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: 176
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: 18
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: 138
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: 148
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: 18
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: 176
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: 148
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: 138
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: 18
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: 176
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: 148
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
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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: 18
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: 176
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: 148
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
User avatar
John Baxter
Posts: 138
Joined: Thu Jan 25, 2018 5:15 am

Re: Change o' Plans

Post by John Baxter »

John deftly
Punchy wrote: Fri Feb 26, 2021 9:33 am "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.
John shakes his head at this notion

"Negotiate with what though? The only thing he wants is something we don't have and have no way of getting, unless we try to fake some designs we briefly saw for about a minute."

As Emmerich arrives, John muses over their position.

"Emmerich is in charge. Take him out before the rest of his camp mobilise."
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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stormwell
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Re: Change o' Plans

Post by stormwell »

The steam wagon approaches and comes to a halt, though this time Emmerich does not dismount from the vehicle. Instead, he opts to address you from the open-topped driver's compartment of the vehicle with a scowl on his face.

“I see there were some… further difficulties. I truly wish we could have reached an accommodation. Unfortunately, the truth is my employers could never have been certain of our discretion even if we came to an agreement. So, I suppose, this outcome was inevitable.”

Emmerich then raises his left hand, as if on cue a large squad of X-Squaddies streaks into the sky from behind a hill 50 yards away streaming lines of smoke from their rocket packs. Simultaneously, an auto-gyro appears around the base of the hill, flying a few dozen feet above the ground as it closes on the herd.

Initiative

GM: King of Clubs
Archibald: Queen of Diamonds
Tashunka: Jack of Diamonds
Hope: Ten of Spades
Punchy: Ten of Hearts
John Baxter: Two of Clubs

From the, relative, safety of the steam wagon Emmerich
Weird Science 1d10!!: [9] = 9 Wild 1d6!!: [9!!] = 9
and unleashes a burst of electrical energy in your direction. The ball of energy
Damage 3d6!!: [13!!, 4, 1] = 18
with searing pain!

The driver attempts to move the steam wagon 30 yards away from you, whilst the gunner
Shooting 1d6!!: [1] = 1 Crit Fail Check 1d6: [3] = 3
with his Gatling gun but somehow misses you completely.

Note to Players
Soak rolls may be in order as you've taken 18 damage already from Emmerich's attack.

Emmerich and his gunner benefit from Medium Cover, the driver gets Heavy Cover. The X-Squaddies and auto-gyro will arrive next round.
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Hope Monaghan
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Re: Change o' Plans

Post by Hope Monaghan »

Soak 5; she will spend 3 PP to soak the second with holy warrior, leaving her with 1 Wound
Vigor 1d8!!: [5] = 5
Wild 1d6!!: [4] = 4
Healing 9
+2 Healer, -2 MAP, -1 Wound
Faith 1d10!!: [6] = 6
Wild 1d6!!: [10!!] = 10
Shooting 10 Raise!; Damage 17
-4 medium cover, -2 MAP, +2 shotgun
Shooting 1d8!!-4: [14!!]-4 = 10
Wild 1d6!!-4: [4]-4 = 0
Damage 4d6!!: [5, 5, 5, 2] = 17
Trail north of Denver
Morning
Round 0
Conditions: Warm

“Watch out!” Hope called out to the others, too late, as Emmerich fires something electrical at them. Hope grunts as she took the hit, but her silver cross glowed as something helped protect her from the worst of it.

“You sonuva…” Hope cut herself off as she lifted her shotgun. She took a moment to say a quick prayer to heal the last of her blistered skin and scorched red hair. Then she fired off one of her shotgun barrels at Emmerich, striking the man center mass.
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: 10/15
Ammo: Shotgun (1/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 2/3
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
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Re: Change o' Plans

Post by Punchy »

The Night Before.

“I did not risk my behind to share about how everyone hates Emmerich!! We need an actual plan, or this herd is as good as ground beef,” Punchy says, punching and twisting one fist into another for emphasis. He glances around, expecting more than the silence he receives.

Punchy swears aloud, then again. He pauses to grit his teeth, and proceeds to unleash a deluge of profanity that would make Wasatch blush as he paces, stomps, and kicks up dirt. Punchy only loses steam after 1d6: [1] = 1 minutes. He finally stops to sigh. ”I walked in on the path he’ll most likely come callin’. If you lot setup some sort of blockade with some
wagons for cover, I’ll sneak up from underneath and light him up wiv’ all my dynamite. Okay?”
Punchy walks off to make his
preparations.
Punchy prepares 12 sticks of dynamite in a single bundle, which he carries into the next day’s battle on a satchel.
- - -

Morning

50 yards ahead of the “blockade,” Punchy hides awaiting Emmerich’s arrival. As Emmerich approaches, Punchy closes his eyes and meditates, then melts into the ground like black oil. He bubbles up in the middle of the road, just in time to catch the back of the wagon and pull himself aboard. He waits, unnoticed, for Emmerich to make the first move.

Actions & Rolls
Avoid Notice
Stealth 1d8!!: [1] = 1
Wild Stealth 1d6!!: [11!!] = 11

Power: Burrow (2 PP +1 for Shroud Mod)
Focus 1d8!!: [5] = 5
Wild Focus 1d8!!: [7] = 7
Punchy will maintain the power for 5 more rounds to have the stealth bonus on his first attack, and impose a penalty to attacks against him of -1.

Rounds remaining on Burrow:
Rounds Lost 2d4: [3, 1] = 4
Climb in the back of the Steam Wagon
Athletics 1d8!!: [5] = 5
Wild Athletics 1d6!!: [1] = 1
- - -

ACTIVE EFFECTS:
  • ALL ATTACKS ARE -1 TO HIT PUNCHY; Maintaining Burrow+Shroud Power Modifier
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 6; Parry: 7; Toughness: 5;
Power Points: 11
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.
Last edited by Punchy on Mon Mar 15, 2021 9:06 am, edited 2 times in total.
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.

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Archibald Ellsworth
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Re: Change o' Plans

Post by Archibald Ellsworth »

Soak 8, Shake 5
Vigor 1d6!!: [8!!] = 8
Wild 1d6!!: [2] = 2

Shake roll 1d6!!: [5] = 5
Wild 1d6!!: [2] = 2
"Oh blast it!" Archibald cries as he gets hit by the searing electrical bolt, burning his skin and leaving his clothing singed. He readies his rifle and attempts a shot at the gunner.

Shooting
Shooting 1d6!!-5: [8!!]-5 = 3
Wild 1d6!!-5: [5]-5 = 0

Bennie

Shooting 1d6!!-5: [5]-5 = 0
Wild 1d6!!-5: [5]-5 = 0
Main Account: stormwell
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Punchy
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Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Silently, Punchy entered a
As a free action at the start of his turn, Punchy combines Drunken Style and Mantis Style with Celestial Kung Fu; attacks suffer -2 to hit Punchy, Punchy's Pace reduces by 2 to Pace 4, 1/round Punchy inflicts Vulnerable on an enemy that misses him with a Fighting attack.
as he
Stealth 1d8!+1: [4]+1 = 5
Wild 1d6!+1: [3]+1 = 4
Stealth Result: 5
stormwell wrote: Wed Mar 17, 2021 9:17 amEmmerich's Roll
Notice 1d4!!: [3] = 3
Wild 1d6!!: [1] = 1
Sneak Attack Result: Emmerich is Vulnerable to the following attack; Punchy gains +2 to hit, and also deals a total of 4 additional damage due to the Assassin Edge.


Time slowed as Punchy coiled to strike and his thoughts turned to his time spent working for Wasatach: he laid tracks, set dynamite, and watched his fellow laborers break under the impossible burden of Wasatch's bottom line. Cave-ins, dehydration, and 'experiments'. Really, Wasatch was no different from the gangs back home: it didn't matter who had whatever Emmerich wanted, Wasatch would chase a name if it meant making an example of their power. Sutter didn't deserve this, nor Hope, Tashunka, Archibald, or John. Not the cowpokes, and not the cattle.

Punchy felt his heart in fist, because he knew Wasatch's vengeance first-hand. He had stolen dynamite to thwart a planned cave-in that would crush an under-performing rail crew. Turns out Wasatch had other means, but somehow they learned he took it. They waited 3 years after Punchy left. He had bought land and built a house in that time. With soldiers and cannons, Wasatch leveled his homestead, scorched his field, and left his animals for the vultures. Punchy survived because he stepped outside to take a leak, and they didn't look for a body.

No, they don't deserve this - I do. Punchy looks up an Emmerich. This is for me.

Punchy
Punchy makes a Wild Attack, becoming Vulnerable until the end of his next turn, but gaining +2 to hit and damage this turn. Punchy also deals +1 damage with Grim Servant 'O Death (not included in roll below), and receives further bonuses based on the result of the Stealth Roll.

Wild Attack + Martial Warrior Edge
Fighting 1d10!+4: [9]+4 = 13
Wild 1d6!+4: [1]+4 = 5
Attack Result: 15, assuming this hits with a Raise

Wild Damage + Martial Warrior Edge
Damage 1d6!+1d6!+2: [4]+[3]+2 = 9
Raise 1d6!: [6!, 1] = 7
Damage Result: 21, accounting for Grim Servant 'O Death (+1) and Vulnerable (+4, Assassin Edge).

If this is enough to KO or slay Emmerich, Punchy uses any remaining movement to engage the gunner.


The blow peals with thunder, and Punchy bellows at the crew, "I've got twelve sticks of dynamite, and not a whole lot to lose! Get out of the..." Punchy uses a foul adjective in the infinitive tense. "...wagon!"

- - -

ACTIVE EFFECTS:
  • ALL ATTACKS ARE -1 TO HIT PUNCHY
  • Burrow + Shroud Modifier: 5/10 rounds remain, maintained for +5 rounds costing 1 PP; -1 to hit Punchy, +1 to Stealth
  • Drunken Style: Attacks against Punchy suffer -2 to Hit, Punchy's Pace reduced by 2.
  • Mantis Style: 1/round opponent becomes Vulnerable after Fighting Punchy and missing.
  • Wild Attack: Punchy is Vulnerable.
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 4; Parry: 7; Toughness: 5;
Power Points: 11
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.
Last edited by Punchy on Wed Mar 17, 2021 9:56 am, edited 2 times in total.
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.

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stormwell
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Re: Change o' Plans

Post by stormwell »

Emmerich's Roll

Notice 1d4!!: [3] = 3
Wild 1d6!!: [1] = 1
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stormwell
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Re: Change o' Plans

Post by stormwell »

Emmerich's Soak vs Hope 8, Two Wounds Soaked
Vigor 1d6!!: [1] = 1
Wild 1d6!!: [8!!] = 8
Emmerich's Soak vs Punchy 1, No Wounds Soaked
Vigor 1d6!!: [1] = 1
Wild 1d6!!: [1] = 1
One more Wound on Emmerich will Incap him, GM has spent Two Bennies for the Soak rolls.

A unit of 10 X-Squad Troopers and an auto-gyro now enter the fray, Emmerich orders for his Steam Wagon to pull back whilst he and his gunner deal with Punchy.

Initiative
John Baxter: Jack of Hearts
GM: Seven of Hearts
Punchy: Seven of Clubs
Hope Monaghan: Four of Diamonds
Tashunka: Four of Clubs
Archibald Ellsworth: Three of Hearts

Everyone bar Punchy needs to make two different Soak rolls for 1 Wound each, Punchy is Shaken.

GM's Rolls
Emmerich uses a Benny to Unshake, then his Electrostatic Gun to cast stun on Punchy.
Weird Science 1d10!!-4: [6]-4 = 2
Wild 1d6!!-1: [2]-1 = 1

Gunner shoots Punchy with Gatling Rifle, RoF 2.
Shooting 1 1d6!!-1: [5]-1 = 4
Shooting 2 1d6!!-1: [2]-1 = 1
Damage from one hit 2d8!!: [3, 4] = 7

Innocent Bystander triggered, Damage 2d8!!: [3, 5] = 8
Emmerich is Shaken.

X-Squad Troopers, Unit of Five
Shooting 1 1d6!!+4: [5]+4 = 9
Shooting 2 1d6!!+4: [4]+4 = 8
Damage 1 2d8!!+1d6!!+4: [1, 2]+[5]+4 = 12
Damage 2 2d8!!+1d6!!+4: [2, 4]+[3]+4 = 13

1 Wound each to Archibald, Hope, John and Tashunka with 4 Wounds randomly assigned to the Lazy s Cowboys.

X-Squad Troopers, Unit of Five
Shooting 1 1d6!!+4: [2]+4 = 6
Shooting 2 1d6!!+4: [5]+4 = 9
Damage 1 2d8!!+4: [3, 4]+4 = 11
Damage 2 2d8!!+1d6!!+4: [4, 7]+[2]+4 = 17

1 Wound each to Archibald, Hope, John and Tashunka with 4 Wounds randomly assigned to the Lazy s Cowboys.

Auto-gyro drops two-stick bundle of dynamite.
Athletics 1d6!!: [3] = 3
Deviation Distance 1d6: [5] = 5
Direction 1d12: [9] = 9
Misses Lazy S Cowboys and PCs.
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Punchy
Posts: 18
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Re: Change o' Plans

Post by Punchy »

OOC Comments
Going to roll Punchy's Spirit to try and lose Shaken, then go from there.
Spirit 1d8!: [3] = 3
Wild 1d6!: [4] = 4

Per rules for Firing into Melee, that gunner has hit Emmerich. Those results are relevant to what Punchy does on his turn.

UPDATE: The Gunner shook Emmerich, and I don't think Punchy would let Emmerich stay standing.
Punchy growls as the Gattling fire grazes him, and switches stances.
Punchy uses Celestial Kung Fu, and trades Mantis Style for Eagle Claw. His unarmed attacks are AP4 Heavy Weapons. He no longer inflicts Vulnerable on missed melee attackers.


Punchy
Fighting 1d10!: [1] = 1
Wild 1d6!: [4] = 4
Result: 4, awaiting Opposed Roll; +2 for Martial Warrior, -2 Multi-Action Penalty
trying to setup Emmerich for a finishing blow. Then, Punchy weaves in and
Fighting 1d10!: [10!, 6] = 16
Wild 1d6!: [3] = 3
Result: 18; +2 for Martial Warrior, -2 Multi-Action Penalty, +2 Vulnerable

Damage 3d6!: [4, 2, 1] = 7
Result: 12; +1 Grim Servant O' Death, +4 Vulnerable


Punchy's momentum carries him over Emmerich, and he does not hesitate to engage the gunner after connecting the solid blow. If I can take down the gunner, I have a chance to turn it on the X-Troopers, he thinks.

OOC Comments
Punchy uses his movement to engage the Gunner in melee. Punchy is no longer Vulnerable at the end of his turn.
----

ACTIVE EFFECTS:
  • ALL ATTACKS ARE -3 TO HIT PUNCHY
  • Burrow + Shroud Modifier: 6/10 rounds remain, maintained for +5 rounds costing 1 PP; -1 to hit Punchy, +1 to Stealth
  • Drunken Style: Attacks against Punchy suffer -2 to Hit, Punchy's Pace reduced by 2.
  • Eagle Claw: Punchy's unarmed attacks are AP4 Heavy Weapons.
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 4; Parry: 7; Toughness: 5;
Power Points: 11
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.
Last edited by Punchy on Fri Apr 16, 2021 12:31 pm, edited 7 times in total.
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.

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Hope Monaghan
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Re: Change o' Plans

Post by Hope Monaghan »

Soak first hit 5; Soaked
Vigor 1d8!!: [5] = 5
Wild 1d6!!: [1] = 1
Soak second hit 7; Soaked
Vigor 1d8!!: [7] = 7
Wild 1d6!!: [1] = 1
Shotgun Emmerich 15, Raise; Damage 9
+2 Shotgun
Shooting 1d8!!+2: [5]+2 = 7
Wild 1d6!!+2: [13!!]+2 = 15
Raise Damage 4d6!!: [3, 1, 4, 1] = 9
Trail north of Denver
Morning
Round 0
Conditions: Warm

Hope grunted as she was hit by two rounds from the X-squads, but it didn’t manage to get through the heavy overcoat she wore. She brought her shotgun up again to blast it at Emmerich again, emptying the other barrel into him.

***

Needs to reload shotgun.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 10/15
Ammo: Shotgun (0/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 1/3
Powers: Boost/Lower Trait, Empathy, Healing, Protection, Relief
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.


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
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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stormwell
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Re: Change o' Plans

Post by stormwell »

Emmerich's Opposed Test Roll

Agility 1d6!!: [4] = 4
Wild 1d6!!: [4] = 4

Emmerich loses, -3 from Wounds. Now Vulnerable.

Soak 1d6!!-3: [32!!]-3 = 29
Wild 1d6!!-3: [4]-3 = 1

Free Attack (Improvised Weapon) 1d4!!-5: [6!!]-5 = 1
Wild 1d6!!-5: [10!!]-5 = 5

Extra -3 to hit Punchy, Bennie....

Free Attack 1d4!!-8: [11!!]-8 = 3
Wild 1d6!!-8: [8!!]-8 = 0
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Punchy
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Re: Change o' Plans

Post by Punchy »

@stormwell:
Reaction
Emmerich provokes Improved Counterattack.
With a spin, Punchy catches Emmerich's improvised attack and pulls, shifting his momentum to deliver a tight,
Counterattack!
Fighting !1d10!: [9] = 9 Not sure if that extra exclamation will break something, got entered by accident.
Wild 1d6!: [6!, 2] = 8
Result: 11; +2 Vulnerable

Damage 2d6!: [6!, 2, 4] = 12
On Raise 1d6!: [3] = 3
Result: 18, potentially 20; +2/4? Vulnerable, +1 Grim Servant o' Death
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.

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stormwell
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Re: Change o' Plans

Post by stormwell »

Another Soak Roll

Vigor 1d6!!-3: [3]-3 = 0
Wild 1d6!!-3: [5]-3 = 2

Bennie

Vigor 1d6!!-3: [5]-3 = 2
Wild 1d6!!-3: [3]-3 = 0

EMMERICH DOWN!!
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Archibald Ellsworth
Posts: 148
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

Archibald sights his rifle at one of the Wasatch X-Squad Troopers and fires. Thankfully his shot, just barely, strikes true and one of the Wasatch enforcers is taken out of action.

Shooting 4, Damage 14
Shooting 1d6!!: [3] = 3
Wild 1d6!!: [1] = 1

Benny

Shooting 1d6!!: [4] = 4
Wild 1d6!!: [2] = 2

Damage 2d8!!: [3, 11!!] = 14
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Tashunka
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Re: Change o' Plans

Post by Tashunka »

Soak 15 vs initial Damage from Weird Science Lightning, No Wounds Taken
Soak 1d8!, Wild 1d6!: [8!, 7]+[2] = 17
Additional 2 Soak Rolls vs 1 Wound Each, Both Successful
Soak 1d8!, Wild 1d6!: [4]+[6!, 4] = 14
Soak 1d8!, Wild 1d6!: [5]+[4] = 9
Tashunka comes back to himself. It seems the first blast from the odd lightning gun had him stunned somehow, but he shakes it off and brings the horse around. Wordlessly, he puts the horse in a gallop and speeds towards the flying troopers, snapping his rifle up and taking a shot.

Shooting 1d8!, Wild 1d6!: [2]+[6!, 2] = 10 That's an 8, which should be a raise?
Damage 2d8! 1d6!: [4, 8!, 2]+[1] = 15 AP2

.
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stormwell
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Re: Change o' Plans

Post by stormwell »

Initiative

Archibald Ellsworth: Black Joker
Tashunka: King of Spades
GM: Jack of Diamonds
Hope Monaghan: Ten of Spades
John Baxter: Ten of Hearts
Punchy: Two of Diamonds

The surviving crew of the Steam Wagon take their contraption and retreat further and further from the battle with Punchy riding shotgun.

@Punchy, whilst taking your joy ride you notice an Automaton pounding away as it heads full steam for the battle.

The auto-gyro flies off, though only a short reprieve as it appears the flying machine is only going to circle back round.
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Punchy
Posts: 18
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Combat Actions - I don't think this affects anything anyone else might do, even though Punchy goes last this round.
Punchy will perform two actions on his turn. First, he'll cast Speed with the Quickness Modifier, then he'll Taunt the Automaton.
Focus 1d8!: [2] = 2
Wild 1d6!: [5] = 5
, Result: 4; -2 for MAP, +1 from Extra Effort costing 1 PP for a total of 4 PP
Taunt 1d6!: [4] = 4
Wild 1d6!: [5] = 5
, Result: 5; Quickness negates MAP, if successful he Provokes the automaton.

----

Punchy mantles over the edge of the Steam Wagon, spotting the automaton. He breathes deeply, and incorporates fluid motions into his stance. His movements gain a viscous, unerringly oily quality. The motions would enchant most observers, if he didn't then taunt the automaton.
Punchy wrote:HEY YOU, YOU WALKING BUCKET OF BOLTS! ARE YOU THE BOILER OR WASATCH'S LATEST OUTHOUSE?! GET OVER HERE SO I CAN PUT THE <Expletive> ON MY BOOTS WHERE IT BELONGS.
Punchy moves toward the Automaton as quickly as he can.

----

ACTIVE EFFECTS:
  • ALL ATTACKS ARE -3 TO HIT PUNCHY; Ranged suffer -5 to hit Punchy
  • Burrow + Shroud Modifier: 7/10 rounds spent, maintained for +5 rounds costing 1 PP; -1 to hit Punchy, +1 to Stealth
  • Speed + Quickness Modifier: 1/5 rounds spent; Punchy's basic Pace and running are doubled, and his total Multi-Action Penalty is reduced by 2.
  • Drunken Style: Attacks against Punchy suffer -2 to Hit, Punchy's Pace reduced by 2.
  • Eagle Claw: Punchy's unarmed attacks are AP4 Heavy Weapons.
Character Tracker
Montponch 'Punchy' Dupui Character Sheet
Pace: 8 or 10; Parry: 7; Toughness: 5;
Power Points: 7
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)
Combat Edges/Hindrances
  • Thin-Skinned (Minor): -2 penalty to resist Taunt
  • Ugly (Major): -2 penalty to Persuasion
  • Arcane Background (Chi Master): Punchy's powers are limited to self or touch.
  • Extra Effort: Punchy can spend Power Points to retroactively boost Trait Rolls to activate powers.
  • Celestial Kung Fu: Can combine the effects of two stances at a time.
  • Stances: 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
  • Provoke: On a successful Taunt, the target suffers a -2 Penalty to attack anyone other than Punchy.
  • Rabble Rouser: On a successful Taunt, the target suffers a -2 Penalty to attack anyone other than Punchy.
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: 176
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Cast Protection More Armor 5; +4 Armor
-2 MAP
Faith 1d10!!-2: [3]-2 = 1
Wild 1d6!!-2: [2]-2 = 0
Last benny to reroll
Faith 1d10!!-2: [7]-2 = 5
Wild 1d6!!-2: [5]-2 = 3
Trail north of Denver
Morning
Round 0
Conditions: Warm

With the bad guys pulling back or fleeing the field, Hope ducked behind cover for a moment to reload her shotgun. She said a prayer as she did so.

***

Protection (More Armor): +4 Armor (5r); Toughness: 10(4)
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 8/15
Ammo: Shotgun 2/2; 16); Peacemaker (6/6; 50); Winchester (15/15; 47); Derringer (2/2; 50)
Bennies: 0/3
Powers: Boost/Lower Trait, Empathy, Healing, Protection, Relief
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.


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
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: 148
Joined: Thu Jan 11, 2018 9:20 am

Re: Change o' Plans

Post by Archibald Ellsworth »

Archibald takes aim once more with his rifle and squeezes the trigger, once again he manages to strike one of the Wasatch Enforces. The Royal Engineer officer's efforts are rewarded by the said Enforcer spiralling through the air as they lose control of their rocket pack.

Shooting 7, Damage 11
Shooting 1d6!!: [4] = 4
Wild 1d6!!: [7!!] = 7

Damage 2d8!!: [7, 4] = 11
Main Account: stormwell
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stormwell
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Re: Change o' Plans

Post by stormwell »

Automaton's Smarts 14
Smarts 1d4!!: [14!!] = 14
Lazy S Cowboys
1. Shooting 1d6!!: [10!!] = 10
2. Shooting 1d6!!: [4] = 4 Damage 2d8!!+1d6!!-1: [2, 11!!]+[4]-1 = 16
3. Shooting 1d6!!: [2] = 2 Damage 2d8!!-1: [3, 5]-1 = 7
4. Shooting 1d6!!: [2] = 2
5. Shooting 1d6!!: [4] = 4 Damage 2d8!!-1: [2, 15!!]-1 = 16
6. Shooting 1d6!!: [7!!] = 7
7. Shooting 1d6!!: [2] = 2 Damage 2d8!!-1: [6, 1]-1 = 6
8. Shooting 1d6!!: [4] = 4 Damage 2d8!!-1: [2, 7]-1 = 8
9. Shooting 1d6!!: [5] = 5 Damage 2d8!!-1: [3, 13!!]-1 = 15
10. Shooting 1d6!!: [5] = 5 Damage 2d8!!-1: [14!!, 6]-1 = 19
Amidst a great thunder of fire, your accompanying squad of Lazy S Cowboys unleash a volley of fire upon the X-Squad Troopers. Such is the weight of fire brought to bear that your foe is vanquished, seemingly leaving you victorious. However, you hear a rattle of gun fire from close by.

Hearing Punchy's Taunt, the machine looks in his direction. For a moment the Chi Warrior could see what briefly looked like an malicious glee on the visage that passed for the construct's face as it brought it's Gatling gun to bear and
Shooting 1d8!!-5: [12!!]-5 = 7 Damage 2d8!!: [3, 5] = 8 Punchy Shaken
Shooting 1d8!!-5: [5]-5 = 0
Shooting 1d8!!-5: [7]-5 = 2
.

The X-Squad Troopers have been defeated whilst the Steam Wagon rumbles away, though the auto-gyro is circling around and will attack one last time next round.

Initiative

Punchy AS
Archibald QS
Hope 10D
Tashunka 9D
Baxter 5D
GM 3D
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Punchy
Posts: 18
Joined: Thu Dec 03, 2020 1:42 am

Re: Change o' Plans

Post by Punchy »

Combat Actions
Benny to clear Shaken.

Punchy will close to melee and take three actions to fight, making Wild Attacks. He nets out to a flat Fighting roll for each, due to Speed (Quick) and Martial Warrior.

All of the following attacks are resolved at +2, due to Wild Attack, Three Action Penalty, Speed+Quick reducing Multi-Action Penalty, and Martial Warrior.
Fighting 1d10!: [3] = 3 , R.Fighting 1d10!: [1] = 1
Wild 1d6!: [3] = 3 , R.Wild 1d6!: [1] = 1
Result: Critical Failure

Fighting 1d10!: [7] = 7
Wild 1d6!: [1] = 1
Result: 9 (+2)
Damage 2d6: [3, 4] = 7 // 9 (2, AP4 Heavy)

Fighting 1d10!: [7] = 7
Wild 1d6!: [1] = 1
Result: 9 (+2)
Damage 2d6: [1, 3] = 4 // 6 (2, AP4 Heavy)
Yes, I realize I forgot the bangs on the damage rolls. If I rolled any sixes, I’d have just rolled more dice.
Punchy closes distance to the Automaton and furiously hammers at its hull. His clawed stance allows him to find purchase only once against the machine's metal hide.
Last edited by Punchy on Thu Jun 03, 2021 8:07 pm, edited 2 times in total.
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: 176
Joined: Wed Jan 03, 2018 6:50 am

Re: Change o' Plans

Post by Hope Monaghan »

Rifle at gyro 5
-2 MAP (drawing rifle)
Shooting 1d8!!-2: [7]-2 = 5
Wild 1d6!!-2: [7!!]-2 = 5
Damage 4 AP 2
2d8!!: [1, 3] = 4
Trail north of Denver
Morning
Round 0
Conditions: Warm

Deciding that the shotgun wouldn’t be much use against the gyro, Hope dropped it and pulled her Winchester rifle, taking aim at the flying machine, wating until it came close enough, and firing.

***

Protection (More Armor): +4 Armor (4r); Toughness: 10(4)
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Power Points: 8/15
Ammo: Shotgun 2/2; 16); Peacemaker (6/6; 50); Winchester (14/15; 47); Derringer (2/2; 50)
Bennies: 0/3
Powers: Boost/Lower Trait, Empathy, Healing, Protection, Relief
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.


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
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
Tashunka
Posts: 18
Joined: Thu Aug 06, 2020 11:22 am

Re: Change o' Plans

Post by Tashunka »

Tashunka, seeing @Punchy's predicament, puts his spurs to his horse and begins riding hard towards his friend.

He moves 18 inches closer to Punchy
Horse pace: 14 (12 for horse, +2 for Born in the Saddle) + running die 1d10: [4] = 4 (increased from a d6 to a d8 by fleet-footed, which all horses have, and then from a d8 to a d10 by Born in the Saddle)
As he gets closer, Tashunka lifts his arm and a bracelet shakes free of his sleeve. Chanting something as he rides, Tashunka makes a gesture with his hand and a small fire springs from the bracelet and begins to swirl around Tashunka's arm. The swirling goes faster and faster, and the fire begins to take the shape of a bird, which explodes forward towards the automaton!

The bird comes up just next to the metal monster and bursts into a fiery whirlwind, filling the air with scorching light and utter chaos.

Raise on Havoc Power placed so the MBT touches the automaton but not Punchy
Faith 1d10!, Wild 1d6!: [4]+[6!, 3] = 13 -1 for running penalty = 8
Automaton is Distracted and must make a Strength roll at -2 for Tashunka's raise on casting (so -4 total on the Strength roll) or be blown 2d6 inches away from Punchy. If it hits a hard object while flying away, it takes 2d4 damage.
"Punchy!" he calls, "Get clear!"
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