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Far away from the ancient lands of the East lies the untamed expanse of the West, the wild, magnificent, chaotic lands of violence and struggle, yearning and despair. Deserts and forests, mountains and valleys, a vast wilderness populated only by scattered bands of folk: settler towns, cowboys, native villages, and long dusty roads. Here in the West, there is freedom and danger, life and death, and every man has a chance to make his name or die trying.

They say that once a legendary gunslinger was shot at the card table while holding a pair of eights and aces. Ever since then people have avoided playing that hand with a superstitious dread. But there comes a day for every man when he must meet the Reaper, and pass through his gate. Out here in the West, you never know when it might be you who gets dealt the dead man's hand.
>>
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>>3229637

Previous Thread:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead%20Man%27s%20Hand

Updates:
https://twitter.com/ravenkingquests

Ravenking General Discord:
https://discord.gg/4p9mmau

Skirmish General Discord:
https://discord.gg/BvydtkD
>>
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>>3229648

Continuing from part 1: http://suptg.thisisnotatrueending.com/qstarchive/3201080/


The Marshal Deputies take down the last of the red hoods. Who they were, how they came to assault the same bank at the same time, appears to remain a mystery for now. For now that ain't so important as the posse of federal lawmen bearing down on the bank right now. The desperados probably have superior firepower between all of them, but they've got to coordinate to bring it to bear, all while looting the vault. Remains to be seen if all of them will make it out. This job went from bad to worse right quick, and who knows if it'll get even worse by the end.
>>
>>3229653

>>3229628
>>
>>3229653
>Move: 5 north east, spend survival to dash, 4 west
>Action: Start stuffing bags of cash
>Swift: Put on the bag

"Vault's open. Chen get the deposit box open. We ain't got much time. You guys at the front get into cover and hold up. Bonnie, get rid of the dang trap out of the way so that we don't step on it on our way out, or into the vault."

Jackson King
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
5/6 HP, 5 Movement, 3/5 Survival

Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)

Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 0/3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x1 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 6, 10, 9 = 25 (3d10)

>>3229653
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
0/4 HP 5 Movement, 3/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm


Gypsy shoots at the deputy 3, rushing toward the southern side of the bar. She had her eyes set on that backroom and if there was anything worthwhile there...

Shoot at Deputy 3, move South 7

+2 Accuracy, crit on 8
>>
>>3229692
Forgot to add. Spend a survival to dash.
>>
Rolled 9 + 2 (1d10 + 2)

>>3229653
>(A) Pull out the lockbox using raw strenght
>(M) Move 3 East
>(S) Is/Was there anyway to jusy unscrew the lockbox since we have been EXPLECITLY told to not open or damage it?

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 2/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×4), Picks Locks, Disable, Sabotage or Repair Machinery
>>
>>3229653
Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [2/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]

"Thank ya Doc, get behind the desk, keep your head down and Ill be right out of your hair."

>E 1
>N 2
>NE 2
>(S) Dash
>NE 5
>Overwatch
>>
Rolled 9 + 2 (1d10 + 2)

>>3229653
>Use Movement to reload gun (clear misfire)
>Use 1 Survival to dash 2 East, 5 North, 3 East
>Shoot Marshall 4

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
7/9 HP, 4 movement, 3/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)

Pleased that his earlier efforts to befriend the horse payed off, Thaddeus moved up to try and provide support for the rest of the crew.
>>
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>>3229653
>>3229815

(for the record, this is where I want to move to. I'm not sure how you calculate horse movement.)
>>
>>3229653
>Move N4
>Dash E2 N2

The old miner has an uncanny ability to scoot along when needed.

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3229653
Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>>3229705
"The safe depost box marked in blue holds the objective. Smarts check to unlock it and take what's inside -- or Strength to rip it out of the wall, if you'd rather do it that way. " From the last thread
Where did you say you studied?

>Move 3NW, 1W, Behind cover
>Reload
>>
>>3229653
>{s} Check under the bar for loot/gear while
>{m} Move 5South
>{a} Stay Down

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[0/4Hp, 1Stress] [3/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Deputy's Shooter: ???]
>>
>>3229653
"Let's get this over with..."
>Move 3E
>Fill bag with money
>Pick up bag

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
4/6 HP, 5 Movement, 4/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 stress
>>
>>3229653

"Aw hell everybody, lets just grab every last bag and book It already, I'm sick of this town!"

>(M) W, NW, 3N
>(A) Reload rifle for the coming fight.

Jack 'Jackie' Redfield
Level 2 Trapper (1 Strength, 4 Grit, 2 Smarts, 1 Charm)
5/5 HP(+1 from Furs & Leathers), 5/6 Movement, 3/6 Survival

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
>>
>>3229662
>>3229653
Just as a note, I did mess up my movements, and I mean 5 east, instead of 5 west with my "dash". Sorry to bother everyone.
>>
>>3229653
>Pick up Bear Trap (S)
>Move 5SW
>Overwatch with Varmint Rifle

>Class:
Trapper [1 Strength, 3 Grit, 2 Smarts, 1 Charm]
HP: 3/5
SURVIVAL: 5/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 2/4
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 4
Bear Trap [Spent]
>>
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>>3229653

Catina takes down her aggravated suitor with some well-placed headshots. She heals 1 stress damage from dealing a critical hit. Meanwhile her gypsy companion Blue rifles through the bar, finding a conveniently-sized liquor bottle she stows in her dress. (+1 Liquor flask)

Doc Chen, rather than use his tools or educated brain, just rips the box out of the wall with main strength. That's one way to do it. Regardless of his methods, he now holds the box that the gang came here to obtain. He feels a strange chill pass through him as he looks down at the thing in his hands. He hears something strange, almost like whispering voices, just on the edge of his hearing.

>Listen to the voices.
>Tarry not.

Either way, the job is done, or at least mostly done. Just have to get out of this town alive.

>>3229706

Miss Lily, note that climbing through a window costs 1 extra movement. Such rules will be clarified at a later time.
>>
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>>3234071

Those desperados who happen to look up might notice the sky becoming rapidly overcast. The sunlight fades into shadow as dark clouds shroud the sun. A cold wind blows through the streets, so cold it chills the bones.

The ominous darkening is interrupted by the clattering of wooden wheels as nother wagon races down the main street. Everyone aims their guns, expecting another wagonload of hooded figures. But it's just Annie, arriving with the loot wagon. "Load it up, boys! Everybody in! Time to vamos!" She ducks a shot from the deputy marshalls. "Hurry, if ya don't mind!"

[Last turn before job ends, then everyone will pile into the wagon to escape]
>>
Rolled 10, 10 + 4 = 24 (2d10 + 4)

>>3234082
>Keep Punching Dep 6
>Spend Survival on dodge if they live
>Grab their belongings if they die

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
3/7 HP, 7* Movement, 1/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x0: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Fists: Range Melee, Speed 2, Damage 1, +1 Luck
Talisman: Wards against evil
>>
Rolled 9 + 2 (1d10 + 2)

>>3234082
>Move 1W, 5N, 6W
>Shoot Silver Marshall 1
>Spend 1 survival to dash 10W, 2N

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
5/9 HP, 4 movement, 1/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 4/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)

Thaddeus grimaces in pain as he takes another hit. Thinking it was about time he made himself scarce, and hearing Annie's voice, he rode his horse toward the wagon. Taking a parting shot at one of the marshalls along the way.

(I want to keep this damn horse.)
>>
>>3234082
Danny hefts the almost comically oversized bag of cash over his back, and almost falls over. Not trusting his torn up leg to hold any more weight, he packs up another bag for someone else to get in these last few seconds.
"I can't carry no more, come get while the gettin's good!"
>Move S,E,E
>Bag cash N
>Swift Action slide it one space west for someone else to grab.

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
4/6 HP, 5 Movement, 4/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 stress
1/1 Bags Held
>>
>>3234082

Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
0/4 HP 5 Movement, 3/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Jump over the counter south, move SW 1, move W 3, open door and take anything that looks valuable. Spend survival to dash.
>>
>>3234071
>Tarry Not =_ =
>>3234082
>(A) Put stack of cash (South) in lootbag
>(S) Put on bag
>(M) If extracting this turn, go pile in the Wagon BUT make sure to not let the Marshals see me

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 2/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×4), Picks Locks, Disable, Sabotage or Repair Machinery
>>
>>3234071
O well thats alright
>>3234082
Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [1/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]

>Encourage Bonnie
>NE 2
>E 3
>Overwatch
>>
Rolled 2, 2, 4, 6 = 14 (4d10)

>>3234082

>>3234754
[Inspire: +2 MOV, +1SPD this turn]
"Well, miss, Boomer was a right good dog, and things ain't gonna be the same without 'im. But, heain' from these thangs takes time, and I know he's in a better place now. Thank'ye for the kind words."

>Move 1W, 2S, 4S
>Spend 1 Survival and ready Dodge
>Mark Marshall 1
>Shoot him with Varmint Rifle [+3 ACC / +1 LCK / +1 SPD]

>Class:
Trapper [1 Strength, 3 Grit, 2 Smarts, 1 Charm]
HP: 3/5
SURVIVAL: 4/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 3/4
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2
Bear Trap [Spent]
>>
>>3234082
>{m} Vault the bar W, move W 2SW
>{a} Help: +2 to Gypsy's Evasion
>-Note Huckleberry if Luck affects looting
"Keep yer head on a swivel, some yellabelly might be sittin' in there with a scattergun. I'll watch yer back."

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[0/4Hp, 1Stress] [3/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Deputy's Shooter: ???]
[Liquor Flask: (A, x2): Self or adjacent recovers 1 survival, heal 1 stress]
>>
>>3234082
>Move 5NE E

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3234082
>Move: North 1, east 3
Action: Fill a bag
Swift: Slide bag for Old Dog to pick up.

Jackson King
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
5/6 HP, 5 Movement, 3/5 Survival

Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)

Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 0/3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x1 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
>>3234071
"I'll be damned If I don't get no re-ward for getting shot up."

>(M) 2W, 2N, 1NE
>Dash 3NE 2E
>Dash E, 2S, 2E
>(A) Fill bag with cash north of me
>(S) Heft bag over my shoulder

Jack 'Jackie' Redfield
Level 2 Trapper (1 Strength, 4 Grit, 2 Smarts, 1 Charm)
5/5 HP(+1 from Furs & Leathers), 5/6 Movement, 1/6 Survival

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
>>
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>>3234071


The dark clouds and winds outside intensify swiftly. Even as the bandits make quick work of bundling up most of the loose cash in the bank vault, a shadow falls over their minds. The Warriors feel the presence of their talismans as a pulse, like a second heartbeat. Everyone else takes 1 stress damage from an inexplicable chill of terror. Something far greater than the fear of meeting their end at a lawman's gun. A feeling like someone walked over your grave. A feeling of shadows and haunted emptiness, like howling winds in the bare, clutching branches of dead trees.

The marshals are forced to take cover from the heavy winds. Doc Chen, Deadwood, Jackson King, Jackie Redfield, and Old Boy Graham are able to make it out of the bank hauling sacks filled with loot, but they struggle to load up the wagon in the face of the storm winds. The canvas cover of the wagon flaps heavily in the wind. Annie is barely keeping the panicking, screaming horses in check. When the last bag is loaded up and a couple gang members have hopped on board for protection, Annie lets the reins loose, and the wagon bolts away from the bank, barely staying upright in the horses' haste.

The rest of the gang fetches their horses as quick as they can from Ol' Boone in the copse just outside of town, and ride on out of there, quickly catching up with the loot wagon. Together the gang rides away from Goldenvale, away from the blackened sky and rising winds, away from the nameless, voiceless dread that pursues them even as they escape off into the wilderness of the West.
>>
>>3237457


The dark clouds have faded, and a clear evening sky of early starlight hangs overhead, when the loot wagon rolls into the campsite accompanied by the gang on horseback. Their hideout, for now, is out in the Ashburn Woods, in a clearing next to a winding creek. It's not a grand affair: a motley collection of threadbare tents, tree stumps used as tables, and a handful of sturdy supply wagons. But for now, it's home. Wispy smoke and the smell of poultry meat are rising from the cookwagon's stewpot, and the coffee tin is brewing.

Henry Harris, the camp cook and quartermaster, waddles out to meet the returning bandits in his peculiar gait. "Glad to see you folks back safe and sound!"

"Glad to be back, Henry," Annie says. "How's the leg?"

"Splinters." The cook grimaces as he raises his pant leg to scratch underneath, exposing the wooden peg where his leg might be otherwise. "I'll survive, though, especially now that we got the cash to restock our supplies. Budget's been tight for a while now." Like a lot of folks who fought in the war of blue and grey, Henry gave a piece of himself defending his home, and then was cast aside when the war ended in stalemate with both sides unable to pay their veterans. He can't ride or rob so good what with the leg, but he's got an eye for bargains and rationing, and makes a decent stew besides.

Cort emerges from his tent, placing his wide-brimmed black hat on. He takes a moment to size up the returning bank robbers with a steady gaze. "You look spooked," he says, observing the lingering fear among them. "Lawmen call you some mean names? Hurt your feelings?"

Annie scowls down at him. "You can keep your comments to yourself, mister, unless you're helpin' me unload this wagon." She hops down to tie up the horses. "Anything happen in camp while we were gone?"

"Nothin'," Cort says. "Still waitin' on the boss to get back. Ain't like him not to be around while a job's on."

"That's true, but -- well, I'm sure he has his reasons."

"What else has he got to do that's so important while you're robbin' a damn bank? He should be with us."

"It must be important, or he would be," Annie says. "Dallas knows what he's doing. We just got to trust him."

Cort just grunts. He goes to help the others hitch up their horses.

"All right, everyone!" Annie calls out. "Great job out there today! We got the box, the money, and nobody got hurt -- well, too badly, that is. Anyway, let's get all that cash up front here! Cort an' I will count it up and make sure everyone gets their fair share. If you're hurt, go see Doc Withers. Otherwise or afterwards, see Mr. Harris here about gettin' some grub in your belly. Once you've got your cut, you can ask him about maybe doin' a little shopping, see what he's got in stock."

>Loot!
5 loot bags of loose bills: 5 x $1,500 = $7,500
Gang's cut: $7,500 / 2 = $3,750
Individual shares: $3,750 / 16 = $234 each.
More to come once payment for the safebox is received!
>>
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>>3237462


Camping Phase

https://www.youtube.com/watch?v=ypvsPO2K9mI

All bandits may freely partake in each of these once per camp:
Stewpot: Restore 2 health and remove Death's Door penalty.
Coffee: Restore 1 Survival (max Grit)
Sleeping Rolls: Reduce terror by 1.
Ammo Box and Supply Chest: Replenish your ammunition and supplies.


H.H. Sundries
>Provisions
$1.00 Canned Beans: Heal 1 health.
$2.50 Salted Beef: Heal 3 health.
$3.00 Cigarettes: Restore 1 survival.
$5.00 Fine Cigars: Restore 3 survival.
$3.00 Whiskey: Heal 1 terror.
>Weapons & Gear
$100 Roll Rifle: Range 30, Speed 1, Damage 4, Ammo 1. (Rifle: Gunslinger, Trapper only)
$75 Felling Axe: Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage) (Axe: Blaster, Warrior only)
$75 Bear Trap (Max 2 purchases, first come first served)
$100 Doctor Bag (Max 2 purchases, first come first served)
There's enough money in the communal gang funds to improve things around here. Vote on how. You can only get one of these now, but maybe you'll have a chance to get the others later.

>Camp Improvement (Choose 1)
Card table: New survival action -- Double Down: Gain (A)
Clothes Catalog: Improved clothes available for puchase.
Medicine: Doctor bag add-ons available for purchase.
Lodgings: Improves camp benefits.
>>
>>3237468
>Stewpot with the others
>Have some cigars
>Buy a Felling Axe & stock up on Tomahawks
>Hit the sleeping rolls

Vote:
>Card Table

>Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
>7/7 HP, 7* Movement, 4/4 Survival, 1 Evasion (From Feathers)
>Skills:
>Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
>Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
>Gear:
>Eagle Feathers: +1 Evasion
>Tomahawk x0: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
>Fists: Range Melee, Speed 2, Damage 1, +1 Luck
>Talisman: Wards against evil
>Cash: $154
>>
>>3237468
>Partake in all the camp activities
>Buy some cigarettes to fill up survival
>Buy a doctor bag
>Elect Card Table:

Jackson King
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)

Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 3/3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
>>3237468

Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm


>stewpot
>coffee
>sleeping rolls
>ammo box

Buying two canned beans and one box of cigarettes for 5 dollars.

Vote: Clothes Catalog

Money: 262
>>
>>3237975
Money: 269, actually
>>
>>3237468
>Sleeping Rolls: Reduce terror by 1.
>buy Salted Beef and Cigars.
>Card table: New survival action -- Double Down: Gain (A)

Thaddeus McDaniel - $226.50
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
5/9 HP, 4 movement, 1/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 4/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3237462
>>3237468
>Claim $234
>Ammo Box and Supply Chest (Replenish)
>Sleeping Rolls: Reduce terror by 1
>Purchase Felling Axe ($75) [$159 remaining]
>Vote Card Table: Double Down (Gain (A))

"Damn fine haul ya'll dragged in."

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear: $159
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3237468
>$234+$10(pickpocketting): $244
>Campfire: Stewpot, Coffee, Supply Chest, Sleep.
>Provisions: 2× Canned Beans. 1× Whiskey. -$5
>Camp Improvement: Clothes Catalog
>Progression: +1Charm, [Leader]

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 0Stress] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
[Leader: +1Accuracy in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Liquor Flask: (A, x2): Self or adjacent recovers 1 survival, heal 1 stress]
Cash: $239. Trophies: [Deputy's Pistol], [Goldenvale Shotglass]
>>
>>3237468
"Thank you kindly for the stew, mister."

Jackie settles In by the fire and tries to Ignore the pain his side as he enjoys his creature comforts.

"Well I think we did a mighty fine job today fellers. We all made It out just fine with a payday to boot. So whaddaya think about them hooded fellers showin up? It seems mighty odd they'd just up'n decide to rob a bank right as we were."

>Stewpot
>Coffee
>Re-supply
>Sleep when I'm done with everything else

>Eat Beans
>Smoke Cigars

>Buy the Roll Rifle

Jack 'Jackie' Redfield
Level 3 Trapper (2 Strength, 4 Grit, 2 Smarts, 1 Charm)
6/6 HP(+1 from Furs & Leathers), 5/6 Movement, 5/6 Survival

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Roll Rifle: Range 30 Speed 1 Damage 4 Ammo 1/1
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10

-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.

Cash - $128 ($ 234 - $106)
>>
>>3237468
And my vote for the camp Is

>Lodgings
>>
>>3237468
Danny went to see Doc Withers as soon as he collected his share of the take. The young man had never seen 200 dollars in once place before, but now he was holding that and change in his hands. He sipped down the last of the broth from the bowl of chicken stew he'd been given as the good doctor finished bandaging his leg. While he couldn't put too much weight on it for a week or so, he'd be fine in the long run.

>>3238197
Danny joins Jackie in sitting, his business with the Doc done.

"Don't seem odd to me Jackie, why the hell else would that feller who hired us need 16 people to turn over a small town like that? He must've known they was after that box. Now I want to know what on earth could be so important about it, and just why was it in that tiny little bank."

>Partake of the Stewpot, Coffee Tin, Ammo Box, and the Sleeping Rolls
>Vote for the Card Table
>Progression: Gain +1 Grit & Leader
>Gain +1 Smarts for last level, since I thought skills and stats were exclusive

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 0 Terror
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Leader: You and allies within 5 spaces have +1 Accuracy
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 stress
$234
0/1 Bags Held
>>
>>3237468
Are Provisions intended to be usable mid-mission?

>+Grit, +Resolve
>Drink coffee

Warrior (3 Strength, 3 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/5 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3237468
Lily Rivers, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]


>Coffee
>Naptime
>Cigarettes

>Clothing Catalog

>+Grit, +Devilish

Anybody interested in buying these Pills and Bandages? Ill sling them to one of you doctor folks for $50
>>
>>3237468
>Use all the camp amenities
>Level Up! Gained Headshot / +1 Grit

>>3238232
"Fellas- er- gentlemen, I've learned a few things in mah life."
She forces her way between Jackie and Danny next to the fire.
"Ah unnerstand that y'all have a 'Los Dos Companeros' thang goin', but don't think for a minute that yer gon' be allowed to ask our wonnerful new contractor any questions. Now spread yer coat out for a lady, I'm playin' Texas Hold 'Em."
>>
>>3238935
>Vote: Card Table
>>
Wait, we can level up now? If so;

>>3237996
+1 Movement, +Bruiser.
>>
>>3237462
>Gain 234$
>>3237468
>Sleepin Rolls (remove 1 terror)
>Coffee regain Survival
>Ammo Box (replenish tool kit)
>Buy: 5×Canned Beans, 2×Salted Beef, 1×Cigarettes, 1×Fine Cigars, 2×Whiskey = 24$ (210$)
>Vote for Card Table
>Progression: +1 Charm and + Resolve

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
>>
>>3237468
>Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
>5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
>Skills:
>Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
>Gear:
>Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>Sleeping roll
>1 doctors bag
>Card table
>>
File: card table.jpg (144 KB, 800x533)
144 KB
144 KB JPG
>>3237468

>Camp improvement: Card table
New survival action gained!
Double Down: Spend 1 survival to gain a second (A) this turn.

A good bluff comes from courage; a good bet, from foresight. Both can be sharpened, honed, and drawn on in times of need.


Side Jobs: Opportunities can be found for an enterprising desperado to earn some spare cash and supplies. These jobs are not without danger, of course, but what's a little risk when there's rewards to be had?

Up to 3 bandits can go on each side job.

>Stagecoach Escort
A transport company is looking for hired guns to ride alongside an emergency supply shipment to a frontier settlement.

>Abandoned Prospect
Investigate rumors of an empty mining camp in the nearby foothills.

>Hunting in the Ashburn Woods
The trackers found sign of deer herds and rabbit warrens. Shoot or trap game in the surrounding woods.

>Scout out the nearby town of Dust.
Dust is the crossroads town where you're supposed to meet this employer fella. Might be good to have a look around ahead of time, see what you're in for, maybe score some information or a few extra dollars.
>>
>>3242170
>Abandoned Prospect
>>
>>3242170
>>3242198
>Level up: +1 Movement, +Sturdy skill
>Abandoned Prospect

"Minin' camps bein' abandind means one a' two things: there's a hauntin', there's a nuttin', or there's a sumtin' much unfriendly prowlin' thems parts."

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 5 Movement, 4/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3242170
Bonnie climbs onto the wagon, driving the horses after the stagecoaches.

"I'm gon' be needin' this for a few days. Either git on or git out of the way."

>Stagecoach Escort
>>
>>3242170
>>3237532

For future threads:
>Stat gain - Grit
>Skill gain - Resolve

For side job: Stagecoach Escort

Jackson King
Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 6/6 Survival

Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival

Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 3/3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)
-Doctor's Bag: (x4 Deployable, First aid(A): heal yourself or an adjacent ally for 2, Deploy(A): Anyone adjacent to the bag can use First Aid.)

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
>>3242170
>Go to abandonned prospect with>>3242221Old Graham and >>3242198 Thaddeus


Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
•5×Canned Beans, 2×Salted Beef, 1×Cigarettes, 1×Fine Cigars, 2×Whiskey
•(210$)
>>
>>3242170
"I'm goin to get us some fresh meat, anybody that knows what they're doin's welcome to come with."

>Hunt In Ashburn Woods

Jack 'Jackie' Redfield
Level 3 Trapper (2 Strength, 4 Grit, 2 Smarts, 1 Charm)
6/6 HP(+1 from Furs & Leathers), 5/6 Movement, 5/6 Survival

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Roll Rifle: Range 30 Speed 1 Damage 4 Ammo 1/1
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10

-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.

Cash - $128
>>
>>3242170
>Scout out Dust
"I aint no sharpshooter, nor am I throwin' my guts 'tween a coach and those as want it. If I'd listened to my momma, I might know a thing or two 'bout handling them ghosts in the mines. But I dinnit, so I'll be heading on to Dust. Whoever's tagging along had best sadle up, 'cause I aint waiting."
>>
"Trouble is coming to that town, most surely."

>>3242170
>>3242411
>Scout Dust

Warrior (3 Strength, 3 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/5 Survival, 1 Evasion (From Feathers)
Skills:
Pounce, Resolve
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
File: mineshaft entrance.jpg (105 KB, 427x640)
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105 KB JPG
>>3242198
>>3242221
>>3242306


Thaddeus McDaniel, Old Boy Graham, and Dr. Sun Li-Chen ride out to investigate the rumors of an abandoned mining prospect, following a winding path up into the rocky foothills of Rusty Ridge. After some time they find some patchwork tents and sleeping rolls, centered around the cold ashes of a campfire. Nearby, a mineshaft is hewn into the side of a hill, supported by wooden beam and stone. The tool rack is empty except for a solitary shovel.

Each bandit may choose one:

>Search the tents: Roll 1d10+Smarts
Everything is orderly and undisturbed, although covered in a layer of dust.

>Enter the mineshaft: Roll 1d10+Grit. Blasters add their class level.
The door into the underground lies open, ominous and inviting.
>>
Rolled 10 + 4 (1d10 + 4)

>>3242600
>Enter the mineshaft (1d10+2+2 Blaster lv)
>-updating blaster level

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear: $159
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 2 + 4 (1d10 + 4)

>>3242600
>Enter the mineshaft: Roll 1d10+Grit. Blasters add their class level.

Thaddeus checks inside of the mineshaft, Pickaxe at the ready.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
5/9 HP, 5 movement, 1/4 Survival
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiiser - (Unarmed attacks do 1 additional damage, Slam causes knockdown.)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 3/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
Salted Beef x1 (heal 3 HP)
Fine Cigars x1 (restore 3 survival)
>>
Rolled 1 + 3 (1d10 + 3)

>>3242600
>Search the tents

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
•5×Canned Beans, 2×Salted Beef, 1×Cigarettes, 1×Fine Cigars, 2×Whiskey
•(210$)
>>
>>3242170

I'd like to do the Stagecoash Escort.

>Level Up
+1 Charm, Huckleberry
>>
>>3242170
>Scout out the nearby town of Dust
>>
>>3242281
>>3242288
>>3242883


Bonnie Northbark, Jackson King, and the gypsy girl ride to the nearby trading outpost of Laidlaw Shipping Co. Workmen are already loading wooden supply boxes aboard the stagecoach while the company man shouts at them to hurry. He asks only a few cursory questions about your backgrounds and shooting skills before hiring you on as temporary guards. Everybody seems in an awful hurry about the whole affair.


Vote on a course of action as a group, then roll afterwards:

>Hold up the stagecoach: 1d10+Strength
The supplies are right there for the taking. Should be a simple matter to overpower the company men and grab what you want.

>Escort the coach: 1d10+Grit
Do the job, escort the coach to its destination. You could easily run into trouble along the way, though, or they wouldn't have sought out hired guns in the first place.
>>
>>3242170
Scout the Town of Dust
>>
>>3244778
>Escort the coach
>>
>>3244778
>Escort the coach
>>
File: dust.jpg (98 KB, 1024x576)
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98 KB JPG
>>3242170
>>3242411
>>3242512
>>3243086
>>3244984

Boleite Blue, "Sawbones" Black, Ringtail, and Lily Rivers head into the town of Dust. Four's a crowd, but you shouldn't attract too much attention. Probably.

Dust is the crossroads town where you're supposed to meet this employer fella. Looks like an ordinary frontier town, growing slowly but surely. It's not founded next to any natural landmarks or resources, just a patch of dirt and dust that happens to be at a crossroads between regions. Services have sprouted to cater to travellers and traders: the town has a saloon and hotel, a wainwright, a stable, a church, even a post office.

While you're here you could have a look around ahead of time, see what you're in for, or maybe score a few extra dollars on the side.

Each bandit may choose one:

>Scout: 1d10+Smarts
If you end up in a scrap here, knowing ahead of time how to take advantage of the lay of the land will help.

>Fleece: 1d10+Charts
Frontier towns like these are often full of honest citizens eager to part ways with their money for a promise or a dream.
>>
Rolled 8 + 4 (1d10 + 4)

>>3244778
>Roll for vote
>>
Rolled 8 + 4 (1d10 + 4)

>>3244778
>>
Rolled 9 + 4 (1d10 + 4)

>>3245651
>Fleece
"Delightful, I do love me some honest folk."

Lily Rivers, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]
>>
Rolled 5 + 1 (1d10 + 1)

Preferring to at first to wander the outskirts, Ringtail eventually sets up at the side of the main drag, inviting folks into games of chance and skill, changing his mind if they lack what he'll play for; a nickname, and its secret. How mysterious. Word may spread.

Their names and secrets against his spiritual counsel, wagered on races, tosses, odds or evens. He offers a chance at answers to this land's strange questions that never enter a house of crosses. But some may balk at risking some part of themselves, however small, to a man of that same land.

Wise, he'll tell winners, among other things. Never bet secrets not kept elsewhere.

>>3245651
>"Fleece"
>>
>>3245793
Idea here's more to get to know some folks, hear about any supernatural trouble or get them leery about it.
>>
Rolled 6 + 2 (1d10 + 2)

>>3245651
"Goin' into a job cold, that's just dandy. Spot of fun even, if yer lucky.
But goin' to a hand-off blind? That's just slack-jawed stupid."
>Scout.

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 0Stress] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
[Leader: +1Accuracy in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Liquor Flask: (A, x2): Self or adjacent recovers 1 survival, heal 1 stress]
Cash: $239. Trophies: [Deputy's Pistol], [Goldenvale Shotglass]Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 0Stress] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
[Leader: +1Accuracy in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Liquor Flask: (A, x2): Self or adjacent recovers 1 survival, heal 1 stress]
Cash: $239. Trophies: [Deputy's Pistol], [Goldenvale Shotglass]
>>
Rolled 1 + 2 (1d10 + 2)

>>3244778

I will assist, my friends.
>>
>>3242600
>>3242612
>>3242614
>>3242861


>Search the tents

>Sun Li-Chen: 4
Dust. Cookpots. A faded photograph. Nothing.


>Enter the Mineshaft

>Thaddeus: 6
Following a rank smell, you stumble upon a putrefying human body clad in mining clothes. The head has been pulverized. A chipped and bloodied pickaxe lies nearby. Suffer 1 terror.

>Old Boy Graham: 14(!)
You descend into the darkness by torchlight. The flickering shadows play tricks on your mind. Once you think you glimpse a pair of human figures, clad in mining gear, standing just outside the ring of light. But when you raise the torch, nothing is there. With an ineffable sense of being guided, you follow a horizontal prospecting drift and search among the mined ore there until you find a pure lump of black metal that exhibits peculiar hardness. Gain 1x Adamant Ore.
>>
>>3244778
>>3245658
>>3245659
>>3246310

A small band of ghost dancers mounted on horseback attacks the stagecoach on its journey, shouting their war cries as they shoot bows and rifles. Bonnie and Jackson, along with the company men, are able to pick off a few and hold off the warband until the transport reaches its destination, a frontier mining outpost. The gypsy girl provides ... moral support.

Once safely behind the stake palisade at the mining outpost, the company men thank their hired guns for keeping them safe from those savages. Meanwhile, sturdy workmen set to levering open the boxes and dumping out the contents, which turn out to be several emaciated natives. "All right, chain 'em up, set 'em to work," calls out the foreman. A whip cracks.

"So those natives weren't attacking to plunder you?" asks Jackson. "They just wanted to free their people?"

"What?" asks the foreman absent-mindedly. "Oh, sure. We grab 'em whenever we can. Cheaper than importing darkies from back east, you understand. Certainly cheaper than paying 'em!" he adds with a hearty guffaw.

>Get paid, $20 each, and walk away.
>This cannot be tolerated.
>>
>>3247660
"Ooooeee! Gots me a bitta that starmetal! Thankye kindly good lads, thank-ah-ye kindly~"
>>
>>3245651
>>3245792
>>3245793
>>3245840

>Fleece

>Lily: 13
"Indeed, madam, I find your company to be most stimulating, and if I may be so bold -- what's that? Why yes, this IS a fine pocketwatch, isn't it?" Gain $20 and 1x Persuasive Smile (Spend before a Charm check to roll twice and take the better result)

>Ringtail: 6
"Strange talk these days. Animal attacks. Secret meetings up in them hills. And at night? Screams. I pray to the cross, of course, but sometimes I wonder if the good Lord followed us to this land. You say this feather can protect me against evil? Why, yes, I'll pay --" Gain $10.


>Scout

>Blue: 8
"You'll stay indoors when it's dark, if you know what's good for you. Can't be too careful with these rumors of strange folk. You seem all right, of course, young miss. If you do get caught out, I know a good place. Right by the barber's, there's an alley ..." Gain 1x Dust Preparations.
>>
>>3242364

>Hunting in the Ashburn Woods

Searching among the ash trees reveals signs of the passage of deer herds, and in the long grass, rabbit tracks.

>Lay traps and snares: Roll 1d10+Smarts. Trapper adds level.
A brace of rabbits would do well for the stew.
>Hunt something larger: Roll 1d10+Grit.
Plenty of deer in these parts. Of course, that means their predators are here too.
>>
>>3245651
Wow i'm late. Is it too late to put a roll down?
>>
>>3247912
Go ahead pardner.
>>
Rolled 9 + 4 (1d10 + 4)

>>3245651
>>3247950
>Scout
Thanks boss.

Level Up!
+1Smarts

Doktor (2 Strength, 1 Grit, 4 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
>Gain Resolve(?)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag
>>
Rolled 9 + 5 (1d10 + 5)

>>3247828

>Lay traps and snares: Roll 1d10+Smarts. Trapper adds level.

"Alright, let's see If I still got the ol' knack for this."

Jack 'Jackie' Redfield
Level 3 Trapper (2 Strength, 4 Grit, 2 Smarts, 1 Charm)
6/6 HP(+1 from Furs & Leathers), 5/6 Movement, 5/6 Survival

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Roll Rifle: Range 30 Speed 1 Damage 4 Ammo 1/1
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10

-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.

Cash - $128
>>
>>3248040

>Scout

>Sawbones: 13

The bartender at the White Stallion Saloon has a mistress. Deputy Haynes has a drinking problem. The worn-down house with a collapsed roof still lies vacant. Employing a careful ear and a sharp eye, you're able to observe and note all kinds of interesting tidbits about the town and its inhabitants that could come in handy later. Gain 2x Dust Preparations (Total 3)

>Lay traps and snares: 16


Your traps are perfectly placed, your snares expertly hidden. A fine brace of rabbits is soon yours, extra meat for the camp stewpot. One particularly fine specimen was caught amongst the grassy barrows of an ancient burial ground. Recalling the superstition of rabbits caught in graveyards, and noting the pristine condition of the rabbit's left hind foot, on an impulse you sever the foot with a few quick strokes of your knife. Stewpot provides +1 Health next camp. Gain a Lucky Charm (+1 Luck).
>>
>>3247808
>This cannot be tolerated

"Gypsy, get the biggest guy. Me and Bonnie'll get everyone else." King mutters under his breath to the group.

Jackson King
Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 6/6 Survival

Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival

Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 3/3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)
-Doctor's Bag: (x4 Deployable, First aid(A): heal yourself or an adjacent ally for 2, Deploy(A): Anyone adjacent to the bag can use First Aid.)

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 3 + 4 (1d10 + 4)

>>3247808
>This cannot be tolerated

"All the money y'all saved'll do nahce to git me some more bullets."
BLAM

"No need'ta be subtle, Jack. We are killin' em, right?"

>Name:
Bonnie Northbark

>Level: 2

>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 5/5
SURVIVAL: 6/6
MOV: 6

>Skills:
Hunter's Mark
Headshot

>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 4/4
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2
Bear Trap [x1]
>>
Rolled 10 + 5 (1d10 + 5)

>>3249706
>>3247808
Rolling for accuracy if needed.
>>
Rolled 7 + 4 (1d10 + 4)

>>3247808

"And to think they advertised this country as civilized..."

Rolling to help with the shootout.
>>
>>3249706
>>3249803
>>3249858


To men and women who live their lives by a code of freedom, the enslavement of these people is too much to bear. The bandits draw on their erstwhile employers. The gunfight is swift and bloody. It ends with the company guardsmen lying in the dirt and the workmen fleeing for their lives. The native captives and mining slaves are awed at their unexpected rescue. They have no money to repay their debt, but they promise to pass on the tale of their saviours to their friends and tribesmen. Laidlaw Shipping Co. and their associates, however, will not be thrilled to hear of this betrayal.

Reputation: Establishment -2
Reputation: Native Tribes +1, Slaves +1
>>
File: standoff.jpg (468 KB, 1017x1920)
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468 KB JPG
New thread:
>>3258208
>>3258208
>>3258208



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