Experience and Fate Chips.   Posted by The Stray.Group: 0
The Stray
 GM, 853 posts
 The Marshal
 'round these parts
Sun 5 Dec 2010
at 00:51
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.