Re: Chapter 17.3 Two Fools For Sister Sarah
Thunder rolls, shaking dust from the ceiling.
Sarah's prompt action throws the vampire off, but only long enough for him to stumble and come back at her, growling low in his throat. Hank, however, steps back for balance, trips and falls over something in the gloom, going down with a crashing clatter and a final *rowrowrowr* of some small washer spinning to a stop. A sudden commotion of cawwing starts up outside.
[[Sarah's thunderclap manages to Shake both her allies. Milburn is also Shaken, but he has the end of his trigger action and the undead +2 to unshake anyway...as a vampire-hunting tip, thrusting a cross in their face (forcing an opposed Spirit roll) or adding Smite to things generally works better than Shaking everyone then mopping up by force.
...if you want to get your calmer, if somewhat ornery, buddy back, your best bet is probably grappling and Persuadin' him out of it, though Marina's near enough to fight your influence, so it'd be at -2.
Anyway, rolls:
Alistair Milburn rolled 3,0 using d8-1,d6-1, rerolling max with rolls of 4,1. avoiding Stun. Fail. Should be 1,-2 there, but no matter...
Hank Miller rolled 0,1 using d6-2,d6-2, rerolling max with rolls of 2,3. avoiding Stun. Fail.
John Wesley Hardin, rolled 2,1 using d8-2,d6-2, rerolling max with rolls of 4,3. avoiding Stun. Fail.
Alistair Milburn rolled 2,4 using d8+1,d6+1, rerolling max with rolls of 1,3. unshake? (end of trigger action) Unshaken, no raise.
Hank's turn: Hank Miller rolled 2,2 using d6,d6, rerolling max with rolls of 2,2. unshake? Fail. He was super-Shaken!]]
Clemmons finds his balance quickest, drawing a pistol in the same action and squeezing off a shot that takes the vampire right between the eyes as he lunges for Sarah again. The man goes down...then twitches, jerks and is up again, unnaturally fast.
[[John Wesley Hardin rolled 2,4 using d8,d6, rerolling max with rolls of 2,4. unshake Wes? Unshaken, no raise.
Since he has Marksman to cancel out his unshaking MAP, however, all he really has to worry about is the dark...not being so quick on the uptake and never having fought vampires before, he tries shooting 'em.
John Wesley Hardin rolled -1,15 using d10-2,d6-2, rerolling max with rolls of 1,(6+6+5)17. shootin'. Hit, raise.
John Wesley Hardin rolled 17 using 3d6+1, rerolling max with rolls of 3,4,(6+3)9. damage can has? Wound-level damage; the vampire is Shaken.
Al's turn:
Alistair Milburn, rolled 12,3 using d8+1,d6+1, rerolling max with rolls of (8+3)11,2. unshake? He unshakes with a raise! or so.
Alistair Milburn, rolled 2,2 using d6+1,d6+1, rerolling max with rolls of 1,1. *NOM*. He utterly fails to bite Sarah. Derpy vampire.]]
Sarah's sturdy arm wards off an attempt to bite as the inner door bangs open, this time revealing a sickly-pale young man with his spectacles askew and a rifle raised high. He stares at the fight, trying to work out whom, if anyone, he should shoot. "Where did she go?!" he demands generally, ignoring the people running up behind him.
[[Percy/the Dust Adders generally go on Hold, not knowing what the Hell is going on.]]