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Experience and Fate Chips.

Posted by The StrayFor group 0
The Stray
GM, 53 posts
The Marshal
'round these parts
Thu 12 Nov 2009
at 04:18
  • msg #1

Experience and Fate Chips

So. We've reached our first hundred in-game posts. Time for Experience!

Nov. 11, 2009: 2 Experience Points.

Charging Bear, Thing, John Smith, and Robert Micklethwait, I'd like to award you with an extra White Fate Chip each for good roleplaying and keeping the game flowing.

Summary of Events: Robert Micklethwait encounters a dying soldier, and prepares funeral arrangements; Thing causes a commotion at the Saloon, and meets with Father O'Rourke; August Colby and John Smith encounter a corpse that is less dead than it appeared; Charging Bear and Jack Twofeather run into trouble with the local thugs while examining a mystery body of their own.
This message was last edited by the GM at 05:45, Thu 12 Nov 2009.
The Stray
GM, 85 posts
The Marshal
'round these parts
Tue 17 Nov 2009
at 21:03
  • msg #2

Re: Experience and Fate Chips

We've reached our second hundred in-game posts. Yay!

After the next hundred, we will be refreshing fate chips, so spend them if you got 'em.

November 17th, 2009: 2 experience points

August Colby and John Smith, take a white chip each for working well as a team. Rather O'Rourke, take a red chip for good roleplaying and exploring the setting, as well as the offer to hold Sunday Services for the town. Charging Bear and Alouette, take a red chip for good roleplaying, as well as working to involve the other characters around you. Robert Micklethwait, take a red chip for the fascinating interaction you had with the four poker players.

We seem to have lost Jack Twofeather.

Summary of Events: Charging Bear manages to chase of Nathaniel Frost and the Dust Adders, with the help of an impertinent corpse. August and John manage to put the Unknown Soldier back to rest. Thing finds a name for itself, and is now known as Alouette. Father o'Rouke finds out more about the town, while Robert Micklethwait plays a few hands of poker and winds up with a tidy sum. More strangers arrive at the Grand Bull Saloon. Mr. Underhill finds his profession isn't as safely dull as he once thought, and runs screaming into the night. The various strangers investigate his wild story of a corpse getting back to it's feet, and find a ranting madman in a Union uniform preaching apocalypse into the night.
The Stray
GM, 113 posts
The Marshal
'round these parts
Wed 9 Dec 2009
at 20:41
  • msg #3

Re: Experience and Fate Chips

We've reached our three hundred in-game post mark. Time for experience.

December 9th, 2009: 2 Experience points. Everyone gets an Advance. w00t!

As mentioned in the previous post, all fate chips are being redrawn. Since I don't want to have people too disappointed about having to give up aquired chips, here is a house rule:

You may keep the best previous chip you acquired, though you must still redraw the rest. If you managed to swing a blue chip, for instance, you keep that and draw two fresh chips (or one for Charging Bear, due to hindrances).

Please list your Advance in the OOC thread, and make the changes to your character sheets.

Summary of Events: Alouette grapples with the demon wearing Union skin, and holds it fast while Charging Bear, John Smith, and August Colby ready weapons. Father O'Rourke joins in, while Robert Micklethwait watches from the sidelines. The mad corpse twists and spews foul rantings of pestilence, wrath, and judgment until the arrival of The Amazing Evans, the local marshal, who had come to investigate the disturbance. The Marshal convinces the group to bring the undead thing to his office, where he can examine the situation away from the storm raging outside. The demon, captured and unable to sustain itself on the fear of the townsfolk, seems to have abandoned the corpse. The various party members make introductions and compare notes, and come up with a disturbing picture of corpses rising. John Smith volunteers to help Evans investigate further, and the others chime in with their willingness to help as well.
The Stray
GM, 140 posts
The Marshal
'round these parts
Fri 2 Jul 2010
at 02:50
  • msg #4

Re: Experience and Fate Chips

New chapter starting up.

All returning players: 2 experience points (for last thread)

Fate Chips remain the same (since no one spent any, at least that I remember)

Summary of Events: It's the morning after. While the rest of the group gets breakfast or attends to errands, Alouette drags the corpse of Second Chance Billy Yank to the crossroads and begins to bury it. This causes a bit of commotion, and draws the attention of the Mayor of the town, who is less than pleased that a crazy machine is digging holes in his streets. He tries to hint that the clank should leave town at its earliest opportunity.

While Alouette is finishing its burial rites, the rest of the group meets with Gabby, a talkative former miner, who hints that there are a great many strange things going on in town. Gabby goes quite cagey at the mention of Ghost Rock...not that there's anything suspicious about, no siree.

Meanwhile, Robert Micklethwait makes a few discreet telegraph dispatches.

Returning to the Grand Bull, the group speaks with The Amazing Evans about the job he offered them last night. They returned to the Grand Bull, only to be interrupted by the arrival of The Dust Adders, lead by Nathanial Frost, who proceed to try and intimidate Roland until Robert Micklethwait and Evans threaten them with legal action. The Dust Adders, befuddled, slink out of the bar, but not before promising that the group hasn't seen the last of them.

Characters Met:

Glenn Bruebaker - Mayor of Blackthorn. Not very happy with Alouette for digging holes in his street. Rumored to have made a deal with the devil, according to Gabby, the town gossip. Does seem to have more knowledge of occult matters than is normal for a small-town mayor.

Gabriel "Gabby" Clarke: Town gossip. An old miner who seems to have an opinion on just about everything. Seems to be hiding something, possibly to do with Ghost Rock.
The Stray
GM, 165 posts
The Marshal
'round these parts
Tue 13 Jul 2010
at 01:47
  • msg #5

Re: Experience and Fate Chips

Alrighty! It's that time again! While I'll hold off on awarding experience until suitable story milestone (as discussed in the OOC thread) I'll still award Fate Chips every hundred posts.

Fate Chips:

Everyone: Take one white chip for general good RP

Gangatsu and Augustus Spotswood: Take a red chip for capturing Danny Boy without injury.

Charging Bear and Robert Micklethwait: Take a red chip for pushing the story forward by seeking out Gabby for information

Alouette: Take an additional white chip for the in-depth interaction with Father O'Rourke (and chasing after cats stuck in trees)

John Smith: Take a random chip for the inconvenience of having your post swallowed by the data vampires of the internet.

Summary of Events:

In Blackthorn: The group splits up to pursue various leads in figuring out where the mysterious Yankee zombies came from. Charging Bear and Robert Micklethwait seek out the old miner Gabby, town drunk and inveterate gossip. Alouette lurches off towards the church, ingesting various posted bills to gain a feel for the area before having a talk with Father O'Rourke at the chapel. John Smith and Marshal Evans seek out the corpse John had fought the night before.

Charging Bear and Robert find that Gabby has just encountered yet another undead bluebelly, bringing the total known walking dead men to 4. They comfort the old miner and take steps to keep the deadite from causing more problems.

Alouette and the preacher have a long discussion on various matters as they clean the church. Alouette notices a trace of dark magic in the chuch, suggesting at something sinister involved in the previous preacher's disappearance. Alouette then lurches off to find a missing kitty cat it had learned of, winding up at The Red Eye saloon.

John and Evans return to the site of his attack, but unfortunately the body is missing. Evans notices some tracks nearby that may have been made after last night's storm. The pair keep searching the area for more clues.

On the road to Blackthorn: The stage to Blackthorn is waylaid by a solitary (and pitifully incompetent) bandit. The residents of the stage are quick to overpower and capture the would-be robber, who turns out to be a Yankee soldier who has some dark things to say about the town up ahead. Augustus Spotswood tends to the man, who is quite sickly, then turns his attentions to the cold-cocked driver. Gangatsu starts questioning the boy on what he's doing trying to hold up stagecoaches with an empty gun.

Characters Met:

Danny Boy: Young Yankee soldier turned inept robber. Seems to want to get away from Blackthorn as fast as possible.
The Stray
GM, 192 posts
The Marshal
'round these parts
Tue 20 Jul 2010
at 10:40
  • msg #6

Re: Experience and Fate Chips

It's that time again.

Fate Chips:

Alouette: I award you 1 blue chip for massive character development with the clank, as well as 1 red chip for being heroic and trying to heal the man you accidentally scared into a heart attack.

Robert Micklethwait: I award you 2 white chips: one for helping get information out of Gabby (even if it's information by omission) and one for playing the deputy card on the Dust Adder.

Augustus Spotswood: I award you 1 white chip for sticking to your character's concept about being nervous around meeting the law, even though it pulled your character out of the ongoing events.

Katy Devon: I award you 1 white chip for sticking to character concept about being fascinated by ongoing events.

Charging Bear: I award you 1 white chip for prying information out of Gabby with leading questions, and also for entrusting him with your own story.

Gangatsu: I award you 1 white chip for sticking to concept and trying to bring Danny in.

Summary of Events:

Charging Bear and Robert Micklethwait return to Blackthorn, still talking with Gabby (as it's hard to get him to stop once he gets going). They learn several interesting tidbits about the town, The Dust Adders, and Dr. Ward (whom Robert might actually know of). They reach the Marshal's office with the dead body in tow, only to find Marshal Evans is out investigating one of the other sites. So they wait.

Meanwhile, the stage arrives in Blackthorn. Gangatsu is eager to see Danny Boy dropped off at the Marshal's office, but Augustus pales at the thought of meeting the law so soon, and hastily decides to find lodging. Katy joins him, but is distracted by a commotion up the street. Gangatsu hauls Danny Boy to the Marshal's office, but find it inconveniently closed...and suddenly, gunfire and unholy shrieking break out nearby.

Inside the Red Eye, Alouette runs afoul of three Dust Adders having a drink, who decide to have a bit of fun at the automaton's expense. They ask it questions, then lead it outside to help "get the kitty" Alouette is looking for. Spotting the kitty on the roof, one of the Dust Adders begins shooting at it while the others laugh. This is when Alouette freaks out, shrieking and turning on the men. This sudden change of temperament causes a general panic among the cattle hands; one of them pulls his hogleg and starts shooting, one of them runs as fast as his legs can carry him, and one of them (the low-down skunk who fired at an innocent cat) has a coronary heart attack.

Alouette takes a few dings, but manages to still scare the piss out of the Dust Adder firing at it. Robert and Charging Bear get in to the action: Robert by trying to calm down, (then later ordering down) the scared one, and Charging Bear by checking on Alouette (while Gabby follows behind, watching).  Dust Adder Dave begins firing wildly, hitting Alouette in the boiler and causing the ricochet to hit Charging Bear. Alouette' safety mechanisms stop the leak before it goes catastrophic, and Charging Bear lives up to his name and rushes the now defenseless gunslinger. Alouette tries to revive the man it scared near to death, channeling mad science, electricity, and ghost-catching into a thump to the man's chest (which does, indeed, save his life). Then it wanders off back into the saloon...

To be continued in the next hundred posts!

Characters Met:

Bill, Luke, and Dave: Three typical Dust Adders.

Dandelion: a terrified cat.
The Stray
GM, 221 posts
The Marshal
'round these parts
Mon 26 Jul 2010
at 23:11
  • msg #7

Re: Experience and Fate Chips

It's that time yet again!

Experience:

I am awarding 2 experience points to everyone for Chapter 3. That should bring everyone to 10 Experience, meaning you Advance. Please list your Advances on the OOC thread. We are now halfway through Novice Tier. I will redraw chips for NPCs, but I'm just going to let you keep all your collected chips. However, I will limit accumulated chips to 10, and there are no more Blue Chips to hand out (they're all in the hands of the PCs).

Fate Chips:

Alouette, Charging Bear: I award you both 1 white chip for the charming scene with Dandelion.

Charging Bear: I award you 1 white chip for having your Outsider hindrance come into play with Old Crazy Pete.

Augustus Spotswood: I award you 1 red chip for succumbing to your curiosity and going to look at Alouette (leaving Katy quite alone) and 1 white chip for you Doubting Thomas coming into play as you examine Alouette. (You currently have 8 chips...getting close to the maximum of 10)

Robert Micklethwait: I award you 1 red chip for soaking the shot to the crotch and nearly dropping Danny with your shot. Good reflexes and fun action sequence!

Gangatsu: I award you 1 white chip for hamstringing Danny (good tactical thinking) and another 1 white chip for collecting information.

Katy Devon: I award you 1 white chip for interactions with the barkeep, as well as the brief wondering of whether Augustus will turn you in or not.

Summary of Events:

Robert disarms the Dust Adder, who runs away after Charging Bear knocks out hid friend. Gabby checks on the pair of downed Dust Adders, and pulls them out of the street (while relieving them of their loose cash).

Alouette manages not to get shot by Old Crazy Pete with the help of Charging Bear, who negotiates the use of a ladder from the old coot.

Meanwhile, catching the mention of an Automaton, the scientist in Augustus leaps to the fore and he rushes over to the Red Eye, where he sees Alouette in all its glory and begins to geek out.

Gangatsu and Robert Micklethwait have a short conversation regarding the body found by Gabby and what to do with Danny Boy. The Yankee has his own ideas, however, and tries to escape, breaking his (mysteriously) old ropes and kicking Robert in the crotch before diving into the horse trough after a dropped gun. Robert absorbs the blow on his thigh, then in true gunslinger fashion shows that he's not quite as old as he looks by drilling the man in the back with two shots from his quick-drawn pistol. Gangatsu then springs into action, slashing at Danny's leg and putting the boy out of action (once again).

Charging Bear uses the ladder and his calm demeanor to coax the tiny scared kitten Dandelion into his arms, and then returns to ground level, where he and Alouette discuss where to take the critter. Alouette has some poor directions, so they decided to speak with Marshal Evans to get better ones (lacking any better plan). Augustus tags along behind.

Meanwhile, Dr. Ward, having heard the cry for a doctor, arrives on the scene. He investigates Danny Boy, and declares the man has only a few hours to live--his injuries are compounded by the case of consumption he has. Apparently, the dead man Robert and Charging Bear brought in may have also been sick, though a diagnosis is hampered by the poor condition of the corpse. Dr. Ward offers to take the boy and make him comfortable.

Before much else can be done, Alouette, Charging Bear, and Augustus Spotswood arrive on the scene, and the static voice in Alouette's head begins speaking some prophecy, before the clank's control reasserts itself and begins speaking about an Albatross...

To be continued in the next hundred posts!

Characters Met:

Dr. Ward: Town doctor, cattle baron, wealthiest man in town...and seems to have a few secrets.
This message was last edited by the GM at 02:28, Tue 27 July 2010.
The Stray
GM, 233 posts
The Marshal
'round these parts
Sat 31 Jul 2010
at 03:54
  • msg #8

Re: Experience and Fate Chips

wow. We've been posting fast. I can't believe it's already that time again!

Fate Chips:

Alouette: I award you 1 red chip for using your abilities to discern some important information, and 1 white chip for general good RP (including the interactions with Ward and Sally Robertson)

Charging Bear: I award you 1 white chip for generally being the calm center of the storm, and 1 white chip for taking the lead in dealing with the Robertsons.

Augustus Spotswood: I award you 1 red chip for consenting to Dr. Ward's examination, with all the problems that will eventually lead to for him. I award you 1 white chip for keeping interested in the ongoing events with your observations and notes. You now have 10 chips, which means you can't earn any more until you spend some. I will allow you to "trade up" chips -- you may trade in 3 white chips to get a red one, and 3 red chips for a blue.

Robert Micklethwait: I award you 1 white chip for keeping everyone informed of various things. You got to play Mr. Exposition, which isn't always a fun role but is usually very necessary.

Katy Devon: I award you 1 white chip for your interaction with Sam the Shopkeep, which was fun to play out. I also award you 1 red chip for meeting with Vincent Kaje, as this may cause you more "interesting" encounters down the line.

John Smith: I award you 1 white chip for letting Evans in on your secret, for good character development.

Gangatsu: I award you 1 white chip for taking offense at ignorance and racism, and 1 white chip for exposition. You also have 10 chips, and can't earn any more until you use some or trade up.

Summary of Events:

At the Marshal's Office, Alouette continues to refer to Danny boy as "Albatross," describing him as something to be protected and examining him with it's sensitive systems. It also detects an aura on Dr. Ward, which turns out to be a Derringer that the clank sees as some sort of a threat. As they sort the situation out, Ward notices Augustus' cough and, concerned, invites the man to his residence, where he can perform a more thorough examination of his worrying cough. As Augustus is still enthralled with Alouette, and Alouette is still hoping to return Dandelion the kitten to it's home, he invites the pair along with him. He refuses Robert's request to come along, professing a concern for Danny Boy's dignity in his final hours. The coach departs, leaving Robert to wait for Marshal Evans' return.

Meanwhile, John Smith and Evans discussed the manipulation of chi and a character named Toe Jingle, who had been chased out of town recently by Evans after causing a bit of a ruckus looking for a man named Zhang. They return to town without gaining any new insights.

During this, Katy Devon goes shopping in town. She matches wits with Sam Johnson, the greedy shopkeeper of the General Store, and manages to talk him out of a Lemat pistol, ammo, and some less-conspicuous clothes for only a slightly inflated price. She goes to change and then, around sunset, wanders downstairs, only to bump into a mysterious blue-eyed gentleman who offers to buy her a drink and dinner. The two of them start to have a conversation, until they are interrupted...

Dr. Ward stops by the undertaker's place to drop off the headless corpse of the union soldier found by Charging Bear and Robert. They also stop at Robertson's Laundry to drop off Dandelion. While Alouette and Charging Bear meet Sal Robertson (and her flustered mother) and receive hugs for returning the kitty, Dr. Ward does a preliminary examination of Augustus that leaves him puzzled and concerned, not something one wants to see in a doctor. Dr. Ward asks to perform more tests, which Augustus agrees to--provided Dr. Ward furnishes him with some credentials. Dr. Ward also probes into the circumstances around Augustus' dunk into a river recently, which the mad scientist is reluctant to share.

Around sunset, Evan and John Smith return to town, and meet Robert. Robert and Evans head to the Grand Bull to discuss their various adventures. Gangatsu tags along. After getting a brief version of the battle with the Dust Adders and Danny's escape attempt, Evans questions Gangatsu about her stage robbery, and the things she tells him suddenly make him hopping mad...

To be continued in the next hundred posts!

Characters met:

Vincent Kaje: Mysterious blond-haired, blue eyed man.

Audrey Frost: Waitress at the Grand Bull Saloon
The Stray
GM, 262 posts
The Marshal
'round these parts
Fri 6 Aug 2010
at 22:00
  • msg #9

Re: Experience and Fate Chips

It snuck up on my, but it's that time again!

Fate Chips:

Alouette: I award you 1 blue chip for pushing your characterization forward, trying to protect both Danny and Ward from each other. I also award you 1 white chip for your interaction with Sally Robertson.

Augustus Spotswood: You currently have 10 chips and can't earn any more until you trade up or spend a few.

Charging Bear: I award you 1 white chip for your interaction with Sally (fiddling with the doll around your neck) and 1 white chip for sensing something "off" on the ranch grounds.

Gangatsu: I award you 1 red chip for sharing exposition information with Robert and Evans, 1 white chip for integrating Vincent's attempt to listen in into your calculations, and 1 white chip for your fast reflexes saving Evans with the gumbo bowl. You now have 10 chips (again), so won't be able to earn more until you spend some or trade up.

Katy Devon: I award you 1 white chip for agreeing to meet with Vincent backstage at a theater without a chaperon.

Robert Micklethwait: I award you 1 white chip for the interaction with Gangatsu, and 1 white chip for messing up my carefully laid plans by following Katy instead of remaining in the Grand Bull when the Dust Adders attacked. That puts you at 10 chips total, so you'll need to spend some or trade a few up in order to earn more.

Summary of Events:

Alouette receives a heart from a grateful Sally Robertson, while an amused Charging Bear looks on. Meanwhile, Dr. Ward and Augustus discuss the marvelous machine Alouette. Ward shares his theory of entities in the Aether with a skeptical Spotswood, and offers to demonstrate their existence with a seance. He also invites along Charging Bear and Alouette.

Meanwhile, Evans calms down at Gangatsu's urging, as his outburst has drawn some unwanted attention. He and Robert listen to Gangatsu's tale, which gives them some pieces for their investigations. Evans fills them in on some of the problems he faces trying to tackle the situation, and also shares what he's learned of the origins of The Dust Adders, the gang that works for Ward.

Katy Devon and Vincent Kaje have a pleasant chat, wherein Kaje reveals he works for The Vanderholt Troupe, a traveling burlesque show. He invites Katy to come by backstage before the show without a chaperon. Katy, a little tipsy after downing a shot of whiskey, accepts, and then sits down to her meal.

Meanwhile, Nathanial Frost, angered that Evans is hiring deputies and throwing his weight around, decides the town ain't big enough for Evans and himself and gathers a posse to chase the marshal out of it.

Ward and his guests reach the Circle W Ranch...and there's something in the air that sets both Alouette and Charging Bear on edge. Alouette follows Ward upstairs, unwilling to leave Danny Boy's side for any reason, despite repeated attempts from Ward and Augustus to convince it otherwise. Resigning himself to the clank's presence, Ward tends to the man, effecting some remarkable healing. But when Danny wakes up, he begins screaming in terror, both at Ward and at the machine that has stood by to protect him.

The commotion ends when Gus Shaw, one of Ward's hired men, barges in to the room and grapples the poor boy, who relents in the face of overwhelming odds. Ward, disgusted over the whole incident, takes his leave and returns downstairs to chat with Augustus, leaving Alouette, Gus, and Danny alone in the room together.

Back in town, Katy excuses herself to head to the Oriental. Robert, thinking she might have been listening in and interested in finding out for sure, follows her. Evans asks Gangatsu is she's willing to help solve some of Blackthorn's problems, and Gangatsu agrees...after shaking Evans down for room and board for the evening.

But by this time, Nathanial Frost has reached town. He blows up the marshal's office with a bundle of dynamite, then hands one of his men more sticks to blow up the Grand Bull. The bomb fails to go off thanks to the super-quick reflexes of Gangatsu. Evans and the Asian make their way outside, while Robert abandons tailing Katy to deal with the mad Bomber. Nathanial orders his men to attack...

To be continued in the next 100 posts!

Characters Met:

Nathanial Frost: The leader of the Dust Adders (well, he was around before, but that was a cameo)

Gus Shaw: Dust Adder, Nathanial's second in command.

Green Teeth: Pompous and leery man who stands at the back door of the Oriental.

Sally Robertson: 8 years old. Has a fondness for The Wonderful Wizard of Oz.

And featuring the voice of:

Tex: hurr hurr hurrrrr...
The Stray
GM, 306 posts
The Marshal
'round these parts
Sat 14 Aug 2010
at 04:26
  • msg #10

Re: Experience and Fate Chips

It's that time again...

Notice:

I plan on awarding experience after the situation with the Dust Adders is resolved, which will probably be within the next hundred posts or so. When I award experience, it will be a new session, so you'll need to discard down to 3 (or 2, for those of you with the appropriate hindrances) so spend 'em if you got 'em.

Fate Chips Awarded:

Alouette: I award you 1 white chip for your interactions with Danny and Gus, and 1 red chip for your interaction with Augustus.

Augustus Spotswood: You are currently at 10 Fate Chips, But I wanted to mention how much I've been enjoying your interactions with Ward and now Alouette.

Charging Bear: You've been gone, so haven't had a lot of chances to gain new chips. Welcome back!

Gangatsu: I award you 1 red chip for being the most effective fighter on the field, knocking out one of the Dust Adders and robbing Nathanial of his most effective weapon

John Smith: You've been gone, so you haven't had much in the way of opportunities to gain new chips. Welcome back!

Katy Devon: I award you one red chip for getting involved in the situation with the Dust Adders, and for your reactions afterward. You are now at 10 chips (6 white, 4 red) and will need to either spend some or trade a few up to gain more.

Robert Micklethwait: I award you 1 red chip for general awesome during the fighting so far, another 1 red chip for moving to protect Katy, and 1 blue chip for the dubious distinction of being the first character brought near death during the course of this campaign.

And introducing...

Wildcat Hawkins: I award you 1 red chip for being Heroic, and the dramatic entrance into a situation that can easily overwhelm you based on that hindrance.

Summary of Events:

At the Circle W Ranch: While Ward and Augustus discuss matters great and small, Gus Shaw decides to try engaging Alouette in conversation. however, the automaton, for some reason it can't consciously name, despises the gun-for-hire, and things degenerate when Danny, who seems to know Gus, gets into an argument with the roughneck, spewing "interesting" words at each other. Alouette intervenes before the argument turns physical, prompting Dr. Ward to head upstairs to intervene.

This does not end particularly well, as the new language Alouette picked up offends Ward, and Danny insults him. Ward coldly tells the boy off, then returns downstairs, demanding that Alouette follow and promising that none of his men will go near the boy without the automaton there to keep the peace. When Alouette tries to push the matter, Ward loses his temper and snaps at the automaton, threatening a duel at ten paces with pistols if Alouette questions his honor.

The machine, misunderstanding his outburst, runs upstairs and attempts to hide. Ward, realizing he's made a mistake, send Augustus upstairs to speak with the machine on it's behalf. Augustus does so, and winds up talking with both the machine (which he discovers only has a few years of experience)...and the spirit inside, which begins venting rage at the man, ending with a shriek that has people running...

Outside the Grand Bull: Heading outside, Evans and Gangatsu are drawn into a tangle with Nathanial Frost and his boys. While Gangatsu is occupied with one of the Dust Adders, Evans and Nathanial square off. Evans goads the arrogant gunslinger to unmask, and stands tal as Nathanial pops off a shot at him, but when the dandy raises his newfangled gun and attempts to return fire the gizmo explodes, sending shrapnel every which way.

Just then Tex, a red-skinned giant of a man and clearly not very human, wanders into the light, scaring the bejeezus out of Evans and the patrons inside the Grand Bull. Gangatsu, meanwhile, is busy taking down one of the Dust Adders, who has tried to get a bit cute with a lariat. She knocks the man out, then turns towards the rest, but a shot that parts her hair from another Dust Adder has her ducking.  Nathanial pops off another few shots, this time with bullets that have Ghost Rock mixed in with the gunpowder, while Tex enters the Grand Bull and proceeds to make a mess of the place, taking a shotgun blast to the chest with only a grunt.

Gangatsu charges Nathanial and whacks his super-charged gun out of his hands. The remaining Dust Adder charges her, but Evans wings him with a gun acquired from the unconscious man.

The Dust Adders call for Tex to return and deal with the Asian warrior. Gangatsu finds herself lifted into a bear hug that is now slowly squeezing the life from her...

Outside the Oriental Dance Hall: Katy's derringer hits the masked man riding towards Robert, wounding him and distracting him enough to let the elderly lawyer leap out of the way and fire a pair of shots that knock the man from his horse.

This draws the attention of his friends, who ride around the corner seeking revenge. They take turns, alternating between trying to blow Robert away and shouting at him to leave town. Katy runs up and cowers behind him...the dime novels were never anything like this! Robert stands his ground, however, returning fire and keeping his feet.

Wildcat Hawkins, drawn by the sound of gunfire and explosions, rides up in time to see the masked men terrorizing the gentleman and the lady. She gallops into the situation, yelling at them and trying to draw their fire. She only manages to get another Dust adder drawn into the fight, who snipes at her ineffectually.

Robert takes a load of Rock Salt to the face and is knocked out of the fight. With a rebel yell, the Dust Adders charge, scaring Wildcat's horse, though she manage to regain control before he bolts halfway across the state. Now she has a whole posse of vicious thugs after her, and one has just identified her as a Ranger...

To be continued in out next hundred posts!

Characters Met:

Percy Bradshaw: One of the Dust Adders. He's the one who took his sweet time getting to the battlefield, and speaks a bit more like an educated person.

Charlie the Reb: One of the Dust Adders. he's the one who likes yelling and shouting and has been really lucky with Tests of Will lately.

Dave: Whom you've already met. One of the Dust Adders. He's the one with the shotgun who took out Robert.

Luke: Whom you have also met. One of the Dust Adders. He was the one Robert shot down early on.

Ned: One of the Dust Adders. Thought he was hot stuff, tired to rope up Gangatsu, then charged her with a knife when that didn't work out. Got a face full of pommel for his trouble.

Jack: one of the Dust Adders. The one who's been least reckless, shooting at Gangatsu and Evans from a distance, following behind Tex, and generally keeping himself out of direct confrontations until there were superior numbers to back him up.

and introducing:

Katrina "Wildcat" Hawkins, Texas Ranger: Yee-HAW!
The Stray
GM, 355 posts
The Marshal
'round these parts
Mon 23 Aug 2010
at 03:13
  • msg #11

Re: Experience and Fate Chips

It's that time again! It crept up on me...

Experience!

As I mentioned in the last post on this thread, now that the situation has been resolved with the Dust Adders (for now), I'm awarding the party 2 experience points. Everyone should now have a total of 12 experiencing points.

Fate Chips!

Everyone: Discard down to three chips (whichever ones you have that you want to keep). If you have less than 3 (or two, for those of you with hindrances that affect your starting chip total) you may draw chips, using a d35 (1-20 white; 21-30 red; 31-35 blue). If you have collected a lot of chips of a certain color, you can trade them up (3 whites = 1 red; 3 red = 1 blue). If you have 3 blue chips already (and some of you do) then you can't trade up any further.

Let me know what your plans are for your chips in the OOC thread, so I can adjust my scratch pad to match. If you haven't given me a total by noon on Tuesday I'll pick your chips for you.


Summary of Events!

At the Oriental: Katy Devon picks up Robert's fallen pistol, determined to avenge him. The Dust Adders take a few shots at Wildcat, but aren't hugely successful in intimidating the Ranger. There's a call from their leader, and the Adders begin to ride away...until Katy plugs one in the back with a shot from Robert's Peacemaker. Wildcat sees to the fallen man, but notices the altercation near the saloon and goes off to investigate.

At the Grand Bull: Gangatsu manages to slip away from the giant, and cuts a long, deep gash in his arm, which succeeds in making the giant very, very angry. Nathanial watches the giant begin to go berserk and decides to call the rest of his boys off. He slips past John smith, who takes a shot at him with his ki powers, injuring the man badly. Nathanial is able to slip away, though, and with the giant vowing it's going to start killing folks, there's not much chance to pursue him.

Evans tries to reason with the giant, only to find him unreasonable. But Gangatsu, sensing a weakness, tells off the giant...who sits down and begins crying!

It's about this time Wildcat comes on the scene, asking questions and trying to make sense of everything she's seeing. She learns that she's just witnessed an attempt to drive the law out of Blackthorn, and realizes her troubles are only just starting...

At the ranch: Rushing up the stairs, Charging Bear and Ward find that Augustus has managed to calm the machine down. Alouette explores the concept of "sticky," which prompts Ward to send the machine to the carriage house to be cleaned. He sends Augustus down with the automaton.

As Augustus examines the damage to Alouette and begins to affect repairs, Ward and Charging Bear have a subtext-laden discussion over a game of pool. Ward reveals the boy, Danny, was part of a group of cattle rustlers his men had captured and whom were being held on the grounds awaiting the circuit judge. The conversation is cut short by dinner, which is itself cut short by the arrival of the Dust Adders, bearing their leader, an injured Nathanial Frost...

Characters Met!

Abraham - Ward's man Friday.
This message was last edited by the GM at 22:23, Fri 03 Sept 2010.
The Stray
GM, 381 posts
The Marshal
'round these parts
Fri 27 Aug 2010
at 13:54
  • msg #12

Re: Experience and Fate Chips

Wow, we've moved fast. this should have come a bit earlier in the week, but with school starting I haven't had the time until today to note the next hundred posts.

Fate Chips!

Alouette: I award you 1 white chip for doggedly trying to round up Danny boy, and 1 white chip for screeching at Gus

Augustus Spotswood: I award you 1 white chip for following Alouette outside, and another for taking cover when the fight broke out.

Charging Bear: I award you 1 red chip for thinking tactically and grabbing the lantern before heading out into the dark. I also award you 1 white chip for becoming a danger magnet because of it.

Gangatsu: I award you 1 blue chip for coming up with the "fistful of dollars" game. Excellent idea there. I award you 1 red chip for the information you've learned from Tex.

John Smith: I award you 1 white chip for your interactions with Gangatsu, helping her tie up Ned the Dust Adder. I hope to see you and Gangatsu interact more in the future.

Katy Devon: You currently have 10 chips and still need to discard down to 3. You have 6 white and 4 red...which chips did you want to keep?

Robert Micklethwait: I award you 1 white chip for RPing Evans, and 1 red chip for helping Wildcat get caught up with the ongoing situation.

Wildcat Hawkins: I give you 1 white chip for overall good RP, especially with Robert, and 1 white chip for Wildcat's take charge attitude.

Summary of Events!

In town: With the fight over, the group begins picking up the pieces. Not sure what to do about the bawling Tex, a consensus is reached to not aggravate him further. The surviving Dust Adder is tied up, while Evans introduces himself to Wildcat and starts filling her in on the situation.

Katy Devon calls for help, as Robert still needs medical attention. Evans rushes to his office, where his few healing supplies were kept, but is unable to find more than a single dose of his restorative elixir. He manages to get Robert back on his feet, but begins feeling his own injuries in the process. Robert suggests that he fill in wildcat while Evans rests, which Evans accepts. The dapper scientist suggests that Wildcat and Robert pay a visit to the only other person in town with medical training besides himself and Ward -- Silas Underwood, the undertaker. however, Underhill proves to be uncooperative, and tries to flee out the back of his shop...

Meanwhile, in the remains of the Grand Bull, Gangatsu and John Smith are preparing to interrogate the Dust Adder when Tex, drawn by Gangatsu's foul language, enters and tells her off. The canny asian gets an idea to play a game with the giant...If he answers her questions, she'll pay him 50 cents for every answer. The Giant is eager to play...up until the point the questions turn to things he's been told not to talk about, at which point he clams up. A personal comment about him possibly making a deal with a devil gets him riled, and he decides to pick up hid friend and go home...

At the Ranch: With Danny boy on the loose, Alouette feels it must bear it's plate of fish to the boy to avert the boy's transformation into some horrible beast. Augustus offers to tag along and help. Ward, busy with dealing with his cattlehands, agrees, and the pair slip off into the night to chase after Danny.

Charging Bear, watching clandestinely, decides to follow along. He grabs a lantern and uses his keen sense to find a trail. He follows the trail, noticing that someone else was doing so...Gus Shaw!

Alouette and Augustus reach Ward's barn, where Gus is trying to convince Danny to show himself, threatening violence is Danny doesn't comply. This sets off Alouette, who makes a screeching call of battle and begins trudging towards the man intent on stopping Gus from causing any harm.

This prompts Gus to open fire. He takes a shot at Alouette, then a shot at the approaching Charging Bear, attempting to shatter the lamp and let his superior night vision give him an edge.

This is interrupted, however, by the appearance of another undead soldier, lurching out of the barn and frightening Gus out of his pants...

Characters met!

Private John Brown - a soldier whose war will never be done.
This message was last edited by the GM at 14:33, Fri 27 Aug 2010.
The Stray
GM, 393 posts
The Marshal
'round these parts
Thu 2 Sep 2010
at 02:30
  • msg #13

Re: Experience and Fate Chips

It's that time again...already!

Fate Chips!

Alouette: I award you 1 white chip for taking on the role of Carl, 1 white chip for your banter with John Brown, and 1 red chip for suggesting Danny boy play dead and trying to help him out. There's also surviving impalement that was impressive, and the terminator reference which I enjoyed, which I just wanted to mention were awesome.

Augustus Spotswood: I award you 1 white chip for taking on the role of Jack, and 1 red chip for phasing out Augustus for a bit after being ineffective with your entangle (we will get back to your lost scientist soon!).

Charging Bear: You are a machine. I award you 1 Blue Chip for responding to Private John Brown's jab about your family, and 1 blue chip for being stabbed a lot and still able to walk away. I also award you 1 white chip so you can get unshaken. I also award you 1 white chip for taking on the role of Percy.

Gangatsu: I award you 1 white chip for your sympathy with the giant.

John Smith: I award you 1 red chip for letting Tex and Ned go, and 1 white chip for reviving Roland.

Katy Devon: You currently have 10 chips and still need to discard down to 3. If you haven't chosen your chips by the next round-up post, I'll do it in your stead.

Robert Micklethwait: I award you 1 white chip for your back-and-forth with Silas Underhill, and 1 red chip for the information learned.

Wildcat Hawkins: I award you 1 White chip for your banter with Robert, 1 white chip for letting Robert take the lead for a bit in the RP with Underhill, and 1 red chip for putting up with Underhill's company in order to get information.


Summary of Events!

Back in town: Evans escorts Katy Devon to the show, but the show is canceled. Gangatsu feels sympathy for the giant's pain. John Smith lets Tex leave with his friend. Evans makes a fizzy drink to calm his nerves and help him heal, and offers to share. Wildcat and Robert track down Silas Underhill, who is attempting to leave town. Robert and Underhill haggle over healing services and funeral services before Underhill repairs Robert's face. More bickering ensues. Robert leave, letting Wildcat take charge of questioning the undertaker. Robert and Evans discuss plans for their next move.

Meanwhile, back at the ranch: Alouette and Charging bear get seriously stabbed by the undead soldier. Alouette continues to whack at the thing, while Charging Bear tries to hold his guts in. The remaining Dust Adders arrive. Gus and Percy take the soldier down. The rest of the dust adders fan out to close in on Danny. Alouette moves into the barn and suggests Danny play dead.


Characters met!

Silas Underhill: Shifty undertaker. (already met, but this time he gets more characterization.

Carl: the quiet Dust Adder.
This message was last edited by the GM at 02:36, Thu 02 Sept 2010.
The Stray
GM, 426 posts
The Marshal
'round these parts
Fri 10 Sep 2010
at 08:46
  • msg #14

Re: Experience and Fate Chips

It's that time again!

A little mood music

Experience!

With the natural ending point of everyone heading off to bed, I award everyone 2 Experience points and redraw fate chips for the NPCs. Players keep their current Fate Chips. Everyone should have 14 experience points.

Fate Chips!

Alouette: I award you 1 red chip for your split personality bits, hiding information from yourself about Danny. I also award you 1 white chip for your insistence on Danny Boy's behalf.

Augustus Spotswood: I award you 1 red chip for your interaction with the cattle through your new power.

Charging Bear: I award you 1 white chip for your interaction with the cat and 1 white chip for your RP while being sewn up.

Gangatsu: I award you 1 white chip for your interaction with John Smith over Zhang.

John Smith: I award you 1 whtie chip for your interaction with Gangatsu over Zhang.

Katy Devon: As I mentioned, you haven't discarded down to three chips, so I'll do it for you. You currently have 3 red chips.

Robert Micklethwait: I award you 1 red chip for working to convince Evans to go after the Dust Adders.

Wildcat Hawkins: I award you 1 blue chip for getting caught up on the ongoing events with Silas Underhill.

Summary of Events!

Back in town: Many discussions take place. Underhill and Wildcat have a talk about recent events, while Evans has a bit of a breakdown at all the issues facing him. Robert urges him to form a posse of townsfolk to take on the Dust adders, but Evans isn't convinced that they have enough support. He decides to try and collect more evidence. With evidence backing them up, he feels he can try to make a deal with Ward...or, if they can hold out for a little while, search Ward's ranch while Ward and his Dust Adders are away on their annual cattle drive. Meanwhile, Gangatsu and John catch up each other about their mentor, Zhang. As the night wears on, Roland offers to set the party up for free, out of gratitude for them trying to save his saloon. They eventually retreat to their rooms to sleep the night away and, hopefully, start fresh in the morning.

Meanwhile, back at the ranch: Danny takes Alouette's suggestion, and plays dead. Ward, meanwhile, expresses his displeasure on Nathanial Frost's attempt to chase Evans and company out of town. He also rebukes the rest of the Dust Adders as they bring their wounded in. He works on Charging Bear and Gus, cleaning out their wounds, while Alouette cradles Danny's body and asks to take it to the churchyard to be buried in sanctified ground, rather than be burned as the Dust Adders take to suggesting. With Charging Bear sewn up and resting, Ward heads out to find Augustus, who seems to have gotten himself lost. In fact, Augustus has awoken to find that he has built a device that lets him talk to the animals...and the things the cows have to say are distressing again. He manages to convince a bull not to gore him and lead him back to the ranch house...

Characters Met!

El Toro Grande: A bull at home on the range.

Georgia: Ward's cat.

The spirit possessing Danny Boy: exactly what it says on the tin.
The Stray
GM, 462 posts
The Marshal
'round these parts
Sat 18 Sep 2010
at 15:49
  • msg #15

Re: Experience and Fate Chips

A little mood music

Fate Chips!

Alouette: I award you 1 red chip for comedy gold (from the vegetable steamer-to-God comparison, placing Augustus on a shelf in the laundry room because people sleep where there are sheets, and the squealing hug when it saw Charging Bear again). According to my notes, you have 3 white, 4 Red, 1 Blue (8 total), close to the max of 10.

Augustus Spotswood: I award you 1 white chip for fun with closets, and 1 red chip for RPing your new derangement in an entertaining manner. According to my notes, that puts you at 4 white, 4 red, 2 Blue (10 total), which is the max for chips.

Charging Bear: I award you 1 red chip for the interaction with Alouette, and another 1 red chip for taking that dream I gave you and running with it. This is the most talkative Charging Bear has been.

Gangatsu: I award you 1 red chip for the decision to head out to Ward's ranch, which you suspect is dangerous, in search of Charging Bear and information, and 1 white chip for your interactions with charging Bear and Alouette. According to my notes, you currently have 4 White, 3 red, 2 blue chips (9 total), close to the max of 10.

John Smith: I award you 1 red chip for the decision to head out to Ward's ranch. According to my notes, you have 4 white, 3 red, 1 blue (8 total), close to the max of 10.

Katy Devon: I award you 1 white chip for offering to help.

Robert Micklethwait: I award you 1 white chip for the RP with Evans and Wildcat in the Grand Bull, and 1 red chip for interviewing the witnesses (while trying to politic against the Dust Adders). According to my notes, you have 3 white, 4 Red, 2 Blue (a total of 9 chips), close to the max of 10.

Wildcat Hawkins: I award you 1 red chip for the RP of her Hindrances (both Heroic and Night Terrors came into play), 1 white chip for suggesting they split up tasks, and 1 blue chip for facing down a vampire with nothing but a sixgun and a clue.

Summary of Events!

In Blackthorn: The posse comes down for breakfast and to discuss business. They split up the tasks before them. Robert heads out to question the witnesses, Wildcat tries tracking down the Dust Adder who got away, Gangatsu and John agree to travel to Ward's place to check up on Charging Bear and to try and collect information. Evans and Katy head off to collect whatever salvage they can get from the remains of the Marshal's office.

Robert manages to reach all four witnesses, getting useful testimonies from all of them and convincing them all to appear before a judge, while also trying to win hearts and mind against the Dust Adders as a whole.

Wildcat asks around for the Dust Adder who crawled away from the fight. Though she gets some useful information and makes many contacts, no one has actually seen him, so she goes looking for physical evidence at the scene of the fight. This leads her first to the rear door of the Oriental Theater, and then some blocks away to an abandoned home. There, she finds the Dust Adder, who has been...altered. He attacks Wildcat, who shoves him outside...and he bursts into flames at the touch of the sun! Wildcat manages to fend him off until the fire takes its toll, then rushes off to find Evans and tell him the news.

At the ranch: After a dream-filled and portentous night, the three guests of Ward gather for breakfast. Ward offers a job to Augustus - he wants help taking Nathanial Ward in to justice for his attack on the Marshal, and figures that the marvelous sonic device the mad scientist carries will be helpful in that regard. Meanwhile, Charging Bear and Gangatsu greet Gangatsu, who has gone on ahead.

None of them pay much attention to the small, unassuming rabbit that followed Gangatsu from the prairie...

Characters Met!

Luke the Dust Adder: Thirsty boy. (Already met, but significantly changed)

Mike, Dutch, Clem, and Greg: The poker players, witnesses to Nathanial's attack on Evans. (Introduced waaaaay back in the beginning of the game)

A Small Rabbit: Fast as fast can be, they'll never catch me! HA HA-HA!
The Stray
GM, 479 posts
The Marshal
'round these parts
Thu 30 Sep 2010
at 10:16
  • msg #16

Re: Experience and Fate Chips

It's that time again.

Mood music: http://www.youtube.com/watch?v=T0_zzCLLRvE&ob=av3n

Fate Chips!

Alouette: I award you 1 white chip for standing in the way of Danny getting his just deserts yet again. That puts you at 9 chips total.

Augustus Spotswood: I award you 1 red chip for being a gentleman and stepping in as Ward's second, and I also award you 1 white chip for coming to Abraham the Servant's aid. Bravo, sir. That puts you at 8 chips, getting close to the max again.

Charging Bear: I award you 1 white chip for standing up to Ward and mentioning that the choice of weapons was Gatsu's. I also award you 1 white chip for gallantry charging into the kitchen when Danny showed up. That puts you at 9 chips total...might want to chase away that Jackalope so you can spend a few. Also, Ward still wants to know if you are going to serve as Gangatsu's second in the duel.

Gangatsu: I award you 1 blue chip for character fuckarage from confronting Ward head on and winding up challenged to a duel for your pains. That puts you at 10 chips total, so you can't gain any more until you either spend some or trade up (tough to do with that jackalope in the area...)

Robert Micklethwait: I award you 1 white chip for getting to put your character's background to good use. That puts you at 10 chips according to my notes...you won't earn any more until you spend a few, or else trade up.

Wildcat Hawkins: I award you 1 red chip for sharing your information with the rest of the party there in Blackthorn, even though it might be dangerous to your career to do so.

John Smith, Katy Devon: Neither of you have had enough of an effect on the current story to earn any chips this time around.

Summary of Events!

In Blackthorn: Wildcat, Robert, and Evans retire upstairs to discuss events. Wildcat reveals that she had an interview with a vampire, though Evans doesn't believe the creature she encountered such a thing. Nevertheless, the situation around the theater needs investigation, so the trio head out to the Oriental again and pull rank to get inside. Meanwhile a trio of bad folk have arrived in town, and are watching our heroes from the shadows...

At the ranch: Gangatsu barges up to Ward and accuses him of being a villain to his face. This naturally offends the gentleman, who challenges her to a duel then orders her out of his presence. While the group is bickering over the details, Danny Boy tries yet another ill-advised escape attempt, this time trying to hold Abraham the servant as hostage. The group floods into the kitchen, and Danny Boy doesn't have a chance. He's downed yet again, and Gangatsu apologizes to Ward...but is still planning on going through with the duel...

Characters Met!

Mcavity, Rum Tum Tugger, and Jenny Anydots, the Jellicle Gang: Quirky miniboss squad in town to lay a Ranger in her grave...
This message was last edited by the GM at 13:43, Thu 30 Sept 2010.
The Stray
GM, 506 posts
The Marshal
'round these parts
Sat 9 Oct 2010
at 16:51
  • msg #17

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

Fate Chips!

Alouette/Carl: I award you 1 red chip for helping the world development by giving me some development on the other Dust Adders.

Augustus Spotswood: I award you 1 red chip for your interaction with Charging Bear, which I thought was really interesting to watch. I award you 1 white chip for lending your gizmo to CB. This puts you at 10 total chips.

Charging Bear: I award you 1 red chip for your interaction with Augustus, which I thought was really interesting to watch.

Gangatsu: Still at 10 chips.

Robert Micklethwait: I award you 1 red chip for finding some clues in the theater, and 1 red chip for going off alone with Marina.

Wildcat Hawkins: I award you 1 white chip for being resistant to the charms of the ladies, even as your companion is drawn away to his doom! in search of other clues.

John Smith, Katy Devon: haven't posted, even on the OOC of Who's Waiting thread, in over a week. Please make your presence known on the OOC thread so we can discuss what to do with your characters if you are still interested in playing. If no responses come, I'll just assume you're just lurking.

Summary of Events!

In Blackthorn: Investigating the Oriental theater, the trio spot some suspicious clues, as well as hints that someone has tried to cover them up. However, they also find they are not alone...five women dance and play, rehearsing for the night's performance. Robert flirts with the bewitching Marina Vanderholt, who offers to guide him to the darkened corners of the building. Meanwhile, Wildcat is much less enthralled by the ladies of the evening, and tries to keep them at a distance while she searches for more information.

Out on the range: Gangatsu hauls Danny Boy away with her, while Gus and Alouette follow along behind. however, Gus takes exception to Alouette raining on his parade, and turns his pistol on the machine, blasting the clank into silence. Danny takes this opportunity to escape again, but the hungry Jackalope decides to help along his demise. Gangatsu, seeing the evil bunny, goes in for the kill. Gus, deciding now would be his best opportunity, drills Danny, apparently killing him. Gangatsu and Gus are now alone...staring each other down.

At the ranch: As Danny is taken away, Charging Bear and Augustus argue over a sudden rot that took hold of the pantry. Ward reveals to them some of his past, siding with Charging Bear over the opinion that something unnatural is at play. Matters turn to the capture of Nathanial Frost, and plans are made to corner him at the bunkhouse. However, arriving there, it turns out Nathanial has either already given them the slip or wasn't there to begin with. Now they gather a group of Dust Adders to run the man down...dead or alive.

Characters Met!

Marina Vanderholt: Sexy leader of the Vanderholt Traveling Troupe.

Carmilla, Darla, Selene, and Mina: Four girls with the Vanderholt Traveling Troupe.

Dave, Mike, Jesse, Jack, Al, Heavy Henry, Percy, Big Tom, Little Tom, and Frank: Dust Adders in the bunkhouse.
The Stray
GM, 547 posts
The Marshal
'round these parts
Thu 14 Oct 2010
at 11:18
  • msg #18

Re: Experience and Fate Chips

It's that time again!

Yay!

New Chapter!

Start posting on the Chapter 7 threads.

Experience points!

Everyone gains 2 experience points, which brings our total to 16.

Everyone gains their last Novice Rank Advance!

Please post your Advances on the OOC thread, unless you'd prefer to discuss them privately with me via PM

Adventure Cards!

You may either keep your current cards, or discard them and draw new cards. If you used any cards last session, you may draw a card to replace the one you used and keep the one you already have, if you like.

Please post your current cards in the Adventure Cards thread.

Fate Chips!

It's a new session, so everyone discards down to 3 chips, trading up as necessary.

In order to facilitate this, here's what my notes say everyone has after trading up and this discarding:

Charging Bear: You used all your chips, so draw two new chips. You may also start the session with an extra chip because you got hosed by your Heroic hindrance last session. If you draw a Blue, mark it as a Red, as all the blue chips are in the hands of the other PCs.

Robert Micklethwait: After trading up and discarding down, you'd start the new session with 1 Red, 2 Blue.

Alouette: After trading up and discarding down, you'd start the new session with 2 Red, 1 Blue

John Smith: After trading up and discarding down, you'd start the new session with 1 red, 2 blue

Gangatsu: You gain an extra chip to start the session with because of the jackalope feet you collected (you only get the benefit of one at a time...might want to hand the other one to someone else). After trading up and discarding down, you'd start the new session with 1 red, 3 blue

Augustus Spotswood: After trading up and discarding down, you'd start the new session with 1 red, 2 Blue

Wildcat Hawkins: After trading up and discarding down, you'd start the new session with 2 red.

ALL BLUE CHIPS ARE IN THE HANDS OF THE PLAYERS! NO NEW BLUE CHIPS WILL BE AWARDED UNTIL THOSE HAVE BEEN SPENT!

The Story So Far!

In Blackthorn: While exploring the basement of the Oriental theater, Robert and Marina encounter a corpse in a crate...and it's a body that Robert recognizes. It's the missing circuit judge! And he's dead...mostly. He rises and attacks Robert, who manages to fend him off. Wildcat cuts a stake from a chair and impales the corpse with extreme prejudice. Now the group starts asking more pointed question of Marina and her girl...

Out on the range:  Charging Bear makes some interesting discoveries in Ward's barn. The posse begins tracking down Nathanial Frost, and find the remains of a camp in a gully. But the camp is a trap...Frost ambushes the posse from above, injuring Ward and knocking Charging Bear down a hill. Carl calls Nathanial out, challenging him to a duel. The gunfighter accepts, and the two square off. When the smoke clears, Nathanial Frost is down, and Carl finishes the job, sending the gunfighter to the great beyond.

Meanwhile: Gus and Gangatsu have a heart-to-heart chat, as Gatsu tries to pry answers from the redneck. She gets answers...from a certain point of view. The pair now plan to head into Comanche territory to gain more answers, if they can...

Characters Met!

His Honor the late Melvin K. Blume: The missing circuit judge.
The Stray
GM, 581 posts
The Marshal
'round these parts
Wed 20 Oct 2010
at 14:07
  • msg #19

Re: Experience and Fate Chips

It's that time again!

Adventure Cards!

No Adventure Cards have been used thus far.

Fate Chips!

Charging Bear: I award you 1 white chip for good tactical planning, trying to get a measure of everything before shit goes down. I also award you 1 red chip for keeping a cool head and making nice with the Dust Adders. You should have 2 white, and 1 red chip.

Robert Micklethwait: I award you 1 blue chip for willingly deciding to go with that thing we discussed over PM. I'm interested to see how that situation plays out over the next few sessions of play. You should have 1 Red, 3 Blue.

Alouette/Carl: I award you 1 red chip for the excellent RP during the meeting with the widow. I know it was difficult for you. I also award you 1 white chip for the interactions with Tim, the kid. You should have 1 white, 3 Red, and 1 Blue chips.

Gangatsu/Katy Devon: Gangatsu's player has asked (and been given) control of Katy Devon. She get's katy's supply of 3 red chips added to her own, but will need to split the chips she gains between both characters. In addition, I award you 1 red chip for all the RP between Gatsu and Gus, and 1 White Chip for the RP you've done thus far as Katy. You should have 1 white, 5 red, and 2 blue chips.

Augustus Spotswood/Jesse: I award you 1 white chip for the inconvenience of being put out of action due to the whims of the evil die roller, placing Augustus so out-of-synch with the rest of the party. I award you another 1 white chip for taking on the role of Jesse, which will have interesting repercussions, I'm quite sure. You should have 2 white, 1 Blue.

Wildcat Hawkins: I award you 1 red chip for going in all big-boot style to take on the vampire, and another 1 red chip for deciding to try and save the girl, if you can. You should have 5 red chips.

The Story So Far!

In Blackthorn: Wildcat and Evans head upstairs to explore the rest of the theater while Robert questions the ladies down below. Robert learns that the last lady the late judge was with hasn't been seen that day, causing him to rush upstairs. Meanwhile, Evans confides in Wildcat that there might be some sort of hypnotic witchery behind the "feminine wiles" being displayed. They come across a locked door, and Robert informs them there might be another vampire.

They force the door open and find the girl. Wildcat rips the curtains from the wall, but though the girl flinches from the light she doesn't burst into flames. She has been bitten, however, and there's still a possibility of more vampires hidden in the theater. The posse dickers a bit on just what they are going to do when Katy Devon, claiming to be a deputy, makes her way to them. Having an extra hand to hlep, the party decides to split. Wildcat heads out to make a telegraph, while Evans and Robert plan to continue their search, leaving Katy to watch over the girl.

In the meantime, the Dust Adders and Charging Bear ride back to town. The party splits. Carl goes to inform the widow of the Dust Adder killed last night, while the others go to take the body of Nathanial Frost to the Undertaker's. While Carl bonds with Timothy, the DA's son, Charging Bear and the Dust Adders discover that the body of Luke, the other Dust Adder killed in the scuffle, was not there. This leads to a near riot, which causes Charging Bear to intervene. Just as he's getting things calmed down, the rest of the Dust Adders arrive with Charlie's son and Widow in tow.

Meanwhile: Gus and Gatsu take refuge in the old mine as the rain soaks them. They wind up getting to know each other intimately. In the meantime, the discovery of Alouette leads Augustus back to the workshop, as he works to repair the machine back to working condition...

Characters Met!

Lucy: Ill girl and possible vampire infectee.

Tim: A child who lost his pa.
The Stray
GM, 624 posts
The Marshal
'round these parts
Fri 29 Oct 2010
at 07:56
  • msg #20

Re: Experience and Fate Chips

Some Mood Music

Adventure Cards!

Wildcat has used her High Noon card.

Charging Bear has used his Hot Iron and Whiskey card

Fate Chips!

Charging Bear: I award you 1 red chip for an excellent use of an adventure card, and 1 red chip for letting Mcavity get away. You currently have 2 white, 3 red.

Robert Micklethwait: I award you 1 white chip for your RP with Evans. You currently have 1 white, 1 Red, 3 Blue.

Alouette/Carl: I award you 1 red chip for having Carl tenaciously chase after Rum, and 1 red for your tactics in your attempt, which were decent. you currently have 1 white, 3 Red, 1 Blue.

Gangatsu/Katy Devon: I award you 1 white chip for your interactions with Lucy. You currently have 2 white, 5 red, 2 blue. 9 chips. Nearly at the limit.

Augustus Spotswood/Jesse: I award you 1 red chip for being so aggressive with Jesse, and 1 blue chip for such a great death post. you currently have 1 white, 1 red, 2 Blue, and I'm still waiting for an answer on what you want to do next.

Wildcat Hawkins: I award you 1 red chip for being Iron Man and surviving six bullets to the torso, 1 blue chip for an excellent use of an adventure card to make the scene so much cooler, and 1 blue chip for overall excellent RP during the duel. You currently have 2 red, 2 blue.

The Story So Far!

In the Oriental: Evans and Robert have a search through the theater for more vampires, but come up empty. Evans takes his leave to secure a place to keep Lucy for observation. Upstairs, Katy discovers Lucy is a very thirsty, amorous girl...and has suddenly grown fangs...

At Underhill the Undertaker's place: Wildcat is interrupted from her task by a distressed girl who tells her about a "situation" involving the Dust Adders at the Undertaker's place. She heads off to confront them. As she confronts Jesse, an old enemy, she's ambushed by an assassin, who shoots her full of holes. Amazingly, she keeps to her feet as Carl and most of the Dust adders on the outside of the building go after him, but Jesse decides to take the opportunity to get revenge, spurred on by Dave, who twists the events for those who didn't see the initial exchange of gunfire.

While Carl tries to avoid a second ambush and search out the would-be murderer, a second assassin takes a shot at Wildcat's hat, prompting Charging Bear to smoke him out of the barber's shop. Meanwhile, Jesse and Wildcat square off in the rainy street duel-style. With an exchange of lead, Jesse falls to Wildcat's bullet. The Dust Adders bear their fallen friend away, while Dave vows to have her stripped off her badge in court.

Charging Bear and the second assassin face off, but the assassin has no interest in fighting with the red man. He offers a deal: Live and let live. Charging Bear accepts, and the assassin scoots out the window just before Wildcat can make it upstairs to find him. The first assassin manages to give Carl the slip as well.

Carl returns to the Undertaker's shop to confront Dave about abandoning him, while Wildcat limps her way to the shop, to see the only doctor in town who can treat her...

Characters Met!

Floyd the Barber: Traumatized barber.

Jenny Anydots, Rum Tum Tugger, and Mcavity: The Jellicle Gang. A group of assassins who nearly killed Wildcat (already met, but this was their first interaction with the characters)
This message was last edited by the GM at 07:58, Fri 29 Oct 2010.
The Stray
GM, 650 posts
The Marshal
'round these parts
Thu 4 Nov 2010
at 06:25
  • msg #21

Re: Experience and Fate Chips

It's that time again!

Well, it's certainly been busy this week, with four threads going on concurrently.

Adventure Cards!

Carl has used Renown to get a bonus and spread the tale that it was Carl who took down Nathanial Frost.

Fate Chips!

Charging Bear: I award you 1 blue chip for that Tomahawk Drop, because, well, Damn! I also award you 1 red chip for plot exposition. You currently have: 1 white, 3 red, 1 blue.

Robert Micklethwait: I award you 1 Blue chip for taking that wound to the hand, as you know that's going to cause problems later on. I also award you 1 white chip for general good RP. You currently have: 1 white, 1 blue.

Alouette/Carl: I award you 1 red chip for the interaction between Carl, Dave, and wildcat there, as that will probably lead to interesting stories down the line. You currently have: 1 white, 4 Red, 1 Blue

Gangatsu/Katy Devon: I award you 1 red chip for your RP with Lucy and then with Robert afterwards, and another 1 red chip for the awesome staking, which cost you a bunch of chips to pull off. I also award you 1 white chip for the dream sequence and your interactions with Gus afterward. You currently have: 3 white, 3 red, 2 blue

Augustus Spotswood/Elijah Fuller: I award you 1 white chip for your interview of Jericho Cantrell. You currently have: 2 white, 1 red, 2 Blue

Wildcat Hawkins: I award you 1 blue chip for your interaction with Tim, and 1 blue chip for admitting that you are not officially a ranger to Evans. You currently have: 2 red, 4 blue.

John Smith: Welcome back! I award you 1 white chip for your current interactions with Abraham and Ward. You currently have: 1 white, 1 red, 2 blue.

The Story So Far!

In the Oriental: Katy freaks out at Lucy's sudden transformation. She fires off a warning shot, and Robert comes running, but not before Lucy attacks her. Robert pulls the girl off, and discovers that she's turned. Lucy bites Robert on the hand, hard. Katy stakes Lucy from behind, and she vanishes in a puff of smoke. Now the pair address the wounds, and the fears of the girls downstairs...

At the Undertaker's: While the Dust Adders confront each other over matters of leadership, Wildcat finds herself staring down the barrel of a gun held by a boy who has lost his father. Wildcat does some soul searching, and Evans shows up to diffuse the situation. no sooner is that resolved than Carl shows up, declaring his intent to face the Ranger down at a later date for the killing of Jesse. As part of a power play, he grabs Wildcat. Charging Bear, across the street, decides to intervene in a flashy fashion via a leaping tackle off a two-story building. The Dust Adders and the forces of Law in Blackthorn part ways, though it's clear grudges are being held.  Marshal Evans, Charging Bear, and Wildcat share their respective stories, and Wildcat mentions that she's not actually a full member of the Rangers yet. Evans takes charge, laying out the priorities of what must be done now.

In the cave: Gangatsu has a strangely clear dream, where she converses with her dead lover, who gives her some cryptic clues to follow. Upon waking, she asks Gus to walk with her down into the mineshaft, but Gus relates a story to her about a run in with some kind of skeletal monster.

On the 3:10 to Blackthorn: Elijah Fuller, intrepid reporter, interviews a bounty hunter, who tells him a few interesting stories.

At Ward's ranch house: John Smith arrives at the ranch house after doing a bit of reconnaissance on his own. He's ushered indoors out of the rain, and is sitting down to have a conversation with Dr. Ward himself.

Characters Met!

The Mighty Dave: Dust Adder, now graduated to Wild Card status.

Tim Landers: Grieving boy. (met before, but now it seems he might show up again thanks to his talk with Wildcat)

Jericho Cantrell: Egotistical Bounty Hunter
This message was last edited by the GM at 06:28, Thu 04 Nov 2010.
The Stray
GM, 713 posts
The Marshal
'round these parts
Sat 13 Nov 2010
at 14:38
  • msg #22

Re: Experience and Fate Chips

It's that time again!

Some mood music

And yet more music.

New Chapter!

It's a new chapter now, which means the previous session has ended and a new one has begun. I'd have done this earlier, but it didn't seem like enough happened between the closing of the last chapter and the opening of the new one to warrant it at the time.

Experience points!

Everyone gains 2 experience points, which brings our total to 18.

Adventure Cards!

You may either keep your current cards, or discard them and draw new cards. If you used any cards last session, you may draw a card to replace the one you used and keep the one you already have, if you like.

Please post your current cards in the Adventure Cards thread.

Fate Chips!

It's a new session, but also an important one, so everyone gets to keep their chips this time around.

Charging Bear: I award you 1 blue chip for some excellent character development during this whole lynching thing, and 1 red chip for facing down an old enemy. You should have: 4 red, 2 blue

Robert Micklethwait: I award you 1 red chip for your attempts to get the mob calmed down, and 1 white chip for trying to undermine Cantrell's credibility. hopefully, you'll get a chance to use that Tale Tellin' edge soon! Maybe if Carl agrees to Evan's deal...You should have: 2 white, 1 Red, 1 blue

Alouette/Carl: I award you 1 Red Chip for being the agitator of the mob, along with Dave. I also award you 1 white chip for Carl's devious maneuverings to try and advance his own agenda with Cantrell. You should have: 2 white, 5 Red

John Smith: I award you 1 red chip for your interactions with Ward, including the suggestion of not being present when he casts his spells so you won't be privy to them. You should have: 1 white, 2 red, 2 blue

Gangatsu/Katy Devon: I award you 1 red chip for your timely warning to Charging Bear. You currently have: 3 white, 4 red, 2 blue

Augustus Spotswood/Elijah Fuller: I award you 1 white chip for your actions as Fuller...I expect he'll get to do more now that the crowed has died down (like convince the law to let him tag along). I also award you 1 white chip for your excitement as Augustus getting Alouette back up and running. You should have: 4 white, 1 red, 1 Blue

Wildcat Hawkins: I award you 1 red chip for some stellar RP with Cantrell, who is going to likely be a major problem for you in the future. I also award you 1 white chip for trying to undermine Cantrell's credibility. You should have: 1 white, 3 red, 4 blue. You might want to start spending some of those blues, so I can start handing out blues to other PCs...

The Story So Far!

In Blackthorn:The 3:10 stage arrives, and Jericho Cantrell wastes no time searching for his targets. He nails up some wanted posters in the Grand Bull. The Dust Adders, noticing the posters include Charging Bear, decide they've got to do something about the dangerous man in their midst.

The group meets up back at the Oriental, and fill each other in on their various escapades. Katy, going on ahead, overhears the lynch mob forming, and runs back to warn Charging Bear. The native son attempts to make it to his horse, but at that moment the angry townsfolk burst forth.

A tense stand-off begins as the posse attempts to calm the mob down, while Jericho Cantrell, Carl, and Dave attempt to fan the flames of righteous indignation. Wildcat, Charging Bear, and Robert Micklethwait try to dispel the mob by attacking Jericho's credibility, though the actual instigators of the mob are the Dust Adders. The standoff loses steam as Wildcat is forced to cuff Charging Bear, and Evans shows up to suppress the crowd with a makeshift glue gun.

Now the posse heads to a makeshift jail, to figure out if CB really is wanted for the crimes the bounty hunter claims he is, and try to shake their various hangers-on.

At Ward's Ranch: Ward and John Smith have a chat. He asks about his master and what's become of his companions. Ward explains the situation as far as he knows it, and then offers to use his powers to help John locate his master Zhang, in return for payment and a promise he sill not disclose the methods he sees. John finds a way around this by opting not to be present while Ward performs his magic.

It turns out that Zhang is, indeed, alive and on Ward's property, but he has been buried up to his neck by hostile Indians. Ward offers to help John mount a rescue, and collects Augustus Spotswood and a battered Alouette for the task. Introductions are made, awkward questions are asked, and the group heads out into the storm on its mission of mercy.

Characters Met!

None this time around, though there was some development with Jericho Cantrell.
The Stray
GM, 764 posts
The Marshal
'round these parts
Sun 21 Nov 2010
at 19:42
  • msg #23

Re: Experience and Fate Chips

It's that time again, and this is a special edition of this thread. This marks the Advance into a new Rank. Welcome to seasoned Rank!

Some mood music

New Chapter!

It's a new chapter now, which means the previous session has ended and a new one has begun.

Experience points!

Everyone gains 2 experience points, which brings our total to 20.

New Rank!

The Characters are now Seasoned Rank, and may take Seasoned Edges, bump up attributes, and all that other fun stuff. All the characters gain 1 point of Grit.

Advance!

All characters get 1 Advance. Please post your advances on the OOC thread. This inculdes the advances for any NPCs you may be running.

Adventure Cards!

You may either keep your current cards, or discard them and draw new cards. If you used any cards last session, you may draw a card to replace the one you used and keep the one you already have, if you like.

Please post your current cards in the Adventure Cards thread, even if you are keeping them.

Fate Chips!

New house rule!

If you are running more than one character, you get to draw an extra chip, though you split your chips among your various characters.

Since we've attained a new rank, ALL CHIPS RESET! Please draw anew.

Also, because you've gained a new rank, I am ADDING ONE LEGEND CHIP to the fate pot. So when you are rolling for your new chips, roll d36, d36, d36 (1-20 =  White; 1-30 = Red; 31-35 = Blue; 36 = Legend).

Charging Bear: Please draw 2 chips.

Robert Micklethwait: Please draw 4 chips, since you are running David Fletcher as well.

Alouette/Carl: Please draw 5 chips, since you are running 2 characters and Gangatsu gave you that Lucky Jackalope Foot

John Smith: Please draw 3 chips.

Gangatsu/Katy Devon: Please draw 5 chips, since you are running 2 characters and have a Lucky Jackalope Foot

Augustus Spotswood/Elijah Fuller: Please draw 4 chips, as you are running 2 characters.

Wildcat Hawkins: Please draw 2 chips.

The Story So Far!

In Blackthorn: Wildcat and Jericho secure the jail and move people in. While Evans and Elijah Fuller head off to collect provisions, Wildcat and Carl have a music contest, and finally start talking with each other, with occasional commentary by Charging Bear.

Meanwhile, Katy Devon arrives in the Grand Bull to find herself wanted. She protests, loudly...and draw the attentions of the Dust adders, who still have a bone to pick with her about the death of their friend the night before. Robert Micklethwait intervenes, trying to shame them into giving up, but winds up provoking them. Punches are thrown, and a brawl ensues. During the fright, Katy faints...and Robert takes a lethal blow to the head.

Evans arrives too late to help.

At Ward's Ranch: Ward's coach rolls on, and the people in side get a chance to get to know each other a bit better. They stop and pick up Gus Shaw and Gangatsu, and there's a brief standoff before Gus relents. The group continues on it's way, discussing seals and snakes and ghost rock.

Characters Met!

David Fletcher: Bystanding lawyer
The Stray
GM, 802 posts
The Marshal
'round these parts
Fri 26 Nov 2010
at 21:12
  • msg #24

Re: Experience and Fate Chips

It's that time again!

Some festive music

Fate Chips!

A note to those running multiple characters: I never intended you to split your chips between the characters you run. You have a single pool of chips for both characters. Chips dealt (or earned) by one character can be used by either.

Notice: since we have an undrawn legend chips, I'm going to award random draws from the fate pot instead of white chips for good RP, to increase the chance of it being drawn. If this method works out, I might award more random draws than white chips in the future.

Charging Bear/Jake Lawrence: I award you 1 random draw from the fate pot for CB's attempts to deal with Ol' Snake Eyes, and 1 random draw for jake's rolling with the madness backlash he got unexpectedly sprung on him. You currently have: 2 undrawn, 2 white, 1 blue.

Robert Micklethwait: On vacation this week, but earned 1 red chip for some excellent RP on his secret thread. You currently have 4 undrawn, 1 red.

Wildcat Hawkins: I award you 1 blue chip for putting together some key plot points. I award you 1 red chip for trying to hash out a plan with Carl, and 1 random draw from the fate pot for trying to deal with the ghost, despite having no means to do so, as well as the excellent RP afterward. You currently have 1 undrawn, 1 white, 1 red, 2 blue.

Alouette/Carl: I award you 1 red chip for Carl's interaction with Ol' Snake Eyes, and 1 random draw for Alouette's shriek challenge to the magic spirit it detected as the Comanches came barreling down. You currently have: 1 undrawn, 2 white, 2 red, 2 blue

Augustus Spotswood/Elijah Fuller: Well, Fuller seems to have bloomed a bit during this chapter. I award you 1 random draw for Augustus' clever idea to use his Beast Control device during the comanche attack, 1 red chip for Elijah's attempt to convince Marshal Evans to shoulder the burden, and 1 random draw for his interaction with Wildcat Hawkins and the telegraph operator. You currently have 2 undrawn, 2 white, 3 red.

John Smith: I award you 1 random draw for your character development about Zhang, as well as 1 red chip for being the one to actually find him. You currently have 1 undrawn, 2 white, 1 red, 1 blue.

Gangatsu/Katy Devon: I award you 1 random draw for Katy Devon confusing the hell out of the Comanches. You currently have 1 undrawn, 4 white, 1 red.

The Story So Far!

In Blackthorn: Evans has a breakdown after tending to the fallen deputy. He declares that he can't take the neverending series of crises that have plagued him for the last couple of days, and resigns as Marshal of Blackthorn, despite an attempt by Elijah Fuller to convince him otherwise. He hands over his badge and keys to the reporter, to have them delivered to the Ranger.

In the jail, Jericho Cantrell helps Wildcat figure out a few things about the assassins after her. The Ranger's mind whirls and she suddenly puts a few pieces together. Getting Cantrell out of the way, she runs her plan by Carl and Charging Bear.

She's interrupted by the sudden appearance of a ghostly gunman...Nathanial Frost, back from the dead and mad as hell, who assaults Carl then exits, vowing to hunt down the rest of the posse that brought him low.

Finally, Elijah  shows up at the jail with the bad news bout Evans. Wildcat dragoons him into running errands for her, and Elijah does so, in exchange for the promise to get the whole story of just what's going on in town from her at a later date.

Out on Ward's Ranch: The group finally finds Zhang, and digs him out of his premature grave...but are set upon by an angry band of Comanche Warriors! They rush back to the coach, and the chase is on...

Character Met!

Ol' Snake Eyes: An old foe with deadly new powers.

Jake Lawrence: former soldier.
The Stray
GM, 853 posts
The Marshal
'round these parts
Sun 5 Dec 2010
at 00:51
  • msg #25

Re: Experience and Fate Chips

It's that time again!

Some Interesting Music!

Fate Chips!

As I'm feeling ill (allergies) and pressed for time, I'm not going to do a big breakdown of chips this time around. Instead, I'm going to have everyone draw 2 random chips (but remember that the Legend chip has already been drawn)

The Story So Far!

In Blackthorn: Wildcat and Fuller discuss plans, while Carl goes to seek out his companions among the Dust Adders. Wildcat gets a surprise when Bill McCoy, one of the Dust Adders, comes to her, offering his help and giving her some clues to things going on around town.

Meanwhile Jake Lawrence and Katy Devon walk and chat, and come to the Grand Bull...where Katy bumps into Vincent Kaje, and has to have a heart-to-heart chat...

On Ward's Land: The group in the coach runs. The Comanche follow, thirsty for blood. Shots are traded, and it looks like the band might escape...until the Comanches shoot the axle out, sending the coach rolling, with tragic results...

Character Met!

Bill McCoy: Talkative Dust Adder (Met before, but fleshed out a lot this time)

Vincent Kaje: Mysterious Stranger (Met before, but gets more time to shine)

Mr. Lurch: Very big butler
The Stray
GM, 893 posts
The Marshal
'round these parts
Tue 14 Dec 2010
at 13:14
  • msg #26

Re: Experience and Fate Chips

It's that time again!

I have this stuck in my head right now, so I share it with you all

Fate Chips!

Everyone: I award you 1 random Fate Chip. Special actions will be called out below. Be sure to spend your chips fast and furious, because I'm going to be doing a time skip once the duel between Pale Moon and Alouette is resolved. That will be a new chapter, which will be a new session

John Smith: Gets 1 blue chip for being all heroical and using one of his adventure cards to save Abraham.

Alouette: Gets 1 red chip for calling out Pale Moon and drawing him out of the shadows and into the conflict.

Augustus Spotswood/Elijah Fuller: Gets 1 random chip for playing up Augustus's Doubting Thomas hindrance, and getting bit hard because of it. Also gets 1 random chip for Elijah's persistent curiosity.

Gangatsu/Katy Devon: Gets 1 blue chip for involving Jake Lawrence in the story and pushing that along, while developing Katy's bubbly personality.

The Story So Far!

In Blackthorn: Jake Lawrence and Katy Devon make past Vincent and speak with Roland, the bartender, who seems fairly morose this evening. He begins to cheer up as Jake presents him with a letter from his Uncle Victor, and Jake begins to learn about the recent town events...

Meanwhile, Wildcat gives some marching orders to Deputy McCoy and Elijah Fuller, then sits back to watch over her prisoner. Elijah's task, however, is complicated by a singing coffin, a ghost, and a figure darting about the shadows. Fuller follows the ghost, who is actually Robert Micklethwait, back from the dead, as he breaks into the general store and arms himself, then proceeds to head towards the Grand Bull...

On Ward's Land: Things look bad for the group. Gus is downed, and Abraham is crushed by the rolling wagon. Putting himself at great risk, John Smith taps into his chi training and manages to save the man's life.

Alouette, meanwhile, calls to the heavens and gets a reply in the form of an owl, which transforms into a vicious mountain lion! Augustus is confronted with something that his science can't explain, and freaks out. Alouette again speaks, though this time with the voice of the spirit within. The lion reveals itself to be a shapeshifitng Comanche shaman, and the two face off in a duel of spiritual might and persuasive ability.

Character Met!

Pale Moon: Angry shapeshifting Comanche shaman
The Stray
GM, 961 posts
The Marshal
'round these parts
Sun 6 Mar 2011
at 22:32
  • msg #27

Re: Experience and Fate Chips

It's far past that time again!

Some mood music

Experience!

it's a new session, so everyone gains 2 experience points, putting everyone at 22.

Adventure Cards!

Players may discard and redraw adventure cards. Remember, everyone should have at least 3 cards.

Fate Chips!

Here's what I have listed for people's Fate Chips:

Charging Bear/Jake Lawrence: 5 white, 2 blue
Robert Micklethwait: 2 white, 3 red, 2 blue, 1 Legend
Alouette/Carl: 7 white, 1 red, 1 blue
John Smith: 3 white, 2 red, 2 blue
Gangatsu/Katy Devon: 5 white, 2 red
Augustus Spotswood: 4 w, 3 r
Wildcat Hawkins: 1 white, 1 blue

If my numbers are incorrect, please let me know. If you don't have 10 chips, you may draw 2 random chips to cover recent events.

Please post Fate Chip and Adventure Card draws in the OOC thread.

The Story So Far!

I'll get this up later.
The Stray
GM, 978 posts
The Marshal
'round these parts
Mon 23 May 2011
at 10:50
  • msg #28

Re: Experience and Fate Chips

The Story So Far:

Good Friday. The day commemorating the crucifixion of Jesus. And all Hell is breaking loose...

Wildcat Hawkins, after a night of watching Charging Bear's cell, learns that trouble has crept in to town in the form of dead bodies rising at the Undertaker's place. She heads out to the Grand Bull Saloon to convince Doctor Evans that he should return to the job of marshal. Her argument wins him over, and he accepts the badge and jail keys while she wanders off to get some much-needed sleep.

With the Comanche threat diffused by Alouette's spirit duel with the shaman Pale Moon, the rescue group on Ward's lands rests out at the wreck of the carriage until the Dust Adders can bring them home. Alouette decides to track down Danny Boy, leaving the ranch and heading back into town.

John Smith watches over his injured and sickly master Zhang, meditating to keep himself calm. Gangatsu rests also, and tries to come up with a way to ask her burning questions to Dr. Ward in a way that will not get her killed. Augustus Spotswood, meanwhile, rests and recuperates. But the tranquility of the morning is broken when Lt. Cantrell the Bounty Hunter jumps Spotswood with intent to collect the bounty on his head.

John Smith, Gangatsu, and Dr. Ward manage to diffuse the situation, with Dr. Ward digging deep into his bag of tricks to compel the hunter to leave the premises. Cantrell does so grudgingly, but vows to return with reinforcements. John Smith escorts the man off the property, though he is waylaid by some of the Dust Adders who aim to see that the "nigger" never makes it back to town. John diffuses the situation, and Cantrell is sent packing.

Meanwhile, Ward and Spotswood discuss the charges Cantrell laid on him. Ward offers to direct Spotswood to a place where he can hide for the time being.

Out on the range, Carl Allens searches for a dead mountain lion he suspects may have been reanimated after eating some meat off a dead steer branded by some of Ward's "newfangled scientific techniques." He and his friend Mike aren't able to find anything, but they spend the time chatting away about some important things, filling each other in on the events of the previous evening.

Back in town, Robert Micklethwait, adjusting to his new existence as a vampire, seeks out Marina Vanderholt for an explanation. He runs into an irate and jealous Vincent Kaje, but manages to calm the madman down long enough for Marina to make an appearance. The two begin a heart-to-heart chat about the nature of his condition.

Meanwhile, Jake Lawrence, searching for the mechanical automaton for his employer, and Katy Devon, tagging along for the ride, bump into Marshal Evans. They are alerted to the presence of Alouette investigating the scene of the carnage at the undertaker's place. The group unites, and Alouette warns the group that Danny boy (which it refers to as a wendigo) has gained a follower. They travel to a dilapidated shack while Alouette explains the intricacies of Wendigo physiology to Katy, Jake, and Evans.

They surround the shack, and corner the pair of "differently alive" folk inside. There's a short stalemate, then Danny boy demands that Alouette be sent in as a negotiator.

Meanwhile in the Grand Bull, Wildcat Hawkins has a nightmare. But this nightmare seems real enough, and she gets her first glimpse at the true monster pulling the strings in Blackthorn. The snake demon plays with her, stalling for time as assassins in the real world creep up on her body. Wildcat manages to break from the dream and confront Jenny Anydots, her would-be killer, who tries to escape. The fiery Ranger ain't having none of THAT, though, and chases the assassin down the stairs. Jenny isn't alone, though...McCavity, her partner, is down there. The whole scene turns into a fight, one it doesn't look like wildcat can win despite the help of the rest of the Grand Bull's patrons...
The Stray
GM, 1013 posts
The Marshal
'round these parts
Thu 8 Sep 2011
at 07:52
  • msg #29

Re: Experience and Fate Chips

It's that time again!

Some mood music

Back from Hiatus!

So, we're back from hiatus. I'm hoping to hear from some of those players we haven't heard from yet, but at least we seem to be steaming along. Welcome back!

Fate Chips!

I'm just going to keep everyone's chips steady for now.

Adventure Cards!

Does everyone remember what their cards are and what they do? Post on the Adventure Cards thread!

The Story So Far!

Wildcat Hawkins, with the help of the bar patrons, manages to subdue the assassins and arrest them. The deputies show up, and she's able to lead them to jail.

Meanwhile, Alouette "negotiates" a truce between the marshal and the dead boys. The dead boys are taken into custody, but slip free and make a break for the church, seeking sanctuary. Marshal Evans releases Charging Bear and offers his apologies for locking him up in the first place. now reinstated as a deputy, Charging Bear follows the dead boys and Alouette to the church (Katy Devon followed them, too, if her player returns and wants an update).

While Jake Lawrence and the other deputies search the old mining office vault for anything that could help the assassins escape, Wildcat presses on to the old church to get answers.

On the ranch, Carl Allens manages to convince the Dust adders to unite behind him, and concocts a plan of his own for dealing with the Serpent, the Ranger, and all the current problems facing the town. Meanwhile, John Smith and Gangatsu speak with ailing master Zhang about his recent troubles.
The Stray
GM, 1048 posts
The Marshal
'round these parts
Thu 29 Sep 2011
at 06:14
  • msg #30

Re: Experience and Fate Chips

It's that time again!

Some mood music

Fate Chips!

Every player gets 1 White Chip for participating.

Wildcat Hawkins gets 1 Red Chip for character development, especially when dealing with the dead boys and her interactions with Alouette.

Jake Lawrence gets 1 Blue chip for going for broke, using two jokers on a Deal with the Devil to power his hex and thus getting royally screwed in the process. That's moxie there (or rules skimming). Either way, it results in some fascinating character fuckerage and long-term plot complications, which are fun for me.

The Story So Far!

In town, Wildcat Hawkins, Alouette, and Charging Bear question the two dead boys while trying to keep them from hurting each other. It's apparent that whatever tenuous alliance held them together has now fallen apart, and bitter recriminations fly. Danny Boy tells them his sad story, though Jesse attempts to poke holes in it.

They are interrupted by the appearance of Jake Lawrence. Jake, having finished his search of the jail and stowed his prisoners away, had attempted to call upon the manitous for a glimpse of the location of the third assassin. But his attempt at grabbing for power backfired when he bit off more than he could chew, calling upon Tezcatlcoatl himself! The serpent granted the huckster's request for knowledge but inflected a maddening curse on him in the process, promising to contact him again.

Jake relayed his findings, and told wildcat he could find out more. She granted him permission to do so, and left him to his own devices in order to break up yet another fight between the dead boys. Jake's second casting revealed a startling clue: Rum Tum Tugger had returned to town, and had just committed another murder!

Meanwhile, on the ranch John Smith and his infirm master discuss recent events. Carl Allens, on the other hand, is called in to Ward's study to answer for his recent actions. Carl defends himself, letting Ward know about the ghost of Nathanial Frost that had marked him for death. Ward and Carl exchange information. The good Doctor now has information needed to make some plans...and learns of an alarming development that could threaten everything!

In the Oriental Theater, the Vanderholt Troupe pack everything as they prepare to leave town ahead of any hunters. But Robert Micklethwait has revealed a potentially dangerous loose end, and now Vincent Kaje has to close it. He grudgingly decides to take Robert along for the ride, though his motives are suspect...

Outside of Blackthorn, Adrian Vega awakens from a premature burial. Dazed and disoriented, he runs across Silas Underhill, the (former) undertaker of Blackthorn. The undertaker delivers a warning to Vega--turn back now, Blackthorn is nothing but trouble. Undeterred, the gambler continues his trek to his home town...

And Introducing!

Adrian Vega: Former Blackthorn resident, in for an interesting homecoming!
The Stray
GM, 1111 posts
The Marshal
'round these parts
Fri 7 Oct 2011
at 17:02
  • msg #31

Re: Experience and Fate Chips

It's that time again!

Fate Chips!

Adrian Vega, take 2 Random chips for your interactions with both Roland and Gabby, getting you up to speed on current events. Also take 1 Red chip for heroically (or overconfidently, take your pick) taking a stand with Marshal Evans.

Alouette, take 2 Random chips for the character development in the church. Also take 1 Red Chip for your interaction with Jake Lawrence.

Carl, take 1 Blue chip for cleverly escaping Tex.

Jake Lawrence, take 1 Random chip for effective information gathering, 1 Red chip for your interactions with Alouette and the character development stemming from it, and 1 Blue chip for saving Cantrell's life with no actual medical knowledge.

Charging Bear, take 1 Random chip for charging the back door with style and for general heroism.

Robert Micklethwait, take 1 Random chip for your interaction with Vincent.

Dr. Oswald Franklin and Harry Lazarus, each of you take 1 Random chip for gaining exposition information that may help you in the future.

Wildcat Hawkins, take 1 Red chip for caring enough about Cantrell's worthless hide to get things moving on saving him, 1 Red chip for the awesome lariat attack (and for sparing Dave afterward), and 1 Red chip for calling up the Generous Salesman and all the fun interactions stemming therefrom.

I haven't heard much from John Smith lately, so no extra chips until he gets more involved.

The Story So Far!

Jake Lawrence delivers the news that Rum Tum Tugger is back in town and looking to spring his friends. As Wildcat Hawkins, Charging Bear, and Evans argue about who's going to bravely face down the assassin, Jake's magic draws the ire of Alouette, who demands he repent his sinful ways. Just to add further fuel to the fire, a wounded and dying Jericho Cantrell shows up at the church, having crawled there from his failed duel with the assassin. This galvanizes the group into action. Charging Bear, Evans, and Wildcat take to the streets to stop the jailbreak while Jake tries to use what little medical knowledge he learned in the army to try and save Cantrell's life, an effort aided by Father William O'Rourke (and hampered by Alouette, who is convinced Jake is a witch).

Meanwhile, Adrian Vega had troubles of his own...he ran into a mountain lion that wouldn't leave him alone. But luckily, he found help in the form of Old Gabby the miner, who arrived on the scene long enough to chase the rotting cat away. Gabby and Adrian reunited, and discussed events in town while getting Adrian some new outfits. Gabby hinted at something he wanted to talk to Adrian further about, then left Adrian to get settled. Upon reaching the Grand Bull Saloon, Adrian struck up a conversation with Roland Frost, and learned about the fight between the Marshal's posse and the Dust Adders.

Back at the Ranch, Carl Allens finished his talk with Ward and went to check on Percy Bradshaw about the fate of Tim Landers, the boy of one of the Dust Adders who was killed. But Percy was having a breakdown of his own, as he'd just been visited by the ghost of Nathanial Frost, hellbent on vengeance. Something within the quiet cowboy boiled over. But before he could act on any of his rage, he was confronted by Tex Shaw, the giant twisted by snake magic. Tex had also received a visit from Nathanial...who had urged him to destroy Carl before he could bring ruin to all that Tex cared for. Carl managed to cleverly distract the giant with a bluff and a herd of cows, and now seeks to confront Ward about the troubles he's faced.

Out on the road, Dr. Oswald Franklin and Harry Lazrus make their way toward Blackthorn. They encounter the fleeing undertaker Silas Underhill, who does his best to warn the pair away from the town. They press on despite the warnings, reaching a crossroads and a decision.

Robert Micklethwait and Vincent Kaje arrive on scene to silence Elijah Fuller, but discover the situation has turned into a stand off. As Evans, Wildcat, and Charging Bear formulate plans, the vampire warns Robert that any attempt to reconnect with his former life will be met with violence, as Vincent is not willing to be discovered.

Wildcat, CB, and Evans split, with Wildcat taking the side window and Charging Bear heading for the back. Wildcat runs into Dave the Dust Adder, trying to sneak his friend Bill out of the messy situation. Wildcat and Dave come to a temporary understanding, and Dave gives the Ranger some crucial information in exchange for being allowed to pull Bill to safety.

Meanwhile, Charging Bear runs afoul of a dynamite trap set by the crafty assassins. he manages to escape unscathed, but draws the attention of a psychotic sniper who goads him into charging her position head on.

Evans and McCavity, the leader of the Jellicles, trade insults and barbs, each trying to outmanuver the other and get them to reveal information/waste resources. Adrian Vega arrives on scene and throws his lot in with the Marshal, attacking the glimpsed McCavity and using his soul bullets to try and take the mastermind down. The fight is on.

Wildcat runs into a stranger opening a store inside the battle zone. Convinced the man is another member of the Jellicles, she tries to arrest him...but draws the explosive attention of Rum Tum Tugger! Now she and the Generous Salesman are in battle with the most sadistic member of the band...and who's armed to the teeth with dynamite!

And Introducing!

Dr. Oswald Franklin: Behold! Science!

Harry Lazarus: Enlightened huckster.

Gabby Clark: Talkative old coot (already introduced, but now important again)

The Generous Salesman: Just a normal traveling salesman. Honest.
The Stray
GM, 1145 posts
The Marshal
'round these parts
Fri 14 Oct 2011
at 07:44
  • msg #32

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

New Session!

It's a new session! it's out with the old and in with the new! Since Adrian Vega's player is new to the SW system (he's an old hand at classic) I'll go over a few points as a refresher.

Experience!

I'm awarding 3 experience points for this session, which covered nearly 570 in-game posts. this brings everyone's experience total to 25 xp. That's a big chunk of time, and includes the gap during the long hiatus. It's far past time people got to Advance their Characters.

Speaking of which...

Advance!

As we have reached 25 xp, everyone gets their second Seasoned-rank Advance. The latest rules update removed the rule that background edges can't be taken after character creation, so Background edges are available (though you'll need to run any background edge by me first, and explain why you're developing it now). In addition, there were a few new edges added to the general pool that I'm looking at, and will be posting on the System Information thread.

Please post your Advances either on the OOC thread or in a PM to me. Please include the other information such as Adventure Cards and Fate Chips in the same post.

Adventure Cards!

Everyone has the opportunity to redraw Adventure Cards. Redrawing is optional unless you spent one last game. If you don't like the cards you have, you can discard any number of them and try your luck with new cards. Keep me informed of what cards you're discarding and what cards you currently have on the Adventure Cards thread. Remember that players running more than one character (Jake Lawrence/CB and Alouette/Carl) have 4 cards total, while everyone else should have 3.

Fate Chips!

Everyone may choose their favorite chip, then discard the rest and redraw. Players who are running 2 characters (and thus have to split a chip pool between them) get to draw an additional chip, modified by any edges such as Luck, Bad Luck, or Night Terrors, and any gear such as lucky jackalope feet.




In addition, I am awarding the following chips:

1 Blue to Wildcat Hawkins for facing down Rum Tum Tugger, whom she had a personal beef with.

1 Red chip to Adrian Vega for dealing with his hitchhiker from hell taking over and having fun.

The Story So Far!

Wildcat Hawkins deals with the Generous Salesman and the villainous Rum Tum Tugger. She gets some sorcerous help from the Salesman...revealing that he's not all he appears to be! She manages to wound RTT, but walks into one of his traps. He had intended to take her with him, but through a supreme effort of will she wrestled the bombs away from him and took him into custody, then took some time to question him and the salesman. She learned a few things...apparently the Jellicles answer to someone called "Old Deuteronomy." Also, the Salesman is more than he seems and will bear watching...

Meanwhile, Charging Bear charges the sniper, avoiding her shots and clubbing her unconscious. Then, heaving the woman over his back, he wanders down the corridor and downstairs, disarming dynamite traps as he went. One has to wonder where they got all that stuff...he winds up opening the door and meeting...

Adrian Vega and Marshal Evans take on McCavity. The hexslinger makes short work of the villain, but unfortunately his magical meddling leaves him open for a little manitou mischief, and a monster moves his gun hand to the Marshal! Luckily, no serious damage is inflicted. He and Evans approach the entrance of the mining office and prepare to enter, when they are met by...

Jake Lawrence is confronted by Alouette over his use of magic. Alouette attempts to get Jake to repent, but Jake reveals some personal issues of his own regarding religion. The two get into a heated argument that ends in a shove and an angry priest. The group in the church discuss their options, and Jake decides to head out and assist the others. He runs into Dave the Dust Adder, carrying his wounded friend, and confronts him, wrangling some information from the belligerent sod. In the meantime, Alouette goes exploring.

While all this is going on, Robert Micklethwait sneaks into the mining office, searching for proof that the deputy that last saw him his dead. Thus far, he has managed to remain out of sight.

On the ranch, Carl Allens confronts Ward about Nathanial's ghost. Ward takes Pery Bradshaw into his care and tasks Carl with gathering the other Enlightened Ones, as he fears something terrible will happen come nightfall. Carl turns to John Smith, asking the man if he was willing to help. He has yet to receive a reply...

On the road, Dr. Oswald Franklin and Harry Lazarus find their way to the border of the Circle W ranch, where they are confronted by a pair of Dr. Ward's cowboys, the Dust Adders, who issue grave warnings about the conditions ahead...
The Stray
GM, 1192 posts
The Marshal
'round these parts
Mon 24 Oct 2011
at 00:06
  • msg #33

Re: Experience and Fate Chips

It's that time again!

Fate Chips!

Adrian Vega: Take 1 Red chip for excellent RP, with the creeping self-doubt you displayed over your worthiness for the weapon. Also take 1 Red chip for taking the Key to the Artifact of Doom

Wildcat Hawkins: Take 1 Red chip for your interaction with the Salesman. It was fun doing that back-and-forth.

Charging Bear/Jake Lawrence: CB, take 1 Red chip for collecting all that dynamite, and another Red chip for threatening the hologram with blowing up said dynamite if it tried to eject you. Jake gets one Random chip for finding the Enlightened Society badge.

Alouette/Carl: Carl, take 1 Red chip for RP, and take 1 Blue chip for deciding to try and fight Harrow Kitty all on your own to protect the town. Alouette, take 1 White chip for the hilarity of the random items you've been dragging to church (and for setting me up for the Tumblebleed...honestly, I knew the moment I saw that mention of tumbleweeds that I wanted to throw this monster at you...)

John Smith: Take 1 Random chip for warning Cantrell and McCoy.

Harry Lazarus: Take 1 Blue chip for convincing Gus to go back for Mike, and take 1 Red chip for allowing your own Loyal Hindrance to lead you into trouble.

Dr. Oswald Franklin: I award you one Blue chip for being captured by the Comanche...that will lead to some interesting stories. I also award you 1 Red chip for hardship, as you'll likely be without your spectacles for some time.

Robert Micklethwait: I award you with one White chip for completing your mission...though I'm still waiting on Robert's reply to Vincent (it might have gotten buried).

The Story So Far!

In the makeshift jail, Wildcat Hawkins, Adrian Vega, Jake Lawrence, Charging Bear and Marshal Evans question the Generous Salesman and plan their next move. The Salesman seems helpful and vague in equal measures. Charging Bear heads off to search for more booby traps, collecting all the dynamite he can find. Jake Lawrence, unwilling to trust the mysterious stranger, watches the prisoners and tries to divine some information. This leaves Wildcat, Vega, and the Marshal with the Salesman.

The Salesman fills some requests for items, and reveals that he also carries a key for one of the five locked deposit boxes down in the vault, a box which contains a dangerous relic that shouldn't be allowed "into the wrong hands." After some negotiation, he hands the key over to the posse, wiping his hands of the matter. Wildcat is headed to the church to check on Alouette, while Vega and Evans head into the vault to explore it and search for Deputy Fuller.

Charging Bear, in the meantime, has discovered that the Salesman's wagon is bigger on the inside and is also protected. He is in the process of questioning the security system, trying to coax it into giving him information...

Carl and John head into town, but are waylaid by a distraught homesteader warning of danger in the form of a rabid mountain lion. Carl and John split, with John heading to the church to warn about the Comanches and Carl taking off through the streets of the town to find the undead lion before it kills again.

Carl find the cougar and engages it in battle, but is injured in the process. It manages to tear apart one of the townsfolk and is about to kill another when Carl blows it through the window of the undertaker's office.

Meanwhile, John finds the church has been converted into a storage space for random bits of junk by Alouette, who wasn't told to stop collecting items. Unfortunately for john, one of the items collected by the clank is a vampiric tumbleweed, which is currently trying to drink John's blood...

Out on the ranch lands, Harry Lazarus, Oswald Franklin, and the Dust Adders discuss the dangers ahead, when one of those dangers arrives...a raiding party of fearsome Comanche warriors! Our heroes attempt to flee. During the chase, one of the Dust Adders is injured and knocked from his horse, and Harry convinces the other to go back for him. Oswald, on the other hand, is unused to dealing with horses and quickly overwhelmed. While harry and Guss fight off the Indians to save their fallen companion, the good doctor Franklin is captured.

And Introducing:

Joel Robertson: Distraught father.

Comanche Warriors: They now have prisoners.

Gus Shaw and Mike Bennett: The Dust Adders Harry and Oswald met (Already introduced to the game at large, but this is the first time these characters have met them).

Harrow Kitty: Undead mountain lion
The Stray
GM, 1260 posts
The Marshal
'round these parts
Thu 3 Nov 2011
at 03:58
  • msg #34

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

Fear Level!

Thanks to the rampage of Harrow Kitty and the impending Comanche Attack, the Fear Level of Blackthron has risen to 4. It will stay that way until some effort is made in lowering it (which means Storytellin', amigos!)

Fate Chips!

First off, every player gets 2 Random Chips thanks to Charging Bear's Adventure Card. As of this post Charging Bear, Alouette, Adrian and Wildcat have drawn these chips.

In addition:

Alouette/Carl: Take 1 White chip for Alouette's interaction with Granny Bennett (very charming) and 1 Blue chip for Carl killing harrow Kitty (accomplishing a minor character goal).

Jake Lawrence/Charging Bear: Take 1 White chip for CB being fooled by the Salesmen into leaving his TARDIS, 1 Red chip for jumping in against Cantrell kicking the snot out of RTT, and 1 Red chip for Jake's part in calming the mob.

Wildcat Hawkins: Take 1 White chip for attempting to move things forward with a plan at the church, and 1 Red for suddenly getting jumped by the Mayor.

Adrian Vega: Take 1 Red chip for your part in helping calm the mob.

John Smith: Take 1 Red chip for your part in calming the mob.

Harry Lazarus: Take 1 White chip for getting bucked by Bucky while following your Loyal hindrance.

Dr. Oswald Franklin: Take 1 Red chip for connecting with Ghost Bear and using your talents at photography.

The Story So Far!

John Smith heads to the Church, where he meets Alouette, who has been diligently collecting things for Wildcat. But one of those things turns out to be a vicious vampire tumbleweed! Alouette and John dispose of the vegetable menace and John reaches the bell rope to ring out his warning.

Wildcat, Jake Lawrence, Adrian Vega, and Evans discuss their plans. They are joined by Jericho Cantrell, who informs them that the Comanches are on their way. Suddenly, a shot rings out at the back of the building...

Carl Allans, meanwhile, tracks the undead cougar to the back of the Mining Offices. He takes down Harrow Kitty, drawing the attention of the Ranger and the deputies. Wildcat sends Jake to the church to see what's going on. He wanders into the crowd and meets with John Smith, who explains the situation. The pair attempt to calm the fears of the crowd.

Wildcat, Adrian, Evans, and Carl converse. Wildcat almost manages to get Carl on her side, but agrees not to interfere with Carl's errand. Evans shames Carl into going with him to try and negotiate with the Comanche in the small hope it will do something positive. Carl storms off, checking the wounded from the last attack before heading off to the Enlightened Society Lodge, leaving Evans to deal with possible zombie dead.

Wildcat and Adrian are late to the party. Adrian steps up, attempting to further calm the crowd while Wildcat make plans. But just as things get settled...the Mayor arrives, and he's not happy. He harangues the crowd, blaming all the town's problems are the Ranger's fault, and urging him to kill her. And suddenly the crowd turns ugly...

And Introducing:

Lots o' folk!

Molly Hollison: wife of a Dust Adder, attacked by a cougar.

Mayor Glenn Bruebaker: The mayor of Blackthorn, recently revealed as a villain!

Mr. Lurch: He's creepy and he's kooky, mysterious and spooky, he's altogether ookie. (Introduced before, but back again for more!)

Arthur Whateley: Weeping Moon member. (Seen before, but not by the characters and not named at the time)

Ghost Wolf: Indian brave with an interest in photography.

Itza-Chu: Psycho Indian.

Granny Bennett: Sweet old lady in a rocking chair.
The Stray
GM, 1312 posts
The Marshal
'round these parts
Fri 11 Nov 2011
at 10:46
  • msg #35

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

Fate Chips!

I'll keep this one short and sweet:

Each player may draw one white chip and one random chip. Players with multiple characters may draw a random chip for each character, but still get only the single white.

In addition:

Wildcat, take 1 Blue chip for character development for showing off your new abilities.

Alouette, take 1 additional random chip for using the dreaded Out Of The Frying Pan card.

Charging Bear, take 1 random chip for getting hosed and captured. you'll probably need it to escape the deathtrap. In addition, I will allow you one free Natural Healing roll to remove some of your wounds for when you come to, so you aren't locked in a death spiral from the outset. You can ignore wound penalties for this roll, but can't spend chips on it.

The Story So Far!

Things get lairy. Wildcat and Adrian are swarmed by the crowd, as is Alouette when the clank wades in to assist. Fighting off the crowds, Wildcat taps into her faith to try and shame the mob, with mixed effect.

Meanwhile, Carl Allans enters the Lodge of the Enlightened Society, only to find the man there startlingly unhelpful. When Carl attempts to wrest a tome from the place as proof he'd been there, the man has the tyler, a giant by the name of Lurch, swing in and attack. Things get bad fast for the cowboy as the man reveals himself to be another sorcerer, and an undead abomination strikes from the shadows. Even with the timely (but largely ineffective) intervention by Ambrose Evens, Carl barely manages to escape with his life.

Charging Bear, in the meantime, wanders in on Jericho Cantrell abusing Rum Tum Tugger, apparently in an attempt to beat the location of a treasure out of the assassin. The native Son intervenes, attacking the bounty hunter. The pair face off against each other...but the Jellicles have their own ideas! Finding himself overwhelmed, Charging Bear plays dead while Cantrell makes short work of the wounded assailants. The Native Son springs into action against Cantrell, attempting to get some surprise on him, but fails and is shot down for his trouble. Worse, the bounty hunter discovers the cache of dynamite CB was holding, and begins forming an inventive plan...

Dr. Oswald Franklin, captured by Comanches, is taken to their camp. He meets one, a brave named Ghost Bear, who questions him. He demands a demonstration of Dr. Franklin's cameras, which the scientist provides. As Oswald develops his photograph, Ghost Bear brings word of the device to Pale Moon, the Comanche Shaman. The Shaman confronts Oswald, demanding the scientist create photographs of his warriors that will keep them safe from wounds. Oswald protests, and is informed that he is to find a way of doing the chieftain's will or be subject to a brutal and gruesome death at the hands of the band's enforcer, a psychotic Apache called Charging Bear...
This message was last edited by the GM at 16:06, Sat 03 Dec 2011.
The Stray
GM, 1368 posts
The Marshal
'round these parts
Sat 3 Dec 2011
at 17:05
  • msg #36

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

Fate Chips!

Everyone gets 2 Random chips for participation up to this point!

In addition:

Alouette gets 1 Red chip for successfully using Intimidate to cause Danny Boy to regain control of his Manitou.

Wildcat gets 1 Red chip for taking the shot that dropped Danny Boy down, providing a path to victory.

Jake Lawrence, take 1 White chip for being ganged up on and yet slipping free every time!

Charging Bear, take 1 Random chip for successfully succeeding on diffusing the death trap! Bond would be proud.

Adrian Vega, take 1 Random chip for noticing which way the Mayor went and deciding to follow him on your own. Yay Hindrances leading you into trouble!

Speaking of Hindrances leading people into trouble, William Pierce gets 2 Random chips for his Heroic hindrance leading him into danger (once with the Rider, and once with Jenny).

John Smith, take 1 Random chip for allowing me to puppet you while you were away.

August Colby, welcome back! Since you haven't had much to do just yet, I can't really award you any extra chips, but hang in there!

The Story So Far!

Wildcat Hawkins, Alouette, Adrian Vega, Jake Lawrence, John Smith: The battle turns ugly. It looks like the group might be overwhelmed when suddenly Danny Boy loses control of the spirit inside him. The mayor takes the opportunity to flee, while Wildcat and Jake start fighting the new threat. Jake reveals himself to the mob, who panics and turns on him. Wildcat manages to shoot Danny down...but it's Alouette, speaking to the spirit inside him, that ends the threat. Though by now most of the crowd is scattered, some determined few are making life difficult for Jake...

Carl Allans: After his battle with Lurch, Carl pulls himself into an alleyway to catch his breath. He runs into Dave, who has some distressing news...Jesse is back from the dead! Carl calms the man as best he can and sends him on a task. Carl and Evans chat, with Evans offering help that Carl is too stubborn to accept. Carl runs across Tim, the Littlest Dust Adder, who tells him of the problems over at the church, forcing the cowboy to borrow a horse and ride to the scene...

Charging Bear: The native son has a dream about his past, which morphs into a terrifying vision of the future. His ratpure is interrupted by Jericho Cantrell, who wakes him and tells him he's about to die. Cantrell has locked Charging Bear and two of the Jellicle Gang down in the vault, and has set up an elaborate death trap designed to dispose of out hero. One would think he'd know better. Jericho leaves, and Charging Bear and the Jellicles work on trying to escape. They manage to escape the ropes, and CB finds a useful hunk of metal that he uses to knock over the detonator, buying them time to escape. not before swearing revenge on the dastardly bounty hunter, though it's a toss-up who will get to him first.

William Pierce: William Piece, on the run to escape his checkered past, falls in with a man calling himself the Seven of Spades, who bullies him into coming with him to the prefect place to hang low: Blackthorn! Don't laugh, he didn't know any better at the time. But he soon learns that not all is well in Blackthorn when they come across an injured(?) pony express rider who attacks them. Pierce puts a bullet through the poor man's head, but the fight draws the attention of a young girl who seems to be on the run. William confronts the girl, Jenny, who tells him that not all is right in town. Sending Seven ahead, William and jenny each try to convince each other to go the other way. With time running out for Jenny from a monstrous bounty hunter on her trail, she agrees to follow William to the safety of the Oriental theater. Again, don't laugh, they didn't know. But an encounter with the creepy dance hall girls and the even creepier madam inside has the pair surrounded by danger...

August Colby: Our young Ranger-to-be finds himself in peril after being captured by a band of Comanches out on the range while searching for clues. He's placed with another prisoner, and the pair of them discuss their shared plight...

Characters Met!

The Seven of Spades: a peacock of a gunslinger.

Dr. Oswald Franklin: Captive scientist.

Jenny Anydots: Distressed damsel?

Marina Vanderholt: Bewitching madam.
The Stray
GM, 1376 posts
The Marshal
'round these parts
Sun 4 Dec 2011
at 18:11
  • msg #37

Re: Experience and Fate Chips

William Pierce, I hereby award you 1 Legend chip for getting into a fight with a Legendary creature. When you spend it, post here as well as on the OOC thread, because it will then be going into the general pot.
William Pierce
player, 45 posts
Notorious Gunman
P5 T5 W0 F0 Cha 0 W1R2B0
Sun 4 Dec 2011
at 20:57
  • msg #38

Re: Experience and Fate Chips

Why, thank you - received and spent! ;-)
The Stray
GM, 1445 posts
The Marshal
'round these parts
Mon 12 Dec 2011
at 23:35
  • msg #39

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

New Session!

The Chapter 13 threads are now updated and opened. It's a new session, everyone!

Experience!

Because all the Chapter 12 threads (including intro threads and side threads) have gotten so huge, (830 posts all told), I'm awarding 3 experience points for the session, bringing everyone up to 28 xp in total.

Fate Chips!

Keep your favorite chip and redraw the rest. This applies to everyone except Jake Cuthings, who hasn't had much of a chance to interact with the group yet.

Keep in mind! There is a Legend chip in the pot now, so roll d36 instead of d35 until it's drawn. Make sure you post on the Adventure Cards and the OOC thread if you happen to draw the Legend chip.

Adventure Cards!

You may draw new Adventure Cards! If you don't like any of your current cards, you can discard and redraw.

Keep in mind! Many of the cards have changed, as I've dropped the Fate Chip requirement on most of them.

Also! I have removed the limit on people having the same cards. Now any number of people can have cards other players have...they just can't have two of the same card.

Remember to post your current cards on the Adventure Cards thread.

Special Mention!

William Pierce, because of the excellent RP session in which you dealt with your nightmare, you have a choice of 1 Extra Random Fate Chip or 1 Extra Adventure Card.

Carl Allans, because of the excellent RP session in which occurred via email, you have a choice of 1 Extra Random Fate Chip or 1 Extra Adventure Card.

The Story So Far!

Alouette, Jake Lawrence, John Smith, Carl Allans: With the arrival of Carl on the scene, the fight winds down. Jake is saved from his attackers, but is digruntled with his position as deputy. He attempts to convince Alouette to come with him (while looking for a way to turn the clank off), but the clank is much to engrossed in trying to lecture him and tend to the wounded.

Meanwhile, Carl Allans witnesses a few miracles and discovers that God may, indeed, have some plan for him...

Charging Bear: The native son and his compatriots are setting about escaping. Rum Tum Tugger, however, is keen to get at a rumored weapon in the vault. Charging Bear helps him open the box containing a very large pistol. The native son claims the weapon, which turns out to be hand as the dead Deputy Fuller rises again and tries to blow them all sky high. CB discovers the weapon is a bit more than he bargained for...and has attracted the attention of something very nasty besides!

Adrian Vega, Wildcat Hawkins: Hawkins and Vega go after the mayor, only to run into his bodyguard, who delays them long enough for the mayor to get away. He's not an unreasonably sort, however, so he, Adrian, and Wildcat begin discussing the situation facing the town.

William Pierce: The situation for Williiam and Jenny turns deadly as the soiled doves reveal themselves as vampires. William makes a valiant effort to stand against the monsters, but is overwhelmed. His own personal demons drag him down to Hell to torment him for his failures in life, but he manages to convinve them to give him a second shot at redemption.

Jake "Rattler" Cuthings: Following an old lead from a dead relative, Jake Cuthings comes to Blackthorn to claim an inheritance.

August Colby: August and the doctor talk, and together form a harebrained scheme so crazy it just might work to escape the confines of the Comanche encampment.

Characters Met!

Alistair Milburn: The Dragon to the Mayor

Four rather angry spirits: William Pierce's personal demons.

Jericho Cantrell: bounty hunter (most of the rest know him already, but he's new to Jake).

Deputy McCoy: In case you were wondering where he'd gotten to.
The Stray
GM, 1582 posts
The Marshal
'round these parts
Wed 11 Apr 2012
at 07:41
  • msg #40

Re: Experience and Fate Chips

It's that time again!

Some Mood Music

Fate Chips!

Everyone redraw back up to three chips (four chips if you've got two characters).

Remember, the Legend Chip is still up for grabs, so roll d36 and make sure to post in both the OOC thread and the Adventure Cards thread if you get it.

The Story So Far!

Plans begin to form and plots thicken as the posse begins preparing for the Comanche attack.

Carl, Adrian, Wildcat, and the Dust Adders out aside their differences to discuss ways of defending the town, pulling Adrian Vega, John Smith, and Alistair Milburn into their discussions. A rough plan is concocted, involving sequestering the townsfolk in the strongest structures, erecting barricades to funnel cavalry into killing grounds, and sniping the survivors. The group breaks to enact the various plans.

Jake Lawrence uses the time to try and reassure The Amazing Evans that things will turn out all right, and decides to offer his aid, even if he no longer wishes to be deputized. He sequester himself away and attempts to call on powerful magic to glean knowledge from the hunting grounds, careening headfirst into a vision quest presided over by the enigmatic shaman Laughs At Darkness.

August Colby and Dr. Oswald Franklin put their skill to the test, with Dr. Franklin using photographic trickery to distract the braves while August secures mounts. The diabolic Itza-Chu catches wind of the plan, forcing August to improvise. The pair make a death-defying escape, and manage to outrun the supernaturally swift Apache brave and sink the whole Indian camp into chaos. But they're forced to leave behind Dr. Franklin's equipment, including the strange picture he took...

William Pierce and Jenny Anydots awaken in the Oriental theater transformed into hellish monsters. They also find they've been tracked down by Jericho Cantrell and Deputy McCoy...as well as Charging Bear and the rest of the Jellicle Gang! A three-way battle ensues as Cantrell, Pierce, Jenny, and Charging Bear struggle against each other. Cantrell makes a run for it, to warn the ranger of the monsters he's spied, but Rum Tum Tugger goes dynamite happy, setting the theater on fire in the process. The group inside the theater decides to put differences aside and escape, while August, just reaching town, is in time to witness the building collapse on Cantrell!

The explosions draw the attention of the panicked townsfolk. A bucket brigade is swiftly set up, and Wildcat and Adrian are drawn to August's struggle. Together they're able to pull Cantrell free of the burning wreck of the Oriental, but he's badly injured.

William, Charging Bear, and the Jellicles escape the building and part ways. Charging Bear heads to confront Cantrell, William heads off to meet his contact, and the Jellicles escape to parts and fates unknown.

But just as Charging Bear reaches Wildcat, Adrian, and the wounded Cantrell, he's confronted by Gus Shaw, second in command of the Dust Adders, who has his own score to settle with the native son...

...and Wildcat realizes that many of them might be infected with whatever it is turns people into vampires.
William Pierce
player, 149 posts
Notorious Gunman
P5 T7 W2 F1 Cha 0 W0R1B0
Wed 11 Apr 2012
at 08:33
  • msg #41

Re: Experience and Fate Chips


10:32, Today: William Pierce rolled 19,28,36 using d36,d36,d36 with rolls of 19,28,36. Fate chips.
White chip
Red chip
Legend chip
Charging Bear
player, 724 posts
Native Warrior
P6T6 W:2 F:- FC:W1R0B0L1
Wed 11 Apr 2012
at 11:33
  • msg #42

Re: Experience and Fate Chips

07:28, Today: Charging Bear rolled 4,25 using 1d36,1d36, rerolling max with rolls of 4,25. Fate Chips.


1 White
1 Red
Wildcat Hawkins
player, 1064 posts
Texas Ranger
P5 T6 W0 F0 B0W0R1B Cha 2
Wed 11 Apr 2012
at 13:01
  • msg #43

Re: Experience and Fate Chips

08:01, Today: Wildcat Hawkins rolled 32,67,30 using 1d35,1d35,1d35, rerolling max with rolls of 32,(35+32)67,30. Chiplets.

2 Blues and a Red
The Stray
GM, 1583 posts
The Marshal
'round these parts
Wed 11 Apr 2012
at 17:06
  • msg #44

Re: Experience and Fate Chips

In reply to Charging Bear (msg #42):
Charging Bear
player, 727 posts
Native Warrior
P6T6 W:2 F:- FC:W2R1B0L1
Wed 11 Apr 2012
at 17:10
  • msg #45

Re: Experience and Fate Chips

In reply to The Stray (msg #44):
The Stray
GM, 1586 posts
The Marshal
'round these parts
Wed 11 Apr 2012
at 17:15
  • msg #46

Re: Experience and Fate Chips

In reply to Charging Bear (msg #45):
The Stray
GM, 1687 posts
The Marshal
'round these parts
Mon 30 Apr 2012
at 01:22
  • msg #47

Re: Experience and Fate Chips

It's that time again!

Some mood music

Experience!

Every one gains 2 XP. This means that everyone should have 30 xp total. And you know what that means...

Advance!

Everyone gets to choose 1 Advance for their character. Please post your advances on the OOC thread, or else discuss them with me via PM. Oh, and one more thing...

Free Skill Point!

I am awarding a free d4 for a new skill to all the players, to allow them to expand their capabilities a little. Furthermore, if it's a skill you've been using untrained at this point, you can raise it with your Advance as normal.

For instance:

Jake Lawrence has been using Healing untrained. If he chooses Healing as his free skill and uses his advance to raise his skills, he can bump his Healing up to d6 if he likes.

Wildcat had intimidate as one of her skills, before we adjusted her character to accommodate being Blessed. If she wants to use her free skill for Intimidate, she can raise it to d6 with her advance if she wishes.

Adventure Cards!

You may discard and redraw Adventure Cards. Remember that I don't care if you have the same cards another PC has...you just can't have duplicates of your own cards.

Fate Chips!

Everyone discard and redraw chips. If you had a Legend chip (there are 2) you can keep it, but please use it this session sometime so that other characters can get a use out of it.

In Addition:

I'm awarding the following extra chips:

William Pierce gets a Red Chip for his heroism hindrance leading him to protect Seven, a White Chip for interacting with Vincent Kaje, and a White Chip for trying to use Alouette as cover.

Alouette/Carl: Your characters get one Red Chip for taking on a pair of Comanches by himself, one Blue Chip for getting captured, one White chip for witterage and prophecy in the middle of the bar fight,and one White chip for your interaction with the vampires.

Charging Bear/Jake Lawrence: your characters get one Blue chip for helping CB's worst enemy get to a doctor, one Blue chip for teaming up with said worst enemy to try and clear your name, one Red chip for busting up the fight with the priest and the scientist, and one White chip for getting saddled with the name "Bitter Waters."

Wildcat gets one Blue chip for her awesome sermonizin' in the Grand Bull, a Red chip for bringing the possibility of some of them being infected with vampirism (and making Evans' day just that much worse), and a White chip for using magic right in front of some townsfolk (as that might come back to haunt you; Alistair may be thick, but the other townsfolk won't be).

Adrian Vega gets one Red Chip for trying to play peacemaker with the Dust Adders, another Red chip for getting Gus Shaw of all people to cooperate with him, and a White Chip for running into his Enemy.

The Story So Far!

I'm going to do something different. I'd like the characters to give me a report of what they remember from their own viewpoints, and I'll be posting them in this space when I get them. Everyone will get an extra Fate Chip for this...the color will be based on how elaborate/interesting the story you write up is!

Characters Met:

The Seven of Spades: Outlandish drunken gunslinger (already met, introduced to the party at large).

Vincent Kaje: Vengeful vampire (introduced to William Pierce).
This message was last edited by the GM at 17:49, Mon 30 Apr 2012.
The Stray
GM, 1976 posts
The Marshal
'round these parts
Wed 22 Aug 2012
at 03:34
  • msg #48

Re: Experience and Fate Chips

It's that time again!

<a href=>some mood music</a>

Experience!

Because all of the Chapter 14 stuff has gone on for an aggregate of over 900 posts, a very large xp bump. I am awarding 5 XP, bringing us to 35 XP. And you know what that means:

Advance!

Please chose a new Advance for your character, and post it on the OOC thread or discuss it with me on the OOC. This is the last Seasoned Rank advance...next advance will see you guys at Veteran rank.

Adventure Cards!

You may discard and redraw Adventure Cards. Remember that I don't care if you have the same cards another PC has...you just can't have duplicates of your own cards.

Fate Chips!

Everyone draw back up to 3 chips. If you have a Legend chip, it's time to give it up and let someone else have a chance at it, pard.

New Policy!

If you're running multiple characters, just draw chips for each character and keep them separate. Murphy and Pierce have been doing this already, and it hasn't fallen apart, so I'm going to extend it to the others. You still have to share Adventure Cards between characters, though.

In Addition!

Carl: you get to draw 2 Random chips for taking on Itza-chu by yourself for quite some time (and nearly taking him down!). Take an additional Random Chip for trying to dismantle the fear site and a White chip for your interactions with the vampires.

Alouette:

Charging Bear: You get to keep the chips you had before. Just draw new chips for Jake. You get 2 Random chips for helping the souls of the vampires and the Dust Adder.

Jake Lawrence: Take one red chip for finding the Trimestigus book, and another red for figuring out a way past Mr. Lurch. Take a white for going after the hands with nothing more than a book.

Mad Irish Murphy: Murphy, take a White Chip for learning some important exposition, a Red chip for your Loyal hindrance leading you into the trouble up on the hill, and a Blue chip for using Carl's nomination for untangling the hindrance snarl that was brewing with a few simple sentences (and using his own Pacifist hindrance to good effect).

William Pierce: Take a White chip for being so mean to Deputy Chicken (mean, but funny and in character). Take a Red chip for taking on the task to help Father O' Rourke. Take another Red chip for your bit storming the hill while wounded with Vincent Kaje.

Adrian Vega: Take one White chip for bein' sneaky like, and one Red chip for catching wind of The Harbinger.

John Smith: Take one White chip for helping with the ambush, as failed as it may have been.

Augustus Spotswood: Take a Red chip for being confronted with something that shakes your Doubting Thomas hindrance. Take a Blue chip for being confronted with your Worst Nightmare. Take a White Chip for playing up the dementias you've acquired.

The Story So Far!

Carl wins up fighting an immortal Apache warrior who has stolen Chargign Bear's name among the crucified bodies of his fellow townsfolk. Through sheer tough-cussedness, he wins through, sending the indians packing and delaying their attack on Blackthorn. Then he turns his attentions to dealing with the vampire that had snuck in to the area to feed. Then he set about the difficult task of rescuing the survivors (and making sure those who hadn't survived stayed down).

In town, Mad Irish Murphy helped lead the Robertsons to safety, then went to see to the town's defenses. he learend a great deal about the troubles besetting Blackthorn, and organized a rescue mission with Wildcat hawking and Deputy McCoy to save Carl (not that he needed rescuing by the time they got to him).

William Pierce, still suffering from a battering in the bar fight, agreed to help Vincent Kaje chase down Marina. They were joined by a group set on checking out the Comanche camp looking for vengeance. Charging Bear and Jericho Cantrell put aside their differance to take down their mutual enemy Itza-chu, who has stolen charging Bear's name and ruining it with horrific acts. The group heads out to the hill near town, but Charging Bear is spooked by the ghost of Nathanial Frost and gives away their position. The rest of the band face Comanche who can't be harmed by bullets. They scatter and retreat, while Charging Bear tries to take on Itza-chu, who beats him handily. Charging Bear is rescued by Laughs At Darkness, who takes him into The hunting grounds and tasks him with regaining his name. William, meanshilw, discovers the blood of the ghost Comanche is toxic to him, and retreats to town to find something more palatable.

There's a ton more, but my mind is going bleh right now so I'll just leave it here and get back to the round-up later.
The Stray
GM, 2068 posts
The Marshal
'round these parts
Fri 14 Sep 2012
at 06:04
  • msg #49

Re: Experience and Fate Chips

Fate Chip Audit!

I want to know how many fate chips each of the characters has, because I'm working on a chip award and I don't know how hard up for chips you folk are. Let me know, and I'll award chips accordingly.
Alouette
player, 1267 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 14 Sep 2012
at 06:31
  • msg #50

Re: Experience and Fate Chips

Carl: 1 white, 1 red
Alouette: 4 white, 1 red,
William Pierce
player, 372 posts
Notorious Gunman
P6 T7 W1 F0 W0R1B0
Fri 14 Sep 2012
at 07:39
  • msg #51

Re: Experience and Fate Chips

William:one red.
Murphy: 2 white, two red, one blue
Charging Bear
player, 894 posts
Native Warrior
P6T6 W:- F:- FC:W0R3B0
Fri 14 Sep 2012
at 11:50
  • msg #52

Re: Experience and Fate Chips

CB - 3 Red
Jake - 2 White, 2 Red
Augustus Spotswood
player, 267 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Fri 14 Sep 2012
at 12:51
  • msg #53

Re: Experience and Fate Chips

Augustus has...4 White, 1 Red, 1 Blue

The Dust Adders have 3 White
This message was last edited by the player at 12:52, Fri 14 Sept 2012.
The Stray
GM, 2090 posts
The Marshal
'round these parts
Thu 20 Sep 2012
at 17:25
  • msg #54

Re: Experience and Fate Chips

Fate chip award!

Characters with less than three chips can redraw up to 3. For the Extras, if they have less than 2 chips, they draw back up to 2

In addition:

Murphy: Draw 1 red chip for helping Carl get through his panic, and 1 blue chip for good use of an Adventure card.

Carl: Draw 1 red chip for dealing with a Hindrance and playing up Carl's claustrophobia.

Darla of the vampire girls may draw chips, as she is now a Wild Card.

Gus Shaw and Adrian Vega may each draw 1 Red chip for picking up weapons capable of harming the Ghost Warriors.
John Smith
player, 313 posts
Bennies W:0 R:0 B:1
P: 7/8 T: 6 W: 0 F; 0
Sun 23 Sep 2012
at 20:17
  • msg #55

Re: Experience and Fate Chips

Ack, of course I haven't been paying attention. John Smith had 1 Blue Chip remaining.
After Drawing up to 3, John has 1 Blue Chip and 2 White Chips
This message was last edited by the player at 20:20, Sun 23 Sept 2012.
The Stray
GM, 2112 posts
The Marshal
'round these parts
Sun 30 Sep 2012
at 09:02
  • msg #56

Re: Experience and Fate Chips

Legendary Beatdown Award!

Alouette gains 1 Legend Chip for taking down The Harbinger.

There is also One Legend Chip added to the fate pot.

As a side effect of the power used to defeat The Harbinger, Alouette gains the Hard To Kill edge for free.

Gus Shaw gains the Command Edge for free.

John Smith gains the Brawler edge for free.

Adrian Vega...well, he's got something special waiting for him anyhow. ;)
The Stray
GM, 2151 posts
The Marshal
'round these parts
Sat 20 Oct 2012
at 04:58
  • msg #57

Re: Experience and Fate Chips

Monster Beatdown award!

Since the 'glom was part of the harbinger fight, the characters involved get some rewards:

Darla of the vampire dance hall girls is now a Wild Card. Carmilla can advance her Fighting score (though she remains an Extra)

William Pierce has already gained his award...the mighty Ghost Gun Relic.

Father O'Rourke gets an Advance (which he should have gotten long before) and uses it for the Healer edge.

Danny Boy gains an Advance, which he uses for the Supernatural Attribute (Strength) edge.

Jake Lawrence gains Trismestigus as a Relic. It adds +2 to his Knowledge (Occult) checks when he takes an action to consult it, which zooms up to +4 when dealing with Aetheric Entities (or manitou, as they're otherwise known). It also allows him to substitute his Spellcasting for Weird Science when using Mad Science Gizmos made by others (it doesn't allow him to make his own, sadly). Each time he uses it, he must make a Spirit check or gain a Dementia like a Mad Scientist.
The Stray
GM, 2172 posts
The Marshal
'round these parts
Sat 3 Nov 2012
at 04:06
  • msg #58

Re: Experience and Fate Chips

It's that time again!

some mood music

Experience!

I hereby award 5 Experience Points for the Chapter 15 threads! That means...

Advance!

The Players are now at 40 XP, so everyone gets an Advance. Furthermore, we're now at Veteran Rank, so Veteran Edges are now available for purchase! Let me know what you'd like to purchase with your Advance.

Fate Chips!

Everyone discard and then draw 6 fate chips. Remember that there are 2 Legend Chips in the pot, so roll d37. Remember to draw for each character you control.

Joker's Wild!

To help people get more chips, I'm instituting the following house rule:

Whenever anyone draws a Joker in combat, every character may draw a Fate Chip. This affects both player and NPC combat draws. The GM will also get a chip to add to the NPC pot (though not a draw for each Wild Card).

Adventure Cards!

Chose which cards you want to keep, and discard the rest. You're now at Veteran Rank, so draw 4 Adventure Cards.

All Wounds and Fatigue Healed!

Everyone can remove their wounds and fatigue levels. If you had wounds before, they're downgraded to simple scrapes and while you may still hurt, you aren't adversely affected by the wounds any more.
This message was last edited by the GM at 04:07, Sat 03 Nov 2012.
Alouette
player, 1323 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sat 3 Nov 2012
at 08:49
  • msg #59

Re: Experience and Fate Chips

Hey, if Alouette discards, shouldn't that be 3 legend chips in the pot?
The Stray
GM, 2174 posts
The Marshal
'round these parts
Sat 3 Nov 2012
at 18:08
  • msg #60

Re: Experience and Fate Chips

In reply to Alouette (msg # 59):

Alouette can keep the legend chip. That was a reward for a job well done with the Harbinger.
The Stray
GM, 2186 posts
The Marshal
'round these parts
Sun 18 Nov 2012
at 22:52
  • msg #61

Re: Experience and Fate Chips

In accordance with the Joker's Wild house rule, everyone can draw 1 random fate chip.
This message was last updated by the GM at 04:53, Wed 21 Nov 2012.
The Stray
GM, 2187 posts
The Marshal
'round these parts
Wed 21 Nov 2012
at 04:54
  • msg #62

Re: Experience and Fate Chips

On Charging Bear's thread, the Shrike drew a joker in combat. In accordance with the Joker's Wild house rule, everyone can draw 1 random fate chip.
The Stray
GM, 2210 posts
The Marshal
'round these parts
Thu 6 Dec 2012
at 17:11
  • msg #63

Re: Experience and Fate Chips

In the Serpent's Belly thread, two Jokers were drawn for Initiative. Everyone gets 2 Fate Chips.
The Stray
GM, 2221 posts
The Marshal
'round these parts
Mon 10 Dec 2012
at 22:54
  • msg #64

Re: Experience and Fate Chips

In The Serpent's Belly thread, someone drew a Joker, so all the players may draw a random Chip.

How are you guys liking the Joker's Wild rule?
Adrian Vega
player, 519 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W4R5B2
Mon 10 Dec 2012
at 22:57
  • msg #65

Re: Experience and Fate Chips

It's kind of awesome!

16:56, Today: Adrian Vega rolled 29 using 1d35, rerolling max with rolls of 29.

Another Red.

I imagine it's going to come in handy when shit hits the fan, which in Blackthorn, is pretty much all the time  :)
This message was last edited by the player at 22:57, Mon 10 Dec 2012.
Mad Irish Murphy
player, 189 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B0
Tue 11 Dec 2012
at 08:24
  • msg #66

Re: Experience and Fate Chips

The Stray:
In The Serpent's Belly thread, someone drew a Joker, so all the players may draw a random Chip.

How are you guys liking the Joker's Wild rule?

It's great. Just one question: I haven't used it so far, but wouldn't Murphy's Luck edge kick in here as well? Or is this too much to ask? :-)
The Stray
GM, 2226 posts
The Marshal
'round these parts
Tue 11 Dec 2012
at 09:02
  • msg #67

Re: Experience and Fate Chips

In reply to Mad Irish Murphy (msg # 66):

Luck only counts at the beginning of the session. Sorry, no dice.
Mad Irish Murphy
player, 191 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R1B1
Tue 11 Dec 2012
at 09:19
  • msg #68

Re: Experience and Fate Chips

The Stray:
In reply to Mad Irish Murphy (msg # 66):

Luck only counts at the beginning of the session. Sorry, no dice.

Yeah, thought so.
The Stray
GM, 2272 posts
The Marshal
'round these parts
Mon 6 May 2013
at 19:37
  • msg #69

Re: Experience and Fate Chips

Everyone who has fewer than 3 chips, draw 3 random chips.
Mad Irish Murphy
player, 202 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W1R1B1
Mon 6 May 2013
at 19:41
  • msg #70

Re: Experience and Fate Chips

21:39, Today: Mad Irish Murphy rolled 64 using 3d35, rerolling max with rolls of 24,30,10. Chips.
White, Blue and Red

21:40, Today: Augustus Spotswood rolled 54 using 3d35, rerolling max with rolls of 26,27,1. Chips.

2 Red, 1 White
The Stray
GM, 2292 posts
The Marshal
'round these parts
Fri 13 Sep 2013
at 05:23
  • msg #71

Re: Experience and Fate Chips

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Adrian Vega
player, 566 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W4R3B2
Fri 13 Sep 2013
at 05:26
  • msg #72

Re: Experience and Fate Chips

01:25, Today: Adrian Vega rolled 24 using 1d35, rerolling max with rolls of 24.

Red.
Augustus Spotswood
NPC, 309 posts
Scientist! 2W2R1B1L
P2 T6 F/ W-0 C -2
Fri 13 Sep 2013
at 05:29
  • msg #73

Re: Experience and Fate Chips



22:28, Today: Augustus Spotswood rolled 15 using 1d35, rerolling max with rolls of 15. Fate chip.

white for me.  And me, too!
William Pierce
player, 491 posts
Notorious Gunman
P6 T7 W0 F0 W0R3B1
Fri 13 Sep 2013
at 05:31
  • msg #74

Re: Experience and Fate Chips

07:30, Today: William Pierce rolled 23,27 using d35,d35, rerolling max with rolls of 23,27. joker chips!

Reds for William and Patrick!
Alouette
player, 1428 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 13 Sep 2013
at 06:58
  • msg #75

Re: Experience and Fate Chips

Oh hey, a Joker...


07:54, Today: Alouette rolled 23 using 1d35, rerolling max with rolls of 23. Joker chippit.
07:55, Today: Carl Allans rolled 32 using 2d35, rerolling max with rolls of 31,1. extra chippit.

Red for Alouette, Blue for Carl, white for the ton of Dust Adders I've still got (am I supposed to? Mike seems set to take Augustus to help CB out)
The Stray
GM, 2294 posts
The Marshal
'round these parts
Fri 13 Sep 2013
at 07:02
  • msg #76

Re: Experience and Fate Chips

Keep the Dust Adders for now.
Charging Bear
player, 998 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B2
Fri 13 Sep 2013
at 11:05
  • msg #77

Re: Experience and Fate Chips

07:04, Today: Charging Bear rolled 37,25 using 1d35,1d35, rerolling max with rolls of (35+2)37,25. Fate Chip.


Blue Chip for CB
White Chip for Jake
John Smith
player, 328 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Thu 19 Sep 2013
at 07:31
  • msg #78

Re: Experience and Fate Chips

John Smith rolled 16 using 1d35, rerolling max ((16))
White chip for John I suppose.
The Stray
GM, 2318 posts
The Marshal
'round these parts
Mon 2 Dec 2013
at 23:09
  • msg #79

Re: Experience and Fate Chips

Time for a Fate Chip audit! What chips do you have?

Evans has 1w, 1r
Alouette
GM, 1443 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 2 Dec 2013
at 23:14
  • msg #80

Re: Experience and Fate Chips

Alouette has 2W 1L chip.

Carl has 1W chip.

...and a red for both Mike and my extras.
This message was last edited by the GM at 08:36, Tue 03 Dec 2013.
The Stray
GM, 2319 posts
The Marshal
'round these parts
Mon 2 Dec 2013
at 23:49
  • msg #81

Re: Experience and Fate Chips

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip. When you work on your Audit, include this new chip in with your total.
The Stray
GM, 2320 posts
The Marshal
'round these parts
Mon 2 Dec 2013
at 23:50
  • msg #82

Re: Experience and Fate Chips

16:50, Today: The Amazing Evans rolled 21 using 1d35, rerolling max with rolls of 21. Fate Chips. 1 Red chip
Augustus Spotswood
NPC, 314 posts
Scientist! 3W2R2B1L
P2 T6 F/ W-0 C -2
Tue 3 Dec 2013
at 03:13
  • msg #83

Re: Experience and Fate Chips

Red Chip for me.

Audit: 3W3R1B1L
William Pierce
player, 511 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Tue 3 Dec 2013
at 11:11
  • msg #84

Re: Experience and Fate Chips

12:10, Today: William Pierce rolled 12,29 using d35,d35, rerolling max with rolls of 12,29. Random chips William and Murphy.

William: W1R0B0
Murphy: W0R3B1
Charging Bear
player, 1004 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B2
Tue 3 Dec 2013
at 15:11
  • msg #85

Re: Experience and Fate Chips

10:10, Today: Charging Bear rolled 24,17 using 1d35,1d35, rerolling max with rolls of 24,17. Fate Chips.

Charging Bear: W-R2B2
Jake: W2R3B3
Adrian Vega
player, 579 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W3R3B2
Tue 3 Dec 2013
at 17:09
  • msg #86

Re: Experience and Fate Chips

11:05, Today: Dust Adders rolled 17 using 1d35, rerolling max with rolls of 17.
11:05, Today: Adrian Vega rolled 21 using 1d35, rerolling max with rolls of 21.

Adrian's Current Total: W3R3B2

Dust Adders*: 3W

*I was given these for a fight, don't know if I'm still supposed to be running them somewhere and for that matter, don't remember which Dust Adders they are
The Stray
GM, 2323 posts
The Marshal
'round these parts
Tue 3 Dec 2013
at 17:12
  • msg #87

Re: Experience and Fate Chips

Sorry, you shouldn't still have those. I'm moving them back to my character list.
The Stray
GM, 2325 posts
The Marshal
'round these parts
Wed 4 Dec 2013
at 18:52
  • msg #88

Re: Experience and Fate Chips

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Charging Bear
player, 1007 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B2
Wed 4 Dec 2013
at 19:01
  • msg #89

Re: Experience and Fate Chips

14:01, Today: Charging Bear rolled 34,1 using 1d35,1d35, rerolling max with rolls of 34,1. Fate Chips.

Blue for CB
White for Jake
Heavy Henry
NPC, 8 posts
Fat Dust Adder
P5 T6 F0 Cha -1 Extra
Wed 4 Dec 2013
at 19:26
  • msg #90

Re: Experience and Fate Chips

Alouette gets a white, Carl gets a red, Mike a white and the others a red.
Wildcat Hawkins
player, 1167 posts
Texas Ranger
P5 T6 W0 F0 B1W2R4B Cha 2
Thu 5 Dec 2013
at 02:40
  • msg #91

Re: Experience and Fate Chips

Oops wrong thread.
This message was last edited by the player at 02:40, Thu 05 Dec 2013.
The Stray
GM, 2328 posts
The Marshal
'round these parts
Thu 5 Dec 2013
at 02:42
  • msg #92

Re: Experience and Fate Chips

And again!

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.

This includes you, Wildcat. You get a draw from this Joker and the one previous.
Wildcat Hawkins
player, 1169 posts
Texas Ranger
P5 T6 W0 F0 B1W2R4B Cha 2
Thu 5 Dec 2013
at 02:45
  • msg #93

Re: Experience and Fate Chips

20:43, Today: Wildcat Hawkins rolled 2,24 using 1d35,1d35, rerolling max with rolls of 2,24. chipses.

One White, One Red, if you see a zombie, shoot in the head!

Unless it's Adrian or Pierce, we like them.
Augustus Spotswood
NPC, 318 posts
Scientist! 3W2R2B1L
P2 T6 F/ W-0 C -2
Thu 5 Dec 2013
at 05:20
  • msg #94

Re: Experience and Fate Chips

White for me!
The Stray
GM, 2332 posts
The Marshal
'round these parts
Thu 5 Dec 2013
at 05:50
  • msg #95

Re: Experience and Fate Chips

You actually have 2 chip awards, Augustus. There were 2 Joker's Wilds in a short amount of time.

Also, waiting for your post on the thread.
Augustus Spotswood
NPC, 319 posts
Scientist! 4W2R2B1L
P2 T6 F/ W-0 C -2
Thu 5 Dec 2013
at 05:54
  • msg #96

Re: Experience and Fate Chips

Oops, add another red for me, then.
Charging Bear
player, 1009 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B4
Thu 5 Dec 2013
at 14:26
  • msg #97

Re: Experience and Fate Chips

09:24, Today: Charging Bear rolled 33,13 using 1d35,1d35, rerolling max with rolls of 33,13. Fate Chips.

Blue for CB
White for Jake who has too many chips converting his 3 Red chips to 1 Blue chip
Alouette
GM, 1453 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 5 Dec 2013
at 17:30
  • msg #98

Jokers Jokers Jokers

Blue for Alouette, blue(/legend) for Carl (did we have a legend about?), white for Mike, red for dust adders.
Alouette
GM, 1455 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 5 Dec 2013
at 23:51
  • msg #99

More Jokers.

 Alouette drew the single card: RJ! using a deck of 54 cards. init.

 ...
The Stray
GM, 2333 posts
The Marshal
'round these parts
Fri 6 Dec 2013
at 01:14
  • msg #100

Re: More Jokers.

Really? Oy. And again!

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Wildcat Hawkins
player, 1175 posts
Texas Ranger
P5 T6 W0 F0 B1W3R5B Cha 2
Fri 6 Dec 2013
at 02:08
  • msg #101

Re: More Jokers.

20:06, Today: Wildcat Hawkins rolled 32 using 1d35, rerolling max with rolls of 32. ALL the chipses.

Blue.
The Amazing Evans
NPC, 328 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 6 Dec 2013
at 05:26
  • msg #102

Re: More Jokers.

You know, I should be drawing for Evans, since he's now acting as my PC.

22:26, Today: The Amazing Evans rolled 21,29,22 using d35,d35,d35, rerolling max with rolls of 21,29,22. Fate Chips. 3 red
Charging Bear
player, 1011 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B4
Fri 6 Dec 2013
at 13:48
  • msg #103

Re: More Jokers.

08:48, Today: Charging Bear rolled 12,32 using 1d35,1d35, rerolling max with rolls of 12,32. Fate Chips.

White for CB
Blue for Jake
Alouette
GM, 1457 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 6 Dec 2013
at 20:17
  • msg #104

Re: More Jokers.

Blue for Alouette, whites for everyone else.
William Pierce
player, 515 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Fri 6 Dec 2013
at 20:51
  • msg #105

Re: More Jokers.

21:49, Today: William Pierce rolled 55,10 using d35,d35, rerolling max with rolls of (35+20)55,10. Chips.

Blue (or Legend Chip?) for William, White for Paddy!
The Stray
GM, 2346 posts
The Marshal
'round these parts
Tue 10 Dec 2013
at 01:12
  • msg #106

Re: More Jokers.

Holy heck there's been a lot of Jokers lately.

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
The Amazing Evans
NPC, 329 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 10 Dec 2013
at 01:14
  • msg #107

Re: More Jokers.

There aren't any Legend Chips in this pot, as far as I remember, so all those pulled are actually Blue chips.

18:14, Today: The Amazing Evans rolled 22 using 1d35, rerolling max with rolls of 22. free chip. Red for Evans
William Pierce
player, 517 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B1
Tue 10 Dec 2013
at 08:22
  • msg #108

Re: More Jokers.

Whites all around!
09:22, Today: William Pierce rolled 2,15 using d35,d35, rerolling max with rolls of 2,15. Random chips William and Murphy.
Augustus Spotswood
NPC, 328 posts
Scientist! 4W3R2B1L
P2 T6 F/ W-0 C -2
Tue 10 Dec 2013
at 09:22
  • msg #109

Re: More Jokers.

Another White for me!  Trading in 3 white for a Red
This message was last edited by the player at 09:23, Tue 10 Dec 2013.
Charging Bear
player, 1022 posts
Native Warrior
P8(1)T6 W- F1 FC:W2R1B4
Tue 10 Dec 2013
at 14:43
  • msg #110

Re: More Jokers.

09:42, Today: Charging Bear rolled 17,17 using 1d35,1d35, rerolling max with rolls of 17,17. Fate Chips.

White for CB and Jake

As Jake has 10 chips, 5 White and 5 Blue, I'll convert 3 Whites to 1 Red.
Wildcat Hawkins
player, 1201 posts
Texas Ranger
P5 T6 W0 F0 B1W3R6B Cha 2
Wed 11 Dec 2013
at 04:35
  • msg #111

Re: More Jokers.

22:33, Today: Wildcat Hawkins rolled 27 using 1d35, rerolling max with rolls of 27. SMART!

I do believe that's a red.
Adrian Vega
player, 585 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W3R4B2
Wed 11 Dec 2013
at 12:51
  • msg #112

Re: More Jokers.

Alright...catching up on the last four Jokers Wild:

- Drew 4W
- Convert the first 3W -> 1R
- Total Gain: 1W1R

Updated my total
Zombie Dog
NPC, 6 posts
Dead li'l doggies
P6 T7 F0 Cha - Extra
Wed 18 Dec 2013
at 21:48
  • msg #113

Re: More Jokers.

TWO jokers!!! MADNESS!! also, two chips for everyone.
*dance dance*
William Pierce
player, 523 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Wed 18 Dec 2013
at 21:53
  • msg #114

Re: More Jokers.


22:53, Today: Mad Irish Murphy rolled 3,32 using d35,d35, rerolling max with rolls of 3,32. chips.
22:52, Today: William Pierce rolled 5,30 using d35,d35, rerolling max with rolls of 5,30. chips.

White and blue for my guys.
Adrian Vega
player, 589 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W3R4B2
Wed 18 Dec 2013
at 22:42
  • msg #115

Re: More Jokers.

Two whites for Adrian

Converting 3W to 1R also
This message was last edited by the player at 22:43, Wed 18 Dec 2013.
Wildcat Hawkins
player, 1214 posts
Texas Ranger
P5 T6 W0 F0 B1W1R7B Cha 2
Wed 18 Dec 2013
at 23:16
  • msg #116

Re: More Jokers.


17:14, Today: Wildcat Hawkins rolled 28,16 using 1d35,1d35, rerolling max with rolls of 28,16. JOKER TIME!


RED!  White!

Red Chip I choose you! Bye White Chip!
Augustus Spotswood
NPC, 332 posts
Scientist! 2W4R2B1L
P2 T6 F/ W-0 C -2
Wed 18 Dec 2013
at 23:16
  • msg #117

Re: More Jokers.

Two whites for me!

Also trading 3 whites for 1 red, and 3 red for 1 blue.
This message was last edited by the player at 23:17, Wed 18 Dec 2013.
Heavy Henry
NPC, 12 posts
Fat Dust Adder
P5 T6 F0 Cha -1 Extra
Wed 18 Dec 2013
at 23:39
  • msg #118

Re: More Jokers.

Carl Allans rolled 3,15
Alouette rolled 19,24
Mike Bennett rolled 18,26
Heavy Henry rolled 12,8...Stray, since you were keen on me keeping the Extras, d'you want me to take Joe, too, since Ned's buggered off and Joe's just sort of slinking about?
The Stray
GM, 2360 posts
The Marshal
'round these parts
Thu 19 Dec 2013
at 01:42
  • msg #119

Re: More Jokers.

18:42, Wed 18 Dec 2013: The Amazing Evans rolled 1,12 using d35,d35, rerolling max ((1,12)).

2 White
Charging Bear
player, 1028 posts
Native Warrior
P8(1)T6 W- F1 FC:W3R1B5
Thu 19 Dec 2013
at 14:46
  • msg #120

Re: More Jokers.

09:45, Today: Charging Bear rolled 6,32,18,12 using 1d35,1d35,1d35,1d35, rerolling max with rolls of 6,32,18,12. Fate Chips.

White and Blue chip for Charging Bear
2 White chips for Jake
Alouette
GM, 1508 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 11 Mar 2014
at 21:22
  • msg #121

Re: More Jokers.

Whal, I can't give you XP, but I can remind you to pull your Joker chips.

Have at!
Adrian Vega
player, 616 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W1R3B2
Thu 20 Mar 2014
at 23:12
  • msg #122

Re: More Jokers.

18:11, Today: Adrian Vega rolled 15 using 1d35, rerolling max with rolls of 15. Joker Chip.

1W for Adrian
Charging Bear
player, 1035 posts
Native Warrior
P8(1)T6 W- F1 FC:W3R2B5
Fri 21 Mar 2014
at 12:31
  • msg #123

Re: More Jokers.

08:26, Today: Charging Bear rolled 26,3 using 1d35,1d35, rerolling max with rolls of 26,3. Fate Chip.

1 Red for Charging Bear putting him at 3 White 2 Red and 5 Blue

1 White for Jake putting him at 3 White 1 Red and 5 Blue
Mad Irish Murphy
player, 232 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R3B2
Fri 21 Mar 2014
at 18:17
  • msg #124

Re: More Jokers.

Forgot about the little Irish guy!
19:16, Today: Mad Irish Murphy rolled 18 using 1d35, rerolling max with rolls of 18. Joker chip.

So a white chip for him!

(Say, can we move chips between characters? Murphy got plenty, while William has, well, none.)
Alouette
GM, 1512 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 21 Mar 2014
at 19:18
  • msg #125

Re: More Jokers.

Poor Murphs! [gives the fellow a stepladder]

I'm fine with that, but not sharing was something the Stray house ruled way back, so don't spend all your chips in case it gets reinstated on the mine thread when he's around again.
John Smith
player, 337 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Thu 27 Mar 2014
at 12:02
  • msg #126

Re: More Jokers.

John Smith rolled 16 using 1d35, rerolling max with rolls of 16. Chips!

Yay! Another white chip!
Alouette
GM, 1523 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 1 Apr 2014
at 18:46
  • msg #127

Re: More Jokers.

BLACK JOKER! CHIPPIT TIMEZ!!! *dance dance*
Adrian Vega
player, 632 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Tue 1 Apr 2014
at 20:34
  • msg #128

Re: More Jokers.

Blue for Adrian

15:33, Today: Adrian Vega rolled 32 using 1d35. Chippitz.
William Pierce
player, 570 posts
Notorious Gunman
P6 T7 W0 F0 WR0B0
Tue 1 Apr 2014
at 20:37
  • msg #129

Re: More Jokers.


22:37, Today: Mad Irish Murphy rolled 3 using 1d35, rerolling max with rolls of 3. Joker chip.
22:37, Today: William Pierce rolled 28 using 1d35, rerolling max with rolls of 28. Joker chip.

White for Murphs, red for William
Alouette
GM, 1524 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 1 Apr 2014
at 22:33
  • msg #130

O_o

[silently hands over a blue chip to William Pierce]

I...um. Yeah. That's...probably about as close as you can get to punching out Cthulhu in this game. Bloody Hell.
The Stray
GM, 2375 posts
The Marshal
'round these parts
Wed 2 Apr 2014
at 00:51
  • msg #131

Re: O_o

17:51, Today: The Amazing Evans rolled 65 using 1d35, rerolling max with rolls of (35+30)65. free chip.

And Evans gets the Legend chip
The Stray
GM, 2376 posts
The Marshal
'round these parts
Wed 2 Apr 2014
at 00:59
  • msg #132

Re: O_o

After reading the post, and since it was Evans' plan of sunlight grenade that turned out to be the key to beating it, I think we all deserve some chips.

Every character involved in the Big House and Hollow Men threads may draw a free chip!

17:58, Today: The Amazing Evans rolled 32 using 1d35, rerolling max with rolls of 32. free chip.

That's a Blue for Evans.
Adrian Vega
player, 636 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W1R3B2
Wed 2 Apr 2014
at 02:09
  • msg #133

Re: O_o

With an 18 another white for Adrian!
Adrian Vega
player, 637 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Wed 2 Apr 2014
at 05:39
  • msg #134

Re: O_o

As instructed by a proper GMing authority who was going to sleep and could not do so, I make the following announcement:

It's time once again for The Joker's Wild!

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Adrian Vega
player, 638 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Wed 2 Apr 2014
at 05:40
  • msg #135

Re: O_o

00:39, Today: Adrian Vega rolled 27 using 1d35, rerolling max with rolls of 27.

A red for Adrian
Alouette
GM, 1525 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 2 Apr 2014
at 07:29
  • msg #136

Re: O_o

In reply to The Stray (msg # 132):

Clearly, shutting your vampire buddy out in the rain with the eldritch abomination is the best way to deal with them. :P


08:16, Today: Carl Allans rolled 12 using 1d35, rerolling max with rolls of 12. previous chippit.

08:15, Today: Carl Allans rolled rolls of 5,22,29. all the chippits.

08:14, Today: Alouette rolled rolls of 2,27,34. all the chippits.

...and William starts to feel like he's defeated a fruit machine...
William Pierce
player, 571 posts
Notorious Gunman
P6 T7 W0 F0 W0R1B0
Wed 2 Apr 2014
at 10:12
  • msg #137

Re: O_o

Alouette:
[silently hands over a blue chip to William Pierce]

I...um. Yeah. That's...probably about as close as you can get to punching out Cthulhu in this game. Bloody Hell.


William is kinda making a habit out of dispatching big baddies in short order... ;-)
Here's to hoping my lucky streak holds!
William Pierce
player, 572 posts
Notorious Gunman
P6 T7 W0 F0 W1R2B1
Wed 2 Apr 2014
at 10:15
  • msg #138

Re: O_o

12:14, Today: William Pierce rolled 28 using 1d35, rerolling max with rolls of 28. free chip.
12:14, Today: Mad Irish Murphy rolled 11 using 1d35, rerolling max with rolls of 11. free chip.
12:13, Today: Mad Irish Murphy rolled 20 using 1d35, rerolling max with rolls of 20. random chip.
12:12, Today: William Pierce rolled 3 using 1d35, rerolling max with rolls of 3. random chip.

2 whites for Murphy,
1 white, one red for William.
The Amazing Evans
NPC, 359 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Wed 2 Apr 2014
at 16:20
  • msg #139

Re: O_o

09:20, Today: The Amazing Evans rolled 27 using 1d35, rerolling max with rolls of 27. free chip.
The Stray
GM, 2378 posts
The Marshal
'round these parts
Mon 7 Apr 2014
at 09:58
  • msg #140

Re: O_o

Looking back at Adrian's pulls, he drew a Joker on one of his casts, even if he didn't use it. That means that...

It's time once again for The Joker's Wild!

Some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.

Also, Evans spent his Legend chip, so that's back up for grabs!
William Pierce
player, 583 posts
Notorious Gunman
P6 T7 W0 F0 W0R2B1
Mon 7 Apr 2014
at 10:34
  • msg #141

Re: O_o


12:34, Today: Mad Irish Murphy rolled 1 using 1d36, rerolling max with rolls of 1. Joker chip.
12:34, Today: William Pierce rolled 13 using 1d36, rerolling max with rolls of 13. Joker chip.

2 whites!
Adrian Vega
player, 652 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W1R3B2
Mon 7 Apr 2014
at 14:31
  • msg #142

Re: O_o

You guys can thank me later for all these chips from my mad hexslingin' ;)

09:30, Today: Adrian Vega rolled 4 using 1d36, rerolling max with rolls of 4. Jokers Wild!

That's a White for Adrian.
Charging Bear
player, 1041 posts
Native Warrior
P8(1)T6 W- F1 FC:W2R-B6
Mon 7 Apr 2014
at 15:13
  • msg #143

Re: O_o

I missed two Joker's Wilds so here are my draws for CB and Jake

11:11, Today: Charging Bear rolled 5,16,18,28 using 1d36,1d36,1d36,1d36, rerolling max with rolls of 5,16,18,28. Fate Chips.

2 Whites for CB, putting him at W5 R2 B5, I'll convert 3 white to 1 red and then 3 red to 1 blue so he'll be at W2 R- B6

1 White and 1 Blue for Jake, putting him at W2 R1 B3
This message was last edited by the player at 15:13, Mon 07 Apr 2014.
Alouette
GM, 1530 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 7 Apr 2014
at 18:45
  • msg #144

Mad Hex Skillz

...aaaand again!
Adrian Vega
player, 654 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Mon 7 Apr 2014
at 18:51
  • msg #145

Re: Mad Hex Skillz

Another White chip for Adrian
Charging Bear
player, 1042 posts
Native Warrior
P8(1)T6 W- F1 FC:W2R-B7
Mon 7 Apr 2014
at 18:53
  • msg #146

Re: Mad Hex Skillz

14:52, Today: Charging Bear rolled 29,8 using 1d36,1d36, rerolling max with rolls of 29,8. Fate Chip.

Blue for CB
White for Jake
The Amazing Evans
NPC, 362 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 8 Apr 2014
at 00:41
  • msg #147

Re: Mad Hex Skillz

17:41, Today: The Amazing Evans rolled 28,24 using d35,d35, rerolling max with rolls of 28,24.

That's 2 red.
John Smith
player, 351 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Tue 8 Apr 2014
at 22:37
  • msg #148

Re: Mad Hex Skillz

John Smith rolled 7 using 1d36, rerolling max ((7)).

That's a White.
Alouette
GM, 1534 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 8 Apr 2014
at 22:55
  • msg #149

Re: Mad Hex Skillz

Didja catch the last two, JohnJohn? They were very close together. I still haven't got 'round to it.
Augustus Spotswood
NPC, 334 posts
Scientist! 1W2R3B1L
P2 T6 F/ W-0 C -2
Wed 9 Apr 2014
at 00:18
  • msg #150

Re: Mad Hex Skillz

White for me!
Carl Allans
player, 506 posts
The Quiet One
P6 T6 Cha 0
Wed 9 Apr 2014
at 21:49
  • msg #151

Re: Mad Hex Skillz

Wildcat drew 4 whites from the most recent run of Jokers, and so traded up 3 whites for a red.

Carl drew a white and a blue, from the last 2, so traded up 3 whites for a red

Alouette drew a white and a red

Still haven't drawn for Mike or the Dust Adders, will get to it. So many jokers!
William Pierce
player, 586 posts
Notorious Gunman
P6 T7 W0 F0 W1R2B1
Fri 11 Apr 2014
at 20:21
  • msg #152

Re: Mad Hex Skillz

Alouette:
...aaaand again!


22:21, Today: Mad Irish Murphy rolled 26 using 1d35, rerolling max with rolls of 26. Joker chip.
22:21, Today: William Pierce rolled 30 using 1d35, rerolling max with rolls of 30. Joker chip.
Alouette
GM, 1554 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 28 Apr 2014
at 20:55
  • msg #153

Re: Mad Hex Skillz

Yet another JOKER out there! Draw up, draw up, whilst I try to think of ways to maul y'all until red chips fall out...
This message was last edited by the GM at 06:44, Tue 29 Apr 2014.
The Amazing Evans
NPC, 376 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 29 Apr 2014
at 03:55
  • msg #154

Re: Mad Hex Skillz

20:54, Today: The Amazing Evans rolled 1 using 1d35, rerolling max with rolls of 1.

White for Evans.
William Pierce
player, 609 posts
Notorious Gunman
P6 T7 W0 F0 W0R1B0
Tue 29 Apr 2014
at 12:11
  • msg #155

Re: Mad Hex Skillz

14:10, Today: William Pierce rolled 27,6 using d35,d35, rerolling max with rolls of 27,6. Chips for William, Murphy.

So, red and white!
Charging Bear
player, 1045 posts
Native Warrior
P8(1)T6 W- F1 FC:W3R-B7
Tue 29 Apr 2014
at 12:40
  • msg #156

Re: Mad Hex Skillz

<small>08:39, Today: Charging Bear rolled 9,2 using 1d35,1d35, rerolling max with rolls of 9,2. Fate Chips.</Blue>

White for both CB and Jake
Adrian Vega
player, 684 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W3R2B1
Tue 29 Apr 2014
at 17:39
  • msg #157

Re: Mad Hex Skillz

12:39, Today: Adrian Vega rolled 3 using 1d35, rerolling max with rolls of 3.

Another White for Adrian
Augustus Spotswood
NPC, 336 posts
Scientist! 2W2R3B1L
P2 T6 F/ W-0 C -2
Tue 29 Apr 2014
at 18:00
  • msg #158

Re: Mad Hex Skillz

Is there a Legend Chip in the pot?


11:00, Today: Augustus Spotswood rolled 50 using 1d35, rerolling max with rolls of (35+15)50. Fate Chip.
Alouette
GM, 1555 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 29 Apr 2014
at 18:57
  • msg #159

Re: Mad Hex Skillz

There is! Quick, nab it!

Are you sure you don't want anyone on the Ranch threads, by the way?
Augustus Spotswood
NPC, 337 posts
Scientist! 2W2R3B1L
P2 T6 F/ W-0 C -2
Wed 30 Apr 2014
at 01:42
  • msg #160

Re: Mad Hex Skillz

Alouette:
There is! Quick, nab it!

Are you sure you don't want anyone on the Ranch threads, by the way?

I haven't been following them.  Who's available, and what are they like?
Alouette
GM, 1556 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 30 Apr 2014
at 22:49
  • msg #161

Re: Mad Hex Skillz

MORE JOKERS!!! (2 more, to be exact) - plus plus chippits!

Note to self: draw chips
Adrian Vega
player, 686 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W4R2B1
Thu 1 May 2014
at 00:48
  • msg #162

Re: Mad Hex Skillz

20:48, Today: Adrian Vega rolled 3,32 using 1d36,1d36. Chippits.

White and Blue for Adrian
The Amazing Evans
NPC, 379 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Thu 1 May 2014
at 04:21
  • msg #163

Re: Mad Hex Skillz

21:20, Wed 30 Apr 2014: The Amazing Evans rolled 33,12 using d35,d35, rerolling max ((33,12)).

1 white, 1 blue
Augustus Spotswood
NPC, 338 posts
Scientist! 2W2R3B2L
P2 T6 F/ W-0 C -2
Thu 1 May 2014
at 05:47
  • msg #164

Re: Mad Hex Skillz

Blue and a white for me!


22:47, Today: Augustus Spotswood rolled 31,4 using 1d35,1d35, rerolling max with rolls of 31,4.
Charging Bear
player, 1046 posts
Native Warrior
P8(1)T6 W- F1 FC:W2R1B7
Thu 1 May 2014
at 09:38
  • msg #165

Re: Mad Hex Skillz

05:35, Today: Charging Bear rolled 24,18,7,26 using 1d35,1d35,1d35,1d35, rerolling max with rolls of 24,18,7,26. Fate Chips.

2 White for CB
1 White and 1 Red for Jake

CB has 5W 0R 7B thus over 10 chips so he'll be converting 3 white to 1 red for 2W 1R 7B

Jake has 5W 2R 3B so is OK :)
William Pierce
player, 610 posts
Notorious Gunman
P6 T7 W0 F0 W0R3B0
Fri 2 May 2014
at 18:03
  • msg #166

Re: Mad Hex Skillz

20:02, Today: William Pierce rolled 27,19 using d35,d35, rerolling max with rolls of 27,19. william and murphy chips.

Red and White
Alouette
GM, 1558 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 2 May 2014
at 18:28
  • msg #167

Re: Mad Hex Skillz

Draw again there, Murphs - that was two Jokers.

Catchup!
Alouette rolled 11,33,26
Carl Allans rolled 1,5,4 and trades up a few times to 4W 2R 3B

Wildcat Hawkins rolled 4,5,25
Mike Bennett rolled 13,33,8,33,11,9, because I haven't drawn for him the last three Jokers either...

Hey, Stray, if you're about: is there a limit on the Extra pool for the mine Dust Adders?
The Stray
GM, 2387 posts
The Marshal
'round these parts
Sat 3 May 2014
at 04:29
  • msg #168

Re: Mad Hex Skillz

I'll limit it to 10 for the group of Dust Adders in the mine that other PCs are controlling.
Heavy Henry
NPC, 14 posts
Fat Dust Adder
P5 T6 F0 Cha -1 Extra
Mon 5 May 2014
at 20:50
  • msg #169

Re: Mad Hex Skillz

"The PCs" being me on my oddy knocky right now.

Dust Adders rolled rolls of 32,1,22,16,20,5. all the chippits.
Sister Sarah
player, 1 post
Hellfire preachin'
P# T# W0 F0 R#W#B# Cha #
Wed 7 May 2014
at 08:07
  • msg #170

Re: Mad Hex Skillz


01:06, Today: Sister Sarah rolled 9,25,31 using d35,d35,d35, rerolling max with rolls of 9,25,31. Fate Chip.

Hm, looks like I got a Red, White, and a Blue.

I'm not just the preacher lady, I'm a patriot!
Alouette
GM, 1588 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 21 May 2014
at 18:53
  • msg #171

Re: Mad Hex Skillz

Oop, I missed a red one a little while back - LOTS OF JOKERS, PEOPLE - try to keep up, I can't! *dance dance*
Adrian Vega
player, 725 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W5R1B2
Thu 22 May 2014
at 17:30
  • msg #172

Re: Mad Hex Skillz

12:29, Today: Adrian Vega rolled 4 using 1d36, rerolling max with rolls of 4. Chip for Jokers Wild.
William Pierce
player, 628 posts
Vampire... Hunter
P6 T7 W0 F0 W0R2B0
Thu 29 May 2014
at 18:47
  • msg #173

Re: Mad Hex Skillz


20:47, Today: William Pierce rolled 30,25 using d36,d36, rerolling max with rolls of 30,25. Chips for William, Murphy.

Blue for Billy, Red for Paddy.
Alouette
GM, 1604 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 16 Jun 2014
at 20:07
  • msg #174

Re: Mad Hex Skillz

Chip alert! A JOKER got pulled by Sister Sarah, who is still deciding at which point in the round to go.

Charging Bear, Evans, JohnJohn
and indeed Sarah, y'all are lagging from the last draw, so two! Two chips! A-a-ah.
Adrian Vega
player, 732 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W5R2B2
Mon 16 Jun 2014
at 21:52
  • msg #175

Re: Mad Hex Skillz

17:52, Today: Adrian Vega rolled 25 using 1d36, rerolling max with rolls of 25. Vega Chip.

Red for Adrian
Sister Sarah
player, 33 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B1 Cha2+2
Tue 17 Jun 2014
at 00:34
  • msg #176

Re: Mad Hex Skillz

17:33, Today: Sister Sarah rolled 34,30 using 1d36,1d36, rerolling max with rolls of 34,30. Fate Chip.

Two blues for me!
Charging Bear
player, 1049 posts
Native Warrior
P8(1)T6 W- F1 FC:W0R2B8
Tue 17 Jun 2014
at 12:43
  • msg #177

Re: Mad Hex Skillz

08:40, Today: Charging Bear rolled 44,27 using 2d36,2d36, rerolling max with rolls of <b>13,31,18,9.</b> Fate Chips.


1 White and 1 Blue for CB
CB currently has W2R1B7 so he'll have W3R1B8 ... convert his 3 white to 1 red and he'll have W0R2B7

2 Whites for Jake
Which puts him at W5R1B2
The Amazing Evans
NPC, 391 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 17 Jun 2014
at 16:04
  • msg #178

Re: Mad Hex Skillz

09:04, Today: The Stray rolled 24,28 using d35,d35, rerolling max with rolls of 24,28. chips.

2 red.
William Pierce
player, 634 posts
Vampire... Hunter
P6 T7 W0 F0 W0R2B1
Tue 17 Jun 2014
at 18:37
  • msg #179

Re: Mad Hex Skillz


20:36, Today: William Pierce rolled 25,18 using d35,d35, rerolling max with rolls of 25,18. Chips.

Red for William, White for Murphy.
Mad Irish Murphy
player, 234 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W4R2B1
Tue 17 Jun 2014
at 18:38
  • msg #180

Re: Mad Hex Skillz

so, Murphy is now at W7R4B0

Changing 3 whites to one red, then 3 reds to one blue. Sooo... W4R2B1
Alouette
GM, 1626 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 30 Jul 2014
at 19:41
  • msg #181

Re: Mad Hex Skillz

As things prepare to get dangerous, TWO JOKER DRAWS! Apologies for sitting on them.
Charging Bear
player, 1051 posts
Native Warrior
P8(1)T6 W- F1 FC:W0R2B8
Wed 30 Jul 2014
at 19:44
  • msg #182

Re: Mad Hex Skillz

15:42, Today: Charging Bear rolled 21,2 using 1d35,1d35, rerolling max with rolls of 21,2. Fate Chips.

Looks like CB and Jake each get a White chip...

CB is at 10 chips (2 Red and 8 Blue) so he doesn't actually get another chip

Jake now has 4 White, 1 Red and 2 Blue chips
William Pierce
player, 647 posts
Vampire... Hunter
P6 T7 W0 F0 W0R4B2
Wed 30 Jul 2014
at 20:21
  • msg #183

Re: Mad Hex Skillz


22:20, Today: Mad Irish Murphy rolled 20,16 using d35,d35, rerolling max with rolls of 20,16. chips.
22:19, Today: William Pierce rolled 26,30 using d35,d35, rerolling max with rolls of 26,30. chips.

That's red and blue for Billy and white/red for Paddy!
The Stray
GM, 2397 posts
The Marshal
'round these parts
Thu 31 Jul 2014
at 00:54
  • msg #184

Re: Mad Hex Skillz

17:53, Today: The Amazing Evans rolled 15,24 using d35,d35, rerolling max with rolls of 15,24. chips.

1 White, 1 Red
Adrian Vega
player, 766 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W4R2B3
Thu 31 Jul 2014
at 20:29
  • msg #185

Re: Mad Hex Skillz

15:28, Today: Adrian Vega rolled 32,28 using d35,d35. Chips.

1 Red, 1 Blue
Sister Sarah
player, 52 posts
Hellfire preachin'
P5 T6 W0 F0 R0W0B1 Cha2+2
Fri 1 Aug 2014
at 12:41
  • msg #186

Re: Mad Hex Skillz

05:38, Today: Sister Sarah rolled 30,19 using 1d36,1d36, rerolling max with rolls of 30,19. Jokers.

One white, one red.
Tao Jing
NPC, 44 posts
Jiangshi
P7 T9 W0 F0 Cha -4
Fri 1 Aug 2014
at 21:48
  • msg #187

Re: Mad Hex Skillz

Guess what? TWO MORE! Because apparently the dice roller is fond of our resident jiang shi...
The Amazing Evans
NPC, 410 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Sat 2 Aug 2014
at 15:48
  • msg #188

Re: Mad Hex Skillz

08:47, Today: The Amazing Evans rolled 26,22 using d35,d35, rerolling max with rolls of 26,22. chips.

That's 2 Red chips!
Sister Sarah
player, 53 posts
Hellfire preachin'
P5 T6 W0 F0 R1W1B1 Cha2+2
Sun 3 Aug 2014
at 01:19
  • msg #189

Re: Mad Hex Skillz

18:18, Today: Sister Sarah rolled 34,6 using 1d36,1d36, rerolling max with rolls of 34,6. Jokers.

Blue and a white!
Adrian Vega
player, 767 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W4R3B3
Sun 3 Aug 2014
at 13:45
  • msg #190

Re: Mad Hex Skillz

10:55, Yesterday: Adrian Vega rolled 4,29 using d35,d35 with rolls of 4,29.

White and Red!
William Pierce
player, 651 posts
Vampire... Hunter
P6 T7 W0 F0 W0R4B2
Sun 3 Aug 2014
at 17:55
  • msg #191

Re: Mad Hex Skillz

19:54, Today: Mad Irish Murphy rolled 19,29 using d35,d35, rerolling max with rolls of 19,29. chips.
19:53, Today: William Pierce rolled 32,23 using d35,d35, rerolling max with rolls of 32,23. chips.

White, red for Murphy, blue and red for William.
Mad Irish Murphy
player, 235 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W6R4B1
Sun 3 Aug 2014
at 17:59
  • msg #192

Re: Mad Hex Skillz

Murphy has W6R4B1 now...
Changing 3 white to red, than 3 red to blue.
So that's W3R2B2
Charging Bear
player, 1053 posts
Native Warrior
P8(1)T6 W- F1 FC:W0R0B10
Mon 4 Aug 2014
at 14:27
  • msg #193

Re: Mad Hex Skillz

10:18, Today: Charging Bear rolled 45,64 using 2d35,2d35, rerolling max with rolls of 27,18,4,(35+25)60. Fate Chips.

Blue and Red for CB ... so that's 3 Red and 9 Blue ... convert the 3 Red to 1 Blue and have 10 Blue

White and Blue for Jake, who can definitely use 'em
The Stray
GM, 2404 posts
The Marshal
'round these parts
Thu 7 Aug 2014
at 17:11
  • msg #194

Re: Mad Hex Skillz

Alouette, can you let me know how many Chips you've collected for the Dust Adders in the mine? We're going to need to split them up now that Adrian has taken a few.
Alouette
GM, 1631 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 7 Aug 2014
at 17:56
  • msg #195

Re: Mad Hex Skillz

Uh...2 red 7 white 1 blue

Mike had 5 white 3 red, 2 blue 'cause you said to draw for the Henchman (heh) separately at some point.

...bear in mind I've not been drawing for them for a while. (That said, I need to update Carl's chips, too...)
Adrian Vega
player, 774 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W4R3B3
Thu 7 Aug 2014
at 17:58
  • msg #196

Re: Mad Hex Skillz

Alright, I updated Mike's and will update Heavy Henry's is once you've drawn up on what the Dust Adders should get and let me know.

I've a busy day today, but I'll try to read up on the thread and post later in the evening.
Alouette
GM, 1636 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sat 16 Aug 2014
at 18:21
  • msg #197

Re: Mad Hex Skillz

JOKER CHIP AHOY!!

Right as Sarah gets into the fight. Hallelujah!
William Pierce
player, 655 posts
Vampire... Hunter
P6 T7 W0 F0 W0R5B3
Sat 16 Aug 2014
at 18:49
  • msg #198

Re: Mad Hex Skillz


20:48, Today: William Pierce rolled 11,11 using d35,d35, rerolling max with rolls of 11,11. chips.

Whites for William and Murphy!
Sister Sarah
player, 69 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B2 Cha2+2
Sat 16 Aug 2014
at 20:06
  • msg #199

Re: Mad Hex Skillz

13:05, Today: Sister Sarah rolled 25 using 1d36, rerolling max with rolls of 25. Fate Chip.

Red for me!
Charging Bear
player, 1058 posts
Native Warrior
P8(1)T6 W- F1 FC:W0R0B10
Mon 18 Aug 2014
at 14:16
  • msg #200

Re: Mad Hex Skillz

10:14, Today: Charging Bear rolled 30,2 using 1d35,1d35, rerolling max with rolls of 30,2. Fate Chips.

Blue for CB - which he can't take as he has 10 blues

White for Jake
Adrian Vega
player, 782 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W4R3B3
Mon 18 Aug 2014
at 14:31
  • msg #201

Re: Mad Hex Skillz

A White for Adrian, a Red for Mike

09:30, Today: Mike Bennett rolled 22 using 1d35, rerolling max with rolls of 22.
09:30, Today: Adrian Vega rolled 18 using 1d35, rerolling max with rolls of 18.
The Amazing Evans
NPC, 420 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 18 Aug 2014
at 17:16
  • msg #202

Re: Mad Hex Skillz

10:15, Today: The Amazing Evans rolled 25 using 1d35, rerolling max with rolls of 25. chips.

Another Red for Evans.
Augustus Spotswood
NPC, 341 posts
Scientist! 0W3R4B2L
P2 T6 F/ W-0 C -2
Mon 18 Aug 2014
at 20:13
  • msg #203

Re: Mad Hex Skillz

Haven't caught up on my fate chips for a bit....

13:12, Today: Augustus Spotswood rolled 73 using 5d36, rerolling max with rolls of 2,10,23,21,17. Fate Chips.

4 white, 1 red
The Stray
GM, 2435 posts
The Marshal
'round these parts
Tue 9 Sep 2014
at 02:08
  • msg #204

Re: Experience and Fate Chips

Egads, has it really been almost 2 years since I last awarded experience?

It's that time again!

some mood music

Experience!

I hereby award 5 Experience Points for the Chapter 15 threads! That means...

Advance!

The Players are now at 45 XP, so everyone gets an Advance. Remember that we're at Veteran Rank, so Veteran Edges are now for purchase. Let me know what you'd like to purchase with your Advance.

Fate Chips!

Everyone can keep their current stack of chips. The GMs, however, may draw 1 chip per PC Wildcard involved in their thread. This includes multiple PCs controlled by one character. Henchmen characters count as Wildcards. Wildcard NPCs may draw 2 chips apiece.


Adventure Cards!

Chose which cards you want to keep, and discard the rest. You're now at Veteran Rank, so draw 4 Adventure Cards. You get a new use of Adventure Cards.
Carl Allans
player, 514 posts
The Quiet One
P6 T6 Cha 0
Tue 9 Sep 2014
at 07:59
  • msg #205

Re: Experience and Fate Chips

Like I didn't have enough rolling to do... >_<

Catching up on all his Joker chips & trading up, Carl now has: 4W 3R 3B
Charging Bear
player, 1068 posts
Native Warrior
P8(1)T6 W- F- FC:W0R0B7
Tue 9 Sep 2014
at 13:42
  • msg #206

Re: Experience and Fate Chips

CB is bumping his Vigor to d10

Jake is bumping Notice to d10 and Fighting to d6
This message was last edited by the player at 20:44, Wed 17 Sept 2014.
William Pierce
player, 677 posts
Vampire... Hunter
P6 T7 W0 F0 W0R3B1
Wed 10 Sep 2014
at 08:31
  • msg #207

Re: Experience and Fate Chips

William takes Dead Shot...
Murphy takes Improved Dodge. -2 to be hit, bitches!

I'm also re-drawing all adventure cards.
4 for Veteran, one extra for Murphs, right?`


10:32, Today: William Pierce drew the 5 cards: 2S, 10S, 10C, 8H, 5S using the Deadlands system. Adventure Cards.
This message was last edited by the player at 08:34, Wed 10 Sept 2014.
The Amazing Evans
NPC, 437 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Wed 10 Sep 2014
at 16:34
  • msg #208

Re: Experience and Fate Chips

I am selecting Power Points to give Evans a needed boost to his PP.
The Stray
GM, 2446 posts
The Marshal
'round these parts
Sat 4 Oct 2014
at 04:45
  • msg #209

Re: More Jokers.

Oh look! It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 2 Random Fate Chip.
This message was last edited by the GM at 04:46, Sat 04 Oct 2014.
The Stray
GM, 2447 posts
The Marshal
'round these parts
Sat 4 Oct 2014
at 04:48
  • msg #210

Re: More Jokers.

21:47, Today: The Amazing Evans rolled 25,21 using d35,d35, rerolling max with rolls of 25,21. chips.

2 Red for Evans
Sister Sarah
player, 95 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B2 Cha2+2
Sat 4 Oct 2014
at 09:45
  • msg #211

Re: More Jokers.


02:44, Today: Sister Sarah rolled 31,36 using 1d36,1d36. Correct fate chips.

Two blue for me!
William Pierce
player, 682 posts
Vampire... Hunter
P6 T7 W0 F0 W0R3B1
Sat 4 Oct 2014
at 10:28
  • msg #212

Re: More Jokers.


12:27, Today: William Pierce rolled 46,19 using d35,d35, rerolling max with rolls of (35+11)46,19. Chips.

Blue for William, White for Murphy... unless there is a Legend Chip in the pot?
Charging Bear
player, 1081 posts
Native Warrior
P8(1)T7 W- F1 FC:W2R0B7
Mon 6 Oct 2014
at 23:55
  • msg #213

Re: More Jokers.

19:53, Today: Charging Bear rolled 14,11,30,11 using 1d35,1d35,1d35,1d35, rerolling max with rolls of 14,11,30,11. Fate Chips.


2 white for CB
1 blue and 1 white for Jake
Adrian Vega
player, 848 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W0R1B1
Tue 7 Oct 2014
at 15:25
  • msg #214

Re: More Jokers.

10:24, Today: Adrian Vega rolled 21,9 using 1d35,1d35 with rolls of 21,9.

White and Red for Adrian
Alouette
GM, 1704 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 7 Oct 2014
at 16:18
  • msg #215

Re: More Jokers.

In reply to William Pierce (msg # 212):

Lost track, I'm afraid, Murphs - if anyone has a legend chip, let me know about it.
Mirror Serpent's Brood
NPC, 17 posts
Look Mummy! A snake!
P6 T2 F0 Cha 0 Extra
Wed 12 Nov 2014
at 21:47
  • msg #216

Re: More Jokers.

I'll get on to looking through records to see about the above. Meanwhile...

*slides blue chip across to Sarah* ...
The Stray
GM, 2472 posts
The Marshal
'round these parts
Mon 19 Jan 2015
at 02:18
  • msg #217

Re: More Jokers.

The Fear Level at the ranch has been lowered, which means we add a Legend Chip to the pot!

Everybody, roll for a random chip!
Adrian Vega
player, 881 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W1R2B1
Mon 19 Jan 2015
at 19:12
  • msg #218

Re: More Jokers.

13:12, Today: Adrian Vega rolled 1 using 1d36.

That chip is as white as it gets.
Charging Bear
player, 1102 posts
Native Warrior
P8(1)T7 W- F1 FC:W2R1B7
Mon 19 Jan 2015
at 19:14
  • msg #219

Re: More Jokers.

14:13, Today: Charging Bear rolled 26,33 using d36,d36, rerolling max with rolls of 26,33. Fate Chips.

1 Red chip for CB

1 Blue chip for Jake
William Pierce
player, 707 posts
Vampire... Hunter
P6 T7 W0 F0 W0R2B2
Tue 20 Jan 2015
at 08:49
  • msg #220

Re: More Jokers.


09:49, Today: Mad Irish Murphy rolled 24 using 1d36, rerolling max with rolls of 24. Legend Chip!
09:48, Today: William Pierce rolled 15 using 1d36, rerolling max with rolls of 15. Legend Chip?

So, white for William, red for Murphy. How appropriate.
The Amazing Evans
NPC, 464 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 20 Jan 2015
at 15:43
  • msg #221

Re: More Jokers.

08:42, Today: The Amazing Evans rolled 31 using 1d35, rerolling max with rolls of 31. fate chips.

Blue chip for Evans
Alouette
GM, 1753 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 20 Jan 2015
at 19:13
  • msg #222

Re: More Jokers.

Carl Allans rolled 17,33 using d35,d35, rerolling max with rolls of 17,33. Joker chips.

White for Carl, Blue for Wildcat. I'm not sure if I should be rolling chips for the clank...
The Stray
GM, 2476 posts
The Marshal
'round these parts
Tue 20 Jan 2015
at 22:06
  • msg #223

Re: More Jokers.

Alouette:
I'm not sure if I should be rolling chips for the clank...


If you are spending GM chips on behalf of Alouette's actions, then no. If Alouette has been using its own chips and you've kept your store of GM chips separate, then yes.
The Stray
GM, 2482 posts
The Marshal
'round these parts
Wed 21 Jan 2015
at 23:35
  • msg #224

Re: More Jokers.

It's time once again for The Joker's Wild!
some mood music

In accordance with The Joker's Wild rule, everyone may draw 1 Random Fate Chip.
Augustus Spotswood
NPC, 356 posts
Scientist! 0W3R4B2L
P2 T6 F/ W-0 C -2
Thu 22 Jan 2015
at 08:52
  • msg #225

Re: More Jokers.

Blue chip for me.

00:51, Today: Augustus Spotswood rolled 27 using 1d36, rerolling max with rolls of 27. Fate Chip.
William Pierce
player, 710 posts
Vampire... Hunter
P6 T7 W0 F0 W1R3B2
Thu 22 Jan 2015
at 10:34
  • msg #226

Re: More Jokers.


11:33, Today: William Pierce rolled 27,23 using d36,d36, rerolling max with rolls of 27,23. Chips for William and Murphy.

Two reds!
Mad Irish Murphy
player, 253 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W5R4B2
Thu 22 Jan 2015
at 10:35
  • msg #227

Re: More Jokers.

W5R4B2

Ok...changing 3 Reds to 1 B. And 3W to 1R

W2R2B3
Charging Bear
player, 1104 posts
Native Warrior
P8(1)T7 W- F1 FC:W1R1B7
Thu 22 Jan 2015
at 13:59
  • msg #228

Re: More Jokers.

08:59, Today: Charging Bear rolled 9,7 using d36,d36, rerolling max with rolls of 9,7. Fate Chips.

White chip for CB and Jake
Adrian Vega
player, 884 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W2R2B1
Thu 22 Jan 2015
at 17:03
  • msg #229

Re: More Jokers.

11:03, Today: Adrian Vega rolled 32 using 1d36, rerolling max with rolls of 32.

1 BLUE
Alouette
GM, 1760 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 23 Jan 2015
at 20:56
  • msg #230

Re: More Jokers.

 22,1,7 using d35,d35,d35, rerolling max with rolls of 22,1,7. Joker chips.

Red, white, white for Alouette, Carl and Wildcat
The Amazing Evans
NPC, 468 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 23 Jan 2015
at 21:23
  • msg #231

Re: More Jokers.

14:22, Today: The Amazing Evans rolled 2 using 1d35, rerolling max with rolls of 2.

Evans gets a white
Sister Sarah
player, 141 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B4 Cha2+2
Mon 26 Jan 2015
at 11:33
  • msg #232

Re: More Jokers.


03:31, Today: Sister Sarah rolled 12 using 1d36, rerolling max with rolls of 12. Fate Chip.

White!
Alouette
GM, 1771 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 13 Feb 2015
at 22:57
  • msg #233

Re: More Jokers.

...and yes that was a Joker chip from Adrian! Everybody thank the huckster and his estranged horse...
Adrian Vega
player, 891 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W2R1B2
Sun 15 Feb 2015
at 06:32
  • msg #234

Re: More Jokers.

Alouette:
...and yes that was a Joker chip from Adrian! Everybody thank the huckster and his estranged horse...


12:01, Today: Adrian Vega rolled 18 using 1d35.

White Chip!
William Pierce
player, 717 posts
Vampire... Hunter
P6 T7 W0 F0 W1R3B2
Sun 15 Feb 2015
at 09:47
  • msg #235

Re: More Jokers.


10:46, Today: William Pierce rolled 32,10 using d35,d35, rerolling max with rolls of 32,10. Chips for William and Murphy.

Blue and White!
Alouette
GM, 1772 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 16 Feb 2015
at 01:33
  • msg #236

Re: More Jokers.

Plus TWO MORE!!! Two Jokers! Madness!




Wildcat chiiiiips: 30,15,47 <- I think Wildcat drew the Legend there...
Carl chiiiiiips: 15,26,13

Alouette chiiiiips, drawn intermittently 'cause though it doesn't use GM chips, it's not really a PCCCCC:  25,11,33
The Amazing Evans
NPC, 476 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 16 Feb 2015
at 01:34
  • msg #237

Re: More Jokers.

18:34, Today: The Amazing Evans rolled 13,11,19 using d35,d35,d35, rerolling max with rolls of 13,11,19. Joker's Wild.

3 white for Evans
Adrian Vega
player, 893 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W3R1B2
Mon 16 Feb 2015
at 02:24
  • msg #238

Re: More Jokers.

07:53, Today: Adrian Vega rolled 4,29 using 1d35,1d35, rerolling max with rolls of 4,29. Chippits.

Red and White
Sister Sarah
player, 147 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B4 Cha2+2
Mon 16 Feb 2015
at 06:31
  • msg #239

Re: More Jokers.

Two reds and a white for Sister Sarah.

Trading in 3 reds for a Blue.
This message was last edited by the player at 06:32, Mon 16 Feb 2015.
Sister Sarah
player, 148 posts
Mon 16 Feb 2015
at 06:31
  • [deleted]
  • msg #240

Re: More Jokers.

This message was deleted by the player at 06:32, Mon 16 Feb 2015.
Augustus Spotswood
NPC, 359 posts
Scientist! 0W3R4B2L
P2 T6 F/ W-0 C -2
Mon 16 Feb 2015
at 06:34
  • msg #241

Re: More Jokers.

Is there a Legend chip in the pot?


22:34, Today: Augustus Spotswood rolled 62 using 1d36, rerolling max with rolls of (36+26)62. Fate Chip.
22:33, Today: Augustus Spotswood rolled 26,1 using 1d36,1d36, rerolling max with rolls of 26,1. Fate Chip.

The Stray
GM, 2493 posts
The Marshal
'round these parts
Mon 16 Feb 2015
at 07:21
  • msg #242

Re: More Jokers.

I think all the Legend chips are out in people's hands.
William Pierce
player, 719 posts
Vampire... Hunter
P6 T7 W0 F0 W2R4B3
Mon 16 Feb 2015
at 11:21
  • msg #243

Re: More Jokers.

12:20, Today: Mad Irish Murphy rolled 4,17 using d35,d35, rerolling max with rolls of 4,17. 2 more chips.
12:20, Today: William Pierce rolled 19,26 using d35,d35, rerolling max with rolls of 19,26. 2 more chips.

whites for paddy, white/red for billy.
Alouette
GM, 1801 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 1 Apr 2015
at 18:19
  • msg #244

Re: More Jokers.

....aaaand Adrian managed to get both jokers in a post - DOUBLE CHIP DRAW, folks!
Adrian Vega
player, 911 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W4R2B2
Wed 1 Apr 2015
at 18:25
  • msg #245

Re: More Jokers.

13:25, Today: Adrian Vega rolled 4,34 using 1d35,1d35, rerolling max with rolls of 4,34. double chip.

Blue and White
The Amazing Evans
NPC, 485 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Wed 1 Apr 2015
at 19:04
  • msg #246

Re: More Jokers.

12:04, Today: The Amazing Evans rolled 25,3 using d35,d35, rerolling max with rolls of 25,3. Chippets.

Red and White
William Pierce
player, 739 posts
Vampire... Hunter
P6 T7 W0 F0 W2R4B3
Wed 1 Apr 2015
at 20:41
  • msg #247

Re: More Jokers.

22:41, Today: Mad Irish Murphy rolled 20,13 using d35,d35, rerolling max with rolls of 20,13. Chips.
22:40, Today: William Pierce rolled 17,27 using d35,d35, rerolling max with rolls of 17,27. Chips.

Whites for William, Red and white for Murphy
That takes William to W4R4B3... changing three reds to 1B
W4R1B4
This message was last edited by the player at 20:43, Wed 01 Apr 2015.
Charging Bear
player, 1116 posts
Native Warrior
P8(1)T7 W- F1 FC:W1R1B7
Wed 1 Apr 2015
at 20:59
  • msg #248

Re: More Jokers.

16:58, Today: Charging Bear rolled 8,46,19,15 using d35,d35,d35,d35, rerolling max with rolls of 8,(35+11)46,19,15. Fate Chips.

White and Blue for CB but as CB has 9 chips he'll keep the just Blue
White x two for Jake
This message was last edited by the player at 20:59, Wed 01 Apr 2015.
Alouette
GM, 1808 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 17 Apr 2015
at 20:25
  • msg #249

Re: More Jokers.

PAIR O' CHIPS, guys, pair o'chips!
The Amazing Evans
NPC, 489 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 17 Apr 2015
at 20:42
  • msg #250

Re: More Jokers.

13:42, Today: The Amazing Evans rolled 30,2 using d35,d35, rerolling max with rolls of 30,2.

Red and White.
Adrian Vega
player, 928 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W5R2B3
Sun 19 Apr 2015
at 13:52
  • msg #251

Re: More Jokers.

Red and Blue

08:51, Today: Adrian Vega rolled 25,56 using 1d35,1d35, rerolling max with rolls of 25,(35+21)56. Pair o' Chips.
Charging Bear
player, 1123 posts
Native Warrior
P8(1)T7 W- F1 FC:W-R2B8
Mon 20 Apr 2015
at 12:19
  • msg #252

Re: More Jokers.

08:18, Today: Charging Bear rolled 29,13,13,9 using d35,d35,d35,d35, rerolling max with rolls of 29,13,13,9. Fate Chips.

1 Red and 1 White for CB
2 White for Jake

CB has 10 chips so he'll keep the Red and drop one of his White
Alouette
GM, 1810 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 20 Apr 2015
at 17:37
  • msg #253

Re: More Jokers.

In reply to Charging Bear (msg # 252):

Don't forget you can exchange 3 chips for one of the next colour up - if Adrian keeps drawing Jokers at this rate it might prove more prudent than tossing 'em.
Charging Bear
player, 1124 posts
Native Warrior
P8(1)T7 W- F1 FC:W-R2B8
Mon 20 Apr 2015
at 17:57
  • msg #254

Re: More Jokers.

In reply to Alouette (msg # 253):

Had 2 white and 2 red so ... math
William Pierce
player, 744 posts
Vampire... Hunter
P6 T7 W0 F0 W2R3B4
Thu 23 Apr 2015
at 18:10
  • msg #255

Re: More Jokers.

William has... W4R1B4
20:07, Today: William Pierce rolled 14,28 using d35,d35, rerolling max with rolls of 14,28. Chips.

so that adds another white and a red one.
W5R2B4 --> changing that to W2R3B4


Murphy has...  W3R2B2
20:07, Today: Mad Irish Murphy rolled 33,25 using d35,d35, rerolling max with rolls of 33,25. Chips.

Blue and red.
W3R3B3, keeping those.
Alouette
GM, 1852 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 9 Jun 2015
at 21:53
  • msg #256

Re: More Jokers.

A wild JOKER CHIP appeared!
Adrian Vega
player, 973 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R3B1
Tue 9 Jun 2015
at 22:08
  • msg #257

Re: More Jokers.

17:07, Today: Adrian Vega rolled 20,15 using 1d35,1d35, rerolling max with rolls of 20,15.

Adrian and Harry each get a White
Alouette
GM, 1858 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 9 Jul 2015
at 17:55
  • msg #258

Re: More Jokers.

JOKER CHIP ALERT!

...and if you didn't draw for the last one, do so, because who knows what's still out there....
Adrian Vega
player, 985 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R3B1
Thu 9 Jul 2015
at 17:59
  • msg #259

Re: More Jokers.

12:58, Today: Adrian Vega rolled 33,11 using 1d35,1d35, rerolling max with rolls of 33,11.

BLUE for Adrian, WHITE for Harry
Charging Bear
player, 1135 posts
Native Warrior
P8(1)T7 W- F1 FC:W-R2B8
Thu 9 Jul 2015
at 19:31
  • msg #260

Re: More Jokers.

15:30, Today: Charging Bear rolled 15,12 using d35,d35, rerolling max with rolls of 15,12. Fate Chips.

White for both CB and Jake ... as CB is at 10 and has 0 white chips so he won't get another chip, but Jake is happy about more chips
William Pierce
player, 768 posts
Vampire... Hunter
P6 T7 W0 F0 W0R1B2
Mon 13 Jul 2015
at 11:59
  • msg #261

Re: More Jokers.

13:58, Today: Mad Irish Murphy rolled 18,13 using d35,d35, rerolling max with rolls of 18,13. Joker chips.
13:58, Today: William Pierce rolled 26,32 using d35,d35, rerolling max with rolls of 26,32. Joker chips.

Red and Blue for Billy... two whites for Mad Irish. That takes Paddy to W5R3B3... changing to W2R4B3 and then W2R1B4
Adrian Vega
player, 1000 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R2B2
Thu 23 Jul 2015
at 20:34
  • msg #262

Re: More Jokers.

Psst...I drew a joker on 7/13.
Alouette
GM, 1862 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 23 Jul 2015
at 20:40
  • msg #263

Re: More Jokers.

[takes a moment to work out what the numbers mean] I thought we'd missed one.

PEOPLE! BEHOLD THE ABOVE!

Also, working on a shunt post, just juggling a few things at once right now, including a kitten.
Adrian Vega
player, 1002 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R2B2
Thu 23 Jul 2015
at 20:46
  • msg #264

Re: More Jokers.

A Wild Kitten?
Alouette
GM, 1863 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 23 Jul 2015
at 20:51
  • msg #265

Re: More Jokers.

Well he is pretty ferocious when it comes to attacking my foot...I'm having mortgage issues on my new house, so I'm still in the old garage bedsit at present - providing a convienient catsitter for my landlady whilst the family are away for the week.
Adrian Vega
player, 1005 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R2B2
Tue 28 Jul 2015
at 21:29
  • msg #266

Re: More Jokers.

16:28, Tue 28 July 2015: Adrian Vega rolled 22,33,9 using 1d35,1d35,1d35, rerolling max ((22,33,9)).

Red for Vega
Blue for Lazarus
White for Rattles (If he gets one...does he get chips?)
Alouette
GM, 1867 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 28 Jul 2015
at 22:07
  • msg #267

Re: More Jokers.

Hm. Sure, most Extras get chips when under player control; why not?
William Pierce
player, 778 posts
Vampire... Hunter
P6 T7 W0 F0 W0R1B2
Mon 17 Aug 2015
at 11:34
  • msg #268

Re: More Jokers.

Oh, I need to roll for the 7/13 Joker.
13:34, Today: William Pierce rolled 21,20 using d35,d35, rerolling max with rolls of 21,20. Joker chips.
Whites for Pat and Bill!
Alouette
GM, 1871 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 19 Aug 2015
at 17:33
  • msg #269

Re: More Jokers.

Counting how far behind Alouette, Carl and Evans are, Jake, you appear to have missed the one from the 7th of...ah, 13th of July...and one before that, I think.

3 chips for Evans, which I'll roll up if he gets in trouble again.

My peeps are 7 behind, because I'm great at that...

18:24, Today: Carl Allans rolled 100 using 7d35, rerolling max with rolls of 1,16,9,26,21,21,6. Joker chippits. 4W 3R... *fiddles*
Carl now has 4W 5R 1B

18:24, Today: Alouette rolled 153 using 7d35, rerolling max with rolls of 6,24,20,32,11,33,27. Joker chippits. 3W 2R 2B *fix*
Alouette now has 2W 1R 7B
Charging Bear
player, 1139 posts
Native Warrior
P8(1)T7 W- F1 FC:W3R1B6
Wed 19 Aug 2015
at 17:43
  • msg #270

Re: More Jokers.

3 chips for CB and Jake coming right up!

13:40, Today: Charging Bear rolled 27,72 using 3d35,3d35, rerolling max with rolls of 2,1,24,31,24,17. Fate Chips (CB, Jake).

That's 3 white for CB and 1 blue, 1 red and 1 white for Jake

CB has 3 White 1Red and 6 Blue chips
Jake has 2White 1 Red and 1 Blue chips
Alouette
GM, 1874 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 21 Sep 2015
at 22:49
  • msg #271

Chip chip chip!

Adrian Vega:
OOC:
17:30, Today: Adrian Vega drew the 11 cards: 2S, 10D, 8S, AC, 8H, KD, AH, 8C, JD, RJ!, KC using the Deadlands system.  Deal with the Devil.


Joker draw, folks!
Adrian Vega
player, 1022 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R2B2
Tue 22 Sep 2015
at 15:25
  • msg #272

Chip chip chip!

10:24, Today: Adrian Vega rolled 22,19,31 using 1d35,1d35,1d35, rerolling max with rolls of 22,19,31.


Red for Harry Lazarus, White for Rattleshirt, Blue for Adrian.

Also, about time. I haven't drawn a Joker on a hex in a few months.
This message was last edited by the player at 15:27, Tue 22 Sept 2015.
Charging Bear
player, 1140 posts
Native Warrior
P8(1)T7 W- F1 FC:W2R2B6
Tue 22 Sep 2015
at 15:58
  • msg #273

Chip chip chip!

11:52, Today: Charging Bear rolled 29,30 using d35,d35, rerolling max with rolls of 29,30.  Fate Chips (CB, Jake).

Looks like red all around!

CB will drop one of his White chips for the new Red chip
William Pierce
player, 791 posts
Vampire... Hunter
P6 T7 W0 F0 W0R0B2
Thu 1 Oct 2015
at 20:01
  • msg #274

Chip chip chip!


22:00, Today: William Pierce rolled 16,17 using d35,d35, rerolling max with rolls of 16,17.  chips.

Whites for both!
The Stray
GM, 2531 posts
The Marshal
'round these parts
Thu 1 Oct 2015
at 20:46
  • msg #275

Chip chip chip!

Missed some chip awards while I was away...

13:45, Today: The Amazing Evans rolled 8,10,4,6 using d35,d35,d5,d35, rerolling max ((8,10,4,6)).

That's 4 whites for Evans.
Ixquahuacoatl
NPC, 15 posts
Obsidian Knife Snake
P7 T14(1)
Thu 1 Oct 2015
at 21:45
  • msg #276

Chip chip chip!



Surprise Joker!


Draw one, amigos!
Adrian Vega
player, 1032 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W0R2B3
Thu 1 Oct 2015
at 21:47
  • msg #277

Chip chip chip!

An unexpected BJ!

https://www.youtube.com/watch?v=QUyHhA3u9Vc

16:46, Today: Adrian Vega rolled 18,4,18 using d35,d35,d35, rerolling max with rolls of 18,4,18.

A white for Adrian
A white for Harry Lazarus
A white for Rattleshirt

Also, it's about time one of you folks drew a Joker. Gotten too used to relying on me for your Jokers Wild!
This message was last edited by the player at 21:49, Thu 01 Oct 2015.
William Pierce
player, 795 posts
Vampire... Hunter
P6 T7 W0 F0 W0R1B2
Fri 2 Oct 2015
at 08:32
  • msg #278

Chip chip chip!


10:31, Today: William Pierce rolled 29,31 using d35,d35, rerolling max with rolls of 29,31.  chips.

Red for William, Blue for Murphy
Charging Bear
player, 1145 posts
Native Warrior
P8(1)T7 W- F1 FC:W-R-B7
Fri 2 Oct 2015
at 11:10
  • msg #279

Chip chip chip!

07:08, Today: Charging Bear rolled 10,3 using d35,d35, rerolling max with rolls of 10,3.  Fate Chips (CB, Jake).

1 White for Jake and CB.

CB will convert his 3 Whites to 1 Red and then his 3 Reds into 1 Blue
Adrian Vega
player, 1045 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W1R2B3
Wed 7 Oct 2015
at 19:22
  • msg #280

Chip chip chip!

Did I see Ixi get a joker? :)
Ixquahuacoatl
NPC, 20 posts
Obsidian Knife Snake
P7 T14(1)
Wed 7 Oct 2015
at 19:32
  • msg #281

Chip chip chip!

J҉O͢K̷E̸R ̵C҉HI͝P͢ T̵IM̡E̢!

Praise Coatlicue!
Charging Bear
player, 1147 posts
Native Warrior
P8(1)T7 W- F1 FC:W-R-B7
Wed 7 Oct 2015
at 19:41
  • msg #282

Chip chip chip!

15:41, Today: Charging Bear rolled 11,3 using d35,d35, rerolling max with rolls of 11,3.  Fate Chips (CB, Jake).

White chip for Jake and CB
Adrian Vega
player, 1046 posts
Serpentbane
P4 T9 W0 F0 Cha 0 W1R2B3
Wed 7 Oct 2015
at 19:42
  • msg #283

Re: Chip chip chip!

14:41, Today: Adrian Vega rolled 4,11,15 using d35,d35,d35, rerolling max with rolls of 4,11,15.


A white for Adrian
A white for Harry Lazarus
A white for Rattleshirt
William Pierce
player, 804 posts
Vampire... Hunter
P6 T7 W0 F0 W0R0B0
Fri 9 Oct 2015
at 19:45
  • msg #284

Re: Chip chip chip!


21:45, Today: William Pierce rolled 34,20 using d35,d35, rerolling max with rolls of 34,20.  chips.

Blue for William, White for Murphy.
The Amazing Evans
NPC, 508 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 9 Oct 2015
at 20:51
  • msg #285

Re: Chip chip chip!

13:51, Today: The Amazing Evans rolled 4 using 1d35, rerolling max with rolls of 4.  chip.

Another White for Evans
Rattleshirt
NPC, 12 posts
A Glomination
P8 T11 Hench 4W0R0B
Tue 3 Nov 2015
at 20:34
  • msg #286

Re: Chip chip chip!

A Joker was sighted!

Draw a chip, amigos!

William Pierce
player, 825 posts
Vampire... Hunter
P6 T7 W0 F0 W0R0B1
Tue 3 Nov 2015
at 20:59
  • msg #287

Re: Chip chip chip!


21:58, Today: William Pierce rolled 13,19 using d35,d35, rerolling max with rolls of 13,19.  chips.

Whites!
Adrian Vega
player, 1075 posts
Serpentbane
P4 T9 W0 F0 Cha 0 2W3R3B
Tue 3 Nov 2015
at 21:03
  • msg #288

Re: Chip chip chip!

15:01, Today: Adrian Vega rolled 16,19,23 using 1d35,1d35,1d35, rerolling max with rolls of 16,19,23.

Red for Adrian, White for Lazarus, White for Rattleshirt
The Amazing Evans
NPC, 518 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 3 Nov 2015
at 21:15
  • msg #289

Re: Chip chip chip!

14:14, Today: The Amazing Evans rolled 24 using 1d35, rerolling max with rolls of 24.  Fate Chip.

At long last, a red for Evans!
Charging Bear
player, 1150 posts
Native Warrior
P8(1)T7 W- F1 FC:W1R-B7
Tue 3 Nov 2015
at 21:17
  • msg #290

Re: Chip chip chip!

16:16, Today: Charging Bear rolled 29,13 using d35,d35, rerolling max with rolls of 29,13.  Fate Chips (CB, Jake).

Looks like 1 Red for CB and 1 White for Jake
The Stray
GM, 2540 posts
The Marshal
'round these parts
Sat 14 Nov 2015
at 15:41
  • msg #291

Re: Experience and Fate Chips

It has been far, far too long since we awarded experience last

some mood music

Experience!

I hereby award 15 Experience Points for the three chapters since Experiance was last awarded.

Advances!

The Players are now at 60 XP, so everyone gets 3 Advances. Two of those Advances are Veteran Rank, and one o those Advance takes us to Heroic rank.

Fate Chips!

Everyone can keep their current stack of chips. The GMs, however, may draw 1 chip per PC Wildcard involved the game, including  multiple PCs controlled by one character. Henchmen characters count as Wildcards. Wildcard NPCs may draw 2 chips apiece.

Adventure Cards!

Chose which cards you want to keep, and discard the rest. You're now at Heroic Rank, so draw 5 Adventure Cards. You may use one Adventure Card for free--the rest you have to bay Fate Chips to use.
This message was lightly edited by the GM at 15:42, Sat 14 Nov 2015.
The Amazing Evans
NPC, 522 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Sat 14 Nov 2015
at 16:03
  • msg #292

Re: Experience and Fate Chips

I have three Advances, so I will spend them thusly:

50xp: Smarts d8 => d10
55xp: Weird Science d8 => d10, Persuasion d8 => d10
60xp: Power Points edge for 5 immediate pp for all my devices
Charging Bear
player, 1157 posts
Native Warrior
P8(1)T7 W- F1 FC:W1R1B7
Mon 16 Nov 2015
at 13:18
  • msg #293

Re: Experience and Fate Chips

CB's advancements are as follows
50xp: Improved Dodge
55xp: Improved Nerves of Steel
60xp: Spirit d6 -> d8

Jake's going with
50xp: Shooting d10
55xp: New Power (Quickness)
60xp: Improved High Roller
This message was last edited by the player at 14:11, Mon 16 Nov 2015.
Adrian Vega
player, 1089 posts
Serpentbane
P4 T9 W0 F0 Cha 0 2W3R3B
Mon 16 Nov 2015
at 21:13
  • msg #294

Re: Experience and Fate Chips

My three advances:

50xp: Fighting d4 => d8
55xp: Edge: Ghost
60xp: Edge: Cat Eyes

Question on this:

Will Cat Eyes serve Adrian well in the mines here, or would he still need a torch? Looking for an opinion as to whether this is really the best decision I could make with that last Advance.
This message was last edited by the player at 21:30, Mon 16 Nov 2015.
The Stray
GM, 2544 posts
The Marshal
'round these parts
Mon 16 Nov 2015
at 22:49
  • msg #295

Re: Experience and Fate Chips

William has Cat Eyes, and I don't think he's really needed a torch to see by.
Adrian Vega
player, 1090 posts
Serpentbane
P6 T9 W0 F0 Cha 0 2W3R3B
Tue 17 Nov 2015
at 01:41
  • msg #296

Re: Experience and Fate Chips

Cool. Cat Eyes it is, then.
William Pierce
player, 828 posts
Vampire... Hunter
P6 T7 W0 F0 W0R0B1
Tue 17 Nov 2015
at 11:56
  • msg #297

Re: Experience and Fate Chips

Advances:
50xp:  Shooting: d10->d12
55xp:  Fighting d8->d10, Intimidation d6->d8
60xp:  New Harrowed Edge. Hell Fire
Mad Irish Murphy
player, 278 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W5R1B3
Tue 17 Nov 2015
at 12:11
  • msg #298

Re: Experience and Fate Chips

Advances:
50xp:  New Edge: Tale Teller
55xp:  New Edge: Common Bond
60xp:  New Edge: Harder to Kill
Dr. Dexter Ward
NPC, 167 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Tue 21 Mar 2017
at 16:12
  • msg #299

Re: Experience and Fate Chips

09:11, Today: Dr. Dexter Ward rolled 33,17 using 1d35,1d35, rerolling max with rolls of 33,17.  draw two.

White and Blue


A misunderstanding, nothing more. Would you kindly ignore it?
This message was last edited by the player at 16:16, Tue 21 Mar 2017.
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