Sunday, December 27, 2015

[Hellhole Number 3] Wirelight Setup

After Figit and Troy were captured by Ravagers, they were taken to the outpost known as Wirelight.  Niko, Blaze, MAD-2, and, oddly enough, Dick the Scav prepare to mount a rescue.

Tuesday, December 08, 2015

Electric Rats

Electric Rat

They resemble large, short haired rats about a foot and a half in length (not including the tail) with arcs of electricity crackling all around their bodies. They may be encountered individually, or more commonly, in small packs (3-8) or larger colonies (10-40). Electric Rats are surprisingly smart, existing at the cusp between Animal intelligence and true sapience.  They will Gang Up on opponents, may use Wild Attack and even employ defensive actions, Agility Tricks, and attempt to Intimidate opponents through growling, posturing, and creative displays of discharged electricity. They are unexpectedly dangerous, not only for their offensive electrical discharges, but for their immediate release of stored energy when critically wounded or killed. 

Agility d8, Smarts d8(A), Spirit d6, Strength d4, Vigor d6
Fighting d8, Stealth d6, Notice d6, Intimidate d6
Pace: 6; Parry: 6; Toughness: 3

Special Abilities
Armor +1: Thick Skinned
Bite: Electric Rats have sharp teeth and charged saliva, biting for Str+d4 damage
Electricity Resistance: Electric Rats act as if they have 4 points of Armor when affected by Electricity, and add +4 to all Trait rolls when resisting such effects. They are immune to the damage caused by the electrical effects of other Electric Rats.
Living Capacitor: Electric Rats can store massive amounts of electricity to be discharged in a number of ways.  The average electric rat has 15 Power Points available for use and regenerates power points as if they had the Rapid Recharge Edge.  They use their Fighting skill to determine success and have the following powers with Electricity trappings and the Armor Piercing, Conduction, and Spasm effects (Damage and PP costs already are adjusted):
Bolt (3 Power Points): An electric rat may discharge a SINGLE bolt of electricity at a target.  If it hits, the Shock Bolt inflicts 3d4 damage and may ignore up to two points of armor.
Damage Field (5 Power Points): An electric rat may charge up and create a corona of electricity that surrounds their body that causes the normal effects of the Damage Field power (Base damage is 2d4, 2d6 on a raise, and ignores up to two points of Armor)
Blast (Variable Power Points): When an electric rat is incapacitated, there is a chance that it will explode, blasting stored energy in all directions surrounding the electric rat. If an electric rat has sufficient power points available, then one of the following effects occurs without the need for a skill roll:
   3+ Power Points: 2d4 damage which ignores up to 2 points of Armor within a Medium Burst Template
   6+ Power Points: 3d4 damage which ignores up to 2 points of Armor within a Medium Burst Template
   9+ Power Points: 3d4 damage which ignores up to 2 points of Armor within a Large Burst Template
Quick: Electric Rats have the Quick Edge
Small: Electric Rats are small but difficult to hit. Any attack rolls are made at -2 when targeting this creature.
Size -2: Electric Rats are typically about a foot and a half in length.
Stun: Electric Rats disrupt a target's electrical impulses when successfully touching or attacking a target, even if no damage is caused.

Monday, December 07, 2015

Books Arrived!

So those books I ordered showed up today, and DAMN! I can't wait to thumb through them.  Ok, I thought I'd ordered 14 books, but apparently it was only 13 plus Adventure Deck promo cards.

  • Fantasy Companion
  • Horror Companion
  • 50 Fathoms
  • Hell on Earth Reloaded
  • Hell on Earth Companion
  • Deadlands Noir
  • Deadlands Reloaded: Marshal's Handbook
  • Deadlands Reloaded: Player's Guide
  • Deadlands Reloaded: Coffin Rock
  • Deadlands Reloaded: The Flood
  • Deadlands Reloaded: Smith & Robards 1880 Catalog
  • Deadlands Reloaded: The Last Sons
  • Deadlands Reloaded: Ghost Towns

Here's the whole stack!

The shipping box, next to my size 13 Wide shoe (for scale).

Sunday, November 29, 2015

[Hellhole Number 3] Ambush!

Ambushed by Ravagers who seemed to know where the party was going, the PC's fight a pitched battle for their survival.  Against the odds, and despite initial setbacks, they survive -- a little banged up, bruised, and bloodied for sure, but alive.  Unfortunately, their truck is not so lucky. Damaged heavily, but hopefully not beyond repair, most of the party pitches in to fix it while Niko and Atman each head off alone to scout in different directions.  But when the damage to the truck proves irreparable, they start redistributing their goods to Blaze's buggy and an armored bike and sidecar appropriated from the Ravagers. Atman returns without noting anything.

Ambush! (From another angle)
The tide starts to turn!
While scouting the surrounding area, Niko is ambushed yet again.  This time a sniper is hidden among the rocks.  Niko fires back, and the pair trades burst fire for a few rounds until Niko wounds him.  The sniper attempts to flee, but Niko chases him down.  Quickly gunfire turns into an all out brawl until a fistful of sand to the face buys Niko time enough to recover his weapon and finish him.  A quick examination shows the sniper to be carrying too little gear not to have some kind of nearby camp. 

Niko returns and then he and Blaze drive back to further scout for the camp -- finding a cave in the rocks not far out from where the sniper was killed.  Inside it they find a small store of food, a radio, the sniper's personal journal (his name was Simon -- see below), and a hardened uplink computer. When a storm is moving in, everyone hides out in the cave.  MAD-2 and Figit hack around with the uplink system and find that it can link to the remaining satellite network still in orbit.  When the storm ends, they use it to help scan the area and find Simon's camouflaged vehicle.


Simon "Breaker" Marsh
Human Male - Seasoned Wildcard (20 xp)

Once a corporal in the Terran military, he found himself cut off from home like so many of his brothers in arms in the closing days of the the War. As ordered, Simon entered cryostasis -- on a vessel that was never intended to leave this Hellhole and return home. He awoke alongside the only other survivor from his unit (Alpha Company, 4th Infantry Battalion) over fifty years after the war's end and has made his way as best he can for the past six years. Swarthy and scarred, he has seen his fair share of battle and keeps a tattooed record of every major event. Indeed, Simon keeps meticulous records of everything else in his personal journals as well -- he just doesn't like to talk about the fighting. He keeps his hair shaved close to his head, wears an armored longcoat with polyceramic inserts, and tends to be quiet and observant. To this day he harbors a grudge against the military that abandoned him, to the point of irrationality, and works actively (and violently) against anything or anyone reminding him of the days before. 

Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Charisma: 0, Pace: 6, Parry: 5, Toughness: 10/14

Athletics d4, Driving d6, Fighting d6, Knowledge (Battle) d4, Notice d6, Repair d6, Shooting d8, Stealth d6, Survival d6

Extraction, Marksman, Rock and Roll

Cautious (Minor), Quirk (Minor): Meticulously Documents Everything, Vengeful (Major)

Armored Longcoat with Polyceramic Inserts (Armor +4/+8), Light Armored Helm (+4) with Lowlight and Breather Filters, Stone-Garuda "Fang" Assault Rifle (24/48/96, ROF 3, 2d8+1, AP 3) with Targeting Scope, Survival Knife (Str+d4)

Wednesday, November 25, 2015

Pinnacle Sale!

Apparently, I'm a sucker for a good sale since I just dropped some cash for 14 Savage Worlds books over at Pinnacle's Holiday sale in the Pinnacle Store.  So much Deadlands goodness! First on my list was getting the Savaged version of Hell on Earth (and the Companion, too).  I'm not sure why I opted to run a Post-Apocalyptic game without it -- so much stuff I can incorporate into Hellhole Number 3.  Also snagged the core book for Deadlands Noir and a bunch of Deadlands Weird West books, including the big boys like Last Sons and The Flood.  Sort of rounding it all out was a copy of 50 Fathoms Deep, since I didn't have it in print.  Still one of the best published plot point campaigns, and a damn fun read.  Also went for print versions of the Fantasy and Horror companions, since I only had those in PDF as well.

Not like you care what I grabbed, but this was 14 books -- some of them very pricey ones -- for 185ish dollars including shipping and a free gift.  Older stuff was as low as 50% off, and I could easily have found another dozen books I'd love to get.  But I also need to pay the mortgage this month, so I'd wanted to keep it to around $175.

These are all PRINT books (with PDF included), but if you prefer only PDF there are so many more options for an even lower price!

Seriously folks, check it out.

Monday, November 23, 2015

[Hellhole Number 3] Dick the Scav

A young scav frequenting Barterville, Dick Rickard desperately wants to make a name for himself. Unfortunately, his own dumb luck bites him at every turn. Plain looking and generally nondescript, Dick is easily forgettable despite his competence as a technician, driver, and as a fighter. Too often, he is simply dismissed as "That Scav with the car" or sometimes, "That dick scav".  Dick usually wears a black, armored jumpsuit and carries a pair of metal bars he's turned into a matched set of billy clubs. Most of the time he can be found working on or finding parts for a decrepit old transport car he keeps parked outside a known scav hangout -- despite having been asked to move it.

Dick the Scav
Human Male Scav - Seasoned ( 20 xp) - Wildcard

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 6, Toughness: 7 (2)

Driving d8, Fighting d8, Investigation d4, Knowledge (Engineering) d6, Notice d8, Repair d8, Security d4, Shooting d4, Survival d6

Two-Fisted, Connections (Scavs), McGyver

Bad Luck (Major), Enemy (Minor; Professional Rival - "Figit"), Stubborn (Minor)

Metal Clubs (x2) (Str+d4), Sawed-Off DB (12g) (5/10/20, ROF 1-2, 1-3d6), Armored Jumpsuit (Armor 2), Toolkit, Techscanner, Broken Car

Sunday, November 22, 2015

[Hellhole Number 3] Barterville Follies

After handling themselves with the Ravagers and coming out with acquired bikes and assault buggies, the Player Characters make their way to the waystation town of Barterville.  A mostly lawless dive of affiliated traders, scavs, and criminals, Barterville is a known as the only place in the wastes that you can find nearly anything you want.

Meeting up with contacts is a lengthy affair, but also allows them to make some much needed repairs, trade off some items of interest, and ask around for a seller of ammunition.

They learn that the next trek is to the outskirts of Basin City, but getting there quickly involves crossing Ravager controlled territories.  They pick up a traveler, Esmerelda, who is rightly terrified of making that journey alone.

Unfortunately, they fall into an ambush set along a more passable route, leading one of their bikes to suffer serious damage and throw its driver.  Their larger truck was forced to skid, with the driver barely maintaining control. The driver of the assault buggy swerved at the last moment, and got out of the way.

Ravagers popped up and are attempting to capture the party, though they do not seem to be above killing them if pressed -- which means that the party are themselves the target, and not so likely their cargo.

Barterville's West Gate

Barterville's West Gate

Barterville's West Gate

Human Female - Extra

Green eyed and dark haired, Esmerelda was a sought after desert flower in Barterville who took whatever work she could get, both savory and unsavory. Unfortunately, after a romantic entanglement involving her adopted brother Ceasar seriously damaged her local credibility, she felt a change of location was in order. Now, she has hired the Highwaymen to drive her trough Ravager territory and get her safely to Basin City. 

Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 8+d10, Parry: 5, Charisma: 2, Toughness: 6 (1)

Fighting d6, Knowledge (Local Area) d6, Notice d6, Persuasion d6, Shooting d4, Stealth d6, Streetwise d6, Taunt d6

Edges: Attractive, Fleet-Footed

Hindrances: Cautious (Minor), Phobia (Minor): Ravagers

Gear: Leather (Armor 1), Machete (Str+d6), Goggles, Traveling Gear, 450 Credits