Sunday, 30 April 2023

Five and Twenty Ponies #3 Baccy for the Clerk

 

“That was some good brandy,” Kestrel straightened his trousers as he emerged from an alleyway. “Anyway, our next delivery is this sack of tobacco for Cuthbert Wilkinson of Suffolk Street, and he owes four shillings. Let’s hope our minister friend hadn’t impaired his own sense of direction.”

Scar hushed him. Kestrel looked ahead to see a set of five orange lights moving through the fog at the end of the street. He ducked back into the alleyway, with Scar following. Hearing footsteps, he placed the sack down and reached for his rapier. Scar grabbed his arm and shook his head.

Looking out of the alleyway, Kestrel saw the faces of the militiamen illuminated by their lanterns. He held his breath as they passed, listening to the footsteps fade away.

“Must be a routine patrol.” He whispered.


*


Reaching the house on Suffolk Street, Kestrel knocked on the door. A shuttered window flew open above him.

“Clear off! It’s the middle of the night!” A woman leaned out of the open window. Her voice echoed through the empty street.

Kestrel noticed Scar looking over both shoulders.

“Thousand pardons, miss.” He replied. “I’m looking for Mr Wilkinson. We have a delivery for him.”

“He’s playing Hazard at the Old Royal tavern down the road." She said. "Tell him to come home. Drag him back if you have to.” 

She slammed the shutters.

Kestrel looked at his companion, and they both laughed.

“That’s why I never married.” He led Scar down the street towards the tavern.


*


The interior of the Old Royal smelled of stale beer. The only light came from a single candle on one of the tables, and the darkness amplified the sound of the four men rattling dice and exchanging coin. Kestrel approached the table, prompting the men to stare.

“I’m looking for Mr Wilkinson,” he said, “I was told I could find him here.”

A small bespectacled man stood inched his chair back from the table. Kestrel noticed him, and held up the sack of tobacco.

“My tobacco!” The man said with a grin. “The plantations around here are struggling to grow it. You’re a godsend, sir.”

Kestrel pulled the sack out of Cuthbert’s reach.

“I’ll accept such a title,” he said, “for four shillings.”

“If only you had arrived sooner.” Cuthbert sank back into his chair. “I’ve wagered the last of my coin.”

“Then I’ll offer it to your friends.” Kestrel placed the sack on the table. “Maybe they can bid on it. Anybody else have four shillings?”

The other three men shook their heads and murmured.

“Well, somebody’s managed to get the coin Mr Wilkinson was supposed to pay us with,” Kestrel grabbed a vacant stool and sat at the table. “I refuse to believe that none of you gentlemen smoke. And my companion and I will not be leaving until we’re paid what we’re owed.”

Scar punctuated the statement with a low growl.

“Wait!” Cuthbert slammed his hand on the table, “Why don’t I play you for it?”

“With what?” Kestrel said. “You’re skint.”

“If you wager that tobacco, my friends can stake the value between them.”

“That doesn’t answer my question." Kestrel said. "What can you wager?”

“This letter of transit issued by the East India Company." Cuthbert reached into his jacket and pulled out a folded letter. "The militia here don’t take kindly to smugglers, but they’re well-paid not to interfere with the Company’s affairs.”

“Very well,” Kestrel scooped up the dice. “I’ll serve as the caster.”

He rolled the dice. A four and a three.

“The main is seven. Place your bets.”

“I’d say you lose.” Cuthbert placed the letters on the table. The other three gamblers stayed put.

Kestrel rolled again. A six and one.

“You thought wrong.” He snatched the letters away.

“Beginner’s luck.” Cuthbert replied. “Keep rolling.”

Two fours. Cuthbert’s friends placed their bets.

Two sixes.

“With a main of eight, I believe I’ve thrown in with twelve. I’d say our business is concluded.” Kestrel passed the dice and scooped up his winnings.

“What about my tobacco?” Cuthbert stood up.

“You’ve lost,” Kestrel replied. “You’re a gambling man who neglects his wife. She told you where to find you, and perhaps you should go home.”

Cuthbert dropped back into his chair.

“Fine. I suppose I can’t hide from her forever.”

“Go home,” Scar picked up the sack. “And it’s yours.”

Kestrel raised his eyebrows. Cuthbert nodded. Scar handed him the tobacco and ruffled his wig, causing it to slip off. The clerk picked it up and trudged towards the door.

“One more thing,” Kestrel said. “We’re looking for Wentworth Manor.”

Sunday, 23 April 2023

Five and Twenty Ponies #2 Brandy for the Parson

 

Kestrel gritted his teeth as he felt the boat’s seat bite into his legs. He braced himself against the violent rocking as Scar climbed aboard.

“Remember, get the right coin and not a penny less,” De Groot’s voice said through the thick fog which enveloped them. “Stay clear of the militia, and be back before the morning tide.”


“That man is insufferable." Kestrel said as they rowed towards the mouth of the Cooper River. Scar nodded in agreement.

Kestrel lit a small lantern and unfolded the list.

“First delivery is two casks of French Brandy for the Reverend Graham Howell of Saint Augustine’s Church,” he read. “He owes us ten shillings.”

Scar reached over and extinguished the lantern.

“What are you doing?” Kestrel’s eyes widened.

His burly companion put his finger to his lips and then pointed to the orange lights in the distance, standing high above the fog in the cloudy night.

“Good thinking,” Kestrel relaxed. “That looks like it could be a bastion. I think our town’s on the other side. I’ve got an idea!”

Scar hushed him.

“Sorry.” He lowered his voice.


*


Following the walls of the bastion, Kestrel spotted a light ahead at their level.

“That must be the way in.” He put his finger to his lips. “I’ll whistle.”

He slid into the river and swam towards the light. Feeling around, he made out the supports of a jetty and climbed up. Ahead, he saw a guard sitting near a door with a musket. He whistled.

“Who’s there?” The guard stood up and cocked the musket. 

Kestrel swam beneath the jetty to the opposite end, noticing Scar approaching with the boat.

“State your business here!” The guard called towards Scar.

Kestrel drew his dagger and emerged behind the guard.

“If you value your life, you’ll remain at ease.” He clamped his hand over the guard’s mouth and held the dagger to his throat.

“If you value yours, you’ll let him go.” A voice said, accompanied by another musket being cocked.

Kestrel turned around. A second guard approached with his musket raised.

“I don’t, so I’m inclined to refuse.” Kestrel replied, nodding to the boat.

Scar grabbed the second guard and pulled. He fell off the pier with a loud splash. The first guard uncocked his musket and dropped it to the floor.

“I have the feeling we’re not very welcome here,” Kestrel said, “Find us a cart so we don’t have to haul these wares on our own. I’ll tie up this fellow and get the boat unloaded.”


*


The low trundle of the cart seemed louder in the darkness. Kestrel pointed to a church spire in the distance. Hiding the cart in the alleyway, they unloaded and made their way to an adjoining house. Kestrel tapped the door with his foot. A man in a nightgown greeted him, a single candle in his hand.

“What business do you have at this hour?” The man squinted at them.

“Are you Reverend Graham Howell?” Kestrel said.

The man nodded.

“We have your order.” Kestrel nodded to the casks under his arms.

The priest grinned and beckoned them inside.

“God bless you,” He took one of the casks and placed it on the table, “French brandy is hard to find around here.”

“You owe us ten shillings.” Kestrel put the other cask down on the table.

“Of course.” Howell reached into a cabinet and pulled out three glasses. “But before I pay anything, I would like to sample what you have bought. Please, join me.”

“If you insist.” Kestrel sat down. “We probably weren’t going to get much opportunity to have a drink while we’re here.”

Howell filled the glasses from the cask’s tap and handed them out. Kestrel’s glass almost reached his lips when Scar grabbed his arm. His companion held up one finger.

“Alright.” Kestrel said. “Just one glass.”

“Bless you. I’ll pray for your immortal souls.”


*


As he finished his second glass, Kestrel noticed that the candle had burned halfway down. He gave polite murmurs to Howell’s sermon. Scar cleared his throat.

“Sorry to interrupt your flow,” Kestrel said, “but is the brandy to your liking?”

“Of course.” Howell raised his glass in a toast.

“Then we’ll collect the coin and be on our way.”

“There is still time for you to repent.” Howell stood up and made his way to a nearby desk.

“Says a man of God who clearly has no problems doing business with us sinners.” Kestrel leaned back,. “What would your flock say to such an association?”

“I’m sure they’ll allow one small indulgence.” Howell returned with a purse and counted out the coin. “I’m paying for it, so I’m not breaking the Ten Commandments.”

“I suppose not.” Kestrel scooped up the money and got to his feet. “Thank you for sharing the brandy. And while praying won’t do much for my immortal soul or very mortal body, I nonetheless appreciate the words.”

He made his way to the door when Scar cleared his throat again.

“Right.” Kestrel pulled the list out and held it to the candlelight. “Would you be able to point us in the direction of Suffolk Street? That’s our next port of call.”

Sunday, 16 April 2023

Five and Twenty Ponies #1 Trotting Through the Dark

 

Kestrel sat against the railing and fidgeted as he listened to the creak of the sloop. He watched the smart-dressed Captain De Groot pace up and down the deck, looking him and Scar over.

“I’m not one to pry in the personal affairs of others,” the captain spoke with a thick Dutch accent. “But how is it that two men are out sailing on open sea in a leaky boat that barely holds one?”

“Budget travel.” Kestrel grinned.

“On the open seas? You must be a fool.”

Kestrel shrugged, as he noticed Scar nod in agreement.

“And I suppose your giant is an ever greater fool for travelling with you.”

“Captain, take my word for it.” Kestrel leaned back in his chair. “Scar is a reliable man, especially when you need a certain degree of…menace.”

“Thank you, but I have little need for that.” De Groot pointed behind them.

Kestrel turned, seeing a man with braided hair loom over them.

“This is The Nord,” De Groot said. “If you cause me trouble, you’ll have to deal with him. Now, since I’ve saved your lives, you owe me a debt.”

“You may have gathered from our former vessel that we don’t have any money.” Kestrel folded his arms.

“Then you’ll have to work.” De Groot loomed over him, “I wouldn’t advice taking that tone with your new captain.”

“What kind of work?” Kestrel asked.

“Smuggling.” Scar said.

“So, he does have a tongue?” De Groot said. “Yes. I’m ferrying a consignment of goods to Charlestown. Things people want quickly, and things I don’t want to pay import duty on. Understand?”

“Business you want to keep clandestine.” Kestrel said.

“Precisely. And because you know this, you have a choice: remain on this ship and work for me until I say otherwise; or you can leave right now, and join that little tub we found you in.”

Kestrel felt The Nord's hard stare.

“He’ll make it quick.” De Groot leaned against the mast. “What’s it to be?”

“Very well.” Kestrel nodded. “I’ll join your crew. But I don’t wish to stay. How much will we owe you?”

“You’ll sail with me until I say otherwise." De Groot wagged a finger. "This is not a negotiation. And if you think of trying to abandon the mission, I will find you. I have contacts in most of the ports around here.”


*


Kestrel stood at the bow and viewed the Carolina coastline in the late afternoon sun.

“Seven days cooped up on this bloody boat.” He said as Scar stepped behind him. “I hope there’s a decent night life in town.”

Scar remained stone-faced.

"You two get over here!" De Groot barked at them. "Time for you to earn your keep."

"You mean we haven't earned our keep from swabbing your decks?" Kestrel said. 

"Everyone pulls their weight on this vessel." De Groot pointed over the railing. "Now, check the boat."

Kestrel looked overboard to see a small boat with some cargo: two small casks, a medium-sized sack, and a large box. 

“Here’s where you deliver and what’s owed.” De Groot handed him a list and a sealed envelope. “The people who gave me that letter paid good coin to see it delivered and threatened dire consequences if I failed. If that happens, I’ll give them your heads. Now get some rest. You leave tonight.”

He strode back to the cabin.

“I’ll let them have my head if it means I don’t have to listen to his bluster.” Kestrel mumbled to Scar.

Saturday, 15 April 2023

Five and Twenty Ponies - A Kestrel and Scar Serial


It's Camp NaNoWriMo, and I've recently finished a major ghostwriting project. With this in mind, I've decided to spend some time on The Homecoming, the next story in my Kestrel and Scar series, and the third and final story in the so-called "Rosanna Barclay Trilogy" which includes Gentlemen of Fortune and The Pirate King.

In this story, Kestrel and Scar have been blown off course while taking Rosanna Barclay to England. Finding themselves at the Cornish coast near Kestrel's birthplace of St Ives, they tangle with a smuggler gang whom the two wandering scoundrels once sailed with. After Scar is shot and requires treatment, they discover that the local physician is Kestrel's father, and he's forced to confront the past he ran away from ten years earlier.

Anyway, I've decided to tell the story of Kestrel and Scar's brief time with the smugglers in a serial titled Five and Twenty Ponies. Based on a poem by Rudyard Kipling, this serial was originally published on a website called The Free Pen Collective, established by one of my coursemates. I've decided to re-work the stories and share them on this blog. I'll be posting every Sunday, with the first one going out tomorrow.

Until then, happy writing.

Thursday, 13 April 2023

A Beginner's Guide to Savage Worlds (Chapter 7: Chases and Dramatic Tasks)

 

Welcome back to my Beginner's Guide to Savage Worlds. For today's post, I'll be discussing some mechanics that are used for situations beyond combat, mainly Chases and Dramatic Tasks.

Dramatic Tasks

The Dramatic Task mechanics can be used in or out of combat, and represent anything that has some kind of time limit. This could involve diffusing a bomb, trying to hack a computer while being hunted or under fire, or completing some kind of ritual.

The aim of the Dramatic Task is to obtain a number of Task Tokens within a number of rounds (combat or otherwise), such as four Task Tokens within three rounds. To do this, you have to roll a Trait appropriate to the task. This may be limited to certain Traits, depending on the task. You earn one Task Token on a success, plus one additional token for each raise. If you fail the roll, you don't get any Task Tokens, and on a Critical Failure, you lose one Task Token.

For some tasks, only one person can lead but everyone else can Support. Other times, each member of the party has to earn their own tokens. In these situations, the tokens might represent something. For example, if the players are rescuing horses from a burning barn, each Task Token represents a horse. There might be a certain number of horses within the barn, and each player can roll Riding or Intimidation to lead them out before the barn collapses.

Players are still dealt Action Cards for Dramatic Tasks, and Jokers work as normal, but turn order isn't important unless the task takes place during combat. After all, the person who is leading might roll last to accommodate any Support rolls. However, if a character's Action Card is a Club, they encounter a Complication. This could represent a booby-trap on a bomb or a firewall on a hacking job. Complications impose a -2 penalty on any Trait roll made to earn Task Tokens. Furthermore, if you fail the roll, you fail the Dramatic Task. The penalty also applies when Supporting a roll made to earn Task Tokens, but failing the Support does not fail the task.

A chase can be an example of a Dramatic Task, but Chases have their own set of rules.

Chases

I often favour these rules for in-person games, when I don't have the table space for a battle map. Chases can work just like regular combat, but with a few differences:

First of all, the GM sets out a number of Chase Cards (regular playing cards), either nine cards in a row or 16 cards in a 4x4 grid (to represent tank battles, dogfights, or demolition derbies). Each character or vehicle is given a marker that's placed on one of the chase cards, which represents their position in the chase. The Chase Cards are abstract, and represent the relative distance between characters. 

Some actions unique to Chases involve rolling a Manoeuvring Trait. This is Athletics if you're on foot or using a muscle-powered conveyance (such as a bicycle), Boating for any kind of watercraft, Driving for powered ground vehicles (such as cars or motorcycles), Piloting for aircraft, and Riding for mounts or animal-drawn conveyances (such as a wagon). All vehicles have a Handling from -4 to 4, which is applied to all Manoeuvring rolls. A Critical Failure on one of these rolls can have consequences dependent on the type of Chase. If you're on foot or mounted, you can either lose your turn, or you or your mount can suffer Fatigue (if a Mount suffers Fatigue, that applies to your Riding rolls). If you're in a vehicle, you go Out of Control, and must roll on a special table to determine the effect.

Initiative works as normal, except Action Cards are dealt to vehicles rather than individual characters, and all occupants of the same vehicle act on the same card. Like Dramatic Tasks, Chases have Complications which occur if your Action Card is a Club. When this happens, the character or driver/pilot must make an immediate Manoeuvring roll (this is a free action). The suit of their current Chase Card determines any modifiers, along with consequences for failure. On a black Chase Card, this is treated as a Critical Failure on a Manoeuvring roll. On a red card, the character or vehicle is Bumped. This means they move one Chase Card (typically towards the opposition if they're being pursued, or away if they're the ones pursuing).

Movement is handled via Changing Position. This is a Manoeuvring roll, which can be done either as a limited action or a limited free action (meaning whichever one you do, you cannot do anything else listed as such). You get a +2 bonus on the roll if you make it as an action, and you get a +1 bonus if your Pace or Top Speed is faster than the fastest opponent's (+2 if twice as fast). A success lets you move one card (horizontally or vertically on a grid), and a raise lets you move two. In linear chases, you can also drop back two cards without needing to roll. If you're at least four cards away from your nearest opponent, you can Flee as an action by making a Manoeuvring roll with a -4 penalty (-2 if you're five cards away, and no penalty if you're six or more cards away). If this roll is successful, you're out of the Chase (this might be the objective in some chases).

Attacking largely works as normal. You can only make melee attacks if you're on the same Chase Card as your opponent, and if made against a vehicle (assuming that's permitted), the Parry is 2 plus half the operator's Driving die, plus the vehicle's Handling. A vehicle's operator can also Ram an opponent on the same card, which requires an opposed Manoeuvring roll and deals damage to both vehicles based on their Scale, Top Speed, and Toughness. Alternatively, you can Force a vehicle away. This also requires an opposed Manoeuvring roll, in which your opponent is Bumped on a success and goes Out of Control on a raise.

For ranged attacks, the distance is determined by multiplying the number of cards between the attacker and the target by a Range Increment determined by the GM. This is typically 5" (10 yards). Ranged attacks will often incur a-2 penalty for Unstable Platform, but a driver may choose to Hold Steady as a free action on their turn. This negates the penalty, but it also grants a +2 bonus to all attacks directed at that vehicle and any of its occupants until the beginning of their next turn (this does not stack with being Vulnerable). On the flip side, a driver can choose to Evade, as a free action or an action, imposing a respective -2 or -4 penalty to all attacks directed at that vehicle until the beginning of their next turn. However, it also applies to attacks made by the occupants.

Damage in Chases is resolved normally, but characters are Bumped in addition to being Shaken or Wounded. This also applies to vehicles, but they can't be Shaken. Instead, success on the damage roll requires the operator to make a Manoeuvring roll to avoid going Out of Control. Each raise on the damage roll causes one Wound (most vehicles can take at least three Wounds, but this is modified by their Scale). Each Wound reduces the vehicle's Handling by 1 (to a minimum of -4). Additionally an attack which causes at least one Wound results in a Critical Hit, which results in another table roll to determine what part of the vehicle was hit and the effect. You can choose to make Called Shots against specific parts of a vehicle, in which case the Critical Hit is decided there.

If a vehicle takes enough Wounds, it's Wrecked, and all occupants take damage based on the speed. A vehicle's Wounds can be treated using the Repair skill. Each attempt takes two hours per Wound, and each success and raise removes one Wound. There may be modifiers based on where the repairs are made (-2 for field repairs, no penalty for a standard garage, and +2 for a dedicated facility), and repairs may not be permitted without a tool kit. If the vehicle was Wrecked, it takes a full day's work with spare parts and a dedicated facility before any repairs can be made.

Anyway, I'll wrap things up there. The system has plenty of other special rules for various situations, but I wanted to talk about the ones I encounter most often. Anyway, it's Camp NaNoWriMo this month, and I need to dedicate some time to my next Kestrel and Scar story.

Happy writing.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. It is unofficial Media Content permitted under the Media Network Content Agreement. This content is not managed, approved, or endorsed by Pinnacle Entertainment Group. Certain portions of the materials used are the intellectual property of Pinnacle, and all rights are reserved. Savage Worlds, all related settings, and unique characters, locations, and characters, logos and trademarks are copyrights of Pinnacle Entertainment Group

Saturday, 1 April 2023

A Beginner's Guide to Savage Worlds (Chapter 6: Advanced Character Creation - Deadlands)


Welcome back to my "Beginner's Guide to Savage Worlds". Last week I looked at advanced combat mechanics. This week, I'll provide another character creation walkthrough to demonstrate how a setting can affect character creation.

For this exercise, I'm going to make a character for one of Pinnacle's flagship titles; Deadlands: The Weird West. This is a dark fantasy set in the American West.

Concept

For my concept, I'll make a bounty hunter called Emmett "Gravedigger" McCloud. A wandering drifter, Emmett had a tendency to attract trouble through no fault of his own. He was shot in the back by an unknown assailant, but seemed to make a miraculous recovery. Eager to find out who it was, he's become a bounty hunter with a reputation for being hard to put down.

Ancestry

In Deadlands, humans are the only playable ancestry. Emmett starts with a free Novice Rank Edge of his choosing.

Hindrances

Since I'm using a specific setting, that gives me more Hindrance options unique to that setting.

  • For Emmet's first Hindrance, I'll say he didn't grow up around much water, and has the Can't Swim Hindrance. This is a Minor Hindrance from the Core rules, and imposes a -2 penalty to any Athletics rolls made to swim. And even if the conditions don't require a roll, each inch moved in water uses 3" of Pace.
  • My next Hindrance will be Thin Skinned (also from the Core Rules), which represents how Emmett doesn't take kindly to insults. I'll take it as a Minor Hindrance, which imposes a -2 penalty on Smarts rolls made to resist Taunt Tests. There's a Major version too, which imposes a -4 penalty, but I'll stick with the Minor version.
  • Finally, I'm going to take Grim Servant o' Death, a Major Hindrance from the Deadlands rulebook. Emmett's talent as a killer means he gets a +1 bonus to all damage rolls. However, any time he rolls a Critical Failure on an attack roll, he hits the nearest ally with a raise.

That's one Major Hindrance and two Minor Hindrances, which gives me a total of four Hindrance Points.

Traits

Attributes

Since Emmett is a human, he starts with the usual d4 in all five Attributes, and the usual five Attribute Points. I'm going to distribute them evenly to raise everything to d6, and then spend two of my Hindrance Points to raise Agility to a d8.

Skills

Emmet has the usual 12 skill points, and a d4 in the five core skills. This setting may also utilise the Language skill, but that's your call. Linked to Smarts, this skill represents your fluency in one specific language of your choosing. You can take it more than once, choosing a different language each time. There may be occasions where you roll your Language skill if it's lower than another skill. For example, if someone with a d8 in Research but only a d6 in Language (Spanish) is studying a Spanish text, then they roll the d6. You start with a free d8 in one language of  your choice, which represents your mother tongue, and this doesn't cap rolls.

Anyway, let's buy some skills:

  • Core Skills: Emmett will raise his Athletics and Notice to a d6. His Common Knowledge, Persuasion, and Stealth will remain at d4. He also has a free d8 in Language (English).
  • Shooting d8: Emmett's a gunhand, after all.
  • Fighting d6
  • Intimidation d6
  • Riding d6: Since this is a Western, it's often a good idea to have this skill.
  • Survival d4: This skill is linked to Smarts, and used to navigate the wilderness, find sources of food or water, and track people or animals.

Edges

As a Human, Emmett starts with one free Edge. I'm going to spend my other two Hindrance Points to get a second one.

  • I'm going to build Emmett as a two-gun shooter, so his first Edge will be Ambidextrous, which requires a d8 in Agility. This allows Emmett to ignore Off-Hand penalties, but he still suffers Multi-Action penalties if he makes attacks with different weapons. If he fires two guns in the same turn, there'll be a -2 penalty on both (without the Edge, it would be -2 on one and -4 on another due to the Off-Hand penalty).
  • For the other Edge, I'm going to look at how Emmett survived getting shot in the back, because in reality he didn't. He has the Harrowed Edge, which is unique to Deadlands. This means that he died and came back to life thanks to a malevolent entity, which comes with a variety of perks but just as many drawbacks:
    • First of all, being undead makes Emmet fairly tough (since he's not using his vital organs). He has +2 Toughness, a +2 bonus to Spirit rolls made to recover from being Shaken, ignores one point of Wound penalties, doesn't breathe, and is immune to poison or disease. Furthermore, he can only be permanently killed by a headshot (anything else Incapacitates him for 1d6 days). However, he suffers a -2 penalty to Riding rolls (since horses can pick up the smell of rot), along with Persuasion rolls due to his pallid appearance.
    • He also has the ability to Let the Devil Out, which involves letting the spirit that reanimated him take control in exchange for power. This lets him add an Ace-able d6 to all Trait and damage rolls for five rounds, but may result in him causing some chaos while under the spirit's control.
    • There are a myriad of other special rules, but I don't have time to discuss everything. But one final one is that he gains access to special Harrowed Edges, and he can take a free one:
      • For his Harrowed Edge, I'll take Supernatural Attribute (Vigour). This boosts Emmet's Vigour by two die types up to a d10. It also lets him Advance it to a maximum of d12+2.

Derived Statistics

Because Emmett is Harrowed, he has an additional Derived Statistic known as Dominion. This represents how in control he is of his reanimated body. Dominion is equal to his Spirit, and there's a chance that it goes down whenever he Lets the Devil Out. If Emmett ever runs out of Dominion, the spirit takes over permanently, and he'll be controlled by the GM.

  • Since Emmett's Spirit is a d6, he starts with a Dominion of 6
  • Pace is the standard 6, with a d6 running die
  • Emmett's d6 in Fighting gives him a Parry of 5
  • Emmett's Size is 0 by default
  • Emmett's d10 in Vigour gives him a base Toughness of 7, and the +2 bonus from being undead increases it to 9

Gear

In Deadlands, you start with $250 to buy equipment, and you can invest Hindrance Points for an additional $500 per point.

  • I'll buy a pair of Colt Peacemakers for $15 each. These have a Range of 12/24/48, deal 2d6+1 damage, have AP 1 (meaning they negate one point of Armour on the target), a Rate of Fire of 1, and hold six rounds.
  • I'll also spend $4 on a Bowie Knife. This deals Strength+d4+1 damage, and also has AP 1. If he throws it, the Range is 2/4/8.
  • I'll buy a horse for $150 and a saddle for $25.
  • That covers the important stuff. Remember to save some money for the campaign.

Advances

Let's give Emmett four Advances to bump him up to Seasoned, and spend them all on Edges

  1. For his first Advance, I'm going to give Emmett Two Gun Kid. This means that he ignores the Multi Action penalty if he makes an additional ranged attack using a weapon wielded in a different hand to the first one. Combined with Ambidextrous, that lets him fire both his guns in the same turn without the Multi-Action or the Off-Hand penalty (there'll still be a Multi-Action penalty if he performs a third action though). Both attacks have to be ranged though; melee attacks are covered by a different Edge.
  2. The second Advance will be the Menacing Edge, which grants a +2 to all Intimidation rolls. Normally, you need particular Hindrances to take this, but being Harrowed serves as a requirement too.
  3. The third Advance will be one from the Deadlands book; Quick Draw. This has two effects:
    1. Whenever Emmett spends a Benny for a different Action Card, he draws two Action Cards and chooses which one he uses.
    2. Additionally, he gets a +2 bonus to Athletics rolls made to interrupt actions. This includes opposing attempts to interrupt his actions.
  4. His Seasoned advance will be Marksman, so he can draw a bead quickly and gains a lesser version of Aiming if he doesn't move on his turn (one ranged attack on which he either gains a +1 bonus or ignores two points of penalties from Called Shots, Cover, Range, Scale, or Speed). And before you ask; no, this does not stack with Aiming, and it only applies on one of his attacks if he's firing twice.

Anyway, that's about it. There are plenty of other rules out there (which may or may not come into play), and I may discuss them in future posts if there's sufficient interest.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. It is unofficial Media Content permitted under the Media Network Content Agreement. This content is not managed, approved, or endorsed by Pinnacle Entertainment Group. Certain portions of the materials used are the intellectual property of Pinnacle, and all rights are reserved. Savage Worlds, all related settings, and unique characters, locations, and characters, logos and trademarks are copyrights of Pinnacle Entertainment Group

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