
At the end of each game session (usually 4-6 hours of
gaming), the GM awards 1 to 3 Experience Points to everyone
in the group, based on these guidelines.
1 The group accomplished little or had a very short
2 The group had more successes than failures.
3 The group succeeded greatly, and their adventure
had a significant impact on the overall story.
As a character gains more Experience Points, he goes up
in “Rank.” This is a rough measure of how powerful the hero
is. As characters progress in experience, new Ranks allow
access to more powerful Edges.
Experience Points Rank
Every 5 points accumulated grants a hero an Advance. An
Advance lets a character do one of the following:
• Gain a new Edge.
• Increase a skill that is equal to or greater than its linked
attribute by one die type.
• Increase two skills that are lower than their linked
attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.*
*You may only choose this option once per Rank.
No Trait may be raised above a d12 (but see
the Professional and Expert Legendary Edges).
Legendary characters may raise an attribute every
So keep track of how many points you've had, obviously. I believe there may be some edges you can only take at Novice, so check the books carefully before you choose that 15-point advance.
Last edited by President Weasel; 20-05-2013 at 01:23 PM.
20-05-2013, 01:01 AM #286
After Action Report 19th May
previously, on Deadlands: Blood Drive
Our disparate band of adventurers have hired on with Bill Sutter of the Lazy S ranch; Bill's driving his cattle northwards out of the clutches of the Bayou Vemilion Railroad Company (a low-down bunch of snakes), and hopes to sell them at the Confederate base at Roswell.
Three days out from the Lazy S the camp was ambushed by a group of railroad gunmen led by Black Dog, the renegade shaman. Some of the gunmen were walking dead men, restored to a semblance of life by voodoo magic (or, if Micky Kannavagh is to be believed, they were perfectly normal gunmen suffering from a nasty skin disease and the ravages of the desert sun; since he wasn't there for the battle the rest of the party are having a hard time convincing him). The walking dead fight to the (re?)death; the gunmen break and run when it's clear the battle's lost but only a couple of them make it. Black Dog survives (a couple of the party claim he turned into a raven and flew off, although whether you can credit something like that, especially seen in the heat of battle, is questionable).
Most of the party are carrying wounds from the firefight in town and the brutal gun battle four days later, but on the plus side nobody's dead - although the inventor Erasmus Jennings is permanently mentally scarred by the sight of the advancing dead men coming at him out of the setting sun, and will evermore be a little skittish around sundown.
After the Bayou Vermillion attack things settle down for a couple of relatively peaceful weeks as the party heal up from their wounds and start to get the hang of this whole cattle driving thing. Even the Easterner reporter Artemus Gordon is making a decent fist of this cowboy business, although he's still barely capable of staying on a stationary horse, let alone a moving one.
This peaceful interlude is slightly marred by an encounter with bloodwire, a vicious thorny relative of the tumbleweed which camouflages itself along barbed wire fences and lashes out at the unwary, draining its victims dry. Luckily Jennings is particularly alert, and notices that something's not quite right with the fence soon enough that he's not caught flat footed by the killer plant's attack. It's extremely difficult to hit, being so narrow, especially from skittish horses, but a fusillade of gunfire eventually brings it down.
The trail heads through drier country and eventually through real desert; luckily it's still Spring so the party aren't exposed to the killing heat of high summer, but water's rationed and thirst takes its toll. They're fortunate that William Stockton is with them, and that he's apparently in particularly good odour with his deity: a bowed head, a muttered prayer, and water bottles the party could have sworn were empty are suddenly heavy with cold, clear, water.
The first waterhole they encounter is a deep well next to a well-built farmhouse. It's shuttered and apparently securely barred from the inside; there's no answer to their knocks or hails and no sign of anyone around. It's mysterious - and will remain so, as our intrepid adventurers declined to go inside and investigate.
Another four nights travelling through the desert, sleeping by day in the inadequate shade of canvas shelters and tarps, and travelling by night to try to reduce the impact of the heat and thirst on the cows and cowboys, and the sharper-eyed members of the party spot something unusual - a lone wolf or coyote seems to be following them, staying out of rifle range but always there at the edge of sight. Egg Shen spots it again the next night - and some of the party start to suspect it may be the shaman, using his shape-shifting powers to shadow them. Kannavagh laughs at this superstitious bushwa.
Approaching the headwaters of the Colorado river the party surprises everyone, including themselves, by using their hard-won cowboyin' experience to help keep the thirsty cattle under control and prevent a dangerous stampede towards the river.
While helping sheperd the cattle across, however, William Stockton is suddenly attacked by a writhing mass of maddened watersnakes. He's able to call upon his faith to help him calm and control the angry beasts, however, whereupon he gets the strong impression Black Dog has also been using his powers to control them. That sneaky four-flushing coward, using animals to do his dirty work! Stockton's faith proves stronger than Black Dog's spirit powers, at least today, and he's able to calm and disperse the mass of snakes. Black Dog doesn't show himself to attack in person once his snake ambush has failed.
Once they're across the Colorado (at this point little more than a stream with dreams of grandeur, and so not a terribly difficult obstacle for the herd) the worst of the desert is past. It's another week's travel to Roswell, New Mexico, home of the Confederacy's military research base. Sutter heads into town to try to sell his steers to the military, or to the Dixie Line railroad whose main line runs right through the town. While he's away the party sees what they initially think is the beginnings of a thunderstorm, but turns out to be a rocket take-off, a short flight, and then what looks very much like a crash landing.
Luke Canton sends them to investigate (they may have done a great job at the river, but he still doesn't want them blundering around in the dark trying to herd spooked longhorns and making things worse). They find a crashed jetpack, and what may well be the body of a spy (the party's examinations show he's carrying Deseret money and the blueprints of the Confederacy's attempts to reverse engineer Joshua Hellstromme's automatons, and his Confederate uniform has a bullet hole in it that doesn't have a corresponding bullet wound on his body).
Soon after the party reach the body a quick-reaction force of Confederate soldiers also arrives, and assuming the party are in cahoots with the spy they open fire. Who knows what might have happened had the party thrown down their weapons and attempted to talk it over? We'll never know, as their first reaction was Jessie Odenkirk's patented "enormous magical explosion", killing three soldiers and their officer. When that magical playing card was thrown, the die was well and truly cast (and the rest of the dominos fell like a house of cards. Checkmate).
The remaining soldiers fought to the death, refusing the party's entreaties to discuss surrender. They concentrated their fire on Jessie Odenkirk, as they'd just seen him blow up their officer with magical green fire, but there were plenty of bullets to go around. A couple of the soldiers proved particularly stubborn in their refusal to die, one lying prone outside of easy rifle shot, and one in cover behind the shattered remnants of the bush Odenkirk had blasted. Odenkirk and Egg Shen both took hits, with Odenkirk taking multiple gunshots that would have left him in a sorry state if William Stockton hadn't been able to call upon his God to provide some healing.
The morning after the gun battle some extremely suspicious Confederate troops escorted Sutter to the encampment; they bought the party's story that they were just in the wrong place at the wrong time, but they also told Sutter to forget about selling any cattle anywhere near Roswell and to get his herd the hell out of town.
Looks like this cattle drive still has some miles to go. We're heading North again, boys.
20-05-2013, 02:01 AM #287
Four soldiers and their officer, thank you very much!
Very nice write-up again, PW.
20-05-2013, 08:49 AM #288
I wanted to go in that house so much but couldnt think of a good reason for my character to kick in the door, also i killed the HELL out of that vine.
20-05-2013, 12:41 PM #289
I couldn't rationalise it either... My character is probably prone enough to curiosity, but his main concern then was finding water and there wasn't exactly going to be a well inside the house. After our encounter with the fence I wasn't keen to risk another mimic beasty either. (Maybe the house was to the giant toad what the barb wire fence was to the toad's sticky tongue!)
Anyway I spent my advance, increasing my lousy Vigour to a slightly less lousy d6. I rationalise this by Jesse's time on the trail hardening the city slicker somewhat. Next advance, I may actually pick up Riding or some such - we shall see. Also that means now I have Toughness 5, huzzah!
EDIT: Oh, and sorry to everyone (and especially PW) last night if I got a bit wrapped up in the rules of the game too much. I have an unabashed love for crunch, but I let my mouth run sometimes and arguing the call with the DM is inappropriate. I'll try and watch myself better next time!
Last edited by Screwie; 20-05-2013 at 12:57 PM.
20-05-2013, 01:29 PM #290
You took longer worrying about whether there was any point taking your turn than you would have just taking your turn :)
But seriously, I had no problems with anything you did at any point in the session so I wouldn't worry about it. It's certainly worth discussing the rules, especially while we're all still getting a handle on them. Obsessive rules lawyering we can do without, but I haven't seen any of it with Deadlands.
I'd also like to take the opportunity to thank the other players for helping me keep the rules straight and find the correct pages for things - with three different rule books (Savage Worlds, Deadlands players' guide and Deadlands Marshal's guide) with indexes that aren't entirely helpful, plus the campaign sourcebook as well, it's a lot to keep track of.
If anyone wants to do a "how's my GMing" and give me some pointers, by the way, feel free either in the thread or via PM. I won't be offended - unless you're gratuitously mean.
20-05-2013, 02:11 PM #291
My very first round in that combat I had to choose between casting Deflection on myself or aiming to nuke a fair few of the gunmen to help the whole party as a whole. That was a surprisingly difficult decision! (You'll remember I asked if I could cast two spells, that was why.) And then of course I get shot to hell in return...
That isn't to say I'm not enjoying such a lethal game :)
I'm glad I didn't annoy you too much with the rules.
20-05-2013, 06:03 PM #292
Took a die up in vigour since PW keeps trying to kill us.
20-05-2013, 08:15 PM #293
The baddies are trying to kill you; I just roll their dice and move their little counters.
20-05-2013, 10:13 PM #294
20-05-2013, 11:15 PM #295
22-05-2013, 05:51 PM #296
Its an abandoned house in an RPG, of course you investigate it for beasites and shinies. WHATS WRONG WITH YOU PEOPLE!
25-05-2013, 01:45 PM #297
Is the magic happening this weekend?
25-05-2013, 02:21 PM #298
I may be unable to attend unfortunately, I am not 100 percent sure at the moment but will confirm as soon as possible.
25-05-2013, 03:18 PM #299
26-05-2013, 01:40 PM #300
Actually I don't think I can make it this weekend after all. You can take comfort in knowing I will be very unhappy doing miserable and necessary homework and spring cleaning instead :(