Monday, September 26, 2016

[Deadlands] - It Has Begun!

And so it has begun!

Made characters for our next Savage Worlds campaign, Deadlands: Reloaded.  It's an interesting group, very unlike any other posse I've played with or run.

We've got:

  • A grizzled bounty hunter who prefers to catch his bounty at the end of a rifle.  He's been around the weird west, having both the True Grit and Veteran of the Weird West edges.
  • A former slave freed and brought to Europe by a religious sect, then returned to the Americas to hunt down evil and recover a sacred relic. He's a Blessed with the Champion edge.
  • A native scout and tracker trying to find some balance between the world of his people and that of the white man. He is, though, gifted with sarcasm as well as skill.
  • A wandering Huckster from a tainted bloodline who hopes to escape some of his family's bloody drama.

Saturday, September 24, 2016

[Deadlands] - Rifleman

Starting up a Deadlands: Reloaded campaign and figured I'd get those ropes a-swinging by making some characters.

First up is a rifleman/sharpshooter that I based on Matt Quigley, Tom Selleck's character from the classic Quigley Down Under (in my opinion, one of the best westerns not set in the west).  Since this a Novice build, the character lacks the Marksman Edge and reflects someone much earlier in their career.  That said, it's a solid and very capable build for someone who wants a shooter without having to be the archetypal high noon duelist.

Name: Tom Squibbly
Concept: Rifleman
Rank: Novice (0 XP)
Race: Human

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6; Grit: 1

Skills: Fighting d6, Guts d4, Notice d6, Riding d4, Shooting d10, Stealth d6, Survival d4

Hindrances: Heroic, Trouble Magnet (Minor), Wanted (Minor)
Edges: Brawny, Trademark Weapon (Sharps Big 50)

Backpack, Bed roll, Canteen, Simple Clothing, Horse, Iron skillet, Matches (box of 100), Rifle boot, Saddle, Saddlebags, Ammo, Pistol (.22) x50, Ammo, Rifle (.50) x50, $18 Cash

Sharp’s Big 50 (.50 Rifle) (Range 24/48/96, 2d10, Shots 1, AP 2)
Rupertus Pepperbox (.22 Derringer) (Range 5/10/20, 2d6, Shots 8)
Bowie Knife (d8+d4+1, AP 1)

Friday, September 23, 2016

[Hellhole Number 3] - All Wrapped Up

We played several more months in the world of Hellhole Number 3, including a trek north up to Basin City and Stone's Falls, and finally into the Green Zone.  Along the way many mysteries were understood, and enemies became allies as the war they all fought became clearer and clearer.

There's little point in summing up another six months of game play, but I've got quite a few pics to post from the final arcs of the Hellhole.

 Mutated horrors in the Green Zone

 Uh oh! A second one.  Good thing Ike was scouting!

 Oh crap! They spit! Wasn't expecting a ranged attack.

At the heart of the Green Zone was the wreckage of the ISS Catamaran, source of Project Flower garden.  Robots from NoMans Land were trying to recover the data.

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)