Thread: Saloon (OOC)
Board: Beneath Wild Skies
Group: Players
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Admin

posted... Saloon (OOC) 
on Sun 22 Nov 2015 @ 5:52 AM (PBW Time)

  Where we can kick up our heels and chew the fat.

"Blondie" The Preacher

posted... Wardin 
on Mon 28 Dec 2015 @ 7:57 PM (PBW Time)

Reapers chew fat too.

"Blondie" The Preacher

posted...  OOK 
on Fri 5 Feb 2016 @ 6:26 PM (PBW Time)

Tonight Gefff drinks beer. Hooray beer! Drunk psotst.

"Blondie" The Preacher

posted... Beep boop 
on Sat 12 Mar 2016 @ 8:22 PM (PBW Time)

The reaper is a giant sea-monster kaiju that eats things. This post keeps reapers away.

Admin

posted... So ... 
on Sat 16 Apr 2016 @ 10:16 PM (PBW Time)

  What're you hombres up to?

Jergard Stanton

posted... Flying 
on Mon 18 Apr 2016 @ 9:07 PM (PBW Time)

Getting on an iron eagle to travel to the far distant lands of Baws Tonne for the eastern convention of penny arcade machines and technicians.

(Flying to Boston for PAX East, back Monday evening, April 25.)

Admin

posted... integrated firearms rules 
on Mon 23 May 2016 @ 9:17 PM (PBW Time)

  I am taking a cue from Pathfinder on its firearms, reducing their damage somewhat to let melee weapons compete with them in that regard, while making them more dangerous with the touch attack rules.

-Attacking-
*Firearms attacks are ranged touch attacks.

-Damage-

*Small Pistols (.22 Derringer): 1d6
*Medium Pistol (.38 Colt Peacemaker): 1d8
*Large Pistol (S&W .44): 1d10
*Rifle or Carbine: 1d12
*Shotgun: 2d6 (Both barrels: 3d6)

-Reloading-
*Percussion Cap: 1 minute (or, if replacing an empty cylinder with a full one, a Full Round Action)
*Cartridge (such as a revolver or rifle with internal magazine): 1 Full Round
*1- or 2-Shot Cartridge (like a derringer or double-barreled shotgun): 1 Move Action
*Box Magazine Fed: 1 Move Action
*Putting a single round into a Cartridge firearm: 1 Move Action

-Range, Ammo Capacity, Etc.-
*These details will be determined by the historical specifications of the weapon in question.
*Characters can use appropriate skills and abilities to make modifications and improvements.

Admin

posted... Condensed Skills List 
on Sat 18 Jun 2016 @ 4:17 PM (PBW Time)

  For our reference:

-Acrobatics/DEX = Tumble + Balance
-Athletics/STR = Climb + Jump + Swim
-Bluff/CHA
-Computer Use/INT (not really applicable here, but for d20 modern in general)
-Concentration/CON
-Craft/INT
-Demolitions/INT
-Diplomacy/CHA (can be used as Gather Information)
-Disguise/CHA
-Gamble/WIS
-Handle Animal/CHA
-Intimidate/CHA (can be used as Gather Information)
-Investigate/INT = Investigate + Research (can be used as Gather Information or Search)
-Knowledge/INT
-Linguistics/INT = Read/write Language + Speak Language + Decipher Script + Forgery
-Perception/WIS = Listen +Spot (can be used as Search)
-Perform/CHA
-Pilot/DEX = Pilot + Drive
-Profession/WIS
-Repair/INT = Repair + Disable Device
-Ride/DEX
-Sense Motive/WIS
-Sleight of Hand/DEX = Escape Artist + Sleight of Hand
-Stealth/DEX = Hide + Move Silently
-Survival/WIS = Navigate + Survival
-Treat Injury/WIS

Synergy: One of my favorite bits that seems to have been lost.

-3 ranks in Athletics gives +2 to Acrobatics
-3 ranks in Concentration gives +2 to Computer Use, +2 to Craft, and +2 to Knowledge
-3 ranks in Bluff gives +2 to Diplomacy and +2 to Gamble
-3 ranks in Sense Motive gives +2 to Diplomacy and +2 to Gamble
-3 ranks in Knowledge (Nature) gives +2 to Survival
-3 ranks in a Craft skill gives +2 to Repair checks involving objects appropriate to that Craft skill

"Blondie" The Preacher

posted... A handy guide 
on Mon 25 Jul 2016 @ 11:53 PM (PBW Time)

** EDITED July 25, 2016, 11:55 pm **

** EDITED July 25, 2016, 11:55 pm **

Thank you for the guide as I put this reaper ward in place.

Jergard Stanton

posted... warding 
on Wed 24 Aug 2016 @ 10:33 PM (PBW Time)

haha I used my auto-warder on this board and didn't change the char id ... I wanted to see if PBW would stop a character not on the board from posting on the board.

Nope! Talisman warded a thread here.

Maybe this weekend I'll clean up the program and give it to you guys so you can auto-ward too...

Admin

posted... haha 
on Fri 26 Aug 2016 @ 7:00 AM (PBW Time)

  That'd be cool.

You're doing God's work with that auto-warder. Thank you.

Jergard Stanton

posted... Test 
on Sat 27 Aug 2016 @ 7:25 PM (PBW Time)

test

Jergard Stanton

posted... Inspiration for Stanton 
on Thu 15 Sep 2016 @ 9:54 AM (PBW Time)

I've been watching a lot of The Blacklist recently, catching up on Netflix, and I've been taking a lot of inspiration for Stanton from Raymond Reddington, for better or worse.

'Marshal Derrick Lucian

posted... Iterations 
on Sun 23 Oct 2016 @ 2:52 PM (PBW Time)

Any guesses who this guy might be in World of Heroes?

Admin

posted... New rule 
on Wed 2 Nov 2016 @ 5:25 PM (PBW Time)

  I just came up with a new rule. I'm going to use it in WoH and Wild Skies. Any time your character gains a new ability (power, feat, class feature, w/e), the first time it gets used, it automatically works and the player gets full narrative power over how it does.

I retain full authority to veto this if it's clear that you were hanging onto it just to abuse it in a boss battle or something. This would just mean that you would use the power as normal (giving it normal chances to work) and push this on to the next time you'd use it under less critical circumstances.

(If you got the ability RIGHT BEFORE a boss battle, I won't do any vetoing. The veto is for clear cases of abusing my kindness.)

Admin

posted... New House Rule 
on Wed 2 Nov 2016 @ 6:56 PM (PBW Time)

  PCs do not need to roll to confirm critical hits except against major plot-point NPCs (such as Butcherblock or De Sangre).

Minion NPCs still need to confirm crits against PCs and other major characters. In addition, they do not get to re-roll after a 1 to avoid a critical fumble.

20s and 1s are still automatic successes for anyone.

Admin

posted... Gunfighter Dueling Rules 
on Tue 29 Aug 2017 @ 2:17 PM (PBW Time)

  To do a gunfighter duel, here's how.

-Add up your total bonus to initiative and your bonus to attack with the weapon you're using. If you have the Quickdraw feat or gear that provides a similar benefit, add an extra +2.

-From that total pool, decide how much you're going to add to your initiative roll and how much you're going to add to your attack roll. Write these down; do not show them to your opponent.

-Before rolling initiative, you can decide to draw or use a skill.

-If you draw, and your opponent decided to use a skill, you both go right into rolling initiative (see below); you get +2 to your initiative and your opponent gets a +2 to his attack roll.

-If both gunfighters decide to draw, roll initiative and attacks normally.

-You can use four different skills: Bluff, Perception, Sense Motive, and Stealth. You can use each one only once, whether the attempt succeeds or fails.

-Bluff: Rolling a successful Bluff check against your opponent's Sense Motive check (rolled separately from any other skill uses) grants you a +4 to your Defense.

-Perception: Rolling a successful Perception check against your opponent's Stealth check(rolled separately from any other skill uses) grants you a +4 to your Damage.

-Sense Motive: Rolling a successful Sense Motive check against your opponent's Bluff check (rolled separately from any other skill uses) grants you a +4 to your Attack roll.

-Stealth: Rolling a successful Stealth check against your opponent's Perception check (rolled separately from any other skill uses) grants you a +4 to your Initiative.

-Roll initiative against your opponent using your adjusted initiative score. The winner attacks first.

-Roll the attack with the adjusted attack total. If the attack hits, damage goes straight to Wound Points.

-If the gunfighter who lost the initiative is still standing, that gunfighter now attacks, following the same two steps above.

-If both gunfighters are still standing, combat may continue with the gunfighters taking the initiative they rolled but going back to their normal attack rolls ... or they can call it a draw and thank God no blood was spilled.

Admin

posted... Favorite Westerns 
on Wed 4 Oct 2017 @ 4:00 AM (PBW Time)

  Anyone? I really enjoyed the Magnificent Seven TV show, but I think my favorites are the new True Grit and Jane Got a Gun.

Admin

posted... ... bueler? 
on Thu 9 Nov 2017 @ 7:15 PM (PBW Time)

  no one?

"Blondie" The Preacher

posted... Godless 
on Fri 15 Dec 2017 @ 1:22 PM (PBW Time)

There's a TV series that's on Netflix right now called "Godless". It's worth a look. All the other things i've already recommended in private, but here's a nice list of what I like in Westerns.

Action/Adventure/Drama (real westerns have a bit of everything in them but these weren't made to be comedies. Comedies will be their own section.)

The Mark of Zorro (1940) - Classic California with an epic swordfight between Tyrone Power and Basil Rathbone. If you liked the shadow swordplay in Robin Hood, you get to see what it looks like when BOTH actors know how to fence.

They Died With Their Boots On (1941) - Speaking of Errol Flynn, he plays an overly stylized version of G.A. Custer in this one. Not really a feel good movie because the Custer they present is quite fictional and at odds with a LOT of historians.

Angel and the Badman (1947) - Bit of a tragedy on this one since the female lead in real life drank/drugged herself to death after the movie was made. The movie is a great example of John Wayne in his prime as the "Bad" man that in the tapestry of the Wild west isn't exactly as "Bad" as they say he is.

3 Godfathers (1948) - It's a sad one, but another example of the harsh and wildness of the "lawless" west. It's a John Ford directed movie, and he does a fantastic job with scenery and settings. This one in particular because he already made the movie once before, so the remix is better than the original. The original is considered lost.

Red River (1948) - Not one of my favorites, but a good example of "keeping your word" style of western, a trait that other movies tend to forget for the benefit of story and audience "feels".

The Treasure of the Sierra Madre (1948) - This one's an oddball. It's a "modern" western taking place in the 1920's, but the area they're working in is essentially an old holdover from the 1800's. It's the story of greed that has a timeless quality. If you liked Humphrey Bogart in Casablanca, you'll hate that he's doing just as good a job in this film.

Colt .45 (1950) - If you didn't understand the joke in Blazing Saddles about "You'd do it for Randolph Scott", this movie is one of the reasons why everyone stands in reverence for the name.

Winchester '73 (1950) - A story about a gun and all the men that die because of it. If memory serves though, I don't think the gun kills anyone, it's just a macguffin that moves the plot.

The Man From Laramie (1955) - A decent story, but the real benefit to this one is the sweeping landscapes. Sure there's some exciting moments, but Cinemascope + Technicolor = a VERY visuals based movie.

(I'll continue with more from '55 onward later)
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