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06:08, 28th April 2024 (GMT+0)

Chapter 15.2: The Harrowing of Blackthorn.

Posted by The StrayFor group 0
Adrian Vega
player, 442 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W2R2B1
Thu 6 Sep 2012
at 17:51
  • msg #35

Re: Ain't No Grave...

Adrian reached down and did his best to help pull the Marshal up and over the barricade. "Get on up here, Evans. You ain't dead yet. Ain't nobody say you could die," he growled.

OOC:
12:49, Today: Adrian Vega rolled 6,3 using d8,d6, rerolling max with rolls of 6,3. White Reroll.
12:49, Today: Adrian Vega rolled 1,2 using d8,d6, rerolling max with rolls of 1,2. Strength.

12:51, Today: Adrian Vega drew the single card: JS using the Deadlands system.


This message was last edited by the player at 17:52, Thu 06 Sept 2012.
The Amazing Evans
NPC, 279 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Thu 6 Sep 2012
at 18:17
  • msg #36

Re: Ain't No Grave...

Evans is dead weight in Adrian's hands, but he's still breathing despite the bullet wound. He shrieks in pain as the huckster pulled him over the barricade, but the pain snaps him out of his shock. Once over the wall, he slumps over, and pushes his gyromounted pistol in Adrian's direction. "T-take th-this..." he stutters. "It...can hurt him..."

((OOC: Evan's Gyromounted Pistol can be fired as a normal double-action peacemaker (and is fully loaded), but it also has the Bolt Power that uses the wielder's Shooting skill as it's casting die. It currently has 12 pp and 6 regular bullets))
The Dust Adders (Spotswood) are up! Remember that they are no longer shaken thanks to Gus's card!
Vampire Dance Hall Girl
player, 2 posts
Thirsty Girl
P5 T8 F0 Cha 0 Extra
Thu 6 Sep 2012
at 19:36
  • msg #37

Re: Meanwhile...

"Well if I was a marauding Indian, where would I go?" Carmilla muses, standing daintily on tiptoe to peer into the darkness of a house.

"Mmm...you'd want to find ponies, and booze...and of course, the best girls in town,"
Darla says, winding a lock of dark hair around her finger. The nail hurt, but it kept her reminded of what they were doing. Bella, traipsing along with only long knickers and a considerable amount of blood to clothe her slender frame, was already succumbing to distraction, draping herself against Carmilla.

"Well, you've found me..."

"Ooh!"

"Girls! We were looking for something...someone...someone special."
Darla flicks the nail and winces, drawing looks of concern from the others, but it makes them refocus. They look vaguely around, down, and up. Bella resumes strutting swing-hipped down the middle of the street, calling out in a sing-song.

"#...Yoo-hoo! Come out come out wherever you are...#"


[[ rolls of 1,2,2. Notice for the girls. ]]

This message was last edited by the player at 21:27, Thu 06 Sept 2012.
Dust Adders
player, 4 posts
Ornrey Cowhands
P5 T5 F0 Cha 0 Extra
Thu 6 Sep 2012
at 21:13
  • msg #38

Re: Meanwhile...


Eddie, no Devil's Island Eddie, snapped out of his fright at Gus's call.  Ratcheting his rifle, he crawled back up to the peak of the warehouse and took aim on the Comanches down in the street trying to get trough the barricades.  The rifle barked and he quickly levered it again, ready for another shot...

The Boone Kid gritted his teeth as well.  Hunkering down wouldn't get them outta this.  Putting some big damn holes in some people.  Just like Dad always used to say...

Seeing Gus, right next to him, standing tall put some steel back in Felix's spine.  Breathing deep, he stood and spun, howling some kinda crazed battle yell.  His shotgun came up to his shoulder, a moment's aim, then....BLAM!

OOC - Eddie and Don shot the Comanche just behind John.  One hit for 7 Damage, Second (w/ Raise) for 13.  Felix blasted the Comanche just above John for 14.

Next Initiative - QH

17:07, Today: Dust Adders drew the single card: QH using the Deadlands system. Next Initiative.
16:44, Today: Dust Adders rolled 14 using 3d6, rerolling max with rolls of (6+3)9,3,2. DA3 DB Shotgun Damage.
16:44, Today: Dust Adders rolled 10,3 using 2d8,d6, rerolling max with rolls of 6,4,3. DA2 Winchester Damage w/ Raise.
16:43, Today: Dust Adders rolled 7 using 2d8, rerolling max with rolls of 2,5. DA1 Winchester Damage.
16:43, Today: Dust Adders rolled 4 using 1d6+2, rerolling max with rolls of 2. DA3 DBShotgun.
16:42, Today: Dust Adders rolled 10 using 1d6, rerolling max with rolls of (6+4)10. DA2 Winchester.
16:42, Today: Dust Adders rolled 5 using 1d6, rerolling max with rolls of 5. DA1 Winchester.

Comanche Raiders
NPC, 47 posts
Angry Indians
P7 T6 (8) F0 Extra
Fri 7 Sep 2012
at 10:01
  • msg #39

Re: Meanwhile...

some mood music

The shots from the Dust Adders send the Comanche reeling, and their swings are less than effective because of it. The one shooting for the barricades thinks better of it and goes after John instead, but he fares no better than his comrades.

The braves next to the Harbinger scatter, heaqding deeper into the killing zone, whooping and firing at the Dust adders on the rooftops. They make a lot of noise, but neither hit their targets.

The braves trying to get handholds on the warehouse scramble at it for a bit, make no progress, and give up, charging past John for the barricades instead. This may be a dangerous mistake for them, as John is perfectly capable of backhanding at least one of them as the move past...

Only dishonest Abe, up on a roof facing two angry braves, finds himself in any real trouble. But trouble it is! One of the brave lunges for him, forcing him to dive to the side, right into the swing of the other. He feels the blade bite down...

((OOC: That will make both Comanche near John Shaken.

Comanche Group 1 gets to go now. The two next to the harbinger vamoose, heading closer in. They split up, one heading for the Livery, one for the house where Adrain's other Dust Adder is. Neither of them have the movement to climb the buildings, so they shoot at the Dust adders instead. Again, the Dust adders on the rooftops have Heavy Cover from the ground, so these shots are at -4.

Comanche Raiders rolled -2,1 using d6-4,d6-4, rerolling max with rolls of 2,5. Shooting! Neither is going to hit.

The Comanche there in the middle of the street is going to join his fellows attacking John. He draws his tomahawk and tries to give John a chop. He's at -2 for the MAP.

Comanche Raiders rolled 2 using 1d8-2, rerolling max with rolls of 4. Tomahawk chop! Nope.

The two braves who just got shot attempt to Unshake. Each of them is fatigued, so they have a -1 penalty to this.

Comanche Raiders rolled 4,3 using d8-1,d8-1, rerolling max with rolls of 5,4. Unshake, unshake. Only one does. He tries to give John a haircut, but he's rolling at -3 because of the MAP.

Comanche Raiders rolled 1 using 1d8-3, rerolling max with rolls of 4. Tomahawk chop!  Swing and miss.

The next group gets to go. The Comanche beneath the warehouse tries to climb it again. Comanche Raiders rolled 0,0 using d4-2,d6-2, rerolling max with rolls of 2,2. Climb (default). They fail it and fail it hard. At this, they decide to move on to easier prey and move toward the barricades. This puts them next to the Livery. John, you get a free attack against one because it moved in and out of your reach.

The other two already on the rooftop go after Dishonest Abe. One of them has to attempt to unshake first. Comanche Raiders rolled 6 using 1d8, rerolling max with rolls of 6. unshake. He does, so he gets an action at -2. Unfortunately for Abe, the Comanche get a +1 Gang-up bonus against him.

Comanche Raiders rolled 6,2 using d8+1,d8-1, rerolling max with rolls of 5,3. Tomahawk chop! That's 1 hit.

Damage: 10 total. That's a Shaken and 1 Wound for Dishonest Abe. Adrian, Do you wish to spend a chip to soak? Otherwise, Abe will go down.

Cards for next round: 4C, 2H))

Up next: Dust Adders (Vega)
Dust Adders
player, 6 posts
Ornrey Cowhands
P5 T5 F0 Cha -2 Extra
Fri 7 Sep 2012
at 17:00
  • msg #40

Re: Meanwhile...

"Goddammit." He swore violently and vigorously when his gun malfunctioned. Dropping his Peacemaker like it's hot, he whipped out a Winchester. Why wasn't I using the damn rifle in the first place? A fool thing to do. Like these other two. And then he squeezed the trigger. And that was his second weapon in a row that malfunctioned. "Sonuvabitch!"

At least his other two companions seemed to get their shots off, shootin' them Comanche as best as they could.

OOC:

Two of them are still using their trusty peacemakers. The guy who went to his rifle had yet another malfunction! Looks like two hits with 4s, and damage at 11 a piece.

11:57, Today: Dust Adders rolled 11 using 2d6+1, rerolling max with rolls of 5,5.
11:57, Today: Dust Adders rolled 11 using 2d6+1, rerolling max with rolls of 1,(6+3)9.
11:54, Today: Dust Adders rolled -1 using 1d6-2, rerolling max with rolls of 1. Shooting.
11:54, Today: Dust Adders rolled 4 using 1d6, rerolling max with rolls of 4. Shooting.
11:54, Today: Dust Adders rolled 4 using 1d6, rerolling max with rolls of 4. Shooting.


12:00, Today: Dust Adders drew the single card: 9S using the Deadlands system.

This message was last edited by the player at 17:00, Fri 07 Sept 2012.
The Stray
GM, 2035 posts
The Marshal
'round these parts
Fri 7 Sep 2012
at 17:02
  • msg #41

Re: Meanwhile...

((OOC: Adrian, one of your trio is being attacked and is facing a Wound (which will put him out of the fight, since he's an Extra). Do you wish to try and Soak the wound?))
Dust Adders
player, 7 posts
Ornrey Cowhands
P5 T5 F0 Cha -2 Extra
Fri 7 Sep 2012
at 17:47
  • msg #42

Re: Meanwhile...

OOC:
Do the Dust Adders have any chips?

The Stray
GM, 2036 posts
The Marshal
'round these parts
Fri 7 Sep 2012
at 17:55
  • msg #43

Re: Meanwhile...

((OOC: Whoops! I should have mentioned that. Each group of Dust Adders has 3 white chips to divide among them. Gus Shaw has 1 Red and 1 White chip.))
Dust Adders
player, 8 posts
Ornrey Cowhands
P5 T5 F0 Cha -2 Extra
Fri 7 Sep 2012
at 18:05
  • msg #44

Re: Meanwhile...

OOC:
I'm going from some things I've got on my scratchpad without my books, so let me know if I need to do anything different. I rolled Spirit to eliminate a shaken condition, and looks like I used up all my luck on that roll. Then I spent 2W chips attempting to soak, with one failure and a bust.

Looks like fate just isn't with this cowpoke today. I'm going to save the next white chip for another Dust Adder.

12:56, Today: Dust Adders rolled 5 using 1d6, rerolling max with rolls of 5. Spirit test to recover from Shaken.
12:57, Today: Dust Adders rolled 2 using 1d6, rerolling max with rolls of 2. Chip for Soak Attempt (Vigor).
13:04, Today: Dust Adders rolled 1 using 1d6, rerolling max with rolls of 1. Chip for Soak Attempt (Vigor).

The Stray
GM, 2037 posts
The Marshal
'round these parts
Fri 7 Sep 2012
at 19:18
  • msg #45

Re: Meanwhile...

((OOC: You don't need to spend a chip to remove the Shaken condition first...Soaking is not an action, it's a reflex, and if you succeed in getting rid of the wound you also remove the Shaken condition. If you spend a chip to unshake, then it happens automatically without a roll. The roll is only if you want to unshake during your turn without using a chip. So just roll Vigor. Start from scratch))
Dust Adders
player, 9 posts
Ornrey Cowhands
P5 T5 F0 Cha -2 Extra
Fri 7 Sep 2012
at 19:48
  • msg #46

Re: Meanwhile...

OOC:
So here's my Vigor roll to attempt to soak up this Dust Adder's wound:

14:45, Today: Dust Adders rolled 3 using 1d6, rerolling max with rolls of 3. BE MORE VIGOROUS.

No dice.

The Harbinger
NPC, 4 posts
He Comes
P10 T8 W0 F0 Cha 0
Sat 8 Sep 2012
at 00:21
  • msg #47

An Angel With a Gun is a Devil

Dishonest Abe's last sight as he curses the ill luck with firearms is the warrior's blade coming down. One of the braves does a quick chop with his tomahawk and raises Abe's bloody scalp to the moon, hollering in triumph.

The ghostly monster, meanwhile, takes deadly aim at the defenders behind the barricades.

{{BOOM! BOOM!}}

The bullets rip through through the air like the thunderbolts of an angry god.

Gus feels the bullet crease his skull, carving a bloody furrow across his face and tearing his ear in half. The shock of the injury leaves him dazed.

Adrian is hit in the neck, the bullet tearing through the dead flesh of his esophagus and sending him sprawling.

((OOC: And that's one Dust Adder down. Adrian, you're down to two Dust Adders.

The Harbinger gets to go next.

The Harbinger is going to stay where he is to gain use of his Marksman Edge. He will take one shot at Gus Shaw and one shot at Adrian Vega. He has a -2 penalty from the barricade cover and a -2 penalty from the range, but his Marksman and Expert edges cancel those out.

Gus: The Harbinger rolled 1,5 using d12,d10-2, rerolling max with rolls of 1,7. Shooting! Hit!

Adrian: The Harbinger rolled 10,3 using d12,d10-2, rerolling max with rolls of 10,5. Shooting! Hit And Raise!

Gus takes 8 damage and is Shaken.

Adrian takes 17 damage and is Shaken with 2 Wounds. Do you wish to Soak?

Card for next round: 9D, KC, 7D))

John Smith is up next! Adrian, do you wish to try and soak the wounds?
Adrian Vega
player, 445 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W0R1B1
Sat 8 Sep 2012
at 19:48
  • msg #48

Re: An Angel With a Gun is a Devil

"Sonuvabitch!" he yelled as he hit the deck.

OOC:
You bet I do! I'm going to spend a White Chip to attempt to Soak. Then I'm going to spend a Red Chip to add 1d6 to that result.

Soak: 8

I believe that's a success and a raise, so it should soak both wounds and remove the shaken condition.

13:40, Today: Adrian Vega rolled 6,1 using d12+2,d6, rerolling max with rolls of 4,1. Vigor to Soak.

Iron Jaw gives me a +2 to Soak rolls that I forgot about till just now, so never mind that Red Chip expenditure.

Adrian will take the gun Evans is offering him on his next action, btw.

This message was last edited by the player at 15:07, Mon 10 Sept 2012.
John Smith
player, 311 posts
Bennies W:0 R:0 B:1
P: 7/8 T: 6 W: 0 F; 0
Mon 10 Sep 2012
at 20:32
  • msg #49

Re: An Angel With a Gun is a Devil

((OOC: GM post with John's permission.))

John shifted his stance and lashed out with his fists, first at one Comanche, then at the other. He wove in between their attacks, using their own momentum against them while the only sound he made was the breathing techniques to regulate the exertion.

Another Comanche goes flying, and the other he hit is looking a little punch drunk. He still has a fresh foe to worry about, though, and the Harbinger is beginning to aim his guns John's way...

((OOC:John Smith rolled 3,10,6,-1 using d10,d6,d10-2,d6-2, rerolling max with rolls of 3,(6+4)10,8,1. Kung Fu Fightin' Primary hits with a raise at 10 and Off Hand hits normally with a 6.
John Smith rolled 3,10,7 using d10,d6,d4, rerolling max with rolls of 3,(6+4)10,(4+3)7. Hit with a raise, total of 20 damage on one Comanche.
John Smith rolled 9,3 using d10,d4, rerolling max with rolls of 9,3. regular hit. Total of 12 damage on the other Comanche.
John was using Wing Chun which allows him two attacks with no multi-action penalty. He did get a -2 off hand penalty however))


((GM's OOC: That first hit will knock the Comanche right out. The second hit adds another level of Fatigue to the already wounded and Shaken Comanche. John still has one Comanche after him, and now he's gained the attention of The Harbinger...

GM Drawn card for next round: 6H))

Itza-Chu
NPC, 49 posts
Sadistic Apache
P8 (9) T7 W0F0 Cha -5
Mon 10 Sep 2012
at 21:35
  • msg #50

Re: An Angel With a Gun is a Devil

Itza-chu reaches the house across the road from the church. He pauses, seeing lights on there. Hmmm...perhaps someone was hiding there. Someone he could kill for a quick bit of fun. Someone that he could torture, to demoralize the town even more...

((OOC: Itza-chu attempts to run stealthily. He gets a 5 on his running die.

Itza-Chu rolled 4,5 using d8-2,d6-2, rerolling max with rolls of 6,(6+1)7. Stealth.

Vampire Girls, roll Notice to try and find him. You have to beat 5

Card for next round: AH))

Turn Order:
Itza-Chu: AH (waiting on the results of Vampire Gal's Notice)
The Harbinger: KC
Dust Adders (Spotswood): QH
Adrian Vega: JS
Vampire Dancehall Girls: JH
Gus Shaw: 10C
Dust Adders (Vega): 9S
John Smith: 6H
Comanche Group 1: 4C
Comanche Group 2: 2H

This message was last edited by the player at 04:02, Wed 12 Sept 2012.
Vampire Dance Hall Girl
player, 3 posts
Living Dead Girl
P5 T8 F0 Cha 0 Extra
Mon 10 Sep 2012
at 21:46
  • msg #51

Re: An Angel With a Gun is a Devil

[[they all rolled 4...do they have any chips?]]
The Stray
GM, 2050 posts
The Marshal
'round these parts
Mon 10 Sep 2012
at 21:47
  • msg #52

Re: An Angel With a Gun is a Devil

((OOC: The NPC groups each have 3 White chips))
Vampire Dance Hall Girl
player, 4 posts
Living Dead Girl
P5 T8 F0 Cha 0 Extra
Mon 10 Sep 2012
at 22:18
  • msg #53

Re: An Angel With a Gun is a Devil

[[Vampire Dance Hall Girl rolled (6+4)10,2,3. white chippit. What are the lights on the house?
init. 9H]]


Darla stops the others, pulling Bella off the waterbutt she was craning to check behind, smacking Carmilla on the bottom with the flat of her cleaver to stop looking under the porch and pointing up the street at the figure outlined in lamplight.
The Harbinger
NPC, 5 posts
He Comes
P10 T8 W0 F0 Cha 0
Tue 11 Sep 2012
at 07:49
  • msg #54

Re: An Angel With a Gun is a Devil

some mood music

As John is showing the Comanche what a master of kung fu can do, The Harbinger watches him. He raises one of his sctyhe-tipped pistols, taking careful aim. The hammer clicks back.

{{BOOM!}}

The bullet rips through John's side, tearing a line of pain across his chest...

((OOC: The harbinger has just watched John punch some of the immortal Comanche silly, and has decided to make an example of the Martial Artist. He has a Shooting of d12+2 and the Marksman edge (for another +2) and John is well within his short range and has no cover to speak of. He has the Two-Fisted Edge, so he could get off a second shot if he wanted to, but he's trying to demoralize the defenders with just how easy it is for him to take out the strongest of their group, so he on;y fires one shot.

00:41, Today: The Harbinger rolled 7,15 using d12+4,d10+4, rerolling max with rolls of 3,(10+1)11. Shooting! ...that may be the only shot he needs, too, since that's a hit and raise on John Smith.

00:42, Today: The Harbinger rolled 17 using 3d6+1, rerolling max with rolls of 2,(6+5)11,3. Damage. That's a Shaken and 2 Wounds for John, unless you decide to Soak.

Card for next round: 5D, AH, JS (Improved Level-headed).))


Up next: Dust Adders (Spotswood)
Dust Adders
player, 5 posts
Ornrey Cowhands
P5 T5 F0 Cha 0 Extra
Tue 11 Sep 2012
at 16:57
  • msg #55

Re: An Angel With a Gun is a Devil


Eddie rolled across the warehouse roof when he spotted a Comanche making a break between the buildings.  Of course, not easy to do on a roof and, distracted, he ended up jamming the lever on the rifle.  Now useless, he just threw it angrily and pointlessly off the roof.

Don spotted the Comanche too and shifted over to take a shot, but got distracted by something hitting the ground in the alley.  His rifle slug kicked up dirt near the raider, but that was about it.

Felix's luck proved to be no better as he swung his shotgun over towards the raiders trying to rush the barricade and pulled the trigger.  The lack of an earth shattering kaboom took the wind out of his sails for a moment and he drooped back down behind the barricade.

OOC - Eddie - Winchester jam.  Don - Miss.  Felix - Shotgun jam.

Next initiative - 6C

12:47, Today: Dust Adders drew the single card: 6C using the Deadlands system. Dust Adders Initiative.
12:46, Today: Dust Adders rolled 3 using 1d6+2, rerolling max with rolls of 1. DA3 Shotgun.
12:46, Today: Dust Adders rolled 2 using 1d6, rerolling max with rolls of 2. DA2 Winchester.
12:45, Today: Dust Adders rolled 1 using 1d6, rerolling max with rolls of 1. DA1 Winchester.

The Stray
GM, 2053 posts
The Marshal
'round these parts
Wed 12 Sep 2012
at 02:30
  • msg #56

Re: An Angel With a Gun is a Devil

((OOC. Wow. A ton of weapon jams...that sucks.))
Up next: Adrian Vega!
Gus Shaw
player, 73 posts
Roughneck Gun-for-Hire
P6 T8 W0 F0 B2
Wed 12 Sep 2012
at 04:00
  • msg #57

Re: An Angel With a Gun is a Devil

OOC: Gus Shaw drew the single card: 10C using the Deadlands system.
This message was last edited by the player at 04:00, Wed 12 Sept 2012.
Adrian Vega
player, 446 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W0R2B1
Wed 12 Sep 2012
at 04:03
  • msg #58

Re: An Angel With a Gun is a Devil

Adrian grasped the weapon Evans had handed him almost reverently, though he wasted no time in pulling it up and firing. He felt almost a strange kinship with it as it touched his hand, and he aimed it at the Marshal's attacker, and it fired! "Take that, Harbinger!"



OOC:
As I've done it the last two times, except with Evans' Gun. Three bolts, the wild die being the fourth die and applying to the third. Leaves the gun with 9/12 PP

21:58, Today: Adrian Vega rolled 3,3,5,11 using d6,d6,d6,d6, rerolling max with rolls of 3,3,5,(6+5)11. Evans Gun Bolt.

So it looks like that's two hits with 5 and 11.

22:08, Today: Adrian Vega rolled 3 using 2d6, rerolling max with rolls of 2,1. Damage, one more time.
22:02, Today: Adrian Vega rolled 4 using 2d6, rerolling max with rolls of 2,2. bolt base damage.
21:58, Today: Adrian Vega rolled 3,3,5,11 using d6,d6,d6,d6, rerolling max with rolls of 3,3,5,(6+5)11. Evans Gun Bolt.

One hit for 4 damage, one hit for 3. Let the tickling commence!

This message was last edited by the player at 04:09, Wed 12 Sept 2012.
The Stray
GM, 2055 posts
The Marshal
'round these parts
Wed 12 Sep 2012
at 04:06
  • msg #59

Re: An Angel With a Gun is a Devil

((OOC: Actually, the gun hits twice. The Wild Die can apply to ANY of the die you roll on a multifire attack. That means the 5 you rolled also counts, though it's a normal hit and not a raise.))
This message was last edited by the GM at 04:12, Wed 12 Sept 2012.
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