Change o' Plans

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stormwell
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Re: Change o' Plans

Post by stormwell »

The last of the mechanical arachnids are dealt with decisively, though their remains amount to little more than molten metal amidst a smoking and bubbling pool of acid. At least half a dozen of the herd has been lost during the attack, though the acid used means it's simply safer to burn the carcasses rather than trying to salvage some meat. Whilst Sulter isn't happy about the loss of cattle, he nevertheless thanks you greatly for dealing with the mechanical raiders swiftly.




Following morning, Emmerich's steam wagon makes a return visit and the man himself is looking as sour faced as he did the previous day.
User avatar
Hope Monaghan
Posts: 171
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Intimidation 4
Intimidation 1d4!!: [1] = 1
Wild 1d6!!: [4] = 4
Trail north of Denver
Morning
Round 0
Conditions: Warm

Hope is decidedly less than friendly when Emmerich rolled up again in the morning. She greeted Emmerich with a shotgun leveled in one hand. The other threw a piece of acid-mangled metal at his feet.

“Did you all send those mechanical beasties at our herd last night?” she accused. “Best be careful answerin’.” She cocked her shotgun. “We done told ya we didn’t have yer papers or anythin’. Why you still around here?”
Party loot
300 rounds of .45 Colt ammo
6 tomahawks
$36 (Confederate)
$1,250
$400 gold dust
1 bow
10 arrows
***
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 8/15
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 3/3
Powers: Boost/Lower Trait, Empathy, Healing
Encumbrance: 112.75/140
Edges
  • Channeling: Raise on a Faith roll makes spell cost 1 point less.
  • Danger Sense: Notice +2 in a Surprise round. Notice –2 if no Notice roll allowed.
  • Guts: Free Spirit reroll vs Fear
  • Healer: +2 to all healing rolls (including magic).
  • Holy Warrior: Add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Punchy
Posts: 11
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Punchy bristles at the sound of the approaching steamwagon, and tightens his shoelaces. Nervous, Punchy decides its better to keep out of sight and let someone prettier than himself do the talking. Not that that's a terribly difficult qualification to meet, he thinks.
OOC Comments
Punchy will hide out of sight, but close enough to scramble up onto the wagon if the situation calls for it.
Stealth: Stealth 1d8!!: [6] = 6 ; Wild Stealth 1d6!!: [8!!] = 8
- - -
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 6; Parry: 7; Toughness: 5
Power Points: 15
Powers: Boost Trait, Burrow, Deflection, Smite, Speed
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit), Knives 5, Colt Rainmaker 6/30 (12/24/48, 2d6), Dynamite 6 (4/8/12, 2d6+2)
Edges/Hindrances:
  • Grim Servant 'O Death: +1 damage on all attacks, Critical Failures harm allies.
  • Arcane Background (Chi Master): Punchy's powers are limited to self or touch.
  • Surgical Precision (aka Assassin): +2 damage against vulnerable targets, or with The Drop.
  • Celestial Kung Fu: Can combine the effects of two stances at a time.
  • Stances: Mantis makes enemies vulnerable when they miss in melee; Drunken Style imposes -2 to hit Punchy, and -2 to Punchy's Pace; Eagle Claw gives AP 4
  • Martial Artist + Warrior: Punchy hits with a d6 unarmed, and has +2 to hit unarmed
  • (Improved) Counterattack: Can attack foes up to 3 times each round when they miss Punchy in melee.
Backpack & Worn:
  • Short, Shoes, Trousers, Flatcap
  • Gun belt, holster
  • Colt Rainmaker, 30 bullets
  • 2x Lockpicks, concealed in vest
  • 5x Knives
  • Box of Matches
  • 6x Dynamite Bundles (two sticks each)
Punchy typically rides with boots, duster, and chaps, but otherwise avoids wearing them when not required.

---
GingerGiant, of GingerGiant#6877 fame.

Characters
User avatar
John Baxter
Posts: 137
Joined: Thu Jan 25, 2018 5:15 am

Re: Change o' Plans

Post by John Baxter »

As they spy Emmerich and the steam wagon appear in the distance, John nods to the others.

"Wasatch can be a mite ornery when they feel like. Hope that that they aren't spoiling for a tussle, but best if we prepare just in case. Punchy, keep that dynamite of yours handy."

He then makes a beeline for some cover that would place him in a good vantage point to snipe at them, taking aim at Emmerich. Shoot the officer, scare the rest off.

stealth 1d8+2: [5]+2 = 7
wild dice 1d6+2: [1]+2 = 3
OOC Comments
Charisma: 0; Pace: 6"; Parry: 5 (½ Fighting +2); Toughness: 6 (½ Vigor+2 plus armor);

Lame

http://savagerifts.com/sr/viewtopic.php?f=114&t=1969
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Archibald Ellsworth
Posts: 145
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

"Steady now." Archibald says to Hope. "He does have us at a disadvantage."

"Look, sir, what would it take to convince you that we do process or even know about the papers you claim that we have?"
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stormwell
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Re: Change o' Plans

Post by stormwell »

Emmerich just scowls back, though he arches an eyebrow when Hope mentions 'mechanical beasties' and then completely ignores Archibald's question.

“Perhaps some of our inventions fell into the wrong hands and were released on your cattle. That would be a terrible event if it occurred, of course. Having seen how dire possible outcomes from these circumstances can be, I’m sure you can understand my interest in recovering my employer’s property. I would hate to see any further calamity befall your efforts.”

"Now I'll ask one more time; where are the documents from Roswell?"
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Punchy
Posts: 11
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Bloody 'ell. If I blow 'em up, th'bastards may never leave us alone - I got off by losing everything. Maybe someone can come up with a better plan while I plan for the worst. Clutching his dynamite-laden backpack, Punchy melts into a steaming pool of shadow that seeps into the earth. Nearly undetectable, his shadowy form surges toward the Steam Wagon's undercarriage.

Actions & Movement
Punchy will attempt to activate Burrow, targeting himself, with the Shroud (+1) modifier. This costs 3 power points, and lasts 5 rounds. As a Chi Master, has can only target himself unless he touches someone.
Focus d8!: [8!, 3] = 11
Wild (Focus) d6!: [1] = 1

Punch gets the raise, allowing him to 'burrow' at his full Pace. He also imposes a -1 penalty on all attacks against him and receives a +1 bonus to stealth rolls. The usual trapping for this power is as described, but adding Shroud makes him emit shadowy wisps of smoke.
- - -
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 6; Parry: 7; Toughness: 5
Power Points: 12
Powers: Boost Trait, Burrow, Deflection, Smite, Speed
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit), Knives 5, Colt Rainmaker 6/30 (12/24/48, 2d6), Dynamite 6 (4/8/12, 2d6+2)
Edges/Hindrances:
  • Grim Servant 'O Death: +1 damage on all attacks, Critical Failures harm allies.
  • Arcane Background (Chi Master): Punchy's powers are limited to self or touch.
  • Surgical Precision (aka Assassin): +2 damage against vulnerable targets, or with The Drop.
  • Celestial Kung Fu: Can combine the effects of two stances at a time.
  • Stances: Mantis makes enemies vulnerable when they miss in melee; Drunken Style imposes -2 to hit Punchy, and -2 to Punchy's Pace; Eagle Claw gives AP 4
  • Martial Artist + Warrior: Punchy hits with a d6 unarmed, and has +2 to hit unarmed
  • (Improved) Counterattack: Can attack foes up to 3 times each round when they miss Punchy in melee.
[/quote]
Backpack & Worn:
  • Short, Shoes, Trousers, Flatcap
  • Gun belt, holster
  • Colt Rainmaker, 30 bullets
  • 2x Lockpicks, concealed in vest
  • 5x Knives
  • Box of Matches
  • 6x Dynamite Bundles (two sticks each)
Punchy typically rides with boots, duster, and chaps, but otherwise avoids wearing them when not required.

---
GingerGiant, of GingerGiant#6877 fame.

Characters
User avatar
Hope Monaghan
Posts: 171
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Trail north of Denver
Morning
Round 0
Conditions: Warm

Hope glowered right back at Emmerich. “And I told you to talk to the Army. They took the papers. We don’t go ‘em, an’ you’re a long way away from those that do. So take your contraptions and head on back south. I don’t know who told you it was us, but they’re wrong.”
Persuasion 7
Persuasion 1d12!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5
Party loot
300 rounds of .45 Colt ammo
6 tomahawks
$36 (Confederate)
$1,250
$400 gold dust
1 bow
10 arrows
***
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 8/15
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 3/3
Powers: Boost/Lower Trait, Empathy, Healing
Encumbrance: 112.75/140
Edges
  • Channeling: Raise on a Faith roll makes spell cost 1 point less.
  • Danger Sense: Notice +2 in a Surprise round. Notice –2 if no Notice roll allowed.
  • Guts: Free Spirit reroll vs Fear
  • Healer: +2 to all healing rolls (including magic).
  • Holy Warrior: Add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Archibald Ellsworth
Posts: 145
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

"The good lady speaks the truth, sir." Archibald said, backing up Hope. "We presumed it was documents stolen from the Army given how eager the Army was to retrieve them."

"We cannot say with any certainty what those blasted papers contained, the Army was upon us before we even spotted them."
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stormwell
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Re: Change o' Plans

Post by stormwell »

Emmerich just grows angrier and angrier as he listens, though there seemingly comes a point where he decides he's heard enough. It's clear he doesn't believe what you're saying, but he doesn't right out say it. He abruptly turns and climbs into the steam wagon, then calls out. "I have little patience for your foolish obstinance."

"You'll hand over the papers if you know what's good for you." He adds, then directs his driver to leave.


Less than an hour after Emmerich’s steam wagon departs, you begin to smell smoke. Flames are visible a minute later, approaching rapidly from the east. Shouts rise up amongst the hands as they hurry to stop the herd from stampeding, Sutter gives orders and directs everyone's efforts.

Quick Encounter Time!

To control the cattle, roll your Riding skill. Failure means it takes a while to get the herd going in the same direction but they eventually get moving. A Critical Failure results in Bumps & Bruises for those involved.


Note to Players
Roll Survival at -2.

Success reveals the prairie fire was started deliberately. A raise will tell you that something like a flamethrower or similar devices was used to ignite the blaze.
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John Baxter
Posts: 137
Joined: Thu Jan 25, 2018 5:15 am

Re: Change o' Plans

Post by John Baxter »

John watches Emmerich go, keeping his rifle trained on him until he is out of range.

"He hasn't finished," he says confidently as he walks back to the group, rifle now slung over his shoulder and harmonica in hand.

As the flames approach them later, John swears inwardly

Not again he shakes his head as he spurs his horse into action to head off the cattle before they stampede

Survival 4 Riding 5
OOC Comments
survival 1d8!: [1] = 1
wild dice 1d6!: [4] = 4
riding 1d8!: [2] = 2
wild dice 1d6!: [5] = 5
OOC Comments
Charisma: 0; Pace: 6"; Parry: 5 (½ Fighting +2); Toughness: 6 (½ Vigor+2 plus armor);

Lame

http://savagerifts.com/sr/viewtopic.php?f=114&t=1969
User avatar
Punchy
Posts: 11
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Am I brave? Stupid? Something in between? Punchy wonders to himself as he grabs ahold of the Steam Wagon's undercarriage, using his fear to hold tight as much as his muscles. I've gone mad, but someone has to find out where this sod goes, and how many friends he has.

GM's Requested Rolls
@GingerGiant a Strength roll is gonna be required, though a level of Fatigue (Bumps & Bruises) will happen regardless of pass or fail but Crit Fail means a Wound

at the camp, I'd say three Stealth rolls (this includes getting out from underneath the steam wagon, sneaking about the camp and then sneaking out again)
Strength to hold on:
Strength 1d6!: [2] = 2
Wild 1d6!: [4] = 4

These are all made at -1 due to the fatigue incurred by holding on.
Stealth to detach at the camp:
Stealth 1d8!: [7] = 7
Wild 1d6!: [2] = 2

BENNY; ANOTHER BENNY; FINAL BENNY; LOYAL BENNY! Stealth to sneak around the camp:

Stealth 1d8!: [3] = 3 >>> Benny Stealth 1d8!: [2] = 2 >>> Benny2 Stealth 1d8!: [2] = 2 >>> FinalBenny Stealth 1d8!: [3] = 3
Wild 1d6!: [3] = 3 >>> Benny Wild 1d6!: [3] = 3 >>> Benny2 Wild 1d6!: [4] = 4 >>> FinalBenny Wild 1d6!: [2] = 2

Final, LOYALTY BENNY RESULTS for Sneaking 'round the camp:
LoyalBenny Stealth 1d8!: [7] = 7
LoyalBenny Wild 1d6!: [3] = 3

Stealth to sneak away!!!
Stealth 1d8!: [5] = 5
Wild 1d6!: [3] = 3
- - -

Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 6; Parry: 7; Toughness: 5
Power Points: 12
Powers: Boost Trait, Burrow, Deflection, Smite, Speed
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit), Knives 5, Colt Rainmaker 6/30 (12/24/48, 2d6), Dynamite 6 (4/8/12, 2d6+2)
Edges/Hindrances:
  • Grim Servant 'O Death: +1 damage on all attacks, Critical Failures harm allies.
  • Arcane Background (Chi Master): Punchy's powers are limited to self or touch.
  • Surgical Precision (aka Assassin): +2 damage against vulnerable targets, or with The Drop.
  • Celestial Kung Fu: Can combine the effects of two stances at a time.
  • Stances: Mantis makes enemies vulnerable when they miss in melee; Drunken Style imposes -2 to hit Punchy, and -2 to Punchy's Pace; Eagle Claw gives AP 4
  • Martial Artist + Warrior: Punchy hits with a d6 unarmed, and has +2 to hit unarmed
  • (Improved) Counterattack: Can attack foes up to 3 times each round when they miss Punchy in melee.
Backpack & Worn:
  • Short, Shoes, Trousers, Flatcap
  • Gun belt, holster
  • Colt Rainmaker, 30 bullets
  • 2x Lockpicks, concealed in vest
  • 5x Knives
  • Box of Matches
  • 6x Dynamite Bundles (two sticks each)
Punchy typically rides with boots, duster, and chaps, but otherwise avoids wearing them when not required.

---
GingerGiant, of GingerGiant#6877 fame.

Characters
User avatar
Hope Monaghan
Posts: 171
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Riding 3; Survival 3
+1 chaps vs fatigue
Riding 1d4+1: [2]+1 = 3
Wild 1d6+1: [2]+1 = 3
-2 difficulty
Survival 1d4-2: [4]-2 = 2
Wild 1d6-4: [6]-4 = 2
Ace 1d6!!: [1] = 1
Trail north of Denver
Morning
Round 0
Conditions: Warm

Hope shook her head and lowered her shotgun as Emmerich remounted his wagon. “That man is about as dense as a rock,” she said. “He’ll be more trouble for us.”

As if to prove her point, later in the day a fire started. Hope raced to Devil Eyes to move the cattle, which took longer than it should have, then went to investigate the fire, though Hope couldn’t really make anything out.
Party loot
300 rounds of .45 Colt ammo
6 tomahawks
$36 (Confederate)
$1,250
$400 gold dust
1 bow
10 arrows
***
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 8/15
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 3/3
Powers: Boost/Lower Trait, Empathy, Healing
Encumbrance: 112.75/140
Edges
  • Channeling: Raise on a Faith roll makes spell cost 1 point less.
  • Danger Sense: Notice +2 in a Surprise round. Notice –2 if no Notice roll allowed.
  • Guts: Free Spirit reroll vs Fear
  • Healer: +2 to all healing rolls (including magic).
  • Holy Warrior: Add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Archibald Ellsworth
Posts: 145
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

"Stubborn I'll say." Archibald comments in response to Hope. "Certainly a most detestable fellow."


When the fire is discovered, Archibald is quick to rally some of the ranch hands and assists with trying to keep the cattle under control. Weeks on the trail had helped a great deal with his horsemanship and his greater confidence shows as he helps to manage the herd.

Riding 5
Riding 1d6!!: [5] = 5
Wild 1d6!!: [5] = 5
Main Account: stormwell
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stormwell
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Re: Change o' Plans

Post by stormwell »

Spot a Sneaky Ninja Rolls
Stealth 1 1d6!!: [4] = 4
Stealth 2 1d6!!: [5] = 5
Stealth 3 1d6!!: [4] = 4
@Punchy, you manage to successfully sneak round the Wasatch camp without being seen but with a fair share of close calls. You notice that there is a heavy presence of Wasatch X-Troopers, armed with Gatling rifles and tending to rocket packs. Also of interest is some mechanics working on an auto-gyro and a tented area that is under heavy guard, though you manage to catch a glimpse through the canvas flaps of one of Hellstromme's infamous automatons.

Getting out of the camp again is done with little trouble, though it is bit of a hike back to the herd.


Rest of the posse, barely, manage to keep the herd under control. Though the implication that the fire may had been deliberately started is troubling to say none the least.

Sure enough the following morning you catch sight of Emmerich's steam wagon approaching once again. By now Sutter has lost his patience with the Wasatch agent and sends along 10 cowboys to accompany you as a show of force.
User avatar
Punchy
Posts: 11
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Punchy arrives back at the herd exhausted and out of breath, but gathers Sutter, Hope, Archibald, and John to explain what he's seen and his perspective:
"We can't keep running from that Emmerich fella. I took a ride on his steam wagon and snuck around the Wasatch camp - he's got a load of X-Troopers with gattlers and metal backpacks, an... "auto-gyro" I think they called it, and a metal !@#?in' man. If we take out Emmerich, we'll have an army after us. If we ignore Emmerich, he can catch up by land or air. But if we strike a deal - do him a favor - maybe he'll go away. I can fight, but we can't win this war by showing the cattle how to fire a gun." Punchy crosses his arms, having said his peace, and listens to what the others have to say.


- - -

Punchy is Fatigued,
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 6; Parry: 7; Toughness: 5
Power Points: 12
Powers: Boost Trait, Burrow, Deflection, Smite, Speed
Weapons: Unarmed (Range Melee, Damage Str+d6, +2 to Hit), Knives 5, Colt Rainmaker 6/30 (12/24/48, 2d6), Dynamite 6 (4/8/12, 2d6+2)
Edges/Hindrances:
  • Grim Servant 'O Death: +1 damage on all attacks, Critical Failures harm allies.
  • Arcane Background (Chi Master): Punchy's powers are limited to self or touch.
  • Surgical Precision (aka Assassin): +2 damage against vulnerable targets, or with The Drop.
  • Celestial Kung Fu: Can combine the effects of two stances at a time.
  • Stances: Mantis makes enemies vulnerable when they miss in melee; Drunken Style imposes -2 to hit Punchy, and -2 to Punchy's Pace; Eagle Claw gives AP 4
  • Martial Artist + Warrior: Punchy hits with a d6 unarmed, and has +2 to hit unarmed
  • (Improved) Counterattack: Can attack foes up to 3 times each round when they miss Punchy in melee.
Backpack & Worn:
  • Short, Shoes, Trousers, Flatcap
  • Gun belt, holster
  • Colt Rainmaker, 30 bullets
  • 2x Lockpicks, concealed in vest
  • 5x Knives
  • Box of Matches
  • 6x Dynamite Bundles (two sticks each)
Punchy typically rides with boots, duster, and chaps, but otherwise avoids wearing them when not required.

---
GingerGiant, of GingerGiant#6877 fame.

Characters
User avatar
Hope Monaghan
Posts: 171
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Trail north of Denver
Morning
Round 0
Conditions: Warm

Hope scowled at Punchy’s words and saw the steam wagon again. “What the hell does he expect us to do?” she growled. “We don’t have his damn papers! We told him who does. Nothin’ we can do about it!” She shook her head, loading up her guns and sticking them into their holsters on Devil Eyes.
Party loot
300 rounds of .45 Colt ammo
6 tomahawks
$36 (Confederate)
$1,250
$400 gold dust
1 bow
10 arrows
***
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 15/15
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 3/3
Powers: Boost/Lower Trait, Empathy, Healing
Encumbrance: 112.75/140
Edges
  • Channeling: Raise on a Faith roll makes spell cost 1 point less.
  • Danger Sense: Notice +2 in a Surprise round. Notice –2 if no Notice roll allowed.
  • Guts: Free Spirit reroll vs Fear
  • Healer: +2 to all healing rolls (including magic).
  • Holy Warrior: Add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Archibald Ellsworth
Posts: 145
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

"He is certainly proving to be tiresome." Archibald agreed. "Perhaps he's testing us to make sure we don't have anything to do with those dratted papers?"

"Either way, I'll grant you he's proven to be more stubborn than any ox or mule I've had the displeasure of encountering."
Main Account: stormwell
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