The Lonely Crow: Adventure Pitch and OOC Discussion

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MJH
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The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

Hey all,

Here is the pitch for the adventure:
Grab a spot by the chuck wagon, Marshal, and get ready to start your posse heading ’em up and moving ’em out! Your cowpokes are about to take part in one of the longest, danger fraught cattle drives in the Weird West, one that spans two countries, a war-torn no man’s land, and the Sioux Nations. Along the way, they’ll cross paths with virtually every major railroad, bloodthirsty border raiders, Indian war parties, and of course, nightmares of the sort found only in
a land ravaged by the horrors of the Reckoning.
Feel free to start the discussion here. Over the next few days I'll be posting an EP Menu and some House Rules.

Join the conversation on Hangouts: https://hangouts.google.com/group/MJfjbaVafSMRYMKf1
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MJH
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

Jethro looks to be off to a good start. I am getting an error with the Obsidian Portal link, though. Thanks for example character sheet, I will definitely put that to use.

If you want to go with Jethro, let me know and we can draw the card for the bad luck. I will do what I can this week to get things in order, but I am out of town next week so there won't be a whole lot of progress then.
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Daniel
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Daniel »


Possible Character Sheet for Deadlands

Code: Select all

[hr][/hr]
[b]Name[/b]: 
[b]Archetypes[/b]: 
[b]Experience[/b]:
[b]Rank[/b]: 

[b]Cha[/b]: -; [b]Pace[/b]: -; [b]Parry[/b]: -; [b]Toughness[/b]: -; [b]Grit[/b]: 

[b]Agility[/b]: d4; [b]Smarts[/b]: d4; [b]Vigor[/b]: d4; [b]Strength[/b]: d4; [b]Spirit[/b]: d4

[b]Worst Nightmare[/b]: 

[b]Skills[/b]: 
[list]•
•
• [/list]

[b]Edges[/b]: 
[list]•
•
• [/list]

[b]Hindrances[/b]:
[list]•
•
•[/list]

[b]Weapons / Gear / Dinero / Powers[/b]:
[list]•
•
•[/list]

[b]Background[/b]
[list]Insert here[/list]

[b]Advances[/b][list]
• Rolls: 
• Human: 
• Hindrance 1: 
• Hindrance 2:
• +5 PbP: 
• Novice 1: 
• Novice 2: 
• Novice 3: 
• Seasoned 1:
• Seasoned 2:
• Seasoned 3: 
• Seasoned 4 Advance:
• Veteran 1 Advance: 
• Veteran 2 Advance: 
• Veteran 3 Advance: 
• Seasoned 4 Advance:
• Veteran 1 Advance: 
• Veteran 2 Advance: 
• Veteran 3 Advance: 
• Veteran 4 Advance:
• Heroic 1 Advance:
• Heroic 2 Advance:
• Heroic 3 Advance:
• Heroic 4 Advance:
• Legendary 1 Advance:
• Legendary 2 Advance:
• Legendary 3 Advance:
• Legendary 4 Advance:[/list]
Archetypes Examples
Archetypes

Each Archetype is broken down by the basic name of the Archetype followed by a brief description of what the archetype does. Lastly, is a list of recommended Attributes, Skills (collectively known as Traits), and Edges that are recommended for the archetype. Please note, some the recommended items are requirements for certain signature edges for certain archetypes (such as Agent).

Agent
They are employees of the secretive United States organization called the Agency. Formed after the Union decided that the Pinkerton Detective Agency was not enough to handle national security. These men and women in black dusters serve as investigators, police, and spies.
Recommended: Smarts, Spirit, Fighting, Guts, Knowledge: Law, Knowledge: Occult, Notice, Investigation, Shooting, Stealth, Agent, Brave, Investigator, Rock and Roll, Thief, True Grit

Airman
They are pioneers of the sky. They seek to push the limits of science and daring with their amazing flying machines such as auto-gyros and ornithopters. Due to the complicated nature of these infernal devices, most Airman are Mad Scientist themselves or at least well versed in new science to make the in flight adjustments to their flying vehicles. If the Airman Archetype interests you, and you plan on taking the Arcane Background: Mad Science you might want to take a look at the Mad Scientist Gizmos.
Recommended: Agility, Guts, Piloting, Repair, Ace, Arcane Background: Mad Science, Mr. Fix-It

Alchemist
They are mad scientists and masters in the field of chemistry. They specialize in the brewing of potions, elixirs, and tonics. Everything from healing potions to explosive Greek Fire-like Molotov cocktails. They often have patches of hair missing due to the explosive nature of their experiments making these concoctions. However, they practices usually allow safer and more predictable consumption of their brews. If the Alchemist Archetype interests you, and you plan on taking the Arcane Background: Mad Science you might want to take a look at the Mad Scientist Gizmos.
Recommended: Smarts, Guts, Knowledge: Chemistry, Throwing, Mad Science, Alchemy, Arcane Background: Mad Science

Animal Wrangler
They are outdoorsmen and trainers of animals such as dogs, horses, and falcons. With their animal companions they are often more comfortable out on the range than in the fanciest of city hotels. Many are defenders of wildlife and nature, others seek to subjugate lesser beasts for their own nefarious purposes.
Recommended: Spirit, Persuasion, Guts, Survival, Tracking, Beast Bond, Beast Master, Woodsman

Apache Scout
They are often sent ahead of their tribe to ensure the safety of their people. They are used to working alone and are often expert hunters and trackers. While not all scouts are followers of the Old Ways, many are because, after all, bows and arrows are quiet.
Recommended: Agility, Smarts, Fighting, Guts, Notice, Survival, Tracking, Scout, Woodsman

Blessed
They are nuns, priests, or average folks who have been blessed by The Powers That Be for some reason or another. When the blessed are behaving themselves, they can invoke miracles that help them fight the supernatural evils found in the Weird West and advance the greater good in the name of their beliefs.
Recommended: Spirit, Faith, Guts, Persuasion, Arcane Background: Miracles, Conviction

Big Game Hunter
They have been lured to the Weird West by the stories of creatures of such great size and ferocity they pale anything found in Africa. Usually from wealthy families back east or even Europe, they are equipped with only the best of equipment, and they are used to finest of living conditions. Even with without these fancy amenities, they are expert trackers and marksmen.
Recommended: Notice, Guts, Shooting, Survival, Tracking, Marksman, Rich, Woodsman

Bounty Hunter
They chase down outlaws and turn then in for the monetary reward. They have to be careful though as the hunter sometimes becomes the hunted if the prey gets wind someone’s on their trail. Unlike the typical gunslingers, they have to be trained to find their quarry and most don’t bother with calling them out, choosing to quietly knock them out and tie them up.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Shooting, Stealth, Tracking, Streetwise

Buffalo Hunter
They saw a strange development in their trade in the last few years. The Sioux Nations herded most of the larger buffalo into their borders. This means buffalo meat and hides—once fairly common are now bringing in good prices at the few surviving and very secret skinning camps. The Sioux have warned off buffalo hunters on several occasions, but now they shoot on sight. Buffalo hunters need to be sneaky sorts with few scruples and strong hands for firing their Sharp’s Big Fifty rifles.
Recommended: Agility, Strength, Guts, Shooting, Stealth, Survival, Tracking, Woodsman

Cattle King
They spend most of their time on their ranches raising hundreds of heads of cattle. Once a year, they have to drive the herd to a market of some sort, usually a railhead or stockyard. Cattle Kings often are well connected to both high society and the underworld (through their ranch hands). Most are fairly wealthy, unless their herd has been rustled.
Recommended: Spirit, Guts, Persuasion, Charismatic, Contacts, Noble, Rich

Cavalryman
They act as scouts, Indian fighters, and occasionally as raiders and both the USA and CSA employ such soldiers. The are often looked to as saviors of beleaguered troops hoping for fast reinforcements charging over the horizon.
Recommended: Strength, Vigor, Fighting, Guts, Knowledge: Battle, Riding, Shooting, Soldier

Cowpoke
These are the real west’s cowboys. They ain’t ones typically for heroics or much concerned about good and evil. They just want their pay for an honest hard working job. Most cowpokes ain’t rich or well educated so Illiterate and Poverty make good hindrances.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Persuasion, Riding, Shooting, Survival

Cajun Tracker
They are the best trackers in world for swamps and bogs. Able to transverse the harsh conditions with almost ease. They know the backwoods and other places most men wander never seen from again because they respect and understand the swamp and all of her dangers.
Recommended: Vigor, Fighting, Guts, Healing, Survival, Swimming, Tracking, Scout, Woodsman

Dandy
They are often wealthy tin horns from back east or even Europe who fancy seeing in person the things they read about in dime novels and newspapers. While most are well educated, they often don’t have the necessary skills to make it out on the frontier comfortably.
Recommended: Smarts, Guts, Investigation, Persuasion, Knowledge: (Any), Taunt, Rich, Very Rich

Deserter
They have left their posts for various reasons. Some leave out of cowardice, some because their officers were insane, and other because they have seen their fair share of death and misery and just can’t be a party to it any more. Either way, deserters are branded as cowards and traitors by the military branch they’ve left behind. In both Union and Confederate armies, deserters are usually executed when found.
Recommended: Strength, Vigor, Fighting, Guts, Shooting, Stealth, Survival

Ex-cultist
They were once part of an occultist group that practiced dark magics or worship elder dark gods. Maybe they decided fooling around with such evil wasn’t a smart thing to do. Maybe they learned something about the nature of these arcane happenings and decided to fight back for the good of humanity. If the Ex-Cultist Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Vigor, Guts, Knowledge: Occult, Arcane Background: Huckster

Explorer
They know there is no longer a true frontier, but many areas have yet to be fully explored. (Maybe there’s a reason for that.) Unlike typical mountain men, they are civilized, even scientific men searching knowledge, discovery, and maybe even some fame.
Recommended: Smarts, Strength, Vigor, Climbing, Fighting, Guts, Notice, Survival, Swimming, Tracking, Wilderness Man

Gambler
They make of living on games of chance and live their life on the edge of probability and luck. Some gamblers are completely honest in this profession while a handful cheat to win their livelihood.
Recommended: Agility, Smarts, Gambling, Guts, Lockpicking, Notice, Persuasion, Taunt, Card Sharp

Gaucho
From south of the border, Gauchos are adventurer/crusaders who have encountered the things ‘that go bump in the night’ and are brave or dumb enough to think they can stop these monsters and evil. Gauchos are great trackers and have a dramatic flair when it comes to horse riding as well as combat. Many Gauchos take odd weapons such as bolos, or even a rapier.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Notice, Riding, Trowing

Greenhorn
They come West to see if all the wild stories they’ve heard back East are true. As one of these pampered “dudes,” your character wouldn’t dream of touring the West in anything less than the comfort of 1st class. He has to figure out he’s going to make his way through any trouble. Most do it by fast-talking the “yokels.”
Recommended: Spirit, Guts, Stealth, Persuasion, Charismatic

Gunslinger
They are feared killers and revered desperadoes. Some are tinhorn dandies with fancy New York target pistols while others are Texas outlaws looking to escape some past misdeed. A few are noble souls struggling to protect the weak; others work for crooked rail barons, terrorizing towns and ranches that won’t sell them the right-of-way.
Recommended: Agility, Spirit, Guts, Intimidation, Shooting, Duelist, Hip Shooting, Level Headed, Quick, Quick Draw, Speed Loading

Kid
Sometimes they are the only survivor of a tragedy, other times they run away from their family out west with promises made to them in dime novels. Either way, they often get involved with horrors that put liquid fear in anyone’s boots.
Recommended: Agility, Climbing, Guts, Notice, Stealth, Swimming, Common Bond, Luck, Great Luck

Hermit
Some folk just don’t want to be around others no more and seek their own piece of land out away from everyone else out west. Spend enough time out in the Weird West though and they soon discover things just ain’t right with the world.
Recommended: Vigor, Climbing, Guts, Notice, Stealth, Survival, Swimming, Alertness, Woodsman

Historian of the Arcane
They study the dark arts of sorcery and the occult from an academic prospective. Few actually learn the secrets of true mysticism content to observe the arcane at a safe distance. They seek to understand the supernatural and categorize and catalog it. If the Historian of the Arcane Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Investigation, Knowledge: History/Academics, Knowledge: Occult, Arcane Background: Huckster, Scholar

Huckster
They are mysterious souls who have learned the secrets of Hoyle’s Book of Games. Some say that within this cryptic text are hidden messages detailing cryptic incantations and rituals of the black arts. Others say they are fakes and frauds, but a huckster’s hexes can be just as deadly as a gunslinger’s bullet—or worse. If the Huckster Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Spirit, Gambling, Guts, Hexslinging, Arcane Background: Huckster, Card Sharp

Indian Brave
The have won new respect in the West. The long Civil War between the States means neither the USA nor the CSA has been able to gather the manpower to subjugate the new Sioux Nation or the Coyote Confederation. Most Braves are fiercely loyal to their tribes and spend their time providing for them or patrolling borders. Even, so a few braves now wander outside their homeland to learn the ways of the white man.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Riding, Stealth, Survival, Tracking, Woodsman

Mad Scientist
They are men and women of science that have gain insight beyond their peers in what they call, “New Science” while most call in mad science due the number of mentally unstable “new” scientist their are. They have the ability to invent gizmos well beyond most folks grasp of technology. Because of their poor reliability, most folks call these gizmos infernal devices. If the Mad Scientist Archetype interests you, and you plan on taking the Arcane Background: Mad Science you might want to take a look at the Mad Scientist Gizmos.
Recommended: Smarts, Guts, Investigation, Knowledge: Any Science, Shooting, Mad Science, Repair, Arcane Background: Mad Scientist, Gadgeteer

Maze Runner
They are miners, couriers, or other kind of sailors out in the Great Maze. With the small, maneuverable maze runner boats they make a decent living in the Mazes water channels among the mesas and buttes avoiding water hazards, pirates, and aquatic monsters.
Recommended: Agility, Vigor, Boating, Guts, Knowledge: The Great Maze, Repair, Shooting, Ace

Marshal
They chase hardened criminals all over the West. Though they have the authority to assemble posses on occasion, they usually have to work alone. Some law dogs are paragons of honor and duty while a few are little better than the outlaws they jail, but most lay somewhere between.
Recommended: Spirit, Fighting, Guts, Intimidation, Notice, Persuasion, Shooting, Streetwise, Contacts,

Martial Artist
They are men and women who through training have forged and honed their own bodies to become deadly weapons. They are capable of incredible feats most can’t imagine possible.
Recommended: Agility, Strength, Climbing, Fighting, Arcane Background: Martial Artist, Martial Arts

Mechanic
They aren’t quite mad scientists most of the time, but few scientists would see their engineering marvels off paper without them. These folk never seemed to be phased by the progression of man and often find themselves in grease covered overalls.
Recommended: Smarts, Guts, Mad Science, Notice, Repair, McGvyer, Mr. Fix-it

Military Officer
They serve of served one the major armed forces of the world. Both the Union and the Confederates maintain a number of forts out west that required military teams to travel around. Those knowledgeable in the art of war are in high demand as well from rail wars to defense of small towns from Indian raids or worst.
Recommended: Spirit, Strength, Vigor, Fighting, Guts, Intimidation, Notice, Persuasion, Riding, Shooting, Command, Soldier

Monster Hunter
They are men and women who know of the strange creatures found in the Weird West and seek them out to destroy them. While some monster hunters are Blessed, many are normal folks determined to fight these supernatural beasts.
Recommended: Spirit, Strength, Vigor, Faith, Fighting, Guts, Investigation, Knowledge: Occult, Notice, Stealth, Arcane Background: Blessed, True Grit

Mountie
They are lawmen of the north. The Canadian Royal Mounted Police better known as the Mounties have the unofficial creed: We always get our man, and they take it seriously too. It is not unheard of for a furtive to be tracked over 2,000 miles by a relentless Mountie.
Recommended: Vigor, Climbing, Guts, Notice, Persuasion, Riding, Shooting, Survival, Tracking,

Mountain Man
They live mostly out in the wilderness making a living as guides, hunters, and trappers. Many live with the only interaction with society is at the small trading posts that dot the frontier.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Shooting, Survival, Tracking, Woodsman

Muckraker
They are journalists who believe in reporting the truth above all else—no matter who it offends. Yellow journalism is their stock and trade. These fellows are usually curious beyond belief, and it amazes them common folk can’t see what’s going on right before their very eyes. One of the few papers even willing to publish their wild stories is the notorious Tombstone Epitaph. The “truth” often needs some embellishment to appeal to the skeptical masses.
Recommended: Smarts, Spirit, Guts, Intimidation, Investigation, Notice, Streetwise, Taunt Charismatic, Connections, Tale Tellin’,

Metal Mage
They are hucksters are mad scientists that believe they have learned the truth behind the gizmos and infernal devices of mad science. They have both the ability to cast hexes as a huckster and create gizmos as a mad scientist but excel in neither. If the Metal Mage Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Spirit, Guts, Hexslinging, Knowledge: Any Science, Mad Science, Repair, Arcane Background: Huckster, Metal Mage

Ninja
They are mysterious spies and assassins from Japan. Most come to the Weird West to fore fill a specific mission, while others dishonored themselves in their clan’s eyes and are seeking a new life in America.
Recommended: Agility, Climbing, Fighting, Guts, Notice, Lockpicking, Stealth, Arcane Background: Martial Artist, Martial Artist, Thief

Nun
They are women who serve the Lord and seek to help others. Some nuns have the ability to petition for miracles to aid in their struggle as Blessed. Others take to relying on their scatter gun and peacemaker as much as their cross and bible.
Recommended: Vigor, Guts, Faith, Intimidation, Notice, Shooting, Arcane Background: Blessed, Command

Pinkerton
They are men and women that were contracted by the United State government to investigate the strange stories out West before the Agency was created. Now, most of them work as more mundane detectives and investigators from private clients.
Recommended: Smarts, Guts, Investigation, Knowledge: Law, Notice, Streetwise, Alertness, Investigator

Pony Express Courier
While telegrams and the railroad (not to mention new science conveyances) has all but eliminated the need for couriers to travel via horse back to get folk their mail. However, there a few routes too dangerous and too disputed for them. It is here the fleet footed pony express riders ply their trade.
Recommended: Agility, Climbing, Guts, Notice, Riding, Survival, Tracking, Fleet-Footed

Prostitute
They are the soiled doves of the west who make a living ob their backs. Some sought out this work purposely to avoid the back breaking labor of logging, ranching, or mining, but most fell into the lifestyle and have had trouble getting out.
Recommended: Agility, Spirit, Vigor, Fighting, Guts, Notice, Persuasion, Attractive

Pugilist
They are men and women who have extensively studied, “the sweet science” of fisticuffs. Some are bar brawlers, other boxers, some live the high life in the City o’ Gloom aka Salt Lake City in the blood sports.
Recommended: Strength, Vigor, Fighting, Guts, Brawny, Bruiser, Martial Arts

Railroad Tycoon
They might not be able to compete in the Great Rails War, but they still are an economical powerhouse in their piece of the Weird West. These men and women own a minor railroad, maybe a couple hundred miles of track and a few trains.
Recommended: Smarts, Spirit, Guts, Intimidation, Notice, Persuasion, Charismatic, Connections, Noble: Railroad Tycoon, Fifthly Rich

Rattler Hunter
They are the salt flats versions of whalers, except their prey hunts back with a vengeance. They usually hunt a large lands ships armed with steam powered harpoons and thick nets to capture and kill the giant worms.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Shooting, Throwing, Giant Killer

Riverboat man
They have work up and down the river usually from a young age. Most known every mile of the moving water and the dangers of it. Many times these men and women are ill at ease on dry land.
Recommended: Strength, Vigor, Boating, Fighting, Guts, Knowledge: (Blank) River, Notice, Ace, Steady Hands

Saloon Gal
They are the soiled doves of the west and often know every bit of gossip and rumor in a town. Some gals are driven to this life from tragedy such losing their whole family to disease while some just enjoy the thrill and easy money.
Recommended: Smarts, Spirit, Guts, Notice, Persuasion, Streetwise, Taunt, Attractive, Charismatic, Strong Willed

Samurai Ronin
They come from the mysterious and largely closed off lands of Japan to the Weird West. Many Ronin simply could find work in their native Nipppon while others might have been forced to flee their homeland to this place of western barbarians and savages. Samurai are often expert swordsmen who can still find work in the Weird West selling blade.
Recommended: Agility, Spirit, Strength, Fighting, Guts, Intimidation, Martial Arts, Quick Draw, Trademark Weapon

Sawbones
They are the doctors of the Weird West. These men and woman don’t have the miraculous power to lay on hands but are still sought out for their healing abilities. A posse could do well to have a medic among them.
Recommended: Smarts, Spirit, Guts, Healing, Knowledge: Medicine, Persuasion, Healer

Scrapper
They are anyone who has steam powered artificial limb or other body part. Most traveled to Salt Lake City looking for any sort of replacement for the missing parts while a crazy few were willing to trade perfectly good hands and feet for metal ones. Most become a new kind of gladiator in city’s blood sports areas.
Recommended: Strength, Spirit, Vigor, Fighting, Guts, Intimidation, Berserk, Scrapper


Soldier
They serve or served in either the Confederate or Union armies. Most are brave men and women willing to lay down their lives for their county while a few seek to escape war with their lives.
Recommended: Strength, Vigor, Fighting, Guts, Intimidation, Knowledge: Battle, Riding, Shooting, Command, Soldier

Private Detective
They are people who sell their services to others to solve mysteries. A few are former Pinkertons who decided not to join the Agency, while others might not have the sand for true bounty hunting.
Recommended: Smarts, Vigor, Guts, Investigation, Lockpicking, Notice, Persuasion, Streetwise, Stealth, Awareness, Investigator

Tempest
They
Recommended:

Texas Ranger
They are the Confederates investigation, police, and spy force similar to the Union’s Agency. While not nearly as secretive about their identities, Rangers are expected to operate far more independently from other rangers as their old creed, “One riot, one Ranger.”
Recommended: Vigor, Fighting, Guts, Intimidation, Knowledge: Occult, Notice, Persuasion, Riding, Streetwise, Shooting, Survival, Tracking, Brave, Texas Ranger, True Grit, Woodsman

University Professor
They are men and women from the world of academia who journey west to study and perhaps bring education to these lawless territories. Some might seek to disprove the wild tales they here while others throw out of the Ivy league establishment seek to reclaim their position with world changing discovery.
Recommended: Smarts, Guts, Investigation, Knowledge: Academia, Knowledge: History, Knowledge: Occult,2011 Knowledge: Science, Language: Latin, Linguist, Scholar

Velocycle Rider
They are a new sort of bandit or cowboy on the dusty roads on a steel horse they ride. They may be wanted, dead or alive. They use new fangled gizmos called motorcycles or “velocycles” as they are more commonly referred to. Note: for this game motorcycles use the Riding skill.
Recommended: Agility, Driving, Guts, Riding, Repair, Ace, Steady Hands

Voodooist
They know the ways and the secrets of voodoo. Maybe she’s a conjure doctor or a mambo. Whatever their background, they allow the spirits to ride their body giving them powerful magics in exchange. Note: this archetype has more in common with the Hollywood revision of a voodooist that the actual religion.
Recommended: Spirit, Faith, Guts, Knowledge: Occult, Arcane Background: Blessed, Voodoo

Witch Hunter
They are wise to people and creatures that masquerade as regular folk but posses strange arcane and often evil powers. These people seek out abominations and destroy them before these witches can cause more mischief.
Recommended: Spirit, Strength,Vigor, Fighting, Faith, Guts, Notice, Knowledge: Occult, Arcane Background: Blessed, Arcane Resistance, Brave, Danger Sense, True Grit,
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
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• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
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• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
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Corrigon
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Corrigon »

Sadly not got the EP to play another game but what year are you setting it in?
GM bennies 6/8
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MJH
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

We will go with 1880, the new Smith and Robards catalog just came out!
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Joe Marshal
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Joe Marshal »

Yay! I can post here now. So are any of the books off limits?
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

Not really, just let me know what you are pulling from. I have most of the Reloaded stuff.
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Jackson
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Jackson »

Jackson's character sheet is up in Recruitment for review here.

As is pretty much always my practice, I am open to suggestions on the build from anyone in the party. I've played a little Deadlands in the past (just a handful of IRL sessions), but never a Weird Scientist in any setting, so please feel free to let me know what you think (and if you think the character could be improved).
Character Summary
Jackson Hartway, III a New Scientist
Charisma: 0
Parry: 4
Pace: 4, d4 to run
Toughness: 5
Notable Edges: Gadgeteer
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Shooting d6, Riding d4, Notice d6, Weird Science d8, Repair d8, Knowledge (Engineering) d6, Knowledge (Science) d6, Guts d4
Equipment of Note: bolt gizmo, tool kit
Wounds: 1/4 | Fatigue: 0/3
Fate Chips: 3/3 (1 red, 2 white)
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Silas Black
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Silas Black »

And Silas Black now can post... Yeah buddy!

Silas' Sheet
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MJH
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

All of the characters I am seeing in the Recruitment forum look good. The only thing I am seeing right now is Silas' first Novice advance from the free 5 xp for starting characters.
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Jude Maverick
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Jude Maverick »

I have 4 characters up in Supporting Cast. I think I am leaning more towards Hope (the former prostitute/blessed), as that seems to fill a party niche, but I also have a knife fighter/scout, a martial artist, and a shaman, if those work better.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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MJH
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

I posted our rules for Dueling and Fate Chips. Going to be working on a custom EP menu next. Either here or in the hangout, let me know what you all would like to see.
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MJH
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by MJH »

I am looking at pulling characters over to this forum but wanted to make sure I have everything straight:

Jackson Hartway, III: Ready to be pulled
Bishop: Ready to be pulled
Silas Black: Still working
Jude Maverick: Several characters working. Let me know if you are leaning towards any one in particular
Lars: ???
Joe Marshal: ???

No rush on anybody. I'm sticking by the new quarter start date, but I may be able to recruit a new player or two so I want to make sure I have the count right.
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Silas Black
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Silas Black »

Muskrat Jack wrote:I am looking at pulling characters over to this forum but wanted to make sure I have everything straight:

Jackson Hartway, III: Ready to be pulled
Bishop: Ready to be pulled
Silas Black: Still working
Jude Maverick: Several characters working. Let me know if you are leaning towards any one in particular
Lars: ???
Joe Marshal: ???

No rush on anybody. I'm sticking by the new quarter start date, but I may be able to recruit a new player or two so I want to make sure I have the count right.
Silas Black is Joe Marshal's character. I'll have him squared away tomorrow.
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Jude Maverick
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Jude Maverick »

All my characters are ready. I am planning on playing the Blessed, Hope O'Malley. I will keep the others in reserve in case a new player joins that really has their heart set on a blessed. Or in case of death. Because, you know... Never hurts to have a backup or three. I haven't created an account for Hope yet, as I don't have the EP to pay until January when we start.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Jude Maverick »

Hope needs posting permissions in these forums, and her bio entries need to be changed from Jude to Hope's account.

Thanks.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Bishop »

Bishop can post!
Character Summary
Bishop a Hexslinger
Charisma: 2
Parry: 5
Pace: 6, d6 to run
Toughness: 5
Grit: 1
Notable Edges: Whateley blood
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d8, Hexslinging d8, Notice d6, Streetwise d4, Survival d4, Riding d4, Fighting d6, Stealth d4, Guts d4
Equipment of Note: Hexslinger bow
Wounds: 0/4 | Fatigue: 0/3
Action Cards:
Fate Chips: 2/2
Character Sheet
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Bad Luck Benny
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Bad Luck Benny »

I can post and I was able to fix the Parry in my character sheet! :D
Bad Luck Benny
Character Summary
Human Unlucky Cowboy
Active Effects:
Parry: 5; Toughness: 7
Weapon in hand: Evans Old Model Sporter or Bowie Knife
Edges: Cat Eyes, Harrowed, Stitchin'
Hindrances: Bollixed, Grim Servant o’ Death, Short Temper, Trouble Magnet
Powers:
Charisma: 0
Bennies: 3
Adventure Card:

Wounds:

Currently playing in: Deadlands
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Hope Monaghan
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Hope Monaghan »

I can post!

Damn apostrophes screw everything up.

Now to change her name everywhere.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Jack
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Re: The Lonely Crow: Adventure Pitch and OOC Discussion

Post by Jack »

Good luck to you all. I am sorry but, I will be leaving the game and Savagerifts.com all together, was fun.
Signature
Parry: 4
Toughness: 7
Charisma: +2
Pace: 6
Bennies: 2 White, 1 Blue
Adventure Card: Spill the Beans The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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