Tesla Ranger Setting Information. Please read.

Adventures in the Wired West
GM: Pender Lumkiss
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Pender Lumkiss
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Tesla Ranger Setting Information. Please read.

Post by Pender Lumkiss »

This Setting uses the following Setting Rules:

Conviction: Characters have access to Conviction once they share how they killed their first robot (Done via an interlude while on the trail)
  • Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal's Badge for Deadlands, a Benny of a different color, a toy doubloon for 50 Fathoms, and so on. Conviction can be spent to add a d6 to a final Trait or damage total. This die can Ace, and its result is added to the final total.
Fast Healing:
  • Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the race has Regeneration). Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24.
Heroes Never Die
  • Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism. With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out. How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below. If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow. Villains: The reverse is also true—villains rarely die either! Heroes should play this in the spirit it's intended—they shouldn't attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.
High Adventure
  • Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.
Wealth System (Next Post)
  • Looks like requisitioning equipment for the mission is essential!
Chewing Gum & Willpower
  • Sometimes a Ranger doesn't have the time to Repair things the right way. Player characters can spend a Benny to ignore the long repair time devices normally require, and make a “temporary Repair” roll as a action. Doing so returns the item to operation for the remainder of the scene, or until the durn fool operator rolls a 1 on their skill die to use the device, at which point it stops functioning again.
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Pender Lumkiss
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Re: Tesla Ranger Setting Information. Please read.

Post by Pender Lumkiss »

First GM post will cover getting geared up for the mission!

Gearing up: This setting using the wealth system to requisition gear beyond what you can start with. As a note everyone starts with a Dragoon Pistol, and 1000 bucks for basic gear.

At the start of the mission it is time to requisition additional equipment and gear before heading out. Exotic weapons must be requisitioned.

Step 1: Everyone has starts with a d6, receives +1 die type bump to at least a d8 since seasoned (this roll only). This is not a trait roll but trait like and can be bennied. It also gets your wild die.

Step 2: Calculate the price of all the gear you want beyond your initial starting gear (1000 bucks).

Step 3: Then make a roll ( every $100 worth of gear gives you a -1 penalty).

Note: Exotic weapons need their own requisition roll per exotic weapon requisitioned.

Critfailure: Cannot scrape the funds together and buy anything.
Failure: Can either forgo the item or go broke (Gets the item, but nothing else for a spell)
Success: You got the item, but your wealth die decreases a die type.
Raise: You got the item and your wealth die has not changed.
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Grandpa
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Re: Tesla Ranger Setting Information. Please read.

Post by Grandpa »

Desired starting gear

Weapons ($225):
  • Colt Peacemaker (.45) (2d6+1, 12/24/48, ROF 1) [one worn, the other on his horse]
  • Knife/Dagger (Str+d4-1), Unarmed (Natural Attack, Str-1) [worn]
Gear ($750):
  • Worn (Boots, Clothing)
  • Backpack (Contains: Blanket, Clothing, Casual, Whetstone, Trail Rations x10)
  • Horse (Contains: Rope, hemp (10”/20 yards), Bedroll (sleeping bag; winterized), Saddle, Tool Kit, Blanket)
Total Gear Costs: $975

Roll modifier -10

Do we roll a wild die, or just a regular die?

OOC Comments
[dice:2z663lk7]54039:0[/dice:2z663lk7]
[dice:2z663lk7]54039:1[/dice:2z663lk7]
"All a man really needs in life is guns and bullets. The rest is usually free."

Bennies: 6, Conviction 1
3 Start of Q
+1 Interlude
+1 including -2 shooting so i don't hit Bull
+1 Mini story about last time I was in the canyon

Conviction = 1
Grandpa Masterson (Rob T)

Gender: at my age, that stuff just don't matter any more Human

Description: Weathered old man, lathered skin and ready to drop dead any minute.

Rank: Seasoned (4 advancements)
Attributes: Agility d8-1, Smarts d8, Spirit d6, Strength d4-1, Vigor d6-1
Skills: Athletics: d6, Common Knowledge: d6, Fighting: d4, Intimidation: d8, Notice: d6, Persuasion: d4, Repair: d6, Riding: d8, Shooting: d10, Stealth: d4, Survival: d4
Pace: 5, Parry: 4, Toughness: 5
Hindrances: Elderly, Hard of Hearing (minor), Mean
Edges: Ambidextrous, Marksman, Quick, Rapid Fire, Steady Hands, Two-Gun Kid
Weapons: Colt Peacemaker (.45) (2d6+1, 12/24/48, ROF 1), Colt Peacemaker (.45) (2d6+1, 12/24/48, ROF 1), Unarmed (Natural Attack, Str-1)
Gear: Backpack (Contains: Blanket, Whetstone, Trail Rations), Boots, Hiking, Bullets, Medium (50), Horse (Contains: Bedroll (sleeping bag; winterized), Saddle, Blanket, Clothing, Casual, Rope, hemp (10”/20 yards), Knife/Dagger)
Language: Native Language (Native)
Advancements:
  1. Edge: Marksman
  2. Edge: Two-Gun Kid
  3. Edge: Steady Hands
  4. Edge: Rapid Fire
Books In Use: Savage Worlds: Adventure Edition
Validity: Character appears valid and optimal

Created with Savaged.us

Character here: https://savaged.us/s/e8m5lc
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Pender Lumkiss
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Re: Tesla Ranger Setting Information. Please read.

Post by Pender Lumkiss »

Yeah I think about 1000 or so dollars makes sense. So you’ll need to drop something. It is a trait die like so you get your wild die.
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Grandpa
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Re: Tesla Ranger Setting Information. Please read.

Post by Grandpa »

Pender Lumkiss wrote: Wed May 29, 2019 8:28 am Yeah I think about 1000 or so dollars makes sense. So you’ll need to drop something. It is a trait die like so you get your wild die.
Dropped the second weapon. He will have to shoot someone for a replacement.
"All a man really needs in life is guns and bullets. The rest is usually free."

Bennies: 6, Conviction 1
3 Start of Q
+1 Interlude
+1 including -2 shooting so i don't hit Bull
+1 Mini story about last time I was in the canyon

Conviction = 1
Grandpa Masterson (Rob T)

Gender: at my age, that stuff just don't matter any more Human

Description: Weathered old man, lathered skin and ready to drop dead any minute.

Rank: Seasoned (4 advancements)
Attributes: Agility d8-1, Smarts d8, Spirit d6, Strength d4-1, Vigor d6-1
Skills: Athletics: d6, Common Knowledge: d6, Fighting: d4, Intimidation: d8, Notice: d6, Persuasion: d4, Repair: d6, Riding: d8, Shooting: d10, Stealth: d4, Survival: d4
Pace: 5, Parry: 4, Toughness: 5
Hindrances: Elderly, Hard of Hearing (minor), Mean
Edges: Ambidextrous, Marksman, Quick, Rapid Fire, Steady Hands, Two-Gun Kid
Weapons: Colt Peacemaker (.45) (2d6+1, 12/24/48, ROF 1), Colt Peacemaker (.45) (2d6+1, 12/24/48, ROF 1), Unarmed (Natural Attack, Str-1)
Gear: Backpack (Contains: Blanket, Whetstone, Trail Rations), Boots, Hiking, Bullets, Medium (50), Horse (Contains: Bedroll (sleeping bag; winterized), Saddle, Blanket, Clothing, Casual, Rope, hemp (10”/20 yards), Knife/Dagger)
Language: Native Language (Native)
Advancements:
  1. Edge: Marksman
  2. Edge: Two-Gun Kid
  3. Edge: Steady Hands
  4. Edge: Rapid Fire
Books In Use: Savage Worlds: Adventure Edition
Validity: Character appears valid and optimal

Created with Savaged.us

Character here: https://savaged.us/s/e8m5lc
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Pender Lumkiss
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Re: Tesla Ranger Setting Information. Please read.

Post by Pender Lumkiss »

Grandpa wrote: Wed May 29, 2019 8:44 am
Pender Lumkiss wrote: Wed May 29, 2019 8:28 am Yeah I think about 1000 or so dollars makes sense. So you’ll need to drop something. It is a trait die like so you get your wild die.
Dropped the second weapon. He will have to shoot someone for a replacement.
After talking to Jason and a little soul searching, slight modification of the initial post was made.

This setting using the wealth system to requisition gear beyond what you can start with. As a note everyone starts with a Dragoon Pistol, and 1000 bucks for basic gear.
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Crankshaft
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Re: Tesla Ranger Setting Information. Please read.

Post by Crankshaft »

@Pender Lumkiss @Imperator

Gear ($750):
  • Worn (Boots, Clothing)
  • Backpack (Contains: Clothing, Casual, Whetstone, Trail Rations x10)
  • Horse (Contains: Rope, hemp (10”/20 yards), Bedroll (sleeping bag; winterized), Saddle, Tool Kit, Blanket)
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