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06:36, 26th April 2024 (GMT+0)

Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Posted by The StrayFor group 0
Art C. Wiley
Finally Listening, 297 posts
Speckled brother
P6 T5 W0 F0 Cha0 W2R2B4L1
Sat 14 Mar 2015
at 19:53
  • msg #72

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

OOC:

Art spends a white chip and gets a complication. One of the Cheyenne falls behind.


12:52, Today: Kira drew the single card: 7D using a deck of 54 cards. Chase card.
12:52, Today: Finn mac Cu Mara drew the single card: 5D using a deck of 54 cards. Cheyenne chase card.
12:51, Today: Art C. Wiley drew the single card: 4C using a deck of 54 cards. Chase card.
12:51, Today: Art C. Wiley rolled 2,4 using d8,d6, rerolling max with rolls of 2,4. Agility white chip.
12:50, Today: Finn mac Cu Mara rolled 2,17,2,3 using d8,d6,d8,d6, rerolling max with rolls of 2,(6+6+5)17,2,3. Cheyenne agility.
12:50, Today: Kira rolled 7 using 1d8, rerolling max with rolls of 7. Agility.

The Stray
GM, 1539 posts
The Marshal
'round these parts
Sat 14 Mar 2015
at 20:32
  • msg #73

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Art C. Wiley (msg # 72):

((OOC: The Cheyenne gets 4 cards, since they got a success and 3 raises on the roll. Draw 3 more cards for that one (it's Kills Iron Horse). This will impact who goes when.))
Kills Iron Horse
NPC, 1 post
Cheyenne Dog Soldier
P8 T6 F0 Cha -- Hench
Sat 14 Mar 2015
at 20:37
  • msg #74

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

OOC: Smattering of Spades

13:36, Today: Kills Iron Horse drew the 3 cards: 10S, 5S, JS using a deck of 54 cards. Most Agile Cheyenne EVAR.

Pole Men
NPC, 4 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Sat 14 Mar 2015
at 21:03
  • msg #75

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

The chase is on. Kills Iron Horse speeds ahead, her bow at the ready. The Pole Man in the lead pulls ahead, out of range, but she has her pick of the slower ones.

Kira runs, her legs pumping as she moves among the trees and bushes at the side of the road.

Art, meanwhile, inadvertently steps into the path of one of the poles and needs to move quickly to avoid it...

((OOC: Alright. So here's what happens in Game terms. The peeps under your control get an action, just like normal initiative, but you can only affect those with a lower initiative than yourself. KIH can thus affect all the Pole Men except the fastest one, Kira can affect Pole Man 2, and Art can't do anything except try to gain a better position.

You can attempt a maneuver to increase your speed with an Agility check (-2), gaining a +2 bonus to your next roll, or +4 if you get a raise.

You can attempt to attack one of the Pole Men, assuming you have a Ranged weapon in hand (both WTNA and KIH have bows drawn). You can make Melee attacks only if you get a King or better, otherwise you have a range-based penalty.

You can attempt to distract or even ram one of the Pole Men, or otherwise set up some sort of obstacle to slow them down. You'll roll an Opposed Agility check (modified by range) to inflict a -2 penalty on their next check, and if you score a Raise you force them into an obstacle. Anyone can do this, it's just a matter of describing the Trappings.

Art, since you have a club, you get to deal with a Complication this round. You need to make an Agility roll (-2) to avoid it, or else you take a level of Fatigue.

Remember, dealing Fatigue to these things will eventually put them into Incapacitation, just like wounds, and it affects their rolls.

Tricks and Tests of Will are also useful, and a successful one might make one of the Pole Men Shaken, which will make it take a -2 penalty to the speed roll.

The speedy one at the top of the round uses its action to try and speed up. 13:58, Today: Pole Men rolled 1,1 using d10-2,d6-2, rerolling max with rolls of 3,3. Agility. Nope.))

Turn Order
Pole Man 4: QS, Medium Range (-2)
Kills Iron Horse: JS, Medium Range (-2)
Pole Man 3: 10C Long Range (-4)
Pole Man 1: 9C, -1 fatigue, Long Range (-4)
Kira: 7D, Long Range (-4)
Pole Man 2: 4H, Long Range (-4)
Art: 4C, Complication (Major Obstacle), Long Range (-4)
Walks The Night Alone: no card, all he can do is try to keep pace

Kills Iron Horse
NPC, 2 posts
Cheyenne Dog Soldier
P8 T6 F0 Cha -- Hench
Sun 15 Mar 2015
at 07:19
  • msg #76

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Kills Iron Horse smoothly nocks an arrow and sends it flying toward Pole Man 3. With skill like hers, she could shoot a flea off a dog's back.

That wasn't exactly the situation here, but the ability seemed to translate fairly well.

OOC:

11 to hit (looks like that should be a raise)
22 damage (includes 5 extra damage for the raise)

00:15, Today: Kills Iron Horse rolled 22 using 3d6, rerolling max with rolls of (6+4)10,(6+1)7,5. Damage.
00:13, Today: Kills Iron Horse rolled 6,11 using d8,d6, rerolling max with rolls of 6,(6+5)11. Shooting.

Pole Men
NPC, 5 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Sun 15 Mar 2015
at 08:02
  • msg #77

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

The wiggly deader shudders as the arrow strikes home. It keeps going, it's long limbs stretching back to try and trip up the Puma that Art has become.

The fresh Pole Man scoops up a rock and hurls it at Kira, who is able to dodge nimbly out of the way.

((OOC: Even with the -2 Medium Range penalty, that is, indeed, a raise. That will be 3 wounds to the critter unless it soaks.

00:49, Today: Pole Men rolled 9,5 using d6,d6, rerolling max with rolls of (6+3)9,5. Soak! It soaks 2 wounds, but takes the third and is Shaken.

The two Pole Men that go before Kira attempt to slow both Art and Kira down.

Pole Man 3 spends a chip to Unshake. It is going after Puma!Art. It has 1 wound, but as an undead critter it doesn't suffer wound penalties. It has a Range penalty of -4, though.

00:53, Today: Pole Men rolled 4,3 using d10-4,d6-4, rerolling max with rolls of 8,(6+1)7. Agility.

Art, roll Agility against 4. If you fail, you'll take -2 to your next turn's roll.

Pole Man 1 has a level of Fatigue and a Long Range penalty (-4). It attempts to slow Kira down.

00:57, Today: Pole Men rolled 0,-4 using d10-5,d6-5, rerolling max with rolls of 5,1. Agility. About as good as can be expected, really. Kira doesn't have to roll anything.))

Kira is next. Kira can affect Pole Man 2, either by trying to force it into an obstacle, using a Trick, or using a Test of Will. Or Kira can just attempt to move faster.
Moses
player, 459 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W3R1B2L1
Mon 16 Mar 2015
at 13:04
  • msg #78

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

X-Squad:
In reply to Moses (msg # 69):
((OOC: Make a Fear check (-3 fear level, +grit) for me, Moses, and then make one collectively for the soldiers (Spirit d6, Grit 1). This is against Fear/Nausea, not terror.))


13:48, Today: Moses rolled 5,7 using d8-1,d6-1, rerolling max with rolls of 6,(6+2)8. white chip.
13:48, Today: Moses rolled 1,1 using d8-1,d6-1, rerolling max with rolls of 2,2. Fear check.


13:49, Today: Moses rolled 9,1 using d6-2,d6-2, rerolling max with rolls of (6+5)11,3. Soldiers group roll vs. Fear.


Moses' face seems to grow even darker as he furrows his brow. He punches his right hand into the palm of his left.

"You have sowed the wind, threatening what little peace these men had - you shall reap the storm!" the negro bellows and the rain starts to coalesce into a spiraling column, wind speek picking up, right in the path of the flying figure in the air, sucking up leaves and rocks, growing slowly bigger and wider.

14:03, Today: Moses rolled 6,2 using d8,d6, rerolling max with rolls of 6,2. Faith for Windstorm.

Iniative, if needed...

14:04, Today: Moses drew the single card: KD using the Deadlands system. Initiative.


Kira
player, 11 posts
Faithful Wolfhound
P6 T6 F0 Xtra W5R3B1
Mon 16 Mar 2015
at 15:40
  • msg #79

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Kira attempted to cause Pole Man 2 to mis-step by faking a weave into its path, but her timing was a bit off.

OOC: No effect from Kira's attempt to slow PM2.

08:38, Today: Kira rolled 3 using 1d8, rerolling max with rolls of 3. Agility trick.

X-Squad
NPC, 3 posts
For Science!
P6 T8 (2) F0 Cha -2 Hench
Fri 20 Mar 2015
at 22:32
  • msg #80

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Moses (msg # 78):

"Whoops!" The girl with the jetpack maneuvers quickly, using the sudden windstorm for lift rather than crashing down. She seems a bit preoccupied with that at the moment.

A very, very large group of men wearing bandanas over their faces start coming out of the woods on both sides of the creek.

"Storm? Hell, bring it on!" One of the men shouts with a laugh. "We're the storm's bastard children, come to claim what we want! Ain't you ever heard of the Wild Bunch?"

Five...ten...a dozen...a score...nearly thirty men creep out of the bushes, step out of the trees, and a variety of firearms are pointed in the general direction of Moses, Little Crow, and the huddling soldiers.

"Now, Preacher, we ain't here to hurt no one." The apparent leader of the bunch says. "Not unless you force us. All we want is the money!"

((OOC: Sure. That counts as your action for this turn. Draw me a second card. The Soldiers count as your allies, so you can control them. There are a dozen of them, and they go on your initiative. Little Crow is under my control for this fight.

Candy McShane (the flying girl) makes a Vigor roll to avoid being Shaken. She also needs to make an Agility check or be blown off-course.

15:11, Today: X-Squad rolled 7,10 using d8,d6, rerolling max with rolls of 7,(6+4)10. Vigor. Success, and raise, not that it matters.

15:12, Today: X-Squad rolled 5,3 using d6,d6, rerolling max with rolls of 5,3. Agility. Success. Of course, the windstorm makes manuvering diffcult, so she has what amounts to Difficult Terrain slowing her down from Pace 20 to Pace 10))

Turn Order
Moses and Soldiers: KD
Little Crow: 8D
Candy McShane: 5C
The Wild Bunch: 2H


Soldier (9)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Vow (serve their country)
Edges: Soldier
Gear: Winchester ’73 (24/48/96; 2d8; RoF 1; Shots 15; AP 2), bayonet (Str+d4; when fitted to rifle, Str+d6, Reach 1, Parry +1, requires two hands).

Mercenary (3)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d8
Charisma: 0; Pace: 6; Parry: 5 (6 with Bayonet); Toughness: 5 (6 with Hold The Line!)
Hindrances: Intolerance (Indians, Minor), Greedy (Minor)
Edges: Quick Draw, Soldier (Private)
Gear: Winchester ’73 (24/48/96; 2d8; RoF 1; Shots 15; AP 2), bayonet (Str+d4; when fitted to rifle, Str+d6, Reach 1, Parry +1, requires two hands), Colt Army (12/24/48, 2d6+1, RoF 1, shots 6, AP 1, Single Action)

This message was last edited by the player at 15:09, Sun 22 Mar 2015.
Pole Men
NPC, 6 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Fri 20 Mar 2015
at 22:43
  • msg #81

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Kira (msg # 79):

The Pole Man adroitly steps out of the hound's path, then picks a large rock out of the creek as it passes and lobs it at Art's face.

From ahead, there comes the sounds of explosions and gunfire...what on Earth is going on?

((OOC: Well, it's an Opposed roll, so not all is lost. It's unlikely to work, but the Pole Man could always get a Crit Fail.

15:38, Today: Pole Men rolled 9,4 using d10,d6, rerolling max with rolls of 9,4. Agility. Sadly, that is not a crit-fail. Ah, well.

Pole Man 2 attempts to trip Art up. It makes an Agility roll (-4) for this. Art, you'll roll agility against it to see if you escape.


15:40, Today: Pole Men rolled 4,-1 using d10-4,d6-4, rerolling max with rolls of 8,3. Agility.

Art, roll Agility. If you beat the Pole Man, you avoid the obstacle. Then it's your turn, though about the only thing you could do is try to run faster. Once you've completed your action, roll Agility for yourself and all your allied NPCs, and then draw the number of cards indicated, and I'll work up the next round's turn order.))

Art C. Wiley
Finally Listening, 298 posts
Speckled brother
P6 T5 W0 F0 Cha0 W2R2B4L1
Sat 21 Mar 2015
at 22:01
  • msg #82

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Art as Puma was as agile as any great cat, and made avoiding anything that got in his way seem like child's play. Panthart nimbly side-stepped a rock that was thrown his way, ducked under one of the pole-limbs that was stretched out to halt his progress, leaped over a log that was suddenly in his path, and then put his head down and added even more speed to his already significant speed.

OOC: I believe Art had four rolls to make. All appear to be successes. Let me know if I missed anything. I will add the rolls for next round in a separate post.


14:54, Today: Art C. Wiley rolled -1,5 using d8-2,d6-2, rerolling max with rolls of 1,(6+1)7. Speed Up!
14:53, Today: Art C. Wiley rolled 4,-1 using d8-2,d6-2, rerolling max with rolls of 6,1. Agility to avoid complication.
14:52, Today: Art C. Wiley rolled 1,5 using d8,d6, rerolling max with rolls of 1,5. Agility against Pole Man 3.
14:50, Today: Art C. Wiley rolled 2,5 using d8,d6, rerolling max with rolls of 2,5. Agility to avoid obstacle.

Kira
player, 12 posts
Faithful Wolfhound
P6 T6 F0 Xtra W5R3B1
Sat 21 Mar 2015
at 22:08
  • msg #83

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

OOC: That could have gone better -

Kills Iron Horse is at JC
Art at 5S
Walks is 4C
Kira failed agility


15:06, Today: Walks The Night Alone drew the single card: 4C using a deck of 54 cards. Cards for next round.
15:06, Today: Kills Iron Horse drew the single card: JC using a deck of 54 cards. Cards for next round.
15:05, Today: Art C. Wiley drew the 2 cards: 5S, 4S using a deck of 54 cards. Cards for next round.
15:05, Today: Walks The Night Alone rolled 4,3 using d8,d6, rerolling max with rolls of 4,3. Agility for next round.
15:05, Today: Kills Iron Horse rolled 7,1 using d8,d6, rerolling max with rolls of 7,1. Agility for next round.
15:04, Today: Art C. Wiley rolled 8,9 using d8+2,d6+2, rerolling max with rolls of 6,(6+1)7. White Chip.
15:04, Today: Art C. Wiley rolled 3,3 using d8+2,d6+2, rerolling max with rolls of 1,1. Agility for next round.
15:04, Today: Kira rolled 3 using 1d8, rerolling max with rolls of 3. Agility for next round.

Pole Men
NPC, 7 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Sun 22 Mar 2015
at 01:59
  • msg #84

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

The Pole Men continue to run toward the sound of explosions and gunfire, but the fresh one, the dead soldier, gets a malicious gleam in it's eye. Suddenly, it springs at Kills Iron Horse!

Those long, rubbery limbs stretch around the Cheyenne, attempting to bear her to the ground.

((OOC: Pole Man 4: No damage, no fatigue
18:38, Today: Pole Men rolled 8,2 using d10,d6, rerolling max with rolls of 8,2. Agility.

Cards: 7S, 8S

Pole Man 3: 1 wound, no wound penalties.
18:39, Today: Pole Men rolled 8,1 using d10,d6, rerolling max with rolls of 8,1. Agility.

Cards: 8S, 3D

Pole Man 2: no wounds, no fatigue
18:43, Today: Pole Men rolled 4,1 using d10,d6, rerolling max with rolls of 4,1. Agility.

Card: 10H

Pole Man 2: -1 Fatigue
18:44, Today: Pole Men rolled 6,1 using d10-1,d6-1, rerolling max with rolls of 7,2. Agility.

Card: KS

One Pole Man goes before Kills, and it's the fresh one (PM4). The other three go after KIH but before the rest of you.

Because Pole Man 4 has a king, it can make a melee attack. It will attempt a Grapple against Kills Iron Horse. It has a -1 Fatigue penalty.

18:55, Today: Pole Men rolled 10,4 using d12-1,d6-1, rerolling max with rolls of 11,5. Grapple!

Kills Iron Horse, roll Fighting to avoid being grappled by the thing, which will probably change this from a Race into a full-on Combat.))

Turn Order
Pole Man 1: KS (Short range (-0), Melee attack possible!)
Kills Iron Horse: JC (Medium Range (-2), Roll Agility to avoid obstacle)
Pole Man 2: 10H (Long Range (-4))
Pole Man 3: 8S (Long Range (-4))
Pole Man 4: 8S (Long Range (-4))
Art: 5S (Long Range (-4))
Walks The Night:4C (Long Range (-4), Roll Agility (-2)
Kira: No Card

This message was last edited by the player at 22:35, Sun 29 Mar 2015.
Moses
player, 460 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W3R1B2L1
Sun 22 Mar 2015
at 11:35
  • msg #85

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

12:31, Today: Moses drew the single card: 9S using the Deadlands system. Initiative.

The soldiers shout in alarm and start spreading out, lying down on the floor, readying their weapons and taking aim.



Lying down should give them at least light cover, right? Also, they're taking the aim manuever.
I'm happy to control them - but who's the guy in charge of the group, after the sergant went up in black smoke?

Wild Bunch Outlaws
NPC, 1 post
Oklahombres
P5 T5 F0 Cha -2 Extra
Sun 22 Mar 2015
at 15:50
  • msg #86

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Moses (msg # 85):

"What money?" shouts one of the soldiers as he digs in and takes aim.

Little Crow takes the opportunity to hide, and begins crawling toward the tree line. Whether it's to escape or to murder, it spells trouble.

The flying harpy jukes out of the wind and fires off a couple more sticks of dynamite, which explode worryingly close to the invisible barrier. Several of the soldiers shout in alarm. "AHAHAHAHAHAHAHAHA!" She cackles.

The apparent leader laughs and hefts a gatling rifle. "See that? Candy don't like it when y'all lie! We know you've been shaking down miners for greenbacks and Ghost Rock. 'Protection tax,' you call it. Well, if you wanna protect your own asses, cough it up!"

((OOC: Moses' barrier works both ways, mind. With it up, no one can hurt them, but they can't shoot through it, either. Laying down gives them Medium cover.

Currently, no one is in charge. Sgt. Butler was the highest-ranking noncom here--all the rest of the men were privates. Some of them are mercenaries, rather than career soldiers--these might be ones who either panic or try to seize control. The three mercenaries among the men have the Greedy (minor) and Intolerance (Indians, minor) Hindrances rather than the Vow. I've updated the stats I gave you to reflect these troops.

Private Brown and Private Hart might also take command, given that they have seen that God is on their side and will protect them from evil (these are the two soldiers in your Flock).

The three mercenaries are Private Russell Chapman, Private Owen MacAvoy, and Private Alfred Lindberg.

Feel free to name the others.

Little Crow is currently unarmed, so he attempts to sneak away from the action. He crawls (+2) and has the benefit of heavy rain (+2). This would normally be a penalty, but the Wild Bunch currently count as Inactive Guards, since they're paying more attention to the soldiers and Moses.

08:25, Today: Little Crow rolled 8,9 using d6+4,d6+4, rerolling max with rolls of 4,5. Stealth.

Because he's crawling, he moves half his pace (which is 8 because of his Fleet-Footed edge). This means he gets 4 squares. He needs two more rounds of movement to get to the tree line where the bandits are.

Card: 10C

Candy McShane, the flying girl with the dynamite launcher, uses her movement to get out of the windstorm and makes another shot, this one meant mostly to intimidate folk. This is an Intimidation ToW against the Soldiers. She gets a +2 bonus because, hey, dynamite.

08:30, Today: X-Squad rolled 15,7 using d8+2,d6+2, rerolling max with rolls of (8+5)13,5. Intimidation ToW.

Yikes. Moses, have your soldiers make a Spirit roll vs. 15. You can make it a collective roll, or have them roll individually if you wish.

Card: 2S

Arkansas Tom (the nominal leader of this group) readies his Gatling Rifle. The rest of the group takes Aim and gets behind Cover. Arkansas Tom plays good cop to Candy's psycho cop to get the soldiers to cooperate.

Card: KC))

Turn Order
The Wild Bunch: KC
Little Crow: 10C
Moses, Soldiers, and Mercenaries: 9S
Candy McShane: 2S
Conditions: Heavy Rain (-2 to Shooting and Notice)
Need to resolve the Intimidation ToW before I can proceed. Also, would you prefer splitting your initative for each group (Moses, Soldiers, Mercenaries) so that you have more chances to react to things?

Moses
player, 461 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W3R1B2L1
Sun 22 Mar 2015
at 20:33
  • msg #87

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Yes, I'll roll for Moses, soldiers, mercenaries extra starting the round after this.
Now, spirit rolls!
Soldiers:

21:24, Today: Moses rolled 41 using 9d6, rerolling max with rolls of 1,3,1,(6+6+4)16,(6+3)9,2,5,3,1. Spirit.


21:25, Today: Moses rolled 9 using 3d8, rerolling max with rolls of 3,3,3. Spirit, Mercs.



The dynamite throws up bouts of dirt and rocks - and most don't seem to notice that the debris bounces off mid-air.
The men panic and scramble backwards.

Just one man remains. Private Brown. He half-raises, and yells, at the top of his lung:
"GET DOWN, IDIOTS, YOU GOT NO COVER ANYWHERE! SPREAD OUT, TAKE AIM!"
Kills Iron Horse
NPC, 3 posts
Cheyenne Dog Soldier
P8 T6 F0 Cha -- Hench
Mon 23 Mar 2015
at 04:10
  • msg #88

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

OOC: Does KIH have any access to chips? She rolled a 9.

21:09, Today: Kills Iron Horse rolled 9,1 using d10,d6, rerolling max with rolls of 9,1. Fighting.

The Stray
GM, 1558 posts
The Marshal
'round these parts
Mon 23 Mar 2015
at 23:31
  • msg #89

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Kills Iron Horse (msg # 88):

((OOC: Yes. She has one white chip. It's up to you if you want to try for a re-reroll or save it for Soak rolls.))
Kills Iron Horse
NPC, 4 posts
Cheyenne Dog Soldier
P8 T6 F0 Cha -- Hench
Tue 24 Mar 2015
at 00:45
  • msg #90

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

OOC: Save for soak
The Stray
GM, 1563 posts
The Marshal
'round these parts
Sun 29 Mar 2015
at 22:46
  • msg #91

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Kills Iron Horse (msg # 90):

((OOC: In that case, KIH is grappled by the Pole Man, and she's also Shaken. I'm going to drop these two out of Chase rounds and into normal Combat. The other Pole Men are still running away.

Do you want to keep chasing them and let KIH fight the Pole Man on her own? Do you want to stop and help her (letting the rest of the Pole Men get further away)? Do you want to try splitting your forces up, with some still chasing and some in Combat?))

Wild Bunch Outlaws
NPC, 2 posts
Oklahombres
P5 T5 F0 Cha -2 Extra
Mon 30 Mar 2015
at 00:11
  • msg #92

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to Moses (msg # 87):

"I wouldn't do that!" The bandit growls as he takes cover behind a tree trunk. "You're like to get folk killed, shoutin' like that! Take out the hero, boys!" He hefts his Gatling rifle and lets loose a barrage, which is swiftly followed by a hail of rifle fire from the trees.

The rain clears the smoke relatively quickly, so it's only a handful of moments as the bandits begin gasping and swearing in disbelief--despite the hail of lead, not a single bullet has touched any of the soldiers!

((OOC: All the soldiers except Private Brown are Shaken. They lose their Aim bonus and will need to Aim again to get it back. The soldiers all have Medium cover, except those who can use the lean-tos as Heavy Cover. And the Barrier is still in place. Private Brown has Heavy Cover from the lean-to

Arkansas Tom orders his band to open up on Private Brown, and I roll 27 attacks for the bandits and one for Tom (a Wild Card) himself. However, these attacks are going to be held back by the barrier, which has a Toughness of 10. The damage rolls have to beat 10 to break the barrier, and attack rolls don't get extra raise damage, nor do the damage dice Ace.

Modifiers: -2 (storm), +2 (aiming), -4 (heavy cover) = -4 total

16:44, Today: Wild Bunch Outlaws rolled -2,-3,-3,0,-2 using d6-4,d6-4,d6-4,d6-4,d6-4, rerolling max with rolls of 2,1,1,4,2. Shooting! at cover.

16:45, Today: Wild Bunch Outlaws rolled -2,-1,-1,0,5 using d6-4,d6-4,d6-4,d6-4,d6-4, rerolling max with rolls of 2,3,3,4,(6+3)9. Shooting! at cover.

16:45, Today: Wild Bunch Outlaws rolled -1,0,0,11,1 using d6-4,d6-4,d6-4,d6-4,d6-4, rerolling max with rolls of 3,4,4,(6+6+3)15,5. Shooting! at cover.

16:46, Today: Wild Bunch Outlaws rolled 5,0,-3,0,-3 using d6-4,d6-4,d6-4,d6-4,d6-4, rerolling max with rolls of (6+3)9,4,1,4,1. Shooting! at cover.

16:46, Today: Wild Bunch Outlaws rolled -3,-3,-2,0,-2 using d6-4,d6-4,d6-4,d6-4,d6-4, rerolling max with rolls of 1,1,2,4,2. Shooting! at cover.

16:47, Today: Wild Bunch Outlaws rolled 4,4 using d6-4,d6-4, rerolling max with rolls of (6+2)8,(6+2)8. Shooting! at cover.

5 attacks hit the barrier anywhere that would be dangerous to Private Brown. I check to see if any portions of the barrier that got hit go down.

16:53, Today: Wild Bunch Outlaws rolled 9,6,9,6,11 using 2d8,2d8,2d8,2d8,2d8. Damage.

Only one of the attacks hits with enough force to break through the Barrier, but's that's enough to cause the spell to collapse. It's all up to the Soldiers and Moses now.

Arkansas Tom moves to cover and then makes his attack. He the same penalty as the others, plus an additional -2 from his Gatling rifle (he doesn't have the Rock and Roll! edge, and since he moved he doesn't benefit from Marksman).

16:56, Today: The Stray, for the NPC Arkansas Tom, rolled 0,-3,-1 using d8-6,d8-6,d8-6, rerolling max with rolls of 6,3,5. Rock and Roll! Miss. No malfunctions, though.

Wild Bunch card: 3H

Little Crow continues to crawl. He gets 4 more squares up, and needs to make another Stealth roll. He needs 1 more round of movement to get to his target.

17:06, Today: Little Crow rolled 3,3 using d6,d6, rerolling max with rolls of 3,3. Stealth.

His target is one of the bandits, who isn't a Wild Card. The bandit has a -2 penalty on Notice rolls from the rain.

17:07, Today: Wild Bunch Outlaws rolled 0 using 1d6-2, rerolling max with rolls of 2. Notice. Nope.

Card: 10S))

Moses, it's your go. Note that the rain imposes a -2 penalty on Notice and Shooting checks, and that the barrier is now down.
Art C. Wiley
Finally Listening, 299 posts
Speckled brother
P6 T5 W0 F0 Cha0 W2R2B4L1
Mon 30 Mar 2015
at 04:50
  • msg #93

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

In reply to The Stray (msg # 91):

All will aid KIH.
Pole Men
NPC, 8 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Tue 31 Mar 2015
at 01:44
  • msg #94

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

The long-legged dead thing catches Kills Iron Horse in a deadly embrace. Silently laughing, it begins pulling the Cheyenne warrior towards one of the empty poles on the roadside...

((OOC: The Pole Man's actual turn was covered by its attack, so it's Kills Iron Horse's action. She is currently grappled and (assuming she gets unshaken on her turn) needs to succeed in an opposed Agility or Strength roll to get free.

Pole Man card: KC))

Turn Order
Pole Man 1: KS
Kills Iron Horse: JC
Art: 5S
Walks The Night:4C
Kira: No Card

Kills Iron Horse
NPC, 5 posts
Cheyenne Dog Soldier
P8 T6 F0 Cha -- Hench
Tue 31 Mar 2015
at 03:28
  • msg #95

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

Kills Iron Horse looked wide-eyed at where the Pole Man was bringing her, and then tried to break free. Her strength was somewhat legendary among the Cheyenne, but it was failing her when she needed it most.

Had to spend her White Chip to unshake.
20:26, Today: Kills Iron Horse rolled 3,4 using d10,d6, rerolling max with rolls of 3,4. Opposed Strength.

Pole Men
NPC, 9 posts
Wiggly Witchety Deadders
P8 T7 W0 F0 Cha --
Tue 31 Mar 2015
at 03:33
  • msg #96

Re: Chapter 5.2: An Occurrence At Deadwood Gulch ((Moses, Art))

The pole man's slippery, rubbery skin is hard for the Cheyenne to get a grasp on, and it moves unnaturally quickly. It's not strength that will help here. The Pole Man continues dragging her toward the pole.

((OOC: 20:30, Today: Pole Men rolled 12,3 using d10,d6, rerolling max with rolls of (10+2)12,3. Agility. Yeah, she's still caught.

Art and Walks The Night need to Run to get near enough to attack the Pole Man. Kira needs to Run just to get into the area.

Also, Card for next turn?))

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