It all begins ... on a train:

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redwarrior
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Re: It all begins ... on a train:

#61 Post by redwarrior »

Malcom gathers his pack and follows after the preacher.

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Re: It all begins ... on a train:

#62 Post by Rex »

Wina

Wina slings her pack basket and heads after the preacher. "I think it best if we make sure the Wendigo is dealt with properly."

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Re: It all begins ... on a train:

#63 Post by ybn1197 »

Stirling wrote:Denver-Pacific train to Cheyenne.

10 miles north of Fort Collins.
3.50pm.


Doc Bolt still shaken by the metamorphosis of the boy decides to investigate the cause further. He offers to accompany the pastor. "Marvellous advances in our understanding of medicines and natural sciences have allowed me to construct this gizmo," the scientist shares with you. "Perhaps before the pastor intoned his exorcism I can study the boys transforming nature more closely." It is not an offer of work but maybe an opportunity or area you can offer to assist on some way.
Shaken test: 1d4o4 2 1d6o6 4

You're device is amazing sir. How did you know it would invoke this change in the boy? Doc bolt follows along, deep in conversation with the older scientist.

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Re: It all begins ... on a train:

#64 Post by Gremlin »

Alice

One carriage over from the drama sits a young Asian woman. She's dressed simply in matching Chinese tunic and pants, and a mismatched ladies riding hat. On her lap she clutches a bundle of some kind. She seems distressed while watching the spectacle of soldiers tying up and caging a young feral boy. After some other passengers disembark to accompany the soldiers, the train begins to move again and Alice lets out a breath she hadn't realized she'd been holding, relaxing somewhat. She settles in for the rest of the train ride to Cheyenne.
Last edited by Gremlin on Thu Apr 09, 2020 11:40 pm, edited 1 time in total.

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Re: It all begins ... on a train:

#65 Post by Stirling »

Denver-Pacific train to Cheyenne.

20 miles south of Cheyenne.
5.00pm.


Rourke declines the opportunity to advocate on behalf of a 'Wen-dy-go'. Once bitten twice shy it seems. Fortunately the bite of Bram did not break the skin and you have no immediate fear of lycanthropic infection. He takes a seat, looking out the broken window.

Sitting in similar pose in the carriage behind is Alice. Oriental travellers are not uncommon but single females travelling alone are. Still she avoids the more brazen banter of drunken cowpokes and the offer of a private cabin with some lecherous old man.

The troopers with the caged feral boy and party members is soon left behind as the train surges at a pace to cover the remains 40+ miles to Cheyenne. After a little more than an hour of dreary motion another situation occurs, repeated in the front three carriages of the train.

Three pistol blasts are heard from the front carriage. 'Banjo' suddenly stands up. He takes from inside the instrument a shotgun which he points to the passengers."Pardon me folks. This here is a hold up. C'mon stick em' up, hands high like you were praising the good lord for the Reverend. Shame he ain't here cus I'd take his gold pocket watch. Still we get to take an offering so if you'll be so kind as to move real slow. Miss Molly over there gonna help liberate your purses."

The woman who spoke with LaGrone draws a shotgun also from inside the umbrella she held. She spits to the floor and prods a couple of folk pointing the gun. "Purses, walkers and watches. That's right Ma'am, gold rings and jewelry too."

In the carriage of Alice two men stand, one at each end to secure the doors. They have pistols and repeat the same 'stick em' up!'. People huddle in fear, some cower other braver souls try a more robust approach. A couple of quick fire shots put paid to any heroics and a man crumples, two bullet wounds leaking crimson streaks across his chest.

okay give me an action post. If you draw weapons to attack though I will move to initiative.

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Re: It all begins ... on a train:

#66 Post by Bluetongue »

Rourke

"Ooh! Steady on now pardners. Just be cool," he says standing with arms bare at shoulder height. He considers what is happening and if the two bandits are pointing barrels at him or just generally waving them at all. The pistol fire from the front carriage could mean more bandits in that one.

He has a healthy wallet on him, of course which he wouldn't like to lose it but compared to his life. He takes his hat off with his right hand and offers, "Well you know I have this holstered six-gun and I what no trouble so if you don't mind for a little peace o' mind I'll just undo my buckle and drop it to the floor." He starts to slowly and deliberately move hus left hand towards his gun belt.

Rourke has the ambidextrous edge which allows him to negate off-hand penalty. With that on mind Rourke will draw and fire should they fire on any of the passengers. No other way to clear my name than be a hero ...

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Re: It all begins ... on a train:

#67 Post by Gremlin »

Alice

Alice's eyes widen and her breath catches in her throat when she sees the miscreants brandish their weapons and shoot the one defiant man. She had always thought her father was exaggerating when during her kung fu training he would warn her how dangerous the world could be. And not a day after leaving home she sees a man gunned down for his money.

Her heartbeat quickening, Alice attempts to surreptitiously reach under the bundle in her lap to palm some of the loose buckshot she keeps in a pouch at her belt. If she's lucky the bandits won't pay a young Chinese woman any mind.

Regardless of whether or not the bandits notice what she is doing, Alice intends to hurl the pellets at them using her Stones Fly From the Hand chi power, which is a fancy way of saying Bolt. She intends to fire 3 bolts of 3d6 damage (2 at the bandit who shot down the man and 1 at the other bandit).

If a Stealth roll is necessary:
Stealth skill [1d6] = 2, Wild die [1d6] = 1

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Re: It all begins ... on a train:

#68 Post by Stirling »

Denver-Pacific train to Cheyenne.

19 miles south of Cheyenne
5.03pm.


In the second carriage, Rourke tries to act all cool and peaceful, inching his left hand across his waist belt to waver over the buckle, fighting a temptation to draw the six-gun and blaze away at the shotgun holding bandits. 'Miss Molly' pads and frisks people who line up against a wall, spread eagled. She takes watches and rings, clinking purses and tipping contents of wallets into a leather holdall.

'Banjo' comes to the old grandma lady in the corner. "Okay old lady. You too. Hand over those fine trinkets you got hidden away." He prods her a little, a bully abusing a lady twice his age. She shakes her head and holds the urn closer. "Well what is this. A pension pot? Ashes to ashes. Ma'am now you hand over your purse like a good old biddy." He takes the urn off the lady and pours out the ashes on the floor. He is about to angrily chuck the pot out the window when the clink of a gold ring falls from the pot and rolls on carriage floor. Eyes turn to watch it spin and wobble in its final rotations.

"You are a very bad man!" declares 'grandma'.

A few folks walk in from the first carriage, hands raised and shepherded from behind..

and we move to initiative ...

In the third carriage, Alice reaches towards some shot. A few drop from her hand sounding little 'plink, plink' sounds as they hit the floor and roll also. "Now be real slow lady and don't think about loading any there hidden Derringer." says one as the other picks a wallet from the dead man. He signals with his pistol for folk to begin leaving the carriage and go further down the train.

and we go into initiative also ...

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Re: It all begins ... on a train:

#69 Post by Bluetongue »

Rourke

acting on the Queen of Clubs.

"Now just hold on a minute you no good rattlesnake! " he says. He draws left handed, being ambidextrous and fires at bully Banjo.

Rourke fires pistol: Shooting skill [1d6] = 5 wildcard [1d6] = 6

Rourke fires pistol: wildcard Ace [1d6] = 1

Rourke pistol damage (2d6+1): [1d6] = 1 [1d6] = 2 [1d1] = 1

not sure if he would get a multi action -2 penalty to his shooting fir drawing and shooting same round if he didn't take any move action. Either way he Aced the shot but I don't think it causes any wounds. Shooting = 7, damage 4

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Re: It all begins ... on a train:

#70 Post by Gremlin »

Alice

Ace of Hearts

Alice is startled as a couple of buckshot slip from nervous fingers to land on the floor. Without thinking, she springs up and with a sweep of her arm flings two of the metal pellets towards the bandit who shot the passenger and with barely a hitch, a third towards the other bandit.


Alice is flinging three projectiles with her Stones Fly From the Hand (Bolt) chi power, each one set to inflict 3d6 damage for a total of 6 power points (leaving her with 14/20). Bolt uses the autofire rules without the penalties, so one skill die (d6) per projectile plus a single wild die that can replace one of the other three.


Two bolts at Bandit #1 [1d6] = 1[1d6] = 2, One bolt at Bandit #2 [1d6] = 4, Wild die [1d6] = 3

Fate intervenes (spend one Fate chip for a reroll, leaving her with 2)

Two bolts at Bandit #1 [1d6] = 1[1d6] = 6, One bolt at Bandit #2 [1d6] = 1, Wild die [1d6] = 3Ace roll [1d6] = 2

Keeping the second roll: 3 and 8 on Bandit #1, 1 on Bandit #2

I don't think the 3 or 1 hits, but the 8 should. It is 3d6 damage plus 1d6 for the raise if the TN was 4. I will roll the 3d6 together but the extra 1d6 separately in case it doesn't apply.

Base damage [3d6] = 8, raise damage [1d6] = 2

Either 8 or 10 damage before Toughness. If she can also take a move, she will dive back down behind a seat for cover.

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Re: It all begins ... on a train:

#71 Post by Stirling »

Alice I believe you roll 3d6 damage as three individual rolls of 1d6 thus allowing each dice to 'Ace'. So roll again please. I will use the Raise score of 2.

TN is 4, Toughness 5

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Re: It all begins ... on a train:

#72 Post by Gremlin »

Ok, rolling the 3d6 portion again:

Revised damage roll [1d6] = 1[1d6] = 2[1d6] = 4

That's a total of 1+2+4+2= 9

That would be 4 over a Toughness of 5, so I think the result is Shaken and a Wound if the bandit is a Wild Card, or simply incapacitated if he isn't.

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Re: It all begins ... on a train:

#73 Post by Stirling »

Denver-Pacific train to Cheyenne

19 miles south of Cheyenne.
5.04pm.


Banjo is fired upon by the gunslinger. yes the -2 draw and fire penalty still applies but you Aced to hit. The bandit us shaken and riles himself. Banjo Spirit roll vs Shaken [1d4] = 4Banjo Spirit roll vs Shaken. Ace re-roll [1d4] = 3 He recovers to dodge behind a bench. (losing shaken condition but cannot attack this round. Disregard attack rolls.

"You boy are a rude hog. Shame on you." The grandma figure speaks to Banjo, distraught as her husband's ashes are poured out at her feet. She draws a small Derringer mini-pistol from her within a sleeve and points it at the bandit, closing her eyes and pulling the trigger.

Grandma fires gun. [1d4] = 1 damage [1d6] = 2 [1d6] = 3
Closing her eyes she fires, missing the bandit and hitting an innocent bystander, the first person entering the carriage.

Miss Molly levels her shotgun and fires at Grandma across the carriage.

Molly fires shotgun [1d6+2] = 3+2 = 5Miss Molly shotgun damage [1d6] = 5 [1d6] = 6 [1d6] = 2Miss Molly shotgun damage Ace [1d6] = 6 extras if needed.[1d6] = 2 [1d6] = 3

The blast is so savage, half of the old lady is blown out the broken window, her legs crumple and her head rolls across the floor. 21 damage!


Elsewhere, Alice acts, striking with serpentile speed and unleashing a hail of empowered buckshot. They strike the forehead of a pistolero who crumples in Goliath fashion. His pardner points his six gun across the carriage and unleashes a hail of bullets himself, fanning the hammer of his six-gun to gain 'fire superiority' over Alice who shelters behind a leather backed bench.

Pistolero fans hammer [1d6-4] = 4-4 = 0 [1d6-4] = 5-4 = 1 [1d6-4] = 1-4 = -3 wooden splinters fly as the bullets rip into the bench but mercifully miss.

The mayhem stirs a fearful commotion and some passengers flee past the gunman into the rear carriages whilst in the gangway between first and second a bottleneck is created as those entering halt despite being pushed from behind.

Initiative cards get drawn for next round

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Re: It all begins ... on a train:

#74 Post by Stirling »

Alice drawing a Joker, you may act before or after the pistolero and gain a +2 to any trait and damage roll.

Rourke acts before Banjo and Molly.

Good luck!

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Re: It all begins ... on a train:

#75 Post by Bluetongue »

Rourke first a were-child now an old granny shredded by buckshot. He fires at 'Banjo' since he isn't reloading Rourke fires pistol: Shooting skill [1d6] = 2 wildcard [1d6] = 3

saving my fate chips to soak up wounds!

so he will move fast, crouching at the level of the benches to duck underneath the aimed shotguns and out the nearest carriage door. (1/2 speed but imposes -1 penalty to shooting attacks against him).

Rourke vs agility test [1d8] = 6 wc [1d6] = 1

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Re: It all begins ... on a train:

#76 Post by Gremlin »

Alice

Alice flinches as the bench she's crouched behind explodes from the hail of gunfire, wooden splinters whizzing past her head. She's never been more scared in her life, but also never more excited. When the shooting pauses, the young Chinese woman pokes up from behind her cover and flings two more pellets at the remaining bandit.

Alice flings two projectiles with her Stones Fly From the Hand (Bolt) chi power, both set to inflict 3d6 damage for a total of 4 power points (leaving her with 10/20).

Two bolts at the remaining bandit [1d6] = 1[1d6] = 2, Wild die [1d6] = 4

With the Joker bonus, that is a 6 and a 4; both should hit with no raises barring any other modifiers.

Bolt #1 damage [1d6] = 5[1d6] = 6[1d6] = 2
Ace roll [1d6] = 3

First bolt does 5+9+2+2= 18 Damage

Bolt #2 damage [1d6] = 1[1d6] = 6[1d6] = 2
Ace roll [1d6] = 2

Second bolt does 1+8+2+2= 13 Damage

Alice gapes at carnage left in the passenger carriage. Adrenaline might have made her a little too excited. She looks around sheepishly, worried that she might have done something wrong.

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Re: It all begins ... on a train:

#77 Post by Stirling »

Denver-Pacific train to Cheyenne.

19 miles south of Cheyenne.
5.05pm.


Pistol Pete acts fast, but not fast enough. The only Spade he gets to act with is the one burying his corpse. Alice reacts with almost supernatural speed, evoking chi that triggers the fistful of buckshot. The bandit's skull explodes as the pellets play pinball in his cranium. Another one bites the dust as the remaining passengers stare silently in awe.

Rourke fires and flees, dodging by the wounded passenger who props open the door. The two shotgun wielding bandits aim at his back but their fire only targets the unfortunate bystander. Molly fires shotgun [1d6] = 5 Miss Molly shotgun damage [1d6] = 4[1d6] = 5 [1d6] = 6 Miss Molly shotgun damage Ace re-roll [1d6] = 3 if continued Aces [1d6] = 4 [1d6] = 5 18 damage A body, riddled and made to look like a pepper pot, gets blasted out the door and off the speeding train. Banjo fires through the door into the crowded gangway. +2 for cover Banjo shotgun fires [1d6] = 2 damage [1d6] = 3 [1d6] = 4 [1d6] = 4

He succeeds only in blasting holes in the carriage walls.

Seeing a gun totting hombre run out into the gangway and a passenger shot dead, the half dozen people there scream in fear and turn to retreat but run straight into the bandits in the first carriage. Two more of the gang are here and they use their actions to fire warning shots to get people to clear so they can investigate what is happening with their fellows.

I will draw next set of initiative cards and publish results. next actions please.

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Re: It all begins ... on a train:

#78 Post by Gremlin »

Alice

With her carriage seemingly clear of foes at the moment, Alice decides the best course of action at the moment is to try to blend back in with the other passengers. She huddles back in a seat at the end of the car, gripping one of her swords but keeping it covered in her lap. She's not practiced enough yet to effectively use both swords at the same time, so she keeps a handful of pellets in her other hand. She hopes that if any other ruffians enter the car all they'll see is just another cowering, harmless girl. Not a threat at all. But she's positioned herself to be within striking distance of anyone that comes through the door at her end of the carriage.

Alice is holding her action for now until a target presents itself.

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Re: It all begins ... on a train:

#79 Post by Bluetongue »

Rourke

Caught between a rock and a hard place, he needs to escape. Train going to fast to jump off. I am going to try and climb the guard rails and get up on the roof of the first carriage and run across the top.

Rourke vs agility test [1d8] = 4 wc [1d6] = 3

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Re: It all begins ... on a train:

#80 Post by Stirling »

Denver-Pacific train to Cheyenne.

19 miles south of Cheyenne.
5.06pm.


Scrambling upon the metal guard rails to escape the wrath of the bandits, gunslinger wannabe Rourke (well he hasn't shot anyone yet), climbs up to the the train carriage roof. You are on the first carriage and stand, wobbly at first to gain your balance and proceed across the roof. treating roof as unstable platform and use 'mounted combat' rules.

Banjo and Miss Molly reload shotguns and come through the door following after. "Where is that snake? The cowboy with black moustache and stetson?" they ask intimidating the passengers, hoping to gun you down. Eyes look up to where you have gone and Banjo fires blindly, sending shards of wood from the gable end.

Hey Boss Slim, we got a jack rabbit on the roof!" Banjo shouts. Inside carriage no'1, Boss Slim replies. "Okay, we'll nail his hoary hide. You guys keep on with the gameplan and corral these folk to the rear. Get the guys. Come back with the gold and purses."

Molly begins to point the way and with hands over heads, the folks pass the second carriage, the body of 'grandma' and enter the 3rd where the two 'pistolero's' and a passenger lie dead and on the floor.

"My God! What happened to Eli and Beau?" she asks. She goes to the rear door and under armed escort, herds the folk further. "Who the hell done this. They are gonna pay. Speakie 'english' missy." she says to the calm figure of Alice as the remaining passengers sheltering behind benches look on shell shocked. Some point a finger at the oriental while another kneeling points out the rear door to the final passenger carriage. As he does so he reaches out in the commotion to one of the dropped guns.

Meanwhile Boss Slim and Junior fire blindly up into the roof, double tapping guns which leave a trail of holes following Rourke's footsteps.

Boss Slim [1d6-3] = 6-3 = 3 double tap damage +1 [1d6] = 1 [1d6] = 3

Boss Slim wildcard roll[1d6-3] = 2-3 = -1 Aced shooting re-roll [1d6] = 3

Junior double taps shooting [1d4-3] = 1-3 = -2 shooting result = 6, damage = 5 vs Toughness 6. No effect!

As if that wasn't enough trouble! Perched on the coal cabin, a gaunt, trenchcoat wearing figure, rifle in hand, wards the train engineer and stoker. He slowly turns his head, glancing behind across the rooftops as he hears gunfire.

Initiative draw and next actions please.

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