Seeker's Deadlands: Blood Drive

Game Master seekerofshadowlight

This is a Deadlands: The Weird West game, using the newest ruleset, the SWADE.

Starting in Sutter's Flats Texas, the posses are on a cattle drive though the weird west.


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Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Waiting on answer to my question in discussion. That will determine my action.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Winona just sighs. She had figured that a bad plan would get them all killed, and here they were.


GM

I am breaking this up into the following groups. Warband 1 (Indians, 1-3), Warband 2 (Indians 4-7), A/J ( Antonio and John), To'Sarre, and each PC. You can post in any order and I will arrange them as needed.

On the Hill

Zack throws his bowie into one of the Indians, he drops with a thud. Mal Pounces out of the grass to strike at one of the Indians, The Indians seems momently stunned.He is shaken. His Yell seems to Alert the others.

In the Camp
In the Camp, Three Indians move to push the captives to the ground And bind them as others try to handle the two new interlopers.

I am gonna have WB group 1 go so the three in camp have numbers to oppose to break free with athletics. They will use all three actions to try and bind you. The numbers you need to beat Flying Eagle: 10,-1,3, Rufus: 3,2,-3 Winona: 3,2,2. Other than Flying Eagles you guys don't seem to have a hard fight

Init
Mal (Joker)
WB 1 (AS)
WB 2 (KH)
Rufus (QD)
Zack (10s)
A/J (9D)
Winona (6C)
Flying Eagle (5C)
To'Sarre (4H)

dice:

Warrior 1 (flying Eagle) 1d8 ⇒ 8 1d8 - 2 ⇒ (1) - 2 = -11d8 - 4 ⇒ (7) - 4 = 3
Warrior 2 (Rufus) 1d8 ⇒ 3 1d8 - 2 ⇒ (4) - 2 = 21d8 - 4 ⇒ (1) - 4 = -3
Warrior 3 (Winona) 1d8 ⇒ 3 1d8 - 2 ⇒ (4) - 2 = 21d8 - 4 ⇒ (6) - 4 = 2

extra dice if needed 1d8 ⇒ 2 [d1d8 ⇒ 4ice]1d8[/dice] 1d8 ⇒ 6 1d8 ⇒ 11d8 ⇒ 21d8 ⇒ 4

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

W00t! Joker! I elect to wait until after the capable Zach finishes off the last attacker.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Rufus starts to struggle in an attempt to get his arm free.
athletics: 1d4 ⇒ 3
wild: 1d6 ⇒ 2

He continues to struggle against the bonds of the 3 Natives that have him grabbed.


GM

Just to be clear, Rufus can still go n his turn, all thee of you can. I am having Warband 1 uses all three actions to try and hold you down, which is an opposed roll. So you roll all three just to see where you are with your own movement. If they don't succeed at lest one roll, you are not entangled on your turn

Round 1: Init
WB 1 (AS)(went)
WB 2 (KH)(went)
Rufus (QD)
Zack (10s)
Mal (Joker)
A/J (9D)
Winona (6C)
Flying Eagle (5C)
To'Sarre (4H)

Warband 2

Three of the warband move up the hill, bringing their rifles to their shoulders as the third raises a pistol. They are less than 30 yards form Zack and Mal pace 15. The first shooter Aims as Zack, as does the third, the second opens up on Mal. One of the shots hits Mal (18) and one rifle (28) and the pistol (8). The fourth shakes off his confusion and tries to hit mal with his Tomahawk but misses.

I am confused on what Mals toughness is, how is it 8? As for Zack, ouch. That is 5 wounds and 1 wound. Assuming my math is right

dice:

Warrior 1 Rifle: 1d8 ⇒ 4 Damage: 2d8 ⇒ (5, 8) = 13 AP 2 Rifle: 1d8 - 2 ⇒ (2) - 2 = 0 Damage: 2d8 ⇒ (2, 8) = 10 AP 2
Warrior 2 Rifle: 1d8 ⇒ 3 Damage: 2d8 ⇒ (1, 3) = 4 AP 2 Rifle: 1d8 - 2 ⇒ (7) - 2 = 5 Damage: 2d8 ⇒ (8, 8) = 16 AP 2
Warrior 3 Rifle: 1d8 - 2 ⇒ (6) - 2 = 4 Damage: 2d8 + 1 ⇒ (4, 4) + 1 = 9 AP 1
Warrior 4 pistol: 1d8 ⇒ 5 Tomahawk: 1d8 ⇒ 6 damage: 1d8 + 1d6 ⇒ (7) + (6) = 13

extra 1d8 ⇒ 5, 1d8 ⇒ 5,1d8 ⇒ 71d8 ⇒ 3,1d8 ⇒ 1


Human Indian : Parry 7 (with shield), Toughness 6(1)

Zach - don't know how much you know about SW, but when you're faced with that much damage, don't spend Bennie after Bennie trying to get Raises to Soak a few Wounds, just take the hit and spend Bennies to re-roll your Incapacitation roll results to get the best possible result. But don't do anything just yet...

Keeper - please check your PM before proceeding...


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

Thanks for the input, I'm still new to SW so all advice is welcome


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Athletics: 1d4 ⇒ 4
Athletics wild die: 1d6 ⇒ 2

Athletics exploding die: 1d4 ⇒ 3

Winona struggles and somehow manages to burst free of her captors.

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

28 wounds, eh? Alright, Incap roll.

Vigor!: 1d6 - 3 ⇒ (3) - 3 = 0
WILD Vigor!: 1d6 - 3 ⇒ (4) - 3 = 1

nope. Benny re-roll.

Vigor!: 1d6 - 3 ⇒ (1) - 3 = -2
WILD Vigor!: 1d6 - 3 ⇒ (4) - 3 = 1

nope. Benny re-roll.

Vigor!: 1d6 - 3 ⇒ (5) - 3 = 2
WILD Vigor!: 1d6 - 3 ⇒ (5) - 3 = 2

nope. Benny re-roll.

Vigor!: 1d6 - 3 ⇒ (3) - 3 = 0
WILD Vigor!: 1d6 - 3 ⇒ (5) - 3 = 2

Then at the start of my turn I have to make a Bleeding Out roll.

Vigor!: 1d6 - 3 ⇒ (5) - 3 = 2
WILD Vigor!: 1d6 - 3 ⇒ (5) - 3 = 2

Please see Discussion.


GM

Round 1: Init
WB 1 (AS)(went)
WB 2 (KH)(went)
Rufus (QD)
Zack (10s)
Mal (Joker)
A/J (9D)
Winona (6C)
Flying Eagle (5C)
To'Sarre (4H)

On the Hill
As the firearms leave smoke across the hill, Mal hits the ground leaving Zack alone to face the last warrior. In the Camp Flying Eagle and Winona fight off the warriors trying to bind them.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Mal - you drew a Joker, so *all* your Trait rolls get a +2! So your third roll with two 2's is really a 4, so you got a Success on your Incapacitation roll!


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I thought I was not going to be able to go.

During the struggle, Rufus feels the familiar weight of his small .41 drop into his hand.

He then angles it and tries to shoot the native off of him.

shooting: 1d8 - 2 ⇒ (7) - 2 = 5
wild: 1d6 - 2 ⇒ (3) - 2 = 1

damage: 2d4 ⇒ (4, 2) = 6
damage explosion: 1d4 ⇒ 3


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

Sorry for the delay! 2023 is proving pretty hectic so far

spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5

Does that overcome the Shaken without needing to use a Benny?

Despite the hits he has taken, and the sight of his friend falling alongside him, Zack is made of sterner stuff than he might first appear. Drawing his pistol (a LeMat revolver with underslung shotgun barrel), he aims at the nearest warrior and fires. The hit looks at first to be nothing but a flesh wound, but a second or two later sees the dark spurt of blood from a nicked artery.

Shoot: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4

Damage: 2d6 ⇒ (1, 2) = 3

Benny to re-roll

Damage: 2d6 ⇒ (5, 3) = 8

He nods with grim satisfaction. "I ain't never been one for the keeping of scores, but that's part payment for the deadification of my friend over there." He looks regretfully for a moment at Mal's body, before turning back to the matter at hand.


GM

You do get a free Acton unshaken roll. To be clear on this, war band one is warrior 1 on Rufus, 2 on Winona and 3 on Flying Eagle. Warband 2: 4 nd 5 have rifles, 6 has the pistol and 7 was near Mal with the Tomahawk.

Round 1: Init
WB 1 (AS)(went)
WB 2 (KH)(went)
Rufus (QD) (went)
Zack (10s) (went)
Mal (Joker)(down)
A/J (9D) (went)
Winona (6C)
Flying Eagle (5C)
To'Sarre (4H)[went]

Rufus Draws his gun and fires on the warrior trying to bind him, it seems to do little damage but has stunned him allowing rufus to back away Warrior 1 is shaken. On the Hill Zack fires at warrior 7, he seems to have grazed him He is shaken And John and Antonio, Hidden until know open fire on the two riflemen. Number 4 drops with a splatter of blood, five takes a shallow wound 5 is shaken. Down in the Camp To'Sarre Points to Rufus, who seems to be putting up and fight and chants something and Rufus is filled with fear Give me a d20 roll

dice:

John - Medium range -at 4 shooting: 1d8 ⇒ 5 Damage: 2d8 - 1 ⇒ (5, 6) - 1 = 10 AP 2
Antonio - Medium Range -at 5 shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (5, 1) - 1 = 5 AP 2

Extra damage 1d6 ⇒ 3

To'Sarre Faith: 1d10 ⇒ 7 wild: 1d6 ⇒ 2

Round 2: Init
Winona (KC)
Zack (QS)
A/J (JD)
Rufus (7S)
WB 1 (6C)
Flying Eagle (4s)
WB 2 (4H)
To'Sarre (4C)
Mal (3H)


Human Indian : Parry 7 (with shield), Toughness 6(1)

Sorry, I was at the bottom of the first initiative, and was waiting until most other folks posted...

Flying Eagle tries to get out of being bound :

I'm assuming this is a Grapple, so I roll Athletics.... I can ignore the guys who rolled -1 and 3, since you have to get at least a Success to proceed...

Athletics & Wild: 1d6 ⇒ 51d6 ⇒ 5

Spending a Benny

Athletics & Wild: 1d6 ⇒ 61d6 ⇒ 1
Athletics ACE!: 1d6 ⇒ 1 = 7 vs. 10, I'm Entangled (can't move, at -2 until end of next round)


Human Indian : Parry 7 (with shield), Toughness 6(1)

P.S. - with the Joker, Mal is still alive!


GM

Just to make this clear, the attempt to bind was on Groups ones turn. It is an opposed action so that did not actually take your round. Now on your go you can try to break free, that is also a free action. I'll roll that in case you want to do that on round 1

dice:

opposed athletics 1d8 ⇒ 4


Human Indian : Parry 7 (with shield), Toughness 6(1)

Got it. My Opposed roll happened automatically in response to the Grapple, so I have actions to take in round 1. Here's my Break Free roll (which is not Free, it's Grappling in reverse which I am initiating, which is a non-Free action) :

Athletics & Wild,-2 Entangled: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0

Spending a Benny.

Athletics & Wild,-2: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (2) - 2 = 0
Athletics ACE!: 1d6 ⇒ 1 = 5, Success, no longer Entangled

As a Free Action, Flying Eagle reaches into his boot and pulls out a dagger, and brandishes it at the Indian who tried to bind him.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Winona scrambles to her feet, then tries to get her bearings.

Not clear on whether the warrior that was wrestling Winona was one of the ones who was shot and dropped or not. She's going to go after someone's knife, and that's easier to get from someone who's incapacitated, of course.


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

I don't understand the significance of the joker but if Mal's demise is an exaggeration then I'm glad

Seeing that his opponent is still standing, Zack aims to fix that particular failing. His gun sounds loud once again, and his aim is true like his heart.

Shoot: 1d6 ⇒ 4

Damage: 2d6 ⇒ (5, 4) = 9


GM

Winona Sorry if I was unclear. Warband 1 is the three holding you captive. warrior 1 on Rufus, 2 on Winona and 3 on Flying Eagle. Warband 2: 5 has a rifle, 6 has the pistol and 7 was near Mal with the Tomahawk.

Round 1:

Winona breaks free from Warrior 2,The warrior has a colt and a tomahawk in his sash, she might be able to grab either. flying eagle, fights his way free from Warrior 3 and pulls his dagger. John hits the warrior with the pistol warrior 6 is shaken

round 2
Round 2: Init
Winona (KC)
Zack (QS){went]
A/J (JD)[went}
Rufus (7S)
WB 1 (6C)
Flying Eagle (4s)
WB 2 (4H)
To'Sarre (4C)
Mal (3H)

Zack fires on warrior 7, he hits thought the heart forever ending the warriors fight as he falls still holding his tomahawk. Antonio and John fire again at the Indians on the hill.

dice:

John - Medium range -at 6 shooting: shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (1, 2) - 1 = 2 AP 2
Antonio - Medium Range -at 5 shooting: 1d8 ⇒ 2 Damage: 2d8 - 1 ⇒ (3, 7) - 1 = 9 AP 2

John Ace 1d8 ⇒ 8
Ace Damage 1d6 ⇒ 6


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Winona makes a grab for the Colt in the sash of the warrior that was holding her.

Fighting: 1d6 ⇒ 5
Wild die: 1d6 ⇒ 4


GM

I didn't say how to do that so an opposed fighting roll seems good

Winona Tries to pull the colt off the warrior in front of her, but fails to pull it from his sash as he fights her off.

warrior 2 fighting: 1d8 ⇒ 6

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

Can we get a recap of where everyone is? I'm sort of unclear about the current tactical situation.

"Well that was unpleasant," Mal says, standing and rising. "Do not recommend doing that again." After getting up he brushes some leaves and old grass off his rough-spun clothing.

He smiles at Zach. "Ya gone kilt em' all without me? That's right selfish of yous. Not neighborly at all. Leave 'em a little bit for your friend, 'a'ight?

Well, maybe I can find someone of my ovn very own anyways."

I think there's another one nearby. If so, Mal will punch him.

Fighting!: 1d8 + 1 ⇒ (8) + 1 = 9
Fighting ACE!!: 1d8 ⇒ 8
OH MERCIFUL HEAVEN WHAT HAVE I UNLEASHED?!?!?!?!: 1d8 ⇒ 4 = eleventy billionz
WILD Fighting!: 1d8 + 1 ⇒ (5) + 1 = 6
Damage! Raise!: 2d6 + 1d6 ⇒ (5, 4) + (1) = 10

Like a man taking revenge for his own death, Mal hits the warrior right on the button of the chin.


GM

The battlefield is broken into the Camp and the Hillside. At the Campsite we have Warband 1, Made up of warriors 1-3 and To'Sarre. There is also Rufus, Winona and Flying Eagle

On the Hill, We have Warband 2 made u of warriors 4-7. Warriors 4-5 Had rifles, warrior 6 had a pistole and where about 10 range from Mal and Zack. Number 7 was near Zack and Mel with the Tomahawk.

At this point only 5 and 6 are alive on the Hill, About 10 range from Mel and Zack. Everyone is alive at the camp

Anyone I have listed as {Holding} are on hold and can go when you like, using the holding rules. If you want to go before someone, you need to beat an opposed Agility roll .

round 2
Round 2: Init
Winona (KC){went}
Zack (QS){went]
A/J (JD)[went}
Rufus (7S) {holding}
WB 1 (6C) (went)
Flying Eagle (4s)[holding)
WB 2 (4H)(went)
To'Sarre (4C)(went)
Mal (3H)(went)

Warrior 1 Gives up on trying to restrain Rufus, He Draws his Tomahawk and slashes out at him Rufus is shaken. Warrior 2, draws his cult and Opens fire on Winnoa.She is shaken The third warrior goes after flying eagle with a Tomahawk as well You are also Shaken. Warrior 5 shoots at John, but misses him laying in the high grass. Warrior 6 levels hs cult at Zack, grazing him Zack is shaken To'Sarre Draws his Bowie and slashes at Fling Eagle, but misses. The Pistol packing warrior 6 is already a bit stunned as Mel runs screaming down the Hill and Hits him like a locomotive, the "Crack!" can be heard as the warrior, and his pistol go flying and lay unmoving in the tall grass.

The dice gods wanted Mel to hit, so eh I say he could roll a 4 on a d6 to run at warrior 6. Only warrior 5 is left on the Hillside

Dice rolls:

Warrior 1 At Rufus Fighting: 1d8 ⇒ 6 Tomahawk: 1d8 + 1d6 ⇒ (3) + (4) = 7
Warrior 2 At Winona Shooting: 1d8 ⇒ 7 cult: 2d6 + 1 ⇒ (5, 4) + 1 = 10 AP 1
Warrior 3 At Flying Eagle Fighting: 1d8 ⇒ 7 Tomahawk: 1d8 + 1d6 ⇒ (7) + (5) = 12

Warrior 5 At John under Medium cover Shooting: 1d8 ⇒ 7 cult: 2d8 ⇒ (6, 1) = 7 AP 2
Warrior 6 at Zack Shooting: 1d8 ⇒ 4 cult: 2d6 + 1 ⇒ (4, 3) + 1 = 8 AP 1

To'Sarre at Flying Eagle fighting: 1d8 ⇒ 3 Bowie Knife: 1d6 + 1d6 + 1 ⇒ (4) + (6) + 1 = 11

Round 3
WB 2 (Joker)
A/J (As)
WB 1 (AH)
To'Sarre (KH)
Rufus (QD)
Zack (7d)
Mal (7C)
Flying Eagle (3s)
Winona (2H)


Human Indian : Parry 7 (with shield), Toughness 6(1)

Round 1 actions

Rolling to un-Shake :
Spirit & Wild: 1d8 ⇒ 51d6 ⇒ 4 = Success

Attacking his opponent with the knife :
Fighting & Wild: 1d6 ⇒ 11d6 ⇒ 2

Does my opponent have any of our firearms on him? You mentioned those that did had them hanging loosely on their person.


GM

Good question, Your opponent has your weapon pushed into their sash, if you had a rifle they slung it on the back if they had a sling or placed it near the the sleeping bags (rang 2) if it was not on a sling

WIP

Round 3
WB 2 (Joker) (went)
A/J (As) (went)
WB 1 (AH) (went)
To'Sarre (KH) (went)
Rufus (QD)
Zack (7d)
Mal (7C)
Flying Eagle (3s)
Winona (2H)

Round 3

Warrior 5, the last of his group on the hill moves six paces back from Mel and fires with his rifle Mel is shake. Antonio and John open fire on Warrior 5, one grazes him W5 is shaken. Down in the Camp, Warrior 1 tries another slice at Rufus If you unshake yourself on round 2, you are shaken, otherwise you have 1 wound, Warrior 2 fires once more at Winona, grazing her She takes one wound and both Warrior 3 and To'Sarre try to slice Flying Eagle open, but he skillfully dance and rolls away from the blades.

Rolls:

Warrior 5 At Mel Shooting: 1d8 + 2 ⇒ (3) + 2 = 5 Damage: 2d8 + 2 ⇒ (6, 1) + 2 = 9 AP 2
John at w5 Shooting: 1d8 ⇒ 5 Damage: 2d8 ⇒ (2, 7) = 9 AP 2

Antonio at w5 Shooting: 1d8 ⇒ 6 Damage: 2d8 ⇒ (1, 2) = 3 AP 2

Warrior 1 At Rufus Fighting: 1d8 ⇒ 6 Damage: 1d8 + 1d6 ⇒ (8) + (2) = 10

Warrior 2 At Winona Shooting: 1d8 ⇒ 6 Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11 AP 1

Warrior 3 At Flying Eagle Fighting: 1d8 ⇒ 1 Damage: 1d8 + 1d6 ⇒ (8) + (4) = 12

To'Sarre at Flying Eagle Fighting: 1d8 ⇒ 5 Damage: 1d6 + 1d6 + 1 ⇒ (5) + (3) + 1 = 9 AP 1


Human Indian : Parry 7 (with shield), Toughness 6(1)

Since there's only PC's left to act, I'm posting now...

Flying Eagle grabs for his pistol in the Indian's sash. Opposed Fighting, as before?

Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 4 TN=4

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

It looks like W5 is 10+6 = 16 away from me, yeah?

Unshake!: 1d6 ⇒ 5
WILD Unshake!: 1d6 ⇒ 5

Mal runs toward the rifle foe and then drops to the ground.

Run!: 1d6 ⇒ 3

Now he's 7 away from me.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

shooting: 1d8 ⇒ 2
wild: 1d6 ⇒ 1

only to have the last .41 go off in the dirt.
As the tomahawk smashes down on his hand

Edit, forgot this
spirit: 1d6 ⇒ 1
wild: 1d6 ⇒ 2

Wounds 1


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Spirit: 1d6 - 1 ⇒ (1) - 1 = 0
Spirit: 1d6 - 1 ⇒ (3) - 1 = 2

Winona spins to the ground as she's shot.


GM

I skipped Rufus from round 2, I have him marked as holding. So he can still go on round 3 if he likes, Winona can also still take round 3 actions

Round 3
WB 2 (Joker) (went)
A/J (As) (went)
WB 1 (AH) (went)
To'Sarre (KH) (went)
Rufus (QD)
Zack (7d)
Mal (7C) (went)
Flying Eagle (3s)[went)
Winona (2H)

Round 3

Mel Sprints toward the last Indian on the hill, in the camp Winona takes a wound as Flying Eagle tires and falls to wrestle away a firearm from one of his captures.

rolls:

Warrior 3 Opposed fighting: 1d8 ⇒ 4


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

spirit to shake off: 1d6 ⇒ 5

Lose Shaken, no Benny needed

Zack looks around for the next opponent, and sees there are a few still standing. Well, that can be fixed, but time's not waiting on him. He moves closer to the bad guys and opens up with his trusty LeMat revolver.

Warrior 5 is 10 from me, so if I move 6 he's within 4, which is range for the revolver I think?

Shoot: 1d6 ⇒ 2
Wild: 1d6 ⇒ 4

Damage: 2d6 ⇒ (3, 2) = 5

Benny to re-roll damage

Damage: 2d6 ⇒ (4, 6) = 10

Again, Zack's shot does more damage than it might at first appear.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Round 3

Rufus steps in, making an attempt to grab one of his smoke poles from the Warrior that is in melee with him.

fighting: 1d6 ⇒ 3
wild: 1d6 ⇒ 5

Not sure of the penalty for a wound


GM

The Lemat has a short range of 12, you are good. You didn't say which one you aimed , so I am assuming the guy on the hill. @Rufus, yes all rolls except damage have wound penalties

Round 3
WB 2 (Joker) (went)
A/J (As) (went)
WB 1 (AH) (went)
To'Sarre (KH) (went)
Rufus (QD)(went)
Zack (7d) (went)
Mal (7C) (went)
Flying Eagle (3s)[went)
Winona (2H) {Holding)

Zack moves forward and fires at the last warrior on the Hill, number 5. He hits his target and there are no longer Indians on the Hillside. Below in the camp Rufus is able to pull one of his colts out of warrior 1's sash.

I have reshuffled but got a joker like 3 times in a row
Round 4
WB 1 (Joker)(went)
Zack (AC)
A/J (KS)
Flying Eagle (KD)
WB 2 (10S)
Rufus (8S)
Winona (7H)
To'Sarre (5D)
Mel (2S)

Warrior one slashes once more at Rufus, but is unable to connect. Warrior 2 fires his third shot at Winona, who is one the ground She is shaken again. Warrior three swings at Flying Eagle, barely connecting You are shaken again

rolls:

Warrior 1 fighting: 1d8 ⇒ 1
Warrior 1 At Rufus Fighting: 1d8 + 2 ⇒ (2) + 2 = 4 damage: 1d8 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7

Warrior 2 At Winona shooting: 1d8 + 2 ⇒ (7) + 2 = 9 damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7 AP 1

Warrior 3 At Flying Eagle Fighting: 1d8 + 2 ⇒ (5) + 2 = 7 damage: 1d8 + 1d6 + 2 ⇒ (4) + (3) + 2 = 9

extra 1d6 ⇒ 5


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

My bad! Yes, I was aiming at the nearest one, Warrior 5

Seeing a damsel in distress (not that Winona would likely thank him for thinking of her in that way), Zack strides forward again with his trusty gun held out. "Yer a bold one, ain't ya, shooting someone on the ground. How about shooting at someone who can fire back?"

He does his best to put a bullet in them. Move 6 and Shoot at Warrior 2, not sure about range

Shoot: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3

Damage: 2d6 ⇒ (4, 3) = 7


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

With one of his colts in his hand, he levels the barrel and fires at the warrior in melee with him.

shooting: 1d8 ⇒ 4
wild: 1d6 ⇒ 4

damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12
damage Explode: 1d6 ⇒ 2


Human Indian : Parry 7 (with shield), Toughness 6(1)

Recover from Shaken :
Spirit & Wild: 1d8 ⇒ 41d6 ⇒ 4 = Success

Trying to grab again :
Fighting & Wild: 1d6 ⇒ 51d6 ⇒ 4 TN=5

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

Mal takes off a'runnin' to try and find someone to punch.

Run!: 1d6 ⇒ 4


GM

a few things here, To shoot someone with a gun in close melee range, you need to beat their Parry, not a flat 4. Also keep in mind the "Innocent bystander" rule means shooting into Melee can be risky

Round 4
WB 1 (Joker)(went)
Zack (AC)(went)
A/J (KS) (went)
Flying Eagle (KD) (went)
WB 2 (10S) (went)
Rufus (8S) )maybe Shaken)
Winona (7H)(Hold)
To'Sarre (5D)(went)
Mel (2S) (went)

Zack Fires and Grazes the warrior standing above Winona , Grazing him Warrior 2 is shaken. John and Antonio each shoot at warrior two, as he is the safer target. Flying Eagle manages to grab a colt from warrior 3. Warrior one slashes at Rufus He is shaken as warrior 3 tries to bury his Tomahawk in Flying Eagle, but fails to connect. Warrior two, seems dazed and wonders toward the horses. To"sarre backs away and says a few words and s chill wind engulf Flying Eagle. Give me a fear roll[/ooc[ Mel keeps running down the Hill.

[ooc]Rufus is shaken, so make a roll to see if he got to act that round

rolls:

John at W2 Shooting: 1d8 - 2 ⇒ (5) - 2 = 3 damage: 2d8 ⇒ (4, 3) = 7 AP 2
Antonio at w2 Shooting: 1d8 - 2 ⇒ (6) - 2 = 4 damage: 2d8 ⇒ (2, 2) = 4 AP 2
W3 opposed fighting 1d8 ⇒ 1

Warrior 1 At Rufus fighting: 1d8 ⇒ 7 damage: 1d8 + 1d6 ⇒ (7) + (3) = 10

Warrior 3 At Flying Eagle fighting: 1d8 ⇒ 1 damage: 1d8 + 1d6 ⇒ (4) + (2) = 6

Warrior 2 shaken 1d8 ⇒ 4

To'Sarre faith 1d10 ⇒ 7 1d6 ⇒ 3


Round 5
Rufus (AH)
To'Sarre (6S)
Mel (KD)
Zack (QS)
Flying Eagle (10D)
WB 2 (9H)
Winona (8C)
WB 1 (6C)
A/J (3H)


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Round 4 action check
spirit: 1d6 ⇒ 1
wild: 1d6 ⇒ 2

I see the dice are trying to kill me still
Round 5 Action check
spirit: 1d6 ⇒ 1
wild: 1d6 ⇒ 1

Once again, the dice are killing me. :(


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

Spirit, wounded: 1d6 - 1 ⇒ (1) - 1 = 0
Wild die, wounded: 1d6 - 1 ⇒ (3) - 1 = 2

Winona remains flat on the ground with her hands over her head as she groans from the gunshot wound.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Spirit & Wild: 1d8 ⇒ 21d6 ⇒ 2

Spending a Benny...

Spirit & Wild: 1d8 ⇒ 71d6 ⇒ 5

Flying Eagle shakes off whatever To'sarre tried to do to him, and considering him the greater threat, shoots him :

Shooting & Wild: 1d10 ⇒ 21d6 ⇒ 1

Nuts. Spending another Benny...

Shooting & Wild: 1d10 ⇒ 71d6 ⇒ 3

Doing

Damage: 2d8 ⇒ (8, 8) = 16 OMG!
ACE! ACE!: 2d8 ⇒ (5, 5) = 10 = 26 That'll do...

Flying Eagle shouts in Indian as loud as he can "I have killed To'sarre! Your leader is dead! Your plan is ruined! Run away while you still can!"

He merely points his gun at the Indian who was attacking him and just stares...

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

It looks like just Warrior 2 is still up, yeah? How close is Mal to him?

Mal sees Warrior 2 trying to get away and makes a beeline for him.

Run!: 1d6 ⇒ 6


GM

Just gonna point out Rufus can use a Bennie to recover from shaken. Also winona can still take actions.

Warrior 1 and 3 are still up as is To'sarre. Mel you were originally 15 up the hill.

Round 5
Rufus (AH) (maybe went)
To'Sarre (6S) (went)
Mel (KD) (Went)
Zack (QS)(Hold)
Flying Eagle (10D)(went)
Winona (8C) (went)
WB 1 (6C)(Went)
A/J (3H)(Went)

To'sarre runs from the Horses, throwing himself onto the saddle and trying to put some distance between him and the party. Mel keeps running down the hill, just feet away. Flying Eagle shoots the fleeing Shaman, he goes flying off the galloping horse, crumbling into the tall grass. Seeing their leader go down, warriors 1 and 3 makes for the horses, managing to mount up. Antonio and John try to shoot the fleeing Indians. Warrior 1 goes down, just leaving warrior 3 fleeing.

Warrior three is trying to flee, you can let him go or take a shot at him at a range of 8 in the camp

rolls:

John at W1 shooting: 1d8 ⇒ 8 Damage: 2d8 ⇒ (5, 7) = 12 AP2

Antonio at w3 shooting: 1d8 ⇒ 7 Damage: 2d8 ⇒ (2, 4) = 6 AP2

extra dice 1d8 ⇒ 1 1d6 ⇒ 4


Pace 6 I Parry 5 I Toughness 7 (2 Armour)

Zack isn't the sort to shoot a man in the back while he's running away. (Which doesn't mean he'll be too strenuous in objecting if someone else is minded to do just that, though.) With the fight seemingly over, he holsters his LeMat revolver with a flourish, and walks over to the wounded woman, offering Winona a hand up. "Howdy there. Can I offer you some assistance, ma'am?"

He gives her a friendly smile. "I have a medical kit back with my horse, I don't make a claim to have gone through doctorin' school or anysuch; but I have learned to tend a wound or two in my time."


GM

Up on the Hill, John and Antonio see the Indians running and stand up from their cover. They make their way down the Hill, John Is a weather worn man who looks like he has sent most of life on the range. Antonio is light headed and just as worn the other other man, but with a mean looking scow. John nods to Mel as he approaches. " I thought you a dead man from up on the hill stranger, I guess that hit looked worse than it was "


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I guess I will spend my last bennie to recover from shaken.

Leveling the colt against the warrior in melee with him, Rufus fires again.

shooting: 1d8 ⇒ 4
wild: 1d6 ⇒ 6
wild explode: 1d6 ⇒ 1
4 does not beat the fighting of the native, but 7 might. :)

damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7
AP 1

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|
Keeper of Forbidden Lore wrote:
Warrior three is trying to flee, you can let him go or take a shot at him at a range of 8 in the camp[/ooc]

Seeing one warrior still up and about to flee, Mal advances on him at a quick walk. Seeing he won't get close enough to punch him, he draws his shotgun and let's him have it.

"Oh no, friend. There's no leaving for you. You don't get to shoot at proper cowpokes like us and then get to go home."

Shooting!: 1d6 ⇒ 5
WILD Shooting!: 1d6 ⇒ 6
WILD Shooting ACE!!: 1d6 ⇒ 4 = 10. raise.

Damage! Shotgun close range! Raise!: 3d6 + 1d6 ⇒ (3, 4, 4) + (1) = 12

Confident that this should be the last of them, Mal lets go of a breath he didn't know he was holding and turns to John. "Ayup, friend. Guess it'll take more than a little skirmish with these folk to put me down for the dirt nap, ha!

Good to meet you, buddy. Name's Mal."

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