Part 1: Gone Missin’

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Pender Lumkiss
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Part 1: Gone Missin’

Post by Pender Lumkiss »

Missing Wagon and deputies.

Gus looked at you all gearing up fresh from Henrietta’s tender touch. The old time ranger scratched his whiskers a bit sheepishly. He turned up one of the electric lights giving the room a soft glow as the sun had all but set by now. You had noticed in this tall building only he and Heneretta appeared to be the only ones present. There was ample room for about twelve more folks and in fact they you might even reckon passing by a room full of bunks.

Gus’ voice was filled with worry despite his steady demenor, ” Deputies haven’t come back. Damn Saloons. They are probably out drinking, whoring, and what not. Last time this happened the rag, Electric Daily, wrote a whole darn spread on it. Got Mr. Tesla seeing red over the whole matter. We need to find them before they tarnish our name and are more drunk than Andy is british.” Gus sighed, clearly there was more.

He dropped the other shoe waving the rangers to follow him and true to himself he told another tale, ”The armored wagon I was gonna give you has gone, missin’ like Bull’s good looks... Hurry down to the barn... Follow me.”

He took the group to the adjacent Tesla Rangers Barn. A large stall big enough for a good sized wagon and sure as shit it was empty. The barn doors were busted open and charred as if introduced to something smokin’ hot. Strangely fine bits of metal were suspended in the air two feet off the ground near where the wagon would have been secured. Clearly an odd situation. Gus drawled on taking out his compass which was circling aimlessly unable to find its way. ” Yup still missing. Ole Tommy boy is up to his usual pranks and at the worst time ever. He probably saw you’ll at the Rusty Sunset and decided to introduce you to the rangers proper like. Fuck... No time for goddamn pranks.” . Gus shook his head. Despite the ease with which he spoke, his eyes betrayed just how much up shits creek the group was without the armored wagon. ” Damn the timing... Fuckin Edison. Paper had a field day last time the joker pulled a stunt like this. We still haven't found out where is he operating from. He just shows up and does stuff like this... In a few weeks no doubt the armored wagon will be back... But damn if it will be too late.”

He looked out a window that has the towns electric lights on full display. Countless Saloons, opium dens, and other establishments set to the vices of man were just hitting their stride as night had set. ” We’ll be sending you to Uncanny Valley; one of our outposts on the Missip’. Mr. Tesla sent a telegram that Bot Masterson has been captured and is being held there. You’ll need backup going out that far, and the armored wagon... Well lets just say you’ll need somethin’ sturdy to lock up Bot Masterson in. Henretta and I will mind the station in case Mr. Telsa telegrams or any of the deputies comes wanderin’ back.” Gus paused tapping on the barn door and pointing out to town...

”Folks out there would have seen somethin’. I’ll need you to represent us and find our deputies and armored wagon.”
Player Directions
Use networking rules to find them(research is an option). Success you find the deputy more or less ready to go. With a Lvl of fatigue from too much high hollarin’. Raise you find them ready to roll. Feel free to make up any kind of place and NPCs that may or may not become enemies or allies in the future. This a full fledged western town with just about any kind of building or person that would fit. This post is really about your guys’ efforts in finding the wagon and deputies.

Benny Time: +1 Benny if your post includes a pic of the person talked to or place visited.

- DEPUTIES (1 per ranger): Use the Soldier from Savage Worlds. Each deputy is outfitted with a Winchester ‘76 (Range 24/48/96, Damage 2d8, RoF 1, AP 2) and 30 rounds of standard ammo, plus whatever weapons the players choose to hand off to them.
○ Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4 Pace: 6; Parry: 5; Toughness: 5 Hindrances: — Edges: Soldier
Networking rules
Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a “macro” sense—summing up hours of effort with a single roll. Persuasion is the nice way of interacting with one’s contacts. The flip side of the coin is Intimidation. Either can get the job done but in slightly different ways, as shown below. When to Use These Rules: Networking is a good way for social characters to spend their time while bookworm types are doing Research. The Basics: Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.
Persuasion (The Nice Way): Characters use Persuasion to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks. Success grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A raise either gets more of whatever he was looking for, or at a lower cost. Failure means the hero’s efforts are in vain. A Critical Failure means he’s cut off from that particular group for a while (up to the GM but typically about a week). Money Talks: You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts. The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting’s Starting Funds and modify as appropriate from there.
Intimidation (The Not-so-Nice Way): Each attempt to “work the streets” takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs. Success grants the character most of what she wants, though her victims might decide to get some payback later on. A raise means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge. Failure means the goon doesn’t get anything useful. A Critical Failure means she ends the evening with a fat lip, black eye, or broken nose (see Bumps & Bruises, page 125). She can work her contacts again the next day, but they’re more likely to be waiting for her this time! Busting Heads: The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but adds +2 to the roll. This raises the stakes as well. A simple failure means the evening ends with Bumps & Bruises (page 125), and a Critical Failure bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!), she might run afoul of the law, come back with two levels of Fatigue from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy!
Field Team Six Bennies
3/6
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Crankshaft
Posts: 15
Joined: Mon May 27, 2019 8:56 pm

Re: Gone Missin’

Post by Crankshaft »

Crank hears the tales about the deputy and the missing armored wagon and right on cue his notebook comes out. With calculated efficiency Crank makes respctive notes about the deputies (most likely on Tesla's payroll) and the Armored Wagon (which certainly paid for through government funding).

Being of a rightful curious nature, Crank begins walking the length of the barn, checking for footprints and other signs. He points out his findings to @Awinita Anikawi. "What details would you need to track this joker?"

Crank reaches back into his pack and bags and pulls forth a satchel/leather envelope. It turns out to be a carrying case for a circular lens made of glass about a quarter inch thick and finely polished. Sturdy wooden handholds are on each side directly opposite from each other. Crank pulls from a pocket inside the case an oval shaped piece of metal, like a large metal pill. On side of the pill is covered in mesh the other half is solid aluminum. Pulling out one of his Galvanic Coils (5 PPE) he plugs the coil into the device.

"Let us see what these barn doors have to tell us."

Object Reading
PPE 2
Audio Modifier 2 PPE
[*] Galvanic Engineering (1d8) [dice:2if8zxgv]54940:0[/dice:2if8zxgv]
[*] Wild (1d6) [dice:2if8zxgv]54940:1[/dice:2if8zxgv]
User avatar
Checkers
Posts: 37
Joined: Thu May 30, 2019 3:40 pm

Re: Gone Missin’

Post by Checkers »

Persuasion 5
Persuasion [dice:2i3oflo4]54941:0[/dice:2i3oflo4]
Wild [dice:2i3oflo4]54941:1[/dice:2i3oflo4]

Reroll [dice:2i3oflo4]54941:2[/dice:2i3oflo4]
Wild [dice:2i3oflo4]54941:3[/dice:2i3oflo4]
Gone missin, heh? Charlotte gives an eye roll, thinking, I know where to look. Men are men, no matter where you go.

She heads out into town, looking for the establishment that’s just the right kind of disreputable. She finds what she’s seeking after an hour or so of asking the townsfolk (and getting more than a few side eyes), and slips into the back door of a mid-tier whore house. ”Mid-tier.” How many of these are there in town that there are tiers?

She slips from the kitchen into the common room, where one of the girls sits at the piano, another dances, and men of all shapes and sizes crowd them from all directions. She suppresses another eye roll. Looks just like the penny novels.

A serving woman showing a surprising amount of bosom, even for such an establishment, pulls her aside. ”Honey, you stick out like a sore thumb. What are you doing here?”

Startled, Charlotte stammers, ”Oh! I’m, ah, looking for any of the local Ranger deputies. We’ve got ourselves a mission, and we need to head out.”

The serving girl gives her a once over, and Charlotte can read her expression clearly. She doesn’t think I’m old enough to be a Ranger. Typical.

But the woman just gives a shrug. ”Ranger, huh? I think Mica over there is a Ranger. Try at table two.”

Charlotte looks up at table two, wondering what kind of man she’ll find there, only to see a pretty, brown-haired woman nursing a mug and, um, enjoying the ambience. Charlotte’s eyes go a bit wide, as she thinks, Maybe I need to reexamine some assumptions, and heads to table two to collect the deputy.
16305E80-E6EC-41ED-8D5A-4F128AEAABCF.jpeg

Pace: 8, Running die d8; Parry: 7 (or 8 w/Catnip or L-20 equipped); Toughness: 21(5); Size: Normal (2); Initiative Edges: Quick
Character Sheet
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Awinita Anikawi
Posts: 13
Joined: Wed May 29, 2019 2:17 pm

Re: Gone Missin’

Post by Awinita Anikawi »

Survival 12
Survival [dice:4gbo9avp]54996:0[/dice:4gbo9avp]
Ace [dice:4gbo9avp]54996:2[/dice:4gbo9avp]
Wild [dice:4gbo9avp]54996:1[/dice:4gbo9avp]
Persuasion 3
Persuasion [dice:4gbo9avp]54996:3[/dice:4gbo9avp]
Wild [dice:4gbo9avp]54996:4[/dice:4gbo9avp]
Ranger Barn
Round 0

Nita surveyed the barn, looking for the tracks. “Tracking town be hard,” she said. “Too many people. Wagon is big? Someone should have see it.”

Nita headed out to the town to see what she could find. Unfortunately, she couldn’t get into most saloons to ask any questions or look for the deputies. They took one look at the Indian girl and shoved her right back out the doors before they stopped swinging from her entrance. Nita returned, frustrated, to the Ranger’s headquarters.

***

Awinita Character Sheet
Conviction: No
Bennies 3/3
Dragoon Ammo 5/5 (Mundane)
  • Mundane: 45
  • Cast Iron: 1
  • Magnetic: 1
  • Teslic: 1
Thunderbolt Rifle 5/5
  • 15 Teslic cartridges
Magnetic Harpoon
Winchester Ammo 15/15
  • Spare: 35
User avatar
Bull
Posts: 9
Joined: Tue May 28, 2019 2:03 pm

Re: Gone Missin’

Post by Bull »

Knowing that dealing with people all friendly like wasn't what he was good at, Bull just mopes around town, hoping that he could find something that would help point them in the direction of the deputies and the wagon. After a few well to do young bravos try to run him over with their horses... the horses don't like that idea too much... Bull decides to just stand around the Sherriff's office as he waits for his new team mates to find someone or something he can hit.
Last edited by Bull on Thu Jul 04, 2019 3:11 pm, edited 1 time in total.
User avatar
Vargan Orok
Posts: 80
Joined: Mon May 27, 2019 7:04 pm

Re: Gone Missin’

Post by Vargan Orok »

Networking 10, success with a raise
Persuasion [dice:32v5ooph]55101:0[/dice:32v5ooph]
Wild [dice:32v5ooph]55101:1[/dice:32v5ooph]
Ace [dice:32v5ooph]55101:2[/dice:32v5ooph]
Aristocrat +2
Surely the easiest way to find a deputy is to find the Sheriff, Andy concludes to himself as he heads for the local constabulary. He chuckles at the word Sheriff. While these Yankees have declared their independence the word itself hearkens back to England and Wales as the chief executive of the Crown in particular ton or county. Even the bloody Scots used the word for a judge. No doubt they spell it differently just to be cantankerous, Sir Cross thinks to himself. Entering the Sheriff's station he puts on his best face but isn't quite ready for what he finds.

The Sheriff is a lovely woman smoking a pipe. Her features slightly marred by some scars near her mouth, likely hard won. utting aside his momentaril unease the nobleman greets his fellow crown representative with the appropriate respect.

"Good day mi-lady. Allow me to introduce myself, Sir Andrew Cross of Sir Telsa's Rangers. I believe we are supposed to collect up some of your deputies for a jaunt." The woman looks up lazily blowing circles from her pipe.

"Long way from home eh Limey?"

Deeply affronted by the term Sir Andrew responds tartly, "I beg your pardon madame. I am no Limey. The royal navy is full of pomp and buffoonery. I am of her majesty's cavalry. I can ride and shoot as well as any of you so called cow boys. Or ladies as the case may be."

Slighlty amused the Sherrif rises from her seat, "Well then, my apologies Andy." She smiles slightly assuming that a familiar tone might throw him off, "Name's Wynonna Earp. Sheriff of these parts and keeper of your deputies. About time you boys showed up. Another couple of days and they'd be too drunk to be any good to anybody."

"Well, Winnie," Sir Andrew responds with equal informality, "I am grateul for your mothering. Leads the way and we shall take these troublesome youths off your hands." Straightening up he offers his arm to escort the Sheriff and she less than politely refuses. Shrugging the ex-British officer follows in behind her. Little does she know that act protects her from chamber pots being emptied on her head. Pride goeth before the fall.

Fortunately, no such fate befalls the good Sheriff and the two pass a silent march to the local tavern. A glace from Sheriff Earp yields a nod from the bar tender who takes out a long key and unlocks a door to the backroom. In the room is a private card game and one of the deputies quickly jumps to his feet in the presence of the Sheriff. She gives a quick jerk of her head toward Sir Andrew, "Lucky, your job's here. Time to earn your pay so you can buy your way out of the hole."

After offering polite thank yous Sir Andrew waits for Lucky as the youth collects his meager stack of chips and gun.

"Much obliged Sheriff," he concludes. "If I pass by this way again I shall show my gratitude by purchasing you a drink."

He departs with a flourish, and before she has time to say something rude.

Sheriff Earp
344717479145245fc98d636b32cb7d2c.jpg
Vargan Orok (Ranger)
Bennies 3/3, Conviction 2/2
User avatar
Grandpa
Posts: 19
Joined: Tue May 28, 2019 7:49 am

Re: Gone Missin’

Post by Grandpa »

Grandpa sets to movin out. These no goods ought be able ta go out drinking but aint right for a man not be ready fer work in the morn. Strolling around Grandpa finds himself squared up with the meanest old whore he ever met. A real marvel this dame was a full grown man dressed like a lady and working the sheets, he imagines she was a rough one when younger. "What the hell you mean ya know, but aint saying?"

Emmie was never one to tell on her patrons, they had reputations after all, and she was limited in her potential income being so fine of frame. "Mr. Masterson a lady does not speak of such things. Perhaps if you waited in the saloon you would have better luck." Her strange accent high pitched, but sounding like some city folk was getting to him.

"I don't care what a lady does, I care when those bastards that ar spossed be helping us er. Now speak up, or gain some weight." The old man says rubbing the handle of his pistol, his head cocked a little to the side and his eyes squinted.


It took nearly half an hour of bullying before the lady would give in and confess she had her ladies at the "Gilded Rose" hiding many of the soldiers they were looking for. This must have been the meanest Madam in Texas to be running two houses and still resisting Grandpa's ornery nature for so long.

Western.jpg
OOC Comments
Intimidation [dice:f2esarlz]55361:0[/dice:f2esarlz] Ace [dice:f2esarlz]55361:2[/dice:f2esarlz]
Wild [dice:f2esarlz]55361:1[/dice:f2esarlz] Ace [dice:f2esarlz]55361:3[/dice:f2esarlz]
"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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