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23:57, 2nd May 2024 (GMT+0)

Episode Two - Part 2 - The Hard Row.

Posted by ProspectorFor group 0
Prospector
GM, 289 posts
All that Glitters
Wh:4 R:1 B:1
Tue 11 Jun 2019
at 09:17
  • msg #1

Episode Two - Part 2 - The Hard Row

The Black Dog roared down the cracked old highway.  The sun was already setting when they had taken the Weirdo scouts.  With the interrogation and all that came after, night had truly fallen now.  The Dog's brilliant array of lights lit up the blacktop and the forest to either side.  Occasional breaks in the scrubby tree line show momentary glimpses of the shadowy ruins of old homes and rural businesses or overgrown, forgotten fields.

It was at one such break next to a field striving hard to return to wild forest that McKellar indicated they should stop.  Once stopped, a couple of the riflemen jumped off the trailer and moved off to shift away bundles of camouflaging wild grasses and fallen branches between the old field and the trees.  They were quickly able to reveal a hidden dirt road that ran off into the seeming wilds.  It wouldn't be impossible for determined folk to find it, but was hidden enough that any passersby without some knowledge would likely pass it by.  As the Dog passed through, the riflemen hopped back aboard.

It was slow going down the hidden farm track.  It may not have been originally designed for something quite like the Dog, but McKellar assured Harry that they could make it.  There were a few more stops to clear another hidden passage or go around some hidden obstruction.  Thus far the old overgrown fields and wild forest didn't seem to indicate that there was anything like a farm back here.

Again, without any obvious sign for the non-locals, McKellar decided this patch of scrubby woods (which looked no different from the rest) would be the drop-off point. He gave Harry clear instructions for the rest of the road and what to avoid in the short distance to the Harrison farmstead.  As he stepped down, he added, "My people are expecting you.  Don't let them down.  We'll be there when it will count."  With that, he went to join the rifles.  As it had been pre-determined who should stay and go, Prudence and Martin joined in with the Lockesburg brigade.  Which left the .50 unmanned.  Crowboy understood that he was supposed to as well, but he was the last to jump down.  He cast a look back up at Kelly; half hoping she'd rethink it and let him come along.

Alright!  The NPCs are offloaded!

Kelly and Dean have Geiger Vision Goggles (-1 to everything, but no worries for any other lighting or cover penalties)

Kelly, Delilah, Fletcher, and Harry have Environmental Protection....err....  Invisibility packs.

Dean is naturally invisible to the Goggled

Everyone have their gear and gun choices set?  Anyone want to man the .50?  Any other last minute preps or anything?  Last words ICly...etc...  I mean....words.  Just words...surely....

This message was last updated by the GM at 09:18, Tue 11 June 2019.
Rusty Harry
player, 191 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Tue 11 Jun 2019
at 21:49
  • msg #2

Episode Two - Part 2 - The Hard Row

Harry looked around. He'd been down a lot of back roads during his biking days, but those were always meant to be shortcuts, not destinations. This place was empty.

He waited for McKellar to get out of earshot before speaking up.

"So, something bothering me." He said. "This farm we're supposed to be protecting...it's damn hard to get to, and it seems to me that it's out of the way enough that you wouldn't find it unless you were specifically looking for it. Security aside, that strikes me as kinda backward. If you're hauling goods to a market, ease of access is important. The Lockesburg folks gone to great trouble to make this as inconvenient a trip as possible, which is something you don't want to be doing when you have to haul large amounts of produce back and forth."
Kelly MacLeod
player, 186 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Tue 11 Jun 2019
at 22:01
  • msg #3

Episode Two - Part 2 - The Hard Row

To be clear, Kelly is carrying the goggles at the moment.  And let's do this, Kelly will stash the .22 pistol with Crowboy since it's better than nothing if we're going to leave him behind.

Kelly listened to Harry.

"Could be they didn't have a choice?  Maybe there's something from before the bombs there that's intact that ain't nowhere else around here?"  She guessed, not trying to invalidate Harry's point, just throwing out she'd seen other settlements that didn't make a damn bit of sense either, but some singular mitigating factor mandated their apparently stupid location.

She checked her levergun over to ensure it was ready to go.
This message was last edited by the player at 10:36, Wed 12 June 2019.
Rusty Harry
player, 192 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Wed 12 Jun 2019
at 01:17
  • msg #4

Episode Two - Part 2 - The Hard Row

Harry frowns. "That don't mean you don't widen the roads, nor keep it tucked out in the middle of nowhere." He muses. "McKellar said the weirdos tagged this farm, and are apparently sending a significant force after it, right? Farms need a lot of space." He looked around at the scrubby, almost reclaimed field. "Now, none of this looks cultivated. At all. It certainly don't look like any sort o' path that gets regular use from heavy loads like a truck or even a horse-pulled wagon, not with all the obstacles we've had to avoid and apparently still need to get around. Whatever McKellar's people are doing way out here, I don't think it's farming. Might have once been a farm, maybe, but too much ain't addin' up."
Dean Mitchel
player, 97 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Wed 12 Jun 2019
at 01:52
  • msg #5

Episode Two - Part 2 - The Hard Row

"Big area.  Eggs.  Basket.  One hit, loose 'em all," he said with a simple shrug of one shoulder.  It wasn't a tactic he agreed with here but he could see it.  He didn't stop from his own task though, turning back to it and keeping an eye out.  It was hard to scout with the Dog running but it was still his job.  Since he couldn't be out front a ways, he settled for scanning the surroundings as best he could.
Fletcher
player, 85 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 12 Jun 2019
at 08:11
  • msg #6

Episode Two - Part 2 - The Hard Row

Before McKellar left, Fletcher pulled out his masks and charged them all up.

He handed two to McKellar.  "Ya got 'bout 'n hours charge on 'em.  Give 'em ta whoever ya think'll make best use of 'em."  He instructed the Syker.


Listening to Harry's worries, Fletcher shrugged.  "Lockesburg ain't a breadbasket sort a place.  They do alright, but from what I heard the output ain't always bountiful.  S'part a the reason we put together the fARMORs.  Texarcana needs 'em ta be able ta produce above what they're doin' now.  They also don't have the manpower ta guard everythin' they claim.  'Nother reason the fARMORs were designed ta be versatile.  Put one a those on each plot they got staked out amongst the wilderness ta keep things hidden, 'n it makes it more likely if they do get found, they can defend it rather 'n cuttin' 'n runnin' back ta behind the walls however far those may be."  He speculated.

"I even heard some talk that once the fARMORs get up 'n runnin' here, they might try seein' if the folks'd be willin' ta take on some of the refugees 'round Texarcana as extra hands 'long with the next batch a vehicles.  With the influx a folks, food's 'bout the most important thing ta lay hands on, but even if ya got good land that ain't full a rads, keepin' it safe from everythin' 'n everyone lookin' ta take the product a the hard work of yer hands is harder 'n makin' things grow."


Fletcher rolled 7,4 using 1d8,1d6, rerolling max with rolls of 7,4

So 5 instances of environmental protection, one hour each, 10PP spent

This message was last edited by the player at 08:15, Wed 12 June 2019.
Prospector
GM, 292 posts
All that Glitters
Wh:4 R:1 B:1
Wed 12 Jun 2019
at 18:25
  • msg #7

Episode Two - Part 2 - The Hard Row

McKellar gave Fletcher a nod of understanding, accepting the masks without really questioning how or if they would work.  Fletcher's word and instruction seemed good enough for him.  He motioned for his force to head off and began leading the way into the scrubby forest.

Crowboy checked his new pistol again, gave one last look at the cab....then joined Pru and Martin to head out with the Lockesburgers.


The Dog rolled forward again.  Branches from the woods close to either side of the track scritched and caught momentarily on the big truck as it powered on through.  Some effort had at least been made to keep the big branches cut away from the so-called road.  Thankfully.  But it was still slow going and took a few more minutes to get to the edge of this stand of scrubby forest.

When the Dog breaks free of the treeline this time, the next field is quite different.  Cultivated plots can be seen off the track at the edges of the Dog's headlights.  Not nearly a farm on the scale of the World As Was, but a decent smallholding hacked and burned out of the piney woods.  Up ahead must be the "farmhouse" itself.  And it looked straight out of the ancient frontier days.  A log blockhouse; new built by the look of the logs.  At a guess, somewhere around fifteen wide by twenty foot long.  Two stories.  The lower story had a single wood door, shut, and possibly a window, currently shut and battened with boards.  The upper story had two such windows and they were currently open.  No light from within to reveal anything about who or what might be up there.  In the bright headlights, a sharp eye could note numerous holes around shoulder height on both floors.  Perfect size for sticking rifle barrels through.  A stand of sharpened stakes surrounded the place, strung low with a nest of concertina wire.
 There were a few other much smaller sheds and such outbuildings around the place.  The "road" continued on past the blockhouse and might just circle around it widely.  Hard to tell much outside of where the headlight beams illuminated.

For those of a military mind, it was obviously not a place that could stand up to heavy modern weaponry.  But it could likely be a safe place for hiding out against most creatures and small-arms fire.  The piney woods around it would make it hard to get to with equipment of any great size.

As for what folk might be living here, there's no obvious lights or movements or anything at the moment.  Which one might expect if the folk in question were warned of an impending attack....

Notice rolls!

Also, I know Kelly is carrying the goggles at the moment, but, Dean, are you wearing yours?

Also, who has the three Environmental Protection masks?

This message was last updated by the GM at 19:43, Wed 12 June 2019.
Fletcher
player, 87 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 12 Jun 2019
at 21:27
  • msg #8

Episode Two - Part 2 - The Hard Row

Fletcher moved back into the Dog's cab in preparation for getting rolling again.

Once they'd arrived he peered out at the fortified little building.

Fletcher rolled 3,4 using 1d8,1d6, rerolling max with rolls of 3,4.  Notice, wild
Kelly MacLeod
player, 188 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Wed 12 Jun 2019
at 21:59
  • msg #9

Episode Two - Part 2 - The Hard Row

Well who benefits the most from them?  *is tottally not looking at the technically dead posse member*

16:58, Today: Kelly MacLeod rolled 4,1 using d6,d6, rerolling max with rolls of 4,1.  Notice.

Rusty Harry
player, 193 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Thu 13 Jun 2019
at 00:24
  • msg #10

Episode Two - Part 2 - The Hard Row

Harry considered Fletcher's explanation. "I suppose that makes sense, if they don't have the manpower necessary to clear things all by hand. I just think we may not be gettin' the whole picture."

With such thoughts to comfort him, he kept his eyes wide, taking everything in as he pulled up a discreet distance from the farm house. He aimed for a place were they were nice and exposed. so that anyone inside wouldn't be tempted to think they were sneaking up on them.

((OOC: Yeah, Harry doesn't need much environmental protection, seeing as he's dead already and is made mostly of metal.

17:21, Today: Rusty Harry rolled 1,10 using d6,d6, rerolling max with rolls of 1,(6+4)10.  Notice.))

Dean Mitchel
player, 98 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Thu 13 Jun 2019
at 01:06
  • msg #11

Episode Two - Part 2 - The Hard Row

OOC:
Dean is wearing them on his head but not his face.  He pulls them down periodically to scan but otherwise uses his regular eyes until they get closer/start expecting trouble.

Notice
21:04, Today: Dean Mitchel rolled 2,2 using 1d6,1d6, rerolling max ((2,2)).

Delilah Wolf
player, 111 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B0
Thu 13 Jun 2019
at 19:24
  • msg #12

Episode Two - Part 2 - The Hard Row

"Best not to overthink until the mean men are dead, fellas," Del added, hanging on to the side of the Dog in her weird new outfit.
Prospector
GM, 293 posts
All that Glitters
Wh:4 R:1 B:1
Fri 14 Jun 2019
at 18:22
  • msg #13

Episode Two - Part 2 - The Hard Row



Save for the rumble of the Black Dog's engine, the farmyard is still and silent.  The only illumination comes from the Dog itself as Harry maneuvered it into a spot on the track to the left of the fortified "farmhouse".  Another minute or so after the Dog stops, there is finally movement. From one of the sheds steps a old man with crossbow.  A wooden, medieval style crossbow.  Other than the crossbow, his outfit is a patched old set of denim overalls, rough shirt, and a very old dirty cap.  He keeps the weapon leveled up at the cab, eyes squinting against the glare of the headlights. He's obviously put himself in a bad position; out in the open, right in the glare of the headlights, etc.  Taking great risk and pain to make himself available to whatever happens next....
Kelly MacLeod
player, 189 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Fri 14 Jun 2019
at 18:35
  • msg #14

Episode Two - Part 2 - The Hard Row

Kelly slid up the goggles, just watching for now.  She thought to draw a bead, then instead remembered Harry was here, and her hand went for Connor.
Rusty Harry
player, 194 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Sat 15 Jun 2019
at 00:22
  • msg #15

Episode Two - Part 2 - The Hard Row

Harry rolled down the window. "Howdy, sir!" He shouted in his friendliest voice. "McKellar said you were expecting us! How do you want to do this meet-up!?"
Fletcher
player, 88 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Sat 15 Jun 2019
at 07:48
  • msg #16

Episode Two - Part 2 - The Hard Row

Fletcher waited for the old timer to respond to Harry and kept his eyes moving to the sides of the Dog.

He figured if the weirdos were waiting in ambush, now would be a good time to spring it.
Prospector
GM, 294 posts
All that Glitters
Wh:4 R:1 B:1
Sun 16 Jun 2019
at 05:45
  • msg #17

Episode Two - Part 2 - The Hard Row


It was hard for Harry, cyborged as he was, to ever come as "friendly."  Yet, somehow, the old farmer still visibly relaxed at the call.  He lowered his crossbow and walked, with a bit of a limp, over to look up at the driver's window.  He spat a nasty stream of...something...off to the side, "Well...  I reckon we just done this here meet-up. McKellar said he was sendin' some tough guns on out here in a fancy truck so..."  He eyed the Dog, and took the moment to spit again, "Still not partikalar clear on what's a comin', but I'll be glad for more guns I 'speck.  Well...  Come on then.  Let's get at 'er."
Rusty Harry
player, 195 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Mon 17 Jun 2019
at 22:29
  • msg #18

Episode Two - Part 2 - The Hard Row

"We're expecting weirdos carryin' cobbled-together gear, flashing bright lights and thumping old-time music, lookin' to snatch people to take with 'em to a horrible fate." Harry says. "We're hopin' to hit 'em before they hit you. You got a place where we can stow The Dog here?" He looked around the yard.
Prospector
GM, 297 posts
All that Glitters
Wh:4 R:1 B:1
Tue 18 Jun 2019
at 15:46
  • msg #19

Episode Two - Part 2 - The Hard Row


The old farmer spat again, the squintily eyed the Dog for a moment.  He then looked back up to Harry and said, simply, "Nope.  As for the folk you say is comin', at least it ain't walkers again."  Spit. "I'm 'bout damn sick of dead things not stayin' dead like theys supposed ta."  A squinty eyed pause, then he added, "No offense there, son."
Kelly MacLeod
player, 192 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Tue 18 Jun 2019
at 23:46
  • msg #20

Episode Two - Part 2 - The Hard Row

"Maybe we could use it as a distraction?"  Kelly offered.
Fletcher
player, 91 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 19 Jun 2019
at 06:19
  • msg #21

Episode Two - Part 2 - The Hard Row

While Harry talked with the old man, Fletcher moved forward and hopped down out of the passenger side.

"Don't mind me takin' a look do ya?"  He shot towards the old timer as he moved to survey the state of the other small buildings, ignoring all but the most solid of No's given that time may be of the essence.
Rusty Harry
player, 197 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Wed 19 Jun 2019
at 06:44
  • msg #22

Re: Episode Two - Part 2 - The Hard Row

Prospector:
The old farmer spat again, the squintily eyed the Dog for a moment.  He then looked back up to Harry and said, simply, "Nope.  As for the folk you say is comin', at least it ain't walkers again."  Spit. "I'm 'bout damn sick of dead things not stayin' dead like theys supposed ta."  A squinty eyed pause, then he added, "No offense there, son."


Harry shrugged. "None taken. It's not like the fucker asked me if I wanted to be dragged back out of my nice comfy dirt nap."  He watches Fletcher set out. "And as for them that's comin', I'd like to use the Dog as a distraction, but my plan was to surprise 'em when they put on their disco show by suddenly flooding them with lights and drivin' toward 'em like a bat out of hell. I was thinkin' like if you had a barn, I could park there, but yeah, it don't look like you do." He looked at the track that lead between the sheds. "You think maybe there might work for that?" he says, pointing with his good hand.
Kelly MacLeod
player, 193 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Wed 19 Jun 2019
at 16:33
  • msg #23

Re: Episode Two - Part 2 - The Hard Row

"Or do we have enough alfalfa or canvas or whatever to cover it up?"  Kelly asked as a follow up question.  She liked that Harry had the same idea he was just a step ahead.
Prospector
GM, 300 posts
All that Glitters
Wh:4 R:1 B:1
Wed 19 Jun 2019
at 17:53
  • msg #24

Re: Episode Two - Part 2 - The Hard Row


Spit.

Harrison, the old farmer, eyed Fletcher as he jogged off to look over the sheds, but didn't really verbalize an answer to if he minded or not.  He didn't stop the man though.  The farmer looked back to Harry, shrugging mildly, "Might.  Dependin' on where these bastards decide to jump us from.  I take it you don' really have no clue about that, eh?"  Spit.  "I speck you and that saw on yer arm'd be distractin' though.  I also speck shootin' them in the goddamn face'd be mighty distractin' too."
Kelly MacLeod
player, 194 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Wed 19 Jun 2019
at 19:10
  • msg #25

Re: Episode Two - Part 2 - The Hard Row

"Hey... not to interrupt, but actually to totally interrupt, there's something weird about the doors over there."  Kelly pointed to the spot that was glowing in her goggle vision.  "And more on all the windows... and..."  Kelly followed the trail with her eyes.

"...it looks like it goes all the way back there.  I think... I think we just got our answer."  Kelly pointed to the spot in the treeline where the smudges ended.
Fletcher
player, 93 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 19 Jun 2019
at 20:46
  • msg #26

Re: Episode Two - Part 2 - The Hard Row

Fletcher gave the outbuildings a look, evaluating for the ability to keep someone out, as well as keep anyone standing beside one safe from the sorts of weaponry they saw the weirdos use in their last encounter.  He also did what he could to check on their likelihood of providing the option for higher ground.

He also took a look inside those that were unlocked, checking to see what they contained that might be useful to the fight.
Rusty Harry
player, 198 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Wed 19 Jun 2019
at 21:36
  • msg #27

Re: Episode Two - Part 2 - The Hard Row

Prospector:
Spit.

Harrison, the old farmer, eyed Fletcher as he jogged off to look over the sheds, but didn't really verbalize an answer to if he minded or not.  He didn't stop the man though.  The farmer looked back to Harry, shrugging mildly, "Might.  Dependin' on where these bastards decide to jump us from.  I take it you don' really have no clue about that, eh?"  Spit.  "I speck you and that saw on yer arm'd be distractin' though.  I also speck shootin' them in the goddamn face'd be mighty distractin' too."


"Sure. But that's one-on-one distractin'. I'm talking about putting a whole mess of 'em into distraction at once. They've got guns, too, so I'd like to be able to get close enough to actually use my saw...ain't much good at a distance. Gettin' 'em all riled and panicky because something big and heavy is comin' helps even those odds."

Kelly MacLeod:
"Hey... not to interrupt, but actually to totally interrupt, there's something weird about the doors over there."  Kelly pointed to the spot that was glowing in her goggle vision.  "And more on all the windows... and..."  Kelly followed the trail with her eyes.

"...it looks like it goes all the way back there.  I think... I think we just got our answer."  Kelly pointed to the spot in the treeline where the smudges ended.


"Crap." Harry says. "Well, we know which way they're gonna come from, at least. But that means they've already been here once, probably scouting. Guess that's what that paintball thing that one guy had was for."
Prospector
GM, 302 posts
All that Glitters
Wh:4 R:1 B:1
Sat 22 Jun 2019
at 05:26
  • msg #28

Re: Episode Two - Part 2 - The Hard Row


Fletcher and Dean's inspection of the sheds revealed that they were quite sturdy.  All relatively new built, by hand with old-school tools and techniques.   The shed roofs had a relatively slight pitch and, being only one story, could be clambered up onto.  The blockhouse roof as steeply pitched and, being two stories up, basically inaccessible.

As for what the sheds contained....  Well, all the sorts of things one might expect to help manage a farm without the use of modern machinery.  Hand tools, scavenged materials (neatly organized), a small metalworking shop.  There's even some livestock penned up tight in the larger "barn" shed (mules, a skinny cow, some chickens, etc.)

Harrison can't think of anything he has available in the sort of quantity that'd be required to hide the Dog.  He's also not particularly happy with the idea that someone has been snooping around his place and marking it up with....  Well, he doesn't really understand exactly what, but he gets the idea well enough.

So far I have....
Back the Dog in amongst the sheds.

What positions/plans are you each doing otherwise?  We'll start with....say a ten minute interval; about how long it'll take to back the Dog in...

When I log back in tomorrow, I'll pull a card.  If its a Face, Time's Up!  If not, keep planning/preparing!

Next time, I'll pull two....etc...

Maybe you'll be all set....maybe you'll be interrupted....  tick tock....


Fletcher
player, 94 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Sat 22 Jun 2019
at 06:18
  • msg #29

Re: Episode Two - Part 2 - The Hard Row

Once Fletcher got back from his snooping, and someone told him about the marks, he borrowed a pair of goggles momentarily to have a look himself.

Turning to the old man, Fletcher suggested some options.  "Way they have the place marked, it'll make it 'lot easy'r ta target yer folks as they try 'n fire down from those windows.  Figure we got two options.  Either we try 'n chisel off the faces of the logs where they've been marked, my guess is whatever liquids been used prolly ain't soaked in too much, or we use the other guns we found 'n shoot the whole place up so they won't be able ta tell much 'bout anythin' when they get here without stoppin' ta take a real good look."  He reasoned.

"It'll take longer 'n maybe leave ya with some repair work if we start hackin' things up.  Coverin' the place'll be quick, but it'll prolly take a few weeks fer the rads ta diss'pate.  Don't think there'll be any long term issues far as yer folks 'r concerned, but rads is still rads."
Rusty Harry
player, 199 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Sat 22 Jun 2019
at 11:25
  • msg #30

Re: Episode Two - Part 2 - The Hard Row

"I'm in favor of the 'screw up their marks with our own' plan." Harry says. "'Course, I ain't the one living here after we add to the rad count, so it's up to Harrison if we want to pursue that. Moving the Dog between the sheds so it ain't immediately visible is probably going to have to do for now."
Kelly MacLeod
player, 195 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Sat 22 Jun 2019
at 19:49
  • msg #31

Re: Episode Two - Part 2 - The Hard Row

"That or we leave it alone and okie-doke them.  They're likely to come in from that exact spot and attack along the path they've marked.  Set up a kill zone right around it, attack them at the treeline, put a rearguard behind to cut them off if they run.  If we can even do that."  Kelly pointed out.
Rusty Harry
player, 200 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Sat 22 Jun 2019
at 21:54
  • msg #32

Re: Episode Two - Part 2 - The Hard Row

"Hmmm...that's a neat plan, too. That's why I don't make the plans." Harry says.
Dean Mitchel
player, 103 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Tue 25 Jun 2019
at 00:53
  • msg #33

Re: Episode Two - Part 2 - The Hard Row

Dean walked the grounds, getting a feel for the place, along with Fletcher.  "Guessin we need to pick a good spot.  I'd prefer to find something up high so that I can get some good sight lines.  But I might be the best to get behind the line as well," he offered with a shrug.  Either plan worked for him.
Kelly MacLeod
player, 196 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Tue 25 Jun 2019
at 01:26
  • msg #34

Re: Episode Two - Part 2 - The Hard Row

"I would say some combination of Harry and me need to do the cut off part, but neither of us are particularly... subtle."  Kelly acknowledged.

She contemplated and shifted her pack, but didn't dwell on it long.

"Listen, we don't have a lot of time and I have an idea to draw their fire and give us a serious chance of winning this before it has the chance to go pear shaped.  Do you think you all can settle into positions along the ambush zone here where you're not immediately visible?  This might even keep their eyes off of you for a second Harry."
Rusty Harry
player, 201 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Tue 25 Jun 2019
at 02:54
  • msg #35

Re: Episode Two - Part 2 - The Hard Row

"What did you have in mind?" Harry asked.
Dean Mitchel
player, 105 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Tue 25 Jun 2019
at 03:13
  • msg #36

Re: Episode Two - Part 2 - The Hard Row

Dean was utterly confident and certain.  "Pretty sure I can hide anywhere and they won't find me, even if they were only a few feet away."  both from his own skill, powers and personal experience, he was certain they'd never figure out where he was unless he revealed himself.
Prospector
GM, 304 posts
All that Glitters
Wh:4 R:1 B:1
Tue 25 Jun 2019
at 08:11
  • msg #37

Re: Episode Two - Part 2 - The Hard Row

Harrison didn't seem particularly keen on any plans to cut up his blockhouse.  Even to remove the markings.  Spitting again, he noted, "Marked or not, they'd likely see the winders eventially...specially since we'll be shootin' at 'em from there.  I don' think we got no time to go settin' ladders and scratchin' on my damn house....  Nossir.  I don' like it."  Spit.


Nine of Spades!  Not a face.  So, you now have a 15 minute window to park the Dog and get into position and whatever else you want to do!

Tick Tick..

This message was last edited by the GM at 09:20, Tue 25 June 2019.
Fletcher
player, 96 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Tue 25 Jun 2019
at 08:22
  • msg #38

Re: Episode Two - Part 2 - The Hard Row

"'Less they pull off their goggles 'n can actually still see normal, should be they won't see anyone."  Fletcher added as a reminder.

"'Cept me of course, but I'm not so useful as ta be settin' up anywhere really."
Kelly MacLeod
player, 197 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Tue 25 Jun 2019
at 10:50
  • msg #39

Re: Episode Two - Part 2 - The Hard Row

"One second Harry."  Kelly nodded to Dean.  "Then you're the best for the job.  You should get in position."

She turned her eye to Fletcher.  "Do your best to find a good ambush position."  She turned to the farmer.  "You too.  I'm going to try to talk them into surrender.  It's not going to work, but it should give a momentary distraction."

"As for how I'm going to do this Harry-"  Kelly opened the pack she had shifted and pulled out a long piece of white cloth tightly wound.  "-I reckon I will put on my uniform so they recognize my jurisdiction."

She untied a scrap she kept around it and dropped that back in the bag and with a flick of the wrist unfurled the garment and proceeded to put it on, making sure the red cross was on the front this time.

So Kelly's "brilliant" plan is to stand there right in their most probable path wearing her Templar tabard, sword out, prepared to cast deflection, and try to parley with them because she's hoping a(nother) Templar will not be what the Weirdoes were expecting.

The hope is that this will give everyone else a round with The Drop.

Rusty Harry
player, 202 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Tue 25 Jun 2019
at 11:07
  • msg #40

Re: Episode Two - Part 2 - The Hard Row

Harry frowns as Kelly brings out her colors. "I can see that working, sure. But I ain't very good in an ambush. My directives won't let me initiate hostilities until I've confirmed hostiles. That usually means I can't act until the shootin' starts." He thinks for a moment. "The programming they stuffed into my head was to make sure I was a deterrent. Taking orders from military and civilian authorities, protecting Agency supplies and assets, and this confirmation thing...they made it real clear that they didn't want me to be some sneaky cybrog ninja things dropping in unannounced. They wanted me big and loud. So if you're doing this, I'm going to be right out there with you. Maybe give 'em some extra incentive to be nice."
Kelly MacLeod
player, 198 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Tue 25 Jun 2019
at 23:34
  • msg #41

Re: Episode Two - Part 2 - The Hard Row

Kelly couldn't help but smirk at Harry.  "Uh-huh.  Programming.  Yeah that programming of yours is inconvenient sometimes."

She actually did not doubt Harry was telling the truth but it amused her all the same that this one time the other voice in his head was telling him to do what he wanted to anyway.

"Going to have to get some red spray-paint and make a stencil one of these days."
Rusty Harry
player, 203 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Wed 26 Jun 2019
at 00:37
  • msg #42

Re: Episode Two - Part 2 - The Hard Row

Harry smirks. "It certainly can be. Let's get ready."

((OOC: So yeah, I'm just going to follow Kelly's lead as she sets herself up. Also going to get my shotgun out, so that it's ready for use.))
Fletcher
player, 97 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 26 Jun 2019
at 04:59
  • msg #43

Re: Episode Two - Part 2 - The Hard Row

Fletcher looked ready to say something else when Kelly began 'suiting up'.  Instead he paused to observe her for a moment, then shrugged and headed back for the Dog to get ready.
Prospector
GM, 306 posts
All that Glitters
Wh:4 R:1 B:1
Wed 26 Jun 2019
at 09:08
  • msg #44

Re: Episode Two - Part 2 - The Hard Row

When Kelly tabards up, Harrison's eyes go wide and he straightens up a bit.  The truck was weird.  The cyborg was impressive.  But a legend of the Here and Now just revealed herself.  Everyone knows the Templar stories floating around the Wasted West.  Secretive knights with amazing abilities standing up to the horrors of this benighted world with sword in hand.  Every settlement tells Templar tales. Every settlement in a hard way hopes, loudly or silently, that a Templar will step up in the time of need.  Not every settlement is so lucky.

Templar's are rare.  Templar's are choosy.  You gotta be worthy.

The old farmer just got shown by a legend that he and his folk are worthy.  The Dogs had seemed willing to fight before, but who could know what road people really wanted.  A Templar and her squad of heroes, though?  Now he knew this crew was here to save him and his family.  He spat again, then almost looked apologetic for the first time.  He then tugged the whole chaw out and chucked it away; wiping his hand on the coveralls.  He was in a hearthtale now.  Can't be chewin' at a time like this.  Clearin' his throat, the old farmer said, "What kin we do, ma'am?  I'll stand the line witcha too, if'n you want.  I'll get my boys.  We got spears."  He glanced over at Dean, who was now basking in some of that Templar shine based on proximity, "If you need high ground, c'mon inside and take a winder.  Good view.  Good cover."  Harrison looked back to Kelly again, "Whatever you need... Thank you..."

Harrison and the Farm Folk will get two white chips for the fight to represent Hope!

Ace came up and, while that's arguably not a face card, it is the highest card in Deadlands!  SO, you had fifteen minutes to prepare!

Plan details so far -

Dog is parked in the Sheds.

Kelly and Harry are gonna stand out in the open near the main "gate"

Dean is seeking a high vantage point.

Fletcher has.... IDEAS.... and one of the "invisibility" suits?

Delilah is gonna take up a position by the door to the blockhouse.  She's not much for running and feels like the building is the likely target.  She has one of the Environmental Protection Invisibility Suits.

The Farm folk were gonna be inside to defend the house like they normally would.  But, Harrison now wants to grab some of his folk and stand the Hero's Line with the Templar and Harry.  Kelly can likely talk him into or out of anything, planning wise.

Finalize the Plan!  Tomorrow, barring RL problems, the battle begins.

Fletcher
player, 98 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Wed 26 Jun 2019
at 10:14
  • msg #45

Re: Episode Two - Part 2 - The Hard Row

Fletcher came back to the ambush area gingerly carting an odd series of tubes stuck together in such a way that they pointed in all directions which were mixed in with a bunch of electrical wiring and at their core encaged the two ammo hoppers from the "paintball guns" they'd gotten off the previous batch of weirdos.

"Show me where yer gonna stand 'n wait for 'em."  He asked of Kelly and Harry, then set the device down a short distance from that spot.

"If they don't come in the way we expect, just uh, keep that between you guys 'n them.  Otherwise it won't really work right 'n extend our advantage."  He advised them.  "Assumin' it actually works a course."  He added as he scampered off to find someplace to hunker down that was behind where they were planning on making their stand.

Fletcher doesn't have one of the "suits".  He gave one to everyone else (except Dean) and then gave the last two to McKellar's group.
Kelly MacLeod
player, 199 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Wed 26 Jun 2019
at 10:43
  • msg #46

Re: Episode Two - Part 2 - The Hard Row

Kelly checked through the goggles again.  "Right about... here."  She told Fletcher.

When the resident reacted Kelly sighed just a little bit.  "No, I need you to take positions that make sense.  If everyone stands out here as the bait, there's no one to spring the trap.  The idea is to distract them and gain an initial advantage of surprise.  It's not going to work for very long if it works at all.  Some in the house isn't a bad idea but if some want to be more aggressive, take positions along the flanks of their approach.  You see here..."  Kelly did her best to point and describe.  "...that's their approach zone, that's our kill zone.  Assuming they don't surrender.  Which they probably won't.  But we'll see."
Kelly MacLeod
player, 200 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Thu 27 Jun 2019
at 01:03
  • msg #47

Re: Episode Two - Part 2 - The Hard Row

As she took her position, Kelly debated, but then tucked the goggles away for the moment.
Prospector
GM, 307 posts
All that Glitters
Wh:4 R:1 B:1
Thu 27 Jun 2019
at 15:58
  • msg #48

Re: Episode Two - Part 2 - The Hard Row


Harrison looked a little abashed at the Templar noting that, again, the entire plan was for her (and Harry) to draw the attention of the attackers.  To distract and maybe cause them to stumble.  But, he got the idea about the "kill zone" and went to discuss with his folks about how to support the plan.  And, no doubt, to let them know that a Templar was standing in their defense now.


The Dog was parked among the sheds.  Kelly and Harry were standing in the open between the blockhouse and the rad-painted track that lead the way into the farm from the deep dark woods.  The chevaux-de-fris (the heavy, wooden, pointy stick barricade) had been put back into place across the road while the truck was being parked.

As it was being hauled into place, everyone began hearing something in the woods.  It sounded like....guitar?  It faintly scritched a rhythmic driving pattern that Harry immediately recognized as the opening to the Weirdo's Warsong, Thunderstuck.  It quickly began growing louder quickly.  Closer.  It was joined by a guttural chant....rising and falling....mixing with that crazed guitar riff.  Many voices.  Many.

And it was coming from all along the woodline.

Bright, colorful lights started blinking on and off all through the deep dark of the woods to the rhythm of the music.  Like wisp lights flaring and dying to the beat of the warsong as it steadily grew....  And got closer....

Notice rolls and initial reactions!  And, Kelly had chosen no goggles for now.  Dean?


Kelly MacLeod
player, 201 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Thu 27 Jun 2019
at 23:49
  • msg #49

Re: Episode Two - Part 2 - The Hard Row

Kelly stood calmly, tabard swaying slightly in the breeze as she held the hilt of her sword.

"Pay not evil for evil, but provide things honest in the sight of all men.  As much as it lies upon you to do so, leave peacefully with all men.  Take no vengeance, but place your wrath aside, for 'Vengeance is mine' says the Lord.  If your enemy hungers, feed him, if he thirsts, give him drink.  Overcome evil with good."

If talking to one's self is a sign of insanity, Kelly belonged in a lunatic asylum, because she kept going.

"Blessed is the Lord my strength who teaches my hands to war, and my fingers to fight.  My goodness, and my fortress; my high tower, and my deliverer; my shield, and he in whom I trust; who subdues my people under me.  Lord, what is man, that you care for him, or even think of him?  Man is like a lie: his days are a fleeting shadow.

"Part the heavens, Oh Lord, and come down: touch the mountains so they shall smoke.  Cast forth lightning, and scatter them: shoot your arrows, and destroy them.  Reach down your hand from on high, deliver me and rescue me from the mighty waters, from the hands of strange children whose mouths are full of lies, and their right hands are of falsehood.

"I will sing a new song unto you Oh God, to the one who grants victory unto kings, on my lyre I will make music unto you and sing your praises, he who gives salvation to Kings, the Lord who delivered his servant David from the sword.

"Rescue and deliver me from the hand of strange children, whose mouths are full of lies, and whose right hand is a right hand of falsehood.  That our sons in their youth may be as well nurtured crops and our daughters like the pillars of a palace.  That our barns may be full of every kind of provision.  Our sheep will increase by thousands, by tens of thousands in our fields, and our oxen will draw heavy load.

"That there may be no breaching of walls, nor flight, nor captivity, nor cries in our streets.  Blessed are those for whom this is true, and blessed is the people whose God is The Lord.  Amen."

18:48, Today: Kelly MacLeod rolled 4,7 using d6,d6, rerolling max with rolls of 4,(6+1)7.  Notice.
Fletcher
player, 99 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Fri 28 Jun 2019
at 00:59
  • msg #50

Re: Episode Two - Part 2 - The Hard Row

Fletcher checked the distance between himself and where Kelly and Harry stood, or more correctly, between himself and the device.  Satisfied, he hunkered down to wait.

As the lights and sounds started Fletcher frowned.  There was either more of them than he'd hoped or they were very good at making themselves look more numerous than that actually were.

Reluctantly pulled two bundles out from the gear bag he carried most places.  From it he pulled out a scrap metal device, mostly metal bars, springs, and pulleys.  After releasing a catch it sprung out into the shape of a hunting bow.  The second bundle was a tool roll adjusted to hold the arrows, which he clipped to his belt.  Anyone who bothered to observe him instead of the cacophony in the trees would have seen he didn't handle the equipment with any real measure of confidence.

Still, if the show in the forest was to be believed, he might, might, need to use it for more than failing to hunt with.

He did a quick hand check of the rest of his gear and looked into the trees again, doing his best to be ready.

Fletcher rolled 1,5 using 1d8,1d6, rerolling max ((1,5)).
Rusty Harry
player, 204 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Fri 28 Jun 2019
at 02:21
  • msg #51

Re: Episode Two - Part 2 - The Hard Row

Harry, meanwhile, stands near Kelly while resting his one-handed shotgun casually on his shoulder, ready to swing around and fire at a moment's notice. He scowled at the music...these jerks didn't need to be ruining good things like that song.

He said nothing at Kelly's prayer...he just nodded along. "Amen." he said quietly.

((OOC: 19:16, Today: Rusty Harry rolled 2,3 using d6,d6, rerolling max with rolls of 2,3.  Notice. The Dice roller has failed me again. :P))
Dean Mitchel
player, 106 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Sat 29 Jun 2019
at 03:29
  • msg #52

Re: Episode Two - Part 2 - The Hard Row

Dean took a few minutes to orientate himself and figure out a couple places to shift between with good sight lines.  He settled in to wait for the first subtle signs of attacking raiders.  Turns out it wasn't subtle.  He supposed there was some benefit to the whole shock and awe approach...he just didn't think they were doing it right.  Good taste in music though he thought as he sighted Dow nth3 crossbow.

OOC
Notice
23:22, Today: Dean Mitchel rolled 3,4 using 1d6,1d6, rerolling max ((3,4)).


Prospector
GM, 309 posts
All that Glitters
Wh:4 R:1 B:1
Sat 29 Jun 2019
at 06:42
  • msg #53

Re: Episode Two - Part 2 - The Hard Row

The weird chanting continued to accompany the light-wisps as they drew closer to the farmyard.  Through the dark branches and scrub of the forest, the lights resolved into man shapes.  Or rather, what must be dazzlingly multicolored varieties of electric lights strapped onto and around man shapes.  Troublingly, they blink in and out as they edge closer.  They zig.  They zag.  Between the erratic movement and the lights cutting on and off again, it is very difficult to determine just how many there might be or exactly where they are.  They could just come straight on....but its clear they are enjoying drawing it out as the chanting grows in gleeful volume until....

"THUNDER!!"

The word is howled with manic joy.  As it the word is shouted to the skies, for a split second, every one of the Weirdoes' "lightsuits" switches on and their truer numbers can be seen.  Somewhere between ten....fifteen...  It was only for a split second, but it was enough to know the Dogs and Farmers were outnumbered.  The lights went out again, but the crashing and chanting could still be heard as they rampaged through the woods.

"THUNDER!!"

Again, they lit up all at once at the word.  Having scattered and moved quickly in the dark interval, they seemed to have moved impossibly farther than they should have been able to.  Its unnerving, watching targets blink into and out of existence.  Tantalizing glimpses of your enemy.  And knowing that they /want/ you to see it.  To fear it.

A new solo voice, scratchy and quavering, joined the warsong...amplified and distorted...

"YOU ARE CAUGHT!  IN THE MIDDLE OF A RAILROAD TRACK!"

"THUNDER!!"

"LOOK AROUND!  YOU KNOW THERE IS NO TURNING BACK!"

"THUNDER!!"

The lightshow continued to scitter and scatter through the woods...closing in...but taking their damn sweet time about it.  The show must go on.

In the farmyard, Harrison and his farmhand looked to be getting mighty spooked by the song and dance.  Up in the blockhouse, Dean could see the farm folk getting very nervey at it all.  One, no more than fifteen by the look of her, set her rifle on the window sill and started to try and draw a bead on the flickering forms in the woods.    She was obviously intent on offering a large caliber critque of their performance.  But, Dean would also know there was little to no chance of her hitting anything she aimed out there.  Ammo is a precious thing.
Rusty Harry
player, 205 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R2B0
Sat 29 Jun 2019
at 08:01
  • msg #54

Re: Episode Two - Part 2 - The Hard Row

Harry smirked from his position over by. Oh, they were messing with the song's lyrics to intimidate them? Well, two could play at that game.

He kicked his chainsaw arm on, gunning it in time with the music.

"~My mind raced!~" He sang at the top of his lungs. "~And I thought, what could I do-oo? But then I knew! There was no threat! No threat from YOU!~" And he raised his chainsaw arm at the advancing weirdos.

"~Sound of the drums! Beating in my heart! The thunder of guns! Will tear you apart! You'll be...THUNDERSTRU~UCK!~"

{{Gun!}}

{{Gun!}}

{{GUNNNNNNNNNNNN!}}


((OOC: Attempting an Intimidation check to Support Kelly's attempt to get them to back off.

01:00, Today: Rusty Harry rolled 6,1 using d8,d6, rerolling max with rolls of 6,1.  Intimidation.

Should be good enough for a +1.))

Kelly MacLeod
player, 202 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Sat 29 Jun 2019
at 12:21
  • msg #55

Re: Episode Two - Part 2 - The Hard Row

Well, Kelly could hear all that, but they hadn't approached yet.  One of two things was going to happen.  This was going to work or they'd just start mowing them down.

The plan was simple, stand there looking strange and alone (save for Harry) until they approached.  But this was probably a good time to slip the goggles on.  She'd wanted to avoid their use to not betray that she had them, but if they were going to come up like this she needed to be able to see them.
Dean Mitchel
player, 107 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Tue 2 Jul 2019
at 01:24
  • msg #56

Re: Episode Two - Part 2 - The Hard Row

"Easy folks," Dean said calmly.  "They're just trying to shake you, scare you.  Let it roll over you and shake it off.  Reminds me of some annoying old military tactics really," he said dryly.  "Hold your fire for now.  Not going to get a good shot.  Make it count.  The first shot you want to be flawless.  Shock the shit out of them by not being fazed by this nonsense and getting a kill shot."
Prospector
GM, 312 posts
All that Glitters
Wh:4 R:1 B:1
Tue 2 Jul 2019
at 09:28
  • msg #57

Re: Episode Two - Part 2 - The Hard Row

The wild Weirdos did seem to pause for a moment as Harry's voice (amplified thanks to his police riot control modifications).  For at least one blink of the lights, most of the force stayed in the same position for a moment.  The weirdo's own singer skips a few beats, the rhythm momentarily thrown off.  It forced the warsinger to rush to catch back up, but whoever it was managed to do it with a bit of guitar flourish.

The Weirdos chanted and sang back at Harry, shouting louder.  Whatever amplified the singer and the guitar was turned up too.  Possibly to 11.  They roared their "true" lyrics back in the face of Harry's heresy.

"NO HELP!  NO HELP FOR YOU!"

"THUN-DER!"

"SOUND OF THE DRUMS!  BEATING IN MY HEART!  THE THUNDER OF GUNS!!!!"

"YOU'LL BE......THUNDER-STRUCK!"

Harry, the Warsinger, and the Weirdos all shouted the main refrain of the ancient song.  The Cyborg hefted his chainsaw to accent it, revving the engine as he did.  And in that same moment, as though perfectly timed to coincide with Harry's lifting of the revving saw to the sky...  The sky above the blockhouse and farmyard, behind Harry and Kelly, suddenly exploded in chaotic bursts of spiraling hissing color and light.  Old-school fireworks and pyrotechnics were being blasted above and around the farmhouse in a blinding, frightening display.


UPPER FLOOR OF THE BLOCKHOUSE

Dean had just managed to get the nervous farmers under a bit of control.  His solid, soldierly demeanor going a long way to help ease them.  After all, Dean was /very/ reminiscent of another bald veteran that had likely trained them and helped them in the first place.

But when the song reached its crescendo and the fireworks went off, the farmers nerve broke.  They dove for the floor or the walls, getting low and covering.  Assuming the barrage to be much more lethal munitions.

(Dean! - Smarts roll to avoid being blinded by the sudden display AND Notice!)


AT THE FARM GATEWAY - Harry, Kelly, Fletcher, NPCs

The skyfire display exploded behind them, so Harry, Kelly, Harrison, and Farmer Bow didn't really catch the blinding effect of the sudden light.  So busy looking into those deep dark woods.  After the first few though, Harrison and Farmer Bow do look back at the house; obviously afraid that their home was being blown all to hell.

For Harry, Kelly, and Fletcher, though, they saw the whole force of wild cavorting light-up weirdos suddenly stop their zig-zagging ways.  All of them were rushing as hard as they could for the farmhouse.  The lights still blinked off and on, making them look like stop-motion ghosts flickering toward the farmyard between frames.

On the track in the woods, two very bright lights of a particularly headlight sort of configuration suddenly came on.  Those twin beams began rushing straight at the wooden, pointy-stick obstruction that served as a gate.  Behind which, a certain distance back, stood the Cyborg and The Templar....right in whatever-it-was' path!

(Harry, Kelly, and Fletcher! - The whole group is heading for the farmyard, but they are not all focused on your position....just 6 of them are.  And whatever is behind those headlights of course!  Notice!

Also, Harry!  You did in fact unnerve the Warsinger and will get a free +2 when/if you face him...especially with that chainsaw.  How dare you sing the Sacred Song!?
 For which, take a chip!
)
This message was last edited by the GM at 09:37, Tue 02 July 2019.
Fletcher
player, 103 posts
The One With the Junk
P4 T5(+2*) W3 R1 B1
Tue 2 Jul 2019
at 10:06
  • msg #58

Re: Episode Two - Part 2 - The Hard Row

Fletcher stayed where he was.  Rather than trying to do anything just yet, he instead turned his focus towards the oncoming weirdo hoard, trying to judge when the best time to trigger his surprise was, and exactly what the heck they had those lights mounted on.

A vehicle would be bad news, but he wouldn't put it past them with all their choreography to have them rigged up to just look like it was a vehicle.  He tried to figure out the truth of things amongst all the lights and noise.

Fletcher rolled 5,5 using 1d8,1d6, rerolling max with rolls of 5,5.  Notice, Wild
Dean Mitchel
player, 108 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 1
Tue 2 Jul 2019
at 11:26
  • msg #59

Re: Episode Two - Part 2 - The Hard Row

OOC

Notice
07:23, Today: Secret Roll: Dean Mitchel rolled 1,1 using 1d6,1d6, rerolling max with rolls of 1,1.

Smarts
07:22, Today: Secret Roll: Dean Mitchel rolled 2,5 using 1d8,1d6, rerolling max with rolls of 2,5.

Tanked the notice but think I made the smarts?  Not sure about penalties and what it means/if its more than just knowing it's fireworks.

Rusty Harry
player, 206 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Tue 2 Jul 2019
at 16:44
  • msg #60

Re: Episode Two - Part 2 - The Hard Row

Harry smirked. Interesting light show they had going on. But they had a surprise coming...before Harry had parked The Dog, he'd set a little something up. He wasn't sure if he could get the Dog's speakers quite as loud as these guys, but he had a song all cued up and ready to deploy. Again, two could play the rock music psychological warfare game.

He did wonder if he needed to grab Kelly, though, and get her out of the way of that...whatever it was that was coming...

((OOC: I'm going to hold my position, though I would like to say I've kept my link up with The Dog in order to set up a counter-blast of music to their music that I can trigger through my mental link at some point in the future, potentially as another Intimidation Test.

My Notice roll: 09:33, Today: Rusty Harry rolled 4,2 using d6,d6, rerolling max with rolls of 4,2.  Notice.

Also, rolled a 17 for the chip, so I got a new White Chip. Which will be handy, since I was down to a single fate chip before this.))

Kelly MacLeod
player, 204 posts
Romans 2:1-3 PP6/10
P7T8(2)W-1 Wh1 R0 B2
Wed 3 Jul 2019
at 00:09
  • msg #61

Re: Episode Two - Part 2 - The Hard Row

Now that they were visible, Kelly, sword in hand, walked calmly to them.

"Stop your advance!  You have slain my sworn brother Al Dickson.  I demand parley."
Weirdo
NPC, 2 posts
PSY-cho....
Fri 5 Jul 2019
at 06:47
  • msg #62

Re: Episode Two - Part 2 - The Hard Row

Fight at the Gate! Harry, Kelly, Fletcher, Harrison, and Longbow...also a small horde of frenzied christmas light ravers
The Warsong of the Weirdos thundered through the darkling woods as they raced towards their prey.  "THUNDER!".  The guitar screeched as the lead singer belted out the driving song.  Louder now to overcome Harry's attempt to subvert the holy words.  These were not honorable warriors.  They did not care for the challenge offered or the chance to parley.  Their ears were filled with the divine song of war that had lead them to victory after victory.

"THUNDER!"

The first four screamed out of the darkness of the trees, their outlining colorful lightshow blinking out the rhythm.  That weird eerie stop-motion quality as they blinked into and out of existence in the darkness.  Their arms cocked back and one by one they threw whirling black somethings at Harry and Kelly...

The somethings turned out to be scrounged metal bars whipped with energetic glee through the night.  This was found out as they connected painfully and suddenly....

The Blinkers drew the Black Joker and thus went first!

Two came charging out of the woods on either side of the track (Total of Four).  As they exited the woods, they whipped scrap metal throwing sticks at Kelly and Harry.

Kelly! - Two Hits - First: 8 Damage, Second: 9 Damage.  First will Shake, Second will Wound.  If you Chip the First (UnShake), the second will only Shake

Harry! - Two Hits - First: 6, Second: 9 TINK! SPANG! Nada!

The Four Blinkers are in easy Move and Hit distance after you deal with Damage and get to your action!





At the Blockhouse - Delilah (Outside the Front Door), Dean (Upstairs with the other NPC Farm Fighters)

Del had started to look up when she heard the first whistling rocket....then something told her to /not/ do that.  She managed to shut her eyes and duck her head against the first blasts, preserving her vision.  For now.  Cracking her eyes again, she spotted the blinking weirdoes charging out of the woodline.  Some were heading for Kelly and Harry, but the rest were angling for the blockhouse.

The Gun filled her hand without her ever needing to think much about drawing it.  Both she and The Gun were pretty clear on what needed doing.  Long shots for a pistol and their fun light-bright antics didn't help either.  Her arms extended and she quickly sighted anyway...  Need to thin the herd...

The Gun barked and spat fire.  One of the blinking weirdoes, between blinks, stumbled as he was winged by....a ghost?  Delilah, of course, being (hopefully) invisible to these psychos.  She thumbed the hammer again and began tracking another...

Initiative Order
Round 1 - Farmhouse Fight!

Blinkers - BLACK JOKER! (Four Currently at the Gate.  Two more running to the Gate.  A group of three to the "left" of the farmyard headed for the Blockhouse.  Another group of three doing the same on the "right) Right Group - 1 Shaken

Del (Gm'd for Now) - QS

"Secrets" - JS Stuff Happened.  But it was SECRET.  Shhhhhh.

Fletcher - 10C

Kelly (Longbow Farmer) - 9C

Dean (Upstairs NPCs) - 6C

Harry (Harrison) - 5S

"Headlights" - 5H

Warsinger -  2H

Fletcher, Kelly, Dean, and Harry are all up before any more Bad Guys!


Fletcher
player, 105 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Fri 5 Jul 2019
at 07:43
  • msg #63

Re: Episode Two - Part 2 - The Hard Row

Fletcher put his hand on the trigger, and pressed it as the four weirdos closed on Harry and Kelly.

The device fountained liquid all over the attackers, though to most observers it was fairly mundane looking.  To anyone with the goggles, the substance shined like liquid sunlight.

Fletcher rolled 7,4 using 1d8,1d6, rerolling max with rolls of 7,4.  WS, WD.

The quartet need to make agility rolls at -2 or suffer the effects of the Blind power.

Kelly MacLeod
player, 206 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R1 B2
Fri 5 Jul 2019
at 19:23
  • msg #64

Re: Episode Two - Part 2 - The Hard Row

Well that didn't work.  At all.  Oh well.  She really hadn't expected anything else.

So drop a White to avoid the first Shaken result.  Let's see if Kelly can resolve the other Shaken result without burning more chips (I doubt it).

Also, how much time has passed for PP recovery purposes?  I think the last use of Kelly's PP was the lay on hands.

Assuming goggles don't effect Spirit rolls because logic

14:10, Today: Kelly MacLeod rolled 1,3 using d8,d6, rerolling max with rolls of 1,3.  Spirit.

That's a fail.  Well, down 2 whites in total, off to a great start.


Kelly invoked her prayer with a moment of concentration.

So let's use Simon's Gift and cast a quickened Deflection.  Again not applying Goggles to this roll because logic.

14:13, Today: Kelly MacLeod rolled 4,5 using d8,d6, rerolling max with rolls of 4,5.  Faith.

This, I will take, a success is this.


"So be it.  This was completely unnecessary."

And with those words Kelly ran to close the distance, Connor already in hand to do what must be done.

Right, so Signature Weapon +2, -1 for Goggles, nets to +1

14:17, Today: Kelly MacLeod rolled 10,4 using d10+1,d6+1, rerolling max with rolls of 9,3.  Fighting with Modifiers.

10 beats 5 by 5, that's a Raise

14:18, Today: Kelly MacLeod rolled 7,6,17 using d8,d8,d6, rerolling max with rolls of 7,6,(6+6+5)17.  Strength, Sword, Raise.

Total damage is Dead.  He dead.  He all the dead.


It was textbook.  The strike was at the perfect angle, it went across the Weirdo's torso, biting deep.  Kelly's follow through came down and sheared his arm off, and the final stroke sent the tip of the blade through his shocked expression.  He was dead and not in one piece before he hit the ground.

14:20, Today: Kelly MacLeod drew the single card: JD using the Deadlands system.

For Next round!  We do it that way right I forget.

Prospector
GM, 319 posts
All that Glitters
Wh:5 R:1 B:1
Fri 5 Jul 2019
at 21:34
  • msg #65

Re: Episode Two - Part 2 - The Hard Row


Just after the metal hurley sticks flew, Fletcher's odd device popped up and blew a spray of yellow-green "paintball" goo towards the Weirdos!  Three were caught completely by surprise by the trap splattering a blinding glow across their goggle lenses.  They jerked to a stop, shaking their heads wildly and howling with surprise.  One's howl was cut very short as Connor took his arm then stabbed into his face.  The one Weirdo with the reflexes to turn away from the goo blast no found himself facing down a Templar...  Wearing Goggles...

1 Weirdo Down.  1 Up Facing Kelly. We'll say on the Right of the gate.

1 Left Gate Weirdo is Partially Blind (Shaken, -2 Parry), Other LGW is Blinded! (Shaken, -6 to Everything till Unshaken) 

Dean Mitchel
player, 110 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 2
Sat 6 Jul 2019
at 01:10
  • msg #66

Re: Episode Two - Part 2 - The Hard Row

"COVER," he yelled as the flares went off, trying to warn everyone to avert their eyes in time.  It kept him from being blinded but it caused him to look away for a brief moment.  The rest of the crowd up in the bunker dove for cover but only one managed to clamber back to their feat.

"Target their leader," he shouted to the one person who managed to stand up again.  "Take him out and maybe we'll demoralize the rest."  He risked a glance down at the rest cowering on the floor.  "Get the hell up; we've got raiders coming from both sides!  Fight damn you!"

Using the goggles, Dean didn't waste any more time, spinning away and sighting on one of the blinking raiders.  With a soft thrum, lost in the fireworks and gunfire, he launched the bolt into one of the charging weirdos...


OOC:

The one rifleman not cowering, shoots! (now has 8 shots remaining)

20:48, Today: Dean Mitchel rolled 9 using 1d4, rerolling max (((4+4+1)9)).
I forgot the blinking penalty (-4, so a 5) but it's still a hit!

Dam w/ AP 2
20:50, Today: Dean Mitchel rolled 16 using 2d8, rerolling max (((8+2)10,6)).

Hopefully he'll be wounded/messed up to make it easier for Harry to finish him off easily and/or get us a morale test or something!


Dean shoots at one of the chargers:
20:52, Today: Dean Mitchel rolled 3,3 using 1d8-1,1d6-1, rerolling max ((4,4)).

Miss...but going to spend a red to reroll

20:53, Today: Dean Mitchel rolled 5,4 using 1d8-1,1d6-1, rerolling max ((6,5)).

Dam: 2d6, AP 2
20:55, Today: Dean Mitchel rolled 7 using 2d6, rerolling max ((4,3)).

Kelly MacLeod
player, 209 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R1 B2
Sat 6 Jul 2019
at 01:49
  • msg #67

Re: Episode Two - Part 2 - The Hard Row

(As the longbow wielding farmer)

Daryl took a breath.  Know what yer aimin' at.  Focus.

He takes the Aim action.
Rusty Harry
player, 208 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R1B0
Mon 8 Jul 2019
at 06:17
  • msg #68

Re: Episode Two - Part 2 - The Hard Row

Harry, revving his chainsaw arm and limbering up his shotgun, took a look at the situation. The blinking was distracting, but if he could get close enough, a face full of buckshot would cover for any deficiencies in his aim. But only if he could get close enough. He began heading towards the closest weirdo he could find.

((OOC: Heading for the nearest Weirdo with my mighty Pace of 4...I have a question about who is still up, who is down after Dean's shot, and if I can reach any of the weirdos enough to get into melee range.))
Rusty Harry
player, 209 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R1B0
Mon 8 Jul 2019
at 19:00
  • msg #69

Re: Episode Two - Part 2 - The Hard Row

Harry rushed at one of the weirdos caught by Fletcher's trap. He waited until he got right up to the blinker and shoved his shotgun almost right into the man's belly before firing off a round.




Harrison, meanwhile, sighted along his crossbow, seeking a good shot, timing the blinks so he could hit one juuuust right...

((OOC: Making my way to one of the blinded blinkers. Once I get in melee range, I'm going to blast him with my Shotgun...the +2 Buckshot bonus should cancel out the -2 Melee penalty, I just need to hit his Parry.

11:40, Today: Rusty Harry rolled 4,4 using d8,d6, rerolling max with rolls of 4,4.  Shooting. Yarg. Fine, I'll also spend a Red Chip for a bonus.

11:40, Today: Rusty Harry rolled 4 using 1d6, rerolling max with rolls of 4.  Red Chip bonus.

That puts me at a total of 8, which is more than enough.

11:54, Today: Rusty Harry rolled 21 using 3d6, rerolling max with rolls of 5,2,(6+6+2)14.  Damage.

For my next round's card, I got: QH

Harrison will be taking an aim action.))

Prospector
GM, 323 posts
All that Glitters
Wh:5 R:1 B:1
Tue 9 Jul 2019
at 18:39
  • msg #70

Re: Episode Two - Part 2 - The Hard Row


Harry charged the other pair of light-up Weirdos.  He ignored their fancy, distracting light gear and taught a rather violent lesson in the value of a shotgun's scatterfire at point blank range.  The blinker was blown back into the woods, his lights fritzing wildly wildly as the wiring and control systems were shredded.

Away in the farmyard, the Blinker who had stumbled from Del's pistol shot started to regain his footing during one blink.  Then, by the next blink he was on the ground, balling up.  It would take a very keen eye to see the crossbow bolt sticking out of him with all the darkness and lights.

The woman with the rifle next to Dean quickly ran the bolt action of her rifle with trained practice, "I think I got one...  I think I got him!  Was that the leader?!"  One of the blinking figures in the farmyard had seemed to have stopped and fallen to the ground.  Eerily still blinking in time to the music.


The "Headlights" continued to charge forward at the wooden barricade as the Cyborg and the Templar tore into the Blinker vanguard.  Then...impossibly, the headlights...split away from each other to the ends of the spiky obstacle.  Huge hands appeared in the light as they reached out and picked it up with almost no effort.  For a moment, they illuminated each other in the headlights strapped to their chests.  Monstrously tall; giving Harry a run for his money on size and weight.  Once human, now those proportions have been twisted...strained...stretched...and bloated under the most horrifying manipulations of ghost-rock radiation.  Green-yellow skin covered in tumors, scars, and boils.  Mouths filled with far too many fangs and a pair of tusks.  Too large eyes...solid black.  They roar like beasts doing their best to make it wound like "ThUnDAR!!!"  Trogs.

The pair of Trogs heft the barricade up and throw the entire thing whirling end over end at Harry...and the poor unfortunate Blinker near the Cyborg....  It mostly hit the weirdo, but Harry did get showered with splinters and debris as it smashed past him..

Fear Checks for Harry, Kelly, Harrison, Longbow, and Fletcher at the sight of the mutant monsters! This check is a -4 (Fear Level), add your Rank (+2 for Seasoned), and Harry adds +2 because he is already dead and doesn't mind so much.  Harrison gets a +1 because he's a little more grizzled.

Blinker next to Harry gets creamed because....its fitting.  Harry gets hit...but a 5 is not going to get through his armor /at all/.

Fear check responses!  I ran out of time and will have to do the warchanter post tonight.





Rusty Harry
player, 210 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R1B0
Tue 9 Jul 2019
at 18:44
  • msg #71

Re: Episode Two - Part 2 - The Hard Row

((OOC: 11:44, Today: Rusty Harry rolled 12,1 using d8,d6, rerolling max with rolls of (8+4)12,1.  Fear!

I ain't scared of no Trog))

Fletcher
player, 106 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Tue 9 Jul 2019
at 19:32
  • msg #72

Re: Episode Two - Part 2 - The Hard Row

Fletcher rolled 2,1 using 1d6-2,1d6-2, rerolling max with rolls of 4,3.

Dropping a red chip


Fletcher rolled 4 using 1d6, rerolling max with rolls of 4.  Red chip

Kelly MacLeod
player, 210 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R1 B2
Tue 9 Jul 2019
at 23:57
  • msg #73

Re: Episode Two - Part 2 - The Hard Row

18:55, Today: Kelly MacLeod rolled 4 using 1d6, rerolling max with rolls of 4.  red or dead.

18:54, Today: Kelly MacLeod rolled 2,0 using d8-2,d6-2, rerolling max with rolls of 4,2.  Fear.

Fletcher did it I have to too

18:56, Today: Kelly MacLeod rolled -3 using 1d6-4, rerolling max with rolls of 1.  Longbow Wielding Farmer.

Figures!

Dean Mitchel
player, 113 posts
PP -3
P5 T6 W0 B3 Wh 0 R 1 B 2
Wed 10 Jul 2019
at 02:10
  • msg #74

Re: Episode Two - Part 2 - The Hard Row

"Nice shot," he said without looking.  "Keep it up; concentrate on the ones getting close to our position," he called before turning to see how the front was holding up, pulling the cocking lever for the crossbow as he did so. "Big mothers," he muttered unfazed by the monsters before firing a bolt into one them.



OOC:
Riflewoman - AIMs as the -4 penalty is just not going to work short of a miracle with the d4 skill!


Spirit for Fear
21:46, Today: Dean Mitchel rolled 9,2 using 1d6,1d6, rerolling max (((6+3)9,2)).

Shooting at mutant
22:04, Today: Dean Mitchel rolled 5,3 using 1d8-1,1d6-1, rerolling max ((6,4)).

Dam: 2d6, AP 2
22:07, Today: Dean Mitchel rolled 13 using 2d6, rerolling max (((6+4)10,3)).

This message was last edited by the GM at 18:15, Wed 10 July 2019.
Young Angus
NPC, 1 post
Jukebox Hero
P:7 T:8(2)
Wed 10 Jul 2019
at 18:13
  • msg #75

Re: Episode Two - Part 2 - The Hard Row

Just after the trogs go charging in, another set of lights switches on behind them.  This figure's light strips are arranged to suggest the outline of a red uniform jacket, shorts, and a blue tie.  There is even the outline of blue tennis-shoes carefully arranged where his feet should be.  Yellow lights dangle from his head suggesting stringy blonde hair.  His goggles have red lights surrounding the lenses giving him a weird, hellish gaze.  More lights outline the thing in his hands.  He holds it in the manner of a guitar, but the outline suggests something, more literally, ax-like.

His arm circles through a crashing chord across the strings of his axe before he points the pick at Kelly, "THE TEMPLAR IS MINE!  CHALLENGE ACCEPTED!!!"  Somehow he managed to fit the words into the song in a crazy sing-song fashion without missing a beat. He then turned and aimed the the lit headstock of the "ax" at said Templar, charging with an athletic leap and a shredding guitar riff.

He tries to Taunt Kelly.....but manages a 4 after two chips.  The Roller does not feel he's Taunty!

Kelly - Smarts vs. 4!


Round 2 - Farmhouse Fight!

Harry (Harrison) - QH

"Secrets" - JS

Kelly (Longbow Farmer) - JD

Blinkers - 10H

Trogs - 8D

Fletcher - 7H

Del (Gm'd for Now) - 5S

Dean (Upstairs NPCs) - 2H

At the Gate
-Harry (Harrison is Shaken from Fear)
-Kelly (Longbow is Shaken from Fear)
-Fletcher
-Trog 1 and Trog 2(Focused on Harry at the moment)
-Young Angus - Charging Kelly
-1 Blinker on Harry (Previously smashed by the Trogs), 1 Blinker on Kelly

In the Yard
-Delilah
-4 Blinkers in two groups

In the Blockhouse
-Dean (Riflewoman)

HARRY STARTS US OFF IN ROUND 2!  GOOOOOOOO!!

This message was last edited by the player at 04:49, Sat 13 July 2019.
Rusty Harry
player, 211 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R1B0
Thu 11 Jul 2019
at 00:09
  • msg #76

Re: Episode Two - Part 2 - The Hard Row

Harry glared at the oncoming mutants, then spun his shotgun to chamber another round and let fly at the nearest one.

{{BLAM!}}

Harry was rewarded with a spray of blood. He grinned. "You know, it's pretty nice that ya'll are so obligingly hostile." He muttered to himself. His chip hadn't given him any problems whatsoever tonight.

Upstairs, Harrison swallowed at the sight of the Trogs, but gathered his courage and went back to defending. This was his home, dammit! He aimed his crossbow at the Trog being shot at by the giant metal man. The blot shot out into the darkness...and hit a fencepost near the Trog instead of the trog itself. Darn.

((OOC: 16:57, Today: Rusty Harry rolled 5,11 using d8+2,d6+2, rerolling max with rolls of 3,(6+3)9.  Shooting.

Not sure if there's any darkness penalties, but I should hit even with those. I'll roll the raise damage separately.

16:58, Today: Rusty Harry rolled 16 using 3d6, rerolling max with rolls of 3,(6+2)8,5.  Damage.
16:59, Today: Rusty Harry rolled 7 using 1d6, rerolling max with rolls of (6+1)7.  Raise damage.

So that's 16 damage, 23 damage if I got the Raise.

Next, I roll to see if Harrison gets over his fear.

17:00, Today: Rusty Harry rolled 11 using 1d6, rerolling max with rolls of (6+5)11.  Harrison unshake.

He most decidedly does, and with a Raise to boot. Since his original target is gone and his aim was lost for being Shaken anyway, he's going to take a shot at the same Trog Harry's shooting.

17:03, Today: Rusty Harry rolled 1 using 1d6, rerolling max with rolls of 1.  Harrison shooting.

That's a miss.

Card for next round: 2S. Siiiiiiigh.))

Kelly MacLeod
player, 211 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B2
Thu 11 Jul 2019
at 00:45
  • msg #77

Re: Episode Two - Part 2 - The Hard Row

Kelly, amazingly, kept her cool.  Her only response was to point at him, and then make the come hither gesture.

19:44, Today: Kelly MacLeod rolled 1,4 using d6,d6, rerolling max with rolls of 1,4.  Smarts.

"Don't sing it, bring it!"
Prospector
GM, 325 posts
All that Glitters
Wh:3 R:1 B:1
Sat 13 Jul 2019
at 05:07
  • msg #78

Re: Episode Two - Part 2 - The Hard Row

Battle at the Gate! - Harry, Kelly, Fletcher, Harrison, Longbow Farmer, Trogs, Blinkers, and Young Angus

The raging Trog stomped towards the metal man-thing, fully intent on smashing and tearing it to bits.  Sometimes metal things have tasty things in them. The shotgun blast tore a huge ragged chunk out of its side.  It managed another step...then collapsed...still looking intent on tearing Harry to pieces, but it is now physically incapable.  It'll figure it out sooner or later....

These Trogs were a bit tougher than regular Extras (Extra Wound)....  He Soaked one.  Took two.  Which still drops him! Also, to be clear, Harrison is in the field behind Harry and Kelly supporting the Gate fight.

Kelly is not Taunted!  It has been BROUGHTEN.



Upstairs in the Blockhouse - Dean, Riflewoman, 3 more Shaken Farmer Fighters, and.....

With a howling, whooping "THUNDER!", a figure came crawling in through the window at the back of the upstairs room.  Junk wings rattled and lifted from this mutants shoulders as thunked to the planks.  A machete was whipped out of a sheath and slashed down at one of the farmers crouched against the wall.  The farmer managed to dive out of the way of the clumsy hack...for now... The twisted hand of another mutant appeared at the window, trying to haul itself up and in to join the fun...

The Upstairs of the Blockhouse now has a Weirdo Scout!  And another about to join him!

Dean!  On your turn you can roll to Unshake each of the 3 Farmers!




Round 2 - Farmhouse Fight!

Harry (Harrison) - QH

"Secrets" - JS

Kelly (Longbow Farmer) - JD

Blinkers - 10H

Trogs - 8D

Fletcher - 7H

Del (Gm'd for Now) - 5S

Young Angus - 5H

Dean (Upstairs NPCs) - 2H

Kelly is up next!  BRING IT!

This message was last edited by the GM at 09:03, Tue 16 July 2019.
Kelly MacLeod
player, 212 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B2
Sat 13 Jul 2019
at 13:16
  • msg #79

Re: Episode Two - Part 2 - The Hard Row

Posting as Daryl The Longbow Wielding Farmer

08:13, Today: Kelly MacLeod rolled 13 using 1d6, rerolling max with rolls of (6+6+1)13.  Spirit.


Daryl was terrified, but he managed to swallow it.  Get a hold of yourself Daryl!  There's some serious shit going on!

08:15, Today: Kelly MacLeod rolled 1 using 1d4-2, rerolling max with rolls of 3.  Shooting.

He made his best effort, but a longbow is a difficult weapon even in the best of circumstances.  Daryl would not be deterred however, he drew another arrow.
Kelly MacLeod
player, 213 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B2
Sat 13 Jul 2019
at 13:56
  • msg #80

Re: Episode Two - Part 2 - The Hard Row

It was the other muties' lucky day, as Kelly had been challenged and she too charged to meet the challenger.

Not sure if quitting melee with him provokes an attack or if he'll listen to his boss's orders doing it either way, this is a weird sort of honor duel thing.

This had to end quickly, Kelly realized.  There were a lot of them, and their advantage was nullifying what offense could be mounted.  The best way she could see to stop this was demoralization.

So Kelly is going for a called shot to a Vital Area (-4) and has the goggles (-1), but is going to Wild Attack (+2) and is using her Improved Trademark Weapon (+2) for a total of -1.

Let us Pray and make this roll.

08:28, Today: Kelly MacLeod rolled 2,14 using d10-1,d6-1, rerolling max with rolls of 3,(6+6+3)15.  Fight and Pray.

Prayer answered.  So Kelly hits with a Raise:

d8 - Strength
d8 - Sword
d6 - Raise
+6 - Wild Attack Damage and Called Shot damage

Let's roll that

08:30, Today: Kelly MacLeod rolled 22,10 using 2d8+6,d6, rerolling max with rolls of 5,(8+3)11,(6+4)10.  Damage.

32 damage, but wait, I'm not done!


Kelly knew she was taking a risk here.  But there was something else she understood.  An axe is certainly better than your bare hands, and it could actually be a superior weapon if the enemy was heavily protected by thick armor or plating or the like.

But there's a reason infantry weren't issued axes en masse historically.  It was, pardon her French, a shit weapon to parry with, doubly so when it was stylized into a guitar.

That meant he was open, though she'd have to use a weird technique to exploit it.

With a cry, Kelly jumped, thrusting, leaving herself open, but directing the point of her own sword into his exposed throat.

Because she was tired of him raiding, rampaging, and killing.  But more than anything, she was tired of that damned singing.

That's right, the called Vital Area was the head/neck!  So unless his armor protects his head, Kelly is probably bypassing Toughness from his armor.

"Do the world a favor and Shut up!"

The murder of Al Dickson, the rampaging, the killing, the raiding, these... she could forgive.  But not that stupid song.  If she died here today, it was okay as long as no one ever had to hear it again.

08:51, Today: Kelly MacLeod drew the single card: 8S using the Deadlands system.
Prospector
GM, 326 posts
All that Glitters
Wh:1 R:0 B:1
Tue 16 Jul 2019
at 09:37
  • msg #81

Re: Episode Two - Part 2 - The Hard Row

*throws 2 Whites and 2 Reds at Kelly's massive pile of damage!*  One wound out of the six still made it through!  Angus is Shaken with 1 Wound

The Axeman checked his charge at the Templar's wild leaping sword thrust.  The lit-up axe smashed desperately upward and did manage to deflect the blow.  Instead of having the blade tear through his throat, it sliced across his shoulder.  The guitarist screeched in pain, somehow...still managing to make it fit into that damnable song...


The blinker that had been about to face the Templar alone was only to happy /not/ to have to do that.  He whooped and charged away, making for Fletcher.  It was hard to tell what he was swinging at the Junker with all the blinking lights, but it probably wasn't something nice....  It whistled past Fletcher who just managed to twist out of the way...

The rest of the blinkers continued their mad dash across the farm yard, singing and howling with joy as they closed in on the blockhouse...

Missed Fletcher!  Blinkers close in on the Block house.  Medium Pistol range now...


When the trog fell in confusion and blood, the other trog let out a crazed roar.  It was already pretty intent on smashing Harry...but now it had cause for /revenge/.  It dragged up a massive club made of part of a steel I-beam, studded with welded on bits of rebar and other scrap.  All stuck on the end of a steel bar.  The trog hauled it around all too easily, grabbing it with two hands to swing it wildly at the hated metal man...

Harry will take 13!  So....  Shaken!  He is very tough....  That Trog is now at -2 Parry btw.  Wild swings have downsides.


Round 2 - Farmhouse Fight!

Harry (Harrison) - QH

"Secrets" - JS

Kelly (Longbow Farmer) - JD

Blinkers - 10H

Trogs - 8D


Fletcher - 7H

Del (Gm'd for Now) - 5S

Angus - 5H

Dean (Upstairs NPCs) - 2H

Fletcher is up!

This message was last edited by the GM at 19:28, Fri 19 July 2019.
Fletcher
player, 107 posts
The One With the Junk
P4 T5(+2*) W3 R0 B2
Tue 16 Jul 2019
at 10:29
  • msg #82

Re: Episode Two - Part 2 - The Hard Row

Fletcher hopped a step back as the crazy mutant did its best to end him.

Such a situation was about as far from his ideal as you could get.

After taking half a moment to think, Fletcher grabbed a pair of electronic looking disks from his kit and then grabbed a pair of arrows, one in each hand, that instantly began glowing with a faint blue light.

"Fire in the hole!"  He yelled as he plunged each of them into the ground between him and the mutant, trying to convince it that something very very bad was about to happen.

Smarts trick!

Fletcher rolled 13,5 using 1d8,1d6, rerolling max with rolls of (8+5)13,5.  trick test

Weirdo
NPC, 4 posts
PSY-cho....
Fri 19 Jul 2019
at 02:49
  • msg #83

Re: Episode Two - Part 2 - The Hard Row

The wild Weirdo checked himself at Fletcher's "Fire in the Hole".  He stumbled back a step, flinching and turning away from the expected explosion....

Fletcher! Your Blinker is Shaken AND -2 Parry till he next goes!

Delilah is up next now that sh'es back!  DEL!  GOOOOOOO!

Delilah Wolf
player, 115 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh2|R2|B1
Fri 19 Jul 2019
at 15:34
  • msg #84

Re: Episode Two - Part 2 - The Hard Row

Her first pull of the trigger had felt a little off, and now there was some manner of strange happening with Dean in the farmhouse? Well, that was gonna be a problem.

Del reached cross-body in preparation to attack the oncoming Blinkers, and found herself struggling mightily against the protective armor provided by Mr. Fletcher.

"Hell's bells, why am I even bothering with this?!" she demanded loudly, then quickly busted one of the straps to shrug it off, making herself a clear and obvious target for the enemy.

Unencumbered, Delilah braced her Colt against her hip and emptied the cylinder in a flush of bravado, fanning the hammer with her off-hand to fill the air (and a couple actual targets) with lead.

OOC: There were a lot of rolls with -5 modifiers and Chips, so I'll just go ahead and put the results here for the GM to arbitrate. I can't recall nor can I find the rules for whether Fumbles are only for natural bad rolls or also modified bad rolls.

Attack 1, Blue Chipped: 3, Miss

Attack 2, Red Chipped: 5, Hit
Damage 2, Benny Rerolled: 20, AP1

Attack 3, Benny Rerolled: 0 (Natural 5 and 1), Miss, Fumble?

Attack 4: 0 (Natural 5 and 2), Miss, Fumble?

Attack 5: 24! Colossal Hit with Raise(s)!
Damage 5: 26, AP1

If those maybe-fumbles didn't doom me, I think that's 2 extremely gooey killshots and three harmless misses. And one Red Chip Draw for the Fella-in-Charge, of course.

Also, I have discarded the camouflage gear due to ARROGANCE!

Young Angus
NPC, 1 post
Jukebox Hero
P:7 T:8(2)
Sat 20 Jul 2019
at 03:47
  • msg #85

Re: Episode Two - Part 2 - The Hard Row

Two of the four charging "Blinker" Weirdoes were dropped by the hail of gunfire pouring out of Del's Colt.  One pitched backwards midstride, the staccato strobing lights making him seem to fall in weird stop-motion.  The other was spun around to crumple to the ground, lights still blinking out their musical pattern.

Two down!  Two still coming!


The warsinger took a cautious step back from the Templar, whirling his lit guitar-axe-thing around in a very skillful fashion.  No mere butcher this.  This mad butcher has talent.  And not just the musical variety.  As his hands shifted along the neck, the noisy guitar riffs match him, grinding up and down in time to his song.  Though his mouth is shadowed, the Templar could hear his smile as he sang, "Went through to Texas, yeah Texas, and we had some /fun/"  Texas.  Dickinson's home ground...  The axe continued its whirling readiness...begging the Templar to try again...

Multi Action!

1.) Taunt Kelly! - After /another/ chip, we have a 19
2.) Total Defense - Luckily, you can't drop it lower than your regular parry...and I just can't spend another chip on this right now...  His parry remains 7!

Dean and the Riflewoman!  GOOOOOOOOO!

This message was last edited by the player at 03:48, Sat 20 July 2019.
Kelly MacLeod
player, 216 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B2
Sat 20 Jul 2019
at 17:45
  • msg #86

Re: Episode Two - Part 2 - The Hard Row

12:44, Today: Kelly MacLeod rolled 1,2 using d6,d6, rerolling max with rolls of 1,2.  Smarts.

lol yeah he wins

Well if he wanted to piss Kelly off, he just did.

Be careful what you wish for...
Dean Mitchel
player, 115 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Sun 21 Jul 2019
at 01:59
  • msg #87

Re: Episode Two - Part 2 - The Hard Row

One of the farmers who had fallen to the floor roller onto his back and tried to fire at the weirdo that smashed into the room but missed badly due to fear and bad positioning.  The woman who'd shot one of the weirdo's a moment ago spun but just missed in her haste.  The room was overwhelmingly loud between the screaming and gunfire.

Dean spun towards the intruder and faded from sight with the ease of years of practice.  Even as he disappeared, he fired a bolt to slam into the weirdo's head.  Taking several quick steps, he moved to stand next to the window, preparing for the next intruder...


OOC:
Farmer unshake
21:35, Today: Dean Mitchel rolled 7 using 1d6, rerolling max (((6+1)7)).

Farmer (both) shooting the one coming in... both miss!
21:38, Today: Secret Roll: Dean Mitchel rolled 3 using 1d4, rerolling max with rolls of 3.  farmer.

21:38, Today: Secret Roll: Dean Mitchel rolled 1 using 1d4, rerolling max with rolls of 1.  farmer.

Multi-action (forgot the -2)
Turn invisible
21:45, Today: Dean Mitchel rolled 9,1 using 1d8,1d6, rerolling max (((8+1)9,1)).
So, a 7.  Still a success.

Opponents have a -4 to spot and if spot have a -4 to hit.  Didn't get a raise so it's still possible to notice me

Shoot (-2; not sure if I get the drop or not but don't think it matters for the to hit)
21:45, Today: Secret Roll: Dean Mitchel rolled 13,16 using 1d8,1d6, rerolling max with rolls of (8+5)13,(6+6+4)16.
So a 14.
Definitely hits w/ a raise.

Dam: 3d6 (w/ raise), AP 2;  if get the drop, it's another +4 but don't think it matters)
21:53, Today: Dean Mitchel rolled 23 using 3d6, rerolling max ((2,(6+6+6+2)20,1)).

Prospector
GM, 332 posts
All that Glitters
Wh:1 R:0 B:1
Wed 24 Jul 2019
at 15:22
  • msg #88

Re: Episode Two - Part 2 - The Hard Row

The weirdo scout recovered from his ill aimed strike, lifting his machete again... Only to stop quite suddenly as a crossbow bolt grew spontaneously from his forehead.  Just above the goggles.  His mouth drooped in a surprised "Oh" and he slumped down the wall by the window...


Round 3 - Farmhouse Fight!

Del - BJ!

Young Angus - KH (+2 vs. Kelly!)

Scouts - JD

Fletcher - 10D

Kelly (Longbow Farmer) - 8S (SHAKEN)

Blinkers - 6S

Dean - 6D

Trogs - 3S

Harry (Harrison) - 2S

JOKER'S WILD!!!!  You get a Chip!  You get a Chip!  EVERYBODY GETS A CHIP!!

Del, would you care to go first or pass?


In the Farmyard - 2 blinkers left in charging range of Del!

Upstairs in the Blockhouse - One Dead Scout, One Scout Considering Entering

At the Gate - Young Angus vs. Kelly, Harry vs. Trog, 1 Blinker cheering on Angus vs. Fletcher (Currently Shaken w/ -2 Parry), 2 more Blinkers just appearing out of the woods.

This message was last edited by the GM at 19:53, Wed 24 July 2019.
Delilah Wolf
player, 117 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Wed 24 Jul 2019
at 15:47
  • msg #89

Re: Episode Two - Part 2 - The Hard Row

Del flicked the cylinder open and fed six fresh rounds into her weapon, then raised it to crack off a snapshot.

Even rushed after reloading, she neatly drilled a hole through the middle of a Blinker.

OOC: I'll go first! Reloading my gun and attacking, so -2 from multiple actions.

11:43, Today: Delilah Wolf rolled 17,3 using 1d10+1,1d6+1, rerolling max with rolls of (10+6)16,2.  Shoot! Multi-Action Penalty. Yay for raises!

EDIT: I forgot the extra ranged penalty against these guys, but a natural 16 still pips the post with room to spare.

11:43, Today: Delilah Wolf rolled 10 using 3d6+1, rerolling max with rolls of 3,3,3.  Damage with raise!

With the AP 1 of my pistol, I think that's another Blinker down.

This message was last edited by the player at 15:49, Wed 24 July 2019.
Young Angus
NPC, 2 posts
Jukebox Hero
P:7 T:8(2)
Wed 24 Jul 2019
at 20:11
  • msg #90

Re: Episode Two - Part 2 - The Hard Row

In the Farmyard

One of the Blinkers straightened suddenly as the gunslinger, even rushed, landed another unerring shot.  He stumbled to the side, screeching wildly, and ended up in sprawling tangle in the few barbed wire obstructions near to the blockhouse.  The other Blinker suddenly had choices to make...

Another Down!  One left!  Angus is next!


At the Gate

The guitarist's weaving axe suddenly reared back as he charged forward.  His light strips strobed, turning the whole movement into that weird stop-motion effect.  Hard to keep track of his feet...his stance....  Anything....  A screeching, grinding guitar riff ground its way down to the basser notes as his hands shifted for better leverage.  Lights flared to the music as the axe came lashing in with a roaring soulful, "THUN-DER!!!"

Kelly!  - IMPORTANT GM EDIT!  He had a Wound from Kelly's hit!  Which makes his Hit a normal Hit!  Only 10 Damage!Hit w/ Raise.  You were already Shaken (but you can chip that first if you want).  If you chip the Shaken, you Soak vs. 2 Wounds.  If you don't, you soak vs. 3 Wounds.


Upstairs in the Blockhouse

As the first scout through the window thudded confusedly back against the wall, his warcry cut short.  The pair of hands at the window, that had been preparing to pull up.....  didn't!  Instead, a metallic rattling started up and weird metal wingtips extended up past the height of the sill.  There's only a split second before the blinding flare erupts between them!

Dean! Dean, the Riflewoman, and the Unshaken Farmer need to make an Agility at -2 to avoid the Flash!

Round 3 - Farmhouse Fight!

Del - BJ!

Young Angus - KH

Scouts - JD


Fletcher - 10D

Kelly (Longbow Farmer) - 8S

Blinkers - 6S

Dean - 6D

Trogs - 3S

Harry (Harrison) - 2S

Fletcher and Kelly are up next!

This message was last edited by the player at 00:57, Thu 25 July 2019.
Fletcher
player, 112 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Wed 24 Jul 2019
at 20:55
  • msg #91

Re: Episode Two - Part 2 - The Hard Row

With the weirdo momentarily distracted, Fletcher grabbed up the props used for his ploy and booked it towards where Kelly and Harry were mixing it up.

OOC: Not sure if I can get there with just the full 6" of movement or if I need to drop a run action in there too.
Dean Mitchel
player, 119 posts
P5 T6 W0 B3 Wh 1 R 1 B 2
Thu 25 Jul 2019
at 00:38
  • msg #92

Re: Episode Two - Part 2 - The Hard Row

OOC:
Just posting now since they go first and this will matter; will sum up in next post

Dean - pass
20:37, Today: Secret Roll: Dean Mitchel rolled 7,-1 using 1d8-2,1d6-2, rerolling max with rolls of (8+1)9,1.

Riflewoman - fail
20:36, Today: Secret Roll: Dean Mitchel rolled 2 using 1d6-2, rerolling max with rolls of 4.

Farmer - fail
20:36, Today: Secret Roll: Dean Mitchel rolled 2 using 1d6-2, rerolling max with rolls of 4.

Kelly MacLeod
player, 217 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B2
Thu 25 Jul 2019
at 01:23
  • msg #93

Re: Episode Two - Part 2 - The Hard Row

Right.

So rather than put this in the OOC I put it here because...

19:57, Today: Kelly MacLeod rolled 21 using 1d35, rerolling max with rolls of 21.  Cheep.

That's a Red.  Okay, per the revision that's still 10 damage, and since Kelly was already Shaken, it would be a Wound.

Since there's not much of a difference, I'm going to use the Red I just got as a White and Unshake, but then the 10 remaining damage will leave Kelly Shaken again.  See this is why it doesn't matter, Kelly's Spirit and Vigor are the same so I'd either have to soak one wound or roll to Unshake.  So let's roll that (to unshake).

20:00, Today: Kelly MacLeod rolled 3,5 using d8,d6, rerolling max with rolls of 3,5.  Spirit.

Okay that gets it.  That'll do pig, that'll do.

Round 2 of Deflection I believe...


Kelly was now officially mad.  Worse, she was desperate.  She'd already failed; not taking him out in one clean kenjutsu strike had already doomed this entire farm to pointless bloodshed. If her opponent weren't surprisingly conservative with his tactics (or perhaps it's more accurate to say Kelly was quite aggressive with hers), she'd probably be missing her own head by now.  Well, she'd nicked him, might as well keep pressing the attack and she doubted she'd get another opening like that last one.

All right after much debating, we're going to keep this relatively simple, Kelly is going to try to just hack him to pieces with a good old fashioned Wild Attack, but no fancy called shots this time, total modifiers +2 from maneuver, +2 from Edges, -1 from goggles, +3 total.

20:16, Today: Kelly MacLeod rolled 16,7 using d10+3,d6+3, rerolling max with rolls of (10+3)13,4.  Fighting with Modifiers.

Hit with a Raise.

20:16, Today: Kelly MacLeod rolled 8,1,2 using d8+2,d8,d6, rerolling max with rolls of 6,1,2.  Damage.

Egads that's mediocre.  All right let's do it, let's Blood and Guts that roll.

20:18, Today: Kelly MacLeod rolled 7,1,5 using d8+2,d8,d6, rerolling max with rolls of 5,1,5.  Blood and Guts.

Still... not great lol, 1 point under the typical, but 13 is at least enough to get to Wound town and 11 wasn't.

20:19, Today: Kelly MacLeod drew the single card: 6S using the Deadlands system.

Kelly MacLeod
player, 218 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B1
Thu 25 Jul 2019
at 01:30
  • msg #94

Re: Episode Two - Part 2 - The Hard Row

Posting as Daryl The Longbow Wielding Farmer

Daryl swallowed hard.  On the one hand, this was bad.  On the other hand, they were fighting back effectively.  It wasn't the slaughter he'd anticipated.  But damn they were impossible to hit.

He drew, and took aim again.

He aims because damn they're hard to hit!

Fletcher
player, 113 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Thu 25 Jul 2019
at 02:16
  • msg #95

Re: Episode Two - Part 2 - The Hard Row

As he put distance between himself and the weirdo Fletcher's hands pulled together a few items from his pockets.

Fletcher rolled 5,2 using 1d8,1d6, rerolling max with rolls of 5,2.  WS, Wild

2 components used, 1 use of Gadgeteer remaining for this "session"

Prospector
GM, 337 posts
All that Glitters
Wh:1 R:0 B:1
Sun 28 Jul 2019
at 07:08
  • msg #96

Re: Episode Two - Part 2 - The Hard Row

The wildness of the Templar's attack seemed to surprise the Axeman a bit.  He spun his axe around in a desperate attempt to deflect the force of the sword.  He only managed to keep it from killing him...but not keep it from gashing open his side.  As he stumbled back a step, the guitar riff stumbled too.....just a little bit.  But it was a notable mistake...

Angus is now Shaken with TWO Wounds, having failed to soak!


The spooked Blinker had waited a frightened moment for Fletcher's explosion.  Which....didn't come...  He quickly looked about for that tricky fella, but spotted old Harrison first.  Being a simple maniac he was happy enough to go for the easier target.  Whooping, he rushed at the old crossbow man.  The junk metal club whistled down an old Harrison, but he's a tough old survivor-farmer.  He managed to shift just enough and took nothing but a slight glancing hit.

Two more Blinkers came charging out of the woodline.  One made a whooping wheeling dash at the swordswoman attacking his Lead Guitar.  He was overextended in a wild charge but didn't seem to much care.  Nor did he much connect with his target as his own rebar club whooshed by very close.

The other went charging straight out into the field....right for Daryl and his longbow.  Lights glittering and strobing, this Blinker-girl pitched a sharpened spike of rebar end over end at the farmer, "THUN-DER!!!"  The spike thunks sickeningly into Daryl's chest, knocking him back to the dirt of his fields with a scream.


The last surviving Blinker from the charge towards the blockhouse creepily flicker-stepped that last bit of his run straight at the gunwoman at the door.  He didn't stop...  Didn't check his speed...  Didn't even try to raise a weapon.  Just continued his weird stop-motion charge directly into Del....

Blinker engaged with Harrison.  Another Blinker Engaged with Kelly.  Another took out Daryl.  The last linebackers into Del....

DEL!  Strength check vs. 13!  If you fail, you are Knocked Prone and must make an Agility check to keep your Gun!  If you fail by 4 or more, you are Knocked Prone and must make the Agility Check at -2

DEAN IS UP NEXT!  Your folk are partially blinded and Shaken, but Dean's good!

Delilah Wolf
player, 119 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Sun 28 Jul 2019
at 08:07
  • msg #97

Re: Episode Two - Part 2 - The Hard Row

Del, grouchy thing that she was, still only weighed 100 pounds soaking wet and couple charitably be described as waifish.

So when a big slab of armored, stupid, crazy motherfucker came running full-tilt boogie straight at her, it sent the little Law Dog (and her precious sidearm) flying.

OOC: 4 on the Strength and 3 on the Agility, ouch!
Prospector
GM, 338 posts
All that Glitters
Wh:0 R:0 B:1
Tue 30 Jul 2019
at 15:37
  • msg #98

Re: Episode Two - Part 2 - The Hard Row

Rolling forward while I have the chance.  DEAN YOU STILL HAVE YOUR ACTION!  This trog shouldn't effect anything Dean's doin' anyhow.

The big monstrous Trog's club smacked off the armored hide of Harry with a resounding clang.  The mutant caught the rebound and redirected it by main strength (of which it has quite alot).  It brings the club up and around in a two handed smash in a wild attempt to drive the cyborg straight into the ground like a spike.  But, Harry managed to step back....just enough...to let the club smash a huge divot out of the earth instead.

Even with a Chip, this sad Trog couldn't manage better than 2!  BAD TROG!

HARRY!  You still have to deal with the Shaken from Round 2, but otherwise you are up!
DEAN!  You can still go before the end of the round!


Round 3 - Farmhouse Fight!

Del - BJ!

Young Angus - KH

Scouts - JD

Fletcher - 10D

Kelly (Longbow Farmer) - 8S

Blinkers - 6S

Dean - 6D

Trogs - 3S

Harry (Harrison) - 2S

Rusty Harry
player, 214 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Tue 30 Jul 2019
at 21:04
  • msg #99

Re: Episode Two - Part 2 - The Hard Row

Harry shakes his head to clear the ringing in his ears from the previous blow, steps on the mutant's club, then spincocks his sawed-off shotgun and shoved it up the Trog's chin.

"You've been...Thunderstruck!" He grins as he pulls the trigger.

{{BOOM!}}

((OOC: I'll spend a chip to unshake, since I currently have 4 whites [3 now].

I'm going to cock the shotgun, then a point-blank round into the Trog's face. This will be against his Parry of 6, but I get a +2 bonus from the buckshot.

13:58, Today: Rusty Harry rolled 13,11 using d8+2,d6+2, rerolling max with rolls of (8+3)11,(6+3)9.  Shooting.

Pretty sure that's a Hit and Raise.

14:00, Today: Rusty Harry rolled 25 using 4d6, rerolling max with rolls of 3,(6+3)9,(6+2)8,5.  Damage.

Heh. Chunky salsa time!

Card: 5D

Is Harrison Shaken from the attack he suffered?))

This message was last edited by the player at 21:05, Tue 30 July 2019.
Rusty Harry
player, 215 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Tue 30 Jul 2019
at 21:38
  • msg #100

Re: Episode Two - Part 2 - The Hard Row

Orville Harrison growled at the nutter trying to brain him. That blinking sure was giving him a headache, and he wasn't confident about his ability to hit the bastard at this range -- too easy for his bow to get shoved aside. But this wasn't his first rodeo, and he'd picked this field to make his stand for a reason.

See, this patch of vegetables tended to draw gophers. And gophers loved making potholes in the land. And as it happened, he'd stationed himself near a cluster of those holes. The Blinker had missed the ones further out, but he didn't seem to be paying all that much attention to his surroundings, so Orville backed up, just enough to entice the nutter to chase him...and hopefully, he wouldn't be looking at his feet when he did it.

((OOC: Harrison is going to try a Test against the Blinker attacking him, in an attempt to gain some ground and at the very least distract the Blinker.

He's going to use his Knowledge (Farming) for this, since he knows these lands better than anyone with that d12 of his. Specifically, he's trying to maneuver the Blinker into a gopher hole. This would be opposed by Smarts (to not fall for it). Harrison is looking to make the Blinker Distracted and also Shaken. If he gets the Blinker Shaken, he'll move away to wherever he can put a patch of razor wire or similar obstruction between him and the Blinker; otherwise, he'll remain where he is.

14:31, Today: Rusty Harry rolled 6 using 1d12, rerolling max with rolls of 6.  Knowledge (Farming) Test.))

Dean Mitchel
player, 120 posts
P5 T6 W0 B3 Wh 1 R 1 B 2
Wed 31 Jul 2019
at 00:35
  • msg #101

Re: Episode Two - Part 2 - The Hard Row

As the rest of the bunker crew looked on and then cried out as they were blinded, Dean did a quick crouch and spin against the wall.  This was almost just like being back in the war.  Well, almost anyway.  Standing, he stuck the crossbow against his shoulder and fired the bolt directly into the wierdo.  "Pain in the ass," he muttered as he cranked the lever.  Boy, he missed his old gear.


OOC:
I'm invisible, -4 to be seen/hit/etc.  Not sure if I get the drop though (ie if he spots me or whatever).  If I do, that's a raise.  Either way, it's a hit.
20:29, Today: Dean Mitchel rolled 6,3 using 1d8,1d6, rerolling max ((6,3)).

Dam (without raise or +4 from Drop as not sure if I have it or not).  AP 2
20:33, Today: Dean Mitchel rolled 7 using 2d6, rerolling max ((3,4)).

If I got the drop, putting roll here
20:33, Today: Dean Mitchel rolled 1 using 1d6, rerolling max ((1)).

So 7 dam without, 12 damage with drop.


Prospector
GM, 340 posts
All that Glitters
Wh:0 R:0 B:1
Thu 1 Aug 2019
at 17:52
  • msg #102

Re: Episode Two - Part 2 - The Hard Row

The war song's chorus was made even more thunderous by the well timed report of Harry's shotgun and roaring of his own "THUNDERSTRUCK" refrain.  The trog had very little time to consider how well it fit into their holy warsong.  In fact, the last thing that went through its mind was a load of pellets.  The massive mutant corpse was thrown backwards to crash to the dirt next to its partner.

The wily old Farmer lured the skittering Blinker into the gopher holes.  Singing his warsong and feeling generally gleeful about the prospects of bashing the old man, the Blinker foolishly followed.  When Harry's gun barked, it distracted the weirdo just for a second which was just enough for him to catch a gopher hole off-balance.  Lights still strobing, the Blinker stumbled in ungainly stop-motion into the soft earth.

TROG DOWN!  Blinker Distracted And Shaken!


Up in the Blockhouse, an invisible Dean raced through the blinded farmers.  He snapped a quick shot down through the window where the metal wings rattled ominously.  He was rewarded with a screech of anger and surprise from the scout hanging there.  The Weirdo seemed very put out that their tricks weren't working.

Weirdo Scout Shaken!  No Drop because there is fighting and, while he is invisible, they are still /expecting/ trouble.

Round 4 - Farmhouse Fight!

Fletcher - 9S

Scouts - 8C

Young Angus - 7D

Kelly (Daryl the Longbow) - 6S

Dean - 6H

Del - 6D

Harry (Harrison) - 5D

Trogs - 4S

Blinkers - 2C

ZONE RUNDOWN

At the Gate


Kelly is engaged with Angus (SHAKEN, Two Wounds) and a Blinker

Harry is Unengaged

Fletcher is Unengaged

Harrison is Unengaged

Daryl is Down

2 Blinkers, Currently Unengaged (1 is DISTRACTED and SHAKEN)

Outside the Blockhouse Front
Delilah is Prone, Gunless and Engaged with a Blinker

Upper Story of Blockhouse
Dean is INVISIBLE
Farmers are half-blinded and Shaken
At least 1 Weirdo Scout is SHAKEN and hanging at the window



FLETCHER!!  THE TIME IS NIGH!  GOOOOOOOOOOOOOOOOOOO!
Fletcher
player, 114 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Fri 2 Aug 2019
at 00:54
  • msg #103

Re: Episode Two - Part 2 - The Hard Row

Fletcher lifted one of his "arrows" up.  It had a bit of wire twisted around it along with a few odds pieces.

He twisted two of the wires together and the whole thing burst into a bright light.

Fletcher raised it high, hoping to eliminate the advantage the blinking suits gave the remaining raiders around the gate.

Fletcher rolled 6,3.  Activating "light" gadget.
Prospector
GM, 341 posts
All that Glitters
Wh:0 R:0 B:1
Fri 2 Aug 2019
at 19:45
  • msg #104

Re: Episode Two - Part 2 - The Hard Row

Fletcher's Arrow of Light burns to sudden brilliance against the darkness.  The light suits still blink, but the colors are muted and the strobing effect no longer hides their movements.  They appears as what they really are wild mutants covered in wires and flexible tube lights.  They all wear some version of the goggles.  Without the distraction and lightshow, they seem much less threatening somehow.

Gate Zone is LIT!  No Blinker Penalties!


Up in the Blockhouse

Dean can hear some scrabbling against the wall of the big wood cabin as the wing rattle recedes.  The scout at the window is trying to get down and, possibly, away.  Before the Syker can really get a good look, someone from the ground opens up on the window with a pistol.  The bullets smack into the wood, throwing splinters around, and whirring through the opening with lethal warning.  Covering fire.

One Scout retreats down.  Another, on the ground, attempts to Suppress the Window.  The cover provided by the wall/window prevents it from rattling Dean!  No Effect!


Duel at the Gate

The warsinger just can't seem to recover.  His parrying is becoming a more desperate, trying to fend off the maddened Templar.  He tried to continue his song, but his voice was shaking from pain and distraction as his force (even the big Trogs) crumpled around him, "...Yeah...  It's alright!  We're....  Doin' fine!"  His guitar-axe spins and grinds through the riffs, focused on trying to keep that sword away....  Probably hoping for an opening to make a break for it....

Angus fails to Unshake!  HE IS.....TEMPLAR-STRUCK!

Round 4 - Farmhouse Fight!

Fletcher - 9S

Scouts - 8C

Young Angus - 7D


Kelly (Daryl the Longbow) - 6S

Dean - 6H

Del - 6D

Harry (Harrison) - 5D

Trogs - 4S

Blinkers - 2C

KELLY, DEAN, DEL, HARRY!  ALL OF YOU CAN GOOOOOOOOOOOO!


This message was last edited by the GM at 19:46, Fri 02 Aug 2019.
Kelly MacLeod
player, 220 posts
Romans 2:1-3 PP7/10
P7T8(2) W0 R0 B1
Sat 3 Aug 2019
at 00:15
  • msg #105

Re: Episode Two - Part 2 - The Hard Row

First let's get this out of the way.

Daryl laid there, possibly dead, holding the ground down.  The ground didn't rise.  Good job Daryl.

Round 3 of Deflection.


Kelly was just getting angrier now, mostly because there was one of those idiots interfering in an honor duel.  Now it didn't really matter who won, the contest was tainted either way.

She debated pulling back and being more conservative, that was probably the smarter play, but dammit, they killed Al Dickson.

So second verse same as the first, +2 Wild Attack, +2 Imp TM Weapon, -1 for the Goggles.

19:09, Today: Kelly MacLeod rolled 12,8 using d10+3,d6+3, rerolling max with rolls of 9,5.  Fighting.

Hooyeah!

d8 Strength
d8 Sword
d6 Raise
+2 Wild Attack

A very respectable 20 damage - 19:10, Today: Kelly MacLeod rolled 16,4 using 2d8+2,d6, rerolling max with rolls of (8+4)12,2,4.  Damage.


"SHUT UP SHUT UP SHUT UP SHUT UP!"  Kelly screamed over and over again, practically windmilling with Connor as she unleashed a wicked series of thrusts and slashes, a veritable riddle of steel, though in a very different sense from how that expression is normally used.  No the riddle here was how to stand in the middle of it without losing several body parts.

19:14, Today: Kelly MacLeod drew the single card: JS using the Deadlands system.
Dean Mitchel
player, 121 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Sat 3 Aug 2019
at 01:43
  • msg #106

Re: Episode Two - Part 2 - The Hard Row

Spinning back out of the window, he could hear and feel the building taking the multiple impacts.  "Why does everyone seem to have a gun but me," he muttered.  A quick peek saw Del on the ground with a weirdo bearing down on her.  As much as he wanted to stick the bugger trying to escape, Del came first.  Pulling away from the wall, he didn't hesitate to fire immediately.

Meanwhile, the spunky and determined riflewoman blinked her eyes clear and scrambled back to the window.  Rushing forward, she jammed the stock against her shoulder and fired but the shot went wide in her haste.


OOC:
Spirit rolls for riflewoman and bowman to unshake
23:12, Today: Secret Roll: Dean Mitchel rolled 1 using 1d6, rerolling max with rolls of 1.

23:12, Today: Secret Roll: Dean Mitchel rolled 2 using 1d6, rerolling max with rolls of 2.
NOPE!

Will burn a npc bennie so riflewoman can act at least...
Shooting
23:34, Today: Dean Mitchel rolled 2 using 1d4, rerolling max ((2)).
Not that it matters!

Was the weirdo climbing down, stunned?  If so, did that mess with his climbing down?

Shooting Blinker engaging a prone Del - MISS
21:26, Today: Secret Roll: Dean Mitchel rolled 1,3 using 1d8,1d6, rerolling max with rolls of 1,3.

Burning a chip to reroll!
21:26, Today: Secret Roll: Dean Mitchel rolled 9,8 using 1d8,1d6, rerolling max with rolls of (8+1)9,(6+2)8.

Again the drop rules/shooting in the head/back but don't think it'll apply?  So not added.  Hit regardless.

Dam, 2 AP
21:28, Today: Secret Roll: Dean Mitchel rolled 2 using 2d6, rerolling max with rolls of 1,1.
Plus the 1d6 from raise
23:13, Today: Dean Mitchel rolled 3 using 1d6, rerolling max ((3)).

For a whopping 5...

Oh hell no.  chip to reroll

21:28, Today: Secret Roll: Dean Mitchel rolled 8 using 2d6, rerolling max with rolls of 5,3.
plus raise
23:14, Today: Dean Mitchel rolled 5 using 1d6, rerolling max ((5)).
total of 13 with 2 AP

This message was last edited by the player at 03:38, Sat 03 Aug 2019.
Rusty Harry
player, 216 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Sat 3 Aug 2019
at 06:10
  • msg #107

Re: Episode Two - Part 2 - The Hard Row

Harry blinked a bit at the light show, then loaded another round with a spincock. Both his playmates were down, so he holstered the shotgun and pulled forth the Ruger they'd pulled off the earlier band of wierdos. He wasn't terribly fast, and the shotgun had limited range. He took a shot at the Blinker near Kelly, but even with the light his aim was off. Sighing, he changed course and headed for the one Blinker that didn't seem to have anyone around him right now.

((OOC: Going to holster my Shotgun and pull out the Ruger. Drawing a weapon is a free action in SWADE, but I'm not use if that's one of the rules we imported for this game, so I'll adjust if necessary.

23:02, Today: Rusty Harry rolled 2,2 using d8,d6, rerolling max with rolls of 2,2.  Shooting.

...and that's a big, fat miss, so it doesn't matter. Harry will use his movement to get near the remaining Blinker that isn't near anyone else.))



Orville couldn't help but grin a little as the gopher hole did its work. Taking advantage of the blinker's distraction, he backed off and aimed a bolt at him. In his haste, though, the shot went wide, and he cursed his luck, then moved to a razorwire patch to make it difficult for the nutcase to get at him.

((OOC: Orville, having moved now that the Blinker is Shaken, takes a shot at him with the crossbow.

23:07, Today: Rusty Harry rolled 2 using 1d6, rerolling max with rolls of 2.  Shooting (Harrison).

Nope. Le sigh.

Card for next round: JD))

Prospector
GM, 344 posts
All that Glitters
Wh:0 R:0 B:1
Mon 5 Aug 2019
at 06:05
  • msg #108

Re: Episode Two - Part 2 - The Hard Row

Duel at the Gate

The Axeman spun his weapon back and forth, backpedaling under the Templar's furious assault.  But he was already wounded.  Already being put back on his heel.  And he was terrible at riddles.  Connor slid past the haft of the axe and bit deep.  The music didn't falter, still thumping from the pack that can now be seen in Fletcher's light.  The guitar riff dies off in scratch asynchrony.  The song died on the warsinger's lips as he crumpled around the Templar's blade.

ANGUS DOWN

Outside the Blockhouse

The Blinker Weirdo hooted and whooped along with the song, stepping over the downed gunfighter with malicious joy.  He started to raise his rebar beatin' stick....then the guitar riffs scratched away in death.  He looked up for a moment.  But it was a short moment to consider the death of the warsinger.  The crossbow bolt that thudded into his back took up all of his consideration quite suddenly.  He reached a hand back to scrabble at it, even as he fell over next to Del...

BLINKER DOWN

ZONE RUNDOWN

At the Gate

Kelly is engaged with Angus (SHAKEN, Two Wounds) and a Blinker

Harry is Unengaged engaging the attention of a Blinker

Fletcher is Unengaged and has Lit the Zone!  No Penalties for Lights Here!

Harrison is Unengaged, but has the attention of, Blinker (1 is DISTRACTED and SHAKEN)

Daryl is Down



Outside the Blockhouse Front
Delilah is Prone, Gunless and engaged with a Blinker

Upper Story of Blockhouse
Dean is INVISIBLE
Riflewoman is back up and ready
Some Farmers are still half-blinded and Shaken
At least 2 Weirdo Scouts are on the ground at the back of the Blockhouse

DEL STILL HAS A TURN!

Delilah Wolf
player, 122 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Mon 5 Aug 2019
at 06:38
  • msg #109

Re: Episode Two - Part 2 - The Hard Row

Del heaved a sigh of relief and gave a little salute, not realizing Dean had other problems that he was trying to murder to death besides saving her apoca-bacon.

With a little struggle and a firm pressure on her bruised tailbone, she got up from the dirt and hunted down her pistol.

From there, she just started wandering towards the sound of violence.
This message was last edited by the player at 23:35, Mon 05 Aug 2019.
Prospector
GM, 347 posts
All that Glitters
Wh:0 R:0 B:1
Tue 6 Aug 2019
at 07:38
  • msg #110

Re: Episode Two - Part 2 - The Hard Row

At the Gate

The song may still be playing from the warsinger's backpack....but the soul seemed to have gone out of it.  The driving, lyrical push isn't there.  No guitar riffs to whip the Weirdos into their frenzy.  For the first time in all the bloody chaos of the attack, the weirdos seem....unsteady...

The Blinker who had joined the fight to save his warsinger hissed his hatred at the Templar, "YOU KILLED THE SONG!!!  ROCK AND ROLL CANNOT DIE!!!"  He feinted towards the Templar with his junk cudgel, then spun to the side in a deft move to try and run away from the wasteland knight.  He wasn't quite fast enough...

KELLY! Blinker attempts to run!  He failed to Extract so you still get to free hit at him!  Miss and he bolts into the woods!

The confused Blinker in the fields howls his own mournful scream, "ROCK AND ROLL IS LIFE!!"  The torment of losing the singer was enough to clear out whatever confusions he may have been experiencing.  He bolts for the woods as well, running for all he's worth.

The last Blinker, Daryl's attacker, sized up the approaching cyborg...and the loss of the warsong...and everyone else running.  She too decides that the time has come to make for the exit.  Scrambling away, she breaks for the relative safety of the trees.

Zone Rundown

At the Gate

Kelly has a free shot at the Blinker attempting to escape, miss and you'll have to chase after him!

Harry is UnEngaged

Harrison is UnEngaged

Fletcher is UnEngaged - Zone is still Lit, negating darkness and Blinker penalties

2 Blinkers are running for the trees!  You have this action to get them before they hit tree cover and we Chase it out.

At the Blockhouse

Dean and the Riflewoman are free to act!

Delilah is limping around the side of the Blockhouse!

2 Scouts are on the ground behind the blockhouse (likely of a mind to run like heck on their action!)

Round 5 - Farmhouse Fight!

Kelly (Daryl the Longbow) - JS

Dean - JS

Harry (Harrison) - JD

Scouts - 10C

Fletcher - 9S

Del - 8H

Blinkers - 8D

KELLY, DEAN, AND HARRY ARE UP!  GOOOOOOOOOOOOOOOOOO!



Kelly MacLeod
player, 221 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Tue 6 Aug 2019
at 11:06
  • msg #111

Re: Episode Two - Part 2 - The Hard Row

Right, so no maneuevers on free pokes, but +2 for Connor, -1 for goggles still goes:

05:53, Today: Kelly MacLeod rolled 7,5 using d10+1,d6+1, rerolling max with rolls of 6,4.  Free Poke.

I do believe that's a regular old hit.

05:54, Today: Kelly MacLeod rolled 4 using 2d8, rerolling max with rolls of 2,2.  Damage

And it doesn't matter, Waaaahmp Waaaaahmp Waaaaaahmp

Round 4 of Deflection, down 1 PP to maintain


"You like singing so much!?"  Kelly managed to cry out despite sprinting after the one who had the audacity to interfere in an honor challenge.  "Here's a song for you!"


05:57, Today: Kelly MacLeod rolled 15,8 using d10+3,d6+3, rerolling max with rolls of (10+2)12,5.  Wild Attack.

Not sure if I have a MAP for Running to catch him but with that roll it doesn't matter.

05:57, Today: Kelly MacLeod rolled 4,7,5 using d8+2,d8,d6, rerolling max with rolls of 2,7,5.  Damage.

So hit with a Raise and 16 damage, yeah assuming he's an extra, so I'm going to take some liberties here.


It was an old happy, slightly silly song, something from long before the war, Kelly's father used to sing to her when they were in Thockmorton's camps, treating the Black Hats, and something loud or scary would happen, which was often.  Kelly was not going to win any awards for vocal performance but there was something about her enthusiasm.

"Oh I could fly 'neath the wings,
Of the Bluebird, as she sings,
The six o'clock alarm would never ring,
But six rings and I rise,
Wipe the sleep out of my eyes,
The shaving razor's cold and it stings!
"

With a swift push cut, she drew a neatly horizontal blow across the Weirdos skull, as if she had aimed it precisely rather than simply let her guard down a bit.  The result should leave the top part of the victim's skull looking rather like a chili bowl once it detached from the rest.

"Cheer up sleepy Kelly,
Oh, what can it mean,
to a Daydream believer
and a Homecoming queen?

Come on boys, where ya goin', I ain't done yet!  Al Dickson says hi!
"

So it seems Kelly's dad changed the lyric slightly, probably best not to tell her, judging by the fact she was very intent on recalling the Weirdos through sheer force of will apparently.

06:05, Today: Kelly MacLeod drew the single card: 6S using the Deadlands system.
Dean Mitchel
player, 124 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Wed 7 Aug 2019
at 00:46
  • msg #112

Re: Episode Two - Part 2 - The Hard Row

Seeing the body fall before it could attack Del, Dean turned and moved back.  The woman with the rifle had already recovered, thrusting the weapon out the window to fire down at her attackers.  "TAKE THAT YOU BASTARDS!," she yelled, confidence growing as the tide turned.

Dean let his power fade as he stepped up beside her.  He shared her sentiment but didn't join in the yelling.  Raising his own weapon, he targeted the other weirdo and fired without remorse.  Raiders who escaped would just be a pain in the ass later after all.


OOC:

Riflewoman shoots and hits!
20:40, Today: Dean Mitchel rolled 6 using 1d4, rerolling max (((4+2)6)).

Dam with 2 AP
20:41, Today: Dean Mitchel rolled 10 using 2d8, rerolling max ((3,7)).

Dean shoots and raises
20:41, Today: Dean Mitchel rolled 11,2 using 1d8,1d6, rerolling max (((8+3)11,2)).

Dam with 2 AP
20:42, Today: Dean Mitchel rolled 14 using 3d6, rerolling max ((1,(6+2)8,5)).

dropping the invis as no longer needed (and don't want to pay more cost).

Rusty Harry
player, 217 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Wed 7 Aug 2019
at 01:18
  • msg #113

Re: Episode Two - Part 2 - The Hard Row

Harry was tempted to just let the raider run. He wasn't a bloodthristy killer. He knew the value of mercy.

But he had the feeling these raiders weren't worthy of it. They had that thing to feed, and they preyed on people not because they felt they had no choice, like Crowboy and Steve, but because they wanted to feed some unholy thing.

To everything, there was a season, and a time for every purpose under heaven. He thought. He wasn't sure where that was from...something he'd read, surely. It felt biblical. But it might have been part of an old song, playing through his head. But whatever. There was a time for everything. This was not the time for mercy.

So he followed behind the raider in his slow, plodding way. He drew a bead on her, and took a shot, trying to get her in the leg so he could slow her down enough to catch up.

((OOC: Harry continues moving toward the runner, popping off a shot with his Ruger as he does so.

18:02, Today: Rusty Harry rolled 6,5 using d8,d6, rerolling max with rolls of 6,5.  Shooting. Hit.

18:04, Today: Rusty Harry rolled 6 using 2d6+1, rerolling max with rolls of 4,1.  Damage.

I think that'll only make the non-blinky blinker Shaken, but as long as she remains Shaken she should also be slowed down enough for me to catch up to her.))


Orville, meanwhile, had no pangs of conscience. The thought of sparing the raider didn't even enter his head -- these men had come to destroy his livelihood and his family. He would take no prisoners today.

But though his will was sharp, his hand trembled slightly as he aimed the crossbow, and his shot went wide. He cursed, and stopped to load another bolt, trying to get another shot in before the raider slipped into the trees.

((OOC: 18:14, Today: Rusty Harry rolled 3 using 1d6, rerolling max with rolls of 3.  Shooting (Harrison). Miss.

Card for next round: 5S))

Prospector
GM, 348 posts
All that Glitters
Wh:0 R:0 B:1
Thu 8 Aug 2019
at 08:49
  • msg #114

Re: Episode Two - Part 2 - The Hard Row

At the Gate

The top of the Blinker's head fell away as he continued to run.  His run became increasingly erratic and uncoordinated.  He just kept trying to run...but things weren't working right anymore... Run...  Run...  He hit a tree without even turning and flopped back with useless finality.

Harry's high-caliber round clipped across the Blinker's shoulder armor.  The force of it was enough to send the Blinker stumbling.  It also forced her to try zigging and zagging.  Head ducked slightly in some instinctual defensive posture as she continued to make for the woods.

The other Blinker found it much easier to ignore the crossbow bolt that winged past him and made it into the trees.  As soon as he hit said trees at the edge of Fletcher's light, this Blinker cut his lights and seemingly winked right out of existence.  At least....for those without goggles....

At the Blockhouse

The Scouts on the ground veered off from each other, trying to spread the target opportunities as they tried for the woods.  The rifleshot cracked into the wing pack with a shower of sparks and electrical discharge.  The scout threw up his arms with a screech; some from the bullet.  Some from the random electric shocks.  He hit the ground in a flaring sizzle.

The other Scout didn't make it much farther.  A crossbow bolt cutting through his leg.  He crashed to the ground like the other.  Screaming.  He was trying to crawl for it...but he wouldn't make it.  The shiny trail he was leaving indicated something very major and important was cut...



Zone Rundown

At the Gate

Kelly is UnEngaged!  Her Blinker is DOWN.

Harry is "Jasoning" after a Blinker (Shaken)

Harrison is UnEngaged

Fletcher is UnEngaged - Zone is still Lit, negating darkness and Blinker penalties

2 Blinkers are running for the trees!  You have this action to get them before they hit tree cover and we Chase it out.

At the Blockhouse

Dean and the Riflewoman are free to act!

Delilah is limping around the side of the Blockhouse!

2 Scouts are on the ground behind the blockhouse (likely of a mind to run like heck on their action!)

Round 5 - Farmhouse Fight!

Kelly (<s>Daryl the Longbow) - JS

Dean - JS

Harry (Harrison) - JD

Scouts - 10C</s> (BOTH DOWN!)

Fletcher - 9S

Del - 8H

Blinkers - 8D

Fletcher and Del are up!  There's a Shaken Blinker at the Gate being stalked by Harry.  The last Blinker went dark and is in the trees.  Take your actions, but I think we're pretty much done here!



Fletcher
player, 117 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Thu 8 Aug 2019
at 19:06
  • msg #115

Re: Episode Two - Part 2 - The Hard Row

Fletcher paused and held up his light.
He took a good look around to see if any of the farmers who weren't in the block house were injured and in need of help.  Not that he could do much for them, but it seemed more useful than trying to chase a weirdo through the dark forest.
Delilah Wolf
player, 125 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Fri 9 Aug 2019
at 00:19
  • msg #116

Re: Episode Two - Part 2 - The Hard Row

Del leaned up against the house and took her hat off, wiping a cold sweat from her forehead. She didn't see anyone left to pepper with fire, so that was good.

"Thanks for the backup, Dean-o!" She called upwards.
Prospector
GM, 349 posts
All that Glitters
Wh:0 R:0 B:1
Fri 9 Aug 2019
at 20:53
  • msg #117

Re: Episode Two - Part 2 - The Hard Row


The last Blinker scrambled for the prospective safety of the trees.  She managed to regain her footing and balance after her panic.  This Blinker too pulled the wires to her lights and they winked out too.  She prudently didn't offer any last whoops or songs, just sprinted into the treeline...

The dead warsinger's amplifier pack continued to belt out the rest of the warsong recording.  The lights of the fallen weirdos continue to strobe and blink in time to its call, scattered across the fields around the farmyard.

Out of Combat!  Two of the Blinkers, lights out, made it back into the trees.  Now, Fletcher has a light and Kelly has goggles on.  Is there any desire to chase after them?
Kelly MacLeod
player, 222 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Fri 9 Aug 2019
at 20:56
  • msg #118

Re: Episode Two - Part 2 - The Hard Row

Kelly pondered the circumstances for a moment, then called out.  "Do we have any injured?"
Rusty Harry
player, 218 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Fri 9 Aug 2019
at 22:25
  • msg #119

Re: Episode Two - Part 2 - The Hard Row

Harry scowled as the Blinker he'd been chasing vanished into the treeline, but he was not really very good at foot-chases, and tough as he was, he didn't want to get caught by surprise and surrounded if it turned out there were more of them. He just had to hope that the Blinkers would run into McKellar's crew.

Instead, he began looking over the ones who had been downed, checking for survivors.
Fletcher
player, 118 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Sat 10 Aug 2019
at 08:12
  • msg #120

Re: Episode Two - Part 2 - The Hard Row

Fletcher hung around with his light, making sure those out by the gate could see as they checked wounded enemies and allies alike.
Dean Mitchel
player, 125 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Sun 11 Aug 2019
at 00:07
  • msg #121

Re: Episode Two - Part 2 - The Hard Row

Not bothering to scowl at her name adjustment, it wasn't worth it after the fight.  "I got your back," he called out to his partner.  Turning to look at the rest of the people up in the room, he gave a nod to the riflewoman.  "Well done," he said to her.  She had made good use of that rifle after all.  He took a few minutes to check on the rest of them, seeing if any were injured.  Luckily most seem just shaken up from the violence.  For a bunch of farmhands, not bad at all.

Once done, he started moving back to the windows, resuming a watch around the perimeter.
Prospector
GM, 352 posts
All that Glitters
Wh:0 R:0 B:1
Sun 11 Aug 2019
at 05:51
  • msg #122

Re: Episode Two - Part 2 - The Hard Row


Orval Harrison finished reloading his crossbow again, but the damn light-up assholes were out of sight.  Besides which, the Templar's call about wounded reminded him of Daryl.  He limp jogged his way over to the man and slowly knelt down, "Dammit boy...  Dammit to..."  He leaned in closer, checking the farmhand and receiving a groan of pain.  Harrison, quickly shouted back, "Over here!  Daryl's hit bad, but he's still kickin'!  Hep me gettim to the house! And shut that damn music off!"


Between their strobing lightsuits and Fletcher's light, it wasn't hard for Harry and the mechanic to find the downed Blinkers.  Most were already gone or close enough that there wasn't much chance beyond a miracle.  And those were pretty thin on the ground these days.  Two of them though...  They were hit bad, but would probably pull through with a little TLC and maybe an amputated limb.  Of course, that might not be the worst of their troubles.


The riflewoman beamed at Dean's compliment.  If a general came down and handed her a medal she couldn't have been more proud, "T-thank you, sir.  And...  Just....thanks...."  She joined in helping with and checking on the others.  She did take a moment to call downstairs, "WE GOT 'EM!  THEY RAN!"
Kelly MacLeod
player, 225 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Sun 11 Aug 2019
at 09:58
  • msg #123

Re: Episode Two - Part 2 - The Hard Row

Kelly moved toward the shouts of casualty.  She let down her proverbial guard, only taking a moment to remove the worst of the Weirdo juice from Connor, who would have to be cleaned properly later, but at least this way it wouldn't gum up the scabbard.

"Right.  Okay.  Water.  Hot water.  Cloth, preferably in long strips, softer the better, cotton ideally.  Antiseptic, whatever you've got, grab the booze if nothing else."

She wasn't sure who she was ordering or if anyone would respond, but Kelly always tried her thimble full of mundane skill first.  She was no village sawbones, but she had a long history of improvising (sometimes) effective wound treatments with... well, quite frankly, absolutely nothing.  Medicine was not something she did at a level anyone could consider "professional" but Kelly's skills were real, if limited, hard-earned, and surprisingly rare.

"Is the cookfire still going?  Get something clean and metal and stick it in there, I prefer to avoid it, but we might have to cauterize a blood vessel."

Such was life in the apocalypse.

04:52, Today: Kelly MacLeod rolled 1,5 using d6,d6, rerolling max with rolls of 1,5.  Healing.

Okay, I'm just going to throw this roll out and see if that succeeds or fails, because I have no idea if they have enough "stuff" laying around to improvise enough supplies to not take a penalty for lack of same, though this being a farm the odds are probably decent they at least have clean cloths and alcohol.

If not we'll go to option 2: Magic!


This message was last edited by the player at 09:59, Sun 11 Aug 2019.
Prospector
GM, 353 posts
All that Glitters
Wh:0 R:0 B:1
Mon 12 Aug 2019
at 15:52
  • msg #124

Re: Episode Two - Part 2 - The Hard Row


At the shouts for help, the Blockhouse door opened up and a lady with the same weatherbeaten toughness that Harrison had developed stepped out.  She had a shotgun in her hand, still ready just in case.  She lowered it though at the calls for medical supplies.  She relayed the orders back into the house and very soon necessary supplies were being rushed out to Daryl.  Not just farmhouse stuff that could work, but an actual kit stocked with scavenged supplies.  The Templar had the bow-farmer patched in no time.  He'd be okay.  Sore....but okay.

The lady at the House stepped out and over to Delilah, "You alright?  Saw ya get knocked pretty hard.  Anything you need?"
Rusty Harry
player, 220 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3RB0
Mon 12 Aug 2019
at 16:25
  • msg #125

Re: Episode Two - Part 2 - The Hard Row

Harry dragged the two who were still alive back over to the bunkhouse, then headed out to search the dead ones for any sort of useful supplies. Waste not, want not, after all.
Kelly MacLeod
player, 226 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Mon 12 Aug 2019
at 22:07
  • msg #126

Re: Episode Two - Part 2 - The Hard Row

Prospector:
The lady at the House stepped out and over to Delilah, "You alright?  Saw ya get knocked pretty hard.  Anything you need?"


"She needs to come over here.  And I need a candle.  A lit candle."  Kelly replied, impressed with the availability of medical supplies.  "I need to check her for concussion."

Kelly's whole demeanor had shifted.  Gone was the Crusader, present was the no-nonsense careworn nurse.
This message was last edited by the player at 22:08, Mon 12 Aug 2019.
Dean Mitchel
player, 126 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Tue 13 Aug 2019
at 00:37
  • msg #127

Re: Episode Two - Part 2 - The Hard Row

Dean let the lot celebrate, tend to the injured.  It wasn't much in his skill set and, as far as he was concerned, there were still enemies out there.  So he continued to patrol and keep watch from the top floor, looking out into the darkness.
Fletcher
player, 119 posts
The One With the Junk
P4 T5(+2*) W3 R1 B2
Tue 13 Aug 2019
at 05:32
  • msg #128

Re: Episode Two - Part 2 - The Hard Row

Fletcher stuck with Harry, helping shift the injured and then venturing back out to collect what could be useful.
Delilah Wolf
player, 126 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Tue 13 Aug 2019
at 19:36
  • msg #129

Re: Episode Two - Part 2 - The Hard Row

Del brushed herself off and waved the nice lady away. "I know I look like a stiff wind'll do me in, but really, I'm fine."

She limped her way over to triage-central, stuffing dropped brass into her satchel. "No concussion. But if these folks grow Mary-Jane, that'd be swell," she snorted. "Now, hurry up so we can get to work huntin' the rest."
Kelly MacLeod
player, 227 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Tue 13 Aug 2019
at 22:30
  • msg #130

Re: Episode Two - Part 2 - The Hard Row

"Yeah let me be the judge of that.  Though your speech is good, that's a start."  Kelly's test was not extensive.  "Look here.  Look here.  Let me know when you see the candle.  Any pain?  What's my name?"
Delilah Wolf
player, 127 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Tue 13 Aug 2019
at 23:08
  • msg #131

Re: Episode Two - Part 2 - The Hard Row

"See it, see it, I got run over by a guy in armor which makes everything hurt, and you're Swordbabe." Del submitted to the tests, however unenthusiastically.
Prospector
GM, 356 posts
All that Glitters
Wh:0 R:0 B:1
Wed 14 Aug 2019
at 08:42
  • msg #132

Re: Episode Two - Part 2 - The Hard Row

Once Daryl is in good hands, Harrison takes it on himself to go shut that music off.  It takes a bit and some wire pulling, but he gets it, "Used'ta like that song...  Ah well...  Assholes...."  Other farmfolk come out to help begin the cleaning up with Harry and Fletcher.  No one seems to pay the wounded, wailing pair of Weirdo prisoners much attention.  Well, other than a young woman with a rifle who has put herself in charge of keeping them under guard.  She also seemed to be hoping for any reason to use that big rifle again....

In the quiet minutes after the music is cut off, everyone make Notice rolls!
Kelly MacLeod
player, 228 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Wed 14 Aug 2019
at 11:37
  • msg #133

Re: Episode Two - Part 2 - The Hard Row

Kelly nodded.  "All right, if you a concussions it's the wussiest one ever."  She slapped Delilah's backside.  "Go on and git then."

She thanked the residents for their medical supplies before "closing down", as it were, as it seemed no one else needed attention beyond the prisoners possibly.  Kelly sighed, and headed toward them, but not before scavenging something to clean Connor with, he was covered in that nasty sludge.

06:36, Today: Kelly MacLeod rolled 2,5 using d6,d6, rerolling max with rolls of 2,5.  Notice.
Rusty Harry
player, 222 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Wed 14 Aug 2019
at 12:41
  • msg #134

Re: Episode Two - Part 2 - The Hard Row

Harry continued poking about the dead...

((OOC: Totals for various rolls:

05:35, Today: Rusty Harry rolled 3,-1 using d6-2,d6-2, rerolling max with rolls of 5,1.  Scavenging.
05:35, Today: Rusty Harry rolled 10 using 1d6, rerolling max with rolls of (6+4)10.  Red Chip bonus.

13 total for the scavenging roll.

05:39, Today: Rusty Harry rolled 5,3 using d6,d6, rerolling max with rolls of 5,3.  Notice.

5 for the unrelated Notice Roll.))

Fletcher
player, 120 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Wed 14 Aug 2019
at 16:55
  • msg #135

Re: Episode Two - Part 2 - The Hard Row

Fletcher worked with Harry and the farmers to quickly sort the junk from the... not quite junk.

Fletcher rolled 1,5 using 1d6,1d8, rerolling max with rolls of 1,5.  Notice.

Fletcher rolled 2,10 using 1d6+2-2,1d8+2-2, rerolling max with rolls of 2,(8+2)10.  Scavenge.

Fletcher rolled 7 using 2d10, rerolling max with rolls of 1,6.  Components.

So that's two card draws for Scrounger

Prospector
GM, 359 posts
All that Glitters
Wh:0 R:1 B:1
Thu 15 Aug 2019
at 17:34
  • msg #136

Re: Episode Two - Part 2 - The Hard Row


Once the music was cut, the deep general silence of the World That Is returned.  There was some noise still with the "clean up" operations.  The quiet, relieved conversations of the farmfolk.  And the whining, quieting howls and curses of the wounded Weirdos.  Kelly, Harry, and Fletcher, along with Harrison and a few of the farm folk did hear something through.  Faint whoops and howls through the trees.  Followed by the pop-pop-pop of scattered gunfire.  It doesn't take long and everything goes quiet again.

Harrison, and most of his folk, had gone still and silent at the sounds.  Nervousness suddenly returning at the idea that the violence might begin again...
Fletcher
player, 122 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Thu 15 Aug 2019
at 19:41
  • msg #137

Re: Episode Two - Part 2 - The Hard Row

"McKellar?"  Fletcher wondered out loud to those within earshot of where they were working.
Rusty Harry
player, 225 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Thu 15 Aug 2019
at 20:44
  • msg #138

Re: Episode Two - Part 2 - The Hard Row

"Hope so." Harry replies. He hoists the machine pistol he'd pulled off the ugly with the axe. "Guess we'll find out soon."
Kelly MacLeod
player, 229 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Thu 15 Aug 2019
at 22:38
  • msg #139

Re: Episode Two - Part 2 - The Hard Row

Kelly grabbed one of the wounded prisoners.  "Where.  Did.  They.  Run.  To."
Weirdo
NPC, 5 posts
PSY-cho....
Sat 17 Aug 2019
at 06:16
  • msg #140

Re: Episode Two - Part 2 - The Hard Row

The injured Blinker Weirdo gritted her teeth, very sharp shark-like teeth, and snarled back at the Templar, "To Hell!"  She then followed that up with a gob of ill-aimed bloody spit, "Or to the Camp.  The whole Band will come for you now!!  All your voltages will belong to US!  I hope you burn Bright!"


One of the farmfolk, an older man with a heavy limp, made his way to the door of the blockhouse, calling out, "Orval!  Got Rusty on the Horn!  Let 'er know we stopped the bastards!  There's a lot of interference, she thinks there's more raiders!    She's trying to find McKellar!"

Harrison's shoulders slumped at the news, "More? Dammitall..."  The rest of the folk didn't take it much better.  The riflewoman standing near the wounded Weirdoes, an thus Kelly, looked particularly angry.  Her knuckles going white on the rifle stock.  Harrison yelled back to the radioman, "Tell 'er we'll find 'im quick as we can!"
Rusty Harry
player, 228 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Sat 17 Aug 2019
at 10:53
  • msg #141

Re: Episode Two - Part 2 - The Hard Row

Harry looked at the plentiful SMG rounds he'd scrounged, then handed the fancy machine pistol over to Dean. He looked at Orval.

"Well, if those gunshots we heard was McKellar taking down the fleeing ones, we might not have to worry that much." he says. He shrugged. "If we do have to worry, then at least McKellar's squad will be here to back us up before the raiders get their reinforcements. With the loss of this lot, and the ones we squished earlier, their manpower has to be running pretty low."

He jingled the ammo he'd found. "Besides, we came out ahead here. We only took a couple of casualties, and no actual fatalities. We've got their guns, their throwing stars, their clubs. This ammo fits one of the guns we have as trade fodder in The Dog...no one claimed it, because we didn't really have enough rounds, but with this we've got almost two clips worth of of ammo. Let me bring The Dog around, in fact. If we're gonna face another wave of these guys, you could probably use some of what's in our trade stash."

((OOC: I'm going to go get the SMG from the Dog, and I think we should distribute some of our stash to these guys. We can at least distribute some scavenged armor and some knives or spears, and make sure everyone has a melee weapon in addition to a ranged one in case they get real close again.))
Kelly MacLeod
player, 231 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Sat 17 Aug 2019
at 18:35
  • msg #142

Re: Episode Two - Part 2 - The Hard Row

I think that's a good plan.

Kelly was not having that and shoved the Weirdo into a tree.  "Where's the Camp!?"
Fletcher
player, 123 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Mon 19 Aug 2019
at 07:18
  • msg #143

Re: Episode Two - Part 2 - The Hard Row

"More raiders out here, 'r in the town?"  Fletcher hollered out to the radio man.

"We dropped McKellar 'n his folk off down the road.  They were s'posed to be makin' their way towards here."
Prospector
GM, 362 posts
All that Glitters
Wh:0 R:1 B:1
Mon 19 Aug 2019
at 15:46
  • msg #144

Re: Episode Two - Part 2 - The Hard Row

The Weirdo grunted as she hit the tree.  She started to look like she'd just continue to angrily rant and stall the Templar....but then she got a sly look.  And an awful, bloody grin.  "West.  The dam on the Rolliefort.  The Queen's Lake.  Go and die there.  Your soul will power us up to Eleven!"

The riflewoman standing over the Templar's interrogation brought her rifle up to her shoulder and leveled the business end at the grinning Weirdo, "How about you just die here, freak!?"



Harrison and the farm folk did not disagree with Harry's idea.  The Farmer split the hands up to a few tasks.  One group to get Daryl back inside and start resetting for another attack.  The Farmer himself and a couple of others joined Harry in looking through the Dog's Armory.  Harrison had an eye for workmanship and he wasn't terribly impressed with the scrappy raider gear....but he was also not impressed with the state  of constant threat.  They'd find some of their folk that could wear the armor.  The light spears would be a useful addition to the upstairs arsenal to throw at attackers.  The farm folk had their own spears and knives.  But they weren't going to turn down spares; even shoddy, poorly made ones.

Orval eyed the firearms, noting, "Won't say no to that little pistol; could be handy in a pinch.  Got our own militia rifles for our trained shooters.  We could spare some ammo back to you for your rifles.  Least we could do."


Back at the gate and the woodline, there's some crunching of boots in the dark woods.  A prim, almost-English accented voice called out, "Head up.  Feet beneath you.  Friends approaching.  We'd rather prefer not to be shot."
Rusty Harry
player, 230 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Mon 19 Aug 2019
at 15:53
  • msg #145

Re: Episode Two - Part 2 - The Hard Row

"This one?" Harry says, holding up one of the .22's. "Sounds like a good trade to me. How much rifle ammo can you spare?"
Prospector
GM, 363 posts
All that Glitters
Wh:0 R:1 B:1
Mon 19 Aug 2019
at 16:07
  • msg #146

Re: Episode Two - Part 2 - The Hard Row

Harrison nodded at the little target pistol.  He didn't have to consider long on his offer, "Box of nine.   We get 'em through the militia issue from HQ.  And they can yell at me all they want about trading it away, you all will make damn good use of it and in defense of us.  So it all washes out, I spec.  Wisht I could spare ya more."
Rusty Harry
player, 231 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Mon 19 Aug 2019
at 16:16
  • msg #147

Re: Episode Two - Part 2 - The Hard Row

"If beggars were horses, choosers could wish." Harry says. "We do what we can. 9 rounds is 9 rounds that we didn't have, and now these things are a damn sight more useful than ugly clubs."

((OOC: How much of the .22 ammo is he taking?))
Kelly MacLeod
player, 232 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Mon 19 Aug 2019
at 23:56
  • msg #148

Re: Episode Two - Part 2 - The Hard Row

Kelly let the Weirdo be.  She walked in front of the woman, standing directly in front of the rifle's muzzle.

"Though I must be harsh to get the information which could save us right now, no good is served now by this."
Prospector
GM, 366 posts
All that Glitters
Wh:0 R:1 B:1
Thu 22 Aug 2019
at 09:01
  • msg #149

Re: Episode Two - Part 2 - The Hard Row


The riflewoman lifts the muzzle of her gun as the Templar steps in front of her, with a look of confusion and surprise.  The Templar's words don't do much to help with that confusion either.  She was angry enough to argue the point, but....

Prudence stepped out of the woodline cautiously.  Before the riflewoman or anyone else could get too many worrisome ideas, other folk stepped out into the farmyard.  The Lockesburg militia squad dragged a couple of Blinker bodies as they came.  Crowboy and Martin looked around the farmyard warily.  Lastly, McKellar stepped out and began heading right for the blockhouse.  Even in the dark, he seemed to just know the way.

The appearance of the group, in the dark, was enough to get the riflewoman's full attention, but she relaxed as soon as she could tell (in the scanty light) that it was militia.  She headed that way to talk with them, murderous intent forgotten for now.
Rusty Harry
player, 234 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Thu 22 Aug 2019
at 16:44
  • msg #150

Re: Episode Two - Part 2 - The Hard Row

Once Harry had finalized his deal with Harrison, he looked up at the approaching militia party. He headed over to McKellar's crew. "Is that all of them that got away?" He asked without preamble. "The weirdo we captured said they'd head back to their main camp to get reinforcements." He peered at the bodies, trying to see if the one he'd tagged but which ad gotten away was among them.
Kelly MacLeod
player, 234 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Fri 23 Aug 2019
at 00:05
  • msg #151

Re: Episode Two - Part 2 - The Hard Row

Kelly too headed over and commented.  "The captive said it was west of her, and apparently near or on a damn on something, presumably a river, called the Rolliefort, and mentioned The Queen's Lake.  I thought neither America hadn't had a queen in like hundreds of years?"
Hoyt McKellar
NPC, 11 posts
Lockesburg Captain
Mon 26 Aug 2019
at 06:39
  • msg #152

Re: Episode Two - Part 2 - The Hard Row

McKellar is easily diverted from his march to the blockhouse by the interception of the Dogs and the Harrison Farmfolk, most specifically Harrison himself.  The riflewoman stayed guard over the wounded weirdos (who continued to mutter and wail).  Kelly at least got the sense that the farmgirl wouldn't execute them....for now.

McKellar first responded to Harry, evenly noting, "We got all we could find.  Its very dark.  How many do you think got away?"  Not judgemental....or maybe it was....  Hard to tell with this deadpan fella.

Harrison, having cut himself a plug of tobacco, spat out a stream of juice and looked curiously at the Templar, "Rolliefort....  Roll...  Rolling /Fork/.  The lake is likely De Queen Lake.  Name of the town nearby.  Tweren't no royalty involved.  I ain't real happy with the notion of these assholes settin' up homestead that close..."
Rusty Harry
player, 236 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Mon 26 Aug 2019
at 16:03
  • msg #153

Re: Episode Two - Part 2 - The Hard Row

"Two that I'm sure of." Harry says, looking at the corpses. "Looks like they ran into you. I'm not sure about any on the other side of the bunkhouse, though." He looks over at the interrogation. "Sounds like their main camp is close, though, so it might not matter a whole hill of corn and beans in the long run...once this group is missed, they'll probably send a larger group anyway. So i suppose the question is -- do we try and whack them at their camp, or do we fortify here?"
Fletcher
player, 125 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Mon 26 Aug 2019
at 23:05
  • msg #154

Re: Episode Two - Part 2 - The Hard Row

"If we meet 'em at their home, there's no telling what tricks they'll have waitin'.  These guys could prolly do a lot with a primed reactor 'n time ta get some junk together, given what we seen so far."  Fletcher pointed out.

"If we wait, 'less word gets back and they're feelin' vengeful in a very particular way, there's no guarantee they'll hit here 'gain 'stead a one a the other farms 'r Lockesburg itself."
Kelly MacLeod
player, 236 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Mon 26 Aug 2019
at 23:45
  • msg #155

Re: Episode Two - Part 2 - The Hard Row

"They will reprise.  We need intelligence.  Acting blind or guessing isn't going to do us any good."  She pointed at Harry.  "Don't make that joke."
Dean Mitchel
player, 133 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Mon 26 Aug 2019
at 23:55
  • msg #156

Re: Episode Two - Part 2 - The Hard Row

Once the two groups had merged and there were more people available to keep watch up in the bunker, Dean headed back down to rejoin his own team.  A couple had gotten away but it looked like someone had mentioned it already.  Keeping an ear out toward the conversations going on, he moved among the dead and helped pull useful equipment off.  "Even if some got away and went elsewhere, a group this big came from their base.  Come sun up, tracking them back should be a simple matter," he said, loud enough to be heard as he moved about.
Hoyt McKellar
NPC, 12 posts
Lockesburg Captain
Tue 27 Aug 2019
at 09:04
  • msg #157

Re: Episode Two - Part 2 - The Hard Row

McKellar stony expression gained a bit more of a grim downward curl to his lips at the suggestions.  Though, his opinion on the matter seemed fairly clearcut, "They will return.  And you are right that we can't guarantee where.  I'd much rather fight on /their/ ground instead of mine."  He did eye Fletcher though, considering, "I agree they will likely have more surprises...and that reactor is a problem.  But I can't leave them on my doorstep.  They'll keep coming."

Harrison spat again, then pointed out, "Hell, Deke done said they prob'ly already hittin' somewhere else right now."   He yelled into the blockhouse, "Hey Deke!  McKellar's here!  Find out any more?"

The radioman limped back to the door as quick as he could manage, "They can't raise the Whittens!  Others are reportin' some kinda powerful noise that way.  Rusty's rallyin' the rapid responders out there now."
Rusty Harry
player, 237 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Tue 27 Aug 2019
at 13:01
  • msg #158

Re: Episode Two - Part 2 - The Hard Row

"What joke?" Harry says, raising an eyebrow. He knew which one she meant, really, but he wasn't actually in the mood to crack jokes anyway. "Anyway, I'm with Dean. Trailing them back to their base and getting a good idea of what we're facing before we make an attack..." He scowls at word of another farm being hit. "Damn. How far away are they?"
Kelly MacLeod
player, 237 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Tue 27 Aug 2019
at 18:19
  • msg #159

Re: Episode Two - Part 2 - The Hard Row

Kelly listened.  She was no general, but she figured it was better to attack the enemy while their forces were split than to wait for them to reconvene.

How many of them were there, she wondered.
Hoyt McKellar
NPC, 13 posts
Lockesburg Captain
Mon 2 Sep 2019
at 01:23
  • msg #160

Re: Episode Two - Part 2 - The Hard Row

McKellar answered Harry without sparing him a look, "Rapid Response technicals can use back roads and trails.  They'll be there within ten.  From here, in your truck, we'd have to swing wider.  Fifteen...twenty minutes depending on how you drive."  He finally looked up at Harry, "Are you offering your truck again?"

The radioman looked back and forth, mostly just hoping for someone to tell him what to radio back.

Harrison spat again, then noted, "You'll be damn late to the party if'n you go.  If they sent anythin' like what they sent here...  Shit...  Sam and his folk are fighters, but they ain't ready for these crazy bastards."
Rusty Harry
player, 239 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Mon 2 Sep 2019
at 02:50
  • msg #161

Re: Episode Two - Part 2 - The Hard Row

Harry listened, then considered. "These folk are kidnappers. And from what we saw here, they're on foot. If we go after 'em now, we ain't gettin' there in time, and the main camp'll have hostages when we hit them." he scowled. "I'd like to get a recon of the camp first, but if we go right now, we can hit them while their main attack forces are split and they don't know what happened here. If we're lucky, we can ambush the bastards and rescue those they've taken, then hit their main camp while they've got their pants down."
Delilah Wolf
player, 133 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Mon 2 Sep 2019
at 03:56
  • msg #162

Re: Episode Two - Part 2 - The Hard Row

"That's a lot of 'if,' Hare-Bear," Del frowned. "The raidin' party might turn tail with the kidnapped, or worse, if they hear a big ruckus on the way home. Or their defenses might be a mile better than we think, the raiders come back, and then we're flanked, which is military for 'fucked.' I'm all for risks, but if we commit everybody one way or t'other, we gotta accept that there'll be consequences. Save the people, the bad guys get advance warning and do god-knows with it. Hit the bad guys, probably lose the people. The third road is splitting forces. Either a few go to reinforce the farm and everybody else hits Shitsville hard, or a recon team goes to Shitsville instead so at least we got a little know-what about their defenses. Ain't perfect. War never is."
Fletcher
player, 128 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Mon 2 Sep 2019
at 04:03
  • msg #163

Re: Episode Two - Part 2 - The Hard Row

"That bike we picked up'll take two if we wanna put a hurry on a few folks out ta the farm."  Fletcher offered.
Kelly MacLeod
player, 239 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Tue 3 Sep 2019
at 00:19
  • msg #164

Re: Episode Two - Part 2 - The Hard Row

In reply to Fletcher (msg # 163):

"Then I'm one of the two."  Kelly responded to Fletcher's idea.  "Delilah is exactly right, it's a lot of 'ifs', but I'm in the business of 'if'.  If there's one chance in hell, I'll have to take it.  Find someone who can drive that thing, or rig it where a mechanical idiot like me could manage.  I have to fetch something first.  It's desperate but so are we."

Kelly quit the conversation momentarily to find Young Angus and quite unceremoniously took off his head.  The whole body would just be too much.
Dean Mitchel
player, 135 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 3 Sep 2019
at 01:30
  • msg #165

Re: Episode Two - Part 2 - The Hard Row

Dean walked up, stowing the recently acquired ammo.  Cradling the rifle, he checked it over methodically as he listened to the group.  "Splitting us and our effectiveness might let us approach two but it also weakens what we can do.  Two against a raiding party of this size or similar is bad odds," he said with a shrug.
Delilah Wolf
player, 136 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Tue 3 Sep 2019
at 01:32
  • msg #166

Re: Episode Two - Part 2 - The Hard Row

"Two's the right size for recon and sabotage, though. 'Specially on a bike. Ain't you invisible to them anyhow, Deano?"
Fletcher
player, 130 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Tue 3 Sep 2019
at 01:36
  • msg #167

Re: Episode Two - Part 2 - The Hard Row

Fletcher replied to Dean with a shrug of his own.  He wasn't about to argue with a templar, a decision that seemed all the more wise as he glanced over his shoulder to see her hacking the head off of the raider leader.

He turned to McKellar.  "Any a yer folk'd be able ta drive that bike 'n not get lost?  Won't do anyone any good if one ah us were ta go harin' off in ta the dark with no way ta find the place."
Dean Mitchel
player, 137 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 3 Sep 2019
at 01:37
  • msg #168

Re: Episode Two - Part 2 - The Hard Row

"Mostly, yes.  But we're not talking recon.  And approaching on a bike will be noticeable.  If you'd like me to recon a situation first, that's fine.  But it takes time.  Rescues don't exactly allow that.  I suppose I can work on that if you lot want to do the rescue run," he added.
Rusty Harry
player, 243 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Tue 3 Sep 2019
at 03:44
  • msg #169

Re: Episode Two - Part 2 - The Hard Row

Harry looks at McKellar. "Let's get your response team headed out that way...they might still be in time to do some good. In the meanwhile, is there any good point between that other farm and the dam? Someplace where we might be able to intersect these bastards on their way back to camp?"
This message was last edited by the player at 03:45, Tue 03 Sept 2019.
Hoyt McKellar
NPC, 14 posts
Lockesburg Captain
Tue 3 Sep 2019
at 06:34
  • msg #170

Re: Episode Two - Part 2 - The Hard Row

McKellar eyed the Templar and her offer.  Not suspicious, but appraising.  He obviously wasn't of a mind to tell the head-hunting Templar no either.  To Fletcher's question, the deadpan syker said simply, "Me."  He seemed neither pleased nor put out by the idea.  Just a straightforward fact.

To Harry, McKellar considered the answer a bit more, then nodded, "There could be.  Easier to say if they were using vehicles.  Only so many roads.  On foot...  Bear Creek is going to be their biggest obstacle.  Not too many good crossings.  But their scouts did a damn good job so far.  If they are walking we have hours to intercept them."
This message was last edited by the player at 17:48, Thu 05 Sept 2019.
Rusty Harry
player, 245 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Tue 3 Sep 2019
at 07:17
  • msg #171

Re: Episode Two - Part 2 - The Hard Row

"If you were one of these weirdos, and you may or may not have a reliable vehicle but did know you had to carry back uncooperative prisoners, where would the best place to ford Bear Creek?" Harry asked.
Kelly MacLeod
player, 241 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Wed 4 Sep 2019
at 00:56
  • msg #172

Re: Episode Two - Part 2 - The Hard Row

Kelly listened.  She liked where Harry was going with this.  Though she was crazy enough to try something stupid she was also crazy enough to try something slightly less stupid.
Hoyt McKellar
NPC, 14 posts
Lockesburg Captain
Sun 8 Sep 2019
at 04:25
  • msg #173

Re: Episode Two - Part 2 - The Hard Row

McKellar considered the question for a moment, absently looking off in a particular direction.  Almost as if he was trying to see through the black night and shadowed woods to the creek in question.  Firmly, he answered, "The old county route seventy bridge.  Bridge is gone, but there's shoals there and the frame.  Closest possibility to the Whitten farm."  He looked back again to Harry, "I can send one of my people to get you there.  Old roads.  Rough.  We don't use them much.  If you can get there, and that's their crossing, we have a chance at trapping them."
This message was last edited by the player at 04:25, Sun 08 Sept 2019.
Kelly MacLeod
player, 242 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Thu 5 Sep 2019
at 23:53
  • msg #174

Re: Episode Two - Part 2 - The Hard Row

"It won't save the farm, but in my book it's a much better chance of saving the captives."  Kelly reasoned, implicitly hoping there were in fact captives and they hadn't just killed everybody.  She knew before she wasn't going there to help the dead, but the living.  "You're a god damn genius Harry.  Let's do this."
Rusty Harry
player, 248 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh3R0B0
Tue 10 Sep 2019
at 02:33
  • msg #175

Re: Episode Two - Part 2 - The Hard Row

Harry nods, and gets The Dog ready to roll.
Dean Mitchel
player, 140 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 10 Sep 2019
at 18:38
  • msg #176

Re: Episode Two - Part 2 - The Hard Row

Dean wrapped up the scavenged goods that hadn't been selected immediately and stowed them in the cab.  After securing them, he clambered down and did a final check of his gear, new and old.  Satisfied, he jumped up on the trailer and resumed his previous position.
Prospector
GM, 374 posts
All that Glitters
Wh:0 R:1 B:1
Thu 12 Sep 2019
at 18:21
  • msg #177

Re: Episode Two - Part 2 - The Hard Row


Direction decided, McKellar quickly got his people moving.  They checked weapons and gear as they hustled over towards the Dog.  The strange truck and its Driver must have picked up that something was about to happen.  That there was need.  The big engine suddenly rumbled and roared to life with a shudder.  Light flooded out in a blinding salvo from headlights, sidelights, roof lights, etc, switched on.  Even the cab interior lights turned on helpfully.

Those who rode on the Dog before might be getting used to its surprisingly "autonomous" nature.  The militia folk were...a bit more skittish.  Even the farmsteaders looked on suspiciously.  McKellar, of course, didn't balk and barely even broke stride.  He barked an order to, "MOUNT UP!."  And the militia did.

Martin and Prudence retook their spot at the rear ramp, ignoring the Dog's weird antics and quickly checking the .50.  Crowboy, who had /not/ taken the chance to slip off in the dark and chaos, had been staring wide-eyed at Kelly and her revealed Templar gear.  He now had physical proof that she was /in fact/ a mythical, sword-wielding, badass savior.  If he wasn't her personal (unasked for) zealot before he definitely was now.  As the others took their places on the truck, he took a moment to grab a machete from the salvage.  He swung the blade a moment; like a knight testing a new sword....


Fully loaded and carrying a veritable platoon of wasteland warriors, the Black Dog growled away from the Harrison Farmstead.  McKellar, unless "asked" not to, joined Harry in the Cab to navigate.  He was as grim, terse, and focused as you might expect from the cold Syker leading a chancy effort to save people who had put some faith in him.  The route back out from the farm felt shorter than it had on the way in.  It wasn't, but it being a little more known always made trips feel that way.  Or maybe it was the adrenaline.  Or fatigue setting in.  Lack of sleep can do funny things to a mind.

The Dog rumbled out onto the old highway again for a bit before diving down another side road.  This one wasn't particularly hidden like the last...but not exactly used either.  Or maintained in whatever rudimentary methods that could be managed in the days after the End of the World.  It was bumpy.  Overgrown.  Tree branches reached out into the path like desperate, hungry hands....

Harry! - Make a Driving Check!  This is to establish how quickly and ably Harry gets to the target point. Failure will have Consequences, but you'll rech the target point.  If you get a Raise, it will help all the passengers because....

All the folk on the flatbed will need to make Agility checks vs the rough ride.  I'll worry about the NPCs.  Dean is on the flatbed.  Who else?

Dean Mitchel
player, 141 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Thu 12 Sep 2019
at 18:47
  • msg #178

Re: Episode Two - Part 2 - The Hard Row

OOC:

Hope a 4 is good enough...
14:46, Today: Dean Mitchel rolled 4,1 using 1d8,1d6, rerolling max ((4,1)).

Kelly MacLeod
player, 245 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Fri 13 Sep 2019
at 01:21
  • msg #179

Re: Episode Two - Part 2 - The Hard Row

Kelly knew Harry was no pushover, but she didn't trust McKellar after his little stunt, and Harry only had one hand and needed that to drive.

Granted, the saw would work just fucking fine in the cab, but it left Harry with only one option: a lethal one.  She supposed he could smack someone with the saw, but she didn't see a way that didn't leave a deep nasty gash.  Also, say this idiot did try something, was it really fair to count on Harry to drive and fight?

So McKellar got to cuddle with her, in a way not at all pleasant.
Fletcher
player, 133 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Fri 13 Sep 2019
at 01:39
  • msg #180

Re: Episode Two - Part 2 - The Hard Row

Much to Crowboy's disappointment, Fletcher hunkered down in the back of the sleeper opposite Kelly so he could have a spot to sort out the spoils he'd salvaged off of the downed raiders.  Losing a bit of this or that under the seat or in the corner was an inconvenience, but it was better than it rolling away and off the side of the flatbed trailer.
Rusty Harry
player, 249 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Mon 16 Sep 2019
at 06:41
  • msg #181

Re: Episode Two - Part 2 - The Hard Row

Harry focused on the road, though he let The Driver have some input, working in tandem with the ghost through his link.

((OOC: Sorry for the delay! This week was sort of swamping.

So Harry is going to spend a White Chip to let The Driver aid the roll. I am down to 2 White Chips.

23:32, Today: Rusty Harry rolled 9,3 using d6+2,d6+2, rerolling max (((6+1)7,1)).

That actually should be an 11, as I forgot Harry's bonus from his Computer Jack.))

Black Dog
NPC, 14 posts
Tue 17 Sep 2019
at 17:38
  • msg #182

Re: Episode Two - Part 2 - The Hard Row


The Black Dog slipped down the old, broken, Pre-War road as though it was newly paved.    Harry skillfully guided, with one hand mind you, the big truck down the old laneway.  He slowed when he must, sped up when he could and made better time than anyone could have expected.  What ruts and obstacles he didn't manage to catch or avoid, the truck seemed to manage for itself.  Those in the cab would see the occasional flicker of another pair of hands on the wheel or, almost comically, Harry seeming to be wearing a trucker's cap.  Those on the flatbed have a bit of a rougher ride, but the skill of the driver(s) smoothed it out to the best that could be hoped for. There's a few slips and near misses, but everyone managed to stay aboard.

McKellar, indicating no surprise at the ghostliness or the skillful speed, leaned forward and stared into the darkness beyond the headlights.  Inspired by some landmark known only to him, "Around this curve, slow down.  Intersection.  What's left of the bridge will be on the right."  Harry had plenty of time to slow into the curve and was ready to roll to the intersection.  The headlights swung across the dark trees bordering the road till they came back to glare down the road again on the other side of the curve.  They revealed a pair of truck-like vehicles already sitting in the intersection.

The trucks seem to be cobbled together and modified from some some Pre-War frame.  One has something big and covered in wiring; chaotic sparks jump around its surface.  The other seems mostly empty.  A handful of scrappy-looking Blinkers, with their lights currently off, are scattered around and between the vehicles.  They seem very surprised by the blinding headlights appearing suddenly from a desolate and unused road....

I'm giving you a Surprise Round, thanks to Harry and the Driver's skillful driving.   You have plenty of road to slow down before you slam through the enemy vehicles.   There are 6 Blinkers visible from the Cab.  Dean, I'll give you the benefit of the doubt and say you can "Sense" a change in the Driver or those in the Cab and known there's enemies ahead.

Everybody gets an Action!  Though you may want Harry to go first to decide how close the truck gets.

Rusty Harry
player, 250 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Wed 18 Sep 2019
at 06:04
  • msg #183

Re: Episode Two - Part 2 - The Hard Row

Harry gunned the engine, and mentally flipped a switch. The speakers of the Dog began blaring a thunderous bass line as they rode like a bat out of Hell through the darkness.

https://www.youtube.com/watch?v=UIE4UjBtx-o

~DUNNNNNNNNN Dat-Dun, DAT-Dun, DAT-Dun!~
~DUNNNNNNNNN Dat-Dun, DAT-Dun, DAT-Dun!~
~DUNNNNNNNNN Dat-Dun, DAT-Dun, DAT-Dun!~
~DUNNNNNNNNN Dat-Dun, DAT-Dun, DAT-Dun!~

~If you're
Having trouble with the high school head,
He's givin' you the blues.~

~dun-DUNN!~

~You want to graduate,
but not in his bed
here's what you gotta do.~

~dun-DUNN!~

~Pick up the phone,
I'm always home.
Call me anytime.~

~dun-DUNN!~

~Just ring three-six-two-four
three-six, hey.
I lead a life of crime!~

~Dirty deeds!~

~DONE DIRT CHEAP!~

~Dirty deeds!~

~DONE DIRT CHEAP!~

~Dirty deeds!~

~DONE DIRT CHEAP!~

~Dirty deeds and they're done dirt cheap.~
~Dirty deeds and they're done dirt cheap.~


((OOC: I am, of course, aiming to do a near miss on the blinkers as an Intimidation test to make the Vulnerable, before coming to a stop near the vehicles.

23:01, Today: Rusty Harry rolled 1,2 using d8,d6, rerolling max with rolls of 1,2.  Intimidation. No, that will not do at all. Spending a White Chip for a reroll.


23:01, Today: Rusty Harry rolled 13,11 using d8,d6, rerolling max with rolls of (8+5)13,(6+5)11.  white chip. There we go!

Card for next round: 5H))

This message was last edited by the player at 06:05, Wed 18 Sept 2019.
Weirdo
NPC, 6 posts
PSY-cho....
Wed 18 Sep 2019
at 17:46
  • msg #184

Re: Episode Two - Part 2 - The Hard Row


The Blinkers stare in confusion at the roaring beast of a truck barreling down at them.  When the music cuts on though, they start to scatter.  These are a folk who know that music, especially the Sacred Rock, can be songs of war.  They leap from their vehicles and try to scatter to the sides and out of the path of the mad truck.  Of course, they are unaware that this truck is hauling a bunch of angry, gun-toting survivors....

All six are Vulnerable (Actions against them are at +2) and Shaken!  The truck screeches to a shuddering slowdown in short range of them.  So, this should be quick!
 Have fun with it!

Everyone else, take an action and roll for a Militia Rifleman (d6 Shooting).  Harry, feel free to roll for Prudence or Martin.

Dean Mitchel
player, 142 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Wed 18 Sep 2019
at 18:17
  • msg #185

Re: Episode Two - Part 2 - The Hard Row

Dean had the rifle slung, holding the crossbow at the ready, for the drive.  It certainly wasn't a fondness for the crossbow or any delusion that thinking stealth was an option while driving on the big rig.  No, it was more about the keen awareness that he had a whopping 10 rounds for the thing.  Bullets were hard to find at times.  Crossbow bolts he could make.

So when the rig came screeching and shuddering to a stop amidst the crowd of freaks, he shouldered the well used crossbow and launched a bolt without pause at one of the freaks farthest away.  No more runners...

OOC:
Forgot the +2 but doesn't change anything
Shooting
14:13, Today: Dean Mitchel rolled 5,3 using 1d8,1d6, rerolling max ((5,3)).

Dam if that hits:
14:13, Today: Dean Mitchel rolled 11 using 2d6, rerolling max (((6+4)10,1)).

Rifleman shooting - is gonna kill someone...and not the enemy!
14:14, Today: Dean Mitchel rolled 1 using 1d6, rerolling max ((1)).


Init:
20:20, Today: Dean Mitchel drew the single card: 5H using a deck of 54 cards.

This message was last edited by the player at 00:20, Thu 19 Sept 2019.
Fletcher
player, 134 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Wed 18 Sep 2019
at 23:51
  • msg #186

Re: Episode Two - Part 2 - The Hard Row

As Harry came up on the weirdos and their trucks, Fletcher leaned forward to look out the windscreen.  His eyes were drawn to the sparking apparatus and his concentration focused there even as Harry slammed on the brakes, as Fletcher did his best to reason what the thing was for.

Fletcher rolled 8,3 using 1d6,1d8, rerolling max with rolls of (6+2)8,3.  Wild, notice (Or Weird Science, whichever is more appropriate, they're both the same dice pool)

Fletcher rolled (6+3)9+2(forgot!)=11.  Militia

Kelly MacLeod
player, 246 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R1 B1
Thu 19 Sep 2019
at 00:11
  • msg #187

Re: Episode Two - Part 2 - The Hard Row

Simon's Blessing, this is a "free" action.

"For it is You who blesses the righteous man oh Lord, you surround him favor as with a shield."

Casting Deflection!

19:01, Today: Kelly MacLeod rolled 4,4 using d8+2,d6+2, rerolling max with rolls of 2,2.  Faith.

lol thank goodness for Inspiration. lol wrong game

05:32, Today: Kelly MacLeod rolled 5,8 using d8,d6, rerolling max with rolls of 5,(6+2)8.  benny.

Okay got it on the benny, raise!


Kelly barreled out of the cab like a bat out of hell, screaming in rage, both hands on Connor's hilt, her strokes powerful and aggressive.  Whoever was unfortunate enough to be in her way was not going to be very happy.

So Kelly is going to use a Rapid Attack, hacking at each target she can possibly reach, and she's going to Wild Attack.  That's a -4, but Wild Attack adds +2, Vulnerability adds +2, and Improved Trademark Weapon adds +2.

19:06, Today: Kelly MacLeod rolled 10,4,6,4 using d10+2,d10+2,d10+2,d6+2, rerolling max with rolls of 8,2,4,2.  Rapid Attack.

And that roll is TERRIBLE.  But one hit, and one hit possibly with a Raise.

10 damage - bleagh 19:08, Today: Kelly MacLeod rolled 5,5 using d8+2,d8, rerolling max with rolls of 3,5.

13 damage... freaking seriously?
19:09, Today: Kelly MacLeod rolled 3,7,3 using d8+2,d8,d6, rerolling max with rolls of 1,7,3.

19:10, Today: Kelly MacLeod drew the single card: 2C using a deck of 54 cards.

INSULT TO INJURY

Well that round sucked.

This message was last edited by the player at 10:33, Thu 19 Sept 2019.
Rusty Harry
player, 253 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Thu 19 Sep 2019
at 01:27
  • msg #188

Re: Episode Two - Part 2 - The Hard Row

((OOC: Did you count the +2 from them being Vulnerable?))
Kelly MacLeod
player, 247 posts
Thu 19 Sep 2019
at 01:38
  • [deleted]
  • msg #189

Re: Episode Two - Part 2 - The Hard Row

This message was deleted by the player at 10:33, Thu 19 Sept 2019.
Rusty Harry
player, 254 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Thu 19 Sep 2019
at 19:37
  • msg #190

Re: Episode Two - Part 2 - The Hard Row

Prudence, hanging on to the side of the Dog, takes a carefully-aimed shot with her snub-nosed revolver.

((OOC: Prudence rolls Shooting, firing with her .38: 12:35, Today: Rusty Harry rolled 9,5 using d10+2,d6+2, rerolling max with rolls of 7,3.  Shooting (Prudence).

Hit and Raise!

Damage: 12:36, Today: Rusty Harry rolled 10 using 3d6, rerolling max with rolls of 3,5,2.  Damage (Raise).))

Kelly MacLeod
player, 249 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Thu 19 Sep 2019
at 20:55
  • msg #191

Re: Episode Two - Part 2 - The Hard Row

Clyde's hands were shaking.  Sure he'd plugged the occasional scrap off a post, but most of his practice was with an empty rifle, or at best a magazine with a single live round in it.

15:54, Today: Kelly MacLeod rolled 7 using 1d6, rerolling max with rolls of (6+1)7.  pew pew.

However it wasn't for nothing.  Sight alignment will get you far.
Prospector
GM, 377 posts
All that Glitters
Wh:0 R:1 B:1
Mon 23 Sep 2019
at 07:26
  • msg #192

Re: Episode Two - Part 2 - The Hard Row


The Blinkers stand little chance as they scattered away from the big truck's charge.  The Templar's sword flew wildly as she leapt free of the cab.  Two of the nearest Blinkers were cut down immediately.  The others made it a few more steps as the made for the trees.  The flurry of overwhelming fire from the Dogs riders cut them down before they made it out of the the strange truck's lights.  A few more scattered rifle shots from overeager riflemen bark out at shadows.

McKellar leapt down after Kelly, but the work was already done.  His pistol was holstered again and he made for the trucks, waving his militia forward to follow him.
Fletcher
player, 136 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Mon 23 Sep 2019
at 22:08
  • msg #193

Re: Episode Two - Part 2 - The Hard Row

Fletcher exited the cab after McKellar had assessed the situation and holstered his gun.

As the militia moved forward he trailed behind, waiting for the all clear before he moved to try and check the safety and stability of the sparking machine so no one accidentally got themselves electrocuted.
Kelly MacLeod
player, 250 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Mon 23 Sep 2019
at 23:54
  • msg #194

Re: Episode Two - Part 2 - The Hard Row

Kelly did not waste time, she was looking for any captives (hopefully not victims) or additional Blinkers.  She followed the militia closely unless she overtook them.
Dean Mitchel
player, 144 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 24 Sep 2019
at 00:02
  • msg #195

Re: Episode Two - Part 2 - The Hard Row

Dean moved forward, climbing atop the cab.  He was sure someone would get to looting the bodies; pretty standard really.  But he wanted to make sure there were no lurkers or surprises.  So standing atop the cab, he kept watch, letting his eyes scan the area.
Rusty Harry
player, 256 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Tue 24 Sep 2019
at 01:20
  • msg #196

Re: Episode Two - Part 2 - The Hard Row

Harry, too, kept an eye out for trouble from within the Dog. He pulled his Ruger and set it within easy reach. It wouldn't do for anyone to try and take The Dog while they were all distracted.
Hoyt McKellar
NPC, 15 posts
Lockesburg Captain
Wed 25 Sep 2019
at 07:44
  • msg #197

Re: Episode Two - Part 2 - The Hard Row


McKellar absently pulled a dead Blinker off the first truck he came to as he looked inside.  Nothing.  A few bags, wires, and oddments but definitely no captives.  The other truck is half taken up by the...whatever that buzzing sparking boxy contraption is.  What cargo space there was was also empty of captives.

McKellar gritted his teeth, then turned to his riflemen and sent them to set a perimeter and police the dead.
Kelly MacLeod
player, 251 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Wed 25 Sep 2019
at 10:39
  • msg #198

Re: Episode Two - Part 2 - The Hard Row

Kelly was unhappy and bewildered, though not necessarily in that order.  She at least knew better than to hit the weird sparky thing with Connor.

"Did they split their raiding party?  Leave some of them behind while these others went back with this machine maybe?"
Fletcher
player, 137 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Wed 25 Sep 2019
at 21:46
  • msg #199

Re: Episode Two - Part 2 - The Hard Row

"Might be a mobile camp."  Fletcher ventured as he moved to inspect the electrical device close up.

"Help transport the scoutin' 'n raidin' groups, 'n give 'em a place ta juice up 'fore headin' out on foot."
Prospector
GM, 378 posts
All that Glitters
Wh:0 R:1 B:1
Thu 26 Sep 2019
at 18:10
  • msg #200

Re: Episode Two - Part 2 - The Hard Row


The raider trucks are sitting in a three way intersection.  The Dog had arrived from the south end.  The old broken road continued on in a northerly direction.  The third branch lead off east.  The Dog's lights don't illuminate far down any of the branches at the moment.

McKellar seemed mostly focused on the eastern route, "Couldn't take them across the broken bridge."  He pointed to indicate the direction of said broken bridge down the east road.  "If they'd stayed on the main route, our patrols might've seen them at our bridge," he continued with his flat almost-growl, "I think they posted here and sent the raiders across to the Whittens."
Rusty Harry
player, 257 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Thu 26 Sep 2019
at 20:22
  • msg #201

Re: Episode Two - Part 2 - The Hard Row

Harry, from his vantage point in The Dog, kept an ear on the conversation.

"So we may have beaten the entire raiding group here, then?" He asked. "The one that hit the Whittens? Or do you think they've already tried to ford the river?"
Kelly MacLeod
player, 252 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Thu 26 Sep 2019
at 22:42
  • msg #202

Re: Episode Two - Part 2 - The Hard Row

"I'm willing to bet we beat the rest of the raid back to this point.  That's the only way this scenario makes sense to me, but I'm no philosopher either.  I vote we set an ambush, well most of us do anyway, and our best scouts... well, go on a scout."  Kelly suggested.
Hoyt McKellar
NPC, 16 posts
Lockesburg Captain
Mon 30 Sep 2019
at 06:49
  • msg #203

Re: Episode Two - Part 2 - The Hard Row

McKellar nodded, but only faintly, as he stared into the blackness of the side road, "Agreed.  I'll go.  Who else?"  Some of his rifles look ready to step up and volunteer; all of them eager to get to these bastards and have another bite at them.  Of the Dogs, Martin took up his bow and was ready to go; he'd proven to be a light-footed observant fellow before.  Crowboy will absolutely volunteer....if Kelly goes.
This message was last edited by the player at 06:49, Mon 30 Sept 2019.
Fletcher
player, 138 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Mon 30 Sep 2019
at 22:07
  • msg #204

Re: Episode Two - Part 2 - The Hard Row

Fletcher did not volunteer.

Instead he was looking for a way to provide a better grounding point, even if only temporary, to the spark generator.  It would be obvious to any returning weirdo if it wasn't turned on which wouldn't help their ambush plans at all, but he also didn't want it accidentally hurting anyone while they staked the place out.
Dean Mitchel
player, 145 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Mon 30 Sep 2019
at 23:57
  • msg #205

Re: Episode Two - Part 2 - The Hard Row

From the top of the truck, Dean scowled slightly.  He didn't like the feel of this in the least.  These farmers weren't exactly expert woodsmen.  And McKellar wasn't a scout either though Dean could admit the man likely had more skill than the recruits.  Of course there was the fact that the man was a completely untrustworthy traitorous asshat.  It didn't change anything though.

"If you want to do this, guess I'm up," he said after a moment.  He wasn't thrilled but he was the best in his squad to do the scouting bit.
Kelly MacLeod
player, 253 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Tue 1 Oct 2019
at 01:22
  • msg #206

Re: Episode Two - Part 2 - The Hard Row

"All right."  She looked at Fletcher and Harry.  "Can you two rig something up with this junk to give these weirdos a surprise when they get here?"
Hoyt McKellar
NPC, 17 posts
Lockesburg Captain
Wed 2 Oct 2019
at 18:19
  • msg #207

Re: Episode Two - Part 2 - The Hard Row


McKellar eyed Dean for a long moment after he stepped up, then turned back to his squad, "Dix, you're with us."  Martin watched the wordless exchange between Dean and McKellar....then stepped over alongside Dean, bow in hand, "Yeah.  Think I'll go too.  At least to the river.  For backup.  Y'know.  Cuz it's....dark....  Y'know?"  The mention of that inspired him to grab up one of the goggle sets from the blinkers and put it on.  Dix, the chosen rifleman, seemed to think that was a good idea and picked up one himself.  Some of the sets had been smashed in the sharp "fight", but there were some usable ones.  McKellar didn't bother.  When the others were finally ready, the Lockesburg Captain lead the way to the river...
Fletcher
player, 140 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Wed 2 Oct 2019
at 21:16
  • msg #208

Re: Episode Two - Part 2 - The Hard Row

"What sort'a surprise?"  Fletcher asked, looking up from where he was gingerly working.

"Would it be better ta do somethin' like try n' light up as much of this area as possible ta try 'n take 'way some of the advantage?  'R you think somethin' ta try 'n just blow a few've 'em up would be better?"
Kelly MacLeod
player, 256 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Wed 2 Oct 2019
at 21:52
  • msg #209

Re: Episode Two - Part 2 - The Hard Row

In reply to Fletcher (msg # 208):

Kelly looked at Fletcher, and oh so helpfully answered.  "...yes?"

Then she reflected.  "Though I guess if you can overcome their trick they do, that's probably best."
Fletcher
player, 141 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Thu 3 Oct 2019
at 11:52
  • msg #210

Re: Episode Two - Part 2 - The Hard Row

"Right."  Fletcher replied as he finished up doing what he could to improve the safety of the situation.

He then moved to sort through the supplies in the trucks and whatever the raiders themselves had to see what he could come up with that might help with Kelly's requested surprise.
Prospector
GM, 381 posts
All that Glitters
Wh:0 R:1 B:1
Thu 3 Oct 2019
at 18:17
  • msg #211

Re: Episode Two - Part 2 - The Hard Row


SCOUTING OUTING - Dean, McKellar, Dix, and Martin

The scouting party makes its way up the spur road.  It isn't far, but it's got some curves that hide the area of the old bridge from the intersection.  The forest thins as it gets nearer to the creek; the waterway having some intermittent and dangerous flooding issues that dramatically raise and lower its levels.  The old road suddenly ends in the crumbled span of the forgotten bridge.

Where the bridge once spanned the creek, it was probably about fifty feet.  Not nearly big enough to need piers to support it.  It looks as though erosion and flooding ate away at the near side, washing its support out.  With no maintenance, the road deck buckled.  There's still some of the bridge left on the far side.  The rest is in haphazardly tilted pieces in the waters below.  The strong currents rush through the accidental shoals with enough force to make you careful.  All of this is visible through the Glow Goggles, but its hard to see much about the waters above and below the river.  Or how deep the waters are.

It looks possible to clamber across the tumbledown sections of the bridge and possibly some other stones as well.  Not easy.  But possible.  Those currents don't look like they would treat a mis-step kindly.

Across the creek is more scrub forest and, at the moment, no sign of anyone or anything.

The Intersection - Kelly, Harry, Fletcher, Delilah, and the Black Dog Army

Fletcher!  There are bits and bobs to make things out of in the trucks and on the Blinkers.  Do a Scavenging Roll at -2 to see what you can manage for Components!

Harry and Kelly! - Any particular plans on the disposition of troops or just let them do their thing?  Hiding in the trees or staying in the intersection on the trucks?

Kelly MacLeod
player, 257 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Fri 4 Oct 2019
at 01:38
  • msg #212

Re: Episode Two - Part 2 - The Hard Row

"All right.  I'm not much for old world military tactics... but I think I understand these Weirdos.  A little bit.  Let's give them a focal point, that'll give us a kill zone.  I need a long, thick staff or log or something.  And yes, that is what she said."  Kelly added the last, getting the joke in herself to mitigate the damage.
Fletcher
player, 142 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Fri 4 Oct 2019
at 03:05
  • msg #213

Re: Episode Two - Part 2 - The Hard Row

Fletcher got to picking through things.


Fletcher rolled 11,3 using 1d6+2-2,1d8+2-2, rerolling max with rolls of (6+5)11;3.  scavenge roll

Fletcher rolled 6 using 2d6, rerolling max with rolls of 2,4.  Components found

Dean Mitchel
player, 147 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Fri 4 Oct 2019
at 16:43
  • msg #214

Re: Episode Two - Part 2 - The Hard Row

Dean crouched at the edge of the forest and stared across the water carefully for several minutes, looking for anything that might be off.  Once he was certain, he gestured to his...companions.  He pointed to himself first and then across the way.  He might dislike this combination of people he was with but if they were going to do this, Dean was going to do it right.  He then pointed to McKellar's man, then Martin then McKellar himself.  Dean felt little but disgust and revilement towards the man, but he couldn't argue the man's lethality and capabilities.  It was just good tactics having McKellar waiting as support until the group was across and set up.

With a quick nod, he quietly slunk forward.  Picking out his route, he focused his mind a moment before almost skipping across the bridge and stones with ease.  Once across, he took up a hidden position and kept watch for the next in line.


OOC:

Notice:
12:33, Today: Dean Mitchel rolled 3,5 using 1d6,1d6, rerolling max ((3,5)).

Stealth
12:33, Today: Secret Roll: Dean Mitchel rolled 6,4 using 1d6+2,1d6+2, rerolling max with rolls of 4,2.

Psionics
12:33, Today: Secret Roll: Dean Mitchel rolled 6,1 using 1d8,1d6, rerolling max with rolls of 6,1.

Hoyt McKellar
NPC, 18 posts
Lockesburg Captain
Mon 7 Oct 2019
at 07:04
  • msg #215

Re: Episode Two - Part 2 - The Hard Row

Scouting Outing - Dean, McKellar, Martin, Dix

None of the other "Scouts" saw fit to gainsay Dean's silently indicated plan.  Not even McKellar.  Dean managed to scramble quietly enough across the jagged wreck of roadway.  Reaching the other side, he made his way forward while the others made their crossing.  One at a time.

Dean saw nothing through the blackness of the scrubby overgrown woods on the other wide of the creek.  The cracked roadway curved of into the blackness from the bridge end.  Dean was able to creep forward a bit more, listening and straining his eyes against the darkness.  Soon enough he was joined by Dix, who was quieter than Dean expected....but not up to his standards.  Martin managed well too.  McKellar moved with the expertise and training that Dean knew all too well.

Just as Dean was readying to move forward, he caught something just at the edge of his senses....not his eyes or ears...  Fear.  To the east.
Prospector
GM, 382 posts
All that Glitters
Wh:0 R:1 B:1
Mon 7 Oct 2019
at 07:08
  • msg #216

Re: Episode Two - Part 2 - The Hard Row

The Intersection - Everyone Else

The militia folk did as they were bid.  It was easy enough to follow orders from a mythical post-apocalyptic knight.  Just seemed the right thing to do.  They carried some tools in their go-bags; certainly enough to manage the cutting down and branch stripping of a sapling or two.  Easy enough to work in the bright lights of the Dog still glowering over the old road.
Dean Mitchel
player, 148 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Mon 7 Oct 2019
at 15:57
  • msg #217

Re: Episode Two - Part 2 - The Hard Row

Dean froze suddenly, trying to let his mind pick up more details.  He flicked a glance to McKellar before Dean pointed at his own head and did a visible shudder.  Nodding in the direction, he tilted his head.  McKellar might have picked something up as well.
Kelly MacLeod
player, 258 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Mon 7 Oct 2019
at 23:26
  • msg #218

Re: Episode Two - Part 2 - The Hard Row

Kelly took the head of young Angus and fastened it to the post they scavenged.  She hoped they'd recognize it... when it was too late.

"All right, is there a way here to move these trucks such that they encourage approaching a certain way, with a bright light behind this post here, and when they get close enough to look at it, Fletcher trips his light show."
Fletcher
player, 143 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Tue 8 Oct 2019
at 02:23
  • msg #219

Re: Episode Two - Part 2 - The Hard Row

Fletcher piled up what he'd found and began working.  A very short while later he'd assembled five pieces of pipe shaped scrap metal about a foot long and wrapped in bare copper wire and dotted with fiber strands and LEDs.

He scattered them at points around the ambush site so they would maximize illumination of the area once they were triggered.

"We can prolly put the trucks however you want."  Fletcher commented to Kelly once he got an eyeful of what she had in mind.

"I'd stick the genny truck behind yer boy there.  With the goggles they're maybe not gonna see real light anyway, but that's kickin' 'nuff background ta backlight stuff 'n a spectrum they'll likely see."


Fletcher rolled 5,8 using 1d8,1d6, rerolling max ((5,(6+2)8)).
Hoyt McKellar
NPC, 19 posts
Lockesburg Captain
Tue 8 Oct 2019
at 08:23
  • msg #220

Re: Episode Two - Part 2 - The Hard Row

Scouting Outing - Dean, McKellar, Martin, and Dix

McKellar tilted his head slightly, eyes unfocusing and he turned in the indicated direction.  Very quickly, his features tightened again.  His stony expression cracking with fierce anger.  He motioned to Dix and Martin to stay put.  He then turned back to the West and started to move...

McKellar obviously has a plan.  Though he's not expressing it, nor does he make any particular suggestion to Dean.  So...  What's Dean's plan?  Follow or go off his own way?  If you Follow or Go off on your own Scout, give me a Stealth and a Notice.  Also, Goggles?
Dean Mitchel
player, 149 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 8 Oct 2019
at 23:49
  • msg #221

Re: Episode Two - Part 2 - The Hard Row

Dean scowled.  The man was intolerable.  Couldn't even signal?  Resisting the urge to grind his teeth, Dean kept scanning the terrain as he held his position for a few minutes...

OOC:
Yes for the googles, since I can't see in the dark without them.  ;)  -1 is worth it.

Going to wait for several minutes (5?) to see if he returns or hear/see anything?  After that, I'll continue onward since the job still needs doing.

Rusty Harry
player, 258 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Fri 11 Oct 2019
at 05:52
  • msg #222

Re: Episode Two - Part 2 - The Hard Row

In reply to Kelly MacLeod (msg # 218):

Harry watched Kelly messing with the head of the Weirdo, then looked at The Dog. "I think the big problem is going to be, where do we put Dog? I don't want them stumbling on it in advance of the ambush, but I also want to keep The Dog in reserve should we need it."
Kelly MacLeod
player, 260 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Fri 11 Oct 2019
at 19:04
  • msg #223

Re: Episode Two - Part 2 - The Hard Row

"Behind the others, maybe use it to drive around and cut them off if need be?"  It was pure speculation on Kelly's part whether they wanted or needed to do the latter.
Fletcher
player, 145 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Fri 11 Oct 2019
at 21:10
  • msg #224

Re: Episode Two - Part 2 - The Hard Row

"Either way, it'll be best if it's got plenty a trees 'tween it 'n them weirdos.  You'll need somethin' bright on those goggles ta hide it."  Fletcher chimed in.
Prospector
GM, 385 posts
All that Glitters
Wh:0 R:1 B:1
Mon 14 Oct 2019
at 16:17
  • msg #225

Re: Episode Two - Part 2 - The Hard Row


Scouting Outing - Dean, McKellar, Dix, Martin

Waiting for McKellar to return took somewhere between seconds and forever.  When he finally did reappear it was from a slightly different direction than he had left.  He looked as grim as ever, "Large raiding party.  Three big ones.  They have my people.  If they took them all, that's ten hostages.  All on foot.  Their lights are out, moving slow and quiet.  Heading right for this crossing."
Dean Mitchel
player, 151 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Tue 15 Oct 2019
at 00:27
  • msg #226

Re: Episode Two - Part 2 - The Hard Row

Matching McKellar's grim look with a frown, he thought for a minute.  "How are they spread out?  Where are the hostages?  In the middle?  Ropes, chains?  If it's dark, they have to be moving slow or the hostages would be falling every few feet," he mused.  He waited to see what other facts McKellar came up with before looking to McKellar's man.  "Run back, quick and quiet, and let them know.  At the least, we'll hit them on the flanks but we'll focus on taking out those guarding the captives."
Prospector
GM, 387 posts
All that Glitters
Wh:0 R:1 B:1
Wed 16 Oct 2019
at 08:08
  • msg #227

Re: Episode Two - Part 2 - The Hard Row

Scouting Outing - Dean, McKellar, Martin

Dix gave Dean a polite nod at his...order, but polite or no the rifleman looked to McKellar to confirm said order.  Which he did with a slight nod.  As Dix crept away, McKellar regarded Dean, "They are spread in a ragged mob.  Little coordination, but moving quickly.  They have my people in the middle, dragging or carrying them."  He paused, "Are you considering having the three of us take on the whole force?"

Martin tightened his grip on his bow at the thought and audibly swallowed hard.

Ambush Crossroads

While most finished up the preparations at the ambush sight (gathering supplies for Fletcher, arranging things, moving the trucks, the bodies, etc), some of the rifle team had positioned themselves as sentries.  The sentry on the east roadway, towards the old broken bridge, whistled a signal.  At said signal, the rest of the squad dropped whatever they were doing and grabbed their guns.  They quickly fanned out in a prescribed formation focused on the eastern track.

Notice Rolls for the Ambush Folks!
Fletcher
player, 146 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Wed 16 Oct 2019
at 12:46
  • msg #228

Re: Episode Two - Part 2 - The Hard Row

Noticing the sudden movements of the militia, Fletcher looked to try and see what was up.

He put a hand on the trigger of rigged up "trap" but hesitated until he knew more.

Fletcher rolled 3,4 using 1d6,1d8, rerolling max with rolls of 3,4.  Wild, notice
Dean Mitchel
player, 152 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Wed 16 Oct 2019
at 17:41
  • msg #229

Re: Episode Two - Part 2 - The Hard Row

Dean frowned.  "Much as I'd like to hit them when they weren't ready or sneak the hostages out, we just don't have time and there are too many.  I think our best option is to snipe at the prisoners' guards, right when they get ambushed.  We pick our spots.  Once the ambush starts, we hit the guards and then, if we can send one or two of us to lead the hostages out.  Or we simply shoot anyone who gets close to them," he said with a shrug.  No time for planning, no idea of the landscape and unsure of most details made planning rather challenging.
Kelly MacLeod
player, 261 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Wed 16 Oct 2019
at 23:50
  • msg #230

Re: Episode Two - Part 2 - The Hard Row

Kelly was crouched, and close.  She intended to wade in amongst them, cutting away anyone restraining a captive.  It wasn't a particularly wise idea to shoot at the hostages after all.

18:50, Today: Kelly MacLeod rolled 1,4 using d6,d6, rerolling max with rolls of 1,4.  Notice.

Rusty Harry
player, 259 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Thu 17 Oct 2019
at 19:00
  • msg #231

Re: Episode Two - Part 2 - The Hard Row

Harry, moving the Dog, took a look around at the sudden movement.

((OOC: 12:00, Today: Rusty Harry rolled 1,4 using d6,d6, rerolling max ((1,4)).))
Prospector
GM, 389 posts
All that Glitters
Wh:0 R:1 B:1
Fri 18 Oct 2019
at 08:15
  • msg #232

Re: Episode Two - Part 2 - The Hard Row

Scouting Outing - Dean, McKellar, Martin

McKellar shrugged and looked away again, back towards the direction of the raiders, "Agreed.  Let's get in position."  He began moving slowly back towards the bridge...

Martin lets out a breath he hadn't realized he was holding when it didn't seem like the little scouting party was going to take on the whole force.  He did draw an arrow and nock it on his bowstring anyway.

Moving back to ambush positions near the bridge.  Stealth Dean!  Do well enough and I'll give Martin a boost as Dean helps him get a good spot.

The Ambush Site - Everyone else

The rifle squad had separated to take positions on either side of the roadway.  Their rifles were up and ready.  Prudence had stayed with the Dog; more specifically the big .50.  Crowboy, machete sword in hand, crouched just behind Kelly and waited to charge with her.

At first, nothing was seen.  Even by those that were trying the few sets of working goggles.  But eventually those with goggles could pick out a figure moving down the roadway.  Man-shaped.  Moving slow.  And alone.
This message was last edited by the GM at 08:56, Tue 29 Oct 2019.
Dean Mitchel
player, 153 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Fri 18 Oct 2019
at 15:32
  • msg #233

Re: Episode Two - Part 2 - The Hard Row

OOC:

Stealth
11:32, Today: Dean Mitchel rolled 5,9 using 1d6+2,1d6+2, rerolling max ((3,(6+1)7)).

Kelly MacLeod
player, 262 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Fri 18 Oct 2019
at 20:42
  • msg #234

Re: Episode Two - Part 2 - The Hard Row

Kelly grimaced.  Everyone sneaky was already out on the scout.

She didn't want to set off the ambush for one enemy.  Swords were quiet.

She looked at Crowboy.  "Move back the line, tell everyone to hold, don't blow it on a single enemy, if this even is an enemy.  I'll move to intercept."
Prospector
GM, 392 posts
All that Glitters
Wh:0 R:1 B:1
Tue 29 Oct 2019
at 09:16
  • msg #235

Re: Episode Two - Part 2 - The Hard Row

The Ambush Site - Everyone Else
Crowboy gave the Templar a quick nod, grinning and whispering, "You got it.  Save some for me."  He twirled his machete in what he hoped like impressively showy, then went off to pass the word along.

The figure continued to shuffle down the road towards the intersection.  A few of the ambushers also begin noticing a few more.  Down the road.  There.  In the woods.  There...  Two more.  A breeze kicks up, wafting down the old cracked road and it carries a smell.  A terrible....horrible smell....  A reeking, rotting, putrescent smell...

The rifle squaddies recoil at the smell, but don't leave their hiding spots.  They do begin dividing their aim up amongst the growing field of targets, but they do hold....  For now...

Scouting Outing - Dean, McKellar, Martin and....oh so many terrible things....

The scouting party drifted back towards the bridge to find suitable hiding spots.  Dean managed to find a rock outcrop that seemed to be thick enough that it might hide Martin from the goggle-eyed raiders.  While settling in, the trio of scouts notice a terrible smell on the breeze down the old creek.  A terrible, awful rotten smell....

Of course, while that may be interesting, Dean also spotted the first of the raiders coming through the trees towards the collapsed bridge area...

EVERYBODY GETS AN ACTION BEFORE BAD THINGS...  I MEAN INITIATIVE!
Fletcher
player, 147 posts
The One With the Junk
P4 T5(+2*) W3 R1 B3
Thu 31 Oct 2019
at 04:52
  • msg #236

Re: Episode Two - Part 2 - The Hard Row

Fletcher reluctantly readied his seldom used weapon.

Whatever was coming didn't seem like the raiders they'd been dealing with.
Rusty Harry
player, 261 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Thu 31 Oct 2019
at 12:49
  • msg #237

Re: Episode Two - Part 2 - The Hard Row

Harry, from his post inside The Dog, was waiting for the fireworks to begin, unaware of the strange nature of the coming threat.
Kelly MacLeod
player, 264 posts
Romans 2:1-3 PP4/10
P7T8(2) W0 R0 B1
Fri 1 Nov 2019
at 00:49
  • msg #238

Re: Episode Two - Part 2 - The Hard Row

Kelly drew Connor and uttered a prayer for redemption, which was the wrong thing to pray for right now.

19:48, Today: Kelly MacLeod rolled 1,3 using d8,d6, rerolling max with rolls of 1,3.  Faith.

Whamp whamp waaaa

Dean Mitchel
player, 156 posts
P5 T6 W0 B3 Wh 0 R 2 B 2
Mon 4 Nov 2019
at 19:33
  • msg #239

Re: Episode Two - Part 2 - The Hard Row

Dean got Martin settled in the best spot he could before moving off to find his own spot to snipe from.  He settled his weapon on a rock, giving him a little extra bit of stabilization.  He took careful aim towards the bridge.  Dean's noise crinkled and his brow furrowed as the smell began to waft through the area...
Prospector
GM, 397 posts
All that Glitters
Wh:0 R:1 B:1
Mon 11 Nov 2019
at 06:53
  • msg #240

Re: Episode Two - Part 2 - The Hard Row

The Fight at the Ford - Round 1

The Far Shore
Dean turned his attention just in time to see, through the green goggle-glow, figures groping and stumbling their way up from the river bank.  The awful, horrible, rotting smell definitely wafts from them.  They moan wetly, as though water choked their throats...

From the scraggy woods just up the road from the ruined bridge, five of the raiders trudge their way out.  Their lightshow isn't on, so far as Dean can tell with the goggles on.  They are moving quietly even.  Careful.  They began spreading out in a ragged line as the made the road.  So far, they haven't noticed any of what's coming.  But, the "stinkers" aren't being stealthy, so that won't last long.

Dean realized quickly that Martin, McKellar, and his hiding places were now between whatever was coming up from the river and the raiders now stepping free of the woods.

The Intersection

The Dogs and the Lockesburg Rifles stood or kneeled in their places.  In the Dark.  Surrounded my shadowy, scrub wood that could contain so many horrible things.  But that would be the things that could not be seen.  There were, right now, shambling things that could be seen.  By some anyway.

One of the Rifles nudged Riley and whispered, "What is it?  What's that smell?  Jesus..."  He put a hand under his nose as though it would help.

Riley just stared through the green of the goggles, spitting a quick stream of tobacco juice to the side.  Then she whispered back laconically, "I thought that smell was you, Buck..."  Though inside she felt lucky she couldn't make out too much detail with these goggle things....

Round 1 - Fight at the Ford

Everyone goes before the Bad Guys!  Starting with Dean!

Also, Dean drew a Joker so....  TAKE ANOTHER CHIP!

Lastly, when you take your action, feel free to pick an NPC in your Zone to act as well!  (For Dean that'll be Martin.  McKellar and Delilah have no stats at the moment and I may just have them....Do Useful Things as needed.

Initiative Draw!

Dean - BJ!

Harry - JD

Fletcher - 10S

Kelly - 5D

Raider Vanguard - 4H

Stinkers #1 (Intersection Road) - 3D

Stinkers #2 (Over the River) - 2D

Dean Mitchel
player, 160 posts
P5 T6 W0 B3 Wh 1 R 3 B 2
Thu 14 Nov 2019
at 00:58
  • msg #241

Re: Episode Two - Part 2 - The Hard Row

"Bloody hells," he whispered softly.  Of course things would start to go wrong before they even started the dance.  He wasted no time in turning to face the monsters, targeting the closest.  The crossbow twanged quietly as the bolt thrummed forward to slam right into the cranium...


Martin drew his bowstring back and fired an arrow at the raiders as soon things got active...

OOC:
Shooting (-4 to hit the head, +2 from joker)
19:51, Today: Secret Roll: Dean Mitchel rolled 20,-1 using 1d8-2,1d6-2, rerolling max with rolls of (8+8+6)22,1.

Damage (+2 from joker, +4 from head, +1d6 from raise; 1 AP)
19:53, Today: Secret Roll: Dean Mitchel rolled 16 using 3d6+6, rerolling max with rolls of 4,1,5.


Martin shooting
19:56, Today: Secret Roll: Dean Mitchel rolled 5 using 1d6, rerolling max with rolls of 5.

Martin damage
19:57, Today: Dean Mitchel rolled 15 using 2d6, rerolling max ((5,(6+4)10)).

How many of the shambling things are there (I might have missed it if you had stated previously)?  Still a ways away I know but if it's only a couple its a huge difference from dozens that we'll never stop in time.

Fletcher
player, 150 posts
The One With the Junk
P4 T5(+2*) W3 R2 B4
Thu 14 Nov 2019
at 03:24
  • msg #242

Re: Episode Two - Part 2 - The Hard Row

Fletcher moved forward as he finally recognized through the odd view of the weirdo goggles that the group heading towards them was not the one they had been planning this ambush for.

Sliding a hand into a pocket he fished out a pair of discs roughly the size of silver dollars and with a few patterned clicks, caused them to glow blue as they turned on.

He passed them off to Kelly and Crowboy.  "Should stick on ta yer swords.  Give 'em a good edge for a bit."  He instructed the pair as the shambling stinky dead bore down on the group.

Fletcher rolled 13,1 using 1d8,1d6, rerolling max with rolls of (8+5)13,1.  WS, WD

Activating Smite, with a raise!.  So Kelly and Crowboy are currently swinging blades that do +4 damage.

Smite Power Points: 3 used out of 10

Fletcher rolled 32.  Joker chip


One of the rifles takes aim at the shambler on the road

Kelly MacLeod
player, 266 posts
Romans 2:1-3 PP3/10
P7T8(2) W0 R1 B1
Thu 14 Nov 2019
at 23:50
  • msg #243

Re: Episode Two - Part 2 - The Hard Row

"Oooooh?"  Kelly smiled, a big, white, sharp, ominous smile.

17:37, Today: Kelly MacLeod rolled 19 using 1d35, rerolling max with rolls of 19.  da cheep.  A white, I will sit on that for now.

In a bit of mood whiplash she recited "The name of the Lord is a strong tower; the righteous run into it and are safe."

Simon's Blessing... let's try Deflection again.  I believe we established the Goggles don't affect Faith rolls.

17:39, Today: Kelly MacLeod rolled 7,8 using d8,d6, rerolling max with rolls of 7,(6+2)8.  Faith.

Hullabaloo!


"Don't break off from me until I say so.  Try to bait them into the weirdos, but any that approach our forces, kill.  Back to back."  She chastised Crowboy.  If he was doing this, he was doing it properly.  "Come on you ugly bastard!"

17:43, Today: Kelly MacLeod rolled 2,1 using d8,d6, rerolling max with rolls of 2,1.  Stanky!

OF course.

Ignore the other roll, I forgot you can just spend a chip to unshake, so I'll do that.  No point in rerolling it.   White chip come, white chip go!


That thing could knock a buzzard off a gut wagon.  It reeked.  Kelly was all to eager to rid herself of it.

Wiiiiiiild attack since I got that awesome deflection raise!

17:45, Today: Kelly MacLeod rolled 5,7 using d10+3,d6+3, rerolling max with rolls of 2,4.  Fighting with Modifiers.

Well good thing I did, sheesh!

But let's see if WA+Smith is enough dakka

18 damage - That will do pig, that will do.  17:46, Today: Kelly MacLeod rolled 11,7 using d8+6,d8, rerolling max with rolls of 5,7.  Strength with Smite, Sword.


"Fletcher this stuff is AWESOME!"  Kelly practically squealed.

17:50, Today: Kelly MacLeod rolled 2 using 1d6, rerolling max with rolls of 2.  Crowboy Vigor.

Crowboy however simply threw up at the smell.  It was bad.
Rusty Harry
player, 263 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Sat 16 Nov 2019
at 20:13
  • msg #244

Re: Episode Two - Part 2 - The Hard Row

Harry, still back at the Dog, still unaware of the zombie threat, waited for a chance to spring his intimidating trap.

((OOC: Until the situation changes enough that Harry can realize the engagement has changed, he's On Hold.))
Prospector
GM, 403 posts
All that Glitters
Wh:0 R:1 B:1
Sun 24 Nov 2019
at 07:29
  • msg #245

Re: Episode Two - Part 2 - The Hard Row

In the Cab of the Dog

Harry's link clicks open.  He can feel the Driver pushing at the electronics, trying to get through.  The computerized voice of the GPS blurring with static and stretching as the ghost gives it his all, "Hhhhhey there, Hand.  Haand...  Harry.  They're coming.  Not again.  Not haulin' those things again.  Won't go back.  Not back East.  Not back to the Dead...  No Sleeper Creepers...  Against policy...."  The GPS display clicks on and indicates a route, right down the east roadway towards the broken bridge.  A few pins are dropped onto the display map, one on the road and three off to the sides.  The pins are labeled CREEPERS.

HARRY!  Take two actions in this next round!  I'll also give you the White Chip Driver spend of +2 to Drive for three rounds.

On the Road - Kelly, Crowboy

Kelly forced her way close to the stinking nasty dead thing on the road.  Even this close the goggles obscured whatever this nasty mess of a walking corpse really looked like.  Connor hummed with the new high-speed vibration Fletcher's device had started.  The sword swept through the zombie-thing without slowing much at all.  In fact, the most effort Kelly had to apply was in her recovery off the backswing after the sword met so little resistance.

The other two fetid monsters come crashing and lurching out of the woods.  They seemed to suddenly speed up as Kelly had moved closer!  Their feet slapped wetly on the pavement as they charged in, lashing at the Templar with wild hungry hands...  Far too wild to have a hope of landing a solid hit on the expert fighter...

Kelly clears a Stinker off the Board!  Two Stinkers move to engage Kelly; They miss by a mile!

Crowboy swished his now-humming blade and grinned fiendishly as he charged into the woods towards his chosen target.  The powered-up machete swept through brush, clearing his path easily.  He started to crow joyously, but it was cut off quickly as he got close enough to really hit the wall of the smell.  It was like a physical thing, reaching down into you and squeezing your insides.  He stumbled.  He retched.

It gurgle-growled and lashed out at the bandit with jagged bone finger tips.  The "claws" scraped useless across Crowboy's homemade armor plating, knocking him to the wide...but not leaving any permanent harm....

Crowboy is Shaken and in Melee range of a Stinker!  It Strikes with a Raise....and fails entirely to cause any damage on Crow!

Over the River - Dean, Martin, McKellar, and a lot of Bad Things(tm)

As the shambling things struggled up from the river's edge, one suddenly dropped to the ground with a horrible, smooshy, wet sound.  A crossbow bolt's fletching decorating its forehead.

Dean takes another Stinker off the Board!

Martin drew back his bow; a little awkwardly with the weird Goggles.  But he managed to get settled and take his aim.  He loosed the arrow with a soft, easily ignored twang of string.  It flew in slightly wobbly spiral across the open space...the old roadway...then cut into the neck of one of the Raiders.  Said Raider gurgled uselessly and grabbed at his neck as he dropped to his knees....

Martin takes a Raider from the Board!

The Raiders suddenly perk up as one of their own crumpled to the ground.  Their goggle-eyes sweep around looking for the threat.  Two seem to settle on an area near where Dean took his hiding spot and they charge towards him, throwing whirring rebar spikes.  The first clattered off the old guard rail he had been hiding behind.  The second struck very true, point first across the Syker's face...

Dean!  Your Medium Cover blocked one hit, the other managed  to stick a spike in you for 13 Damage! Shaken and one Wound to the Face!  Spike tore the cheek and you get the Ugly Hindrance till its healed.  Unless you Soak?

The other two Raiders charge more or less down the middle towards the Stinkers shambling up from the river and let fly with more spikes.  The first lands too low, skipping and flipping off course.  The second flew too high and sails past the dead things.

The stinking shamblers lurch on faster now as the Raiders seem to get their attention.  And they seem suddenly able to move pretty fast indeed.  Not shambling now as they snarl and dash forward to meet the pair of Raiders in the open.  They mob them.  One Raider screamed as they began to tear into the flesh his makeshift armor didn't cover.  They other managed to hold them off....while screaming himself and heaving at the horrible stench....

The Stinkers take a Raider off the Board!

Round 2 - Fight at the Ford

Harry - On Hold (Two Actions)

Fletcher - QS

Dean - JH

Raider Vanguard - 10S

Kelly - 7H

Stinkers #2 (Over the River) - 7D

Stinkers #1 (Intersection Road) - 6C

HARRY, FLETCHER and DEAN - YOU ARE UP FIRST!

This message was last edited by the GM at 08:10, Mon 09 Dec 2019.
Fletcher
player, 153 posts
The One With the Junk
P4 T5(+2*) W3 R2 B4
Mon 25 Nov 2019
at 04:38
  • msg #246

Re: Episode Two - Part 2 - The Hard Row

Fletcher, glanced at an LED readout clipped to a pocket and then focused on the deader in the trees squaring off with Crowboy.

He drew on it and waited.  Crowboy had charged in recklessly, and through the odd vision afforded by the goggles, didn't seem to be doing so great.  Still, Fletcher didn't dare try to assist at this range.  He wasn't a very good shot and reasoned he was just as likely to put an arrow into Crowboy as he was the creature he was fighting.

Still, if the shambler got the better of the raider turned follower, Fletcher reasoned he could maybe do something then.



Jonesy gently exhaled as he tried his luck at bringing down one of the Stinkers facing down the templar.


Jonesy rolled 6 using 1d6+3, rerolling max with rolls of 3.  aimed marksman goggles.

Jonesy rolled 11 using 2d8, rerolling max with rolls of 5,6.  Damage.



Fletcher is taking an aim action.

Smite Power Points: 3 used out of 10
Smite Duration: Kelly/Crowboy 1 round used, 2 rounds left

Prospector
GM, 406 posts
All that Glitters
Wh:0 R:1 B:1
Mon 25 Nov 2019
at 05:40
  • msg #247

Re: Episode Two - Part 2 - The Hard Row


One of the snarling, uncomfortably mobile soggy corpses trying vainly to pull apart staggered.  It was though it was suddenly shoved by some powerful force to the side.  The hunting round hit center mass and punched out the other side, spraying the road with wet, stinking chunks...

The loud, cracking report of the rifle followed very quickly after.  Echoing into the trees....down the road... Across the river...

Jonesy Shakes a Stinker!

Harry and Dean, you're still up!  Take your time, just keeping the target list updated!

Rusty Harry
player, 269 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Fri 29 Nov 2019
at 20:31
  • msg #248

Re: Episode Two - Part 2 - The Hard Row

"...Shit." Harry cursed as he looked over the GPS display. He filed the bit of info about "not hauling those things again" back in his mental profile of the history of The Dog.

He rolled down the window. "Pru!" he shouted. "We got deaders inbound!"

It was time to abandon subtlety, so he cranked the ignition and brought The Dog to life.

((OOC: What are the closest ones to me and Prudence?))
Dean Mitchel
player, 163 posts
P5 T6 W0 B3 Wh 0 R 1 B 2
Mon 2 Dec 2019
at 01:28
  • msg #249

Re: Episode Two - Part 2 - The Hard Row

Dean twisted as the throwing spike came whizzing in.  He managed to avoid a serious hit, ignoring the minor slice for now.  He raised his crossbow in return, not having time to switch and hoping the quieter weapon will keep the deaders from heading their way, and fired.  He kept flicking his eyes about, trying to keep watch on his flanks.  If things got much hairier, they might need to fall back.


OOC:
Soaking; spending a white
20:16, Today: Dean Mitchel rolled 1,2 using 1d6,1d6, rerolling max ((1,2)).

That didn't work.  Spending a red to add a d6.
20:17, Today: Dean Mitchel rolled 3,2 using 1d6,1d6, rerolling max ((3,2)).

Brings me to a 5.  Good enough to soak.

Shooting at raider (unless something else is charging/closer); and so close...
20:21, Today: Dean Mitchel rolled 3,2 using 1d8-1,1d6-1, rerolling max ((4,3)).

Hell with it; gonna spend another red; for a reroll, not to add a d6.  Don't want to get swamped.

20:24, Today: Dean Mitchel rolled 5,0 using 1d8-1,1d6-1, rerolling max ((6,1)).

That'll hit.

Dam
20:23, Today: Dean Mitchel rolled 8 using 2d6, rerolling max ((5,3)).

Expensive round...

Rusty Harry
player, 270 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Mon 2 Dec 2019
at 04:44
  • msg #250

Re: Episode Two - Part 2 - The Hard Row

Harry angled The Dog, sweeping the headlights over the area. He spotted two shambling forms on the open road near Kelly, though she didn't seem to be in much trouble. Off a bit in the distance, off the road, he spotted Crowboy...and the poor fool seemed to be in trouble.

"Over there!" he shouted to Prudence up top. "In the trees!" he angled as close to the treeline as he dared, flooding the area with light while rolling to a dead stop, hoping to give Prudence the clearest attack she could get from the top of the Dog.

There was a short rip of gunfire from the top of the Dog as Prudence let loose a controlled burst of fire, chopping up the air around the retching former bandit...

((OOC: So if I'm doing this right, the .50 Cal has to fire a minimum of RoF 2, since it's a full auto weapon. But since it's on a tripod, there's no Recoil penalty. There's just the -1 Light Cover penalty, and the penalty from Unstable Platform. Harry's going to park The Dog to try and help Pru aim, so this will be a Support roll from him, using his +2 bonus to his Drive from the chip.

21:33, Today: Rusty Harry rolled 6,4 using d6+2,d6+2, rerolling max with rolls of 4,2.  Drive (Support). That's a Success, so +1 to Pru's Shooting roll (which will negate the Light Cover from the trees).

I roll for Prudence's attack.

21:36, Today: Rusty Harry rolled 4,3,7 using d10,d10,d6, rerolling max with rolls of 4,3,(6+1)7.  Shooting for Prudence. That's 2 hits if she doesn't have an Unstable Platform penalty, and 1 Hit if she does. With that in mind, I'll roll for the hit I know I got, and then make a second roll for the other hit.

Damage 1: 4. That is some shit damage right there.

Damage 2 (if no Unstable Platform penalty): 13.

Prospector? Do I hit with the second shot? And how much ammo does this use up, since there's a difference between RoF ammo rates between Deluxe and SWADE and I'm not sure which one you've adopted for this?))

Prospector
GM, 409 posts
All that Glitters
Wh:1 R:1 B:1
Mon 9 Dec 2019
at 08:52
  • msg #251

Re: Episode Two - Part 2 - The Hard Row

Round 2 Cont'd!

Harry/Prudence take a Stinker off the board!  (And save Crowboy in the most dangerous way possible!)

Dean Shakes a Raider!

Raider's Turn!


The Black Dog suddenly growled to life.  Its engine roared and stacks belched black smoke as it clawed its way out from its hiding spot down the side road.  The rifle squad scrambled out of the way, just in case.  But they were in no danger.  Harry and the Dog weren't coming for /them/.  The truck rumbled down the road towards Kelly, illuminating her and her horrid attackers in the bright headlights as the Dog then screeched to a sudden halt again.  Harry got a very good look at them (everyone else had only seen rad-shadows through the goggles).  These walkin' dead were horribly bloated, spilling putrid river water everywhere.  Their "skin" didn't even look like skin anymore...more like a pale wax impression of skin...

Prudence, at the signal, swung the big .50 cal around and ended up poised precariously on the tail of the trailer.  She didn't seem to mind, lining up the shot with her usual calm skill.  Whistling a jolly tune as she went about her business.  The tune was lost in the thunderous roar of the machine gun.  A few small trees shattered and splintered as the rounds tore into the tree line.  The stinker over Crowboy was suddenly pitched to the side in a spray of even more horrible smelling things.  Crowboy was safe...though it'd be a bit before he could really feel it....

The raider surrounded by the stinkers flails around uselessly with his metal bar; retching and screaming.  Though its obvious he's only managing to delay the inevitable.  The dead will take him too eventually...

Dean's bolt flashes back at the final pair of raiders near the treeline.  The bolt slammed into the raider's shoulder armor, spinning him around.  Which is in fact the direction he seemed to want to go anyway.  He stumbled and scrambled back towards the tree cover.  His partner moved much faster and did not bother to wait for his "friend."

1 Raider remains engaged with the Stinkers
2 Raiders escape back to the Dark Woods!  Probably gonna go tell Mom...  You bullies...

Round 2 - Fight at the Ford

Harry - On Hold (Two Actions)

Fletcher - QS

Dean - JH

Raider Vanguard - 10S


Kelly - 7H

Stinkers #2 (Over the River) - 7D

Stinkers #1 (Intersection Road) - 6C

Something Wicked This Way Comes - At the End of Round

KELLY IS UP NEXT!  Followed by the Stinkers and the NEXT THING


Kelly MacLeod
player, 270 posts
Romans 2:1-3 PP3/10
P7T8(2) W0 R1 B1
Wed 11 Dec 2019
at 00:21
  • msg #252

Re: Episode Two - Part 2 - The Hard Row

Kelly was still in the thick of it with two stinky smell dead things.

So, a typical Saturday night really.  She sang a duet with Connor.

18:18, Today: Kelly MacLeod rolled 3,3 using 1d10,1d6, rerolling max with rolls of 3,3.  Fighting.

But I forgot modifiers because tired, 4+2 for WA, +2 for improved trademark weapon so it's a basic hit at least

18:19, Today: Kelly MacLeod rolled 14 using 2d8+2, rerolling max with rolls of 5,7.  Damage ('membered this time).

I'll take it!

18:21, Today: Kelly MacLeod drew the single card: AC using the Deadlands system.

Prospector
GM, 412 posts
All that Glitters
Wh:1 R:1 B:1
Sun 26 Jan 2020
at 10:23
  • msg #253

Re: Episode Two - Part 2 - The Hard Row

Fight at the Ford! - Kelly, Fletcher, Harry on the West side of the River.  Dean is on the East (Far Shore).  See Thunderdome thread for details.

The Raiders not being eaten by the horrible stinking dead had escaped into the shadows of the woods.  Dean and Martin had a few free moments to try and clear away some of the dead things before they began to turn on /them/.  Terrible groans and sloshing sounds indicated more were crawling their way out of the water...

McKellar is nowhere to be seen out there.  Apparently having left Martin and Dean to deal with the shambling horrors coming up from the river alone....

Just as Dean began to take aim, many things happened at once.  Dean could see movement in the trees.  Large things, glowing with radiation through his goggles.    The trees of the shadowy woods shook violently as the first two huge figures stepped out.  Blindingly bright lights flared out from their chest-mounted headlights, illuminating the area as the massive armored trogs began to look for prey.  Based on the size and their glow in the goggles, they could really only be trogs.  Just behind them something else stepped free of the trees.

This figure was slightly shorter than the giant mutants, but somehow heavier.  It hissed and whirred, as servos and gyros did their jobs to keep the armored man upright.  The armor didn't glow as brightly as the trogs, save for the power bank at the back.  Dean recognized the armor.  Heavy assault armor.  UN Marine volunteers from the CSA had worn this stuff.  Turned a marine into a walking tank.  Dean had seen power armored squads wipe whole war parties and defense works right off the field without breaking much stride.

Whoever was in that armor hefted a very large, underslung gun with the right hand and stalked after the trogs.  A heavy driving beat of music accompanied their stomping steps, followed by a grinding, whining guitar riff.  A deep, gravelly, digitized voice proclaimed in tune, "I AM IRON MAN..."


On the other side of the river, the charge of the Black Dog and the violent eruption of fire from the big .50 seemed to break the fearful spell that had been gripping the Lockesburg militia.  It was also fairly clear after all that, that the ambush was likely spoiled.  Without much need for shouting of orders, folk clambered onto the trailer as it slowed momentarily.  The Templar cut down her fetid foes in a blur of steel and caught the running board of the Dog as it came past.  Growling its fury, the Black Dog and crew roared up the short stretch of road towards the collapsed bridgehead.

Harry brought the Dog to a shuddering stop again at the edge of the ruined span.  The Trucks lights turning night into day and showing more of the foul drowned dead clawing their way up from the river.  But worse, the light showed still more floating and grasping through the waters.  It showed the creatures on the far side.

The crew had arrived just in time to watch and hear the stomping arrival of the trogs and their armored master on the other side of the river....

WELCOME BACK!

For those with powers up, Kelly is the one I immediately recall, start with your powers as you left them and I handwave the "rounds" in between!

Further, for ease of getting us back started, I am going to let all the PCs go now as though on Hold.  Remember you can take an action for an NPC (You have LOTS).

Please see the updated Thunderdome thread for details on crossing the river and current threats in your given zones!  Please see the I'm a Survivor! thread for ally and enemy stats!


Kelly MacLeod
player, 274 posts
Romans 2:1-3 PP3/10
P7T8(2) W0 R1 B1
Thu 30 Jan 2020
at 12:02
  • msg #254

Re: Episode Two - Part 2 - The Hard Row

Kelly had her own iron.  She pointed its gleaming point at the newcomer, and stood on the bank of the river, hand on hilt, an obvious challenge.

"And I am Kelly MacLeod, Templar of The Order, and this is my can opener.  You shall go this far and no further."

Impressive as it was for its foolhardiness, it didn't amount to much because this was a situation calling for a rocket propelled grenade, not a sword.

So let's call that a Taunt, which I am not good at lol

06:00, Today: Kelly MacLeod rolled 1,-1 using d4-2,d6-2, rerolling max with rolls of 3,1.  Taunt.

I seem to recall Crowboy had borrowed Kelly's lever gun, not sure that's right but imma run with it

05:57, Today: Kelly MacLeod rolled 9 using 1d6, rerolling max with rolls of (6+3)9.  Crowboy Pewpew.

Not sure if he has a darkness penalty so:

Either 8 or 6 damage, probably not enough to matter anyway.  05:58, Today: Kelly MacLeod rolled 6,2 using 2d8,d6, rerolling max with rolls of 2,4,2.  Possible Damage.
Believe this is AP2 but going off memory, but again I doubt it matters.

06:03, Today: Kelly MacLeod rolled 32 using 1d35, rerolling max with rolls of 32.  Cheepy.  Blue

06:01, Today: Kelly MacLeod drew the single card: 4C using a deck of 54 cards.

This message was last edited by the player at 12:04, Thu 30 Jan 2020.
Dean Mitchel
player, 167 posts
P5 T6 W0 B3 Wh 1 R 1 B 2
Thu 30 Jan 2020
at 19:23
  • msg #255

Re: Episode Two - Part 2 - The Hard Row

Well, this was a fine mess.  The traitorous shit-stain up and vanished, leaving his own man here.  Dean expected the bastard to abandon and turn on him but figured he'd get his own guy before falling back from the walking death machine.  Not one to believe in pointlessly remaining for suicidal stands, Dean was more than happy to bug out.  But he wasn't going to just fade without at least trying to warn the guy.

As soon as 'Iron Man' showed up, Dean stopped worrying about shooting.  He quickly and quietly moved towards Martin's location.  "Psst, Martin.  Time go man.  Back to the others; go around towards the truck," he urged.  It was up to Martin to follow or not.  Dean began falling back, making sure they weren't cut off or surprised.  But he sure as hell had no intention of staying in this clusterfluck.

OOC:
Time to go!  Way too cut off/exposed out here what with all this crap.  So falling back.

Got a white chip.
09:05, Sun 26 Jan: Secret Roll: Dean Mitchel rolled 7 using 1d35, rerolling max with rolls of 7.

Init
14:21, Today: Dean Mitchel drew the single card: AD using a deck of 54 cards.

Fletcher
player, 157 posts
The One With the Junk
P4 T5(+2*) W3 R3 B4
Fri 31 Jan 2020
at 04:33
  • msg #256

Re: Episode Two - Part 2 - The Hard Row

When the truck rolled to a stop, Fletcher stayed put.  A bit of height couldn't hurt he figured.

With the clamor from the darkness and more of the mutants joining, Fletcher pulled up his bow slowly as if it weighed magnitudes more than it actually did.

After a moment he turned his attention towards the river.  There were threats there too.  Ones likely more vulnerable to an arrow than either of the massive trogs or the armored man.

Knocking an arrow he did his best to line up a shot.

Fletcher rolled 29 using 1d35, rerolling max with rolls of 29.  Chip draw

Fletcher: Taking Aim action at a stinker.

Jonesy, doing the same, but with one of the raiders in the trees.

Smite Power Points: 3 used out of 10
Smite Duration: Kelly/Crowboy 2 round used, 1 rounds left

This message was last edited by the player at 04:34, Fri 31 Jan 2020.
Rusty Harry
player, 274 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R1B1
Fri 31 Jan 2020
at 17:00
  • msg #257

Re: Episode Two - Part 2 - The Hard Row

From inside the Dog, Harry scowled at the mechanical man-tank on the opposite shore.

Confirm hostilities before engaging, the program in his chip was screaming at him. Well, screaming wasn't the right word. The program didn't scream, it just insisted...and locked down a lot of his fighting ability in the process. He could hear Kelly shouting at it, so if it was hostile the program in his head would see it soon enough.

The problem was that his chip wasn't registering any FoF data from the man-tank, so it couldn't be sure if it belonged to the North (and thus the "friendlies") or the South (and thus, automatically "hostile"). That it had been commandeered by a force hostile to everyone wasn't something the chip would recognize...at least, until it started shooting at him. Then, the damn chip would recognize it as suborned. And they'd likely all be dead at that point. And Harry wasn't sure they had anything that could pierce the man-tank's armor in the first place.

So he studied it. He looked for any markings the thing might have that would indicate country of origin. He tried to determine how thick the armor actually was...and he also looked for any ways they might bypass it, any weak points that would give them a fighting chance against it.

((OOC: So time to have some of Harry's programming give him trouble. He's going to spend his turn studying the mecha. He's trying to determine a couple things:

1. Whether the mecha came from the Confederacy or the Union.
2. Whether that thing has Heavy Armor or not.
3. Whether that thing has any weak points that might be used to bypass it's armor, Heavy or otherwise.

I should probably figure out what sort of chip I got before I roll this. Might be important.

09:52, Today: Rusty Harry rolled 25 using 1d35, rerolling max ((25)). Looks like 1 Red Chip. I also have a Blue, which should help.

I figure this would be a Notice roll?

Here goes: 09:56, Today: Rusty Harry rolled 5,10 using d6,d6, rerolling max with rolls of 5,(6+4)10.  Notice.

Cool! Looks like a Raise, unless there's a bunch of negative modifiers, in which case it's probably still at least a Success. So what does Harry determine?

Since this probably takes up his whole action, I'll draw a new card for him:

09:58, Today: Rusty Harry drew the single card: 3C using the Deadlands system.  Initiative.

Easy come, easy go, I suppose.))

The Iron Man
NPC, 2 posts
Power Armored and Armed
Mon 3 Feb 2020
at 06:25
  • msg #258

Re: Episode Two - Part 2 - The Hard Row

Rifle and pistol shots erupted from the militia crew on the truck at the stinkers slogging their way up the near shore.  Crowboy tagged one, knocking it back a step.  A  follow-up shot from Prudence's antique hand-cannon put a softball sized hole in its head and it dropped back into the water with a splash.  Delilah and the militia folks opened (save Jonesy) spread their fire over the other approaching dead things.  Bullets splorched into water-logged flesh.  The things stumbled under the hail of fire; ultimately two of the four tearing up into less mobile pieces.  The last one holed and reeling is still standing...

Other voices groan up from the waters and hands grasp at the muddy shore...

(There's enough guns on the Dog NPCs to slow/take out the stinkers.  So, three of the four on the truck shore are Down.  One is Shaken.

FLETCHER!  I will allow you to use that Aim on whatever Stinker you next shoot at!  There's plenty!)


Harry's cybernetic eye scans over the armored man across the river.  The darkness isn't helping, but the CPU manages to enhance...enhance...enhance...  CSA Wolverine armor.  Harry had seen enough of it in the Last War to know it.  His CPU confirmed it soon after.  Under his the enhancement, the cyborg and his computer noted differences though...  It looked rounder in the torso.  The helmet bottom heavy in its redesign.  The whole thing a little chunkier...  It almost looked like...a fat version of a Wolverine suit?  Who would bother to take the time and effort to make a fat power armor suit?

Same gun though...  The Ripper Gun.  Fires highly energized particle bolts.  Which do exactly what the name suggests it would.  Likely other weapon systems.

The CPU has some files on the Wolverine suit still, but Harry likely recalled that its major "flaw" is a serious power consumption problem...

(Harry!  It /is/ CSA Armor! It is also Heavy Armor!  Good guess, you.)


Whether or not the Iron Man felt anything about the Templar's challenge, he didn't respond in any direct way.  The grinding guitar and driving beat continued to blare as the armor stomped forward towards the bridgehead.  It raised the arm not holding the particle cannon and pointed forward.

At the sign, the Trogs roared and launched forward straight down the old highway.  There wasn't much in the way of cunning or tactics.  Just a wild heedless charge.  The first thing the red and blue armored brutes reached were the stinkers trying to bring down the last of the first patrol of raiders.  Steel plated fists rammed down like hydraulic presses and crushed the dead things...  The "rescued" mutant raider got knocked aside as though he were in the way of their fun.  The Trogs were uncaring and not particularly squeamish as they smashed...and smashed...  They laughed their horrible laughs.

(Two Stinkers on the Far Shore are down!  Horribly....very...ickily Down.)

Martin and Dean tried to escape back towards the river as the new enemies stomped and smashed their way closer.  Of course, the river had dangers of its own....  Two of the horrid, putrid drowned dead lurched and sloshed their way into the paths of the scouts tactical retreat.  A terrible, nauseous wave of stench roiled off them as they reached out...

Martin recoiled at the smell of the thing and tried to use his bow to fend off the claws...  It didn't work.  He screamed as the bony fingertips tore across his chest and knocked him to the ground.

(Martin is Down!)

The other stinker slashed at the Syker Veteran.  It seemed to plodding...so slow...  And oh god the smell...  But then it suddenly, maliciously changed its attack and snuck its filthy bony claws past Dean's attempts to fend it off...

(DEAN!  You are Shaken with 1 Wound!  After you deal with /that/ you'll need to make a Vigor roll (TN 4) or be Shaken from the smell.  (Assuming you recover from Shaken.  Its non-lethal so I can't see it wounding you from smelliness)


Round 4 - Fight at the Ford

Stinkers #1 (By the Dog) - BJ!

Dean - AD

Trogs - AD

Fletcher - 9H

Kelly - 4C

Raiders in the Trees - 3S

Stinkers #2 (Far Shore) - 3H

Harry - 3C

The Iron Man - 2H


Despite being riddled by bullets the last Stinker near the dog shambles towards the Templar and her upraised sword.  It lashes out with its bony claws in desperate hunger.  The Templar noted the incoming assault and moved to intercept it, but something else did first.  Something seemed to just brush the thing away from the Templar.  As though it wasn't worthy enough to come so near the hero...  More of the dead pull themselves out of the water to slosh forward...

(Kelly!  It missed you by a mile!  Dunno if you have Deflection up, but it seemed neat.  Vigor roll vs. BAD SMELLS on your turn!.)

DEAN - YOU ARE GO!  Deal with the Shaken and 1 Wound.  Then roll Vigor vs. BAD SMELLS.  Then go as you will!

Dean Mitchel
player, 170 posts
P5 T6 W0 B3 Wh 0 R 1 B 1
Wed 5 Feb 2020
at 18:23
  • msg #259

Re: Episode Two - Part 2 - The Hard Row

Dean led the other man, away as quickly as possible.  It just wasn't quick enough.  Two of the dead suddenly lurched out of the water and right at them before Dean could change course.     Lunging a step back and to one side, he still wasn't fast enough to completely avoid the claw like hands.  The ragged tips left bloody scratches along his ribs.  He grimaced but ignored the light injuries...and the smell as best he could.

Dean was a soldier and knew how to fight up close but it was far from his specialty.  He had an edge though.  With the ease of countless hours of practice, he focused his mind and faded from sight.  Out of the corner of his eyes, he say Martin already staggering from the smell, get clawed and fall to the ground.  Damn it, he swore silently, immediately twisting and raising his weapon, unwilling to leave a man behind.  Ignoring the one on him, he fired at the disgusting thing standing over Martin.


OOC:
Spending a white to soak.

12:35, Today: Secret Roll: Dean Mitchel rolled 1,1 using 1d6,1d6, rerolling max with rolls of 1,1.

NOPE!  Spending a blue to reroll
12:35, Today: Secret Roll: Dean Mitchel rolled 11,3 using 1d6,1d6, rerolling max with rolls of (6+5)11,3.

Vigor to ignore the smell!  No problem.
12:40, Today: Dean Mitchel rolled 10,1 using 1d6,1d6, rerolling max (((6+4)10,1)).

Multi-action.
Action 1
Psionic - Invisible
12:49, Today: Secret Roll: Dean Mitchel rolled 1,6 using 1d8-2,1d6-2, rerolling max with rolls of 3,(6+2)8.

Action 2.  I CAN'T leave due to disad, despite not particularly liking the guy.  So, staying and shooting.
Shooting... and missed.
12:49, Today: Secret Roll: Dean Mitchel rolled -1,1 using 1d8-2,1d6-2, rerolling max with rolls of 1,3.

I'm now at -4 to be hit at least...

This message was last edited by the player at 18:23, Wed 05 Feb 2020.
Prospector
GM, 420 posts
All that Glitters
Wh:2 R:1 B:1
Wed 5 Feb 2020
at 19:33
  • msg #260

Re: Episode Two - Part 2 - The Hard Row

The Trogs, having reduced the first stinkers to a...simply horrible...mess, renewed their howling charge towards the river.  It was hard to tell if they noticed Dean before he disappeared or cared about the fallen Martin at all.  They had other targets and they were not picky sorts.

When you are a hammer, everything looks like a nail.

The red armored Trog rushed towards the, now confused, Stinker that had been trying to kill the Syker.  The massive form forced the invisible Syker to engage in some very fancy footwork to get out of the way.  The trog's fist battered into the mushy form of the stinker, splattering much of it back to the river.  The Trog then howled anew, "SMELL!!  BAAAAAAAAD!!!"

The blue armored Trog made it to Martin's Trog shortly after.  It laughed a guttural phlegmy laugh, "YOU SMELL BAAA..."  It staggered as it hit the true bad smell and its swing was wild.  It still clubbed the stinker off to the side like a pile of rotten, wet meat.  Which it was.  The blue Trog then agree, "SMELL!!! BAAAAAAAD!!"

Martin groaned and curled into himself, crying out under the ignorant feet of the mutant giant...

I refuse to sit here and roll against myself with the Trogs vs. Stinkers and so I will just narrate that stuff as seems fitting.  2 Stinkers Down!  More coming!

Dean is now Invisible!  Make sure to pay your points and note them.  Would hate if you ran out...  Tick Tick Tick...


Fletcher and Kelly GOOOOOO!

Round 4 - Fight at the Ford

Stinkers #1 (By the Dog) - BJ!

Dean - AD

Trogs - AD


Fletcher - 9H

Kelly - 4C

Raiders in the Trees - 3S

Stinkers #2 (Far Shore) - 3H

Harry - 3C

The Iron Man - 2H

Fletcher
player, 159 posts
The One With the Junk
P4 T5(+2*) W3 R3 B4
Thu 6 Feb 2020
at 05:10
  • msg #261

Re: Episode Two - Part 2 - The Hard Row

Fletcher loosed his arrow, though as he saw more fiends emerging from the waters it seemed rather futile.

Jonesy likewise took his shot, having aimed across the river towards the glowing forms of the raiders concealed in the trees.

After a moment's thought Fletcher began moving, hopping down off the truck.

Fletcher rolled 3,3 using 1d4+1,1d6+1, rerolling max ((2,2))

Fletcher rolled 4 using 1d6+1, rerolling max with rolls of 3.  Jonesy

Fletcher rolled 9 using 2d8+1, rerolling max with rolls of 4,4.  Jonesy damage

Smite Power Points: 3 used out of 10
Smite Duration: Kelly/Crowboy 3 round used, 0 rounds left.

Maintaining: Smite Power Points: 4 used out of 10

Kelly MacLeod
player, 276 posts
Romans 2:1-3 PP3/10
P7T8(2) W0 R1 B2
Fri 7 Feb 2020
at 02:52
  • msg #262

Re: Episode Two - Part 2 - The Hard Row

Edit:  Let's keep the cheep roll
20:50, Today: Kelly MacLod rolled 4 using 1d35, rerolling max with rolls of 4.


Kelly saw Martin was in trouble.  She couldn't do much else, but she had to pull him out of that mess.  Blade gleaming she sprinted across.

1 PP to maintain deflection

Annnnd... I think that's an Agility roll.

21:32, Today: Kelly MacLeod rolled 1,2 using d6-2,d6-2, rerolling max with rolls of 3,4.  Agility.

Pfffft

21:33, Today: Kelly MacLeod drew the single card: 3H using a deck of 54 cards


PFFFFFFFFFFFFT

This message was last edited by the player at 03:33, Sun 09 Feb 2020.
Prospector
GM, 426 posts
All that Glitters
Wh:2 R:1 B:1
Mon 10 Feb 2020
at 05:47
  • msg #263

Re: Episode Two - Part 2 - The Hard Row

The Templar dodged around the dead thing clumsily clawing at her and started to make the first leap out onto the broken bridge pieces.  The sight of the desperate decayed hands reaching out for her from the water checked her leap for a moment.  Just a moment.  But it was enough of a moment....  The dead thing behind her lashed around.  His fingertips sloughed away as he hit, dragging sharp, jagged finger bones across her back!

Kelly is Shaken and takes 1 Wound from the free attack for Withdrawing from Combat

26 to Hit on a d6!  12 Damage.

On the plus side, that prevents you from attempting the jump and falling into those horrible waters....

KELLY! - If you want to try and Soak that Hit, do it now.  If you do Soak it, I still give you the option of jumping or staying.



The Raiders back in the tree line were cheering and whooping for their leader and his "guards" stomping into the fray.  They shouted along with the words to the song, "HAS HE LOST HIS MI..."  The verse was cut off as a rifle round tore a frightfully large chunk out of a tree that one was using as cover.  The Raiders duck down further out of respect for the rifles that are apparently aimed their way.

The light cover (-1) of the treeline save that Raider from Jonesy's shot. THe Raiders duck down low now as well; increasing their cover to Medium (-2)

More Stinkers lurch up from the river towards the Trogs.  They hiss and gurgle, reaching out desperately at the giant mutants.  They throw themselves wildly against the trogs, but don't seem to have much of any effect for now.  More drag free of the water though...  Numbers might tell eventually against even those big brutes...


Round 4 - Fight at the Ford

Stinkers #1 (By the Dog) - BJ!

Dean - AD

Trogs - AD

Fletcher - 9H

Kelly - 4C

Raiders in the Trees - 3S

Stinkers #2 (Far Shore) - 3H


Harry - 3C

The Iron Man - 2H

HARRY!  GOOOOOOOOO!

Kelly MacLeod
player, 278 posts
Romans 2:1-3 PP2/10
P7T8(2) W1 R1 B2
Tue 11 Feb 2020
at 02:12
  • msg #264

Re: Episode Two - Part 2 - The Hard Row

20:09, Today: Kelly MacLeod rolled 4 using 1d6, rerolling max with rolls of 4.  the dice roller hatin' sometimes.

20:09, Today: Kelly MacLeod rolled 1,3 using d8,d6, rerolling max with rolls of 1,3.  Soak on a Rope.

Cost me a White and a Red but sure.  Can't roll to save my life here!

Let's wedge in Crowboy


Crowboy lost his damn mind.  How care this monster, how DARE it!

He goes ape and Wild attacks the deader with his machete.  It's not the smartest move tactically but it's what he would do

Unfortunately the MAP and WA just cancel each other out

20:12, Today: Kelly MacLeod rolled 1 using 1d6, rerolling max with rolls of 1.  Fighting!

It continues!  Okay, rest of you can roll good now I used up all the bad ones.

Rusty Harry
player, 277 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R1B1
Sat 15 Feb 2020
at 02:04
  • msg #265

Re: Episode Two - Part 2 - The Hard Row

"Pru!" Harry shouted out his window. "Keep an eye on the Iron Man. I don't think he's noticed us, but the .50 cal is the only thing we got big enough to hurt him, so we'll be a target as soon as he does. I want to be ready to hit him where it hurts before then!"

Prudence nodded and trained the artillery piece on the top of the Dog, looking for weak spots as she tracked it.

Harry, meanwhile, studied the oddly fat suit and contemplated his options.

((OOC: Do those bits of redesign that make the thing fat look like they're mean to be additional weapon nodes or power source, by any chance?))

The circuits of the suit were probably hardened against a serious hacking attempt, and in any case Harry wasn't a profoundly excellent hacker. He had his computer jack, which would help when it came to overcome such defenses, but he had a better idea. You don't necessarily need to attack a defense like that at it's strongest point -- not when you could exploit a weakness. And the weakness of any human-operated computer system lay directly between the chair and the keyboard.

Harry probably didn't have time to launch a full-scale crack of the Wolverine suit's systems, but he could just send a malicious burst of information over the thing's comms to distract the operator. He mentally keyed through the Dog's music library, found a particularly interesting selection, and watched the suit as it moved about. Hopefully, if the suit noticed them and became a problem, he could cause a fine distraction to give Prudence a better shot.

((OOC: So here's what I propose: Harry is going to have Prudence and himself go On Hold, to attempt to interrupt the action of the mech suit if it looks like its turning its attention toward us here.

If it DOES start looking toward us, I want to try a Computer roll to send a burst of music over the thing's comms, to distract the driver inside. This would be a Trick attempt, going toward making the suit Vulnerable.

Prudence, meanwhile, is just watching the thing and Holding an action to fire at it if it starts getting hostile at us.

Does that work?

And I'm going to feed the chip I got from the Joker to The Dog, so it has something to use to Soak with in case this goes badly.))

The Iron Man
NPC, 3 posts
Power Armored and Armed
Sat 16 May 2020
at 17:44
  • msg #266

Re: Episode Two - Part 2 - The Hard Row

"CAN HE WALK AT ALL!?

The roaring speakers that must be on the back of the suit continued to crank out the anthem as the Iron Man strode down the cracked pavement towards the ford.  There was a brief pause as the music was overshadowed for a moment by a whirring, crackling ripple of gunfire as some sort of machinegun cut loose from a mount on the armored man's outstretched arm.

The shoreline and water between the trogs (and Martin and Dean, for that matter) erupts in gouts of chipped rock, sand, pavement, water, and rotten meat.  The burst of fire tears into the soggy dead trying to clamber onto shore; alternately cutting off chunks or knocking them back into the current.

The Iron Man never stops walking as the gauntlet minigun roars.  Heavy armored boots cracking a steady drumbeat as he continues towards the water's edge.

"OR IF HE MOVES WILL HE FALL!?"

Seems unlikely....

IRON MAN guns down the stinkers slogging out of the water on his side of the river.

(HARRY! TO answer questions about the weird bulges... Could be?  Scans are inconclusive...)


Round 5 - Fight at the Ford

Harry - HOLD

Stinkers #1 (By the Dog) - AS

Kelly - KH

Dean - QH

The Iron Man - QD

Stinkers #2 (Far Shore) - JS

Raiders in the Trees - 10C

Trogs - 7S

Fletcher - 2D

HARRY!  You are up first since you were on HOLD!  Do You Choose To Go Now?
After Harry come the STINKERS slogging up around Kelly, Crowboy, and the rest of the Dogs....


Rusty Harry
player, 281 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R1B1
Sat 16 May 2020
at 19:26
  • msg #267

Re: Episode Two - Part 2 - The Hard Row

((OOC: Since the goal of going On Hold was to try to interrupt it if it noticed us, not yet.))
Stinker
NPC, 13 posts
P:5 T:8
Sat 16 May 2020
at 20:51
  • msg #268

Re: Episode Two - Part 2 - The Hard Row

The waxy, sodden dead thing turned its empty frothy sockets on Crowboy and his wild lashing machete.  It lurched at the former raider with bony, horrible hands...looking for all the world like it was mostly just trying to fall on Crowboy...  The raider was too furious to get out of the way, thought he could just shove the dead thing back.  His hand sunk into the drowned meat.  The dead thing and Crowboy crashed to the ground.

OH NO!  Crowboy is entangled in a  Grapple and SHAKEN!

Before Kelly has a chance to react, more claw their way up from the water.  They lash at her wildly with skeletal, mud-slick hands.  But the Templar had regained what balance she had lost before.  Her blade whirled.  Chunks slapped away as she deflected the desperate dead hands...

TWO Stinkers are attacking Kelly, but they do not hit the mighty Templar.  KHASSAR DE TEMPLARI!

Another lurched past the fighting at the water's edge, stumbling and dragging its way to one of the riflemen near the front of the Dog.  Lashing out with its bony hands in a mighty wet, lethal slap.  It lands hard, forcing the rifleman back a step, but he managed to take the brunt of it on his solid hunting rifle rather than himself, "SHIT!  I GOT ONE ON ME!"

One of the Rifles by the truck is now engaged with a Stinker!

Round 5 - Fight at the Ford

Harry - HOLD

Stinkers #1 (By the Dog) - AS

Kelly - KH

Dean - QH

The Iron Man - QD

Stinkers #2 (Far Shore) - JS

Raiders in the Trees - 10C

Trogs - 7S

Fletcher - 2D

KELLY AND DEAN ARE GO!!!

Kelly MacLeod
player, 281 posts
Romans 2:1-3 PP2/10
P7T8(2) W0 R0 B2
Sat 16 May 2020
at 21:58
  • msg #269

Re: Episode Two - Part 2 - The Hard Row

Kelly swore.  She needed to end these creatures quickly.  Kelly wheeled, planted her heel, and trusted the saints to protect her.  She was executing a lunge!

So, time to gamble!

Kelly's "lunge" is her stepping into the attack rather than keeping up her guard (wild attack +2) and Connor is an Improved Trademark weapon (+2)

16:54, Today: Kelly MacLeod rolled 4,2 using d10,d6, rerolling max with rolls of 4,2.  Lunge!

And I went to all that trouble and forgot to type in the modifiers AGAIN

Well foot, that will hit at least with an 8, just no Raise like I need to kill this thing...

16:57, Today: Kelly MacLeod rolled 12 using 2d8+2, rerolling max with rolls of 3,7.  Hope for lucky damage roll.

Well how about that, caught a lucky break there.  I THINK this was my last round of Deflection from the last time I cast it?  I'm going with that assumption anyway.

16:57, Today: Kelly MacLeod drew the single card: 10S using the Deadlands system.

Kelly MacLeod
player, 282 posts
Romans 2:1-3 PP2/10
P7T8(2) W0 R0 B2
Sat 16 May 2020
at 22:49
  • msg #270

Re: Episode Two - Part 2 - The Hard Row

17:47, Today: Kelly MacLeod rolled 6 using 1d6+2, rerolling max with rolls of 4.  Unshake.

Crowboy managed to shake off the shock of being tackled.  He struggled to get out of the monster's grasp as best as he could.

17:48, Today: Kelly MacLeod rolled 3 using 1d6, rerolling max with rolls of 3.  Grapple!
Crowboy
NPC, 8 posts
Parry: 5
Toughness: 5 (7 in Armor)
Sat 16 May 2020
at 23:02
  • msg #271

Re: Episode Two - Part 2 - The Hard Row


Crowboy scrambles desperately back, kicking and tugging his hand free of the noxious dead thing.  His boot knocks it back for a moment, freeing him just long enough to roll away...

Crowboy UnShakes and IS FREE!!!  FREEDOM!
Dean Mitchel
player, 177 posts
Pt: 10/15
P5 T6 W0 Wh 0 R 1 B 2
Tue 19 May 2020
at 01:17
  • msg #272

Re: Episode Two - Part 2 - The Hard Row

Well this has gone completely FUBAR, he thought with a scowl.  He just couldn't leave the guy if there was a chance to save him.  He moved quickly to make sure none of the things stomping around and killing each other were close to him as he raised his crossbow and aimed for the base of the trog's skull that had just stomped over the downed man.  He swiftly recocked the crossbow and dropped another quarrel in as he looked around.

OOC
Shooting.  Forgot the -4 for headshot.  So a 6.  I don't know if I get the drop or not due to being invisible.  If so, it's a raise.
21:10, Today: Secret Roll: Dean Mitchel rolled 2,10 using 1d8,1d8, rerolling max with rolls of 2,(8+2)10.

Damage
21:15, Today: Dean Mitchel rolled 14 using 2d6+4, rerolling max ((5,5)).

IF I get the drop, then add this die +4 (cause I forgot, again, to add the modifier):
21:15, Today: Dean Mitchel rolled 5 using 1d6, rerolling max ((5)).

So 14 damage without the drop.  23 with the drop.

Edit: forgot its AP of 1

Into round 2 of invisibility

Edit 2.  Stealth roll as requested.
23:24, Today: Dean Mitchel rolled 8,8 using 1d6+6,1d6+6, rerolling max ((2,2))

This message was last edited by the player at 03:25, Tue 19 May 2020.
Prospector
GM, 444 posts
All that Glitters
Wh:2 R:2 B:1
Tue 19 May 2020
at 02:48
  • msg #273

Re: Episode Two - Part 2 - The Hard Row

The blue armored trog was roaring with violent maniacal laughter at the sight of all the carnage from the machine gun.  Then that laughter trailed off with a look of surprise.  His legs gave out and he crumpled to the ground with a crash and a clatter of armor.  It was hard to tell just where Martin might have ended up near all that irradiated muscle and metal.  Or under.  The red armored trog shouted in a rage and pain, humor gone as his brother collapsed.

The Iron Man's armor servos whirred and ground as the bulk suddenly turned.  The lights off the dog flickered flickered across the eyepieces of the helmet as it turned....tracking....

The music continued to blare, "IS HE ALIVE OR DEAD!?"


OOC:  As I am a magnanimous Lord of Chaos, I grant Dean the Boon of the Drop!  The trogs' weren't paying attention as described.  Blue Trog is down!  But, the flip side is that the sudden death also attracts attention!  Drop will not work again...

DEAN!  I am also going to need you to make a Stealth roll with a +4 from Invisibility... For purely innocent reasons....

This message was last edited by the GM at 02:58, Tue 19 May 2020.
Rusty Harry
player, 283 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Tue 19 May 2020
at 03:00
  • msg #274

Re: Episode Two - Part 2 - The Hard Row

As his eyes were fixed on the Iron Man's movements, he saw the metal-clad muther start turning away as if looking for something -- this seemed like the perfect time to hit him.

He began to que up his music bomb as he prepared his very quick and dirty hack into the iron man's comm systems...

((OOC: I'd like to come off Hold now, and see if I can interrupt the Iron Man as he turns attention towards something. I beleive it's an Agility roll to interrupt?

19:56, Today: Rusty Harry rolled 5,2 using d8,d6, rerolling max with rolls of 5,2.  Agility (interrupting an action).))

Rusty Harry
player, 284 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Tue 19 May 2020
at 03:30
  • msg #275

Re: Episode Two - Part 2 - The Hard Row

Harry had selected a track that he knew had a very wild beat, pounding rhythm, and vocals guaranteed to clash with the slower tempo of the Sabbath song it was pumping. He's also lovingly cued it up to just the right moment.

Some mood music: https://youtu.be/Z5Sr__xoD8c?t=103

"~~...Obey your MASTER!!!
MASTER!!!

Master of puppets are pulling the strings!
Twisting your mind, smashing you dreams!
Blinded by me you can't see a thing!
Just call my name 'cause I'll hear you scream!

MASTER!!!
MASTER!!!

Just call my name 'cause I'll hear you scream

MASTER!!!
MASTER!!!

[epic rock riff follows]~~"


((OOC: So my action is to attempt to make him Vulnerable with a quick hack blasting his Comms full of Metallica. This would be a Knowledge (Computers Systems) Test, with a +2 from my Datajack, but minus whatever his countermeasures are. He'll get to roll Smarts to resist. The idea is to get Pru a bonus to her attack roll if I'm successful. Maybe even make him Shaken, though I'm not counting on that.

20:17, Today: Rusty Harry rolled 6,7 using d6+2,d6+2, rerolling max with rolls of 4,5.  Knowledge (Computers) Test.

Now I wait to see how he deals with it.))

The Iron Man
NPC, 4 posts
Power Armored and Armed
Wed 20 May 2020
at 03:07
  • msg #276

Re: Episode Two - Part 2 - The Hard Row


The Iron Man's head flinches momentarily in its tracking towards the invisible syker...  It seems the armored man lost interest in that target and is tracking a new one, his attention swinging back towards the Dog again...

Harry!  The connection gets cut off very quickly by some sort of intrusion countermeasure....  It did get his attention though!

Prudence gonna let loose the Dogs of War anyhow?  Or save it?


Rusty Harry
player, 285 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Wed 20 May 2020
at 04:53
  • msg #277

Re: Episode Two - Part 2 - The Hard Row

"Crap." Harry grunts, then knocks on the roof. "Light 'em up, Pru!"

((OOC: Aw, nuts. But this was mostly an attempt to get a bonus to attack rolls anyway. Can I spend Chips on Pru's behlaf, since I'm controlling her?))
Rusty Harry
player, 286 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B1
Wed 20 May 2020
at 05:32
  • msg #278

Re: Episode Two - Part 2 - The Hard Row

A second passes. Then another. There's no sound of heavy gunfire.

"I think it's jammed!" Pru shouts from above.

Christ. We're about to die. Harry thought bleakly.

((OOC: So Pru will take a Three Round Burst with the .50 Cal. I'm not sure the range penalty, but the .50 Cal has a range of 50/100/200, so I can't see this as being more than Medium Range for her. I'll roll with the +2 added in, and you can subtract any modifiers from there.

22:29, Today: Rusty Harry rolled 3,3 using d10+2,d6+2, rerolling max with rolls of 1,1.  Shooting (Prudence, 3RB).

Fuck you, Dice roller. Fuck you, fuck you, fuck you.))

The Iron Man
NPC, 5 posts
Power Armored and Armed
Thu 21 May 2020
at 00:32
  • msg #279

Re: Episode Two - Part 2 - The Hard Row

"It's jammed!"

Prudence seemed to have foregone her usual literary affectations what with the jammed weapon and the fire fight and the doom and all.  She was already hauling back the bolt and beginning the steps to clear the jam...

But The Iron Man was not waiting.

"HAS HE THOUGHTS WITHIN HIS HEAD?"

The Iron Man lurches towards the water's edge at a clumsy looking almost-run.  WHUMP.  Energy and light flare around ports in the boots, legs, and "backpack" or the armor.  The Iron Man is thrown into the air in a ballistic arc....  He landed with cement cracking force on one of the broken pieces of bridge.  Dead hands scrabbled towards the armored boots as the pavement cracked and crumbled.  Those same hands were blasted away as the armor WHUMPed again, casting the Iron Man back into the sky straight at the Black Dog and its crew!

"WE'LL JUST PASS HIM THERE"

During this arc, his arm leveled and a whirring, roaring torrent of fire was loosed on the crowd around the front of the truck as the armored man descended.

The bullets spattered and tore into the ground and water.  The skittered and sparked off the Black Dog's hood and grille.  Riflemen yelled and dove for cover.  Crowboy curled up in a ball in a desperate attempt to be smaller.  The stinkers don't move or dodge or care, but the bullets punch through them. Knocking them down and off balance.  The bullets don't seem to land near Kelly however...  Lucky Templar...

The Iron Man landed with a ground-shaking thud in front of the Dog and straightened up.  The eyes of the helmet focused on Harry in the cab.

"WHY SHOULD WE EVEN CARE!?!"

The song is near deafening at this close range to the machine man.

New Suppressive Fire works much simpler.  One shooting roll, compared to each target's modifiers.  Success makes the Target Vulnerable.  Raise hits them.  He got a six.  So, everyone near the front of the Dog (Fletcher, The Riflemen, Delilah, Crowboy), are now VDISTRACTED (-2 to Trait rolls).  Kelly is fine thanks to Deflection.  Harry is fine because Iron Man was aiming for the group not the cab....yet.  Pru is okay because she's back on the trailer.

Far back in the treeline….

The Raiders whoop and howl at the sight of the boss launching into battle.  Though they remain ducked behind their trees. Those whoops suddenly changed to screams as their hiding place was covered in a rolling gout of flame.  Quick as it appeared the flames were sucked away again as though they had never been at all.  The screams stayed...for a little longer...

From the water's edge...

More of the stinking, dripping dead come clawing and lurching out of the water and onto the shoreline.  For now, they ignored the fallen Trog or whatever might be left of Martin.  They didn't care about the aerobatics of the Iron Man.  The last Trog was just...so....annoyingly alive...  And if there's something the dead do hate its things that still live...

The last Trog in his boxy red armor was distracted from his sudden and painful loss by the thumping leap of his armored leader.  What was left of the giant mutant's brain quickly switched back to happiness at the gunfire and destruction.  Laughing again, the Trog looked for something to destroy himself.  And they were coming right to him!  With a stomp, he brought his fists down like flails into the midst of the soggy dead...  One was turned into a horrible, mushy, paste...

DELILAH AND FLETCHER!!  You may go!!  But don't forget the DISTRACTION of the suppressive fire!
Fletcher
player, 167 posts
The One With the Junk
P4 T5(+2*) W4 R3 B4
Thu 21 May 2020
at 04:02
  • msg #280

Re: Episode Two - Part 2 - The Hard Row

Fletcher hit the deck and then scrambled on his hands and knees to put something between himself and the Iron Man.

A few of the rifleman did the same, ducking for cover around the Dog.



That -2 is a bit much to overcome in context of possible actions, so Fletcher is going to Hold.

Also going to "feed" a white chip to The Dog in case it's about to get shot up, and so I stay under the limit.

I think that puts it at 2 white chips?  Unless Harry has given some prior to this combat that have gone unused.

Smite Power Points: 3 used out of 10
Smite Duration: Kelly/Crowboy 3 round used, 0 rounds left.

Maintaining: Smite Power Points: 5 used out of 10

This message was last edited by the player at 04:06, Thu 21 May 2020.
Prospector
GM, 451 posts
All that Glitters
Wh:2 R:1 B:1
Fri 22 May 2020
at 13:41
  • msg #281

Re: Episode Two - Part 2 - The Hard Row

The Iron Man has landed and faces the Black Dog!

Stinkers stumble amongst the Dogs!

A trog battles the dead across the water!

In a sudden upset, you all go before the baddies therefore the scene doesn't change much yet!  Its all on you guys! Make it magic!

NOTES:
Fletcher (And NPC Jonesy?) is the only one who has suffered his round of Distraction!  Delilah and most of the Riflemen are still Distracted!  Harry and Kelly continue to be unaffected.  Jerks.

Pru's .50 takes 2 man-rounds to clear and prep!  IE, if she's the only one doing it, 2 rounds.  If someone goes and helps (including a rifle npc) it can be done in one round.  If she's alone, 2 rounds.

Kelly is still engaged with at least one Stinker, but is in melee range of the Iron Man if she has a cool plan.

Ask if you have questions!

GO! FIGHT! WIN!

Round 6 - Fight at the Ford

Delilah - HOLD (BJ! +2 will keep until Iron Man goes again, then you can go on 9S; I'll do this carry over one time.)

Kelly - RJ!

Dean - KH

Fletcher - KC

Harry - 10S

The Iron Man - 10H

Stinkers #2 (Far Shore) - 6H (5 more will add from the water this time)

Trog - 5H

Stinkers #1 (By the Dog) - 3D (3 More will add from the water this round)

MORE THINGS WILL HAPPEN!

Fletcher
player, 169 posts
The One With the Junk
P4 T5(+2*) W3 R3 B4
Fri 22 May 2020
at 22:19
  • msg #282

Re: Episode Two - Part 2 - The Hard Row

"I got somethin' for this maybe!"  Fletcher hollered out from his hiding spot, though whether anyone could actually hear him was certainly up for debate.

Pulling out a few bits, he snuck a look at the Iron Man then concentrated on what he was working on.



Meanwhile Jonesy, having recovered from the assault of sound and lead from the Iron Man, worked on trying to keep the undead from flanking the group from the river by putting a bullet into one of the stinkers clawing its way onto the bank.




Fletcher rolled 0,3 using 1d8-2,1d6-2, rerolling max with rolls of 2,5.  WS, WD.

Fletcher rolled 3 using 1d6, rerolling max with rolls of 3.  Red chip +1d6.

Using 5 components, creating puppet gadget.



Maintaining: Smite (Kelly/Crowboy)
Power Points: 6 used out of 10


Fletcher rolled 29 using 1d35, rerolling max with rolls of 29.  Joker chip.

Fletcher rolled 6 using 1d6+1, rerolling max with rolls of 5.  Jonesy Shooting
Fletcher rolled 10 using 2d8, rerolling max with rolls of 6,4.  Jonesy Damage

This message was last edited by the player at 03:34, Sat 23 May 2020.
Kelly MacLeod
player, 291 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Sat 23 May 2020
at 01:53
  • msg #283

Re: Episode Two - Part 2 - The Hard Row

Kelly was sick and tired of the dead trying to fight her, and mostly of the smell.

"Aaaargh!"  With a loud cry she took her hilt in both hand and made a wide, reckless arc with her cut, planning to literally take the thing's head off.

All right,

Wild Attack +2
Joker +2
Signature Weapon +2
Head Shot -4

Net: +2

20:50, Today: Kelly MacLeod rolled 11,3 using 1d10+2,1d6+2, rerolling max with rolls of 9,1.  Fighting!

Forgot the Smite from last round

d8 Sword
d8 Strength
+2 WA
+2 Joker
+4 Head shot
1d6 Raise (possibly raised)

2d8+8,1d6

17 or 19 damage - 20:52, Today: Kelly MacLeod rolled 17,2 using 2d8+8,1d6, rerolling max with rolls of 6,3,2.  Damage.

Dean Mitchel
player, 183 posts
Pt: 8/15
P5 T6 W0 Wh 0 R 2 B 3
Sat 23 May 2020
at 02:06
  • msg #284

Re: Episode Two - Part 2 - The Hard Row

Can't believe I'm still here and doing this, he thought in annoyance, for a guy not even in my squad.  Despite the thought, he never hesitate or really thought of doing anything else.

Letting the crossbow drop onto its sling, he quietly rushed over to the fallen trog, being careful to stay away from the walking dead.  His muscles surged with strength as he infused his own body with the power of his mind as he reach the mutant.  Shoving the trog off the downed man, Dean didn't even take the time to check for a pulse.  There just wasn't time.  With a silent grunt, he heaved Martin up onto his shoulder and turned to head out of this mess and back to the Dog.  He needed to get a little distance and then he could try to save the man, if Martin was even alive. Time to go buddy, he said silently as he prepared to run for it.


OOC:
Really not helping the group here.  Sorry...

Casting Boost (Str) on myself to be able to carry this guy out of here (cause having an average Str and carrying a grown man is hard to do with any kind of alacrity).
21:51, Today: Dean Mitchel rolled 2,13 using 1d8-2,1d6-2, rerolling max ((4,(6+6+3)15)).

Raise!  Str goes to a d10!

Going into rnd 3 of Invis.  Round 1 of Boost.

I'm hauling ass outta here!  Once out of immediate danger, will boost the guy's vigor.  But still in rounds though so...

Kelly MacLeod
player, 293 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Sat 23 May 2020
at 18:22
  • msg #285

Re: Episode Two - Part 2 - The Hard Row

Crowboy wanted so badly to save himself from the Stinker and not rely on Kelly to save him, but it looked like that wasn't happening.

13:21, Today: Kelly MacLeod rolled 0 using 1d6-2, rerolling max with rolls of 2.  Go Crowboy Go.
Rusty Harry
player, 291 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh2R0B0
Sat 23 May 2020
at 20:41
  • msg #286

Re: Episode Two - Part 2 - The Hard Row

While Pru and a nearby rifleman leap up onto the Dog to try and clear the jam, Harry gunned the engine and rolled forward, hoping to spook the Iron Man a little.

((OOC: Attempting an Intimidation Test to make him Distracted.

13:38, Today: Rusty Harry rolled 3,5 using d8,d6, rerolling max with rolls of 3,5.  Intimidation.))

The Iron Man
NPC, 6 posts
Power Armored and Armed
Mon 25 May 2020
at 04:30
  • msg #287

Re: Episode Two - Part 2 - The Hard Row

"HE WAS TURNED TO STEEL!"

The Dog roars and bucks forward as Harry demonstrated the level of power, metal, and fury can be brought to bear on him.  Armor or no armor.  The lurch is enough to force the Iron man back a step, the eyepieces of his helmet focusing up into the cab at the cyborg behind the wheel...

WHUMP!

The thrusters pulsed again and throw the Iron Man up and over the Dog.  As he descends, the machinegun whirred and sprayed the Ma Deuce, Pru, and the Lockesburg militaman who had been helping her.  The rifleman is kicked down and back off the trailer.  Pru slumped down against the tailgate.  The Iron Man landed with a crunch of old pavement.  But not for long.

WHUMP!

He's gone again in long straight, running series of leaps back down the highway towards the raid trucks.  And the original ambush location....

"IN THE GREAT MAGNETIC FIELD!"

The head of the stinker that had been facing Kelly hit the ground with a hollow melon sound and rolled quickly back to the river.  The body stayed there for an uncomfortably long moment.  The other stinker continued to lash and claw after Crowboy.  The chunks of muscle and bone torn away by the machinegun fire seemed to be slowing it down...even more...

Another stinker started to take another swipe at one of the militia rifles, Katie.  She started to bring up her rifle to fend it off... But a shot rang out.  The blow never landed.  The stinker stumbled to the side as a round sunk in and tore out a chunk of waxy flesh.

Delilah spun her pistol back around and looked for another target...  There were plenty...

More of the dead crawled up from the water.  One rocked back as a rifle round punched through its torso causing it to slip and lose footing on the riverbank.  The other two claw there way up and throw themselves at the Templar.  The clumsy attacks are fended away easily...


Across the river the Trog continued to pound and smash the onrushing wave of soggy dead.  They can't seem to do much to the massive mutant, but there's more of them than he has fists.  Eventually, the dead will swarm over the Trog.  But the man-beast doesn't seem to care.  Laughing and smashing his way to oblivion.

Meanwhile, the body of of the other Trog rolled over.  Martin's form floated up, bent half over, and flew slowly towards the cover of trees with a bobbing sway...

More engines can be heard growling down the old highway on the eastern side of the river.  Headlights can be seen staring out of the blackness as the vehicles rush towards the broken bridge....

Round 7- Fight at the Ford

Harry - BJ!

Trog - AS

The Iron Man - QC

Stinkers #2 (Far Shore) - 10S (4 more will add from the water this time)

Fletcher - 8D

Delilah - 7D

Kelly - 6H

Dean - 6S

Stinkers #1 (By the Dog) - 2D (2 More will add from the water this round)

MORE THINGS WILL HAPPEN!

HARRY!  You're up first with the JOKER!!!

Rusty Harry
player, 295 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Tue 26 May 2020
at 02:30
  • msg #288

Re: Episode Two - Part 2 - The Hard Row

"Pru!" Harry shouted. He grabbed his Ruger and opened the door, then hopped out of the cab and hustled towards the back.

He sighed with relief as he saw Pru sit up and rob her shoulder. Looked like a flesh wound. She crawled back up to the Ma Deuce and swung it back around at the Iron Man.

Harry spun around, and began firing at the suit's head. Not that he expected it to do much more than annoy the man inside, but that was actually the point...he was providing a distraction for Pru to line up a good shot.

((OOC: Alrighty, so Harry's going to move out of the cab, draw his pistol, and attempt a Test with his Shooting to make the Iron Man Vulnerable in addition to distracted, and also to give it something else to shoot at.

Harry's Joker bonus is negated by the MAP required to draw his gun for this. This test would be vs. Agility.

19:29, Today: Rusty Harry rolled 7,2 using d8,d6, rerolling max with rolls of 7,2.  Shooting Test.

I'll wait to see how well that does before rolling for Pru's action, which will be to shoot the bastard.))

The Iron Man
NPC, 7 posts
Power Armored and Armed
Tue 26 May 2020
at 15:29
  • msg #289

Re: Episode Two - Part 2 - The Hard Row


The Iron Man zigs and zags as he thumps his way down the road, obviously using some sort of evasive pattern.  He's cumbersome in that armor, but those jump jet thumps make him surprisingly evasive...  Harry's heavy shots come close, but never seem to hit him anywhere important enough to rattle the man inside...

Harry! - He got a 10 vs. the 7.  But you did find his Weak Stat!  Even though it exploded this time...  Pru opening up?  Shoot that, jumpy bastard!
Rusty Harry
player, 296 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Tue 26 May 2020
at 16:56
  • msg #290

Re: Episode Two - Part 2 - The Hard Row

Harry isn't terribly concerned with his shots not doing much...he'd expected that, really. It was all a distraction, allowing Pru to get the Ma Deuce lined up.

>BAM-BLAMB!<

The .50 coughed a mighty burst at the giant in the jumpsuit...

((OOC: Pru is going to attempt a Three Round Burst, which, combined with the Joker Bonus, should giver her a +4 to her attack this round. It will also add +2 to the damage, which combines with the Joker bonus.

09:50, Today: Rusty Harry rolled 6 using 1d10+4, rerolling max with rolls of 2.  Pru Shooting (Joker, 3RB).

Pru gets +2 damage from the 3RB, +2 from the Joker. The .50 cal also has AP 4, and is a Heavy Weapon.

09:52, Today: Rusty Harry rolled 16 using 2d10+4, rerolling max with rolls of 6,6.  Damage.))

Prospector
GM, 472 posts
All that Glitters
Wh:2 R:1 B:1
Wed 27 May 2020
at 03:16
  • msg #291

Re: Episode Two - Part 2 - The Hard Row


The Ma Deuce spat fire and fury downrange.  The muzzle flash lit the old roadway in staccato flashes.  The echoing thunder rolled and drowned out the ancient rock tune for a few precious seconds.  More importantly, for those with the goggles (like Pru), is the impact of the heavy rounds on the Iron Man.

The gunfighter took no small amount of joy watching the powered armored villain stumble and knock to the side under strikes of the .50 rounds....  But he didn't fall.  Or stop.

WHUMP

Everyone looking could see the flare of the jump thrusters again throwing the Iron Man further down the track towards whatever goal he has....

TOUCHE!  But he kept going.  *tosses a chip back in the pot*  Now he's doing SOMETHING.  Something you can't see now...

More of the dead slosh out of the water to join the mob surrounding and pawing at the trog.  The mutant's laughter seemed to be fading off to be replaced by something more desperate...  A worried, angry, gnashing roar as he laid about wildly with big armored fists.  Each jackhammer blow creates another horrible, wet, splatting sound.  Then two of the dead manage to latch onto the armor...weighing down... Slowing down the follow through...  More grab on...

Trog is going down!  Next round the Dead will be free to roam the Far Shore and find other things to do terrible things to.

Fletcher, Delilah, Kelly, and Dean!  GOOOOOOOOOOOOOOOOO!  You will be followed by the stinkers, more of which will come from the water.  But I think we all get the whole increasing swarm of the dead things...

GO!

Kelly MacLeod
player, 296 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Thu 28 May 2020
at 00:22
  • msg #292

Re: Episode Two - Part 2 - The Hard Row

Kelly realized there were just too many of these things, and Crowboy was in way over his head.  She was too but he was even moreso.  She had to extricate him.

Kelly is withdrawing from combat, I figured you wanted to roll the attacks before I presumed too much!  If I don't die I'll roll to save Crowboy!

Also Joker pull

19:21, Today: Kelly MacLeod rolled 4 using 1d35, rerolling max with rolls of 4.

Dean Mitchel
player, 185 posts
Pt: 7/15
P5 T6 W0 Wh 0 R 3 B 3
Thu 28 May 2020
at 00:31
  • msg #293

Re: Episode Two - Part 2 - The Hard Row

Dean held on to Martin's limp form over his should and just hauled ass, hoping the trog would distract the dead long enough for Dean to get out of the area.  Once he was out of the danger zone, he'd stabilize Martin.  After that, he'd have to try and hook back up with the others and the Dog.

OOC:
Running for it.  Disengaging from combat.

Maintaining the invis for 1 more round (what the hell, can't hurt) so -1 pt

Round 2 of Boost Str

Running roll
....WOW.
20:23, Today: Dean Mitchel rolled 23 using 1d6, rerolling max (((6+6+6+5)23)).

I'll cast the boost vigor on martin next round as I think I'm still technically in combat here.

Fletcher
player, 174 posts
The One With the Junk
P4 T5(+2*) W3 R3 B4
Thu 28 May 2020
at 02:05
  • msg #294

Re: Episode Two - Part 2 - The Hard Row

Fletcher hauled himself up onto the trailer and dashed over to where they'd lashed the pair of dirt bikes.

With a blade in his hand to deal with the tie down, he went about getting it up and running.

Fletcher is planning on getting after the Iron Man on the back of the mostly working dirt bike.

No idea how many actions that will take in Combat Time, but that's his plan.

Stinker
NPC, 14 posts
P:5 T:8
Thu 28 May 2020
at 13:28
  • msg #295

Re: Episode Two - Part 2 - The Hard Row


The pair of stinking, waterlogged dead try to snatch at the Templar warrior.  She easily parries one one away as she turns.  The other somehow just can't even touch her.  Like it was just too unclean to even touch the hem of her tabard...
Kelly MacLeod
player, 297 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Thu 28 May 2020
at 19:45
  • msg #296

Re: Episode Two - Part 2 - The Hard Row

With a desperate thrust Kelly went after Crowboy's assailant.  It was time to pull his fat out of the fryer.

So let's keep this simple with your basic Wild Attack.  I forgot before we still had Smite going so that will help with the damage.

14:43, Today: Kelly MacLeod rolled 32,6 using d10+4,d6+4, rerolling max with rolls of (10+10+8)28,2.  Stinky Shishkabob.

Then 16 damage

14:44, Today: Kelly MacLeod rolled 2,10,4 using d8,d8+4,d6, rerolling max with rolls of 2,6,4.  Strength, Sword, WA, Smite, Raise.

Black Dog
NPC, 16 posts
Tue 2 Jun 2020
at 04:29
  • msg #297

Re: Episode Two - Part 2 - The Hard Row


Kelly's blade cuts a terrible swath through the stinker menacing Crowboy and it crumples into a few disgusting, but finally well and truly dead piles.  The opening allowed Crowboy to regain his feet.  He started to turn on the other drowned dead closing in, but Kelly encouraged him to follow her back to the Dog.

Delilah's revolver dropped lower as she slapped at the hammer.  A rapid salvo of shots banged out as she too back towards the truck.  The rounds did the work of slowing or toppling a number of the dead crawling out of the river.  The rifles take care of the dead thing trying to tear apart their companion.  The rescued rifleman stumbled back towards the trailer to try and get away from the dead...but saw a fellow Lockesburg militaman on the ground.  He tossed his rifle onto the trailer and struggled to get his friend up on the flatbed.

As the Dogs and the militia pulled back, a shadow flickered through the cab of the big truck.  The engine had been rumbling all the while, but now it growled and the air brakes hissed.  A wisp of shadow and mist curled out of the cab, forming a hand for a moment to pull the driver's side door shut again after Harry's hasty exit.  In the shadowy interior, a sharp eye might pick out a red ball cap in the darkness.  A face.

The truck's horns BLARED!

The Dog began to roll back down the broken blacktop...  It was slow at first.  Almost careful.  Making sure anyone that had a mind could get on...or off...

Fletcher was managing to get the motorcycle's tie downs off as quickly as possible.  Which likely involves cutting.  He was getting ready to lift it up on to its wheels when the flat bed started lurching backwards away from the river...



Across the River....

Dean had settled Martin back into the woodline.  Safety was thin on the ground at the best of times these days, but at least he and Martin were out of direct sight from the dead and whatever was approaching.

Luckily the dead seemed to be very occupied dragging down the trog.  The big mutant wasn't out yet, but he was on a knee and only one arm was flailing around. The crushing power of the one armored arm is still frightening....  But its slowing...  The dead, on the other hand, are not.   More have sloshed out of the water to join the throng around the trog.  But something is coming the draws their attention.

Engines revving and headlights blazing, a small squadron of vehicles.  Motorcycles.  ATVs.  The smaller vehicles fan out.  The riders dismounting as they form search groups and begin spreading out to the woods.  Two larger vehicles roll to a stop on the road, side by side.  Its hard to tell in the glare of the lights, but there's something familiar about them.  They kind of look like they might be fARMORs.  a couple more care sized pairs of headlights might be behind them.

A somewhat familiar voice starts barking, Rusty the Lockesburg mechanic and sometimes second-in-command, "I NEED A FIRIN' LINE RIGHT HERE!!  WE GOT WALKERS!!"

The rapid response force from Lockesburg had arrived...

WE ARE NOW BETWEEN COMBAT ROUNDS!!  Feel free to take a breather to chatter and arrange yourselves!
Fletcher
player, 178 posts
The One With the Junk
P4 T5(+2*) W3 R3 B4
Tue 2 Jun 2020
at 04:57
  • msg #298

Re: Episode Two - Part 2 - The Hard Row

Fletcher started the bike once he had it upright.

The Dog was underway, but even with either Harry or the Driver at the wheel driving a stretch of road like they were on in reverse wasn't quick.

He didn't know exactly what the Iron Man was up to, but he still intended to find out before the raider had a chance to finish it and come back for the Dog.

ooc: Fletcher is intending to go on ahead on the bike.

Though I'm leaving the post slightly open in case anyone intends to either stop him, or come with him.

Rusty Harry
player, 301 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Tue 2 Jun 2020
at 11:34
  • msg #299

Re: Episode Two - Part 2 - The Hard Row

Harry, noticing the Dog beginning to roll, hustled back into the cab, opening the door that had suddenly closed on him to slide back into the seat. He hadn't gone very far to begin with, since he'd just popped out to take a few shots and wasn't particularly fast. At first, he thought maybe the brake had failed, but checking it made it clear quickly that he wasn't in control at the moment. The Dog seemed to want to get away from the endless dead pulling themselves out of the river, and Harry had a mind to follow the Iron Man and stop whatever mischief he was going to make...taking out the power suit would probably be a huge blow to the Freaks' ability to kidnap people.
Kelly MacLeod
player, 299 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Tue 2 Jun 2020
at 11:40
  • msg #300

Re: Episode Two - Part 2 - The Hard Row

Kelly scrambled, poking and punching Crowboy to get his butt in gear.  She caught up to the running board, shoved him in, then shoved her own skinny rear into the passenger's seat after returning Connor to his scabbard.

"Dammit.  Harry have we accounted for everybody?"
Rusty Harry
player, 302 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Wed 3 Jun 2020
at 01:28
  • msg #301

Re: Episode Two - Part 2 - The Hard Row

Harry shakes his head. "Didn't see Dean, Martin, or McKellar anywhere. They might still be across the river, but The Dog doesn't seem like he wants to stick around here for us to meet back up -- think whatever got him into this state had something to do with hauling undead, and he's skittish around 'em. I couldn't see a whole lot of what was going on across the river, either."
Kelly MacLeod
player, 300 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Wed 3 Jun 2020
at 01:41
  • msg #302

Re: Episode Two - Part 2 - The Hard Row

"Crapbaskets.  Circle this thing around, I'll have to go back for them."  Kelly resolved.
Rusty Harry
player, 304 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Wed 3 Jun 2020
at 04:41
  • msg #303

Re: Episode Two - Part 2 - The Hard Row

"We're just in reverse. But we have no way across to get them." Harry says. "So we can't help. Not right now. We've got a river swarming with the dead...what, are you going to try to swim it?" He looks over at Fletcher's bike. "I think we should trust they can take care of themselves for the time being. My big concern right now is the Iron Man suit. We got a good hit in, but Pru got clipped. I don't know how bad she's hurt. I don't want to give Iron Man time to patch up and come back after us, and he seemed to be heading somewhere, and we only have one weapon that can even scratch his paint, unless your sword can somehow carve through solid steel. I'm of the opinion that we should follow Iron Man as long as he's on our side of the river, deal with him, then try to find somewhere we can actually cross."
Kelly MacLeod
player, 301 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Wed 3 Jun 2020
at 21:35
  • msg #304

Re: Episode Two - Part 2 - The Hard Row

Kelly looked like she wanted to choke somebody.

"Crap.  Baskets.  We will debate the rest of this later, where is she?  She can't be too many places."
Rusty Harry
player, 305 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Thu 4 Jun 2020
at 00:52
  • msg #305

Re: Episode Two - Part 2 - The Hard Row

"Last I saw her, she had clambered back up to the Ma Deuce on the trailer." Harry said.
Black Dog
NPC, 17 posts
Thu 4 Jun 2020
at 05:10
  • msg #306

Re: Episode Two - Part 2 - The Hard Row

With the help of Delilah and a couple of militia rifles, Fletcher got the motorbike off the rig.  The rifles jumped back up again, leaving Fletcher to get the thing started.  THe first kick start didn't take and the rig kept rolling.  The dead hissed and burbled as they stumbled after.  Another kick start.  The bike puttered and sputtered...then held...  The little engine sounding like a swarm of angry hornets.

The Dog's big engine picked up a bit as the motorbike whined off.  The rig picked up speed as it followed after him.  A couple of the militia folk began tending to their wounded mate.  Not easy on the rocking rig but a lot easier than it would be with the dead trying to eat them.  So, an improvement on all counts really.  Delilah went to join Pru at the Deuce.  The bookish gunhand was up and steading herself with the big gun.  Maybe a little paler than usual, but filled with determination.  Today or never.  Spit spot.

Harry - In the driver's seat
Kelly - Currently in the Cab - If you want to reposition, Kelly should be able to manage her way back to the trailer to help any wounded, despite the moving rig.  Just let me know where she is.
Fletcher - On his bike, speeding off to scout the way.

Kelly MacLeod
player, 302 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Thu 4 Jun 2020
at 21:49
  • msg #307

Re: Episode Two - Part 2 - The Hard Row

For the moment, Kelly crawled back out onto the trailer to play doctor.  It was a sorry state of affairs when Kelly was the best you had, it was as if the apocalypse kind of sucked.
Rusty Harry
player, 306 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R0B0
Fri 5 Jun 2020
at 02:09
  • msg #308

Re: Episode Two - Part 2 - The Hard Row

Harry, meanwhile, edged The Dog to follow Fletcher, though he was well aware the road might not accommodate the rig very well.
Prospector
GM, 484 posts
All that Glitters
Wh:2 R:1 B:1
Sat 6 Jun 2020
at 17:18
  • msg #309

Re: Episode Two - Part 2 - The Hard Row

Fletcher's raider dirtbike whines back down the road, sputtering occasionally.  But its fast, speeding off back down the gentle curve of the old highway.  The Dog's engine too climbs in pitch as The Driver strikes the best balance he can for speed while reversing back down the highway.  It might be un-nerving for those riding the trailer as the rig picks up speed through the darkness...being that the headlights are on the front of the truck...  The tiny, dim, speeding headlight of Fletcher's bike is the only light leading the way back through the black...

Fletcher rounds the bend first, obviously, and comes into view of the intersection.  The trucks are still where the Dogs had left them.  The huge form of the Iron Man is visible standing tall on the truck with the arcing power device.  Fletcher only has a few moments to catch a few key facts as he sprints towards the truck...

Thick cables run from the armored man, visible as the Iron Man stands and turns to face the speeding bike.  The visual sensor points on the helmet seem brighter.  The very large beam rifle is now cradled in a ready-to-fire position.  There doesn't seem to be anyone else on the truck.

Which makes it a surprise when it lurches forward towards the northern leg of the intersection...

Fletcher has some quick decisions to make as he careens towards the Iron Man.  The Dog continues to growl up from behind...

Ride Eternal, Shiny and Chrome! - Chase Round 1

Dean(Not) is up first with....another Joker!  SHEESH!

Chase!

AD -

4C -

5D -

6H -

QD* - The Iron Man's Truck

6D -

RJ! - Fletcher's Bike

10C -

QC - The Black Dog (-2 Driving for Two Rounds "In Reverse, Changing Direction")

Chase Actions!

BJ! - Dean(not)

AC - Iron Man (Complication! Driving Roll -2 or suffer a Bump; You guys will choose direction)

QC - Fletcher (Complication! Driving Roll +2 or suffer a 2 Card Bump)

7S - Kelly

2S - Harry & The Dog

This message was last edited by the GM at 17:22, Sat 06 June 2020.
Dean Mitchel
player, 188 posts
Pt: 7/15
P5 T6 W0 Wh 0 R 3 B 3
Mon 8 Jun 2020
at 01:28
  • msg #310

Re: Episode Two - Part 2 - The Hard Row

Jonesy scanned from left to right, looking down the barrel of the rifle for anything that wasn't any ally.  Anything that so much as twitched wrong was taking a bullet to the face!

OOC:
Crappy post but brain is fried.  Don't want to hold folks up longer than have.

Shooting
21:21, Today: Dean Mitchel rolled 5 using 1d6, rerolling max ((5)).

The Iron Man
NPC, 8 posts
Power Armored and Armed
Tue 9 Jun 2020
at 02:52
  • msg #311

Re: Episode Two - Part 2 - The Hard Row


A bullet whizzes past and cracks off the torso armor of the Iron Man's suit.  He doesn't seem to take much note or care.  The power truck growls and lurches ahead, pushing at the other raider truck that is annoyingly in the way of an easy escape.  It takes a few extra precious seconds, but Iron Man's truck does grind past it finally with a screeching scrape of tortured metal.

"NOBODY WANTS HIM!"  The song still blared from the suits speakers.  Harder to hear now competing with all the roaring engines.

The Iron Man himself sways a bit as the truck jerks around, but the he still managed to hold the particle cannon menacingly steady.  It flared along the barrel before loosing a massive particle bolt at the motorcycle bound Fletcher!

"HE JUST STARES AT THE WORLD!"

Just to explain how I'm running it...  Iron Man's Truck (IMT) is being driven by an AI, likely from the suit.  Basically I'm running it as an Extra and, for ease, I just have it go on Iron Man's card.

The IMT failed the check from the Club Complication and was bumped back one Chase card.  It got a Raise on its action, which moved it up two cards.  So, net total of one card moved from previous position.

Iron Man Shoots!  Fletcher, you armor did count and the roll was relatively low.
 You are Shaken!  While driving that means you are Bumped back a Card.  If you do not wish to be Bumped, you can spend a Benny right now!

Other than that, its everybody's turn!  The Chase is on!

Chase!

AD -

4C -

5D -

6H - The Iron Man's Truck

QD* -

6D -

RJ! - Fletcher's Bike (If a Benny is spent before his Action to Unshake)

10C - (Fletcher is here if he doesn't spend the Benny, which means his Complication check is a Drive -2 or go Out of Control.)

QC - The Black Dog (-2 Driving for Two Rounds "In Reverse, Changing Direction")

Fletcher
player, 181 posts
The One With the Junk
P4 T5(+2*) W2 R4 B3
Tue 9 Jun 2020
at 04:06
  • msg #312

Re: Episode Two - Part 2 - The Hard Row

Fletcher closed his eyes briefly and tensed as he saw the Iron Man take aim at him.

Once he realized he wasn't dead he opened them and then struggled a bit to keep the bike from running into an ominously deep looking pothole that had jumped out in front of him while he hadn't been looking.

He then gunned the bike's whiny engine to try and gain on the Iron Man.

Spending a white chip to unshake and avoid the bump.

Fletcher rolled 3,7 using 1d4+2,1d6+2, rerolling max with rolls of 1,5.  Driving roll (complication)

So Fletcher does not suffer a bump from the complication.

Action: Change position maneuver.

Fletcher rolled 4,7 using 1d4+2,1d6+2, rerolling max with rolls of 2,5.  Change position

Spending a blue to add on, not rolling as I only need a 1 for the raise to advance 2 cards

Kelly MacLeod
player, 304 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Wed 10 Jun 2020
at 01:05
  • msg #313

Re: Episode Two - Part 2 - The Hard Row

Kelly debated what to do, then she got an idea.  She had no idea if this would even work.  In principle it shouldn't, after all it didn't work on Harry, but the Dog was different.  The Dog wasn't quite... there.  Not quite conscious.  It had a sort of free will but it was just so abbreviated.  It seemed like it could almost animate itself to help them, but it was trapped.

A trapped soul.  A ghost in the machine.  But how was that really any different from a soul in purgatory?  And how do you help a soul in purgatory?

"O Lord, who art ever merciful and bounteous with Thy gifts, look down upon this suffering soul in purgatory. Remember not its offenses and negligences, but be mindful of Thy loving mercy, which is from all eternity. Cleanse it of all sins and fulfill its  desire for righteousness, that it may be made worthy to behold Thee face to face in Thy glory. May this soul soon be united with Thee and hear those blessed words which will call it to thy heavenly home: 'Come, blessed of My Father, take possession of the kingdom prepared for you from the foundation of the world.'"

Kelly held her sword against her chest and crossed herself over it.

That's right, Kelly is going to pray for the ghost in the machine.  I actually feel stupid not having thought of it until now.  What that's going to do exactly I have no idea, but maybe it'll let the spirit in the Dog help us with something.

20:03, Today: Kelly MacLeod rolled 2,1 using d10,d6, rerolling max with rolls of 2,1.  Pray good.

Wow that was terrible.  White!

20:03, Today: Kelly MacLeod rolled 9,3 using d10,d6, rerolling max with rolls of 9,3.  wow that's terrible.

Kelly MacLeod
player, 305 posts
Romans 2:1-3 PP1/10
P7T8(2) W1 R1 B3
Wed 10 Jun 2020
at 01:10
  • msg #314

Re: Episode Two - Part 2 - The Hard Row

In the meantime, a very pissed off Librarian was taking the exact opposite approach.  While Kelly was prayin', Pru was sprayin'.  Well, if a single shot counted as a "spray".

Wow Prudence has a crazy good shooting, I rolled her like a Wild Card?  But if she's not it didn't matter anyway got the same result on both dice.

20:06, Today: Kelly MacLeod rolled 9,9 using d10,d6, rerolling max with rolls of 9,(6+3)9.  Prudence Fire!

No idea if she has a penalty or not.  Assuming that's a 2d10 damage weapon, if wrong please ignore and reroll!

20:08, Today: Kelly MacLeod rolled 13,4 using 2d10,d6, rerolling max with rolls of 8,5,4.  possible damage?

So possibly 13 or 17 damage, with all that wonderful AP3?

Amazing that doesn't count as a Heavy Weapon

Rusty Harry
player, 308 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Wed 10 Jun 2020
at 05:13
  • msg #315

Re: Episode Two - Part 2 - The Hard Row

Harry, inside the cab, mostly let the Dog handle maneuvering. Instead, he reached out again. This hadn't worked well before, but he wasn't going after the suit this time...instead, he focused a burst of scrambling data at the truck AI, sending reams of garbage data to fouls up its navigation sensors.

((OOC: Well, according to the stats on the Black Dog thread, it's actually AP 4 and is a Heavy Weapon all on it's own, so we've got that going for us.

Harry is mostly going to try, once more to use electronic warfare, as a Test to make Iron Man Distracted. he's targeting the Truck this time, trying to make it shimmy and wobble to throw off Iron Man's aim.

22:12, Today: Rusty Harry rolled 7,7 using d6+2,d6+2, rerolling max with rolls of 5,5.  Computers Test.))

This message was last edited by the player at 05:13, Wed 10 June 2020.
Prospector
GM, 496 posts
All that Glitters
Wh:2 R:2 B:1
Sat 13 Jun 2020
at 05:27
  • msg #316

Re: Episode Two - Part 2 - The Hard Row


The big gun barks again, the muzzle flash flaring through the night as the heavy round speeds down range at the fleeing truck before it can clear the intersection.  It ricochets off the Iron Man's plating, the force is enough to shift him.  Its loud enough to be heard above the engines and music.  He definitely felt it....just probably not in the lethal way Pru might have been hoping.

(Pru rolled 9 to Hit, but there was a -1 for the Goggles and a -2 for Unstable Platform. 7 To hit.  No Raise.  Damage is 13.  14 is needed is needed with AP4 to crack the armor.)

The Iron Man tries to steady himself, but his truck starts to jerk slightly.  Each swerve sudden and quite forceful.  The Iron Man looks like he's having trouble bringing his gun to bear with all these "evasive maneuvers."

(Harry wins the Test!  Iron Man is Distracted next Round!  Rolled for the Dog and the Dog moved up a Card!

Moving on to Round Two...
)
The Iron Man
NPC, 9 posts
Power Armored and Armed
Sat 13 Jun 2020
at 05:53
  • msg #317

Re: Episode Two - Part 2 - The Hard Row

"PLANNING HIS VENGEANCE!!"

The truck jukes and jerks under the Iron Man, but he somehow keeps his balance.  The big particle cannon sways and weaves as he tries to keep it lined up on the motorcyclist speeding up...  ZZZZORCH!!  The cannon flashes and another heavy energized bolt sizzles right at Fletcher...

The almost out of control truck seems to straighten for a moment and pours on speed down the stretch...

"THAT HE SOON WILL UNFOLD!"

FLETCHER!  That's another Hit!  This time Shaken with a Wound!  Care to Soak?  If you stay Shaken and/or Wounded you will get Bumped back a Card as well.

EVERYONE MAY GOOOOOOOOOO!


Ride Eternal, Shiny and Chrome! - Chase Round 2

Chase!

AD -

4C - The Iron Man's Truck

5D -

6H -

QD* - Fletcher's Bike

6D -

RJ! -

10C - The Black Dog (-2 Driving for Two Rounds "In Reverse, Changing Direction")

QC -

Chase Actions!

KD - Iron Man

JD - Kelly & Pru

9S - Harry & The Dog

9H - Dean(Jonesy)

4D - Fletcher


Kelly MacLeod
player, 306 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Sat 13 Jun 2020
at 16:32
  • msg #318

Re: Episode Two - Part 2 - The Hard Row

Kelly had another idea.

"Prudence... you have to lead the shot, put the sight on the far left edge.  Move your point of aim down about..."

Kelly did her best to serve as a spotter for her gunner.

lol not how spotting works at all in the real world, but this is the apocalypse they're improvising!

11:26, Today: Kelly MacLeod rolled 4,5 using d6,d6, rerolling max with rolls of 4,5.  Notice to Spot.  Presuming that roll gives a +1 to help Prudence fire.


It seemed to help with accuracy at least.  Prudence fired again, but this time she aimed at where the Iron Man was going to be not where he was.


So -1 for goggles, -2 for unstable platform then +1 from above

11:27, Today: Kelly MacLeod rolled 11,3 using d10-2,d6-2, rerolling max with rolls of (10+3)13,5.  Shooting (Pru).

Either 17 or 12 damage depending on Raise Status -
11:30, Today: Kelly MacLeod rolled 12,5 using 2d10,d6, rerolling max with rolls of 9,3,5.  Damage, Possible Raise.

Rusty Harry
player, 310 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Sun 14 Jun 2020
at 09:06
  • msg #319

Re: Episode Two - Part 2 - The Hard Row

Harry left the driving decisions up to the Dog as he fumbled for the submachine gun he'd picked up from the house ambush, which felt like years ago now. As he did so, he kept up his electronic assault on the truck AI, working to keep the Iron Man's aim unsteady.

((OOC: Going to take an MAP to ready the damaged SA Commando Harry has while doing another Knowledge (Computers) test against the AI. The MAP cancels out his +2 bonus. Again, aiming to keep him Distracted.

Harry's leaving the driving decisions up to The Driver right now.

02:05, Today: Rusty Harry rolled 2,8 using d6,d6, rerolling max with rolls of 2,(6+2)8.  Computers Test.))

Dean Mitchel
player, 191 posts
Pt: 7/15
P5 T6 W0 Wh 0 R 3 B 3
Thu 18 Jun 2020
at 02:16
  • msg #320

Re: Episode Two - Part 2 - The Hard Row

Jonesy scowled as his bullet winged off the damn metal bastard.  "Let's go fer plan B," he muttered in annoyance.  Shifting the rifle slightly, he focused on the power cables the tank was using.  "That'll do," he smirked as he stroked the trigger.


OOC:
Shooting
-4 to hit, Marksman drops that to a -2 I believe.
22:12, Today: Dean Mitchel rolled 10 using 1d6, rerolling max (((6+4)10)).

That's a raise. ;)

Fletcher
player, 184 posts
The One With the Junk
P4 T5(+2*) W1 R4 B3
Thu 18 Jun 2020
at 02:55
  • msg #321

Re: Episode Two - Part 2 - The Hard Row

Fletcher zigged the bike and dug one of his steel toed boots into the crumbling road as the bolt struck him.

Through luck, or brilliance, it seemed to flow over the very conductive assortment of tools in his pockets and conduct itself into the ground via his boot rather than going through him and cooking his insides.




Spending white chip to soak

Fletcher rolled 3,11.  vigor

Free Action: Change Position

Fletcher rolled 3,5.  drive roll

Advance 1 card.

Action: Evade Manuver


This message was last edited by the player at 01:12, Fri 19 June 2020.
Prospector
GM, 503 posts
All that Glitters
Wh:1 R:2 B:1
Sun 21 Jun 2020
at 16:11
  • msg #322

Re: Episode Two - Part 2 - The Hard Row

Once again, the big .50 barked and spat fifty-two grams a jacketed lead down the old highway.  Fifty-two grams may not seem like a lot sitting still, but accelerated by a carefully controlled explosion and directed /just/ so...  The round crashed into the heavy plating of the armored man and rocked him back.  The Iron Man stumbled back against the power bank...

Which opened a window of opportunity for Jonesy.  The rifleman had been trying to draw a bead on the power cables but the metal-head kept getting in the way...till now...  The smaller rifle barked its own vicious thunder, almost lost in the bigger noises and engines.  The cable snapped as the round tore through it.  There was an explosion of light and heat as the suddenly unleashed high voltage electricity arc-flashed through the air!

The explosion nearly blinded anyone who happened to be looking that way without goggles Agility -2 or be Blinded!

The rock music cuts out suddenly as well...

The .50 Cal shot Shook the Iron Man.  Burned a chip to UnShake before the ArcFlash.  So he is now Shaken Again! Also, his Truck got bumped back a card for all the Shaking. And Other Things Happened (All good things, all good things!)
 Sadly, the ECM system blocked Harry's intrusions this time.


After the shooting, the Dog reared back into the intersection.  The truck was forced to slow, losing all the momentum, but smoothly enough to not throw around the folk on the trailer.  Kind, but it is putting the big truck far behind...  Shifting, the Dog growled into forward motion turning down the north fork to chase after the Iron Man and Fletcher.

Fletcher, on the other hand, was holding his own and staying close to the Iron Man and his truck.  Of course he was now trying to weave a bit more out of respect for the power of that gun...


The smoke from the thunder and lightning show cleared and Iron Man righted himself.  He shook the particle cannon, almost like he was trying to jiggle the power conduit or wiring on the inside.  The glow of the power up indicators kicked back on as the gun started to warm back up.

The music even kicked back on as the truck swerved and poured on the acceleration trying to break away....

"crrkkkkt.....IRON MAN TO SPREAD FEAR!"

Ride Eternal, Shiny and Chrome! - Chase Round 3

Chase!

AD - The Iron Man's Truck

4C -

5D -

6H - Fletcher's Bike

QD -

6D -

RJ! -

10C - The Black Dog

QC -

Chase Actions!

QD - Iron Man

10S - Dean(not)

7H - Kelly

5C - Harry & The Dog (HARRY!  You and The Driver must deal with the Complication!)

4S - Fletcher

Iron Man unshook, but has no action.  The Truck pulled away, gaining two cards.

EVERYONE GOES AGAIN!!

HARRY!  Complication! Driver and/or Harry must make a Drive roll at -2!  If you fail it will be a Crit Fail on a Maneuver, IE OUT OF CONTROL!  Narratively you are at the intersection where the other truck is...or maybe the intersection was too tight for the maneuver and the Dog almost goes off road...  Edge of the old blacktop gives way....etc

Fletcher
player, 187 posts
The One With the Junk
P4 T5(+2*) W1 R4 B1
Wed 24 Jun 2020
at 04:18
  • msg #323

Re: Episode Two - Part 2 - The Hard Row

With the Iron Man distracted by getting his gun working again, Fletcher straightened the bike and gunned the engine in as direct a line as he could make to close as much of the distance between himself and the truck as he could manage.

As he got within a car's length of the truck Fletcher pulled out the device he'd scrabbled together back at the river before the Iron Man had jetted off.  Aiming it in the general direction of the Iron Man, the small deck of cards sized box spit out salvo of small spinning discs that shined with blue lights.  He only needed one to make contact and stick to the Iron Man's armor to initiate the takeover of the armor's systems.


Free Action: Change Position
Fletcher rolled 1,5.  drive roll
Fletcher rolled 5.  Blue Chip to add on.

Drive Roll Total: 10, advance 2 cards.

Standard Action: Activating Puppet gadget against the Iron Man

Fletcher rolled 1,9.  Weird Science, Wild Die

Spending a blue chip to add on, just to hedge my bets.

Fletcher rolled 2.  Blue Chip

Hopefully an 11 is enough.

The Iron Man
NPC, 10 posts
Power Armored and Armed
Thu 25 Jun 2020
at 03:39
  • msg #324

Re: Episode Two - Part 2 - The Hard Row


The swarm of blinking LED lit discs wash over the Iron Man clacking onto the armor with magnetic clicks and clacks...  The song dulls and stretches for a moment....

"Vvvveeengeeaaaaaaaaaaaance....."

*tosses in two Red Chips*  I'll see your bet and raise you a 14...  Back to you.
Fletcher
player, 189 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 25 Jun 2020
at 03:43
  • msg #325

Re: Episode Two - Part 2 - The Hard Row

Fletcher rolled 4 using 1d6, rerolling max with rolls of 4.  Blue.

Raise.  15 now.

Rusty Harry
player, 313 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Fri 26 Jun 2020
at 22:33
  • msg #326

Re: Episode Two - Part 2 - The Hard Row

((OOC: So there's a complication? I want to see how the Dog handles that, and hoping we can get closer so I can try to do something that I'm a little too far back to do right at this moment.))
Kelly MacLeod
player, 313 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Sun 28 Jun 2020
at 03:29
  • msg #327

Re: Episode Two - Part 2 - The Hard Row

22:26, Today: Kelly MacLeod rolled 2,4 using d6-1,d6-1, rerolling max with rolls of 3,5.  Notice with the Goggles.

Roll to support!


Kelly thought they might be getting away from the Iron Man for good or worse, but out of the corner of her eye, a real trick in these goggles, she spotted it.

"Harry!  There's a zombie in the road!"

One of the deadites had come out of the treeline.  It had been separated from the rest of the pack and it was even stupider than most of its ilk, because it was sprinting at impressive speed straight for the Black Dog!  It stood no chance of course, but that stupid thing might gets itself wrapped around an axle!
Rusty Harry
player, 315 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Sun 28 Jun 2020
at 07:56
  • msg #328

Re: Episode Two - Part 2 - The Hard Row

The Driver swerves, attempting to avoid the walking roadkill, but it's too late. The zombie goes under the wheels with a sickening crunch and the truck lurches as the deader's body hits the axles.

((OOC: 00:54, Today: Rusty Harry rolled 0,2 using d10-2,d6-2, rerolling max with rolls of 2,4.  Driving for The Driver.

That looks like a Fail. What happens now?))

Black Dog
NPC, 19 posts
Tue 30 Jun 2020
at 02:39
  • msg #329

Re: Episode Two - Part 2 - The Hard Row


The Driver caught Kelly's warning just as he started revving the massive engine.  Tires pawing and the pavement to drag the rig back up to speed.  The whole rig jerked suddenly to the left away from the stinker stumbling suddenly into the road.  Not quite far enough...  The dead thing is knocked flat and rolled over; exploding in an absolutely foul smelling gout of waxy flesh and bone that splashes back along the passenger side of the rig.  Its smelly.  Its horrible.  But, at least for now, probably no permanent harm...

I did add the Support from Kelly, but it brought the Dog to a 3.  Out of Control.  The results of the Out of Control was a Glitch (Critical Hit); the results of the Critical Hit were a chassis hit which is cosmetic and has no special effect.  So, horrible paintjob and that new car smell is a bit overwhelmed at the moment.

Harry!  You and the Dog are free to take the rest of your action!  No one died and the truck is still mobile!

Jonesy still has an action, but is free to Hold for now as the truck tries to catch up.

The results of Fletcher's Puppet will become evident next round.

Rusty Harry
player, 318 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Mon 6 Jul 2020
at 06:52
  • msg #330

Re: Episode Two - Part 2 - The Hard Row

The Dog rumbled forward, closing in on the opposing rig...

((OOC: The Dog's Drive Roll to move position:

23:50, Today: Rusty Harry rolled 8,4 using d10+2,d6+2, rerolling max with rolls of 6,2.  Driving for The Driver.

Looks like a Raise, so that's two cards up, yes?

What does that put my range at? I need to know to figure out the range penalty for Harry's Attack.))

Prospector
GM, 517 posts
All that Glitters
Wh:1 R:2 B:1
Wed 8 Jul 2020
at 04:49
  • msg #331

Re: Episode Two - Part 2 - The Hard Row



"Thaaaaat....  Heeeee  ssssooooooooooon..."

The Iron Man's warsong continued to stretch and glitch with feedback.  The Iron Man's truck continued to speed forward down the old blacktop.  Fletcher was close enough to see that the Iron Man himself was juddering and twitching.  The lights marking his ocular sensors flicker, as does the energy conduit running along the barrel of his particle accelerator...

I pulled Initiative, just in case of complications, and drew none!  I rolled for the Iron Man's spirit to resist, in case Fletcher wants him to do something untoward to himself, and he got a 2.  So...  Fletcher has him tight for the round.

You are all free to go!  Which is to say, Fletcher can make his Puppet dance for the round.  Harry can move the Dog forward and possibly take a shot.

Ride Eternal, Shiny and Chrome! - Chase Round 4

Chase!

AD -

4C - The Iron Man's Truck, Fletcher's Bike

5D -

6H -

QD -

6D - The Black Dog

RJ! -

10C -

QC -

Chase Actions!

QH - Harry & The Dog

JH - Kelly

7S - Iron Man

3S - Fletcher

3D - Dean(not)



Fletcher
player, 191 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Wed 8 Jul 2020
at 05:54
  • msg #332

Re: Episode Two - Part 2 - The Hard Row

Fletcher did his best to keep his bike steady as he reached down and pressed a few buttons on a hacked together looking keypad clipped to his pocket.

OOC: Fletcher will issue commands to stop the truck and/or drop the gun, jump down, and lay face down on the road.

I'm unsure how the truck driving computer program hookup he has is working, but the main goal is to get him away from the truck and on the ground, I figure he won't be banged up at all if he has to jump off the back of a moving truck to make that happen, worse comes to worst.

The Iron Man
NPC, 11 posts
Power Armored and Armed
Thu 9 Jul 2020
at 04:34
  • msg #333

Re: Episode Two - Part 2 - The Hard Row

The Iron Man suddenly lurched towards the tail gate of the truck.  Large armored boots smashed through it and the power armored figure stepped off the speeding truck. The remaining power cables snapped with popping flashes of more violently released voltage.  The Iron Man crashes into the pavement very hard.  The cannon tumbled from his hand, skidding down the pavement and whipping along on its own armored power tether.  The armored man became a wrecking ball of arms,legs, and armor plate; crashing and rolling in a sparking mess down the road.  The amplifier gear is completely smashed in the tumble and the music ceases entirely.

The truck carried on as though nothing had changed at all.  It trailed the snapped power cables, which lashed about in showers or arc and spark.  Should it continue in its straight line, which it seemed content to do, it would fly off the road at the next curve and into the woods...

Iron Man is Down!  Well...  Tumbling and sparking and smashing up the road...  But definitely down.

Fletcher would be able to stay ahead of him, so he's safe.  The Dog is far enough back to have time to slow down.

Fletcher!  NOTICE!

Everyone else, what do you do?

Fletcher
player, 192 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 9 Jul 2020
at 04:57
  • msg #334

Re: Episode Two - Part 2 - The Hard Row

Fletcher brought the dirt bike to a stop as he sloppily swung it around so it was facing back the way they had come from.

ooc: Fletcher rolled 5,5.  Wild, notice
The Iron Man
NPC, 12 posts
Power Armored and Armed
Thu 9 Jul 2020
at 05:03
  • msg #335

Re: Episode Two - Part 2 - The Hard Row


*crash, smash, clank, sssskkkkkrreeeeeeech*
Rusty Harry
player, 322 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Fri 10 Jul 2020
at 05:51
  • msg #336

Re: Episode Two - Part 2 - The Hard Row

Harry briefly considered urging The Driver to gun the engine and run the suit over, but common sense won out. The Dog began to slow, to avoid a collision, while still drawing nearer so that the Ma Deuce could have a shot.

Instead, Harry leaned out the window to take a few pot shots to distract the Iron Man's pilot again.

Which is why he didn't notice the lump of cabling and metal from the cannon that went under The Dog's wheels...

((OOC: The Driver is going to try to move cards so that we're closing in, but I can't actually ram him, so it's just going to be more movement.

22:44, Today: Rusty Harry rolled 3,3 using d10+2,d6+2, rerolling max with rolls of 1,1.  Driving for The Driver.

Fucking seriously?

So that's a Crit Fail, which means another Out of Control roll.

Let's see what happens here before Harry actually takes his action.))

Prospector
GM, 520 posts
All that Glitters
Wh:1 R:2 B:1
Mon 13 Jul 2020
at 00:19
  • msg #337

Re: Episode Two - Part 2 - The Hard Row


Wires and chunks of the sound system ripped away as the Iron Man bounced along the pavement.  They hurtled back down the road straight into the path of the Dog.  The Driver attempted to swerve the rig, but only managed to hit one of the chunks.  The whole rig bounced violently as the wheels crashed over the junk.  The jostling threw everyone off balance and scrambling for handholds to keep from falling off the flat bed....

Out of Control Result! Everyone is Distracted (-2 to Rolls for this Round)
Also Bumped Iron Man, because that was fair point.

I left this Chase Round to allow a chance for some sort of ramming or cool move...but that got spoiled by the Crit Fail.  SO!  The Chase can be over.  Unless anyone really has something they need to do?

HARRY!  If you want to, you can feel free to ram the Iron Man as the start of the next "round" or you can skid the rig to a halt near him.  Everyone else hold on just a minute till we figure out


Rusty Harry
player, 324 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Tue 14 Jul 2020
at 15:17
  • msg #338

Re: Episode Two - Part 2 - The Hard Row

Harry took the wheel, helping The Driver keep control as the rig slid around. All thought of trying to ram the Iron Man fled as he worked to bring the rig to a halt.
Fletcher
player, 194 posts
The One With the Junk
P4 T5(+2*) W1 R4 B1
Tue 14 Jul 2020
at 17:48
  • msg #339

Re: Episode Two - Part 2 - The Hard Row

Fletcher quickly input another set of commands.  The control mechanism he'd bodged together didn't have infinite juice, and it hadn't escaped the Iron Man's tumble unscathed.

He waved an arm in The Dog's direction as he worked.  "Hold fire!"  He called out to them, then added.  "But grab cover just in case."

ooc: Going to try ordering a separation between the Iron and the Man.
Kelly MacLeod
player, 315 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Wed 15 Jul 2020
at 00:50
  • msg #340

Re: Episode Two - Part 2 - The Hard Row

Kelly, realizing everything had just come to a horrible end, leapt down, well more like climbed down with her limbs shaking, then re-drew Connor and closed to the Iron Man.  She had no idea what she was going to do exactly but she couldn't let him rise and harm someone.
The Iron Man
NPC, 13 posts
Power Armored and Armed
Thu 16 Jul 2020
at 01:12
  • msg #341

Re: Episode Two - Part 2 - The Hard Row

The Iron Man started to push himself up from the asphalt.  Road grit scarred across the plating.  Exposed wiring crackles.  The servo motors whine and seen to give out randomly, making his whole effort a sad struggle.

When Fletcher centered his device again on the armored man, twisting knobs and pushing buttons, the Iron Man seemed to flinch.  There were hisses of venting air.  More servos whirring.  There was a voice from inside the armor, not amplified now, muffled by the plating, "NO!  DON'T!!  STOP!!!  STOP!!!" It was desperate.  It was scared.

The Iron Man's systems fought whatever it was Fletcher was trying to do.  He started to bring up his arm towards the wily mechanic.  The arm with the machinegun....

LAST STAND OF THE IRON MAN!

Fletcher!  He scored an 8 on the resist!  Beat him and he'll be forced out of the armor.  Which will be a very bad day for a certain armored fella.

Everyone else!  Iron Man is trying to level that machine gun on Fletcher!  If you can Shake him, you will prevent him from opening fire!  Tests work!  Also the .50 is free to fire!

MAKE IT COOL!

Fletcher
player, 195 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 16 Jul 2020
at 01:42
  • msg #342

Re: Episode Two - Part 2 - The Hard Row

Fletcher input a second sequence, to try and trigger the armor's release.  He was intent enough on his work that he didn't notice the weapon until the last moment.

Fletcher rolled 4,4 using 1d8,1d6, rerolling max with rolls of 4,4.  WS, WD.

Going to spend that blue chip I just got, since while I don't mind having to change plans, I don't want him succeeding with a raise.

Fletcher rolled 5 using 1d6.  Chip to not lose control.

That also works.

So 9 total.


Kelly MacLeod
player, 320 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B3
Sat 18 Jul 2020
at 16:25
  • msg #343

Re: Episode Two - Part 2 - The Hard Row

Armed like a knight of old, Kelly had to fight like one.  Master Zhang had taught her much, including the murder-stroke, or as she preferred to call it, the mordhau.  The technique looked bizarre to anyone ignorant of how a sword was actually used, and to be fair, it certainly looked patently backwards to hold a sword by the sharp end and beat your opponent with the blunt end.  It was certainly a niche technique in the current era.

But here was its niche.  In its time, it had been used against heavily armored opponents who could not be cut by the blade, but whose motions could be impended by being beat with the hilt.  Done correctly, it could deform joints in the armor and prevent the wearer from moving, turning his protection into incapacitation, or trip an opponent wearing heavy armor to the ground.

She inverted Connor and put him to work.

I'm going to use this as a Fighting Test because this maneuver doesn't actually hurt the opponent, but it focuses on using the sword like a combination of a hammer and nightstick/tonfa to impede the enemy's mobility and incapacitate him from doing anything effective.  Yes, this actually is a real technique I swear I am not making this up.

I am presuming Improved Trademark Weapon counts.  Also, if he's prone, some penalty on his part to resist/oppose the test might be appropriate.

11:23, Today: Kelly MacLeod rolled 3,6 using d10+2,d6+2, rerolling max with rolls of 1,4.  MORDHAU.

Ehhhh... that's not a BAD roll but let's make it better.

11:24, Today: Kelly MacLeod rolled 5 using 1d6, rerolling max with rolls of 5.  BLUE MORDHAU.

Turn that 6 into an 11.

The Iron Man
NPC, 14 posts
Power Armored and Armed
Sun 19 Jul 2020
at 05:44
  • msg #344

Re: Episode Two - Part 2 - The Hard Row


Connor's cross guard hammered down into the Iron Man's elbow joint.  The gun tilted up and chattered bullets into the sky.  As the reversed sword was drawn back, it hooked into the joint at the neck and pulled the helmet to the side.  The desperate, muffled voice inside screamed again, "NO!!  NOOOOO!!!"

Then the helmet cracked with a hiss.  Chest and abdomen plates cracked and hissed open as well.  More panels opened on the arms and legs...

This had been a night full of uncomfortable, foul odors of rot and decay.  This was another sort of uncomfortable smell.  Unwashed and rancid.  There is a man inside the armor.  A sickly, thin figure in a nasty, stained, ragged body suit.  Some small hoses and wires are still attached to ports around the suit.  What skin can be seen is deathly pale, riddled with sores.  His greyed-out, matted hair and beard are tangled in an across each other in an oily, mask shaped to the inside of the helmet.  His eyes are shut tight; against the glare of the Dog's lights most likely.  Everything indicates that this bedraggled, stinky, mess of a man likely has not been out of this armor in a very....very long time...
Kelly MacLeod
player, 322 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Mon 20 Jul 2020
at 23:15
  • msg #345

Re: Episode Two - Part 2 - The Hard Row

Well he was coming out of this armor now!  This scum didn't deserve a bullet much less her sword.  Kelly yanked him out, pulled him up, and tossed him down.
Fletcher
player, 196 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Mon 20 Jul 2020
at 23:44
  • msg #346

Re: Episode Two - Part 2 - The Hard Row

Fletcher gaped at the old man a moment.  Of the things he'd anticipated, the reality of things was not one of them.

As Kelly rather unceremoniously yanked him clear, Fletcher's attention snapped back to what he'd been doing.

As a further safeguard he gave final instructions to the armor to button back up, get onto its feet, and propel itself onto the Dog's flatbed before shutting down.  He figured he had enough juice left in his jury rigged control system to make that happen.

He wasn't sure what the plan was now, but he knew they needed to be ready to get moving again in case there was still work to be done back at the bridge.

Dean, McKellar, and the rest of the scouts were still back there, though with a river full of dead it might be they lit off the other way.

Still, things didn't feel over just yet.
The Man in the Iron
NPC, 16 posts
Power Armored and Armed
Formerly
Tue 21 Jul 2020
at 03:15
  • msg #347

Re: Episode Two - Part 2 - The Hard Row

The scrawny, beyond unkempt "man" blubbered and tightened his shut eyes.  As Kelly grabbed him though, he came to violent life.  He clawed at the Templar.  He bit at the Templar.  He thrashed and kicked and did absolutely everything his emaciated body could do to fend off the swordswoman's attempts to pull him free of the armor.

Which amounted almost nothing at all against the steely strength and determination of Kelly.  His attempts were more annoying than effective....

The wires and tubes snapped free of their attachment points and he screamed again, "NO NO NO NO PLEASE!!! NONONONONO!!!"

He hit the ground like the sad sack he was and curled up on himself tightly.  He continued to mutter and blubber, "Nonononononononono....  put...back...please....not out....nononono... nobody...helps....him...."

The access panels on the Iron hissed shut and it stood with a grind of servos.  The jumpjets whined to life and the armor rocketed up; blasting everyone on the street with dust wind and grit.   The Lockesburg militia scattered off the trailer as the suit crashed onto the trailer.  They grumbled and cursed at the mechanic and his remote control.


Prudence was already clambering down from the trailer when the suit launched.  So she kept going and turned to shield her fast from the blast.  She headed for the everyone else and specifically the man from the suit.  In her hand now was her flintlock, she was checking the priming pan and singing softly, "Stay awake....don't rest your head...
Rusty Harry
player, 325 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Tue 21 Jul 2020
at 06:49
  • msg #348

Re: Episode Two - Part 2 - The Hard Row

Harry, who'd been watching from inside the Dog, stepped out. No cute musical cues accompanied him this time; he wasn't in the mood. Instead, he held his reclaimed SMG loosely...not pointed at the pathetic old man who'd been living inside the suit, but ready to cover him should he make an untoward move. He also gunned the chain of his blade-arm briefly.

He pasted a mean scowl on, making him look more menacing.

It's not as if he'd actually be able to shoot or slice, though. At the moment, the chip that regulated his mind had decided that the threat had been neutralized. Harry wasn't entirely certain about that, but unless the old man made some sort of aggressive action (aside from the flailing and biting, which it seemed to recognize was not Actively Threatening) Harry wouldn't be able to make good on any threats. Better to just look big and mean for now.

"So, what do we do with him?"
Kelly MacLeod
player, 323 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Wed 22 Jul 2020
at 00:24
  • msg #349

Re: Episode Two - Part 2 - The Hard Row

"He likely knows where more of this scum is.  We need to interrogate him.  Then decide.  But he should face some form of justice for his actions."  Kelly told in no uncertain tone.

"Get up!"
The Man in the Iron
NPC, 17 posts
Power Armored and Armed
Formerly
Wed 22 Jul 2020
at 02:45
  • msg #350

Re: Episode Two - Part 2 - The Hard Row

The Man had begun sobbing more when the armor jumped away and he was pelted with dirt and debris.  He reached feebly after the armor and began trying to crawl his way towards the trailer, "NOOO!!!! please... please.... nonononononono.... hmmmmm..."  At Kelly's command, he...doesn't get up...  Or acknowledge in any real way.  He just keeps pathetically trying to move towards the armor.  Which is made that much harder considering that his legs and arms don't seem to have seen much useful use in a long while.
Rusty Harry
player, 326 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Wed 22 Jul 2020
at 18:17
  • msg #351

Re: Episode Two - Part 2 - The Hard Row

"Not such a big man without your monkey suit, are you?" Harry growls a the man, stepping in front of him. "I'd almost feel sorry for you, if you and your friends weren't going around terrorizing settlements and kidnapping people." He gunned his chainsaw arm again, this time leaving it running. "Maybe I should take this here saw, open that can up, and chop out every single wire and system, turn it into basically a hollow statue. Or maybe you can start answering some questions. Which is it gonna be?"

((OOC: Trying out some Intimidation.

11:16, Today: Rusty Harry rolled 10,5 using d8+4,d6+4, rerolling max with rolls of 6,1.  Intimidation.))

Kelly MacLeod
player, 324 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Thu 23 Jul 2020
at 00:46
  • msg #352

Re: Episode Two - Part 2 - The Hard Row

Kelly was content he wasn't going near that armor.  "Fletcher, I don't mean to tell you what to do, but you're the only one here besides Harry who I trust to gather those pieces up without being electrocuted or something."

"And as for you-"  She told their once tormentor.  "I told you to get up!"

Kelly grabbed his arm and bent it behind him in a classic hammerlock, using it to force him to his feet.  He might well require some pulling from Kelly to accomplish that feat, but she was happy to oblige.

Harry was terrifying when he towered over you, but it was, paradoxically, even worse when you were standing up and you realized how fully he could just murder you if not for... other considerations.

"Well?  Answer him!"
Fletcher
player, 197 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 23 Jul 2020
at 01:11
  • msg #353

Re: Episode Two - Part 2 - The Hard Row

Since they apparently weren't leaving just yet, Fletcher decided to follow Kelly's suggestion and went to police up the bits that had broken off the Iron Man when he swan dived into the road from the back of the pickup.
The Man in the Iron
NPC, 18 posts
Power Armored and Armed
Formerly
Fri 24 Jul 2020
at 03:52
  • msg #354

Re: Episode Two - Part 2 - The Hard Row


Kelly would have to be careful not break the weakened man's arms as she wrenched him around.  Unless she didn't particularly care about being careful.  Which is understandable really.  Either way, he wimpered and wailed at the manhandling...womanhandling?...handling.

Harry's threats seemed to crack through the man's panic.  His eyes went wide behind his mask of matted hair, "NO!  No no..  Please...  Don't...  Its....all....I...have...  safe...  W-what do you want to...know?  Yes...  Tell you anything!  Whatever you want!  Please..."  His eyes shifted towards the armor again...then back to his interrogators...then back to the armor again...  Like he was trying to pay attention, but even with the threats his attention kept going back to his armor.  It seems very...precious...to him.

"Anything!  What do you want to know....hmm?  Yes?  What??"
Delilah Wolf
player, 141 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Fri 24 Jul 2020
at 04:00
  • msg #355

Re: Episode Two - Part 2 - The Hard Row


Delilah came around from the other side of the Dog where she'd been forced off by the armor landing.   Her gun was in her hand.  There was an angry fire in her eyes, "How's about you tell them how you threw people in that machine?  How you fed 'em to it?  Why don't you tell them exactly what you are before I gun you down...."  A very angry fire.  Thanks to McKellar's syker backlash, she had seen what these raiders did to people.  And apparently, she had seen some very specific things about the Iron Man...

She thumbed the hammer back.


Prudence too was nearby, clicking the pan closed on her flintlock pistol.  Now carefully checking the flint and very quietly singing her song, "Don't lie down upon your bed... when the moon drifts in the sky..."  She did not seem particularly angry.  Especially not with all the singing.  There was something....determined about her readying of the old school pistol.
Rusty Harry
player, 327 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Fri 24 Jul 2020
at 19:24
  • msg #356

Re: Episode Two - Part 2 - The Hard Row

Harry spared a glance at Delilah. He didn't actually have any illusions that The Man In The Iron Suit was actually going to walk out of this encounter - anyone who'd be maintaining a suit of power armor like that among the weirdos was likely to be near the top of their totem pole, and likely to be intimately involved with feeding people to this machine they'd heard about - but people who thought they'd live were in general more cooperative than those who knew for a fact they weren't when it came to questioning.

"Del," he said quietly, stepping back to talk to her directly. "We'll get to that, I reckon. But this here asshole needs to answer to the Templar. They snatched up one of her comrades. She's the one who gets to make the decision about what counts as justice with the likes of him and his crew. Maybe she does decide you get to turn his head into a canoe. Maybe we just drag him to McKellar and the the Lockesburg folk and let them handle him. Either way, we need to know things, and you are not helping right now. Back down, please."
The Man in the Iron
NPC, 19 posts
Power Armored and Armed
Formerly
Fri 31 Jul 2020
at 03:04
  • msg #357

Re: Episode Two - Part 2 - The Hard Row

The man gasped and gagged at Delilah's accusations.  His already wild wide eyes going a bit wilder, "NONONOnonoononono... NO...  NO....  You don't know...  Know...  YOU DON'T...  necessary...  needful..."  His voice got quieter and quieter muttering and muttering.  His eyes shifted again, hungrily towards the armor, but he was still held in the Templar's iron grip, "please...  please....  what do you want to know?  what?  where they are?  I can tell you... show you... kill them all...  just let me go...  please...."
Kelly MacLeod
player, 325 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Sat 1 Aug 2020
at 16:07
  • msg #358

Re: Episode Two - Part 2 - The Hard Row

Kelly seethed, she was furious and cocked her hand to strike him, which was no mean threat from Kelly (though it certainly wasn't a power saw... but she stopped and took in a deep breath.

"Pay not evil for evil. Take no vengeance.  Place your wrath aside. 'Vengeance is mine' sayeth the Lord."

She took a second and became composed again, but still angry.

"What did you do to Al Dickson!?"
The Man in the Iron
NPC, 20 posts
Power Armored and Armed
Formerly
Sun 2 Aug 2020
at 00:11
  • msg #359

Re: Episode Two - Part 2 - The Hard Row

The man flinches instinctively at the balled and readied fist, shutting his eyes and turning away from the inevitable hammer blow.  A sad whine whistles out....then fades off as the blow does not land. The forceful question brings him back around and his eyes open in piteous question.  His mouth mumbles and stumbles as he considers his answer....

"Who?"

Its obvious that the name means almost nothing to the sad wreck.  Though he likely wishes that it did.  That lack of acknowledgment or recognition likely would sting worse than any stories of brave last stands and death...
This message was last edited by the player at 00:16, Sun 02 Aug 2020.
Kelly MacLeod
player, 327 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Sun 2 Aug 2020
at 01:43
  • msg #360

Re: Episode Two - Part 2 - The Hard Row

With a loud scream, Kelly grabs the man and executes a well practiced judo throw.  It won't actually hurt him that much (or it wouldn't if he were in good shape), but it will make an impression.  She stood over him, furious.

"You didn't even know his name!?"
Delilah Wolf
player, 142 posts
One Riot, One Ranger
P4|T6(1)|W0|F0|Wh0|R1|B1
Sun 2 Aug 2020
at 02:45
  • msg #361

Re: Episode Two - Part 2 - The Hard Row

Delilah stared up...and up...at Harry as he gave his suggestion.  He could see in her eyes that she was in no mood to abide by such, "So she gets dibs cuz one of her folk got himself killed?  This asshole has wiped out whole damn towns.  Who died and made her Queen of Justice for all those folk?" Her free hand points out her badge, "I don't wear this for fun.  I made promises.  I am bound."

She leans around Harry as the old man gets thrown to the ground and she grins a wolfish grin, "Looks like question time is over.  Can we do this and head off after the rest of his freakshow?"




Prudence quietly cocked the hammer back on her pistol and held it vertical and level with her shoulder.  Like someone about to engage in a formal pistol duel.  Her eye followed the man's flip to the pavement and stayed steadily on him.  She was still quietly singing, not loud enough to intrude or bother.  Just an eerie background sound, "Though the world is fast asleep...  Though your pillow soft and deep..."
This message was last edited by the GM at 14:09, Sun 02 Aug 2020.
Fletcher
player, 198 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Sun 2 Aug 2020
at 02:50
  • msg #362

Re: Episode Two - Part 2 - The Hard Row

While the former iron man was interrogated, Fletcher finished collecting all the larger bits that had broken off the suit and headed in the direction of the Dog to stow them away as well as lash down the armor for transport.
Rusty Harry
player, 330 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Sun 2 Aug 2020
at 04:54
  • msg #363

Re: Episode Two - Part 2 - The Hard Row

In reply to Delilah Wolf (msg # 361):

quote:
Delilah stared up...and up...at Harry as he gave his suggestion.  He could see in her eyes that she was in no mood to abide by such, "So she gets dibs cuz one of her folk got himself killed?  This asshole has wiped out whole damn towns.  Who died and made her Queen of Justice for all those folk?"


"The King of Kings." Harry replies. "You want to argue about it, you can take it up with Him." He puts special emphasis on the Important Capital Letter of that statement.

quote:
Her free hand points out her badge, "I don't wear this for fun.  I made promises.  I am bound."


"Yup. Ain't disputin' that." Harry says. "But I reckon she outranks you. 'Dearly beloved, avenge not yourselves, but rather give place unto wrath: for it is written, Vengeance is mine; I will repay, saith the Lord.' Are you worried he won't get what's comin' to him? Or are you just concerned that it might not be by your hand? One of those is justice. The other is just bloodthirst."

quote:
She leans around Harry as the old man gets thrown to the ground and she grins a wolfish grin, "Looks like question time is over.  Can we do this and head off after the rest of his freakshow?"


"I ain't heard her ask for any help." Harry says evenly. "We've asked him a grand total of one question. Simmer down."
Kelly MacLeod
player, 328 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Sun 2 Aug 2020
at 11:28
  • msg #364

Re: Episode Two - Part 2 - The Hard Row

06:24, Today: Kelly MacLeod rolled 2 using 1d8, rerolling max with rolls of 2.  Possible damage.

Kelly ignored the interplay and banter for the moment, but she definitely was not done.  She considered whether integrating Delilah's enthusiasm might be an effective tactic.

But she needed this first.  It was possible, Kelly realized, this fellow had nothing to do directly with Al Dickson's fate.  He was part of a gang after all, but she wanted as much answer as she could get.  And then she wanted more.
The Man in the Iron
NPC, 21 posts
Power Armored and Armed
Formerly
Mon 3 Aug 2020
at 22:12
  • msg #365

Re: Episode Two - Part 2 - The Hard Row

The man hits the ground with a whimper.  He starts to curl up in a pained fashion, "Nooooo...noo...  no names...  no...names...  names don't matter..."  His voice mewled quieter,"just makes it harder...."  He tried to push himself up with shaky arms, "You can...  go...  get the others...  stop them...  wicked.  Wicked folk.  I'll help you.  We'll stop them.  Eh?"


Fletcher carried the bits and bobs of destroyed armor bits, tech, gun (that one is heavy), etc.  The whole procedure really gave him a good view of the armor up close.  No longer being shot at by the deactivated armor allowed him to really appreciate just how odd it was.  Obviously military tech from the World that Was.  Cutting edge in its day, but...somehow the shape was wrong...  Rounder...  Like it was purposely designed to look, heavy...or fat...  The military didn't generally bother with that level of aesthetic.

Fletcher!  Make a Weird Science Roll!  And a Spirit Roll....for NO REASON WHATSOEVER.
This message was last edited by the player at 22:18, Mon 03 Aug 2020.
Fletcher
player, 199 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Mon 3 Aug 2020
at 22:15
  • msg #366

Re: Episode Two - Part 2 - The Hard Row

Fletcher rolled 9,1.  spirit.

Fletcher rolled 6,7.  WS.

Prospector
GM, 532 posts
All that Glitters
Wh:1 R:2 B:1
Mon 3 Aug 2020
at 23:13
  • msg #367

Re: Episode Two - Part 2 - The Hard Row

Fletcher learns things...
This message was last edited by the GM at 23:14, Mon 03 Aug 2020.
Kelly MacLeod
player, 329 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Tue 4 Aug 2020
at 00:36
  • msg #368

Re: Episode Two - Part 2 - The Hard Row

Kelly demanded to know.  "WHERE!?"
Fletcher
player, 200 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Tue 4 Aug 2020
at 02:13
  • msg #369

Re: Episode Two - Part 2 - The Hard Row

Fletcher stared at the armor for several long moments, then suddenly came to as if he'd gotten lost in thought.

Kneeling down he began pulling out tools, apparently having decided the armor needed to be disassembled, at least partially, here and now.
The Man in the Iron
NPC, 22 posts
Power Armored and Armed
Formerly
Wed 5 Aug 2020
at 00:27
  • msg #370

Re: Episode Two - Part 2 - The Hard Row

The man struggled back up, cringing away from Kelly's demands, "The lake!  Queen!  It needs....water... So much water.... such heat..."  For the first time he almost smiled, just for a second before going back to cringing, "power..."  He dared to look back up to Kelly, but only for a second.  Can't hold meet her eyes, "The stormcrows...  they watch... everywhere... they'll see...   ready the roadies...  Give me my armor...  I'll get you through...  yes...  break them...  help..."

Very suddenly, the man stood straight and turned his suddenly very angry eyes on Fletcher and the armor, "NO!  NO NO!  STOP!  NO!"  He suddenly bolted towards the trailer and the junker....

I'm going to make this like everyone is on Hold.  His total is 6 (Which took me two chips to get, I might add).  Anyone who beats a 6 Agility is welcome to stop him in whatever fashion they like.
Kelly MacLeod
player, 330 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Wed 5 Aug 2020
at 00:37
  • msg #371

Re: Episode Two - Part 2 - The Hard Row

19:33, Today: Kelly MacLeod rolled 5,11 using d6,d6, rerolling max with rolls of 5,(6+5)11.  Agility.

Oh that tore it.  Kelly was frustrated with this already, and now he was trying to get out of it.  She had an arm drag takedown with his name written all over it.

Let's call this an unarmed attack, a Wild Attack specifically since Kelly is not really trying to defend herself.

20:23, Today: Kelly MacLeod rolled 4,11 using 1d10+2,1d6+2, rerolling max with rolls of 2,(6+3)9.  Wild Attack.

Oh yeah.

I am willing to forego the extra d6 damage to knock him on his butt as a kind of "trapping" to the attack.  Otherwise:

20:25, Today: Kelly MacLeod rolled 9,2,3 using d8+2,d4,d6, rerolling max with rolls of 7,2,3.  Damage with Raise.

This message was last edited by the player at 01:25, Wed 05 Aug 2020.
The Man in the Iron
NPC, 23 posts
Power Armored and Armed
Formerly
Wed 5 Aug 2020
at 01:40
  • msg #372

Re: Episode Two - Part 2 - The Hard Row


The Man didn't make it far.  He had become hyper focused on Fletcher...and the armor...  Ignoring the very angry Templar at his back.  The consequences of which were swift.  He was once again spun to the ground, harder this time.  His arm twisted up and held firm.  Something had to give.  It was his shoulder join by the sound of it.

Surprisingly, this time, he didn't cry out.  Or whimper.  It was horribly painful looking but his eyes remained focused on Fletcher, "STOP!! DAMN YOU!! NO!!  STOP HIM!!!"  There was no one left to answer his growled commands.
Rusty Harry
player, 331 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Wed 5 Aug 2020
at 02:09
  • msg #373

Re: Episode Two - Part 2 - The Hard Row

Harry's head snapped one way, then the other at the sudden commotion. "Right. He's all yours." He says, and steps out of Delilah's way. Instead, he hustles as fast as he can toward Fletcher, revving his chainsaw arm.

"Where do you need me to shove this?" He asks Fletcher. Now was not the time to ask why. The bit the man had said about stormcrows watching had given him a shiver.
Kelly MacLeod
player, 332 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Wed 5 Aug 2020
at 22:00
  • msg #374

Re: Episode Two - Part 2 - The Hard Row

"Why would I stop him he's doing exactly what I asked him to?  If we can't turn that bucket of bolts to a good end, I want it disabled so no one else can abuse it.  Not that it'll stop your ilk from finding some other way."  She glared at him.  "Now, you're going to draw me a map."
Fletcher
player, 201 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Wed 5 Aug 2020
at 22:11
  • msg #375

Re: Episode Two - Part 2 - The Hard Row

Fletcher gave Harry a nod.  He continued working, with Harry's assistance, to disassemble the suit as cleanly as he could while not being afraid of cutting some corners.

He wanted the individual pieces (which ones they might keep anyway) to still be usable after he was done, not to simply turn the whole thing into scrap.
Rusty Harry
player, 332 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Wed 5 Aug 2020
at 23:15
  • msg #376

Re: Episode Two - Part 2 - The Hard Row

Harry's chainsaw arm whirred as he followed Fletcher's directions. It wasn't very delicate...it was, after all, a chainsaw. So he mostly did work on the larger parts.
The Man in the Iron
NPC, 24 posts
Power Armored and Armed
Formerly
Thu 6 Aug 2020
at 03:33
  • msg #377

Re: Episode Two - Part 2 - The Hard Row

The Man howled as if in complete, heart-rending agony as they began to dismantle the armor.  He ignored Kelly's request for a map completely as he writhed and squirmed in absolute desperation.  His gyrations and scrambles threatened to tear his already dislocated arm right off.

Then Fletcher, with the help of Harry's chainsaw, disconnected the suit's main power feeds as they were starting their work.  Safety first after all.  At the same moment the Man just....stopped...  Went dead silent and horribly limp in Kelly's grasp...

The Armor seemed to shift by itself for a moment, then begin to suddenly rust and corrode.  As though years of neglect and wear was catching up to it all at once.  It began to crumble in places, crumpling and buckling in others.  Falling into a pile of junk...


Spirit Roll!  Make it in Secret Spend what Chips you wish.  Highest gets to count Coup....
This message had punctuation tweaked by the player at 04:26, Thu 06 Aug 2020.
Kelly MacLeod
player, 333 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Thu 6 Aug 2020
at 21:20
  • msg #378

Re: Episode Two - Part 2 - The Hard Row

Well.  Kelly hadn't expect that.  Maybe she'd be glad she had measured her response.
Fletcher
player, 202 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 6 Aug 2020
at 22:35
  • msg #379

Re: Episode Two - Part 2 - The Hard Row

Fletcher stepped back as the the armor crumbled.

That certainly was a result that more or less accomplished part of what he had been going for.
Rusty Harry
player, 334 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Thu 6 Aug 2020
at 22:42
  • msg #380

Re: Episode Two - Part 2 - The Hard Row

Harry also stepped back. Well. That wasn't something you saw every day. He looked over to the man now crumpled in Kelly's grasp, and wondered who had been piloting whom.
Prospector
GM, 537 posts
All that Glitters
Wh:0 R:1 B:1
Fri 7 Aug 2020
at 12:46
  • msg #381

Re: Episode Two - Part 2 - The Hard Row


Everyone looked on quietly while the man ceased and the armor fell to sudden,strange entropies.  Even for the day to day weirdness that is living in the World that Is, this felt strange.  Especially after all the fighting, shooting, chasing, screaming.  Just.  Quiet.

So quiet, you can faintly hear the repeated pop. pop. pop. of now distant gunfire back in the direction of the collapsed bridge.

The Lockesburg militia don't quite know what to say or do.  They absently start checking over the weapons.  Falling to training without guidance.  One is still tending to their wounded.

Crowboy remained at his perch, now on the roof of the cab.  He had been enjoying the show of watching Kelly manhandle the crazy man.  But the sudden-ness of the end seemed to steal even the talkative bandit's usual stream of conciousness.  Instead, he just gave a low, impressed whistle.

Prudence let her song fade away, nodded once, and carefully uncocked her pistol, "That'll do."  Without any more explanation, the gunhand limped her way back over and up to the big gun to give it a quick check.

Delilah did not seem particularly pleased.  In fact, she looked like the whole damn thing left her with a very bitter taste.  She shoved her Peacemaker back into the holster, "Well.  Fuck."
Rusty Harry
player, 335 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Fri 7 Aug 2020
at 20:41
  • msg #382

Re: Episode Two - Part 2 - The Hard Row

"Sounds like they might need some backup." Harry says as he looks in the direction of the gunfire. "With Iron Man here down, that's a major hit to these guys. And we still don't know what happened to the crew we were supposed to be ambushing. That's a whole lot of innocent people still unaccounted for. I reckon we ought to head back to the bridge. We'll need to find some sort of ford to continue on to deal with their camp." He looks over at Delilah. "You still got plenty o' chances to shoot folk, if you've a mind to."
Kelly MacLeod
player, 334 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Fri 7 Aug 2020
at 21:18
  • msg #383

Re: Episode Two - Part 2 - The Hard Row

Kelly sighed.  It never ended, this fight.  Connor, the man not the sword, had told her that.  Though before too long the sword would be speaking to her too if this kept up.

"You got it Harry.  Let's tie this bastard up in the back of the dog.  And gag him.  He will be held to account."
Fletcher
player, 204 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Fri 7 Aug 2020
at 21:31
  • msg #384

Re: Episode Two - Part 2 - The Hard Row

"Sounds like a plan."  Fletcher commented in reply to Harry's suggestion they head back to the river.

He spotted a few bits amongst the rusted remains of the Iron Man's suit that he stuck into various pockets, then made ready to leave.

The primary order of business was retrieving the dirt bike and getting it back on the trailer.

He spared a glance towards the raider's abandoned generator truck but logistically he'd have to see if someone from Lockesburg could come retrieve it.

It was too much good scrap to just leave by the roadside to get slowly picked over or consumed by nature.
Rusty Harry
player, 336 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Fri 7 Aug 2020
at 21:53
  • msg #385

Re: Episode Two - Part 2 - The Hard Row

"Is he even still alive?" Harry asked as he clambered back into the Dag's driver seat.
Prospector
GM, 540 posts
All that Glitters
Wh:0 R:1 B:1
Sat 8 Aug 2020
at 17:43
  • msg #386

Re: Episode Two - Part 2 - The Hard Row


Upon checking the Man closer, Harry had a point.  He was no more. He had ceased to be. He'd expired and gone to meet his maker. He's a stiff. Bereft of life, he rested in peace.  Well, based on what the Dogs knew, it was very likely the Man was not going to be resting in /peace/.  And thought of meeting /his/ maker....

The militia got back aboard as Harry headed for the cab of the Black Dog.  Prudence, already aboard, tsked quietly as she cleared the breech of the .50 and counted the remaining couple of shells.  It didn't take long.

Delilah gave Harry a narrow look at his comment about having a mind to shoot people.  She might prefer his tone, but she had little argument to his sentiment.  Needing something to do though and since she as already down, she jogged over to pick up Fletcher's bike and roll it back to the Dog.

Crowboy hopped down from his perch to assist Kelly in whatever direction she chose with the body of the Man.  The bandit grinned, "Went down like a punk without his armor.  You tossed him around like a sack of sticks.  Scrawny bitch..."
Kelly MacLeod
player, 336 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Sun 9 Aug 2020
at 02:18
  • msg #387

Re: Episode Two - Part 2 - The Hard Row

"Don't judge him too harshly.  Something... something was wrong about him.  I'm sure he made bad decisions, but it's a question of whether he got the evil he earned, or something more.  In the end I'm not sure if this was truly a man or a monster."

She looked at Crowboy.  "Love your enemies and pray for those who persecute you.  Toss the body in the back, we'll put him in a grave later."

If for no other reason I don't want him to raise as some weird techno zombie.
Prospector
GM, 542 posts
All that Glitters
Wh:0 R:1 B:1
Mon 10 Aug 2020
at 03:15
  • msg #388

Re: Episode Two - Part 2 - The Hard Row

Crowboy looked a bit shamefaced at the rebuke by the Knight, but nodded as though he understood and did as asked.  Everyone else loaded up and The Dog rolled out.


It didn't take long to get back to the broken bridge.  The crew of the strange truck were forced to deal with a few more of the stinking waterlogged dead that sloshed down the road.  But without numbers, they were easy, stinking pickings for the Dogs.  When they reached the bridgehead The Dog's bright lights cut through the darkness back and revealed a scene of ongoing carnage, unbelievably pungent carnage.

Without the truck to attract their attention, the mass of stinkers had crawled from the water onto the opposite shore.  On this shore they had been met by a steady hammering firing line from the force with the vehicles on the other side.  The pop pop of the carefully aimed fire of small arms was accented by a deeper, metallic TUUUNG sound.   The heavy metal bolts plowing disgusting lanes into the dead tide.  Some of the dead seem to be steaming and smoking, the grass near them scorched and smoldering as well.   The dead were being driven back to the water by the force.

The additional firepower that the Dogs brought back put paid to the small horde of drowned dead.  But obviously a heavy price was paid in ammunition at the very least.

Between the CB and signals from the militia group with the Dog, it was verified that the force across the water was the rest of the response force from Lockesburg.  Most of the taken had been rescued.  There were some casualties.  Martin is revealed to be in pretty critical way.  Dean is with the Lockesburgers.

An observation squad is left at the river to watch for any more risings.  The rest of the force, the Dogs, the hostages, the wounded, the tired, the weary, the beatdown... all pull back to the walls of Lockesburg for what little is left of the night.


There is grim joy that the raiders have been dealt two severe blows.  The first raiders stopped cold at the Harrison stead.  The second group taken apart at the Bear Creek bridge.  Hell, seemed like the wanderers even managed to bring down what might just be their leader.  There were losses.  Wounded. Some of the Whitten folk were gone on to whatever's next.  A few of the militia too while stopping the waterlogged dead.

Never rains, but it pours.

But Lockesburg seemed to be awful grateful for the wanderers and treated them a damn sight kinder than before.  Not bad folk.  Just cautious.  But after fighting that hard for them, the Dogs are basically family.  Martin got taken off with the rest of the injured to be tended to by their medicos as best they could.  The sight of the Templar revealed gets no small amount of reverential awe and whispered wonderings.  They really do exist...  Like the stories...

No rest of the wicked though.

McKellar is convening a meeting to plan what to do next about the rest of the raiders and their camp up on De Queen Lake.  And the people-eating reactor in the middle of it all.  The wanderers were, of course, invited.  Hoped for really.  Its obvious that the town and the militia want them to help, but don't feel able to ask.  McKellar... well.... he's a tough nut.  Won't beg.  But likely, secretly, hopes too.


For any that go to the meeting...

McKellar lays out what is known.  About the reactor.  About how the two raiders forces they'd smashed weren't the sum total.  They were still out there.  Possibly leaderless.  Probably very angry.  And with their hateful, hungry eyes set firmly on the resistant Lockesburg.

McKellar also makes it clear, "I mean to end it.  I can't leave them assholes sitting there while they figure out what they're gonna do next.  If'n I have the right of it,  They're gonna be disorganized right now.  Right now is the time to end it.  No waitin'."
Rusty Harry
player, 337 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Mon 10 Aug 2020
at 04:11
  • msg #389

Re: Episode Two - Part 2 - The Hard Row

Harry was nodding along. That had been his intention, as well. If they could put paid to this reactor, all the settlements for several hundred miles would be a damn sight safer. And it would also clear the way for them to finally continue West towards Bullhead City...or what was left of it.
Kelly MacLeod
player, 337 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Tue 11 Aug 2020
at 01:10
  • msg #390

Re: Episode Two - Part 2 - The Hard Row

Kelly joined.  Her tabard was long gone, she was in a borrowed gown of plain, offwhite canvas with only a few blood stains on it.  She had been playing nurse, which meant playing doctor.  Her medical skills were humble, but too rare to not deploy when they were needed, a weird combination of old world know-how she'd absorbed by osmosis and homespun post apocalyptic witchcraft.  She had done what she could.

"I can't argue with that."
Fletcher
player, 206 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Tue 11 Aug 2020
at 01:38
  • msg #391

Re: Episode Two - Part 2 - The Hard Row

Fletcher showed up, of course.  Lockesburg was just about at the top of the importance list to TexArcana.  If its people and its farms were overrun, more than just Lockesburg would be harmed.

"What sort'a resources is Lockesburg able ta commit?"  He asked.

The threat was certain, but Fletcher wasn't much of a gambler.  He wasn't the sort who'd be willing to go all in, but it (luckily) wasn't his responsibility to make that decision.  That fell on McKellar.
Hoyt McKellar
NPC, 20 posts
Lockesburg Captain
Wed 12 Aug 2020
at 03:11
  • msg #392

Re: Episode Two - Part 2 - The Hard Row

McKellar seemed to consider the question a moment, looking around the room at the other Lockesburg folk that were there.  Not everyone from the town.   The generally followed leaders.  The opinion makers.  A pair of young militia members that make be some kind of officers.

Finally, McKellar said, "I want to send the whole muster..."  The mood of the room changed in an instant.  You could almost hear the collective gasp.  The whispering.  It was plain that the idea of sending off everything they had was not going to be an easy sell.

One older fellow, Mister Brown maybe?,said, "Dammit son, ye can't send off ev'rybody.  You ain't got no way a knowin' what's up there.  What'll we do if'n you lose?  We'll be done fer certain..."  More voices began speaking up or whispering in side conversations.  Mention was made of ammunition already low...  Wounded...  Some already killed...

It was one thing to defend a wall or a homestead or ambush a raiding party...  It was quite another to go assaulting some raider camp with unknown numbers of enemies and goodness knows what else.

McKellar's lips thinned and he raised a hand.  The voices quieted respectfully, he continued, "And both of our new trucks.  I want to hit them with every damn thing we got.  We'll have to wipe them out.  Make it so they can't trouble anyone again."  He wasn't going to argue directly.  He was stating all of his intentions plain.

The townsfolk, obviously, were not ready to sign off on an All or Nothing raid.  One of the militia members stepped up.  She shouted to get some attention, "C'mon now!  We can do this!  We've been trained for this!  You want to wait till they come sneakin' up at night again?  What if they try to burn the farms?  What then?"  There were calls back...  You young folk...  You don't remember what it was like...  Let them try, we'll stop 'em at the walls...  They'll get through...  Overrun... The walls will hold...  Bring everyone in...  Attack them now...

The group began going back and forth.  McKellar looked grim.  Like he's not used to not just getting what he wants.  Many eyes in the room glance around at the wanderers; looking for backing for one side or the other....  Maybe just hoping the strangers will volunteer to take care of the problem...
Kelly MacLeod
player, 339 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Thu 13 Aug 2020
at 00:48
  • msg #393

Re: Episode Two - Part 2 - The Hard Row

Kelly took a seat.  She waited a moment, then began to speak.  She only raised her voice for the first sentence.

"Listen to me in silence, let the peoples renew their strength; let them approach, then let them speak; let us together draw near for judgment."

She wasn't loud, or pushy.  She was however curious if anyone would listen.

"Who stirred up one from the east whom victory meets at every step? He gives up nations before him, so that he tramples kings underfoot; he makes them like dust with his sword, like driven stubble with his bow.  He pursues them and passes on safely, by paths his feet have not trod.  Who has performed and done this, calling the generations from the beginning?"

She paused.  "Who?"

It wasn't rhetorical.
Fletcher
player, 207 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Thu 13 Aug 2020
at 20:00
  • msg #394

Re: Episode Two - Part 2 - The Hard Row

Fletcher waited to see what the reaction was to Kelly's statement.

He'd heard rumors about the Templars and the way they did things, though he really didn't know what was truth and how much of whatever might be was coming into play in this particular situation.
Prospector
GM, 544 posts
All that Glitters
Wh:0 R:1 B:1
Fri 14 Aug 2020
at 03:29
  • msg #395

Re: Episode Two - Part 2 - The Hard Row


The townsfolk grew gradually quieter as Kelly spoke.  The first ones to notice indicating the others.  She may not be wearing the cross right now, but by now everyone knew.  They'd heard.  Templar.  IT was enough that they were willing to listen.

Most seemed confused, possibly interested in her poetic sounding beginning.  Wondering where it would go.  They didn't have any particular answer to the question.

A scant few seemed to recognize something in it.  Nodding faintly, encouragingly.  Like the seemed to know a bit about where it was coming from. They didn't answer either.

McKellar remained stone faced, but didn't interrupt.  Just let it play out.
Kelly MacLeod
player, 340 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Fri 14 Aug 2020
at 03:56
  • msg #396

Re: Episode Two - Part 2 - The Hard Row

Kelly was quiet a moment.  Then she spoke.

"I do not believe you are fundamentally bad people.  I know this is damning with faint praise, but the circumstances have forced me to make a snap judgment.  I erred on the side of your being worthy, because I think it's better to do so."

She paused again but only briefly.

"You face a mortal threat to your very existence.  It is natural to be terrified.  I am.  It is natural to talk yourself into rationalizing courses of action which soothe that terror, even if you know there's more to consider than just that."  She took a natural pause.

"Permit me an indulgence in a clumsy and stupid analogy.  Imagine you all have a cannon and a small charge of explosive powder.  If everyone contributes all the powder they have, the cannon will fire at its maximum velocity.  If only some contribute while others run away to safety, it will still fire but who knows if the shot will travel far enough.  If too few contribute, well, they might as well have not bothered, the cannon ball won't leave the barrel.

"But it's more complicated than that.  Because aimed at you is another cannon.  You know it's going to fire at you.  The only rational responses are either flee, but if you do that, your fort will be razed and gone forever.  But you might live.  Might.  Or you could fire first and try to take out the enemy cannon.  You might pull it off, or it might turn out your cannon isn't powerful enough to win.  But half-measures either way don't make any sense.  So this is it, this is the threshold of death's door, mere moments from death if you don't do one or the other."

One more extended pause.

"You see, in their last moments people show you who they really are.  Who are you people?"

And with that, she was done making speeches, at least for the moment.
Prospector
GM, 545 posts
All that Glitters
Wh:0 R:1 B:1
Sat 15 Aug 2020
at 16:23
  • msg #397

Re: Episode Two - Part 2 - The Hard Row

Many of the townsfolk bristled a bit at the notion that they might not worthy and the Templar made a fast decision...  But they didn't interrupt.  Just stung a bit.  To their credit.  They listened to the whole thing.  And considered the question quietly for a moment after the swordswoman was done.....

It was the older lady that operated the EZ-Mart who spoke first, Lydia?, "We're survivors.  Always have been."  Nods of agreement accompanied her words, "Our families stayed when the town was near died out.  No jobs.  Nothing.  We stayed when them bombs fell.  We stayed when them raiders tried to move us.  We stayed when the dead rose up.  We stayed through damn near every awful damn thing that this world throws.  We defended it.  We built it.  We stayed."  She nodded towards McKellar, then Kelly, then the rest of the Dogs, "We ain't never been afraid to fight to defend it.  And if these folks that seem to know the business says we need to attack to defend it.  Then I reckon that's what we do."  Lydia shrugged, folding her arms over her chest, "I run a gas station.  I don't know how to run a war.  Maybe listen to them folks as do."

More general agreement.

Mr. Brown had staked his position earlier and wasn't going to give up easy, "I agree with all that.  I been here longer'n most anybody.  But in' that why we built all the damn walls?  Let these raiders come her like they done before.   Let them walk right into the cannon and we'll fight'em here. Like we always done.  Why go all the way up there?"

Spit.

The tobacco juice splapped into the floor near to the door of the room where Mr. Harrison stood, still holding his longbow.  He hadn't been there yet when the meeting started, but he'd stepped in at some point, "Cuz these bastards don't fight like we're used ta.  They sneak up in the dark.  They flash and scream and raise an all fired ruckus.  They'll blind you.  They'll scare the piss out of you ev'ry which way they can.  They'll make you look one way while they come in t'other.  They'll climb right on over your damn walls.  They see in the damn dark.  I know all this cuz they did it on my stead."  Spit. "If not for these here road folk, they'd have kilt or taken all of us.  They did it to the Whittens.  It ain't but luck that any of them are here."  He looked straight on at Mr. Brown, "Your walls won't mean shit to these cheatin' bastards.  You wait for them, you're dead."  Spit.  Harrison looked back over to Kelly and McKellar and he grinned a chaw-stained grin, "Jes imagine how surprised they're gonna be we show up in the sunshine.  Ready.  When we flash and scream and raise an all fired ruckus at their house.  Ought to be a good time."  Spit. "Now.  What's the damn plan?  I'm tired and I'd like to get some sleep once we kill these assholes."

After that, there wasn't much disagreement left in the room.  Even Mr. Brown didn't have much argument left.  Sure.  There were a few particulars to be nailed down.  Fast.  But Lockesburg was all in.  They just need a plan...
Rusty Harry
player, 338 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Sat 15 Aug 2020
at 16:36
  • msg #398

Re: Episode Two - Part 2 - The Hard Row

Good speech. Harry though to himself as he listened to everything. Just one question...what is the plan?

All their attempts to question the weirdos about the layout of their camp had, after all, not wound up going especially well, and he had no idea how they were actually going to get The Dog over the river with the bridge out.
Kelly MacLeod
player, 341 posts
Romans 2:1-3 PP1/10
P7T8(2) W0 R1 B2
Sun 16 Aug 2020
at 13:59
  • msg #399

Re: Episode Two - Part 2 - The Hard Row

Kelly knew her limits.  She could maybe motivate people into fighting, but she was a standard-bearer, not a general.  But she could throw out directives to jostle people who  did know something to act.

"We need maps.  We need inventories of weapons, supplies, manpower and transport.  Leave the less capable, maybe people who are not mobile but who can still operate a weapon, here as a garrison.  Someone here must be a hunter or a scavenger who may know an approach the raiders would not."

She didn't remember her parents too well sometimes, but one thing she remembered was her mother telling her that before the world ended, the fastest way to get the correct answer to a question was to put the incorrect answer onto a net and sheer human spite would bring the correct answer more quickly than one could find it doing proper research.  She had no idea why people before the war wrote questions on nets, but the principle applied.
Prospector
GM, 549 posts
All that Glitters
Wh:0 R:1 B:1
Tue 18 Aug 2020
at 04:06
  • msg #400

Re: Episode Two - Part 2 - The Hard Row


Once the decision was made, McKellar and the folk of Lockesburg began the work of mobilizing.  Kelly's general suggestions seem to be right within the frame of what the townsfolk were doing.  The logistics seemed to generally be under control.  Some of the folk in the meeting did leave to help take care of that.  The rest stayed as part of the planning operation.

Most of the older folks had grown up around here and know De Queen and the Lake pretty well.  Crude quick maps were sketched and the details argued over only a little.  They offered a few ideas for routes the raiders might not have considered.  But, ultimately there are only so many ways onto a peninsula by land.  If that's even where they were.

Some suggested the possibility of boats.  They didn't have many, but there were some bass boats around that probably still floated.

McKellar does not seem too keen on the idea of splitting up forces too much.  A small raiding force or distraction perhaps, but he wants most of his folk to stay together.

But the discussions ultimately lead to a few key points:

-The need for intel.  Somebody has to go ahead and scout the enemy position.  The location of the main raider band must be confirmed before the main force gets committed.  But who?  How many?  With what?

-If they are going to use a raid force, what is the objective?  Harrassment?  Distaction?  Or a targeted strike on some key point at the raider camp?  How is it going to get there?  Along the northern lakeshore?  Boats?

-The reactor comes up again and again.  What will they do with that thing?  How dangerous is it?
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