The Texas Territory: an LHAC

Lighthearter

President of the United States
Joined
Apr 29, 2010
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Location
The West Wing
The year is 1874.

Fifty years ago, shortly before the start of the First Mexican-American War, pogroms exploded across the United States of North America and Mexico alike. Crowds hunted witches in droves, burning any they could get their hands on, regardless of what they'd done with their powers - and in many cases, regardless of whether they actually possessed any. Led by a woman named Adelina Mayes, witches fled the United States into the Texas Territory, nominally claimed by Mexico but in reality a place where all feared to tread.

This influx of colonizing witches was not taken well by the natives, already incensed by white men's claiming of their land. The tribes of Texas united in a loose coalition, drawing on the power of the spirits they knew so well to do battle with Mayes and her followers in defense of their home. They became known as the Entwiners, for the way they fought alongside spirits and merged with them.

This left the settlers caught in the middle. Trying to run ranches or farms in the midst of that war was a lunatic's proposition, at least without some form of organized defense. The Texas Rangers stepped up, trying to protect the citizenry with guts and bullets, but they were no match for war spirits and mystic witchery. At least, not until 1860, when a man named Matthias Lothgren shared his genius, giving to the Texas Rangers a vast arsenal of steam and clockwork technology. Armed with these new gifts from their powerful benefactor, the Rangers set to their task with new zeal, and a tentative peace has reigned ever since.

Even when America and Mexico went to war, and went to war again twenty years later, the conflict was fought around Texas. Even its assimilation into the United States after the Second Mexican-American War has been a nominal thing. The Texas Territory is a lawless zone where a man can only be what he has the strength to be, where witches and Entwiners do battle with steampunk Rangers, grappling for the future of Texas. Will it become a haven for persecuted witches across the world? Or will the natives preserve this last holdout of their culture in the face of colonization? Or will the steady march of technology and societal progress wash both these groups away, restoring order in a lawless territory?

You don't know. You don't know much about Texas in general, truth be told, because you never thought you'd be bound for it until recently. Somehow, things have changed in your life, and Texas is the answer. For whatever reason, you're either running away from something or towards something else, and that's led you to a train station in Little Rock, Arkansas, and an express for a small town called Red Gulch, deep inside the Territory.

Welcome to Texas.

***

Hello, and welcome to The Texas Territory, my latest poor life decision, and also my Christmas present to the ACing community in general. The game will be played here, and I think we're all regulars who know the basics of how things work. If that's not you, and you're totally new, just say so and we'll all help fill in the blanks. Essentially, this is D&D...but fantasy kitchen sink Western.

First of all, let's get that character sheet going. Here's a blank copy, and I'll go through it below.

Spoiler :
Name:
Description:
Bio:
Level:
1
XP: 0
HP: 10/10
WP: 10/10
Stats:
-STR:
5
-DEX: 5
-CON: 5
-INT: 5
-WIS: 5
-CHA: 5
Skills:
Unarmed:
Melee Weapons:
Guns:
Explosives:
Witchery:
Entwining:
Mechanical:
Medical:
Knowledge:
Diplomacy:
Acting:
Reflex:
Athletic:
Perception:
Resources:
Sneak:

Feats:
Spells:
Inventory:


Clear as mud, right? Well, here's the breakdown.

Level: 1 - This is your character level. I think everyone understands how leveling up works as a concept, yes? Well, every time you do, you get 5 HP or WP, to be divided up however you see fit. You also get 2 Skill Points(plus your INT modifier). On even numbered levels you get a Feat, and on odd numbered levels you get a Stat Point.
XP: 0
HP: 10/10 - You know what HP is, but note the second number. In this game, you all have two bars for each type of health. For more information on what happens when you lose a health bar, see the New Health System section.
WP: 10/10 - This is Willpower, the second type of health. It's used to defend against CHA attacks and mind-altering situations. It'll be covered in the New Health System too. To calculate your HP and WP totals, add the total score of the relevant stat onto the 10 HP you have at game start. CON for HP, WIS for WP.
Stats: You begin the game with 5 in each, and 4 additional points to customize as you will. Stats cannot be moved past 10 or below 1. Your Stat Modifier is calculated with 5 as the +/- 0 baseline - as in, 6 is +1, 7 is +2, 4 is -1, etc. You gain one Stat Point every odd-numbered level up.
-STR: 5 - Time for your stats! Strength covers melee combat and brawn.
-DEX: 5 - Dexterity covers ranged combat and dodging, as well as sneaking.
-CON: 5 - Constitution covers physical resilience and HP.
-INT: 5 - Intelligence covers skill points and Witchery. For more information, see Witchery below and Leveling Up above.
-WIS: 5 - Wisdom covers mental resiliency and common sense, as well as ranged damage.
-CHA: 5 - Charisma covers social skills and Entwining. For more information, see Entwining below.
Skills: Skills show what you can do. You begin the game with 5 Skill Points if you have 6 or lower INT, 6 if you have 7-8, and 7 if you have 9-10. Each skill is associated with a stat, and to get your total modifier with a stat, simply add your modifier from the relevant stat to however many skill points you have invested in the skill. A skill's modifier cannot be raised past +8 at character creation - this includes the stat modifier, so bear that in mind when min/maxing your stats and skills. At Level Five this increases to +12.
Unarmed: - This skill determines your proficiency in unarmed combat. STR.
Melee Weapons: This skill shows how good you are with melee weapons. STR.
Guns: This skill shows how good you are with ranged weapons - bows count! DEX.
Explosives: This is the skill for blowin' things up. INT.
Witchery: This is the skill for Witchery(see below). INT.
Entwining: This is the skill for Entwining(see below). CHA.
Mechanical: This is your skill for steam and clockwork tech. INT.
Medical: This is the skill for medicine and healing. WIS.
Knowledge: If you're a smart fellow, this is the skill for showing it off. INT.
Diplomacy: The best diplomats can talk the skin off a snake. CHA.
Acting: Sometimes you need to show rather than talk. Acting is used for any social interaction that doesn't involve words. CHA.
Reflex: Reflexes can be the difference between life and death in a gunfight or a line dance. DEX.
Athletic: This blanket skill covers swimming, jumping, running, tumble, climbing, etc. STR.
Perception: It's not just good eyes, but having the smarts to make sense of what you're seeing. WIS.
Resources: What you've got is what you've got, but enough haggling and the other fellow doesn't know that. CHA.
Sneak: Sometimes you feel like taking pity on the enemy and avoiding them rather than assuredly murdering every last one of them. Strictly you being merciful, of course. DEX.
Feats: You begin the game with two Feats. Even even-numbered level up afterward, you gain one more.
Spoiler :
NO REQUIREMENTS:

Training Montage: Take +1 to any stat of your choice. May be taken multiple times.
Mystic: Take this feat to unlock Entwining OR Witchery with 2 Spell Capacity or 2 Spells. Specify which. May be taken once per variation.
Arcane Affinity: Take this Feat to instantly gain +1 Spell Capacity if you are an Entwiner, or to take a new spell if you are a Witch. If you are both, specify which discipline recieves the bonus. May be taken multiple times. Requires Mystic(Either).
Quick Draw: Drawing your weapon now counts as a free action and no longer provokes Attack of Opportunity.
Tough Guy/Gal: Immediately add your CON score to both of your HP bars a second time(5HP per bar minimum).
Resolve: Immediately add your WIS score to both of your WP bars a second time(5WP per bar minimum).
Polymath: Once per day, instead of performing a Knowledge check, you may simply state that you know the result. Requires INT 6.
Dual Wielding: Reduces the -6 penalty for dual-wielding one-handed weapons to -3.
Blood Knight: For every 20% of your HP or WP total that you lose, you gain +1 to damage. Once obtained in an encounter, the bonus remains even if you are later healed. Caps at +5.

REQUIRES LEVEL FOUR:

Blood Brother/Sister: Pick a teammate, PC or NPC. When near this character, you both gain +2 to all attack and dodge rolls in combat, and +1 to damage.
Determinator: The first attack in a day that would eliminate your first bar of either WP or HP will now instead reduce it to 1.
Revive: If you lose both bars of HP or WP, you may revive yourself once per day, functioning the same as a bar loss revive and returning you to action with 10HP and WP.
Dual Wielding II: Removes the penalty for dual-wielding one-handed weapons. Requires Dual Wielding.
Refresh: Unhappy with your spell selection? This Feat resets your taken Spells. May be taken multiple times. Requires Mystic(Witchery).
Fortunate Son/Daughter: Once per day, you may use Fortune to uncover your next plot step or to avoid taking a Consequence in combat.

REQUIRES LEVEL EIGHT:

Iron Will: Once per day, you may select a WP-based attack made against you and declare it a miss with no roll.
No Sell: Once per day, you may select a HP-based attack made against you and declare it a miss with no roll.
Vengeance: When you revive from bar loss with a Consequence, you also gain +3 to your attack rolls and +2 to damage for the duration of the encounter.

REQUIRES LEVEL TWELVE:

More Than Human: Immediately gain +4 Stat Points. The Stat Point limit is raised to 12 per stat.
Mysterious Stranger: Somewhere along the way, someone's taken an interest in you. This mysterious character never shows their face, but when the chips are down, they might lend you a hand from afar with their high-powered sniper rifle.
Fancy Education: Your higher education finally pays off in a dump of 10 Skill Points. The modifier cap on all skills is raised from +12 to +14.
Make My Own Luck: Once per day, you may take an automatic critical success on a roll of your choice.


Also in this section, if you so choose, you may select one Weakness from the table below. Each Weakness comes with a penalty, but in exchange you will receive some extra starting Skill Points. Weaknesses cannot be taken after initial character creation unless a pressing reason comes up.

Asthmatic: Breathing's hard for you, so you become Short of Breath very quickly when you start trying physically strenuous activities. +3 Skill Points.
Delicate: Being weaker than most folks, you find yourself In Tatters far more frequently than the tougher sort. +3 Skill Points.
Not Right in the Head: You suffer from frequent bouts of Insanity. +4 Skill Points.
Phobic: Pick a character or enemy type. Whenever you encounter them, you automatically receive Fear of that stated target for the duration of the encounter. +3 Skill Points.
Bloody Mess: For whatever reason, you bleed easily and bleed heavily, which means you're often Bleeding Out. +4 Skill Points.
Depressive: You get Demoralized easily. +3 Skill Points.

Spells: This section is only necessary if you are either a Witch or an Entwiner. It functions differently for either, so now's the time to delve into the differences between the two magic systems.

Entwining:
Spoiler :
Entwining is the art of literally "entwining" yourself with the spirits of earth, sky, and more. A skilled Entwiner can speak to the dead and call on the elements to wage war for him, pouring the power of his soul into every curse and summoning ritual to supercharge them far beyond what capabilities they might have at first glance.

An Entwiner begins the game with 2 Spell Capacity from the Mystic Feat, plus their Charisma Modifier. Entwiners can draw from the entire Entwining spell list at any time(save those that are level-locked), and can also "burn" Capacity points on spells they cast to increase their effects. At game start, you may burn a second Capacity point on any spell. At Level Four you may burn a third and at Level Eight you may burn a fourth on most but not all spells. An Entwiner also may never perform the same enchantment twice in a row. Your Capacity resets after sleeping.

Spoiler :
NO REQUIREMENTS:

Earth Spirit: Perform an Entwining check at a DC of 17. Success summons a lumbering earth spirit of rock and dirt to fight alongside you. Burning points adds an additional summoned spirit per point.
Mist Spirit: Perform an Entwining check at a DC of 10+a modifier set by the GM based on current weather conditions. Success summons a cloud of fog spirits that harshly penalize aim and perception in a large radius. Burning points adds 1D4 WP damage to all targets per point.
Rain Dance: Perform an Entwining check at a DC of 12+(# of targets). Rain spirits will swarm on a medium radius, unleashing frigid rain that deals 1D6+CHA WP damage to all targets. Burning points adds +2 damage per point and enlarges the radius slightly.
Companions: Perform an Entwining check at a DC of 13. Upon success, a pair of deceased warriors' spirits will rise from the earth to fight alongside you. Burning points adds additional spirits(5/8/10).
Healing Spirit: Perform an Entwining check at a DC of 10+(the target's currently taken HP damage/2). Upon success, a healing spirit will rise and merge with the target, healing 1D6+CHA of HP. Burning a point adds either another 1D6 OR causes it to restore a Physical Consequence. Burning another point provides both benefits.
Hunting Spirit: Entwining check, DC10. Summon the spirit of a hunting hound. If you supply this hound with a scent, it will take off at a dead run to follow it for 3 hours, until the enchantment ends. Burning one point increases the hound's time by 4 hours, and burning a second will increase its time from 7 hours to 12.
War Spirit: Upon an Entwining check at a DC of 15, a War Spirit appears and merges with the target, giving them +2 to hit and +2 damage for a full turn. Each burned Capacity point can do one of the following: Drop the DC to 11, double the combat bonuses when the Spirit merges with the target, or extend the effect for an additional turn.

REQUIRES LEVEL EIGHT:

Brush Fire: Perform an Entwining check at a DC of 22. Success summons a fire spirit to do battle with your enemies. Burning points adds additional spirits.
Wind Walkers: Make an Entwining attack against a DC of 16+the target's STR modifier. Upon success, wind spirits will seize them by the arms, fly them into the sky, and release them for 2D6+CHA fall damage. Burning points adds 1D6 of damage per point.
Power of the Ancestors: Perform an Entwining attack against a DC of 15+the target's Entwining or CON modifier, whichever is higher. Upon success, the power of your ancestors will surge forth in a great blast, hurling them back for 2D6+CHA of damage. Burning Capacity adds +1 damage and a random Consequence per point.
Hands of the Forgotten: Entwining check, DC15+(# of targets). Upon success, the hands of the dead rise from below, inflicting 2D6+CHA WP damage to all hostile(as defined by you) targets within the radius. Burning points adds 1D6 of HP damage per point.
Guardian Angel: Perform an Entwining check at a DC of 25. Success will summon your personal Guardian Angel, a mighty war spirit who will do battle at your side with spectral blade and bow and an arsenal of magical abilities until the end of the encounter. Once per day. Burning points drops the DC by 2 and slightly buffs the Guardian per point.
Spirit of Life: Perform an Entwining check at DC22 on a dead or unconscious character. Success summons a Life Spirit which merges with the target and restores them to vitality with 10 each of HP and WP. Burning points adds 10 more of each per point.


Witchery:
Spoiler :
Witchcraft is an ancient art that traveled from Europe along with the first of the colonists. Witches, always persecuted, practice the art in secret...everywhere except Texas, where they have a chance at building a life where no one has to hide what they are. Witches study magic by rote and through books, living in a world of ancient history and worlds only they can see as a means to suborn reality under their visions.

Witches start the game with 2 Spells from the Mystic Feat, + their Intelligence Modifier. Witches must "take" Spells as soon as they unlock them, and may only use Spells they have taken. A Witch may also only use the spells they have taken as many times as they have taken them - if they want to cast more than one Fireball per day, they have to take it twice. However, all Witchcraft spells only cost a single Spell point, making their higher-level abilities far more efficient than Capacity-burned Entwining powers. Just like Entwiners, Witches' spells reset after sleep.

Spoiler :
NO REQUIREMENTS:

Cleanse: Perform a Witchcraft check at DC14. Upon success, instantly remove one Mental Consequence from the target, and heal 1D6+INT WP.
Fireball: Launch a blast of flame that never misses its intended target for 1D6+INT damage.
Curse Mark: Perform a Witchcraft check at DC12+the target's WIS modifier or Witchery modifier, whichever is higher. Success inflicts a random mental Consequence.
Aid Mark: Perform a Witchcraft check at DC12. Success places a Mark on the target that can be consumed twice(separately or on the same roll, aggressively or defensively) for a +2 bonus each time.
Repel: Make a Witchery check at a DC of 10+(# of targets within 10 yards). Upon success, you deploy a blast of power that flings everyone and everything within 10 yards out to a 40-yard distance, also inflicting 1D4+1/2INT HP damage to all of them.
Compel: Make a Witchery attack roll against your target's WIS. Upon success, your honeyed words immediately inflicts 1D6+INT WP damage, with a mental Consequence if you roll full damage.
Disguise: Make a Witchery check at a DC set by the GM depending on how difficult your attempted disguise is. The higher your roll, the more successful you are.

REQUIRES LEVEL FOUR:

Terrorize: Make a Witchery check at a DC of 14+the target's WIS or Witchery modifier, whichever is higher. Success immediately inflicts Fear of yourself on the target.
Gilded Cage: Make a Witchery check at a DC of 15+the target's WIS or Witchery modifier, whichever is higher. Success creates a gilded cage of light around them that locks them in place and will implode in one turn for 2D6+INT damage.
Searing Chains: Make a Witchery attack against your opponent's Reflex. Success hurls a searing chain of mystic light that catches the target in a vise-grip for 1D6+INT damage. Move action. Follow up as you will.
Twisted Vision: Make a Witchery attack against your opponent's WIS or CHA, whichever is higher. Success treats them to a nightmarish vision of their darkest fears, inflicting 2D6+INT WP damage.
Protect: Make a Witchery check at DC16. Success creates a shield around the target of your choosing that will absorb the next physical attack made against them in its entirety.

REQUIRES LEVEL EIGHT:

Time Turn: Make a Witchery check at DC 21. Success restores your target's actions to full. Move action.
Revelation: Make a Witchery check at a DC of 15+your target's relevant magical or mortal modifier, whichever is higher. Success reveals all hidden targets in a large radius.
Fell Fate: Make a Witchery check at DC20. Success forces the target's next action to fail(unless it is a critical success). Once per target per day.

REQUIRES LEVEL TWELVE:

Divine Retribution: Make a Witchery attack against your opponent's Reflex. Upon success, a bolt of lightning smites them from above for 3D6+INT damage. Roll Witchery vs the target's CON. Upon success, they take a random physical Consequence as well.
Island of Dreams: Make a Witchery attack against your opponent's WIS. Success traps them in a spiraling world of their own worst nightmares, dealing 3D6+INT WP damage and inflicting the Demoralized Consequence.
Mark of the Chosen: Make a Witchery check at a DC of 23. Success gives the target the "Mark of the Chosen", fully restoring their current WP bar, cleansing all Consequences, and granting the effects of the Aid Mark. Once per target per day.
Mark of Disfavor: Make a Witchery check at a DC of 20+target's WIS or Witchery, whichever is higher. On success, the target immediately loses one action AND carries the "Mark of Disfavor" unique Consequence, causing critical hits on them to happen on 17+. Once per target per day.

Inventory:

We're operating on a common sense inventory system, since I'm running a game and not a survival sim. You're assumed to have anything anyone could consider basic supplies with you at all times - ammunition, food, tents, etc. If you're unsure whether it counts, ask, and I'll probably accept moderately good fast-talking on most anything. The point is to have fun, not get hung up on how many bobby pins each PC can have. Make sure your bio justifies anything that might be considered outlandish!

And be aware that there may well be certain missions where this is NOT true. If you're all captured and searched, for example, you won't have all the equipment you would under normal circumstances. Or if your campsite blows away in a storm and you have to fish it all back together.

As far as weapons go, I'm willing to grant a weapon with a 1D6+(appropriate skill modifier) damage scale to anyone with a relevant combat skill. This would be a revolver for anyone with Guns, a knife for Melee Weapons, or some weak fragmentation bombs for Explosives. Unarmed, by definition, has no weapons, though you can RP whatever brass knuckles, boxing gloves, hand-wrap, or anything else you particularly want. You can substitute if your RP more fits a small bow than a revolver, or a hatchet than a knife, but if you want to have a weapon with different stats, your bio will have to justify why you have higher-tier weapons on you.

I will accept a character having multiple weapons, so long as you exercise a reasonable degree of common sense. A gun-centric character having a backup knife for melee combat is acceptable. A gunslinger with two revolvers is acceptable. An explosive-hurling madman with a gatling cannon up his sleeve is not. I'm hoping we all know the drill here well enough that I shouldn't have to get involved.


The New Health System:

I've revamped Health for this game, taking a cue from Injustice. Each character now has two health bars(except mooks, naturally). Upon losing the first bar, your character is put into a dazed state where you can take no actions, and you also take a Consequence. I'll talk about those in just a minute. As soon as your next turn rolls around, you can end your dazed state and revive yourself, but at the cost of an action. However, every successive turn you remain down adds another action for you on the turn when you rise, to a maximum of four total actions. You'll still have to spend one on waking up, but it might be wiser to bide your time depending on the tactical situation.

The same logic applies to your Willpower bar. For RP purposes, you aren't physically dazed, but are lost to the world as you grapple with what you're doing and why.

Consequences are what happens when your body or mind are pushed too far. When one is inflicted on you, which will most often happen because of losing your first bar of HP or WP, you will receive one of the five consequences for the appropriate bar of health, determined by RNG. Consequences require medical or theraputic help to overcome, or certain Entwining or Witchery abilities.
Spoiler :
Physical Consequences:
Crippled Limb: -1 to STR and DEX, and special penalties for actions that use the limb in question.
Concussion: -1 to INT and WIS, penalties for anything involving seeing/hearing.
Bleeding Out: Until you receive medical attention, you take 2 damage every turn.
In Tatters: Your body's been pushed to the limit. You will now take additional physical Consequences much more easily.
Short of Breath: You lose one action per turn for the remainder of the encounter or until you receive medical assistance.

Mental Consequences:
Demoralized: You take a flat -2 penalty to all actions.
Fear: You become phobic of the enemy who claimed the last bit of HP from your health bar(or enemy type if appropriate), inflicting a -5 penalty to all offensive or defensive actions you take involving this character.
Insanity: As you lose your grip on reality, your second action every turn will now be randomized.
Fragility: Your mind's been pushed to the limit. You will now take additional mental Consequences much more easily.
Migraine: -1 to INT and WIS, penalties for anything involving seeing/hearing.

Sets:

As you venture through the Territory, you'll stumble not just across items of use on general terms, but specific unique loot items with histories and special perks. These items tend to be stronger than the regular versions of themselves, but their true strength comes when they are combined. These loot items are grouped into Sets, and uniting the pieces of a Set provides scaling bonuses depending on how many pieces you have found. A fully-assembled Set can radically alter the way you play, and even a partial Set can offer significant bonuses. Stay on the lookout for Set pieces as you wander the Territory!


I think that covers just about everything. I'm reserving the next post for the database and anything else I can think of. Sessions will be hosted Thursdays at 3PM EST. Looking forward to the game!

I reserve the right to rebalance absolutely anything at absolutely any time. I reserve the right to add new Feats and Spells as they occur to me. I reserve the right to a GM's share of any candy you may or may not obtain as part of preparing for gameplay sessions of The Texas Territory.
 
Last edited:
Reserved for the Texas Territory Database.

Companions:
Spoiler :
Naiche:
Spoiler :
Description: Naiche is obviously a young warrior from West Texas, hailing from a small Apache tribe near El Paso. He has a dark ponytail that runs past his shoulders, and dresses in earthy traveling clothes that have only a passing resemblance to native garb. He has a quick smile and is fond of jokes.
Bio: Naiche is from an Apache village near the Mexican border. With a reputation as a prankster and a troublemaker, he was more or less tolerated by his village until one of his pranks went slightly too far. The chief elected to kick Naiche out, sending him across Texas in search of a quest: if Naiche does something that Matters with a capital M, he may return to his people with proof he is more than an idle drain on the village. Time will tell if he succeeds.
Level: 1
HP: 14/14
WP: 17/17
Weakness: Not Right in the Head

Stats:
-STR:
4
-DEX: 7
-CON: 5
-INT: 4
-WIS: 7
-CHA: 9

Skills:
Unarmed: -1
Melee Weapons: -1
Guns: +4
Explosives: -1
Witchery: -1
Entwining: +6
Mechanical: -1
Medical: +3
Knowledge: -1
Diplomacy: +4
Acting: +4
Reflex: +3
Athletic: -1
Perception: +4
Sneak: +2

Feats:
Mystic(Entwining)
Arcane Affinity(Entwining)

Perk:
Spirit Connection: As long as Naiche is in the party, all Entwiners gain +1 Spell Capacity, and all defensive rolls against Entwining attacks for all party members gain a +2 modifier.
Entwining Spell - Mist Walk: So long as Naiche remains in the party, an Entwiner may spend a point of Spell Capacity(no roll) to teleport as a standard action to any location within a medium distance. Burning capacity either reduces it to a free action or increases the distance. Burning two points grants both bonuses.

Inventory:
Plains Bow(1D6+4)

James:
Spoiler :
Description: James is a small man with glasses, wearing a tattered Army coat and with a perpetually thoughtful demeanor. There's intelligence behind his eyes, and he carries medical supplies and mechanical tools with him at all times.
Bio: James is from Ohio, and got a good education before joining the USNA Army. He was just too late for the Civil War, and has spent most of his service career fighting witches and natives out West. He isn't the most progressive man ever born, but he's relentlessly honest and has a strong moral code. But you wonder what happened to him to engender his fear of witchery...
Level: 1
HP: 12/12
WP: 19/10
Weakness: Phobic(Witches)

Stats:
-STR:
3
-DEX: 3
-CON: 4
-INT: 9
-WIS: 9
-CHA: 7

Skills:
Unarmed: -2
Melee Weapons: -2
Guns: -2
Explosives: +4
Mechanical: +6
Medical: +6
Knowledge: +7
Diplomacy: +5
Acting: +4
Reflex: -2
Athletic: -2
Perception: +4
Sneak: -2

Feats:
Polymath
Fortunate Son


Perk:
Quartermaster: When the team is in a situation where their equipment is unavailable, he will have kept any two items of player choice on him. He also grants security clearance with all Ranger and USNA facilities, and provides a flat +1 bonus to any roll that involves non-weapon inventory items.

Inventory:
Knife(1D6-2)


Other Characters:
Spoiler :
Known to be Hostile:
Spoiler :
Red Roslyn Richter:
Roslyn Richter is Texas' greatest bounty hunter, who seems to currently be in the employ of whomever it is who is after Charlotte. She's a dangerous unarmed combatant, and has the capability to revive herself after a bar loss as a free action, as well as a chance to avoid taking Consequences in the same situation. Very dangerous.

The Blonde Witch:
You know next to nothing about this woman, beyond the color of her hair and the nature of her powers. She claims to serve the "Man Wreathed in Black" and seems to serve as some kind of messenger on his behalf, mounted on a fire-breathing steed. All you do know is that she tried to kill you without hesitation, and is associated with Charlotte's kidnappers. She's liable to be a serious threat.

The Man Wreathed in Black:
Beyond that he's involved with Charlotte's kidnapping and has a very pretentious name, you know nothing about this character. Perhaps someone you meet along the way can teach you more.

The Preacher:(Texas Rangers)
The Preacher, real name Max Blackwell, rules Northern Texas in the name of Matthias Lothgren and the Fort. His men are fanatically loyal, motivated by a real faith that Blackwell exploits for his own benefit, creating an authoritarian paramilitary force that answers to him and him alone. He has a habit of launching raids into Witches' Territory to "punish the sinners". Only San Antonio's explicit commands could possibly bring him to heel.

Known to be Friendly:
Spoiler :
Coming Soon!

Charlotte Oakley:
Whether Charlotte is friend or foe is really more than you can say right now, but she's offered you a fortune to safeguard her to the Fort in San Antonio. She's also been kidnapped by parties unknown, and without her signature, the vouchers she's given you are worthless. Whatever her motives or ends, right now you need to get her back.

Factions:
Spoiler :
The Rangers:
Spoiler :

"Peace Through Superior Firepower."
~Motto of the Texas Rangers
The Texas Rangers have long been a force in the Territory, starting even before Mayes and her Witches came down from Massachusetts. Comprised of the best from local militias and a solid core of US and Mexican Army veterans, the Rangers have one mission: protect the localities of Texas against magical or mortal predation, by any means necessary. A man can't fight a witch or an Entwiner with his bare hands, so the Rangers have delved into the bleeding edges of science, with the help of Matthias Lothgren, an extremely wealthy North Carolinian businessman whom some say fled to the Territory before the Civil War because he knew how it would end.

Armed with clockwork and steam technology to make the world green with envy, the Rangers patrol in tightly-organized groups. One of their soldiers is worth a dozen lesser warriors, but there are never enough Rangers even in times of peace. With tensions heating up again between the magical factions, there's a dire shortage of rough and ready men who enforce law wherever they go.

The Witches:
Spoiler :

"No God could consider it a crime to desire life and a home. Thereby, no man can either."
~Adelina Mayes

Witches have been hated and feared since ancient times, when they were called sorcerers and hunted by kings and emperors. Modern pogroms are driven by people, not lords seeking advantage, but are no less damaging to the poor souls caught in their way. Many witches fled Europe to escape this sort of nonsense, but when it followed them to America, they had to do something. It was Adelina Mayes of Hartford who led them in the doing, and in what the Witches call the Second Exodus, they left New England in droves, migrating across the Ohio Valley and down through Indian Territory into Texas. More would follow from all across the United States of North America in short order, and many would even flee north from Mexico. For their part, the nations in question simply seemed glad to be rid of the problem - as long as the other was the one in possession of the Territory the Witches claimed.

Fifty years later, the Witches are a force to be feared. Driven by need to lean on the abilities of the iron women who made the March west, the Witches field an army of revolver-and-carbine wielding young ladies and their husbands and brothers, providing shielding to the master witches who lead their squadrons in battle. Supplemented by bounty hunters when necessary, the Witches lay claim to vast swathes of northern and eastern Texas. Though Adelina Mayes is dead, no meaningful policy change has come from her successors in New Salem, currently embodied by her twin granddaughters, Marissa and Mariah. But men fear what they don't understand, and even without the conflict with the Entwiners, witches are still in danger of persecution even here in Texas, if they wander too far from protection.

The Entwiners:
Spoiler :
Coming Soon!

The United States of North America:
Spoiler :

"Texas is as close as it comes to unclaimed badlands in the West, even worse than Indian Territory. This is a state of affairs that must be rectified."
~Brig. General George Armstrong Custer

The United States of North America came onto the world stage with a bang when the British colonies on the East Coast revolted, almost as one, in the wake of the Boston Tea Party and the battles of Lexington and Concord. Disputes over the legality of slavery nearly undid the coalition at first, as the British colonies in Canada almost stood on principle and refused to endorse any rebellion that catered to Southern slaveholding interests. However, aggressive British use of witches against Generals Washington and Arnold changed the Canadians' minds, and the USNA was(with copious French and Spanish assistance they'd like to forget) able to throw off the shackles of British control.

That was a hundred years ago. Another war with Britain was narrowly averted, but the USNA cut its teeth fighting the HRE when it attempted to capitalize on the French Revolution. Steady expansion westward subsumed the native tribes north of Texas and intimidated the Mexicans, leading to the first war between former colonial nations in North America. This war's legacy was to drop the Texas Territory right in the USNA's lap, a situation which wasn't the most popular consequence of war in human history. Texas mostly stayed out of the USNA's civil war ten years ago, letting the east settle its business among itself - which it did, with President Stanton leading the USNA to a crushing victory over Tyler's Confederate States.

The USNA retains nominal authority over the entirety of Texas, but that authority is, at best, a fragile thing. The Rangers serve the Governor, who supposedly serves President Whitlock, but that fealty has never really been tested, and Washington has always had its doubts about Texas' fundamental loyalty even if the Entwiners and Witches were removed from the equation - doubts which led to General Custer's deployment to Corpus Christi, and his substantial force of Civil War veterans. US troops fight more conventionally than the Rangers or their mystical adversaries, which perhaps explains why Custer is more or less content to let Lothgren and San Antonio take the lead on pacifying the Territory...so long as they come when he calls.

Greater Mexico:
Spoiler :
Coming Soon!


The Hitchcock Gang:
Spoiler :
Headed by Luther Hitchcock, the Hitchcock Gang are a band of slavers who operate in the Texas Territory, hated equally by all five major factions in the region. They have no cause but money, no ideology but greed, and no methodology but selling human beings for the most profit, despite the illegal nature of the trade in post-Civil-War America. Some say Luther himself is a former Confederate slaveholder unwilling to accept the fall of their peculiar institution, but others say he's just out for money. He could be a dangerous thorn in the side of anyone he decides to challenge - though he has no allies to protect him if a more powerful group makes a move to edge him out and claim the Texas underworld for its own.

Places:
Spoiler :
Red Gulch, Texas:
Spoiler :
Red Gulch is a small town just inside the Texas border, and marks the far point of the railroad's current progress. It's a sleepy little place that owes its existence to the station and not a lot more, and it's the perfect place for an adventurer to find almost anything he needs with no questions asked.

The Fort:
Spoiler :
Located in San Antonio, the Fort is the headquarters of the Texas Rangers, and the General's place of residence as well as Matthias Lothgren's. New Rangers are trained here, new equipment is produced, and plans are drawn up in the seat of normal man's power in the Territory. Witches and Entwiners alike fear to tread within many miles of the Fort, and only an army the size of Mexico's or the USNA's would dare try to drive the Rangers from their stronghold.

Hope, Texas:
Spoiler :
Hope's name comes from the idealism of the witches who settled it: it represented the furthest south they could safely settle in the face of Entwiner resistance and the growing power of the Texas Rangers, and the people there fervently believed in the hope for an independent Witches' Republic. Believed, past tense, because recently the Preacher's forces entered the town and obliterated it, executing or capturing survivors as a warning to the witches as a whole. Now the town is a ghostly wreck.

Gold Valley, Texas:
Spoiler :
Gold Valley's name gives away the purpose of initial settlement, even if the veins have long since dried up. Unlike many frontier towns, Gold Valley made the switch to a service economy when the Rangers set up their North Texas headquarters there, and the town is home to the largest garrison of Texas Rangers in the Territory, surpassing even San Antonio. The law here is hard and fast, but not always unfair, even if the town is very hostile to witches. The Preacher commands the local garrison and calls this settlement home.

Sets:
Spoiler :
Sigrid the Witch:
Spoiler :
Sigrid is a famous folk-tale in Texas, supposedly coming and going as a wandering heroine from town to town before the Civil War. No one knows what became of her, or if the legends are even real, but these items belonged to her, whoever she really was in life.

Sigrid's Choker: +1 to Witchery when equipped.
Sigrid's Sigil: +1 to Witchery when equipped.
Sigrid's Spellbook: +1 Witchery Spell so long as it is equipped.

Set Bonus: 2/3 - Gain a free use of the Cleanse spell per day.
Set Bonus: 2/3 - So long as the Sigrid set is equipped, gain a free use of any spell you already know. You don't have to specify the spell ahead of time.
Set Bonus: 3/3 - If you are not yet Level Four, gain a free use of Twisted Vision per day. If you are above Level Four, gain a free use of Fell Fate per day so long as the full set is equipped.

Desperado:
Spoiler :
Not all the characters who've wandered through Texas are the good and sweet-natured kind. There've been some nasty characters, but tools are tools - what future they have now is entirely up to whoever wields them.

Railroad-Rated Rope: +3 to any checks that involve rope work.
Mustache-Twirling Lasso: +2 to all Melee Weapon rolls.
Dastardly Desperado Revolver: Ranged weapon, 1D6+WIS. No Dual Weapon penalty. Critical hits on 18 and 20.
Devilish ACME Dynamite: +2 to Explosives.

Set Bonus: 2/4 - +2 Guns so long as the set is equipped.
Set Bonus: 3/4 - Score critical hits on 19 as long as the set is equipped.
Set Bonus: 4/4 - Gain the Intimidate ability, which functions like the Terrorize spell with CHA instead of Witchery. Free action. Once per day.

The Lord of the Dance:
Spoiler :
Legend speaks of a character who came through Texas many years ago, one who spoke with his deeds and won the hearts of any who saw him perform. They called him the Lord of the Dance, and even though no one's entirely sure what he was dancing about, it's said some of his mighty skill at swaying hearts is imbued in his performance wear.

The Lord's Triumph Belt: +1 to Acting
The Lord's Dancing Shoes: +1 to Reflex
The Lord's Sparkling Headband: +1 to Diplomacy

Set Bonus: 2/3 - All WP attacks gain +2 to hit and +1 to damage.
Set Bonus: 3/3 - WP attack critical hits inflict Mental Consequences.

The Badlands Boxer:
Spoiler :
Texas has always been home to rough characters, and once there was a tournament to prove who was the best of the best. Dozens came from all over the Territory and more from outside it, but one character proved himself far and above the competition. Now maybe you can take a shot at his title.

Badlands Brass Knuckles: Increases unarmed damage scale to 3-8.
Texas Territory Trophy: +2 to Unarmed.

Set bonus: 2/2: +2 to Unarmed as long as this Set is equipped.
Set Bonus: 2/2: Unarmed critical hits always inflict physical Consequences.
 
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Name: Luz Guerrera
Gender: Female
Description:
Spoiler :

Bio: Exiled Mexican revolutionary who came to Texas after the defeat of the republicans during the Franco-Mexican War. Ideologically anarchist, Luz's main goal in Texas is to raise up enough money to help fund another rebellion against the Emperor of Mexico.
Level: 1
XP: 0
HP: 14/14
WP: 15/15
Stats:
-STR:
6
-DEX: 6
-CON: 4
-INT: 10
-WIS: 5
-CHA: 5
Skills:
Unarmed: 1 (+3)
Melee Weapons: 0 (+2)
Guns: 0 (+1)
Explosives: 3 (+8)
Witchery: 0 (+5)
Entwining: 0 (+0)
Mechanical: 2 (+7)
Medical: 0 (+0)
Knowledge: 0 (+5)
Diplomacy: 0 (+0)
Acting: 0 (+0)
Reflex: 4 (+5)
Athletic: 0 (+2)
Perception: 0 (+0)
Resources: 0 (+0)
Sneak: 0 (+1)

Feats:
  • Training Montage (STR)
  • Training Montage (STR)
  • Delicate
Spells: lol no
Inventory:
  • Black Powder Bombs (1d6 + (INT/2), AOE)
 
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Name: Holly Hunter
Gender: Female
Description: A short, scrawny young lady usually dressed in dull, practical but ill-tailored clothes. She has bright brown eyes, a quick smile, and short-hacked blonde hair. A small, battered bag of belongings is slung over one of her shoulders.
Bio: -Placeholder idea: street urchin, not too competent at stealing things, kept having to leave cities by train a hop skip and jump ahead of the law, ended up here by roughly that proccess-

Level: 4
XP: 4,500

HP: 21/21
WP: 20/19

Stats:
STR: 8
DEX: 8
CON: 3
INT: 7
WIS: 5
CHA: 7

Skills:
Melee Weapons: 4
Acting: 3
Reflex: 4
Athletic: 3
Perception: 4
Sneak: 4

Feats:
Training Montage
Training Montage
Training Montage
Tough Gal
Bloody Mess (W)

Inventory:
Knife
Knick-Knacks
$100K in unsigned vouchers
Victor's Fancy Pen and Watch
Lord's Triumph Belt (+1 acting)
Railroad-Rated Rope (+3 rope rolls)
Badlands Brass Knuckles (3-8 unarmed damage)

DT
 
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Name: Jebediah Hunt
Description: Tall and lanky, with tanned skin from working in the fields. Short cropped brown hair hidden beneath a bowler hat. Twitchy brown eyes and a medium length scraggly beard.
Bio: Born in the late 1840s in Georgia. An outlaw haunted by his actions in Kansas.
Level: 1
XP: 0
HP: 22/22
WP: 14/14

Stats:
-STR:
7
-DEX: 10
-CON: 7
-INT: 3
-WIS: 4
-CHA: 5

Skills:
Unarmed: 0 (2)
Melee Weapons: 0 (2)
Guns: 4 (9)
Explosives: 0 (-2)
Mechanical: 0 (-2)
Medical: 0 (-1)
Knowledge: 0 (-2)
Diplomacy: 0 (0)
Acting: 0 (0)
Reflex: 1 (6)
Athletic: 3 (5)
Perception: 0 (-1)
Resources: 0 (0)
Sneak: 2 (6)

Feats:
Quick Draw
Dual Wielding
Depressive
Training Montage (Dex)

Inventory:
2x Revolver
 
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Name: Eskaminzim
Description: Tall, with a slightly weathered face. Has tanned skin, brown eyes, and chest length black dreads for hair. He is clean shaven, and typically dresses in a mix of settler's dress & tribal wear. He has a single earring, a short string of teeth from an unknown beast.
Spoiler Bio :
Eskaminzim was born and raised in an Apache war band; he showed a talent for entwining at a young age and learned the art of spiritual combat at the feet of shamans. Of course, he also trained with firearms & axes; entwiners were powerful, yes, but their power was limited; once you run out of magic, you’re just like anybody else, so a passing familiarity with weapons was the minimum expected of all spellcasters.

He participated in numerous raids & skirmishes with Maye’s witches & Lothgren’s rangers, until at the end of a particularly pitched battle a shadow emerged from the ground, sweeping over most of the combatants & draining them. Eska was one of a handful of survivors.

Believing that the bloodshed in Texas had awoken something terrible, he made it his mission to end the fighting & bring the native, witches, & rangers together in a grand alliance, lest all three groups fall to great evil he was convinced was prowling the plains.

Level: 3
XP: 3500
HP: 20/14
WP: 18/16
Stats:
-STR:
1 (-4)
-DEX: 7 (+4)
-CON: 3 (-2)
-INT: 7 (+2)
-WIS: 6 (+1)
-CHA: 10 (+5)
Skills:
Unarmed: 0 (-4)
Melee Weapons: 0 (-4)
Guns: 4 (+8)
Explosives: 0 (+2)
Witchery: 0 (+2; cannot use)
Entwining: 3 (+8)
Mechanical:
0 (+2)
Medical: 0 (+1)
Knowledge: 0 (+2)
Diplomacy: 2 (+7)
Acting: 2 (+7)
Reflex: 4 (+8)
Athletic: 0 (-4)
Perception: 0 (+1)
Resources: 0 (+5)
Sneak: 0 (+4)
Feats:
Mystic (Entwining)
Quick Draw
Training Montage (DEX)
Phobic (Mythic Monsters)
Spells: 7 Capacity (8 when Naiche is in the party)
Inventory:
Revolver (1d6+1)
2x Hatchets (1d6-4 melee, 1d8+1 thrown)
Coyote Totem Mask
 
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Kinich, your revolver has a 1D6+1 damage scale.(You'll be rolling your own rolls so it's information you need). Your hatchets have 1D6-4 when used in melee combat, and since you specified you only have 2 I'm willing to say they have 1D8+1 in ranged combat.

For everyone's knowledge: you'll be rolling for yourselves in this game. Your to-hit modifier is your relevant SKILL modifier - IE, ranged attack hit chance is modified by Guns, melee by Melee Weapons or Unarmed, etc. Reflex is the most common defensive skill, but I'm willing to accept fast-talking if you think your other skills would more befit the current situation. Like Unarmed to defend against an Unarmed attack, or Acting to play dead(all circumstantial, so don't count on any of that too much).

If I've liked your post, you've been added to the spreadsheet. Confirming first mission will be this Thursday(the 4th) at 3PM EST.
 
Name: Leona Belmont
Description: Somewhat tall with a reedy but wiry physique. Has dark olive toned skin with sharp hazel eyes that flash purple when drawing on her magical heritage and straight black hair in a shorter cut just above the neck. Has a pronounced and rather jovial cajun accent. Generally wears light suits more suited to men then women as well as a dark overcoat she likes to drape over her shoulders if she suspects a fight will break out, and wide-brimmed hat, all of a somewhat better cut then most common folk are used to.
Bio: -to be posted pending checks on history-
Level: 1
XP: 0
HP: 18/18
WP: 18/18
Stats:
-STR:
2
-DEX: 7
-CON: 4
-INT: 9
-WIS: 8
-CHA: 5
Skills: 7
Unarmed: 0 (-3)
Melee Weapons: 0 (-3)
Guns: 3 (+5)
Explosives: 0 (+4)
Witchery: 2 (+6)
Entwining: 0 (+0)
Mechanical: 1 (+5)
Medical: 0 (+3)
Knowledge: 2 (+6)
Diplomacy: 0 (+0)
Acting: 0 (+0)
Reflex: 2 (+4)
Athletic: 0 (-3)
Perception: 0 (+3)
Resources: 0 (+0)
Sneak: 0 (+2)

Feats:
Mystic (Witchery)
Tough Gal
Asthmatic (technically)
Spells:
Cleanse
Fireball
Curse Mark
Repel
Compel
Disguise
Inventory:
 
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Session One Complete
Holly Hunter: +1000XP(Level Up!)
Leona Belmont: +1000XP(Level Up!)
Eskaminzim: +1000XP(Level Up!)
Jebediah Hunt: +500XP

The team hit the train from Little Rock to Red Gulch, Texas, and once aboard they were approached by a woman named Charlotte Oakley, who claimed to be en route to visit a friend of her father's in San Antonio - and said that it was imperative that she arrive at the Fort there unharmed. She offered each teammate twenty thousand dollars - the first ten thousand upon arrival in Red Gulch, and the second in San Antonio - if they would escort her, the equivalent of close to four hundred thousand dollars in 2016 prices. Needless to say, the team accepted, only to be attacked the instant they left the train in Texas by Red Roslyn Richter, one of the best bounty hunters in Texas. Though Roslyn was defeated, during the battle Charlotte was taken. A native Entwiner named Naiche joined the team to fight off Roslyn and her posse, and is now a full member of the team, accompanying everyone on the chase northward after Charlotte's kidnapper(s).

Leona, Eskaminzim, and Holly are all now Level Two. They gain +5 of either HP or WP, to be divided up between those two - and between their first and second bars - as they see fit. In addition, they each gain +1 Feat.

All spells have been reset.

Naiche has joined the party. Check the Database for his statblock.

Naiche's unique perk is Spirit Connection. As long as he is in the party, all Entwiners gain +1 Spell Capacity, and all defensive rolls against Entwining attacks for all party members gain a +2 modifier.
Naiche's unique spell is Mist Walk. So long as he remains in the party, an Entwiner may spend a point of Spell Capacity(no roll) to teleport as a standard action to any location within a medium distance. Burning capacity either reduces it to a free action or increases the distance. Burning two points grants both bonuses.

Looting the bodies uncovered two Set Pieces!

Sigrid's Choker:
+1 to Witchery when equipped. Set: Sigrid the Witch.

Railroad-Rated Rope: +3 to any checks that involve rope work so long as this item is equipped. Set: Desperado.


Database entries added for Red Roslyn Richter, Charlotte Oakley, and Sets.

The next session will take place at 3PM EST on Thursday, January 11. Looking forward to seeing you there!
 
Name: Victor von Hessen-Nassau
Description: A lean, somewhat pasty looking man of 28 years, with short, light brown hair and sharp, light blue eyes. A neatly trimmed mustache and goatee, and small spectacles frame his face. He wears designer clothes and a hat that are of exceptional European make. HE speaks with a light German accent.
Bio: Victor was born to minor nobility, related to the Duke of Hessen-Nassau, within the Holy Roman Empire. Early in his life, Victor was found to have inherited the disorder hemophilia, which impaired blood clotting. As a result, a young Victor was confined to the indoors by his mother, where he spent much of his time studying various disciplines. He also proved a charismatic and charming young man, eager to meet with anyone who would visit his family's estate, as he was rarely allowed to leave.

When he tuned 15, his father decided it was finally time for him to venture outside the confines of his home, and thus he was sent to England, his father's home, to study at a private institution. There, under the supervision of staff sent by his family, Victor expanded his studies to include natural philosophy, classical studies, and, secretly, witchcraft. Having been introduced to it by a fellow student, Victor soon developed a small obsession with the arcane, devouring as much knowledge as he could on it, continuing when he returned home.

Despite his attempts at keeping it a secret, Victor's arcane studies were eventually found out by a visiting statesman. Worried over their son's fate (and the blow to their reputation), his parents choose to send him away to America, under the pretense of touring the scholarly circles there. The funds provided by his family allowed Victor to retain a comfortable lifestyle, yet he found his new life in New York City just as stifling as his old, with anti-magic sentiment prevalent in the States. That is, until he heard rumors of witch covens and native shamans thriving in the Texas territory. Determined to investigate the rumors of both, he set out on a train bound for the lawless territory, hoping to finally find a place to practice magic freely.
Level: 1
XP: 1000
HP: 12/12
WP: 20/15
Stats:
-STR:
3
-DEX: 4
-CON: 2
-INT: 10
-WIS: 5
-CHA: 10
Skills:
Unarmed: 0 (-2)
Melee Weapons: 0 (-2)
Guns: 0 (-1)
Explosives: 0 (+5)
Witchery: 3 (+8)
Entwining: 0 (+5)
Mechanical: 0 (+5)
Medical: 3 (3)
Knowledge: 3 (+8)
Diplomacy: 3 (+8)
Acting: 0 (+5)
Reflex: 2 (1)
Athletic: 0 (-2)
Perception: 1 (1)
Resources: 3 (+8)
Sneak: 0 (-1)

Feats:
-Polymath
-Mystic (Witchery)
-Arcane Affinity (Witchery)
-Bloody Mess (Drawback)
Spells:
-Fireball
-Fireball
-Repel
-Repel
-Compel
-Compel
-Disguise
-Disguise
Inventory:
-Satchel bag
-Richters Leitfaden für Zauberei und Mystik (book on magic)
-A History of American Witchcraft by Dr. Joseph P. Hudson
-Ornate, gold pocket watch (Stolen by Holly)
-Several stacks of banknotes
-Halfway filled notebook
-Ornate fountain pen (Stolen by Holly)
 
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Sessions Two and Three Complete
Holly Hunter: +1000XP(Level Up!)
Eskaminzim: +1000XP(Level Up!)
Jebediah Hunt: +1000XP(Level Up!)
Victor von Hessen-Nasssau: +1000XP(Level Up!)

The team raced north from Red Gulch in hot pursuit of Charlotte's kidnappers, only to encounter another group on the road: a band of Hitchcock slavers, with Victor, James, and Jebediah as captives. Before the team could strike, a woman astride a flame-breathing shadow horse arrived, warning the slavers off and stating her "boss'" lack of desire to sell them their captive. A fight quickly ensued, where the woman demonstrated the power of witchcraft and the horse its own supernatural abilities, before the woman was driven off, leaving behind only a warning that the team's souls are safer if they stay away from her and her master. In the wake of the tumultuous day, everyone sat down to RP and swap stories, and some measure of a team was formed.

Eskaminzim and Holly are now Level Three. They gain +5 of either HP or WP, to be divided up between those two - and between their first and second bars - as they see fit. In addition, they each gain +1 Stat Point.

Jebediah and Victor are now Level Two. They gain +5 of either HP or WP, to be divided up between those two - and between their first and second bars - as they see fit. In addition, they each gain +1 Feat.

James has joined the party. Check the Database for his statblock.

James' unique perk is Quartermaster. When the team is in a situation where their equipment is unavailable, he will have kept any two items of player choice on him. He also grants security clearance with all Ranger and USNA facilities, and provides a flat +1 bonus to any roll that involves non-weapon inventory items.

Looting the bodies uncovered a Set Piece!

The Lord's Triumph Belt
- +1 to Acting. Set: Lord of the Dance.

A reminder that the team has several set pieces already. You'll need to divvy them up and assign them to individual players in order to receive their effects.

Database entries added for The Hitchcock Gang, James Marlow, The Blonde Witch, and The Man Wreathed in Black. Naiche's entry has been updated.

Next mission will be Thursday, January 25, at the same time(3PM EST) as this week. However, I am willing to move times if it would make things easier for people, given Lec's new conflict. Let me know if there are times that work better for any of you.
 
I'll take the Lord's Triumph Belt if no one else does.
 
Somewhat of an important question: In the rules it says we gain 2 skill points (+ INT modifier) when we level up, but this has not been included in the posted descriptions for our leveling up. Is this in fact the case?

As for items; I would like the Lord's Triumph Belt, Sigrid's Choker should go to Victor, and the Railroad-Rated Rope could go to Eskaminzim, or whoever else wants it.

Character post has been preliminarily updated pending answer to the above question.

DT
 
Somewhat of an important question: In the rules it says we gain 2 skill points (+ INT modifier) when we level up, but this has not been included in the posted descriptions for our leveling up. Is this in fact the case?

/Kicks self

This is why you don't get the flu when you're running a game, kids. Yes. You gain 2+INT SP per level up. This is retroactive for last level for those of you at Level 3. My bad.
 
Sessions 4 and 5 Complete
Holly Hunter: +1500XP
Eskaminzim: +1500XP
Jebediah Hunt: +2000XP(Level Up!)
Victor von Hessen-Nassau: +1000XP(Level Up!)

The team hurried north from the Hitchcock campsite, and quickly they reached the town of Gold Valley, Texas: the northernmost reach of Ranger control, and their headquarters in Northern Texas. It didn't take long to acquire horses and find information leading the party on further into Witches' Territory on the heels of Charlotte's kidnappers. In the process, they met with the leader of Gold Valley's defenders: The Preacher, who offered support for any expedition into Witches' Territory. Holly was the only one to notice the captives he led back to his garrison, but when the team pushed north, they quickly hit upon the town of Hope, Texas, which had been burned by the Preacher's forces. A quick firefight drove the Preacher's remaining rearguard from the ruins, and the team now has to juggle whether to pursue Charlotte's kidnappers or return to Gold Valley and engage the Preacher and his army. However, Charlotte is less than a day's ride away, and putting pressure on the Preacher via General Custer or Ranger leadership in San Antonio might be wiser than a head-on assault.

Jebediah
and Victor are now Level Three. They gain +5 of either HP or WP, to be divided up between those two - and between their first and second bars - as they see fit. In addition, they each gain +1 Stat Point, and more Skill Points based on their INT.

Database entries added for The Preacher, Gold Valley, and Hope.

Next mission Thursday, February 8.
 
Session Six Complete!
Holly Hunter: +1000XP(Level Up!)
Victor von Hessen-Nassau: +2000XP(Level Up!)

Holly and Victor pursued Charlotte's kidnappers across a river, leaving James to guard the horses. They and Naiche approached the villains' camp, listening to distant gunfire, and ran headfirst into a pyroequine and the blonde witch from Session Two. After a pitched fight, Victor killed the horse and Holly launched an absolute brutalization(48 damage in one round) on the witch, who collapsed in a bloodstained ruin before dissolving into flames and shadow on the spot. A subsequent search of the camp did not uncover Charlotte, but rather many bodies, including several of men belonging to the Hitchcock Gang. It seems the slavers grew tired of trying to buy Charlotte from her kidnappers - whose identities and motivations are still unknown - and simply took her by force. They can't have made it far...

Holly and Victor are now Level Four. They gain +5 of either HP or WP, to be divided up between those two - and between their first and second bars - as they see fit. In addition, they each gain +1 Feat, and more Skill Points based on their INT.

A reminder that when you level up, you need to tell me - here, in Steam, or in chat(in that order of preference). I can't update the sheet with information I don't have.

Looting the bodies has uncovered a Set Piece!

Badlands Brass Knuckles: Increases the unarmed damage scale to 3-8. Set: Badlands Boxer.

Sigrid's Spellbook: +1 Witchery Spell so long as this item is equipped. Set: Sigrid the Witch.

Our next session will be Thursday, February 22. I have been considering a time switch for the game, but the only other times I can do would be Monday through Wednesday at 5PM EST. Sound off about the convenience of those times and I'll get back to you.
 
Monday or Tuesday at 5 is technically doable, but I’d have to leave after an hour. So, unless everything important got done in that time, I’d basically just be there to snark and then vanish.

Wednesday has the same issues as Monday, with the added bonus that I’d probably be late.
 
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