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Justice in Sabbath

Casting

Cargando editor
29/05/2015, 14:16
Director

Yep, you´right about the 10 BP, edited that. You have 15 to spend. I don´t even know how I got that wrong. Probably I was doing all characters at the same time and looked in the wrong sheet or something.

The debt is 13 BP, so we could sort it out and you would be left with 2 BP to spend, please confirm. 

Regarding the Professional Path (Farmer), that wasn´t a mistake. The way the system works is that you have a series of goals:

Buy/Claim land
Plant Crop
Hire employees/workers
Plant second type of crop
Improve to 49% in relevant skill

And you should do them in order (more or less). You can only skip ONE goal. For instance, you can achieve "Plant Crop" before you Buy/Claim land. But you can´t do "Hire employees/workers" before you´ve sorted out the first goal. You have already planted second type of crop also, so if and when you register the land, you would get that as well, but not the "Improve to 49%" goal because you would be missing the "Hire employees/workers" goal (unless we consider Laura an employee, but I´m not sure if she would like that...)

Cargando editor
29/05/2015, 15:03
Choctaw Lee*
Sólo para el director

Ok let's do it. Choctaw had some practise with  local minor cattle thieves, if you are ok with that. I post it when you say that's fine.

Cargando editor
29/05/2015, 15:22
Director

Ok cool. Go ahead and post the stiry in the End of Act I scene

Cargando editor
29/05/2015, 17:02
Director

These rolls were for:

Origin: East (NY, PA, NJ, KN)
Urban (not rural)
Legitimate child
Orphan
6 siblings (all male)

- Tiradas (9)

Motivo: origin.urban

Tirada: 2d100

Resultado: 52, 15 (Suma: 67)

Motivo: birth.parental

Tirada: 2d100

Resultado: 80, 91 (Suma: 171)

Motivo: siblings

Tirada: 1d20

Resultado: 11

Motivo: siblings.rel

Tirada: 6d6

Resultado: 2, 1, 1, 3, 1, 3 (Suma: 11)

Motivo: siblings.rel

Tirada: 6d100

Resultado: 14, 62, 61, 88, 25, 44 (Suma: 294)

Motivo: siblings.rel

Tirada: 12d12

Resultado: 6, 1, 4, 9, 3, 10, 12, 9, 4, 8, 3, 6 (Suma: 75)

Motivo: siblings.pos

Tirada: 1d8

Resultado: 8

Motivo: siblings.pos 7

Tirada: 1d8

Resultado: 1

Motivo: upbringing

Tirada: 1d100

Resultado: 28

Cargando editor
29/05/2015, 17:19
Hurd Price
Sólo para el director

No trouble, I'm kind of awful at maths, normally I'm the one making mistakes! About the Professional Path, ok, I get it now.

And about the BP debt, sure, let's get it out of the way.

Cargando editor
29/05/2015, 17:44
Director

Height: 66" = 5´6"
Weight: 157lbs

Upper Lower Class (ULC), Labourer

Average parents (upbringing)

- Tiradas (6)

Motivo: hand.height

Tirada: 2d100

Resultado: 45, 17 (Suma: 62)

Motivo: weight

Tirada: 1d20

Resultado: 16

Motivo: hp

Tirada: 1d4

Resultado: 3

Motivo: social.money

Tirada: 2d100

Resultado: 61, 27 (Suma: 88)

Motivo: social.founderer

Tirada: 2d100

Resultado: 46, 49 (Suma: 95)

Motivo: money

Tirada: 1d4

Resultado: 3

Cargando editor
29/05/2015, 18:11
Director

Two random quirks:

CHISELER (30 BP): A character with this quirk uses unfair and downright underhanded practices to meet his own ends in any deal or situation. He always tries to get the most 100l or money recovcred rrom any business aventure. He'll lie, cheat or change the terms of any deal and then adamantly insists that these terms were the original lerms or the deal. He won't hesitate to take advantage of friends, acquintances or strangers, especially those in need.

PACK RAT (20 BP): A character with this quirk cannot throw anything away, and cannot keep himself from gathering up just about anything isn´t clearly owned by someone. When a pack rat comes across a pile or equipment, he gathers everything he wants, whether he can carry it all or not. Unlike an obsessive-compulsive, a pack rat gathers items out of necessity, appreciation or financial investment. He has no interest in items he perceives as worthless, but clearly has a fear of loosing something that may one day be valuable.

- Tiradas (4)

Motivo: flaws

Tirada: 1d100

Resultado: 68

Motivo: flaws.quirk.restrelax

Tirada: 1d100

Resultado: 58

Motivo: flaws.2

Tirada: 1d100

Resultado: 17

Motivo: flaws.2quirk.econom

Tirada: 1d100

Resultado: 75

Cargando editor
29/05/2015, 22:46
Director

A few pictures for inspiration... :)

I like the look with the long trench coat, the hat... And the vest.

Cargando editor
30/05/2015, 17:48
"Ace of Spades" Mayer

So it be, then. It's 2BPs for the first purcharse of Diplomacy and another 6 for the second, so 8 BPs.

1 for the first Fast Talking and 2 for the second, that's 11 BPs now.

If we add another 3 for purchasing the two Slick talking, we're up to 14 BPs.

Cargando editor
30/05/2015, 18:04
Director

OK, diplomacy 63%. Fast Talking you already had 1st purchase, so 2nd purchase 4 BP. The skill is now 63%.

Slick Talker 2 BP: new skill level 91%.

With the above, you have 2 BP. I´ve updated the character sheet and uploaded it. Your fame is now "Local". Makes sense :)

 

Cargando editor
30/05/2015, 20:21
"Ace of Spades" Mayer

Yeah, makes sense :) Mayer's new life includes keeping a low profile. But it looks like the other former outlaws have been busy making their fame grow! (Like double of mine). Has Mayer heard of them in this months between Acts I and II? (Besides what the sherrif mentioned).

Cargando editor
30/05/2015, 20:30
Director

Yep, the Outlaws do gain Fame quickly (and loose Reputation). That´s how it was in the West. You kill one man, and you are an outlaw. You kill ten men and you are a legend :)

The "Additional Content" scene has some newspaper stories that Mayer has probably read in Sabbath. There was this massacre at the Lee ranch, the old hideout of the Lee-Stein gang. Then there was an article about a shootout in a Cantina more recently. So yes, they´ve been busy.

Regarding the period between Act I and Act II, Choctaw has visited the town only once and has not come into the saloon. Dekker did visit once, but if he recognized you he did not say anything. It looks as if they also are trying to keep a low profile. Even though the local sheriff (ah, the good old Cotton Ryan) probably would not raise a finger as they now work for Mr. Bronson, there is always a chance a bounty hunter or someone looking for fame does something silly. They are, after all, wanted in Delaware at least.

I did mention Jack and Dekker in the short text in the "End of Act I"-scene, but if you wish to write more. Also, during these months, a few Mexicans disappeared. Their family came to town asking if someone had seen them. They were thought to be stealing cattle from Mr. Bronson, so nothing more was investigated. But Mayer had a feeling his former outlaw pals had something to do with this.

Cargando editor
31/05/2015, 12:41
Director

I´ve updated&uploaded the character sheet. Also, I´ve created a page for your farm (it´s in the "History"-section). To separate the stuff you have on you from what you have in the farm. There is also a picture of the farm and another one of Laura with the fancy Sunday dress (for when she goes to town) and the weird hat you bought her and she loves :)

The two bladed knife I thought best to put into the equipment you usually carry with you.

Also, I´ve included the data sheet for the Colt Peacemaker .45. There are three different barrel lengths, I assumed you purchased the biggest one (12" barrel). The cost is the same. The longer the barrel, the better the accuracy. But it takes a few tenths of a second longer to draw. I guess Hurd would prefer to go for precision more than speed, since he is not really a gunslinger. But it´s easy to change if you wish. In any case, the difference is minimal.

And for the record, I love the detail they put into the game system without complicating it unnecessarily.

Cargando editor
31/05/2015, 23:58
Hurd Price
Sólo para el director

Cool, thanks. I'm starting to feel like a mighty homesteader :) I agree with those gear choices, the knife might come in handy and the 12" barrel makes perfect sense to me, so nothing to change.

I'm amazed at the detail xD Thanks for posting all the charts in the Cattle Drive Scene, it's really thorough. I think we could prepare for a real drive without much trouble now :)

Cargando editor
01/06/2015, 11:08
Trinity W. King
Sólo para el director

I can read and I can write. I have to take a look at the rules.

 

- Tiradas (1)

Motivo: Joking

Tirada: 1d20

Dificultad: 21+

Resultado: 14 (Fracaso)

Cargando editor
01/06/2015, 19:59
Director

As soon as we finish the character sheet, we will do an intro scene where we can go through the basic game mechanics. Mostly shooting and skill checks.

Abilities: you have great CHA, and good STR. Now, there are two key bonuses for gunfights: Speed and Accuracy. Speed is modified by DEX and WIS, and Accuracy is modified by DEX and Intelligence. I personally would try to improve some of these Abilities. Without changes, you have 8 Speed modifier (the lower the better), and -1 Accuracy. These can only be improved by Gunfight experience after the initial character creation. To improve here, you could raise WIS by +2 if you reduced STR by -4. This would give you Sp 8 and Acc -1. But my suggestion is to improve DEX as it improves both Sp and Acc. To get +1 DEX you need to reduce STR by 2. You would still be strong (STR14). Then you could spend 22 additional BPs to get the DEX to 13, which would give you bonus for both Sp and Acc => Sp 7 Acc 0. This would be a great start for Accuracy especially, as it is increased with Gunfight Experience.

This would leave you with just 53 BPs to spend, but the two quirks give you some more AND you have very high learning modifiers from CHA and INT and from the social class. The system considers that since you are an Orphan and Lower Class, you are streetwise and learn more skills than someone who was born with a silver spoon in their mouth. So you would have 171 BPs to spend on SKILLS. That´s a lot. You can also leave some points aside for talents (maybe 70BP to spend on talents). Here is a list of skills with the BP cost (for 1st purchase-2nd purchase, and so on):

IMPORTANT SKILLS

Current Affairs: 4-6        (so 2 purchase would cost you 4+6=10)
Deception: *-5-5             (when there is a “*” is because you get the 1st for free when you purchase the 2nd, in this case 5 BP gives you 2 purchases, and 15 BP would give you 3)
Diplomacy: *-5-5
Gambling: 3-10-17
Gaming: *-2-2
Glean Information: *-1-1-3
Hiding: 2-5-8
Interrogation: 7-12-17
Intimidation: *-*-6-2-4
Listening: 7-12-17
Nursing: 5-8-11
Riding: 5-8-11
Salesmanship :2-9-16

CHARISMA AND SOCIAL (I´ve put these aside because for very few BP you can really excel)
Distraction: *-*-*-4 (Very High Charisma)
Fast Talking: *-*-*-4 (CHA)
Graceful Entrance/Exit: *-*-*-4
Mimic Dialect: *-*-*-4
Oration: *-*-5-1
Seduction: *-*-*-4
Slick Talker: *-5-5
Social Etiquette: 1-3-5 EDITED: *-6

NICE TO HAVE (MAYBE)
Appraisal (Jewelry, Minerals, Antiques): 2-3-4
Artistic Ability: Acting, playing instrument, etc: 3-4
Cartography: *-2-2
Demolition: 5-11
Disguise *-5-5
Gunsmithing: 7-15 (also to repair a broken gun)
History: *-2-2
Extra languages: 4-9-14
Medicine: 9-19-29
Sleight of Hand: 2-4-6

Any questions regarding skills, let me know. Sometimes it´s best to concentrate on a few skills with more purchases than to have 1 purchase in every skill

TALENTS (I´ve made a pre-selection of 5 that could fit):

Astute Observation (50BP): quick to spot details such as ink stains on the fingers of a journalist, or a strange smell. Could be useful to spot possible outlaws.
Blind Shooting (45BP): good night vision
Crack Shot (50 BP): +1 Accuracy
Perceive Tendency (20BP): bonus for Initiative in Duels (to foresee what the other guy is about to do)
Veteran gunfighter (20BP): 1 extra gunfight experience (to be included in the background story).

So to sum it up: confirm Ability modification, pick one or two Talents, and the Skills

Notas de juego

4/6/15 fixed mistake in cost for Social Etiquette

Cargando editor
01/06/2015, 21:36
Director

OK to the story to end Act I, I´ve added the extra gunfight experience. With 4 gunfights under your belt, you now have 4 Speed modifier and +2 Accuracy (without considering the signature weapon!). Choctaw is becoming a deadly badass :) Well, that´s was the idea when we started.

Regarding fame, he is now "a minor celebrity". I quote:

Even the wranglers in the next territory know about you. When a character's Fame reaches 50 for the first time, his name begins appearing in popular songs and stories as a minor or local hero (or villain of mention). In addition, there is a 10% chance per week that a notorious foe starts boasting of his ability to whip the character in a gunfight, an election, or any other profession-related activity).

There is still a long way to go to reach 50, but it´s interesting how the fame can also be a burden.

Notas de juego

Sheet updated. Soon I will post a new scene, just waiting for a few players.

Cargando editor
01/06/2015, 23:37
Choctaw Lee*
Sólo para el director

So, I will have more gunfights if I become famous. But if I become famous I can increase my gunfights experience?

Cargando editor
02/06/2015, 14:20
Director

After each scene, I hand out the BP, Reputation and Fame. I just wanted to explain that Choctaw´s Fame is quite high already, but you cannot use the Fame for anything. It´s simply a measure of how well-known he is. If a character´s Fame reaches 50, I roll dice before the scene and it´s possibly someone comes to challenge you. This would be played out.

I don´t think anyone will get to Fame 50 in this game though. But in a longer campaign it could be possible.

Gunfight experience is normally obtained only by real gunfights in scenes, but I added the house rule where you could purchase gunfight experience using BPs as an exception.
 

Cargando editor
03/06/2015, 01:48
Choctaw Lee*
Sólo para el director

Ok, but I just say that this it's a loop.

more fame --> more gunfights -> more fame->.....

It's funny. I'm not worry about this, I just wanna play my character... I don't have a agenda for Choctaw. He is a little crazy as I am