Liquid Gold, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: A family of mountain moonshiners might have discovered the most wonderful cocktail of booze in the world. Now they'll have to defend it from the proprietors of an outlaw saloon.
Get Set: The Atkinson family has been living in the Ozarks for a generation and moonshining much longer than that. Their batches have never been as consistent as they'd like, but they've always made a consistent living from their home-brewed booze. But something about their new residence, whether it's the flowering trees or the burbling spring where they collect their water, has made the newest batch of 'shine something close to divine ambrosia. Clancy Atkinson, the family patriarch, originally started selling it to local cowpokes, who grew so enamored of it that they refused to go to local saloons. As a result, every place that sells booze in Pine Gulch is buying the 'Sunshine,' as it has come to be known. Billy and Lucky Atkinson, the younger sons of the clan, are the primary couriers of the shine, bringing a load of the stuff into Pine Gulch twice per week.
Go!: Unfortunately, not everyone thinks that the Atkinsons should be profiting from their good fortune. Betty Barton, the proprietor of the Cowpuncher Saloon, has gotten a group of her customers together, mostly outlaws and other unsavory types, to stage a coup of the Atkinson family estate. They plan to take the Atkinson family hostage and force them to produce the Sunshine for their own lucrative gain, exporting it outside of the Ozarks to points West and East.
Showing posts with label bullets and tequila. Show all posts
Showing posts with label bullets and tequila. Show all posts
Tuesday, September 27, 2011
Monday, September 26, 2011
Strange Western Tales #6 - The Red Spectre
The Red Spectre, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: A masked vigilante has been responsible for the deaths of many ex-Confederate 'traitors to the cause.' Now, he's after one of your party.
Get Set: Spotted in towns all across the Kansas and Oklahoma territory, the Red Spectre still wears the gray long coat of a Confederate officer and a Jack Flag-style mask of the Stars and Bars. He kills his victims with point-blank shotgun blasts and marks where their bodies falls with the word 'Traitor' written in red. So far, 9 men and women have fallen to his trail of vengeance. The Pinkerton Detective Agency has an operative following the case (an excellent source for clues and a convenient dude to die before your PC)
Go!: The Red Spectre has a crew of Klan-style raiders devoted to his cause that he can call to action if his first assassination attempt fails. They don't try and be subtle: expect fire and brimstone on horseback
Notable NPCs
The Red Spectre
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Fighting d8, Intimidation d10, Investigation d8, Knowledge (Battle) d6, Notice d8, Riding d8, Shooting d10, Stealth d10, Streetwise d6, Taunt, d6, Tracking d8
Charisma: +0 (-4) Pace: 6 Parry: 7 Toughness: 6 (8)
Hindrances: Arrogant, Bloodthirsty, Vengeful, Wanted
Edges: Block, Command, Inspire, Marksman, Quick Draw, Steady Hands, Strong Willed, Trademark Weapon (Trusty Pigknuckle)
Gear: Trusty Pigknuckle (12/24/48, RoF 1-2, 1-3d6, +2 to Shooting), LeMat Pistol (12/24/48, RoF 1, 2d6, AP 1, underslung shotgun barrel), Chainmail Vest (+2 to Armor), quality horse
Get Ready: A masked vigilante has been responsible for the deaths of many ex-Confederate 'traitors to the cause.' Now, he's after one of your party.
Get Set: Spotted in towns all across the Kansas and Oklahoma territory, the Red Spectre still wears the gray long coat of a Confederate officer and a Jack Flag-style mask of the Stars and Bars. He kills his victims with point-blank shotgun blasts and marks where their bodies falls with the word 'Traitor' written in red. So far, 9 men and women have fallen to his trail of vengeance. The Pinkerton Detective Agency has an operative following the case (an excellent source for clues and a convenient dude to die before your PC)
Go!: The Red Spectre has a crew of Klan-style raiders devoted to his cause that he can call to action if his first assassination attempt fails. They don't try and be subtle: expect fire and brimstone on horseback
Notable NPCs
The Red Spectre
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Fighting d8, Intimidation d10, Investigation d8, Knowledge (Battle) d6, Notice d8, Riding d8, Shooting d10, Stealth d10, Streetwise d6, Taunt, d6, Tracking d8
Charisma: +0 (-4) Pace: 6 Parry: 7 Toughness: 6 (8)
Hindrances: Arrogant, Bloodthirsty, Vengeful, Wanted
Edges: Block, Command, Inspire, Marksman, Quick Draw, Steady Hands, Strong Willed, Trademark Weapon (Trusty Pigknuckle)
Gear: Trusty Pigknuckle (12/24/48, RoF 1-2, 1-3d6, +2 to Shooting), LeMat Pistol (12/24/48, RoF 1, 2d6, AP 1, underslung shotgun barrel), Chainmail Vest (+2 to Armor), quality horse
Wednesday, September 21, 2011
Strange Western Tales #5 - High Noon Run
High Noon Run, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: A double agent informer for the Pinkertons needs your help to make it to the local Agency safehouse alive.
Get Set: Slim Garfunkle was a really crappy outlaw. But what skills he lacked at bushwhacking and safe blowing, he more than made up for with open ears and a welcoming disposition. After being caught during a robbery in Tulsa, Garfunkle was approached by the Pinkertons and recruited as an informer. The Agency engineered his escape and paid him $200 a month; in return, Garfunkle would send weekly letters to a safehouse, containing coded information on bandit movements, hideouts and planned robberies. Things were going great until two days ago, when one of the members of the Punch and Judy gang caught Garfunkle sending his letter and received a whack on the head for their trouble. Now Garfunkle's on the run and looking for someone to help him out.
Go!: The Pinkerton safehouse is in the small city of Red Fork, hidden in the back of a general store. The quickest route to get there is by train, but if it's known that Garfunkle's on the train, there will definitely be an awesome train gunfight. Ike and Wilma Teller, the husband and wife outlaws who head the Punch and Judy gang, have lost three men to the Pinkertons and they really want the responsible party dead.
Notable NPCs
Slim Garfunkle, confidential informant
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Climbing d4, Fighting d6, Gambling d4, Investigation d8, Knowledge (Bank Robbing) d4, Notice d6, Persuasion d4, Riding d6, Shooting d4, Stealth d4, Streetwise d8
Charisma: 0 Pace: 8 Parry: 5 Toughness: 5
Hindrances: Thin Skinned (suffers an additional -1 for wound penalties), Enemy (Punch and Judy gang)
Edges: Alertness, Investigator, Fleet Footed
Gear: Colt Lightning (12/24/48, RoF 1, 2d6, AP 1)
Ike Teller, cranky old outlaw
Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d8
Fighting d4, Knowledge (Explosives) d10, Lockpicking d4, Notice d6, Riding d6, Shooting d4, Streetwise d8, Survival d6, Taunt d6
Charisma: -1 Pace: 5 Parry: 4 Toughness: 6
Hindrances: Elderly, Habit (Tobacco, minor)
Edges: Command, Inspire, Level-Headed, Marksman
Gear: Shotgun (12/24/48, RoF 1-2, 1-3d6), Dynamite-firing crossbow (15/30/60, 2d6, MBT), 10 sticks of dynamite
Wilma Teller
Coming soon!
Get Ready: A double agent informer for the Pinkertons needs your help to make it to the local Agency safehouse alive.
Get Set: Slim Garfunkle was a really crappy outlaw. But what skills he lacked at bushwhacking and safe blowing, he more than made up for with open ears and a welcoming disposition. After being caught during a robbery in Tulsa, Garfunkle was approached by the Pinkertons and recruited as an informer. The Agency engineered his escape and paid him $200 a month; in return, Garfunkle would send weekly letters to a safehouse, containing coded information on bandit movements, hideouts and planned robberies. Things were going great until two days ago, when one of the members of the Punch and Judy gang caught Garfunkle sending his letter and received a whack on the head for their trouble. Now Garfunkle's on the run and looking for someone to help him out.
Go!: The Pinkerton safehouse is in the small city of Red Fork, hidden in the back of a general store. The quickest route to get there is by train, but if it's known that Garfunkle's on the train, there will definitely be an awesome train gunfight. Ike and Wilma Teller, the husband and wife outlaws who head the Punch and Judy gang, have lost three men to the Pinkertons and they really want the responsible party dead.
Notable NPCs
Slim Garfunkle, confidential informant
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Climbing d4, Fighting d6, Gambling d4, Investigation d8, Knowledge (Bank Robbing) d4, Notice d6, Persuasion d4, Riding d6, Shooting d4, Stealth d4, Streetwise d8
Charisma: 0 Pace: 8 Parry: 5 Toughness: 5
Hindrances: Thin Skinned (suffers an additional -1 for wound penalties), Enemy (Punch and Judy gang)
Edges: Alertness, Investigator, Fleet Footed
Gear: Colt Lightning (12/24/48, RoF 1, 2d6, AP 1)
Ike Teller, cranky old outlaw
Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d8
Fighting d4, Knowledge (Explosives) d10, Lockpicking d4, Notice d6, Riding d6, Shooting d4, Streetwise d8, Survival d6, Taunt d6
Charisma: -1 Pace: 5 Parry: 4 Toughness: 6
Hindrances: Elderly, Habit (Tobacco, minor)
Edges: Command, Inspire, Level-Headed, Marksman
Gear: Shotgun (12/24/48, RoF 1-2, 1-3d6), Dynamite-firing crossbow (15/30/60, 2d6, MBT), 10 sticks of dynamite
Wilma Teller
Coming soon!
Tuesday, September 20, 2011
Strange Western Tales #4 - Brotherly Love
Brotherly Love, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: A pair of mad scientist siblings and their respective goons battle for supremacy over a town with a nearby aluminum mine.
Get Set: Horace and Prescott Van Dyne both vied for their father's affection so fiercely that their rivalry only grew after an untimely lightning accident ended the half-crazed scientist's life. Now both have their eyes set on the town of Zenith, who have been waiting on the Alcoa company to assess their newly discovered veins of aluminum oxide. For each brother, the metal could prove to be the tipping point in their war against each other: Horace's boiler suits (big fireproof diving helmet suits with flamethrowers) could be made lighter and more protective, while Prescott's fleet of war balloons would be armored and could carry more powerful weaponry. The citizens of Zenith are terrified of the lunatic factions that have overtaken their town and refuse to leave the laundry and dry goods store; just about every other building is occupied by one gang or another.
Go!: Each faction has its camp set up around Zenith: Horace's men have taken over the town hall and Prescott has made an Ikea-like construction around the water tower. Each vie for the mines located outside of Zenith, but the air rifles of the ballooners or the coal-boiling behemoth motor cart of the boilers have created a stalemate. The PCs could turn the tides toward one brother or the other, or take the whole operation down, Yojimbo-style.
Notable NPCs
Boiler Suit Goons
Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Fighting d6, Intimidation d4, Notice d4, Riding d6, Shooting d6, Survival d4
Charisma: 0 Pace: 5 Parry: 5 Toughness: 6 (7/10)
Edges: None
Gear: Flamethrower (Cone template, 2d10, ignores Armor, 5 shots), Boiler Suit (+1/+4 vs Fire, reduced Speed to 5)
Note: You can target the fuel tank (-2), which causes a blowback explosion (2d10 damage to goon)
Air Crew
Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Climbing d6, Fighting d6, Notice d8, Piloting d6, Shooting d6, Taunt d4
Charisma: 0 Pace: 6 Parry: 5 Toughness: 5
Edges: Steady Hands
Gear: Air Rifle (20/40/80, RoF 1, 2d6+2, AP 2), boating knife (2d4), Navy coat, nice moustache
Get Ready: A pair of mad scientist siblings and their respective goons battle for supremacy over a town with a nearby aluminum mine.
Get Set: Horace and Prescott Van Dyne both vied for their father's affection so fiercely that their rivalry only grew after an untimely lightning accident ended the half-crazed scientist's life. Now both have their eyes set on the town of Zenith, who have been waiting on the Alcoa company to assess their newly discovered veins of aluminum oxide. For each brother, the metal could prove to be the tipping point in their war against each other: Horace's boiler suits (big fireproof diving helmet suits with flamethrowers) could be made lighter and more protective, while Prescott's fleet of war balloons would be armored and could carry more powerful weaponry. The citizens of Zenith are terrified of the lunatic factions that have overtaken their town and refuse to leave the laundry and dry goods store; just about every other building is occupied by one gang or another.
Go!: Each faction has its camp set up around Zenith: Horace's men have taken over the town hall and Prescott has made an Ikea-like construction around the water tower. Each vie for the mines located outside of Zenith, but the air rifles of the ballooners or the coal-boiling behemoth motor cart of the boilers have created a stalemate. The PCs could turn the tides toward one brother or the other, or take the whole operation down, Yojimbo-style.
Notable NPCs
Boiler Suit Goons
Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Fighting d6, Intimidation d4, Notice d4, Riding d6, Shooting d6, Survival d4
Charisma: 0 Pace: 5 Parry: 5 Toughness: 6 (7/10)
Edges: None
Gear: Flamethrower (Cone template, 2d10, ignores Armor, 5 shots), Boiler Suit (+1/+4 vs Fire, reduced Speed to 5)
Note: You can target the fuel tank (-2), which causes a blowback explosion (2d10 damage to goon)
Air Crew
Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Climbing d6, Fighting d6, Notice d8, Piloting d6, Shooting d6, Taunt d4
Charisma: 0 Pace: 6 Parry: 5 Toughness: 5
Edges: Steady Hands
Gear: Air Rifle (20/40/80, RoF 1, 2d6+2, AP 2), boating knife (2d4), Navy coat, nice moustache
Tuesday, September 13, 2011
Strange Western Tales #3 - Pedal to the Metal
Pedal to the Metal, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: Defiance, Utah is hosting the unveiling of the world's first prototype motor carriage! How long will it take until someone tries to steal it?
Get Set: Chosen as an automotive testing grounds for the nearby salt flats, Defiance is a pious town taking in a glut of Eastern journalists and engineers out of territorial pride. Cyrus Lipscombe, the inventor of the motor carriage, is a good Mormon boy who intends to manufacture his creation in Utah. This insistence on keeping the potential wealth out of the hands of industrialists and robber barons is the primary reason that two teams of spies and thieves have embedded themselves in the crowds of press and supporters descending on Defiance. Neither group is aware of the other and clashes will most likely occur.
Go!: The thieves will try and make off with the motor carriage at night, killing the guards or knocking them unconscious. If the carriage is well-protected or one group brings itself out in the open, the other will attempt to steal it during the trials on the salt flats. However, there is only so much of the experimental oil solution that powers the vehicle, so it will eventually have to be drawn by horses or pulled by a wagon.
Notable Stats
Motor Carriage: Acc/Top Speed 5/15; Toughness: 10 (2); Crew: 1+3
Mortimer Buckles, JP Morgan's man in Utah
Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d8
Driving d6, Fighting d6, Investigation d8, Knowledge (Business) d6, Notice d6, Persuasion d6, Shooting d6, Streetwise d8
Charisma: +0 Pace: 5 Parry: 5 Toughness: 7
Hindrances: Obese, Vow (Work for JP Morgan)
Edges: Combat Reflexes, Command, Inspire, Investigator, Level Headed
Weapons: Volcanic repeater (12/24/48, RoF 1, 2d6, AP 1)
Get Ready: Defiance, Utah is hosting the unveiling of the world's first prototype motor carriage! How long will it take until someone tries to steal it?
Get Set: Chosen as an automotive testing grounds for the nearby salt flats, Defiance is a pious town taking in a glut of Eastern journalists and engineers out of territorial pride. Cyrus Lipscombe, the inventor of the motor carriage, is a good Mormon boy who intends to manufacture his creation in Utah. This insistence on keeping the potential wealth out of the hands of industrialists and robber barons is the primary reason that two teams of spies and thieves have embedded themselves in the crowds of press and supporters descending on Defiance. Neither group is aware of the other and clashes will most likely occur.
Go!: The thieves will try and make off with the motor carriage at night, killing the guards or knocking them unconscious. If the carriage is well-protected or one group brings itself out in the open, the other will attempt to steal it during the trials on the salt flats. However, there is only so much of the experimental oil solution that powers the vehicle, so it will eventually have to be drawn by horses or pulled by a wagon.
Notable Stats
Motor Carriage: Acc/Top Speed 5/15; Toughness: 10 (2); Crew: 1+3
Mortimer Buckles, JP Morgan's man in Utah
Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d8
Driving d6, Fighting d6, Investigation d8, Knowledge (Business) d6, Notice d6, Persuasion d6, Shooting d6, Streetwise d8
Charisma: +0 Pace: 5 Parry: 5 Toughness: 7
Hindrances: Obese, Vow (Work for JP Morgan)
Edges: Combat Reflexes, Command, Inspire, Investigator, Level Headed
Weapons: Volcanic repeater (12/24/48, RoF 1, 2d6, AP 1)
Monday, September 12, 2011
Strange Western Tales #2 - The Best Around
The Best Around, a Strange Western Tale for the Savage Worlds system in the Bullets and Tequila setting
Get Ready: "A martial arts tournament held during the American Civil War by Emperor Norton with several shadowy tongs and cartels backing it. Draws in all sorts of fighters from around the world." (shamelessly stolen from Conrad Grey on RPGNet)
Get Set: Emperor Norton, the eccentric quasi-monarch of San Francisco, has become enamored of hand-to-hand combat after being introduced to Kung-Fu by the inhabitants of the city's Chinatown district. He has become consumed with a desire to observe and test the prowess of every type of martial art that he can observe. As word of his obsession begins to spread across San Francisco, a consortium of Chinese tongs decide to assist the Emperor in sponsoring a tournament. The Suey Sing, Bing Kong and Hop Sing tongs agree to a tenuous truce for profit's sake and work with Emperor Norton to set up the tournament, while controlling all of the gambling profits on the side.
Each tong has a champion included in the contest and impeccably monogrammed invitations from the Emperor have been sent all over the globe, to French Savate stars, English catch wrestlers, Japanese jiujutsu masters and many more (maybe even to a PC of yours!)
Go!: The Norton Invitational will definitely have underhanded dealings, personal sabotage, conspiracies and metric tons of people being kicked in the face. However, the biggest threat to the competition and the profits made is probably the Kwang Duck tong. Excluded from the tournament planning, the Kwang Duck will most likely attempt to destroy the tournament as the finals are reached. A newly acquired Gatling gun will be the star attraction.
Notable NPCs
Guo Liaushu, tong champion
Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Climbing d6, Fighting d10, Knowledge (Cooking) d6, Notice d8, Riding d4, Stealth d6, Streetwise d6, Taunt d8
Charisma: +2 Pace: 6 Parry: 8 Toughness: 6
Hindrances: Arrogant
Edges: Attractive, Block, Combat Reflexes, Dodge, Martial Artist, Quick, Superior Kung-Fu (Shaolin Temple)
Arthur Armstrong, English wrestling star
Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Fighting d10, Intimidation d8, Notice d6, Repair d6, Shooting d4, Streetwise d4, Survival d6
Charisma: -2 Pace: 5 Parry: 7 Toughness: 8
Hindrances: Ugly, Slowpoke
Edges: Brawny, Improved Nerves of Steel, Martial Artist, Superior Kung-Fu (Shuai Chao [Catch Wrestling]), Sweep
Get Ready: "A martial arts tournament held during the American Civil War by Emperor Norton with several shadowy tongs and cartels backing it. Draws in all sorts of fighters from around the world." (shamelessly stolen from Conrad Grey on RPGNet)
Get Set: Emperor Norton, the eccentric quasi-monarch of San Francisco, has become enamored of hand-to-hand combat after being introduced to Kung-Fu by the inhabitants of the city's Chinatown district. He has become consumed with a desire to observe and test the prowess of every type of martial art that he can observe. As word of his obsession begins to spread across San Francisco, a consortium of Chinese tongs decide to assist the Emperor in sponsoring a tournament. The Suey Sing, Bing Kong and Hop Sing tongs agree to a tenuous truce for profit's sake and work with Emperor Norton to set up the tournament, while controlling all of the gambling profits on the side.
Each tong has a champion included in the contest and impeccably monogrammed invitations from the Emperor have been sent all over the globe, to French Savate stars, English catch wrestlers, Japanese jiujutsu masters and many more (maybe even to a PC of yours!)
Go!: The Norton Invitational will definitely have underhanded dealings, personal sabotage, conspiracies and metric tons of people being kicked in the face. However, the biggest threat to the competition and the profits made is probably the Kwang Duck tong. Excluded from the tournament planning, the Kwang Duck will most likely attempt to destroy the tournament as the finals are reached. A newly acquired Gatling gun will be the star attraction.
Notable NPCs
Guo Liaushu, tong champion
Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Climbing d6, Fighting d10, Knowledge (Cooking) d6, Notice d8, Riding d4, Stealth d6, Streetwise d6, Taunt d8
Charisma: +2 Pace: 6 Parry: 8 Toughness: 6
Hindrances: Arrogant
Edges: Attractive, Block, Combat Reflexes, Dodge, Martial Artist, Quick, Superior Kung-Fu (Shaolin Temple)
Arthur Armstrong, English wrestling star
Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Fighting d10, Intimidation d8, Notice d6, Repair d6, Shooting d4, Streetwise d4, Survival d6
Charisma: -2 Pace: 5 Parry: 7 Toughness: 8
Hindrances: Ugly, Slowpoke
Edges: Brawny, Improved Nerves of Steel, Martial Artist, Superior Kung-Fu (Shuai Chao [Catch Wrestling]), Sweep
Friday, September 9, 2011
Strange Western Tales #1 - The House Always Wins
The House Always Wins, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: There are anachronistic old-timey billboards advertising a 'Gambler's Paradise' called Hutter's Fortune in the Nevada Territory. When the PCs arrive, they find a small town built around a massive casino called the Silverlode. Are the odds really fair?
Get Set: Hutter's Fortune mostly consists of rows of hotels and boarding houses, a general store or two, some cafes and a church, all radiating off from the Silverlode casino. The Silverlode is basically a modern casino if built in the Wild West. There are tables for every game you can think of, showgirls and saloon music, a gigantic bar offering Eastern and European delicacies like absinthe alongside the bar whiskey and tequila and much more. Table monitors dressed in the style of Pinkerton agents keep the peace and remove gamblers who accuse the house of cheating. The casino's owner, Jacob Hutter, comes out onto the casino floor every once in a while and interacts with patrons and staff before retreating once more into the lower levels of the casino.
Go!: The basement of the Silverlode is one gigantic Bond-villain-lair level con operation. Dozens of operators, statisticians and guards work at rigging the outcome of each table through the use of magnets, trick decks and any other nefarious dealings that you can think of. At the center of it all is a constantly clicking Babbage Engine-style machine, spitting out a line of tickertape calculating profits and losses.
Weird Western Twist: The central Babbage machine is actually sentient and will attempt to protect itself with claw grabbers and other industrial machinery should it be attacked.
Notable NPCs
Jacob Hutter, Casino owner
Casino guards
(*) Sentient Babbage engine
Get Ready: There are anachronistic old-timey billboards advertising a 'Gambler's Paradise' called Hutter's Fortune in the Nevada Territory. When the PCs arrive, they find a small town built around a massive casino called the Silverlode. Are the odds really fair?
Get Set: Hutter's Fortune mostly consists of rows of hotels and boarding houses, a general store or two, some cafes and a church, all radiating off from the Silverlode casino. The Silverlode is basically a modern casino if built in the Wild West. There are tables for every game you can think of, showgirls and saloon music, a gigantic bar offering Eastern and European delicacies like absinthe alongside the bar whiskey and tequila and much more. Table monitors dressed in the style of Pinkerton agents keep the peace and remove gamblers who accuse the house of cheating. The casino's owner, Jacob Hutter, comes out onto the casino floor every once in a while and interacts with patrons and staff before retreating once more into the lower levels of the casino.
Go!: The basement of the Silverlode is one gigantic Bond-villain-lair level con operation. Dozens of operators, statisticians and guards work at rigging the outcome of each table through the use of magnets, trick decks and any other nefarious dealings that you can think of. At the center of it all is a constantly clicking Babbage Engine-style machine, spitting out a line of tickertape calculating profits and losses.
Weird Western Twist: The central Babbage machine is actually sentient and will attempt to protect itself with claw grabbers and other industrial machinery should it be attacked.
Notable NPCs
Jacob Hutter, Casino owner
Casino guards
(*) Sentient Babbage engine
Thursday, September 1, 2011
A September of Short Adventures
Every once in a while, the Old School blogosphere has these collaborative events, both official and unofficial: the April A to Z project, Zak's Secret Arneson Gift Exchange and Gigacrawler and the most recent Building a Better GM, inspired by ckutalik's over at the Hill Cantons. Of the different events that I have taken part in, I've always felt that they have at least encouraged me to post more regularly, if not more competently.
This month, Matt at Asshat Paladins convened a little challenge called the September of Short Adventures, where each of the participants will create 25 compact adventure scenarios over the course of the month. If anything, something like this is just what I've been looking for to keep me hunched over my notebook on a part-time basis while I look for work.
I intend to create a series of different adventures, capers and conflicts for at least two different settings and systems during this September: Bullets and Tequila, my cinematic Wild West adventures with a slight twist towards the strange, and Heist D&D, presenting thefts, swindles and break-ins for use with Old School fantasy-type RPGs. Where stats are concerned, B&T will be dual statted in Savage Worlds and Stuart Robertson's Weird West RPG and Heist D&D will be put together in Swords and Wizardry-style Ascending and Descending AC.
This month, Matt at Asshat Paladins convened a little challenge called the September of Short Adventures, where each of the participants will create 25 compact adventure scenarios over the course of the month. If anything, something like this is just what I've been looking for to keep me hunched over my notebook on a part-time basis while I look for work.
I intend to create a series of different adventures, capers and conflicts for at least two different settings and systems during this September: Bullets and Tequila, my cinematic Wild West adventures with a slight twist towards the strange, and Heist D&D, presenting thefts, swindles and break-ins for use with Old School fantasy-type RPGs. Where stats are concerned, B&T will be dual statted in Savage Worlds and Stuart Robertson's Weird West RPG and Heist D&D will be put together in Swords and Wizardry-style Ascending and Descending AC.
Tuesday, August 30, 2011
Making the Western Weird Again
As much as I love the Deadlands setting and its alternate-history stylings, I have definitely come to terms with the fact that it's really codified a lot of what constitutes Wild or 'Weird' Western gaming nowadays. In the same way that fantasy RPGs are expected to have elves, bags of holding and giant abandoned tunnel complexes under most mountains, the 'Weird West' tends to contain a fistful of steampunk technology, some real-world figures that are actually demons or Draculas and a few Native American ancestor spirits, all topped off with zombies, zombies and more zombies. A lot of genre works or roleplaying games replicating genre works can get bogged down in this inspirational marsh: potential players want to have a certain amount of familiarity in their settings, a sort of 'buy-in' that allows them to imagine the world more clearly than a written description.
If I ever run a Western game of any stripe in the future, I want the buy-in to be the Western genre itself. There is so much unexplored gaming territory in the straight or slightly twisted Western just waiting to be mined that it's almost criminal. Action and suspense fans can have gunfights on top of moving trains or high-noon showdowns, planners have bank robberies and jailbreaks and social gamers have poker games and contests of intimidation. If I ever wanted to add Weird elements to the game, it would be more as an accent to the ongoing action rather than the be-all and end-all of the campaign. It would still be a recognizably Western game, just with a couple of interesting tweaks to vary the formula, not transforming the game into a fantasy or horror campaign with Western trappings. Of course, this is under the assumption that the only way to add Weird elements to a Western game is by including the supernatural or other types of mythical monsters. There are plenty of ways to make your Western weird without delving into the codified lists of fantasy creatures in spurs and Stetsons.
I think I'm going to take a couple of entries to talk about the different ways that a campaign can still remain a Western game at heart, even while adding strange or extraordinary elements to the mix.
If I ever run a Western game of any stripe in the future, I want the buy-in to be the Western genre itself. There is so much unexplored gaming territory in the straight or slightly twisted Western just waiting to be mined that it's almost criminal. Action and suspense fans can have gunfights on top of moving trains or high-noon showdowns, planners have bank robberies and jailbreaks and social gamers have poker games and contests of intimidation. If I ever wanted to add Weird elements to the game, it would be more as an accent to the ongoing action rather than the be-all and end-all of the campaign. It would still be a recognizably Western game, just with a couple of interesting tweaks to vary the formula, not transforming the game into a fantasy or horror campaign with Western trappings. Of course, this is under the assumption that the only way to add Weird elements to a Western game is by including the supernatural or other types of mythical monsters. There are plenty of ways to make your Western weird without delving into the codified lists of fantasy creatures in spurs and Stetsons.
I think I'm going to take a couple of entries to talk about the different ways that a campaign can still remain a Western game at heart, even while adding strange or extraordinary elements to the mix.
Sunday, May 8, 2011
A Crisis of Confidence
I think I've lost my game mastering touch. Or rather, I've been trying to run things in a way that I really can't run them.
On Thursday, my friends, girlfriend and I got together to play some pistol-packing, wild West Savage Worlds. We had a group of great characters, including a half-Mexican drifter with a buffalo rifle, a two-gun wanted outlaw and a delusional rancher out to see the world with his unlucky cowhand. Using the phenomenal Adventure Generator from The Day After Ragnarok, I whipped up a cool adventure idea involving a group of bank robbers recruiting ex-Confederate soldiers to "retake the South" while fattening their wallets. It was a good adventure seed and I was using a system that I'm intimately familiar with, one that I've said I know like the back of my hand. So what went wrong?
I have this misplaced notion that I can run a game purely on improvisation. Given that I'm a repetitious mess making unplanned speeches and a fairly crappy jam session bassist, I have no idea how I made this assumption. To be fair, some of my best gaming moments have been spur of the moment ideas, but generally there is some sort of exterior structure to them. The only preparation that I had done was writing up some stats for the New Confederacy army and brief descriptions of the town of Hogan's Bluff, Arkansas. As my friends continued to ask questions that I didn't have the answers for, I found myself feeling more nervous than excited about the continuing adventures of my friends.
Also, my 'cinematic' Savage Worlds distances rule? Totally didn't work for me. While thinking about keeping the action fluid and improvisational, I'd forgotten how much I really do enjoy my vinyl gaming mat and miniatures for RPG combat. It's something concrete that can be focused on, something visual that helps shift that burden of constant improvisation on my part. Sorry, Robin Laws, but right now, I could care less if it takes away from the immersion as long as it helps me feel like I'm not having a panic attack.
My new game plan is as follows:
On Thursday, my friends, girlfriend and I got together to play some pistol-packing, wild West Savage Worlds. We had a group of great characters, including a half-Mexican drifter with a buffalo rifle, a two-gun wanted outlaw and a delusional rancher out to see the world with his unlucky cowhand. Using the phenomenal Adventure Generator from The Day After Ragnarok, I whipped up a cool adventure idea involving a group of bank robbers recruiting ex-Confederate soldiers to "retake the South" while fattening their wallets. It was a good adventure seed and I was using a system that I'm intimately familiar with, one that I've said I know like the back of my hand. So what went wrong?
I have this misplaced notion that I can run a game purely on improvisation. Given that I'm a repetitious mess making unplanned speeches and a fairly crappy jam session bassist, I have no idea how I made this assumption. To be fair, some of my best gaming moments have been spur of the moment ideas, but generally there is some sort of exterior structure to them. The only preparation that I had done was writing up some stats for the New Confederacy army and brief descriptions of the town of Hogan's Bluff, Arkansas. As my friends continued to ask questions that I didn't have the answers for, I found myself feeling more nervous than excited about the continuing adventures of my friends.
Also, my 'cinematic' Savage Worlds distances rule? Totally didn't work for me. While thinking about keeping the action fluid and improvisational, I'd forgotten how much I really do enjoy my vinyl gaming mat and miniatures for RPG combat. It's something concrete that can be focused on, something visual that helps shift that burden of constant improvisation on my part. Sorry, Robin Laws, but right now, I could care less if it takes away from the immersion as long as it helps me feel like I'm not having a panic attack.
My new game plan is as follows:
- Plan out goddamned everything before running a game: My game notes are going to have to be detailed enough that I can give people the answers to their questions about game stuff without having to clearly make something up. Let the improvisation flow over a rock solid, well planned backbone, like all good printed modules or fellow blogger's entries. I need maps, I need names and I really need events and their logical consequences.
- Don't be afraid to be comfortable with the way you run games: I like how SW works with minis, so I'm not really sure why I decided to throw all of that stuff out. From now on, I'm going with my gut on these things.
- Separate things out: For the Bullets and Tequila game, I was simultaneously trying to help people make their characters while planning the adventure. Never again. Separate session for character creation, separate gaming sessions for everything. Not only will that give me more time for prep, it will help me tailor the game more towards the players.
Sunday, May 1, 2011
S is for Saloon
"You know, a good, smelly saloon... is my favorite place in the world."
Paden, Silverado
One would think that the saloon in a western RPG could easily work in the same way as a tavern in a fantasy RPG. After all, their genre trappings are pretty similar: food, drink and pleasurable company, perhaps a game of dice or a hastily started fistfight. But apart from that, the two don't really serve the same thematic purpose. The standard fantasy tavern is a location to acquire information that leads to an external adventure: a guy in a cloak gives you a map to mysterious treasure or the local guard captain tells you about a series of toad attacks. As a gamemaster, you think more about the interactions that the PCs can have in a tavern, rather than the space itself. Other than the ubiquitous tavern brawl, there aren't really that many important gaming moments happening in the tavern.
Saloons are a different story. There are tons of climactic western moments that take place in the center of a saloon: the two opening gunfights in Desperado, the introduction of Clint Eastwood's Manco in For A Few Dollars More and the first sparks of righteous anger out of Robert Mitchum's JP Harrah in El Dorado all come to mind. But what sticks in my mind the most is probably this scene from Silverado of Paden retrieving his hat from one of the outlaws who left him for dead in the desert. It's been one of my favorite films since I watched it with my mom at about age 5, an unabashedly archetypal western with the man who wrote Raiders of the Lost Ark and The Empire Strikes Back behind the director's chair. It distills everything that I like about the heroic Hollywood Wild West into an incredibly quotable package.
The saloon question has gotten me thinking about Robin Laws' section of Feng Shui entitled "The Map Is Not Your Friend." As Feng Shui is a high-kicking Hong Kong-style action movie, setting everything up in a 2-dimensional map space causes the players to "stop focusing on the action scene in their heads and instead directing them to a dead, lifeless piece of paper." Something tells me that I should definitely be considering something similar for my Bullets and Tequila game, even though Savage Worlds runs really well with miniatures. My previous cinematic combat rules, inspired by the combat rules for Gregor Hutton's 3:16, cut all of the different ranges down into five categories (Melee, Close, Short, Medium and Long) that can easily be qualified on the fly to players. If someone's got a sawed-off shotgun and is told that there are three enemies in Close range, it works well both for the game master (you don't need to make up absolute ranges on the fly) and the player (you always know who's in range). Still, I've never tried them out in practice yet, so we'll see how it goes.
Paden, Silverado
One would think that the saloon in a western RPG could easily work in the same way as a tavern in a fantasy RPG. After all, their genre trappings are pretty similar: food, drink and pleasurable company, perhaps a game of dice or a hastily started fistfight. But apart from that, the two don't really serve the same thematic purpose. The standard fantasy tavern is a location to acquire information that leads to an external adventure: a guy in a cloak gives you a map to mysterious treasure or the local guard captain tells you about a series of toad attacks. As a gamemaster, you think more about the interactions that the PCs can have in a tavern, rather than the space itself. Other than the ubiquitous tavern brawl, there aren't really that many important gaming moments happening in the tavern.
Saloons are a different story. There are tons of climactic western moments that take place in the center of a saloon: the two opening gunfights in Desperado, the introduction of Clint Eastwood's Manco in For A Few Dollars More and the first sparks of righteous anger out of Robert Mitchum's JP Harrah in El Dorado all come to mind. But what sticks in my mind the most is probably this scene from Silverado of Paden retrieving his hat from one of the outlaws who left him for dead in the desert. It's been one of my favorite films since I watched it with my mom at about age 5, an unabashedly archetypal western with the man who wrote Raiders of the Lost Ark and The Empire Strikes Back behind the director's chair. It distills everything that I like about the heroic Hollywood Wild West into an incredibly quotable package.
The saloon question has gotten me thinking about Robin Laws' section of Feng Shui entitled "The Map Is Not Your Friend." As Feng Shui is a high-kicking Hong Kong-style action movie, setting everything up in a 2-dimensional map space causes the players to "stop focusing on the action scene in their heads and instead directing them to a dead, lifeless piece of paper." Something tells me that I should definitely be considering something similar for my Bullets and Tequila game, even though Savage Worlds runs really well with miniatures. My previous cinematic combat rules, inspired by the combat rules for Gregor Hutton's 3:16, cut all of the different ranges down into five categories (Melee, Close, Short, Medium and Long) that can easily be qualified on the fly to players. If someone's got a sawed-off shotgun and is told that there are three enemies in Close range, it works well both for the game master (you don't need to make up absolute ranges on the fly) and the player (you always know who's in range). Still, I've never tried them out in practice yet, so we'll see how it goes.
Thursday, April 21, 2011
P is for Pregens
The more that I prep and plan for potential games, the more that I like the idea of pregen characters. High School Me would be furious if he ever found this out.
Though one of my favorite parts of playing RPGs in character creation, it's something that I have a lot of practice doing. When you buy as many games as I have over the past ten years or so and only get a few chances to actually run them, you tend to spend a lot of time making characters in assorted systems. For a system that I'm fairly familiar with, like Savage Worlds or any of the Cinematic Unisystem games, I can whip up a PC in about 5-10 minutes and I'm sure that most experienced RPers can do the same thing. However, point-buy games like these two can often be daunting for the complete novice or occasional gamer. When I did character creation for my failed Deadlands game with my friends, there was a lot of that uncertainty on what they were going to play, until they took a look at the character ideas section of the Deadlands book.
In this way, I think class-based systems really have the edge in terms of novice player buy-in. Roles like Fighter, Magic-User and Thief are iconic: you immediately have a picture in your head of what kind of character you would be as one of those classes. For a western, there are plenty of these iconic roles, but I never really thought that they fit into a traditional class-based structure. So instead, I'm making pregens. For those of my friends who already have an idea of what kind of character they want to play, we can hammer out character creation on our own and hopefully, it'll be a painless experience. But for anyone who just wants to pick an archetype and play, I'ma have them covered.
My list of pregens came from a wide variety of sources, including the Deadlands Reloaded and Wild West Cinema corebooks, as well as countless movies and TV series.
Lawman
Gunslinger
Mysterious Stranger
Bounty Hunter
Gambler
Kung-Fu Wanderer
Prospector
Soiled Dove
Outlaw
Mountain Man
Indian Brave
Deserter
Courier
Any other suggestions?
Though one of my favorite parts of playing RPGs in character creation, it's something that I have a lot of practice doing. When you buy as many games as I have over the past ten years or so and only get a few chances to actually run them, you tend to spend a lot of time making characters in assorted systems. For a system that I'm fairly familiar with, like Savage Worlds or any of the Cinematic Unisystem games, I can whip up a PC in about 5-10 minutes and I'm sure that most experienced RPers can do the same thing. However, point-buy games like these two can often be daunting for the complete novice or occasional gamer. When I did character creation for my failed Deadlands game with my friends, there was a lot of that uncertainty on what they were going to play, until they took a look at the character ideas section of the Deadlands book.
In this way, I think class-based systems really have the edge in terms of novice player buy-in. Roles like Fighter, Magic-User and Thief are iconic: you immediately have a picture in your head of what kind of character you would be as one of those classes. For a western, there are plenty of these iconic roles, but I never really thought that they fit into a traditional class-based structure. So instead, I'm making pregens. For those of my friends who already have an idea of what kind of character they want to play, we can hammer out character creation on our own and hopefully, it'll be a painless experience. But for anyone who just wants to pick an archetype and play, I'ma have them covered.
My list of pregens came from a wide variety of sources, including the Deadlands Reloaded and Wild West Cinema corebooks, as well as countless movies and TV series.
Lawman
Gunslinger
Mysterious Stranger
Bounty Hunter
Gambler
Kung-Fu Wanderer
Prospector
Soiled Dove
Outlaw
Mountain Man
Indian Brave
Deserter
Courier
Any other suggestions?
Monday, April 18, 2011
N is for NPCs
I love making NPCs for games almost as much as making pregens. Something about whipping up cool characters that you'll get the chance to play or just pit against your players is a real blast for me. As of lately, I've been working on making potential antagonists for my Savage Worlds Bullets and Tequila game. Some are completely new, others, like the Handsome Brothers Circus of Crime, have been cooking around in my head for years now.
Potbelly Pete
Pete wasn't a very good outlaw. Sure, he and his gang would make away with some good scores every once in a while and hightail it down to Mexico or some other bandit hideaway, but somehow Pete would always end up taking a bullet. He never got hit bad, but boy, did he sure get hit often. Whether it was a ricochet catching him in the hindquarters while running out of a bank or the rifle bullet that left him with a noticeable limp, all of those wounds began to build up on his nerves. So one day, Pete hired a blacksmith to make him a 'bulletproof suit' that covered his vulnerables and most of his body in solid cast-iron. Since the addition of this set of armor, Pete's become a lot more successful, if not any less ornery or smart.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Driving d6, Fighting d8, Gambling d6, Healing d4, Intimidation d4, Notice d6, Shooting d8, Streetwise d6, Taunt d8
Charisma:-2 Pace: 5" Parry: 6 Toughness: 10 (6)
Hindrances: Mean, Obese
Edges: Command, No Mercy, Nerves of Steel
Gear: Revolving shotgun (12/24/48, RoF 1, 1-3d6, +2 to Shooting), Bulletproof suit (+4 armor, covers torso, head, arms, legs. Called Shots at -4 bypass armor)
Jake Thornton and Iron Crow
The bounty hunters known as Jake and Crow first met while trying to catch the same buffalo. After nearly killing each other over the lost quarry, the two figured that they could bring in much more game as a team than solo. But as time passed, the hunt became less and less lucrative. Unwilling to dissolve their partnership, the two decided to turn their skills towards hunting bounties instead of animals. Jake is the more talkative of the pair, with a fairly sunny disposition for someone in his line of work.
Iron Crow
Attributes: Agility d10, Smarts d6, Spirit d4, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d6, Notice d8, Riding d6, Shooting d10, Stealth d8, Survival d6, Tracking d8
Charisma: -2 Pace: 8" Parry: 5 Toughness: 5
Hindrances:
Edges: Combat Reflexes, Dodge, Fleet-Footed, Marksman, Quick
Gear: Composite Bow (15/30/60, 2d6) with 3 dynamite arrows (2d6+2, MBT), 3 "tear gas" arrows (Vigor rolls or Shaken, MBT) Pair of Knuckle Dusters (d8+d4)
Jake Thornton
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Healing d6, Knowledge (Traps and Snares) d8, Notice d8, Riding d6, Shooting d6, Stealth d6, Survival d8, Tracking d8
Charisma: 0 Pace: 6" Parry: 6 Toughness: 5
Hindrances:
Edges: Ambidextrous, First Strike, Woodsman
Gear: Colt Lightning rifle (20/40/80, 2d6+1, AP 1, DT), Lariat (Reach 2, Agility tricks Knock Prone on a Raise), Tomahawk (2d6)
Notes: Jake's traps and snares act as the Entangle power from SWEX pg. 90. He has 10 'Power Points' worth of uses. Ensnared victims have a -2 penalty to Pace and skill rolls linked to Agility and Strength (Raise restrains target fully).
The Handsome Brothers Circus of Crime
There are all sorts of traveling sideshows and circuses in the Wild West, so it's hard to tell when carnival folk are trying to bilk you out of your hard earned money. In that sense, the Handsome Brothers Circus is a refreshing alternative: they're more likely to steal your money with a knife to the throat than an ill-sized ring. Run by the conjoined criminal masterminds Jake and Todd Handsome, the Circus usually comes into town as a standard traveling attraction: jugglers, acrobats, freaks of nature and games of luck and skill (mostly luck). But while the town is entranced by the spectacle, a small group of skilled performers and outlaws take the bank in town.
Jake and Todd Handsome, Management
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Driving d4, Fighting d8, Gambling d6, Knowledge (Criminal Planning) d10, Notice d8, Persuasion d10, Shooting d8, Streetwise d10
Charisma: +2 (+4) Pace: 5" Parry: 6 Toughness: 7
Hindrances: Conjoined Twins (Obese), Outsiders, Wanted
Edges: Ambidextrous, Attractive, Charismatic, Command, Improved Frenzy, Level-Headed, Martial Artists, Natural Leaders, Snakeoil Salesmen, Two Fisted
Gear: A very nice suit, two derringers (5/10/20, RoF 1, 2d6, AP 1), Bowie knife (d6+d4+1, AP 1)
Big Mel, Right Hand Clown
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Driving d6, Fighting d10, Gambling d6, Intimidation d10, Lockpicking d6, Notice d6, Repair d4, Shooting d8, Stealth d4, Streetwise d6, Tracking d6
Charisma: -4 Pace: 6" Parry: 8 (7) Toughness: 8
Hindrances: Ugly, Mean, Wanted
Edges: Berserk, Block, Brawny, Dirty Fighter, Nerves of Steel, Sweep
Gear: Sledgehammer (2d8, AP2 vs. rigid armor, Parry -1), meat cleaver (d8+d6), Double-barreled Shotgun (6/12/24, RoF 1-2, 1-3d6, Shooting +2)
Jay Lafayette, Card Sharp with Sharp Cards
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Gambling d8, Lockpicking d6, Notice d6, Persuasion d6, Riding d4, Shooting d4, Stealth d8, Streetwise d8, Taunt d8, Throwing d10
Charisma: 0 (+2) Pace: 8" Parry: 6 Toughness: 5
Hindrances: Arrogant, Wanted
Edges: Attractive, Combat Reflexes, Dodge, Fleet Footed, Flurry (Throwing Frenzy, short range only), Quick Draw, Trademark Weapon (Razor-edged Playing Cards)
Gear: Razor-edged Playing Cards (5/10/20, 2d6)
Madame Serpente, La Dompteuse des Hommes
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Healing d8, Knowledge (Poisons) d10, Knowledge (Dangerous Animals) d8, Notice d6, Persuasion d8, Riding d6, Shooting d6, Stealth d6, Streetwise d8, Taunt d6
Charisma: 0 (+4) Pace: 8" Parry: 6 Toughness: 5
Hindrances: Vengeful, Wanted
Edges: Beast Bond, Beast Master, Common Bond, Snakeoil Salesman, Very Attractive
Gear: Derringer (5/10/20, 2d6, AP 1), Nail Syringes (d6 + Poison)
Notes: Madame Serpente's animal companion is a 20ft boa constrictor named Gregoire (use stats on SWEX pg. 153)
Potbelly Pete
Pete wasn't a very good outlaw. Sure, he and his gang would make away with some good scores every once in a while and hightail it down to Mexico or some other bandit hideaway, but somehow Pete would always end up taking a bullet. He never got hit bad, but boy, did he sure get hit often. Whether it was a ricochet catching him in the hindquarters while running out of a bank or the rifle bullet that left him with a noticeable limp, all of those wounds began to build up on his nerves. So one day, Pete hired a blacksmith to make him a 'bulletproof suit' that covered his vulnerables and most of his body in solid cast-iron. Since the addition of this set of armor, Pete's become a lot more successful, if not any less ornery or smart.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Driving d6, Fighting d8, Gambling d6, Healing d4, Intimidation d4, Notice d6, Shooting d8, Streetwise d6, Taunt d8
Charisma:-2 Pace: 5" Parry: 6 Toughness: 10 (6)
Hindrances: Mean, Obese
Edges: Command, No Mercy, Nerves of Steel
Gear: Revolving shotgun (12/24/48, RoF 1, 1-3d6, +2 to Shooting), Bulletproof suit (+4 armor, covers torso, head, arms, legs. Called Shots at -4 bypass armor)
Jake Thornton and Iron Crow
The bounty hunters known as Jake and Crow first met while trying to catch the same buffalo. After nearly killing each other over the lost quarry, the two figured that they could bring in much more game as a team than solo. But as time passed, the hunt became less and less lucrative. Unwilling to dissolve their partnership, the two decided to turn their skills towards hunting bounties instead of animals. Jake is the more talkative of the pair, with a fairly sunny disposition for someone in his line of work.
Iron Crow
Attributes: Agility d10, Smarts d6, Spirit d4, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d6, Notice d8, Riding d6, Shooting d10, Stealth d8, Survival d6, Tracking d8
Charisma: -2 Pace: 8" Parry: 5 Toughness: 5
Hindrances:
Edges: Combat Reflexes, Dodge, Fleet-Footed, Marksman, Quick
Gear: Composite Bow (15/30/60, 2d6) with 3 dynamite arrows (2d6+2, MBT), 3 "tear gas" arrows (Vigor rolls or Shaken, MBT) Pair of Knuckle Dusters (d8+d4)
Jake Thornton
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Healing d6, Knowledge (Traps and Snares) d8, Notice d8, Riding d6, Shooting d6, Stealth d6, Survival d8, Tracking d8
Charisma: 0 Pace: 6" Parry: 6 Toughness: 5
Hindrances:
Edges: Ambidextrous, First Strike, Woodsman
Gear: Colt Lightning rifle (20/40/80, 2d6+1, AP 1, DT), Lariat (Reach 2, Agility tricks Knock Prone on a Raise), Tomahawk (2d6)
Notes: Jake's traps and snares act as the Entangle power from SWEX pg. 90. He has 10 'Power Points' worth of uses. Ensnared victims have a -2 penalty to Pace and skill rolls linked to Agility and Strength (Raise restrains target fully).
The Handsome Brothers Circus of Crime
There are all sorts of traveling sideshows and circuses in the Wild West, so it's hard to tell when carnival folk are trying to bilk you out of your hard earned money. In that sense, the Handsome Brothers Circus is a refreshing alternative: they're more likely to steal your money with a knife to the throat than an ill-sized ring. Run by the conjoined criminal masterminds Jake and Todd Handsome, the Circus usually comes into town as a standard traveling attraction: jugglers, acrobats, freaks of nature and games of luck and skill (mostly luck). But while the town is entranced by the spectacle, a small group of skilled performers and outlaws take the bank in town.
Jake and Todd Handsome, Management
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Driving d4, Fighting d8, Gambling d6, Knowledge (Criminal Planning) d10, Notice d8, Persuasion d10, Shooting d8, Streetwise d10
Charisma: +2 (+4) Pace: 5" Parry: 6 Toughness: 7
Hindrances: Conjoined Twins (Obese), Outsiders, Wanted
Edges: Ambidextrous, Attractive, Charismatic, Command, Improved Frenzy, Level-Headed, Martial Artists, Natural Leaders, Snakeoil Salesmen, Two Fisted
Gear: A very nice suit, two derringers (5/10/20, RoF 1, 2d6, AP 1), Bowie knife (d6+d4+1, AP 1)
Big Mel, Right Hand Clown
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Driving d6, Fighting d10, Gambling d6, Intimidation d10, Lockpicking d6, Notice d6, Repair d4, Shooting d8, Stealth d4, Streetwise d6, Tracking d6
Charisma: -4 Pace: 6" Parry: 8 (7) Toughness: 8
Hindrances: Ugly, Mean, Wanted
Edges: Berserk, Block, Brawny, Dirty Fighter, Nerves of Steel, Sweep
Gear: Sledgehammer (2d8, AP2 vs. rigid armor, Parry -1), meat cleaver (d8+d6), Double-barreled Shotgun (6/12/24, RoF 1-2, 1-3d6, Shooting +2)
Jay Lafayette, Card Sharp with Sharp Cards
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Gambling d8, Lockpicking d6, Notice d6, Persuasion d6, Riding d4, Shooting d4, Stealth d8, Streetwise d8, Taunt d8, Throwing d10
Charisma: 0 (+2) Pace: 8" Parry: 6 Toughness: 5
Hindrances: Arrogant, Wanted
Edges: Attractive, Combat Reflexes, Dodge, Fleet Footed, Flurry (Throwing Frenzy, short range only), Quick Draw, Trademark Weapon (Razor-edged Playing Cards)
Gear: Razor-edged Playing Cards (5/10/20, 2d6)
Madame Serpente, La Dompteuse des Hommes
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Healing d8, Knowledge (Poisons) d10, Knowledge (Dangerous Animals) d8, Notice d6, Persuasion d8, Riding d6, Shooting d6, Stealth d6, Streetwise d8, Taunt d6
Charisma: 0 (+4) Pace: 8" Parry: 6 Toughness: 5
Hindrances: Vengeful, Wanted
Edges: Beast Bond, Beast Master, Common Bond, Snakeoil Salesman, Very Attractive
Gear: Derringer (5/10/20, 2d6, AP 1), Nail Syringes (d6 + Poison)
Notes: Madame Serpente's animal companion is a 20ft boa constrictor named Gregoire (use stats on SWEX pg. 153)
Wednesday, April 13, 2011
K is for Karnival of Killers
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Ever since I watched the anime series Trigun as a young teen, I've always loved the idea of what TV Tropes calls the Carnival of Killers. The basic idea is that a wealthy bad guy hires a massive group of colorful, thematic and potentially unrelated killers to take on the main characters either one by one or all at once. Each member of this hired gang would have different skills or powers that made them a formidable opponent. I had seen the concept before in the "Rogue's Galleries" of different superheroes or super teams, but something about Trigun's Gung Ho Guns really stuck with me. The latter half of the entire series was based around Vash, Wolfwood and the other main characters avoiding the attacks of the various different assassins and coming to terms with their lots in life. Some were wild and over-the-top in their villainousness, while others were more low-key and resigned to their lot in life, but no less deadly.
I've always thought about integrating some variety of assassin's society in a tabletop game. I think that the anachronistic action western setting of Bullets and Tequila or the cyberpunk space opera grabbag of Assholes in Space could easily accept either a group of colorful hired killers or specialized bounty hunters out to get characters on either side of the law.
In the Bullets and Tequila setting, I've been thinking about all of the myriad ways that characters can bring the fight to their enemies. On top of your standard gunslingers, there are high-kicking martial artists, trap laying hunters, buffalo rifle-toting snipers, giant guys that can carry a Gatling gun and just about anything else that you can imagine, just as long as it makes thematic sense (which is different than logical sense). I figure I can put together a list of killer/bounty hunter characters that could be used separately or as part of a larger group.
So, let's think of some weapons or fighting styles that a Wild West assassin could specialize in:
Lariats
Dynamite
Traps and Snares
Knife Throwing
Martial Arts
Long-distance Sniping
Heavy Weapons (Gatlings and such)
Heavy Armor
Swashbuckling
Horse Riding
Any other thoughts? I'm going to try and turn each one of these into a Savage Worlds NPC suitable for cinematic Wild West action.
Ever since I watched the anime series Trigun as a young teen, I've always loved the idea of what TV Tropes calls the Carnival of Killers. The basic idea is that a wealthy bad guy hires a massive group of colorful, thematic and potentially unrelated killers to take on the main characters either one by one or all at once. Each member of this hired gang would have different skills or powers that made them a formidable opponent. I had seen the concept before in the "Rogue's Galleries" of different superheroes or super teams, but something about Trigun's Gung Ho Guns really stuck with me. The latter half of the entire series was based around Vash, Wolfwood and the other main characters avoiding the attacks of the various different assassins and coming to terms with their lots in life. Some were wild and over-the-top in their villainousness, while others were more low-key and resigned to their lot in life, but no less deadly.
I've always thought about integrating some variety of assassin's society in a tabletop game. I think that the anachronistic action western setting of Bullets and Tequila or the cyberpunk space opera grabbag of Assholes in Space could easily accept either a group of colorful hired killers or specialized bounty hunters out to get characters on either side of the law.
In the Bullets and Tequila setting, I've been thinking about all of the myriad ways that characters can bring the fight to their enemies. On top of your standard gunslingers, there are high-kicking martial artists, trap laying hunters, buffalo rifle-toting snipers, giant guys that can carry a Gatling gun and just about anything else that you can imagine, just as long as it makes thematic sense (which is different than logical sense). I figure I can put together a list of killer/bounty hunter characters that could be used separately or as part of a larger group.
So, let's think of some weapons or fighting styles that a Wild West assassin could specialize in:
Lariats
Dynamite
Traps and Snares
Knife Throwing
Martial Arts
Long-distance Sniping
Heavy Weapons (Gatlings and such)
Heavy Armor
Swashbuckling
Horse Riding
Any other thoughts? I'm going to try and turn each one of these into a Savage Worlds NPC suitable for cinematic Wild West action.
Sunday, April 10, 2011
G is for Gunslinger
It always seems to come back to westerns for me. From the Leone-inspired name to the Sabata poster banner to the boomtown of Motherlode, most of my blog has been western-inspired, a fantasy or apocalyptic veneer over a frontier core.
I was talking with my friend CJ about the sort of games that he would like to play over a couple of whiskey and cokes and he started reminiscing about a Deadlands game in his past, probably the most successful game that he's ever played in. I tried to get a Deadlands game going with my crew before, but there's just something about the setting and PC parties within it that's really hit or miss for me. It seems like a lot of people gravitate towards the Arcane Backgrounds and cool powers of the setting; I've seen a lot of potential parties that are loaded down with Hucksters, Mad Scientists and Blessed without once cracking the multitude of movie western roles. I guess it's hard to think of 'Old coot prospector' or 'Army deserter' as D&D-style gaming classes, even if they are western archetypes.
I think my ideal campaign milieu is an anachronistic action western, equals parts Robert Rodriguez's Desperado, Lawrence Kasdan's Silverado and Howard Hawks's El Dorado, plus a lot more films on top of that (I just liked the rhyme scheme): a West that Never Was combining kung-fu, sleeve guns, electric guitars and motorcycles with a cinematic frontier filled with oil towns under siege, outlaw gangs and railways connecting it all. The closest that I've seen any piece of media come to the idea is Rockstar Games' Red Dead Revolver. Even with a soundtrack of phenomenal Spaghetti western music and a gritty film aesthetic, it was still a Capcom game at heart, which means that nothing has to make sense. You can be fighting fat guys and midget clowns in an abandoned mill until everyone's dead, then have to deal with a dynamite-strapped boss character who chases after you with a pair of metal shields and explodes when he runs into you and that's okay, because they're carnies.
I haven't seen this kind of cinematic western flavor in many RPG products, save Dave Bezio's Wild West Cinema, which seems to be on the exact same wavelength as I am. However, I'm hesitant to spend another $10 on a PDF download that I might never use when I'm reasonably sure that I could hack this game together with Savage Worlds, the game I'm most comfortable with and the original rules set in which Bezio ran his successful wild west games.
I know this one is a bit short and a bit late, so here's a little bit of video to make up for it. Over-the-top Korean westerns are a-okay in my book.
I was talking with my friend CJ about the sort of games that he would like to play over a couple of whiskey and cokes and he started reminiscing about a Deadlands game in his past, probably the most successful game that he's ever played in. I tried to get a Deadlands game going with my crew before, but there's just something about the setting and PC parties within it that's really hit or miss for me. It seems like a lot of people gravitate towards the Arcane Backgrounds and cool powers of the setting; I've seen a lot of potential parties that are loaded down with Hucksters, Mad Scientists and Blessed without once cracking the multitude of movie western roles. I guess it's hard to think of 'Old coot prospector' or 'Army deserter' as D&D-style gaming classes, even if they are western archetypes.
I think my ideal campaign milieu is an anachronistic action western, equals parts Robert Rodriguez's Desperado, Lawrence Kasdan's Silverado and Howard Hawks's El Dorado, plus a lot more films on top of that (I just liked the rhyme scheme): a West that Never Was combining kung-fu, sleeve guns, electric guitars and motorcycles with a cinematic frontier filled with oil towns under siege, outlaw gangs and railways connecting it all. The closest that I've seen any piece of media come to the idea is Rockstar Games' Red Dead Revolver. Even with a soundtrack of phenomenal Spaghetti western music and a gritty film aesthetic, it was still a Capcom game at heart, which means that nothing has to make sense. You can be fighting fat guys and midget clowns in an abandoned mill until everyone's dead, then have to deal with a dynamite-strapped boss character who chases after you with a pair of metal shields and explodes when he runs into you and that's okay, because they're carnies.
I haven't seen this kind of cinematic western flavor in many RPG products, save Dave Bezio's Wild West Cinema, which seems to be on the exact same wavelength as I am. However, I'm hesitant to spend another $10 on a PDF download that I might never use when I'm reasonably sure that I could hack this game together with Savage Worlds, the game I'm most comfortable with and the original rules set in which Bezio ran his successful wild west games.
I know this one is a bit short and a bit late, so here's a little bit of video to make up for it. Over-the-top Korean westerns are a-okay in my book.
Saturday, December 4, 2010
Gamma World: A Delicious Melange

Nothing is more fun for me than anachronism. I've been trying for ages to put together my campaign ideas for a western campaign inspired by Desperado, Hard Boiled and the Spaghetti westerns I've talked about before: a game where it doesn't matter that the bad guys are coming into town on a combination of horses and old sidecar motorcycles because you've got to Fonzie slap the jukebox in the saloon into playing Misirlou before you flip-cock your Winchester and get ready to shoot someone through a plate-glass window.
(God damn I want to run this so bad)
Regardless, that's the way I feel about Gamma World. It's fantastic because of this wildly fluctuating technology level. Some communities might have a still functioning slushie machine in their local cantina and as a result, that's what the town's known for! Firefly-esque prospectors with laser rifles! Tribes of robots with rebar spears! A group of Programmers worshiping a crazed mechanical digger!
I love this machine and the post-apocalypse makes it even betterAnd that's why I really like the new Gamma World rules. Albeit, I've never played any of the previous editions and I'd like to get my hands on a copy of 2nd if only for the map of post-apocalyptic Allegheny County, but I like the feel. The rules support that anachronistic melange in a way that I didn't feel that Mutant Future does.
One of my favorite additions to the new set are the generic weapons (Light One-Handed Melee, Heavy Two-Handed Ranged, Light One-Handed Gun, etc...) because it levels that playing field. Under the rules, a crossbow can be as effective as a hunting rifle or a harpoon gun made out of car parts, depending on what you decide its stats are. It feels a lot more natural than either limiting characters to medieval weapons at the start or ending up dropping your trusty spear completely when you pick up a plasma rifle.
By its nature, the post-apocalypse should be off-beat. Chuck all your favorite influences into it, let 'em simmer and season with gonzo or serious to taste. But for Pete's sake, don't make it prosaic.
Picture from Six-String Samurai. If you like Gamma World and haven't seen this movie, what the hell are you waiting for?!
One of my favorite additions to the new set are the generic weapons (Light One-Handed Melee, Heavy Two-Handed Ranged, Light One-Handed Gun, etc...) because it levels that playing field. Under the rules, a crossbow can be as effective as a hunting rifle or a harpoon gun made out of car parts, depending on what you decide its stats are. It feels a lot more natural than either limiting characters to medieval weapons at the start or ending up dropping your trusty spear completely when you pick up a plasma rifle.
By its nature, the post-apocalypse should be off-beat. Chuck all your favorite influences into it, let 'em simmer and season with gonzo or serious to taste. But for Pete's sake, don't make it prosaic.
Picture from Six-String Samurai. If you like Gamma World and haven't seen this movie, what the hell are you waiting for?!
Labels:
bullets and tequila,
gamma world,
post-apocalypse,
western
Friday, June 11, 2010
Bullet Points: First thoughts on a Western D&D
In a lot of ways, your average D&D adventurers are a lot closer to the characters in a Western than the protagonists of a bog-standard fantasy novel. Your less scrupulous ones would jump at the chance to find a stash of outlaw gold buried in a distant cemetery, battling through rivals and the continuing war across the countryside; others would be willing to take a minuscule reward to help defend a village from murderous bandits. What I've read about Old School modules and play style seems to mesh quite well with the Western genre. Inspired by Robertson Games' Weird Western game and the Wild West OD&D postings from odd74, my main project on Fistful of Coppers is to create a simple, cinematic Old School-inspired game to emulate both traditional Hollywood westerns, film and TV, and their Italian cousins.
I'd like the classes to be relatively broad, but there will still have to be a lot of alteration from standard White Box characters. Since the primary form of combat in a Western is gunslinging, the Fighting Man class will definitely have to be expanded to include many more ranged options without excluding players who want their characters to be a Bud Spencer-esque brawler, a knife fighter or a displaced samurai. Alongside the traditional Fighting Man, a Ranger or Outdoorsman class fits the genre very well. Its Tracking and Favored Foe abilities easily represent bounty hunters, Indian braves, mountain men and other frontier folk.
The other classes don't come so easily. The Scoundrel or Maverick class is definitely a necessity and could easily cover a broad range of thief-type characters, from professional bank robbers to gentlemen gamblers. Perhaps there are a set number of Specialties that a Maverick could pick from, including lockpicking/safecracking, explosives, smooth talk, sleight of hand and other criminal skills. A Sawbones or Doctor class, most likely inspired by Mike D's Medic, would make sense, but is very narrow in its application.
At this point, these are only my first steps towards the eventual final product. I'll be posting my progress as ideas become more solidified.
I'd like the classes to be relatively broad, but there will still have to be a lot of alteration from standard White Box characters. Since the primary form of combat in a Western is gunslinging, the Fighting Man class will definitely have to be expanded to include many more ranged options without excluding players who want their characters to be a Bud Spencer-esque brawler, a knife fighter or a displaced samurai. Alongside the traditional Fighting Man, a Ranger or Outdoorsman class fits the genre very well. Its Tracking and Favored Foe abilities easily represent bounty hunters, Indian braves, mountain men and other frontier folk.
The other classes don't come so easily. The Scoundrel or Maverick class is definitely a necessity and could easily cover a broad range of thief-type characters, from professional bank robbers to gentlemen gamblers. Perhaps there are a set number of Specialties that a Maverick could pick from, including lockpicking/safecracking, explosives, smooth talk, sleight of hand and other criminal skills. A Sawbones or Doctor class, most likely inspired by Mike D's Medic, would make sense, but is very narrow in its application.
At this point, these are only my first steps towards the eventual final product. I'll be posting my progress as ideas become more solidified.
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