GM Spiderbeard's One Shot RPG Tour (Inactive)

Game Master Barvo Delancy

Deadlands: Reloaded
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Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Eileen stares hard at the air just above the ring, her brow furrowing. She's so intent on whatever it is that she's paying attention to that she actually gives a slight start when Bernard addresses her. She accepts the chain with a sincere ”Thank you,” and gives Bernard a small, weary smile. Looking past him, she also directs a smile of gratitude at Simon.

Turning back to the ring, she half-closes her eyes. ”This is such a bad idea,” she mutters under her breath before gingerly picking up the ring between thumb and forefinger.

Without further ado, she heads off in the direction Lottie went to prepare for the trip.


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Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

Lottie's voice drifts through the museum, though it seems muffled or far off. She's singing something, wherever she happens to be changing her clothes.

"He smiled as he passed me, with his goods and his gear. And that was the last that I saw of my dear..."

Several long minutes later, Lottie reappears, dressed like a storm cloud, if clouds consented to crinoline. Were a church bell to be layered in voluminous mourning dress, complete with whalebone corset and tight sleeves, then topped with a dark bonnet, it would look very similar Lottie. The dress reeked of money with a faint hint of lavender. The upper classes would recognise her as widow of some means.


.

Eileen:

"YES! Thank you so much! YOu have no idea what you have done for me. Thank you. Thank you."

The ring falls silent as you claim it.

As Lottie emerges it becomes clear that your time is running short and you should get a move on. Bernard shoves Eileen's clothes over to her to get changed so you can make your carriage.

Eileen - feel free to pick any period-appropriate clothing you wish provided it's on the wealthier side.

-------

With your tickets and clothes, and now with a haunted ring and a strange silver chain, you leave the Egyptian Hall. Much to the obvious relief of Bernard who gestures at your carriage. "Your taxi will take you to the airfield. Good day." The doors slam shut, and with them the discomfort Eileen had been feeling finally fades.

Standing outside is a nice enough-looking carriage with two mechanical horses leading it and no pilot. A door is open and there's enough room for four inside.

New scene now, feel free to roleplay out any reactions to your clothes, the surroundings, or engage in conversation with each other about your mission.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Eileen fidgets with the delicate tracery of black lace around her throat, appearing decidedly ill-at-ease in the expensive-looking pale green dress she now wears. Bereft of her cap, her coppery red hair (brushed for the first time in who knows how long) hangs down to her shoulders. She appears now as an older girl than the scruffy urchin back at the hall, more in line with her sixteen years of age.

”How'm I expected to climb in -this-?” she mutters under her breath, squinting down at the smooth fabric with dismay.

Self-consciously, she glances up at her companions, her pale cheeks flushing. She half opens her mouth as if she's about to speak, then drops her gaze and shuts her mouth again, content to let someone else pick up the burden of conversation.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

One eyebrow raises as Lottie comes back into the room; the other shoots up as Eileen returns. Leaning in close to Pembleton, Simon whispers: "Well, that's somewhat better. Now, if only we could teach them to speak properly, eh, what?!" Nudging the older man with an elbow, Simon practically beams at what he thinks is a grand jest.

Outside as the carriage rolls up, Bernard groans and shouts at the, now closed, doors to the Egyptian Hall: "Damn you, Huffington! What made you think 'carriage for four' was going to be big enough?"

Sighing loudly, Simon will climb into the carriage (assuming there's nowhere to sit on the outside, that is) and hold a hand out to Miss Eileen to help her inside - she's likely the only one who will be able to sit next to him.


Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

"Tuck the front of your skirts into your bloomers when you have to climb anything," Lottie whispers apologetically to Eileen as she takes a seat in the carriage. She settles in across from Simon and holds her bag in her lap.

"That's what my girls back home do. I know it sound ridiculous, but you're less likely to trip and one of these two would probably pop a pasty if you tore the dress." She gestures to Simon with a slight tilt of her head then offers him a motherly smile. "I do hope we don't have to do a lot of climbing though. My poor knees would never make it up a bell tower these days - unless I could take the stairs, of course." Lottie chuckles at the idea of scaling the outside of a church. It had been years - decades - since the incident at St. Alfege's.


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Although he allows his bag and pack to be placed on the carriage, Pembleton apologetically brings the long wrapped package inside the cabin with him. His mechanical hound Palamedes squeezes up on the floorboards under his legs, and he scratches it behind its ear as if it were a real dog that required comfort and affection.

Pembleton keeps a smile on his face, blinking his kind eyes at the team and feeling excited about being useful again despite their awkward beginning together.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

As Lottie speaks, Eileen's cheeks flush a little more, but she offers a silent nod of acknowledgment. She spends a few more moments staring down at her lap awkwardly.

Finally, she looks up. ”Something about this just feels odd,” she admits. ”If they know there's a bomb on board, why not do something already? Why wait for us to get there and risk something happening? How do they know there's a bomb but not...” She trails off, twisting her lips in frustration.

”Just seems odd, is all,” she concludes awkwardly, her voice just above a murmur.


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

”An excellent point, Miss Gallagher,” Pembleton replies after a moment. ”I assumed that our masters did not know what the bomb was precisely, and that a reason exists that the flight must take place. Perhaps the device requires someone to detonate it?Ghastly thought, that. Or,” he muses, ”that the device is the person themselves. A zealot, perhaps. Or a clockwork man, primed somehow.”


.

You all settle into the carriage with Eileen squeezing in besides Simon's prodigious bulk. Palamedes continues to shift a little bit, the clockwork creature having some difficulty getting used to the small space before he finally settles down and places his head on Pembleton's foot.

As you settle in and begin discussing your strange orders, a tinny voices starts to bark out through a horn-shaped instrument in the roof.

WELCOME TO THE DRIVERLESS CARRIAGE, ANOTHER MIRACULOUS INVENTION BY LEMEUL PARKES. PLEASE ENJOY A COMFORTABLE STATE OF THE ART RIDE.

With a violent jolt, the carriage lurches to life and begins to lead you to your destination, the airfield.

Feel free to carry on the conversation.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Trying to squeeze himself to take up as little room as possible (to no effect), Simon smiles apologetically at Eileen.

Listening to the others speculate, Simon chimes in: "I believe the idea is to catch the bombers in the act - presumably, that means they will have to be on board. At any rate, I've begun to suspect that this scenario is merely a test of our ... [the announcement drowns out the rest of what Simon says] "Ah yes, Parkes! He is the savant responsible for this Emmanuel, this airship we will be sharing. I wonder if he will be on board as well."


Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

"I very much agree with Miss Eileen," Lottie says in a soft voice. She's sitting back with her eyes closed as though this were definitely the right time to take a nap. "It's very odd indeed. What could the four of us possibly have in common that would make us the ideal companions for an outing such as this? Why are we called to look in on a hoax?"

Lottie opens her bag and roots around in it for a moment before producing a small piece of paper. She scans it, nodding and hmm-ing to herself.

"The Emmanuel has been the victim of a cruel hoax, where an undetermined villain has attempted to ruin its first flight with the threat of a bomb."

She folds the paper up neatly and returns it to her bag.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Eileen perks up a bit. "Hoax?" She pauses, pursing her lips.

"Now, ya see, I was told it was a real bomb, an' we're to find it an' dispose of it - also to catch any conspirators. More an' more, this seems like some kinda...set up, a-" She nods at Simon. "test."

She turns her attention back to Lottie. "They told you it wasn't real? Why would they give us different instructions?"


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Simon's eyes narrow slightly: "Miss Eileen and I, at least, appear to have received the same instructions - find and dispose of bomb, identify and apprehend those responsible - perhaps you'd like me to read this note for you?"

Simon's condescending tone leads you to believe he thinks you too old to properly make out the words, which isn't true in the slightest! He just thinks you're illiterate.


.

As you start to discuss the inconsistencies in your notes, there's a loud bang as the carriage slams into a pothole in the road, jolting you. Looking out the windows, it's now obvious that you're going very fast indeed and people are starting to dive out of the way.

YOUR COMFORT IS OF THE GREATEST IMPORTANT TO ME, THERE WILL BE A SHORT SURVEY UPON YOUR ARRIVAL

General knowledge, streetwise, or a skill related to navigating London:

The aerodrome is in the hamlet of Heathrow, which is distinctly west of Picadilly. You were heading north and have now rather violently veered eastwards and towards the neighbourhood of St. Giles, a rather desperate slum.

If you can convince me a skill you have is related, make a roll. Otherwise general knowledge or streetwise. Beat a 4 to read the spoiler.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Streetwise: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1

The jolt in already-cramped quarters momentarily pushes Eileen against Simon's side. She spits out a curse and leans back in the other direction, practically pushing her nose into the window. Her eyes widen a bit as she gauges the speed and recklessness of the carriage's progress then squint in confusion as she begins to recognize the group's surroundings.

"This, uh...this don't seem right, yeah? S'like we're going the wrong way."


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless
Quote:
"This, uh...this don't seem right, yeah? S'like we're going the wrong way."

"Oh dear," Pembleton replies uselessly, not knowing his way around London if it took him by the hand. "Oh-dear-oh-dear-oh-dear."

Holding on to his lengthy package tightly with both hands, he remains oddly unconcerned about the high speed and turns his intention towards looking for where the controls and power supply may be.

Investigation: 1d8 ⇒ 4
Wild die: 1d6 ⇒ 4


Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

"Oh sweet, merciful heavens!" Lottie exclaims, completely bewildered. She casts around for anything that may be useful in getting this ridiculous contraption to stop and let her out.

notice: 1d8 ⇒ 8
wild: 1d6 ⇒ 4
explode: 1d8 ⇒ 7


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Simon looks quizzically at Pembleton: "Why wouldn't we just shoot the horses?"

And, so saying, Simon will unlimber his pistol.

Is there a window or a door to lean or aim out of?
Simon will also happily shoot anything else the gang suggests, but shooting something is his solution to most problems.


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

"Because they're made of steel, because bullets ricochet, because this is a public street with civilians around, and because the whole thing can be shut off without the need for a public display of firearms? Good God man, put that thing away."

Pembleton harrumphs through his cheeks and continues to look about, a monocle sliding down automatically from the brim of his hat over his right eye.


.

Sorry for not getting a post in, will have one up today.


.

Simon grabs his pistol but the carriage is sealed for your comfort and safety. He'll have to break the glass.

You continue to careen around within the carriage like dice in a cup. Lottie narrowly manages to avoid being squashed by Simon, and she manages to notice what looks like an emergency lever buried int he side of the door. It'll require some strength or leverage to yank it open, but it should either open the doors or shut down the carriage.

You can make a strength check at -2 (so beat a 6) to yank the lever. OR if you can find a clever way to get out, try that and don't take a penalty on your roll.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Eileen reaches out, desperately trying to steady herself in the jostling carriage. Pressing her back against whatever surface or occupant is most convenient, she braces herself as best she can and kicks with both feet at one of the windows.

Strength: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6

Explode 1: 1d6 ⇒ 1
Explode 2: 1d6 ⇒ 4


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

If he's noticed as well, can Pembleton give Lottie a hand with the STR check?

Quote:

Holding on to his lengthy package tightly with both hands, he remains oddly unconcerned about the high speed and turns his intention towards looking for where the controls and power supply may be.

Investigation: 1d8 ⇒ 4
Wild die: 1d6 ⇒ 4


.

He can, but Eileen had a great roll!

Eileen manages to get her slender hands around the lever, and curls her body up against hte door before yanking with her arms and feet. There's a CA-CHUNK and the door flies open, revealing the cobbles of St Giles flying by at a worrying speed.

EMERGENCY LEVER ACTIVATED PLEASE REMAIN SEATED the disembodied voice shouts in what sounds like a worried tone. The sound of several gears whirring fills your ears before the carriage stops very, very suddenly. You are all thrown violently against one another before collapsing in a pile, with Eileen just flying out of the open door but thankfully rolling on her shoulder nicely.

As you start to collect yourself, you see that the carriage was heading down a dead-end alleyway. And there are people there waiting with cudgels. They seem too stunned to react to the situation.

These men have ill intent. However, thanks to some good checks you have a moment to react and prepare yourselves.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Disentangling himself from whoever was sitting opposite in the carriage, Simon steps neatly down from the carriage, brushing lint from his jacket. In an eyeblink, his rapier and pistol are in his hands.

"Ah! Good morning, lads. I, for one, am glad to see you - I quite needed a stretch."

Revolver: 1d10 ⇒ 9
Wild: 1d6 ⇒ 1
Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8

I'm not sure how combat against multiple opponents will work - Simon will attack the next closest thug if the first is down
Rapier: 1d10 - 2 ⇒ (9) - 2 = 7
Wild: 1d6 ⇒ 5
Damage: 1d6 + 1d4 ⇒ (1) + (3) = 4


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Pembleton blows out some air from his puffy jowls as he gains some release from Simon's large frame, and checking that the ladies are both well, pulls his sweaty body out the carriage door up onto the roof of the vehicle.

Unwrapping his rail gun - a long, gleaming, elegant contraption of steel and copper with a polished would stock - he drops to one knee in preparation.

"Prisoners would be ideal!" he says loudly over the booming revolver below, looking down the sight at the third man after clicking the scope to one side and loading the chamber.


.

Okay, backing up and applying the rules as they are written. We are in a SURPRISE around, which means I will deal initiative.

GM Rolls:

Notice: 1d4 ⇒ 31d4 ⇒ 21d4 ⇒ 11d4 ⇒ 41d4 ⇒ 31d4 ⇒ 4

Initiative:

PEMBLETON - Joker!
SIMON - Jack of Spades
EILEEN - Jack of Hearts
LOTTIE - King of Spades
BAD GUYS - 10 of Diamonds

We'll try this without a map. The scene as it stands is you guys are roughly 20' from the thugs, standing beside your carriage which has broken down. The thugs are at the end of the alley and four of the six are surprised. They have simple melee weapons - cudgels and knives. Initiative says that everyone gets their action and are assumed to be standing outside of the carriage.

You can all move and perform one regular action. An action could be readying a gun, attacking, or performing a trait test. Each action subtracts 2 from ALL rolls. You cannot perform an action more than once, unless you're firing a gun with a high rate of fire.

Simon's weapons are in his hands in an instant, and he fires off a crack shot which takes one of the thugs in the chest. The young man goes down, blood spilling onto the cobbles.

Lottie:

Although this isn't your side of the Thames, you can see some younger children watching the fight from a distance. You think you recognize a couple.

Eileen:

You see the spirit of a young woman floating about, wailing angrily at the end of the alleyway. It's likely something Bad happened here. The spirit in your ring is making some disquieting noises but hasn't said much.

Eileen and Lottie have full actions. Pembleton and Simon can move if they want to close distance. Pembleton also has a JOKER and thus a +2 on all rolls. I'd recommend shooting someone since you cancel out the penalty.

Round One:

Pembleton (Joker, may act when he wants, +2 to all trait tests)
Simon
Eileen
Lottie
---
Bad Guy 1 (hold)
Bad Guy 2 (hold)
Bad Guy 3 (hold)
Bad Guy 4 (hold)
Bad Guy 5
Bad Guy 6


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

True to his "shoot first, ask questions never," Simon fires off a shot, then approaches the thugs with rapier poised.

Simon's pace is only 5, but I think he can still close the gap (assuming 1 pace = 2 yards = ~6 feet)


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Eileen's head jerks up at the sound of the gunshot. "Oh, for the love of-" she hisses, fumbling for a moment with the unfamiliar, constricting sleeves of her dress. A moment later, a thin knife appears in her hand. Quickly surveying the group at the end of the alley, her eyes narrow as her gaze fixes on something behind the group.

As fast as she can in her new attire, she darts behind the carriage and hops up on to the back.

Basically, she'll draw one of her knives and then duck out of sight behind the carriage, hoping that she can catch one of them unawares as they get closer. Let me know if you want a climbing/agility roll.


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Okay - trying this again. Apologies if it's a bit long, for flavour - or if I'm doing it wrong.

Pembleton blows out some air from his puffy jowls as he gains some release from Simon's large frame, and checking that the ladies are both well, pulls his sweaty body out the carriage door - but up onto the roof of the vehicle, not the street. His voice, so often jovial, is suddenly cool.

"Palamedes," he says over his shoulder. "Mordred directive. Three insurgents, east-southeast at six yards. Target the vanguard, please. Fass!"

At the German command the clockwork dog is suddenly out the door and, bounding silently, marks the center man of the trio.

Fighting - Bite: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Also, not sure if Agility (d8) or Fighting (d6) is applied here? And does he get a Wild die?

Up on the roof and leveling his package after having removed an end cap Pembleton drops to one knee and aims for the same target as his hound. After a short crackle and hum, the weapon slides forth a projectile with a quiet clack-clack-clacking noise.

Sir Pembleton's Rail Gun: 1d8 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 ⇒ 3
Damage: 2d6 ⇒ (1, 2) = 3

Does the Wild get a +2 as well...?

"Prisoners would be ideal!" he says loudly over the booming revolver below.


Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

Lottie remains near the carriage, well away from the fight. She clutches her handbag as her eyes scan the alleyway before calling out. "Mildred! Harold! Big Tim! Come now, I see you there hiding away! These men are trying to hurt us. Land a hand, dearies!"

Persuasion: 1d10 + 2 ⇒ (5) + 2 = 7
Wild: 1d6 ⇒ 3

Lottie will use her 'connections' edge to try and get some of the street urchins to interfere in the fight.


.

@Pembleton - Your dog doesn't get a wild die. The +2 from your poker card. Fighting is used for melee attacks.

@Eileen - you'll want a sneak check. I'll roll it to keep things moving.

GM rolls:

Eileen's Sneak: 1d8 ⇒ 41d6 ⇒ 4
Attack: 1d8 ⇒ 31d8 ⇒ 6
Damage: 1d8 + 1d4 ⇒ (6) + (2) = 81d8 + 1d4 ⇒ (4) + (2) = 6

Initiative:

PEMBLETON - 7C
SIMON - 10S
EILEEN - 9S
LOTTIE - JH
BAD GUYS - 4S

Palamedes lets out some robotic barking noises and charges for the thugs, but they sidestep his bite. An electrical crackle fills the air before projectiles fly our of Pembleton's rail gun at incredible velocity. He manages to strike a target, but it's only a very minor wound and they are very much still in the fight.

Lottie calls out to some shadowy figures flitting at the edge of the fight. There's a brief commotion, and then a few children rush out, keeping their distance. They start pelting one of the thugs with debris. "We've gotcher covered Missus Lottie!"

Two of the thugs burst into action, apparently with their wits about them enough to do something. One tries to beat on Palamedes with a club, while the other screams bloody murder, charging for Simon! The attack on Palamedes bounces off of the robo-dog, while the thug screaming at Simon has his blow parried by the boisterous nobleman.

Round Two:

Pembleton
Simon
Eileen
Lottie
---
Bad Guy 1 (attacking Palamedes)
Bad Guy 2 (attacking Simon)
Bad Guy 3
Bad Guy 4
Bad Guy 5 (-2, pelted with rocks)

Joker means I reshuffle the deck, but you're lucky and everyone goes before the thugs again! Everyone is up! Eileen, you are successfully hidden and can get a sneak attack in on the guy attacking Simon.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

As the thug rushes Simon, Eileen leans out from her place of concealment behind the carriage. As soon as he stops running and his attack is knocked aside by Simon, she lets her knife fly.

Throwing: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2

which could succeed or fail depending on range, so just in case

Hypothetical damage: 1d6 + 1d4 + 2 ⇒ (4) + (3) + 2 = 9


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Rapier poised, Simon casually, almost lazily, taps aside the club. His wrist twists back toward the thug: "Ha! Parried! And now, Riposte!"

Rapier: 1d10 - 2 ⇒ (10) - 2 = 8
Ace!: 1d10 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 ⇒ 2
Damage: 1d6 + 1d4 ⇒ (5) + (3) = 8
So, that's a 14 to hit, right? and 8 damage.

"After the Riposte, Gun!"
Whether or not that takes this guy down, Simon will fire his pistol at the next closest thug.
Pistol: 1d10 ⇒ 4
Wild: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 4
Damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Ace!: 1d6 ⇒ 5
Ace on one of the damage dice still counts? If so, that's 10 to hit and 16 damage.

I want Aces in every game!


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

Palamedes lets out a deep metallic-sounding roar and bites again.

Bite: 1d6 ⇒ 3
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Pembleton aims higher, looking to wound the same man that is fighting his hound from his position atop the carriage.

Rail Gun: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Damage: 2d6 ⇒ (1, 2) = 3


.

Aces ONLY apply to trait rolls and never damage. You can't use bennies on damage either. We're learnding!

Eileen pokes her head from around the carriage and lets fly a knife. It strikes slams into the thug's side. He collapses to his knees, and is quickly dispatched by Simon's rapier. There's another crack of pistol shot as Simon takes down -another- thug.

Pembleton appears to be having less fun as his rail gun crackles before pinning a thug's jacket to the wall, but not doing any damage. Palaedes runs around but fails to bite anyone.

Lottie is up! Note on the damage - you need to exceed a certain threshold (the baddies' toughness) to actually hut someone. Pembleton's crappy damage rolls mean he's hitting but not hurting anyone.


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Female Human Face | Wound: 0/3 | Parry: 5 | Toughness: 5 Edges: Connected | Hindrances: One Eye, Cautious

Lottie holds up her bag threatening, as though thugs with cudgels would be intimidated by an old lady with a massive handbag.

"Oi, ratbags!" she shouts, waving the bag around. Whether she means the thugs or that her bag is actually full of rats is largely unclear. "Enough with the mafficking and let us through! Do yer ol' trouble and strife know what yer up to out here, man-handlin' the bin lids? Right bricky of you!" The more Lottie shouts, the angrier she gets. The carpet bag picks up speed, likely endangering the life and limbs of anyone foolish enough to get too close. "Me old pot here will give you a good swift one in the orchestra! Now getcha near and don't leave 'til yer the bloody elephant's or I'm callin' for the Sweeney!"

Since Lottie isn't much of a fighter, she's just going to hurl abuse at these bastards in a probably misguided attempt to threaten them.

Translation:
Hey, jerks! Tone it down and let us go! Does your wife know what you're doing, attacking children? How brave! This man here will kick you in the balls. Now get out of here and don't leave until you're drunk or I'm calling the police!


.

That would make use of your taunt ability, which is a test of will or opposed roll. On a successful roll, you get a +2 to your next action, and if you get a raise, the target is shaken!

Lottie's Taunt: 1d4 + 2 ⇒ (3) + 2 = 51d6 ⇒ 2
Goon's Smarts: 1d4 ⇒ 4

Despite being pelted with rocks and dung, the goons rally and charge! With two of their number dead or incapacitated, only four remain. Two continue to try on beat on Palamedes while the remaining two charge for Simon and Pembleton.

There's a very worrying clang as Palamedes is dented and knocked over. As Pembleton tries to figure out what happened, a cudgel slams into his ribs as thugs run up to him, a desperate look in their eyes.

GM Rolls:

Attack: 1d8 - 2 ⇒ (5) - 2 = 31d8 ⇒ 81d8 ⇒ 11d8 - 2 ⇒ (7) - 2 = 5
Explosion: 1d8 ⇒ 1
Damage: 1d4 + 1d8 ⇒ (2) + (6) = 8
Damage: 1d4 + 1d8 ⇒ (3) + (7) = 10
Damage: 1d4 + 1d8 ⇒ (4) + (4) = 8

Initaitive:

PEMBLETON - QS
SIMON - 4C
EILEEN - 2H
LOTTIE - 3C
BAD GUYS - 4H

Round Three:

Pembleton

---
Bad Guy 1 (attacking Palamedes)
Bad Guy 3 (attacking Palamedes) (-2, pelted with rocks)
Bad Guy 4 (attacking Simon)
Bad Guy 5 (attacking Pembleton)
---
Simon
Eileen
Lottie

Pembleton and Palamedes are shaken! Both are unable to act unless they succeed at a spirit roll. You can act if you succeed at the roll. Palamedes gets a +2 to recover from being shaken for being clockwork. You can spend a benny to remove shaken status.

Pembleton is up! Initiative shifts every round.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Quick note - because of my "quick" edge, I redraw any time I draw a 5 or lower on initiative

Rules excerpt:
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you
may discard and draw again until you get a card higher than 5.


Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Were there six or seven thugs to begin with? Simon took one out in the surprise round (Round 1), and two more went down in Round 2


.

Eileen draws the 7 of hearts and she's up!

And you're right, only four left. I'll remove one of the ones on Palamedes, which is the one who successfully hit. Pembleton - this means Palamedes is fine and can act normally. I still need your spirit roll though.


Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

Hearing the sounds of the older man coming under attack, Eileen jerks her head in the direction of the skirmish. With a silent curse, she extracts another knife from her sleeve and vaults up to attack the assailant from behind.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1


.

Eileen leaps at her assailant. "GITOFFME" who manages to fling her off before she's able to do any damage.

Pembleton and his rusty hound are still up!


.

Okay, definitely using a map next time. Pembleton is on the carriage roof. So as a result, the thug attacking him went for Simon instead. Pembleton is fine, however Simon is a tough guy and shook off the damage!


Male Human Savant | Wounds: 0/3 | Parry 2 | Toughness 5 | Shoot 8, 2d6 / Magnetic Vest (-2 to be hit) | Edges: Weird Science, Gadgeteer, Clockwork Friend, Mr. Fix-It | Hindrances: Curious, Doubting Thomas, Clueless

"Bugger," Pembleton says under his breath. His mind fully aware that he has not levelled a weapon at anyone in twenty-five years, and it does not help him clear the mechanism.

Clicking the scope out of the way, he looks down the regular barrel and fires again.

Rail Gun: 1d8 ⇒ 1
Wild: 1d6 ⇒ 6
Damage: 2d6 ⇒ (1, 6) = 7

Palamedes, clearly frustrated but filled with intent, gnashes out at the throat of the same target.

Bite: 1d6 ⇒ 2
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Old guy can't catch a break...!


.

Sorry guys, all day meeting and then karaoke. You know how it is. Post tomorrow morning.


.

You got an ace there Pembleton ;)

Ace!: 1d6 ⇒ 1

GM Rolls:

Attack: 1d8 ⇒ 21d8 ⇒ 41d8 - 2 ⇒ (1) - 2 = -1
Shaken: 1d6 ⇒ 1
Damage: 1d6 + 1d4 ⇒ (2) + (1) = 3

Balancing himself precariously on the carriage, Pembleton fires off another rail shot, this one manages to wing one of the thugs on Simon, and send him to his knees. Palamedes does his best, but it's not quite enough as the robo-dog is just not having the best of luck ripping off faces.

The thugs continue to rally, shouting out to each other in a semi-incoherent cockney cant. Lottie and Eileen get it, but it's the sort of thing one does not translate for the gentlemen. Clubs swing and flail wildly, but nobody gets particularly hurt from it. Palamedes is looking rather dented though.

Next Initiative:

PLAYED: QS, 10S, 9S, 4S, 7C, 4C, 3C, JH, 4H, 2H

PEMBLETON - 10D
SIMON - JOKER
EILEEN - 6C
LOTTIE - JD
BAD GUYS - 9D

Round Three con't:

Pembleton
---
Bad Guy 1 (attacking Palamedes)
Bad Guy 3 (attacking Palamedes) (-2, pelted with rocks)
Bad Guy 4 (attacking Simon)
Bad Guy 5 (s haken)
---
Simon
Eileen
Lottie
---Round Four Begins---
Simon (JOKER)
Lottie
Pembleton
---
Bad Guys
---
Eileen

Everyone is up. Furthermore Everyone but Eileen can take two full rounds of actions. Simon has drawn a joker and gets +2 to trait tests for his second action. Still sorting through the initiative system here so bear with. :D


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Female Human Urchin | Wound: 0/3 | Parry: 7 | Toughness: 4

I swear I'm not a mega-pedant; I just want to clarify a couple of things for future rules reference.

One: shouldn't Pembleton's attack have actually aced twice (once on the wild die for the attack roll, once on one of the d6s for the damage roll)?

On initiative: are you using the alternate "1 number for each side" thing/some kind of hybrid? I'm a little confused why Eileen, on a 6, would be going before the bad guys on a 9. Or is that just to speed up this particular encounter?

(anyway, I suspect that doesn't really have much bearing on what anyone else is doing)


.

Right on all counts - I for some reason was convinced damage doesn't ace, but it does. And I copy/pasted the last initiative block without your quick draw initiative thus repeating the error. IT'S MY FIRST DAY WITH THIS SYSTEM OKAY. @.@

Damage Ace!: 1d6 ⇒ 6 Ace again!: 1d6 ⇒ 1 Total damage is 14

Pembleton's rail gun shot hits the thug dead between the eyes, killing him instantly.

ROund Three to Four:

Pembleton
Eileen
---
Bad Guy 1 (attacking Palamedes)
Bad Guy 3 (attacking Palamedes) (-2, pelted with rocks)
Bad Guy 4 (attacking Simon)
---
Simon
Lottie
---Round Four Begins---
Simon (JOKER)
Lottie
Pembleton
---
Bad Guys
---
Eileen

Everyone but Eileen is up. Simon and Lottie get two rounds worth of actions and Simon has that joker.

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