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

Rufus pauses in cleaning up his wound.

I guess you could say that. This particular hole in me is from that dust up.
But I was not going to stand by and watch them harm a lady.

Rufus also sneaks a shot, but uses most of it to wash out his bullet wound.

Alcohol as a disinfectant painful, but it works

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

"What utter poppycock!" Lord Borak retorts at Antonio. "And what outcome would have been preferred, O Wise One? Would you rather that we had been inept in our business and it had been US that did now lay at room temperature?

Beseems it was them or us, and though you have now shown to WAVER in that choice, I am quite clear on what I would have rathered.

If they show up to discuss the matter further, I will let them know that you have no qualms about offering yourself up as a sign of good will. I will honor the peace your passing has bought.

The rest of us will make them pay for acting the bully-boys, for that is the only way to handle those that would enforce their will through violence. Simply show them that they do NOT hold the winning aces, and they will be forced to achieve such goals through more civilized means.

For that is the way of things."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris just looks sidelong at Borak, who he's pretty certain is a madman, but a powerful one.

Yeah. Sure. Uh, civilized means.

He smirks

They civilized themselves right into the dirt.


GM

Antonio frowns "I didn't mean nothing by it, just saying there is gonna be trouble, you watch."But most the other men are a bit leery of Lord Borak and say nothing, its best not to upset the odd and deadly man. At Kris's words John nods "A man in the dirt rarely causes farther problems" He says with a chuckle.

As the conversation was mostly played out, the rest of the meal was mostly in silence. After that you get the herd moving once more and settle into another stretch of eating dust and wrangling wayward cattle. When the night comes, you find yourself sore and bone tired.

The following few days are the same, more long stretches' of Texas, dust, cattle and the occasional excitement of a rattlesnake or collecting wandering cattle. As you make camp the third day, Sutter and Luke tell the hands to hold as they scout for watering holes. They take gear and Luke pulls you aside before they head out

"Me and the Boss might be out a day or two. If we are gone longer, expect trouble. Owen will be in charge, but you fella have a good head when the fat hits the fire."


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

Rufus, a little tired, and sore, but moving better than he has earlier in the week comments.

Let us know where you're off to, in case we have to come looking

He then pulls one pistol out, unloads it, quickly cleans it, then repeats with his other one.

I forgot to mention that I would have restocked my belt loops off the ammo on the recovered pistols that we got from town.

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

"And what are you doing?" Lord Borak questions, bouncing off Rufus' question. "How does your being gone longer mean trouble is coming? Wouldn't you try to race back if trouble was coming?

And what happens if you never return on this mission of greatest secrecy?"

This sudden change sounded too much like changing the deal or leading them into a trap. You just never can know some people.


GM

"We need to scout for a watering Hole, you don't move this much cattle without knowing where the water is. This would normally be me and Owen, but the Boss likes to put some work in too." He looks back toward the camp "Should be an easy thing, but you find all kinds of things in the wilds. The last drive we got stuck out two days having to go around some spider nests." He shrugs "Sometimes you ride back with something hot on ya trail. Its just common sense to be ready for it"


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

Flying Eagle nods at Luke's original request, and says nothing, being too tired and sore from all the riding.


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

I understand. So Owen will be drive boss until you get back.

Rufus pulls both his shotgun and rifle out to give them a quick cleaning, then restows them.

he then lays out his saddlebags as a pillow, and flips out his bedroll.

I need to get a bottle of whiskey for washing out my wound
he things as he makes hit way over to Jacob to get his injury checked.

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

"Fair enough," Lord Borak intones, nodding amicably.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan shakes his head and then rides out to the herd to make sure no "spiders" spook them.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris nods absently.


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

Rufus turns in, as he is riding night herd at about 2 in the morning.

On a long drive there was always a man or two riding night herd at all hours of the night. this was to keep the herd settled, and mostly bunched up for the morning start.


GM

With as many people as you have, you can do 8 to 10 pairs of riders with a 2 hour shift. Meaning no one is up super long, but there is always a group riding the herd. I will also say that there is two groups always up, but it can be rotated in such a way you two "shifts" will be at lest 6 hours apart.

The day, while a hot one, passes with nothing but boredom. You take your turns keep the heard close and get a nice few meals, but nothing else really happens. Some hands nap, a few pull out some whisky and pass time shooting the breeze with Kris, others get a game of cards going. Just a long, hot day with less back breaking work that normal.

As day turns into evening and evening turns into night, Luke and Sutter have not returned, but no one seems overly alarmed. Scouting out ahead often lasted more than a day. As the night drags on most of you sleep, only a few stay awake to keep and eye on the herd and the camp itself. Yet not everything is peaceful in the night and unknown to the cowhands, danger prowls toward the camp as midnight approaches.

The 4 awake at midnight are John Halburk, Marlo, Bart Godfey and Kris. I need everyone to roll a Notice roll. everyone but the four awake make this roll at a -2. As you will also control the allies each of you also roll a d6-2 for the Cowhands. As Rufus will handle the three awake, he can make just a plan d6 roll.


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

For Flying Eagle :
Notice & Wild: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (3) - 2 = 1
Notice ACE!: 1d6 ⇒ 3 = 7, Success

For my cowhands :
Notice: 1d6 - 2 ⇒ (6) - 2 = 4
Notice ACE!: 1d6 ⇒ 5 = 9, Raise

Am I making one roll for all of them? If not, how many cowhands am I in charge of? Sometimes, when making one roll for several Extras, a Wild die is added to represent the better chances of success with more people involved...

Flying Eagle is awakened in the night by...something. Taking a quick look around, he sees...???

Some of the cowhands near him awaken too, and start looking around.


GM

I am putting each of you in charge of three. You can choose if you want to do one roll for all three or if or three rolls. Up to you. I just need to see who will be spooked awake and who will be asleep. I did not think to do it last night but I will list who gets which extras. I did this randomly with cards and someone ended up with just two hands to control.

Kris: John Halburk, Marlo, Bart Godfey
Rufus: Perry, Amos, Andrew
Roden: Javier, Alfred,
Flying Eagle: Abby, Owen, Chuck
Lord Borak: Antonio, Ashly, Jacob

---------

The cattle grow restless, the horses nay nervously as if some predator approaches. In the camp Flying Eagle stirs, Abby, Owen and Chuck do as well. Maybe you do not know why, but the beasts are unsettled.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

"Zzzzzz"


GM

The rest of you can still roll. I just posted that up as FE had already rolled.


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

Rufus Notice: 1d4 - 2 ⇒ (3) - 2 = 1
wild: 1d6 ⇒ 2

cowhand Perry: 1d6 ⇒ 6
cowhand Andrew: 1d6 ⇒ 5
cowhand Amos: 1d6 ⇒ 6

cowhand Perry Explode: 1d6 ⇒ 3
cowhand Amos Explode: 1d6 ⇒ 1

Rufus continues to Snore, really tired from the solid days of work.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Well shoot, it ate my post where I failed the roll. Well here it goes again.

Notice: 1d8 - 2 ⇒ (3) - 2 = 1
Wildcard: 1d6 - 2 ⇒ (5) - 2 = 3

Javier: 1d6 - 2 ⇒ (1) - 2 = -1

Alfred: 1d6 - 2 ⇒ (5) - 2 = 3

Rodan rolls over and keeps sleeping from the long hard day. Along with two of his riding companions.ZZZzzzz

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Notice!: 1d6 - 2 ⇒ (6) - 2 = 4
Notice ACE!!: 1d6 ⇒ 5 = 9
WILD Notice!: 1d6 - 2 ⇒ (3) - 2 = 1

Notice!: 1d6 - 2 ⇒ (6) - 2 = 4
Notice ACE!!: 1d6 ⇒ 4 = 8
Notice!: 1d6 - 2 ⇒ (3) - 2 = 1
Notice!: 1d6 - 2 ⇒ (5) - 2 = 3

While Antonio and Jacob slept the sleep of the just, both Ashly and Lord Borak had awoken some time earlier, each for their own reasons. Lord Borak had turned in quite early and was awake to pay the Spirits his homage. Ashly got up to make water.

The two had crossed paths and they had gotten to talking. After some time Ashly decided that he had indeed hear crazier things, and some of the things this odd stranger said weren't so far-fetched after all.

"Wait! You here something, Lord Borak?"

"Indeed. I do believe something unseen is stirring. Let us prepare a wholesome welcome for it. Wake the others."

Ashly nods and goes to kick awake Jacob and Big Antony.


GM

Ugh, my post was eaten. Just ugh

Most of the camp awakens, except Rufus, Roden, Javier and Alfred, they sleep the sleep of the well worked. Suddenly the night's peace is shattered by thundering Hooves, gunshots and woops! riders charge at the Cattle trying to stamped. But it is not the gunmen that worry you.

Stumbling from the dark are forms that should not be, not simply men but bodies wounded and torn. Eyes and noses are missing, wounds that leak guts and skin grey and rotting can be seen as abominations from hell itself reach for you! Dread fills the air and quickens within you.

The group is split up, Kris and his group ride the cattle line. The allies go on your turn. Everyone also needs to make a Fear check. I feel like I am missing something, but this is my 2nd try at this post. If I do just let me know.

Turn order:

I dealt in this order: Kris, Rufus, Flying Eagle, Lord Borak,Gunmen, Walking dead and To'sarre

Round 1 order
Flying Eagle: Joker
Walking Dead: JH
Rufus: 10D
Gunmen: 7D
Lord Borak: 5C
Kris: 3D
To'Sarre: 2S

] The camp[/url]


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

Fear check & Wild: 1d8 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4 = 5, Success

If a Knowledge Check is a Free action, I want to know if I've heard of these things before, and know what attacks they're immune to...

Common Knowledge & Wild: 1d4 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (5) + 2 = 7 = 7, Success

I'll wait for the GM's response before continuing...


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

Will get something up later tonight. I am tied up at work right now.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

fear is a spirit roll correct?"
when he wakes
spirit: 1d8 ⇒ 8
wild card: 1d6 ⇒ 6

aces, spirit: 1d8 ⇒ 6 Total of 14
aces, wild card: 1d6 ⇒ 2 Total of 8

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Spirit vs FEAR!: 1d10 ⇒ 9

Lord Borak has seen these things before. These and worse. Far worse. He has lost his ability to feel fear from them long ago.

"This is what I have warned you about!" he calls out to any that will listen. "Now you will learn why you are afraid of the dark. Now you must fight. FIGHT! I can only protect you so much."

Lord Borak brings his great, grasping vines bursting out of the ground in a large area, slowing for the moment the shambling advance.

Before I roll for this, can I get any sense of how big an area our enemy take up? Like, I can do a Medium or Large burst template. Do I have any idea how many I can get with what?


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Do I need to roll for my two NPC's as well?


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

Rolling to his feet and grabbing his guns, Rufus looks up in time to see shambling creatures.

fear: 1d6 ⇒ 3
wild: 1d6 ⇒ 4

only to back away from them, as he finishes stamping his feet into his boots.

What in the name of the god are those


GM

I am not gonna move the action forward right now as there are a number of things asked. I am going to answer them as best I can. So we are clear.

1: Flying Eagle, I am going to allow a single knowledge skill roll for free. Seems like folks should be able to try and recall what things are to me.
2: Everyone will need to roll fear for their allies. Its a d6, you can choose to roll once or one for each Ally.
3:Lord Borak, I have put the blast templets on the map. Small is yellow, medium is orange, Red is large. You go after the zombies so they may be tighter in when you are up.

I'll update this tonight(Thursday night)

Blast Size image


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris was supposed to be on watch, but he wasn't. Instead he was mostly/partially drunk and dozing in the saddle. The shouts and gunshots quickly rouse him.

Fear 1: 1d6 ⇒ 3
Fear 2: 1d6 ⇒ 6
Fear Kris: 1d6 ⇒ 4 Wild: 1d6 ⇒ 3

One of the riding hands is spooked, the other draws his sidearm and screams a warning.

Kris now sufficiently awoken in the saddle grabs his shotgun.


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

Keeper - so, having rolled a Success, do I know what kind of attacks do and don't work well on these things?

Extras Fear check: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 6

Ok, without rolling any further, I think all my guys are awake and looking around...


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Fear Javier: 1d6 ⇒ 5

Fear Alfred: 1d6 ⇒ 3

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Ashly nods and goes to kick awake Jacob and Big Antony.

Fear Ashly!: 1d6 ⇒ 4
Fear Jacob!: 1d6 ⇒ 1
Fear Big Antony!: 1d6 ⇒ 1

Ashly, who was already awake, is apparently made of sterner stuff. Perhaps because he was forewarned, he greets the odious hordes with a cool head. Not so his companions.

Ah, okay, I see the map. The medium template will do nicely right where it is. +2 pts for Medium = 4 PP

Faith!: 1d10 ⇒ 2
Faith re-roll!: 1d10 ⇒ 6
WILD Faith!: 1d6 ⇒ 3


GM

Round 1:
Flying Eagle: Joker
Walking Dead: JH (went)
Rufus: 10D
Gunmen: 7D
Lord Borak: 5C (went)
Kris: 3D
To'Sarre: 2S

Two of the walking dead descend upon Ashly, jagged fingers reaching but he swings his blanket and they tear into it, leaving him thankfully untouched. Another goes for Andrew and fourth for Alfred. Andrew roll out of the way, flinging his gunbelt into the night as he drawls his iron. Alfred on the other hand screams in sheer terror and crawls under the chuck wagon.

As the others scatter Lord Boark calls forth the earth once more! Vines burst from the earth grasping at three of the walking dead. The Undead seem too much for Antonio and Jacob, both men run. Ashley however, drawls his colt and puts a bullet in one of his attackers.

Zombies 6,1 and 5 are in Lord Boraks vines. Number 2, Ashly hit and is shaken. The Zombies have all went as has lord Borak, the Gunmen on horses have not. I will post round 2 below, just in case someone wants to post those action as well.

Flying Eagle Knowledge roll:

Flying Eagle has heard of such things, Only destruction of the head really stops them. Called shots to the head are the most effective means to killing such creatures.

dice:

zombie running: 1d6 ⇒ 2
cowhand running: 1d6 ⇒ 3
1d6 ⇒ 6 damage: 2d6 ⇒ (6, 1) = 7
1d6 ⇒ 4 damage: 2d6 ⇒ (5, 5) = 10
1d6 ⇒ 1 damage: 2d6 ⇒ (4, 4) = 8
1d6 ⇒ 6 damage: 2d6 ⇒ (6, 2) = 8
1d6 ⇒ 4 damage: 2d6 ⇒ (2, 1) = 3
1d6 ⇒ 2 damage: 2d6 ⇒ (2, 4) = 6
1d6 ⇒ 5 damage: 2d6 ⇒ (1, 2) = 3
1d6 ⇒ 4
1d6 ⇒ 2

Fear reroll for the cowhands, they have guts it seems
1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 1.

shooting: 1d6 ⇒ 6 damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7
1d6 ⇒ 51d6 ⇒ 11d6 ⇒ 5

round 2 order and maps:

Round 2 Order:
Zombies (J)
Flying Wagle (QS)
To'Sarre (JH)
Lord Borak(5h)
Roden (4S)
Gunmen (4H)
Rufus(3h)
Kris(2s)

Camp with the zombies
Upper map with the riders


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan and his crew roll over and ZZZzzzzz


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

Flying Eagle shouts to everyone : "These things can only be killed by destroying their heads!"

He takes a moment to chant :

Boost Trait & Wild: 1d8 ⇒ 41d6 ⇒ 1 = 4, Success

His Shooting is now d12. Rodan's, Kristophe's, and Rufus' shooting all increase a die level for the next 5 rounds. They don't feel anything, they'll probably just think they happen to be shooting exceptionally well.

10 PP left


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

These were missed, as I was busy. Sorry if it held things up.

Fear Amos: 1d6 ⇒ 3
Fear Perry: 1d6 ⇒ 1
Fear Andrew: 1d6 ⇒ 5

Amos and Perry start running for their horses while Andrew moves to get space from the one attacking him and yelling the alarm.

Rufus Happy now that he is on his feet draws one of his pistols and triggers a shot aiming for the head of the closest zombie.

quick aimed shot: 1d10 - 4 ⇒ (6) - 4 = 2
wild: 1d6 - 4 ⇒ (5) - 4 = 1
Mods, Draw pistol, aim pistol, shoot pistol

Only to send the hasty shot into the night.


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

Rufus - drawing an easy-to-reach weapon is a Free Action in SW, so no penalty. Aiming takes a full turn, so if you really want to aim you'd have to roll next round (and get a bonus for doing so). If you're just *saying* you're aiming in the same round you shoot, that's not even a thing in SW, so no penalty.
TL;DR - you rolled a 6, which is a Success. Roll damage. :)


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

Thought aiming was an action.

shot damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3

The shot into the dark would have done more. :(


GM

As pointed out, aiming is full round and Drawing is free. But the called shot is a -4. I am assuming you meant called shot and not the actual aiming action.

Round 2 Order:
Zombies (J)(went)
Flying Wagle (QS)
To'Sarre (JH)
Lord Borak(5h)
Roden (4S)
Gunmen (4H)
Rufus(3h)
Kris(2s)

Rufus tries to fire on the undead things, but they move to swiftly and his bullet misses his target. Andrew puts lead though ones belly, but it seems not to mind at all. Most of the gunmen ride into the cattle, firing rifles and yelling, the cattle start to bolt from the sound. Three however stay back, two fire at Marlo and another at John, none seem to connect in the dark.

Round 2
The dead try to claw and bite, but are unable to land a blow on anyone. One of the walkers breaks free from Lord Borak and wanders into the camp.

rolls:

Andrew shooting: 1d6 ⇒ 4 damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7
Gunmen 2shooting: 1d8 ⇒ 8 damage: 2d8 - 1 ⇒ (2, 2) - 1 = 3
gunmen 6 shooting: 1d8 ⇒ 2 damage: 2d8 - 1 ⇒ (6, 4) - 1 = 9
gunmen 7 shooting: 1d8 ⇒ 3 damage: 2d8 - 1 ⇒ (6, 4) - 1 = 9
To'Sarre Faith: 1d6 ⇒ 4 wild: 1d6 ⇒ 6
Extra 1d6 ⇒ 1

run 1d6 ⇒ 4

zombie
1claw and biting: 1d6 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 1d4 + 2 ⇒ (5) + (4) + 2 = 11
2claw and biting: 1d6 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9
3claw and biting: 1d6 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 1d4 + 2 ⇒ (2) + (2) + 2 = 6
4claw and biting: 1d6 + 2 ⇒ (1) + 2 = 3 damage: 1d6 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12
5claw and biting: 1d6 + 2 ⇒ (2) + 2 = 4 damage: 1d6 + 1d4 + 2 ⇒ (1) + (2) + 2 = 5
6claw and biting: 1d6 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 1d4 + 2 ⇒ (6) + (2) + 2 = 10
7claw and biting: 1d6 + 2 ⇒ (3) + 2 = 5 damage: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8

Extra 1d6 ⇒ 61d6 ⇒ 51d6 ⇒ 11d6 ⇒ 21d6 ⇒ 21d6 ⇒ 31d6 ⇒ 4

1d4 ⇒ 21d4 ⇒ 41d4 ⇒ 41d4 ⇒ 21d4 ⇒ 41d4 ⇒ 41d4 ⇒ 41d4 ⇒ 21d4 ⇒ 31d4 ⇒ 11d4 ⇒ 11d4 ⇒ 2

Upper map
Lower fight


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

Oops, sorry Keeper, I saw Rufus' "aiming" and somehow totally missed the "for the head" part.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Bam, Bam, Bam the gunshots go off. Waking Rodan and his crew.
"What in Sam blazes is going on? Rodan yells out.
Seeing the walking dead and being around Borak for so long. Rodan has started to come to grips with the strange and creepy.

"Get yer guns boys the dead walk again, this could be a sign of the end of days. And if it is lets make this day count."

Grabbing the loaned rifle he levers a round to fire at the walking dead.

Not sure if he can shoot or not

Javier becomes inspired by Rodan's words and grabs his gun to stand by Rodan's side.

But Alfred being such a god fearing man just screams at the sight of the walking dead. Thinking that God has sent judgement and he was not worthy enough to be spared this fate.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris spurs his horse back towards the camp

Ride: 1d4 ⇒ 3 Wild: 1d6 ⇒ 6

I believe the two gunmen on horseback are mine, one of them failed their fear check and I'm not sure of what that means

One of the gunmen on horseback also begins rising back towards the camp after hearing the gunshots, the other remains still, terrified.


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

Amos, Perry, Andrew, go help with the herd

Rufus slides back some more, and tries another shot at a head.

shooting: 1d10 - 4 ⇒ (2) - 4 = -2
Spell bonus and called shot.
wild: 1d6 - 4 ⇒ (2) - 4 = -2

only to send the shot off into the darkness.


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

Flying Eagle tries to shoot one of the zombies in the head :

Shooting & Wild: 1d12 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (2) - 4 = -2

And fails miserably.

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Lord Borak aims one of his heat-beams at a zombie fighting one of the humans.

Faith Bolt!: 1d10 ⇒ 1
Faith re-roll!: 1d10 ⇒ 1
Wild Faith Bolt!: 1d6 ⇒ 1Really? Benny.

Faith Bolt!: 1d10 ⇒ 2
Faith re-roll!: 1d10 ⇒ 4

Alas the dark forces that supply Lord Borak's power are displeased with his progress and look not upon him too highly. Only after focusing upon the arcane rites greatly can any effect be effected.

Faith Bolt damage zombie 2!: 2d6 ⇒ (6, 6) = 12
Faith Bolt damage zombie 2 ACE ACE!: 2d6 ⇒ (4, 3) = 7 dmg = 19


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

Borak - I *really* hate to be the one to break it to you, but SWADE says "Critical Failures cannot be rerolled, even with Bennies."


GM

Okay a few things. 1: Any NPC that failed the fear check panicked. They are running and not thinking straight. 2: Roden can fire in round two. 3: Flying Eagle is correct, in this edition Crit falls can not be rerolled with a Benny.4: Keep in mind you have allies you can use as long as they are not panicking.

I do believe Lord Borak is a shaman, so failing the roll is not that bad. All active powers end and he ended up with 1 level of fatigue. So that is a -1 from all trait rolls

2 Order:
Zombies (J)(went)
Flying Wagle (QS)[went}
To'Sarre (JH)(went)
Lord Borak(5h)(went)
Roden (4S)
Gunmen (4H)(went)
Rufus(3h)(went)
Kris(2s)(went)

Flying Eagle tries to shoot one of the zombies, but in the dark misses totally. To'Sarre raises his rifle, firing at Marlo , grazing the panicking cowhand ( He is shaken). Lord Borak calls out to whatever grants him his power and it rebukes him, his vines writher and die and he feels his strength sapped. Most of the gunmen keep scarring the cattle, but one fires at John, missing the cowhand and two fire at Marlo, the panicking cowhand is struck from his saddle. Rufu fires into the night, hitting nothing as Kris rides into the camp

Round 3 order

Flying Eagle (KH)
Kris(QH)
Lord Borak (10c)
Rufus (8c)
Roden (4D)
Gunmen (4c)
To;Sarre (3h)
Zombies(2c)

Rolls:

To'sarra attack shooting: 1d8 ⇒ 6 1d6 ⇒ 5 damage: 2d8 ⇒ (6, 1) = 7 AP 2
Gunmen shooting: 1d8 ⇒ 2 damage: 2d8 - 1 ⇒ (2, 4) - 1 = 5
shooting: 1d8 ⇒ 5 damage: 2d8 - 1 ⇒ (4, 2) - 1 = 5
shooting: 1d8 ⇒ 4 damage: 2d8 - 1 ⇒ (3, 3) - 1 = 5
shooting: 1d8 ⇒ 8 damage: 2d8 - 1 ⇒ (3, 4) - 1 = 6
shooting: 1d8 ⇒ 4 damage: 2d8 - 1 ⇒ (3, 5) - 1 = 7
shooting: 1d8 ⇒ 3 damage: 2d8 - 1 ⇒ (4, 6) - 1 = 9
shooting: 1d8 ⇒ 2 damage: 2d8 - 1 ⇒ (1, 5) - 1 = 5

Extra dice
1d8 ⇒ 3 1d6 ⇒ 3 1d8 ⇒ 3 1d6 ⇒ 3 1d8 ⇒ 1 1d6 ⇒ 2 1d8 ⇒ 7 1d6 ⇒ 4 1d8 ⇒ 4 1d6 ⇒ 5 1d8 ⇒ 8 1d6 ⇒ 6 1d8 ⇒ 4 1d6 ⇒ 3 1d8 ⇒ 6 1d6 ⇒ 5 1d8 ⇒ 6 1d6 ⇒ 1 1d8 ⇒ 3 1d6 ⇒ 2 1d8 ⇒ 3 1d6 ⇒ 1 1d8 ⇒ 7 1d6 ⇒ 2

camp map


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

Keeper - is there any reasonable way my 2 Extras could do Support Tests to help me with Shooting? I can't think of any...


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan fires the loaned rifle at the zombie (#5) near him.
SHOOTING (Agility): 1d8 ⇒ 5

Wild Card: 1d6 ⇒ 6
Wild Card explodes: 1d6 ⇒ 1 for a total of 7

Dam.: 2d8 - 1 ⇒ (5, 1) - 1 = 5

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