Cowboy Rifle

Information and discussion for players of the game. No spoilers here please!
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Crusader
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Joined:Fri Feb 10, 2017 12:37 pm
Cowboy Rifle

Post by Crusader » Tue Jun 18, 2019 11:14 am

Hello y'all!

A Cowboy starts with a rifle. Is (s)he free to choose between the bolt-action and repeating rifle?

Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm

Re: Cowboy Rifle

Post by Slimcreeper » Tue Jun 18, 2019 2:41 pm

Welcome to the forums! Are you player only or do you GM also?

The starting equipment is very much a suggestion and a collaboration between GM and Player. For my games, player to player combat parity is not really a priority, so the difference wouldn't be that big a deal to me. Unless you have Second Shot Skill, though, the higher rate of fire doesn't help much.

I like to have a bit firmer starting point for my players, so these are the guidelines I use:

Starting Equipment
Each character starts carrying:
1 outfit suitable to the character’s Profession per Social Level.
Grimoire if applicable.
Any 1 item suitable for the character’s Profession of Unusual or less..
2 items or kits per Social Level worth less than 1 week’s income.
Characters are also assumed to have a living situation appropriate to their SL, which may include transportation.

Assuming they are starting in London, I assume they are not homeless. So they have an apartment or let a room in a boarding house or the family estate and have all the stuff you would expect. So maybe you don't always carry a shovel for burying bodies, but you could pop back home and grab one out of the potting shed.

I can say on good authority that these points will be expanded greatly in the Companion coming out soon ;)

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Andrew1879
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Re: Cowboy Rifle

Post by Andrew1879 » Tue Jun 18, 2019 3:07 pm

In answer to the original question, yes, you can choose between the bolt action and the repeater.

The Starting Equipment listed for each Profession ignores cost, and is meant to provide a reasonable set of gear for a starting character of that Profession. I normally include two outfits, one for work and one for casual or formal wear. For instance, a Brassman will have an old shirt, dungarees, and a leather apron for their workshop, probably a bit singed and oil stained, and a decent suit for trips to the bank and meeting clients and such. A Cowboy is assumed to have just come off a job, and have enough cash in their Starting Funds to grubstake them to their next rideout.

Backstory is important, yes, and there's some developments in the Players Companion. Pay special attention to the Connections. You're already seeing them in the Personalities.

Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm

Re: Cowboy Rifle

Post by Slimcreeper » Tue Jun 18, 2019 6:05 pm

Oh! And get the most recent errata if you don’t already.

Crusader
Posts:5
Joined:Fri Feb 10, 2017 12:37 pm

Re: Cowboy Rifle

Post by Crusader » Tue Jun 18, 2019 6:37 pm

@Andrew Thanks!

@Slimcreeper Yes... I needed those to get past the skill selection part, that chapter gave me a headache. And I played/GM'd Earthdawn for 22 years. Oof I'm getting old. I went looking for answers here and quickly found the Errata so that was a huge help already.

Just a player now though, we want to give 1879 a shot since it's... sort of Earthdawn. ^^

Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm

Re: Cowboy Rifle

Post by Slimcreeper » Tue Jun 18, 2019 7:02 pm

I’ve had a lot of fun with it. 😁

culturalexhibition
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Re: Cowboy Rifle

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