Bad Medicine
[[OOC: Placing John On Hold, as it's been 24 hours between combat posts from him]]
Gus groans, but he's holding on. Yeah, the shoulder injury hurt, but he'd been injured worse this very day.
Abraham yanked hard on the reins, coaxing the animals away from the ditch and the certain disaster it portended. The coached swayed sickeningly at the sudden turn, shedding speed and rolling on two wheels for a heart-stopping moment before straightening out with a jolt that rattled bones.
The Comanches took advantage of the slowing carriage. A group of five warriors spur their mounts, circling around the right side of the coach, pulling parallel.
"Goddamn it!" Gus shouts. "We're gettin' surrounded here! Do something in there!"
The other Comanches, hanging back, begin taking shots at the coach itself. One slug punches a tiny hole in the cabin, missing Alouette by a hair's breadth. The coach jolts as another bullet strikes the metal binding of the rear axle, screeching as it ricochets away. There's a whoop of triumph from the Comanches as a whole at the damage.
"We'll just see about that." Ward mutters as he finishes his incantation. He holds his top hat out the lefthand window.
From out of the hat bursts a dark, squawking, semi-transparent bird with cruel talons and glowing, blood-red eyes. It is swiftly followed by a dozen companions, then a score, soaring out of the hat into the moon-lit sky. The murder sweeps across the battlefield towards the indians in the rear, then descends on the warriors. Shrieks of pain and terror erupt from the cloud of corbies as the birds take down one of the braves, tearing into his flesh and plucking out his eyes. Another brave turns his rose about and runs.
Ward nods in satisfaction and turns to answer Gangatsu, then suddenly convulses. He seizes his chest as his body begins to spasm and jerk...
[[OOC: Gus attempts to recover from Shaken.
Gus Shaw rolled 4,4 using d8-1,d6-1, rerolling max with rolls of 5,5. recover from shaken attempt. Success, but not a raise. He's unshaken, but has no action this turn.
Abraham has to roll to try to avoid collision. The obstacles in this area are Light, so there's no penalty to his roll.
Abraham rolled 9 using 1d6+2, rerolling max with rolls of (6+1)7. Avoid Collision! Success and Raise.
Abraham tries to Push his team to go faster (-2, 1 extra Range Increment). Abraham rolled 2 using 1d6, rerolling max with rolls of 2. push the horses! Fail.
The Comanches split into two groups.
One group attempts to close on the coach, while the other shoots at the wheels, trying to damage it.
Comanche group 1: Comanche Raiders rolled 08 using d8-2,d6-2, rerolling max with rolls of 2,(6+4)10. push the horses! Success and raise. That's three range increments for them.
Comanche Group 2: Comanche Raiders rolled 8,1,0,5 using d8-1,d8-1,d8-1,d8-1, rerolling max with rolls of (8+1)9,2,1,6. Shooting! two hits, one with a Raise.
Damage with Raise: 8
Damage without Raise: 4
Abraham only has to make one Drive check. Abraham rolled 5 using 1d6+2, rerolling max with rolls of 3. Keep control! Success.
Dr. Ward summons a flock of Spirit Ravens to fight against the Comanches.
Dr. Dexter Ward rolled 2,3 using d10,d6, rerolling max with rolls of 2,3. spellcasting. Hmm. spending a White Chip on this.
Dr. Dexter Ward rolled 1,11 using d10,d6, rerolling max with rolls of 1,(6+5)11. white chip. Success and Raise, but is also Shaken from the Backlash.
The Ravens go to work, dealing their Automatic Damage to the Comanches caught in the template. One Comanche takes 3 damage, the other 13 and is downed. The one who wasn't hurt still has to make a Guts roll at the sudden appearance of hundreds of spectral ravens, and rolls a Guts check. He rolls 3 (6 +1 grit -4 for the fear level) and panics at the Bad Medicine being called forth.]]
Initiative:
John Smith: On Hold with that RJ!
Augustus Spotswood: KD
Dr. Ward: JS
Gangatsu: 10C
Comanche Group 1: 10C
Abraham: 7H
Comanche Group 2: 7C
Gus: 4C
Alouette: On Hold