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File: dead man's hand op.png (504 KB, 1758x1080)
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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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>>3258208

Previous Threads:
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
>>
>>3258225

"So this is the new blood," Billy Ratcatcher says, looking over the motley collection of bandits, thieves, and renegades by light of the campfires and the slowly rising moon. Everybody is back from their side jobs, and it's Billy's first time seeing the whole batch of recruits together, having been off riding with the boss until now. "Feels strange what with us folks who were in the gang before being outnumbered by the new ones," he ruminates. "But we did need more guns after the troubles, when we lost so many. We sure got 'em now. You done good with the recruitment drive, Annie. Looks like some stand-up fellers among 'em, and some pretty ladies too."

Cort strikes a match to light his cigar. "Scared kids. Old men. Fools. Won't be much good if push comes to shove."

"They did all right at the bank," Annie says. "Give 'em a chance before you talk down about 'em, Cort. I think they each got something in 'em worth keeping 'em on for. Dallas agreed. He gave me the okay on each of 'em. Said they all got potential."

In reply Cort just puffs on his cigar.

Billy says, "Anyway, I had something real important I was thinking about."

"What's that?" Annie asks.

"What are we gonna call ourselves now?" Billy says. "Don't feel right using the old gang name, but we can't go on just being "Dallas's new gang", right? We should have a cool name like "The Night Riders" or "The Black Angels," right? What do you say?"

Cort gives him that dead-eyed stare. Annie says, "Uhh, we'll think about it, all right? First things first. Tomorrow morning we'll get this campsite squared away, then head out to Dust."

"Sure," Billy says. "I'll help on first watch. Might be some spooky ghosts in these woods," he adds, and laughs.
>>
>>3258239

Rule updates:
>Misfires removed
>Warrior stats corrected (Smarts -1 for a total of 13, same as everyone else)
>Deceive renamed to Converse
>Ammo rules revised. One die roll = one ammo spent. Weapon ammo counts updated.


https://www.youtube.com/watch?v=-jU9EFTMhbY


Reply to this post with your character sheet, including name, stats, skills, and equipment.

Also say what you happen to be doing on this particular lazy evening as the stars come out:

>Sitting by the campfire telling stories and singing songs.
>Facing off in a poker game
>Keeping watch around the outskirts of the camp.
>Maintaining your equipment.
>Getting an early start on a good night's rest.
>Something else (say what)
>>
>>3258254

>Thrown weapons and rules modified/updated
>>
>>3258254
>Keeping watch around the outskirts of the camp.

Thaddeus opted to stand watch during the night, the memory of the mutilated corpse he stumbled upon still fresh in his mind.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
5/9 HP, 5 movement, 1/4 Survival, 1 Terror
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 9 (1d10)

>>3258254
yeehaw

>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]

>Facing off in a poker game
As the second round of betting commences, Bonnie lets a subtle smirk cross her lips as she puts five more dollars into the pot.

>Cash: $224 (10 in pot)

(roll against me if you wanna play poker)
>>
>>3258254

>Sitting by the campfire telling stories and singing songs.

"-An so that was when my buddy Two-Talon decided he'd had enough nonsense, so he jus' walked right In the house by m'self. So we all waited just a little bit and we heard this BA-BANG an I thought Ol Talon had done bit It. You shoulda seen my surprise when he done walked right out the front door, blood all o'er his face and everything and boy did I laugh. We walked Inside and there were two holes Inna door, two holes Inna Ol' Mallon but not even one In Talon. It was a right shame they didn't have much a nothin In there, just a handful a bills and some whisky but my was It a fun time."

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.
-Lucky Charm: +1 Luck

Cash - $128
>>
>>3258299
"Member when that first fella tried to get the drop on 'us and you tore him up while he was tryin' in vain ta hit me? I'll never forget the look on his face when he opened fire and I ducked on through his shots and sent some back his way. Not sure if you saw it from that tree'a yours."
>>3258254
>Sitting by the campfire telling stories and singing songs

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
>>
>>3258254
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]

>Getting an early start on a good night's rest.

"Can never have enough beauty sleep."
>>
>>3258254

>Maintaining your equipment (and asking one of the docs how to heal people)

Jackson sat, cleaning his rifle after returning from freeing those natives and slaves. In his heart, he was at piece for defending the mistreated, but his mind told him that that company will be out to get him sooner or later.

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 6/6 Survival

Skills:
-Leader: You and allies within 5 tiles gain +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 6/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy
-Liquor Flask: (A, x2): You or an adjacent ally restor 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.
>>
>>3258254
>Getting an early start on a good night's rest

".zZz... grmlbrml... .zZz... g'thankyee mrss..."

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: $159
x1 Adamant Ore
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3258254
>Maintaining your equipment.
Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
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>>3258254
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (2), Loot Bag

Augustus Archibald listlessly flicks through the book he is reading by the campfire, occasionally glancing at his fellow outlaws.

>>3258314
"How about I lend you one of my books Danny. A strapping young lad like you should consider reading as a hobby. Never know when you have to drop the gun if you catch my drift. A post office job isn't so bad when you're raising kids, better than capping poor folks by the roadside and robbing casinos anyway."
>>
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Rolled 3 + 2 (1d10 + 2)

>>3258254
>Read the cards
"There's a smell of bad luck in the wind. I don't care for it none."

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+), Ammo15/15, 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]
>>
>>3258945
"Aw, thanks Archie. Even if I hope fer fame an' fortune enough so I don't hav' to work as a clerk or som'thin, it'll at least help pass the time. I miss ma tellin' us bed time stories when we were kids."
>>
Rolled 8 + 2 (1d10 + 2)

>>3258254

Catina "Lady Luck" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 269

>playing poker, meeting Bonnie's Raise
>>
>>3258587
Heads up, you get a +1 to a stat in addition to a new skill.
>>
>>3258254
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)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag


>>3258532
"Huh? You wanna know how to eel people? Son, you got problems..."
>>
>>3260011
Didn't realize I copied an old sheet.

>>3258254
Ignore >>3258587
This is the right sheet now!

Old Boy Graham
Level 2 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
x1 Adamant Ore
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)
>>
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>>3258254

Campfire
>Spend (S) next to a campfire to pick up a burning stick as a Torch.
Torch: Speed 2, Damage 0. Inflicts Burning. Light source. (A): Toss up to 5 spaces. Acts as a light source until it sputters.

------------

Just a quiet, ordinary night for the bandits, getting settled into new rhythms with their new partners in arms. Jackie, Deadwood and Doc Chen sit round one of the fires, singing old camping songs together and arguing over the lyrics. Augustus sits near, reading one of his books. By the other fire, Bonnie and the gypsy girl, now calling herself "Lady Luck", have a tense showdown of bets and raises over a poker hand, while Sawbones attempts to teach Jackson the basic tenets of first aid on the battlefield. Lily and Old Boy Graham are just interested in catching up on their beauty rest. Overhead in the moonlit sky the stars come out, one by one.

Boleite Blue turns over another set of tarot cards. The Tower. Disaster, crumbling ruin, inevitable destruction. But also, next to it, the Chariot. Strength, determination, victory. The union of heart, mind, and spirit. And finally --

"Death," she mutters, looking down at the ominous skull that grins back up at her. "Been seeing a lot of you lately." Blue looks up at the night sky, where wisps of cloud pass over the bright moon. "There's a smell of bad luck in the wind. I don't care for it none."

"Ah, lighten up, Blue," her gypsy companion says from the card table nearby. "I think our luck is just fine. Don't you worry. I got a good feeling."

"You're telling me," Bonnie says, and lays down her cards. "A full straight, nine high! Read 'em and weep, sister!" The trapper leans back on her seat with a satisfied smirk. "How's that for luck?"

Lady Luck grins as she turns over her own cards, revealing five hearts. "Sorry, sister, but that pot is mine." Bonnie swears. The lady chuckles as she scoops up the money. "Another hand?"
>>
>>3261039

Thaddeus and Billy Ratcatcher perform a slow patrol around the outskirts of camp, keeping watch on the moonlit forest, their guns at the ready. Never know what might be out there. It's easy to get jumpy on watch duty at night. You get keyed up until every shadow holds a terrible creature, a monster ready to pounce on you and tear you to pieces. But the miner and the veteran bandit are old hands, and don't get jumpy. Lawmen won't be coming up into these parts, so they know the watch is just a precaution, really. These hills might be home to the occasional wolf or cougar, but they'll be scared off by the fires.

And, of course, there's no such thing as monsters.

"Good to have new folks around," Billy says to Thaddeus. "Y'all done good at the bank in Goldenvale. The gang's been in a tough spot since the troubles. Lost a lot of good people. But you done good. I think we got a shot at rebuilding this thing. Once Dallas is back and we get paid proper for this bank job, we got a bright future ahead of us. Yessiree. We had some good times together y'know, me and Dallas and Annie and the rest. Even Cort! He sounds mean, but he's a stand-up feller. Why, this one time --"

"Hold on a minute, lad," Thaddeus says. The former miner peers out at the shadowed woods, clutching his shotgun. "D'ye hear that?"

"Just the wind, or a rabbit," Billy says dismissively. "Lot of 'em in these parts. Y'know, catching a rabbit is a lot like catching rats. You just need to --"

"Need to what?" Thaddeus asks. His only reply is a strange, wet sound. He turns around, expecting to see his fellow bandit. And he does.

But only what's left of him.
>>
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>>3261045

"Oh, god--!"
"What IS it--"
"Shoot it--!"

In glimpses at the edges of firelight they see it. The beast is taller than a man, white-furred, blood dripping from its chin to stain its chest fur a crimson red. Its face is a grinning mask, a deer-like skull lined with fangs, warped and twisted antlers jutting skywards. It howls, opening its mouth to the moon and letting out a shrill and eerie wail that pierces the silence of night and chills the bandits to the bones.

>Everybody suffers 1 terror from a glimpse of a creature that should not be. Thaddeus suffers 1 additional terror from seeing Billy Ratcatcher torn apart before his eyes.
>>
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>>3261047

https://www.youtube.com/watch?v=ICSk8-pJkX8

Bandit turn starts now.
>>
>>3261048
>Jolt awake!
>Grab shotgun and overwatch South

"It's tha' ther' jabbawock comin' tah snatch alla chil'ren! E'ERYONE ARM YERSELVES!"

Old Boy Graham
Level 2 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
x1 Adamant Ore
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 6 + 2 (1d10 + 2)

>>3261048
>Shoot the beast
>Move 5 NW
>Dash 5 NW

Thaddeus saw the beast, saw it's blood-stained claws, saw the corpse of his patrol partner, and came to one conclusion.

He did not want to be here.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
5/9 HP, 5 movement, 1/4 Survival, 3 Terror
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)
>>
>>3261078

Mr. McDaniel, I now realize I forgot to clarify previous thread that food is eaten between jobs, not during. I suggest we say you consumed your salted beef and cigars during camp. You also have your dynamite restocked.

>>3261065

An additional note for our blasters, the +1 HP from Workman's Overalls is already added to your health total of 8 on your sheet (Health = 3+ Str + Clothes). I will seek to clarify the "starting health" situation on further sheets.
>>
>>3261094
(Okay, will correct my sheet later.)

(Also, I noticed that the Blaster has a base stat total of 12, not 13 like everyone else)
>>
>>3261109
In theory it's balanced by him being the only class starting with 4 in his primary stat. I may give him +1 Smarts next thread, we'll see.
>>
Rolled 9, 8, 3, 5 = 25 (4d10)

>>3261048
[Movement]
>North West 2, North 2
[Action]
>Fire at Beasty boi (accuracy is +5)
[Survival]
>Double Down
[Bonus Action]
>Fire at Beasty boi

Jackson finally understands how to bandage the wound probably just when the beast's dark form becomes barely distinct from the surroundings. "We'll continue this later Bones... Right now, let's get back, and form a firing line."

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 6/6 Survival

Skills:
-Leader: You and allies within 5 tiles gain +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 6/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy
-Liquor Flask: (A, x2): You or an adjacent ally restor 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.
>>
Rolled 1 (1d10)

>>3261141
>Rolling for resolve
>>
>>3261048

>Wake up with a start

Trapper
Name: Tumbleweed


HP: 5(3+STR+Clothes), STR: 1, Grit: 3, Smarts: 2, Charm: 1

Skills:

Hunter's Mark(S)

Mark closest targets weak spot,lasts 3 turns or until this move is used again. You and allies have +1 luck against target.

Gear:
Furs and Leathers(+1 HP)
Bow(Range 30, Speed 1, Damage 3, Ammo X, Two handed, Quiet)
Knife(Range Melee, Speed 3, Damage 1, L.Thrown: 10, Slow, +1 Damage, +1 Accuracy)
>>
Rolled 1 + 5 (1d10 + 5)

>>3261048
In the midst of happy revelry there was screams and panic. Jackie had Immediately figured It was bandits until he saw the shape standing over a mess of blood and guts. It was true! The devil was REAL.

"OH MAMA WEREN'T LYIN, THE DEVIL SENT HELLHOUNDS FER US ALL!"

>(M) 3S, 1SE, 2E
>(A) Fire Roll Rifle (+5 Accuracy +1 luck 4 damage) at THE BEAST

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.
-Lucky Charm: +1 Luck

Cash - $128
>>
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>>3261048
>{m} 1W 2SW 1W
>{s} Pull a Torch from the fire
>{a} Overwatch to Throw the Torch at a Beast
Image is Area of Huckleberry and Leader

>Torch: Speed 2, Damage 0. Inflicts Burning. Light source. (A): Toss up to 5 spaces. Acts as a light source until it sputters.
"Well. Had to ask 'how's that fer luck', dinnit ya?"

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 1Terror] [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+), Ammo15/15, 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 9, 1, 5 + 2 = 17 (3d10 + 2)

>>3261048
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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]

>Roll out of bed and scrabble for my pistol
>Run outside
"What in the 10 hells is that?"
>Move SE 1
>E 4
>Fire at the beast
>>
>>3261048
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (2), Loot Bag

>Move E6
>Shoot at the Beast
>Stand down

"What in the devils?! Thaddeus, good man! Get away from there! Lord have mercy, whatever is that thing?!
>>
Rolled 9, 8, 9 = 26 (3d10)

>>3261281
Gun dice
>>
Rolled 10, 7, 5, 9, 2, 5 = 38 (6d10)

>>3261048
>>3261235
"That, Miss..."

>Move S2
>Hunter's Mark Beast (LCK+1)
>Headshot Beast with Varmint Rifle [-1Survival / +3LCK] [4 Grit +2 Accuracy from Leader x2 / +2 LCK from Huckleberry x2]
= Crit on 4, Hit on 1]
>Double Down [Gain another A]
>Spend 1 Survival for Headshot [Math is the same]

"is a Wendigo."

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 5/5
SURVIVAL: 3/6
MOV: 6
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 6/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2
Bear Trap [x1]
>>
Rolled 7, 8, 3 = 18 (3d10)

>>3261048
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)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

"What in tarnation! That sunava bitch got one of us!"

>>3261141
"You ain't gotta tell me twice!"

>Move N1, NW1
>Dust'em
>>
Rolled 8, 3, 8 = 19 (3d10)

>>3261048
Catina "Lady Luck" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 269

"I-It's a fae beast! My mother used to tell me stories of these monsters, binecuvântată mama, protejează-mă!"

>shoot at the fucking beast
+5 Accuracy, Crit on 6
>>
>>3261048
"Good Lord! I told ya'll there was evil out here. I told you!"
>Move 2S
>Overwatch with Revolver

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, 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 terror
$234
0/1 Bags Held
>>
>>3261048
>(A) Get up from bench
>(S) Take a torch (equip)
>(M) Move 5 SE

Torch: Speed 2, Damage 0. Inflicts Burning. Light source. (A): Toss up to 5 spaces. Acts as a light source until it sputters.

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 (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
File: ashburn camp 1-1A.png (473 KB, 1602x1205)
473 KB
473 KB PNG
>>3261048


The bandits are startled but none the less quick on the draw. Whatever the creature is, surely it can bleed. And it does. The sound of gunfire fills the night silence as the gang opens up, bullets whizzing through the dark thick and furious, the air filling with acrid gunpowder smoke.

The barrage riddles the monster with holes, bloodying its matted white fur even further. Bones break, flesh tears, blood splatters. But some unnatural vitality knits the beasts's wounds back together, mending mangled flesh and knitting sinew before the bandits' eyes. A great deal of damage has been done, but not enough, and even now it slowly reverses. Before the bandits have a chance to come to grips with this, the beast springs to the attack.
>>
File: ashburn camp 1-1B.png (469 KB, 1602x1205)
469 KB
469 KB PNG
>>3263780

The monster wears a necklace of cracked and battered human skulls, threaded onto a frayed and muddied rope. As it advances, it tears off one of these skulls and hurls it into the crowd of bandits clustering at the fire. The weathered bone strikes Bonnie and shatters, a dizzying blow to both body and brain that knocks the trapper off her feet.

>Skull Toss: Damage 2, Terror 1, Knockdown.

Deadwood, Blue and Graham all open up as the creature comes within range. Their shots wound, but do not slow, the monster, as it charges towards the isolated and vulnerable Lily. The deer skull looms, its eyes burning with infernal red. The fanged jaws snap shut. Lily falls back with a cry of pain.

>Devour: Damage 4, Wound 1. Suffer 1 Terror for reaching Death's Door.

After consuming its morsel of meat with ravenous hunger, the monster continues to move with its bizarre inhuman alacrity, advancing forward onto the next target, slashing and hewing with its great claws at Doc Chen. The doctor manages to duck under one slash, a hair's breadth away, but not the second. His fine suit comes away bloody. If that's the worst he suffers tonight he'll count himself lucky.

>Slash: Speed 2, Damage 2.


>The monster is wounded, but some unnatural force restores its strength and heals its wounds.

https://www.youtube.com/watch?v=vM0O_952Xqo

Bandit turn 2 begins.
>>
Rolled 8, 5, 1 = 14 (3d10)

>>3263783
[Movement]
>North East 1, East 4
[Action]
>Fire at Beasty Boi (accuracy is +6 due to Blue, Luck is +2 due to Blue and Lady)
[Survival]
>Double Down
[Bonus Action]
>Drink liquor

"Get back. Get back. Get back..."

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 4?/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 0/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy
-Liquor Flask: (A, x1): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.

(First 2 dice rolls are shooting, third is resolve roll)
>>
Rolled 3, 10 + 4 = 17 (2d10 + 4)

>>3263783
>Move 2 SE, 1 E
>Swift action to pick up a torch
>spend one survival to dash 3 SW to slam into the Beast
>attack beast with torch

Thaddeus panicked as he saw the abomination take the combined fire of the entire bandit group without flinching, and grabbed the nearest torch he could. He wanted only to see the horrendous thing burn before his eyes.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
7/8 HP, 5 movement, 3/4 Survival, 3 Terror
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 ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 10, 8, 9, 1, 10, 4 = 42 (6d10)

>>3263783
Catina "Lady Luck" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279

DOUBLE DOWN AND DOUBLE SHIT THIS BEAST

>+5 Accuracy, crit on 7's
>>
>>3263783
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (2), Loot Bag

>Move SE3, E2
>[A] Use Doctor's bag on Bonnie
>[S] Stand down

"Damnation! Why won't that thing fall?"
>>
Rolled 6 + 2 (1d10 + 2)

>>3263783
"Oh."
Lily Rivers, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp] [4/4 Survival] [5 Move] [2 Terror]
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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]

>(A) First Aid with the pills to try and boost the healing
>(M) Reload

Shaky hands and a cloudy mind. What a doctor Ill be.
>>
Rolled 2, 4, 6 = 12 (3d10)

>>3263783
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)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag


>Move NE2, E2, S1
>Blast'em again
>>
>>3263783
>Move 1S 4W
>Dash 3W 2S [-1 Survival]
>Swift: Pick up a 'Torch'
>Action: second swift: Pick up another 'Torch'

"Whatsit!? TheR GATDANG TREE BE RUN AFOWL! Gotta gits me a burnin' stick ta put sum ash onnet."

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
8/8 HP(+1 from Workman's Overalls), 5 Movement, 3/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x2 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
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 3, 7 = 10 (2d10)

>>3263783
"Daddy told me not to go outside the fence, he told me there was evil out in these woods!"
>Move N-W
>Fire Revolver at the Beast (+5 from Grit & Personal Leadership)
>Ready Dodge + Draw

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 2/3 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 terror
$234
0/1 Bags Held
>>
Rolled 5, 3 = 8 (2d10)

>>3265206
>Rolling for Resolve if Draw & Dodge proc
>>
Rolled 6, 8, 7, 5, 3, 3 + 5 = 37 (6d10 + 5)

>>3263783
"SHOOT IT SHOOT IT SHOOT IT!"

>(S) Switch to the Varmint rifle
>(M) 4 NE 2E
>(A) HEADSHOT THE BEAST (Crit on 5+)
>(A) Double down FIRE ON THE BEAST (Crit on 8+)
>Ready a *Dodge*

>Thatsalottastuff

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.
-Lucky Charm: +1 Luck

Cash - $128
>>
Rolled 7, 9, 8 = 24 (3d10)

>>3265214
Resolve check.
>>
>>3263783
>Use M to stand up
>Place Bear Trap 1SW

>>>3263854
Bonnie pulls her bandanna over her face to mask the gut wrenching odors of peat and burning flesh as the mix in the fire.
"Yer' makin' a mahghty fine Iolaus, even if ye ain't usin' no bow. Just keep the flames on that sonova bitch!"

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 3 -> 5/5
SURVIVAL: 3/6
MOV: 6
FEAR: 2/10
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 6/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x0]
>>
File: ashburn camp 2A.png (471 KB, 1602x1205)
471 KB
471 KB PNG
>>3263783


The bandits continue their barrage of all the firepower they have available, most of them trying to stay close to the firelight. The blaster Thaddeus has the daring to charge into close range, slamming his not inconsiderable bulk into the creature's flank. The monster has entered the light and become easier to see, a twisted hulk of muscle and rending claws and white fur stained red, and because of the improved vision the bandits are more confident in their aim. But -- are they not missing just as often, even though their sighting is more sure? Does the creature move with even greater agility, evading shots that should have struck? Does some force lend further enhancement to its unnatural alacrity? If so -- what? In addition, its regenerative powers continue to knit together torn flesh and broken bone, even after Thaddeus sets the beast alight with a burning stick brandished from the fire. The creature appears to have fell capabilities beyond prodigious strength and savagery.
>>
File: ashburn camp 2B.png (457 KB, 1602x1205)
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>>3266794

The monster rears back and howls to the moon, a bone-chilling scream that strikes directly at the primal fear of the scared animal inside. Several of the bandits find themselves running before they even realize it.
>Howl: All PCs must pass an [Intimidate] check of 1d10+Grits check of 7+. Failure: Suffer 1 terror and knockback equal to movement.

Pursuing the terrified Thaddeus into the tall grass, the monster scratches and tears with its savage claws, scoring deep wounds that bleed profusely.
>Rake: Speed 2, Damage 1 + Bleed 1.

The monster turns and lunges at Bonnie, but steps in the cleverly placed bear trap. The jaws closing with a satisfying snap, drawing blood and arresting the monster's movement. It pauses to wrench the mechanism off of itself, destroying it in the process, scattering metal parts and screws in the grass.
>Attack cancelled, but the bear trap is destroyed.

https://www.youtube.com/watch?v=mGPaVcXz-0E

Bandit turn 3 begins.
>>
Rolled 5, 3, 3 = 11 (3d10)

>>3266802
[Movement]
Reload Repeater Rifle
[Action]
Shoot Beasty Boi with Repeater Rifle (accuracy is +6 due to Blue and Personal Leader, Luck is +1 due to Blue)
[Survival]
Dash
[Bonus Movement]
4 East, 1 South East

"Getting a bit close now, aren't ya buddy? Can ya do tricks? Let's start with catch."


Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 4(5 if resolved)/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 6/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x1): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.

(Same as last time)
>>
Rolled 2 + 2 (1d10 + 2)

>>3266802
(Welp, time to try something stupid)

>use movement to light stick of dynamite
>Throw stick of dynamite 3 NE (right on top of that box)
>Spend one Survival to Double Down and shoot the stick of dynamite.

Thaddeus saw his lifeblood pouring out of him, and knew that he likely wasn't going to last the night. Fear and desperation taking hold, he grabbed his stick of dynamite and, after lighting it, hurled it at the monster and then shot it before it could hit the ground.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
3/8 HP, 5 movement, 1/4 Survival, 4 Terror, Bleed 1
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiser - (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 ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 9, 4, 9, 2, 6, 2 = 32 (6d10)

>>3266802
Catina "Lady Luck" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
4/4 HP 5 Movement, 3/4 Survival, 2 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279

Move South 3, South West 2 Double down, use both actions to shoot at the beast.
+5 Accuracy, crits on 7
>>
>>3266862
[I think you meant NW not NE]
>>
>>3267484
(Shit, you're right. That's what I get for typing that 5 minutes before work.)
>>
Rolled 6, 9, 3 = 18 (3d10)

>>3266802
>(M) Move 3E, 2NE
>(A) Toss Torch at monster to inflict burning
>(SurV) Spend 1 Survival to Move 3W, 2NW (resolve roll)
>(SurV) Spend 1 other Survival to Move 1NW, 1N (resolve roll)
>(S) Pick up another torch
>(A) SPEND LAST SURVIVAL to DOUBLE DOWN and HEAL myself of 2 Damage (resolve roll lul)
-2 Terror
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, 0?/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: (×5), 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 (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
Rolled 1, 5, 7, 7 + 4 = 24 (4d10 + 4)

>>3266802
>-[Sturdy] Ignores [bash] and [knockback]
>-Position should be 5 SW
>Move 1W, 3S, 1W
>Attack the whatsit with Torch (spd 2, dmg 0, [burning]
>Double Down: Attack again!


Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
8/8 HP(+1 from Workman's Overalls), 5 Movement, 2/4 Survival, 1 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x2 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
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)
>>
>>3267629
"GIT SUM TASTE O' THA FLAME OF MAN YAH DAMN GHOUL!"
>>
>>3267538
>>3266802

(Still have 2/3 survival)
>>
Rolled 3, 10 = 13 (2d10)

>>3266802
+1 from Grit to Grit roll

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)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

"Look at this damn thing, how're we gonna take it down if it just spits our damn bullets back!"

>[S]Grab Torch?
>Move 5n
>Toss Torch, burn'em
(Second roll is for torch roll I guess)
>>
Rolled 1, 3, 10 + 2 = 16 (3d10 + 2)

>>3266802
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]
Doctor Bag: (x5) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]

"I dont like this..."

>SW 1
>W 4
>Shoot at big spooky
>>
Rolled 8 + 4 (1d10 + 4)

>>3266802
"Oh Lord why?"
>Reload Revolver with Movement
>Overwatch with Revolver

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 1/3 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 terror
$234
0/1 Bags Held
>>
>>3266802
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (3/4), Doctor's Bag, Loot Bag

>Move S1, SE2, SE3
>Use Doctor's Bag on Thaddeus
>[S] Fade, NE3, +2 Evasion

>Rolling against Howl

"Thaddeus you damned madman! Run you old dog!"
>>
Rolled 8 + 1 (1d10 + 1)

>>3269213
>>
Rolled 3 + 2 (1d10 + 2)

>>3266802
>{s} Peg the Beast with a coin.
>{a} Investigate: How is the Beast recovering? Did the silver coin do anything?
>{m} 1NE
>Dodge

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 1Terror] [3/4 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+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×2) 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 3, 2, 2 = 7 (3d10)

>>3266802
"At least ye know whose gonna kill ye yew god damned wretch."

>Take a Torch [S]
>Move 3NE, 2E
>Shoot Wendigo with Varmint Rifle [+5 accuracy, +2 luck (Hunter's Mark)]

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 3 -> 5/5
SURVIVAL: 3/6
MOV: 6
FEAR: 2/10
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 3/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x0]
>>
>>3266802

Posting for Tumbleweed behind range ban.

HP: 5(3+STR+Clothes), STR: 1, Grit: 3, Smarts: 2, Charm: 1
Movement: 6
Survival 4/5
Skills:

Hunter's Mark(S)

Mark closest targets weak spot,lasts 3 turns or until this move is used again. You and allies have +1 luck against target.

Gear:
Furs and Leathers(+1 HP)
Bow(Range 30, Speed 1, Damage 3, Ammo X, Two handed, Quiet)
Knife(Range Melee, Speed 3, Damage 1, L.Thrown: 10, Slow, +1 Damage, +1 Accuracy

>Move
Spend a survival for dash and move to the tall grass to my left.
SW 1
W 1
NW 1
W 5

>Swift
Hunters Mark

>Act
Hiding in tall grass
>>
File: ashburn camp 3A.png (485 KB, 1602x1205)
485 KB
485 KB PNG
>>3266802

>>3267629

Apologies Mr. Graham, you are indeed too sturdy a lad to be forced to run. Your position is corrected.

>>3267538

Dr. Li-Chen, please be aware that basic survival actions such as Dash can only be used once per round. The rest of your move appears legal.

>>3269536

Miss Northbark, be aware you can't use a two-handed weapon while carrying a torch.

>>3270044

Mister Tumbleweed, be aware that mark effects of the same type refresh the duration but do not stack.

>>3269493

The coin bounces off harmlessly. Considering the creature's lack of reaction to it, Blue could surmise that, even were silver its weakness, a single coin would do little to slow it down.
The monster is well lit up with flames, a sickening smell arising as fur matted with fat and blood sizzles and burns. It is greatly wounded, full of holes and wounds, spilling blood everywhere. It should be dying. It should be dead already! By any rights of natural law it should have given up its last breath long ago. Somehow it continues on, an elemental force of ravenous hunger, immune to pain or fear, consumed with only the insatiable drive to kill, maim, slaughter, consume.
>>
File: ashburn camp 3B.png (482 KB, 1602x1205)
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>>3270116

Firstly the monster turns to Graham, and the fang-lined maw of the deer skull tears and rips at the miner's flesh. Whatever it finds is swallowed whole.
>Devour: Damage 4, Wound 1.
The creature then shoves it way past Graham, a force which would have knocked over anyone less sturdy than the old miner, but even wounded as he is, Graham stands strong. The new target is Blue, who barely dodges a powerful backhand blow that would have easily lifted her into the air and sent her flying backwards into a tent.
>Backhand: Speed 1, Damage 2, knockback 6 + bash (knockdown).
The monster then lunges at Thaddeus in the thicket of tall grass. The unfortunate Tumbleweed is a target as well despite the monster not even being aware of his presence, as the great scything claws slash through the grass -- but by staying low to the ground, the trapper is able to avoid the attacks. Thaddeus are able to evade some, but not all, of the monster's assault, and even the blow that hits is mitigated by Augustus's expert medical care.
>Frenzied Slash: Cleave 4x2, Speed 2, Damage 2.

Surely the monster is on its last legs, but it has survived long enough to unleash another round of assaults. The unnatural power flowing into it only increases, its limbs blurring as it moves faster and faster, becoming harder and harder to aim at. A strange thrumming fills the air, and dark flecks like wisps of soot dance in and out of the firelight.

And what's worse than all of this, Deadwood realizes, as he hears crashing sounds in the treeline, and turns to fire at the onrushing shape in the darkness --

-- there's another one.


https://www.youtube.com/watch?v=XoyevcAnbb4

Bandit turn 4 begins now.
>>
Rolled 10, 5, 2, 8, 6, 10 = 41 (6d10)

>>3270137
[Movement]
>South East 1
[Action]
>Fire on beasty boi (Accuracy is +6 due to Blue, Luck is +2, due to Lady and Blue)
[Survival]
>Double Down
>Prepare Dodge
[Bonus Action]
>Fire at beasty boi

Man I go through a lot of ammo

Jackson grimaced as another shadowy figure exited the treeline in the far distance, barely visible without a light source to shine on it. "Bloody hell. Let's finish this one off, before the other one tears Chen and Deadwood apart." He says as he racked back the lever on his rifle.

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 2(3 or 4 if resolved)/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 2/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x1): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.

(First 4 are shots, last two are resolve)
>>
>>3267629
hey graham i could heal you as long as youre in a 6 space range near me and away from the dynamite.
>>
>>3270204
This is augustus btw
>>
Rolled 7, 10 = 17 (2d10)

>>3270137
"Just our luck!"
>Move 4SE, E
>Fire Revolver at the new Beast
>Ready Dodge + Draw!

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 1/3 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 terror
$234
0/1 Bags Held
>>
>>3270137
>Reaction: [Endure] (1 Survival to ignore 1 wound) ((how does this work in this instance?))
>drop a Torch, grab Dynamite from west table
>Move 1S 4W
>Throw Dynamite 10W 2S

"GOTDANGIT WHICH WANNA YEW LEFT TNT NEARAN OPEN FLAME!?"

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
8?/8 HP(+1 from Workman's Overalls), 5 Movement, 1/4 Survival, 1 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x2 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
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 3, 10, 8 = 21 (3d10)

>>3270137
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)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

"This is gettin outta hand, now there's two of'em!"

>>3270156
"Just focus on this one fer now, don't look over at them, just don't son."

>Move SW1
>Keep shoot'in

"The god damn ground is redder'n a tomato, how's this thing not dead!"
>>
Rolled 5, 7 = 12 (2d10)

>>3270137

>stay in the grass
>Punch beast (+5 accuracy, crit on 8)

Thaddeus thanks the doctor profusely for saving his life, before the woulds that were mended become undone after the beast slashes him again. With nowhere to run, and with one of his hands carrying a torch, Thaddeus resorts to just punching the beast in the face.


Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
3/8 HP, 5 movement, 1/4 Survival, 4 Terror
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiser - (Unarmed attacks do 1 additional damage, Slam causes knockdown.)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 2/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (X) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 6, 2 = 8 (2d10)

>>3270882
>Resolve rolls if Draw and Dodge fire
>>
Rolled 9, 1, 1 = 11 (3d10)

>>3270137
Catina "Lady Luck" Florea
Level 2 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
2/4 HP 5 Movement, 4/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279

Shoot at the closest beast.
>>
Rolled 3 + 2 (1d10 + 2)

>>3270137
Chewing her lip Lily looks around in the darkness, searching for something, anything to dissuade or weaken this monster.

>Investigate the black motes and general area
>S N
>W 3
>>
>>3271822
Oop, dropped myself

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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[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 7, 5 = 12 (2d10)

>>3270137
>(S) Take 1 more torch
>(M) Move 3SW
>(A) Throw torch at Monster
>(SurV) Spend 1 Survival for [Dodge]
>(SurV) Spend 1 Survival for (Stand Down) +3 to Eva (another +1 from clothes)
>-Rolling Resolve (I AM VERY SORRY IF THIS IS ILLEGAL I THOUGHT EACH CAN BE USED ONCE PER ACT MEANS I CAN USE ONE OF EACH)

-2 Terror
Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
3/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 0?/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: (×5), 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 (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
>>3272188
"GATDANGIT There-a lit fuse witin spittin' distance t' yah! GITOUTTATHERE!"
>>
Rolled 1, 6, 4 = 11 (3d10)

>>3270137
With the liquid focus of adrenalin coursing through her, hoping to herself that she was out of the reach of the Wendigo. The question itching in the back of Bonnie's mind finally found the words to manifest.

"Not even the god-damned Hydra could live through fire! What the hell does this fuckin' thang think it is stitchin' itself beck together so quick?"

>Use M to reload Varmint Rifle [+5 accuracy, crit on 8+]
>Shoot Wendigo 1

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 3 -> 5/5
SURVIVAL: 3/6
MOV: 6
FEAR: 2/10
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 9/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x0]
>>
File: ashburn camp 4A.png (474 KB, 1602x1205)
474 KB
474 KB PNG
>>3270137

The first monster finally falls under the combined assault of guns, fists and fury, collapsing to the earth with a great thump. The final beats of its heart spill the last of its blood upon the grass. The bandits take a quick moment to exult in their triumph, but are immediately forced to turn their attention to the new arrival. It looms at the other end of the clearing in the shadows. Not identical to the first, with a different twist of antler and hulk of shoulder, but similar enough to make no difference: a tall and ravenous beast, white fur stained red, with fangs and claws to tear a man asunder.
>>
File: ashburn camp 4B1.png (466 KB, 1602x1205)
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>>3273310

The dynamite explosion goes off, annihilating half of the nearby tree. Doc Chen is blown off his feet by the proximity of the blast, one of the torches knocked out of his hands. The creature stands just outside the blast radius as well -- its fur is singed, and it pauses to shield its eyes, but is barely slowed down.
>>
File: ashburn camp 4B2.png (472 KB, 1602x1205)
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>>3273315

Once the explosion has cleared, the monster leaps on the prone Chen, but the doctor is able to scramble about on the ground fast enough to evade its attacks. The giant claws dig furrows in the dirt next to him on either side.
>Slash: Reach 2, Speed 2, Damage 2
Propelled onwards by its unfathomable hunger, the monster races across the camp, using all four limbs as a beast does, and lunges forward at Doc Sawbones, smashing apart the table to get to him.
>Rushdown: Targest furthest in range. Double move. Speed 3, damage 2.
The monster then barrels into the main cluster of bandits, hewing recklessly with its claws in every direction.
>Thrash: Attack all in reach 2, Speed 1 Damage 2
Whatever unnatural speed lent quickness to the first beast's limbs seems to have an equal effect on the second. Something thrums in the clearing, like a pulse just outside the range of hearing.
>>
File: the beast.jpg (216 KB, 657x1163)
216 KB
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>>3273317

https://www.youtube.com/watch?v=2tN875A3Bj8

Bandit turn 4 begins.
>>
Rolled 8, 10, 8 = 26 (3d10)

>>3273323
>Move 3SE
>Shoot Wendigo with Varmint Rifle [+5 accuracy, crit on 8]
>Prepare Dodge [1 Survival]

"Would it kill you tah treat a lady to a drank, Jack?"
>>
Rolled 2, 3, 7, 2, 10, 10 = 34 (6d10)

>>3273323
[Action]
>Shoot Beasty Boi's Brother (accuracy is +6 due to Blue and Leader, Luck is +2 due to Blue and Lady)
[Movement]
>Reload
[Survival]
>Double Down
>Dodge
[Bonus Action]
>Shoot Beast Boi's Brother

"Sawbones. Hang in there for a bit. Do that thingy with the bandages you showed me... I'll keep doing the shooting thing."

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 2(3 or 4 if resolved)/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 4/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x1): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor 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.

$156 remaining.

(First 4 are shots, last 2 are resolve)
>>
Rolled 10, 4, 3 = 17 (3d10)

>>3273323

Catina "Lady Luck" Florea
Level 2 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
2/4 HP 5 Movement, 4/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279


"THERE'S ANOTHER ONE?"

>Spend last survival to dodge, continue shooting at the beast.
+5 Accuracy, Crit on 6
>>
>>3273317
Smacking her cheeks a few times Lily bends down to look into the darkness, hoping to avoid being noticed by the monster or any others like it.
>N1
>W4
>Investigate the black motes a little more closely, tired gears slowly turning.

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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[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 10 + 2 (1d10 + 2)

>>3273538
Forgot my roll.
>>
Rolled 1 (1d10)

>>3273317
>move 4E
>swift: pick up torches
>throw one torch into tree N10 to light it on fire

"This hur jabbawock git sum black spots skulkin' 'round our parrimit'r. Think summa spirit or hokey might be usin' tha trees for camel-flaj."

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
4/8 HP(+1 from Workman's Overalls), 5 Movement, 1/4 Survival, 1 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x1 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
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 5, 6 = 11 (2d10)

>>3273317
"Please God don't let there be three."
>Spend Movement to reload revolver
>Fire Revolver at the beast
>Ready Dodge + Draw!

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 1/3 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 terror
$234
0/1 Bags Held
>>
Rolled 10, 7 = 17 (2d10)

>>3274817
>Resolve rolls
>>
>>3273323
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

3/5 HP, 6 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (2), Loot Bag

>Move N1, NW2, N3
>(A) Heal Sawbones
>(S) Fade, N3
>>
Rolled 7 + 2 (1d10 + 2)

>>3273317

>throw torch at beast
>just stay in the grass where it's nice and safe.

Thaddeus throws his torch at the monster, not daring to get any closer in his wounded state.


Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
3/8 HP, 5 movement, 1/4 Survival, 4 Terror
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiser - (Unarmed attacks do 1 additional damage, Slam causes knockdown.)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 2/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (X) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 10 (1d10)

>>3273317
>(M) Move 5 South
>(A) Overwatch Knife (South)
>(Survival A) Dodge (roll resolve)

-2 Terror
Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
3/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 1?/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: (×5), 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 (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
Rolled 6, 4 = 10 (2d10)

>>3273317
Doktor (2 Strength, 1 Grit, 4 Smarts, 2 Charm)
?/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

"D-Damn it got me!"

>Move 5W
>Resolve/Dash 5W
(Second roll)
>>
Rolled 9, 3, 9, 6, 4, 2 = 33 (6d10)

>>3273317
(Sorry for disappearing on you all)

>(M) 3SW Into brush
>(A) HEADSHOT THE BEAST (Crit on 5+)
>(A) Double down FIRE ON THE BEAST (Crit on 8+)
>Ready a *Dodge*

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.
-Lucky Charm: +1 Luck

Cash - $128
>>
Rolled 10, 10, 9 = 29 (3d10)

>>3275979
Resolve roll
>>
>>3275979
Crit numbers are inaccurate, crits on 6+ for headshot as huckleberry Is not In effect.
>>
Rolled 9 + 4 (1d10 + 4)

>>3273317
>{m} 2NW 1W
>{s} Swipe some cards from the table
>{a} Distract the Beast with insults and flicked cards (Interfere, -2 on attacks)
>-Rolling Charm, if needed
>Dodge

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 1Terror] [2/4 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+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×2) 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]
>>
The monster takes a quick nap .... Sorry folks fell asleep last night, I'll start the update when I get home from work today
>>
File: ashburn camp 5A.png (480 KB, 1602x1205)
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>>3273317

The gang pours their fire onto the second beast. Jackson King's barrage strikes a certain spot that apparently draws a particular ire from the monster, as it swiftly turns to lacerate the gunslinger with bloodied claws.

Lily approaches what's left of the tree smouldering from the dynamite explosion. She discovers that suspended from one of the lower branches is a small wreath fashioned of sticks, twine, and bird bones. A bird skull hangs in its center. Difficult to see if focused on, one can look out of the corner of their eyes and see a stream of dark motes flowing from the wreath to the monster. Lily attempts to approach to examine it more thoroughly, perhaps destroy it, but a strange presence pulses at the heart of the creation that repels her mentally. It seems to whispering to her without a voice, telling her to walk away, put her guns down, to surrender to the creature and the darkness of night. Moving close will require her to marshal her force of will and identity.

>Roll 1d10+Charm to cleanse the hex wreath.
>>
File: ashburn camp 5B.png (467 KB, 1602x1205)
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>>3278425

The monster opens the fanged mouth of its deer-skull head and lunges at Bonnie the trapper, but she manages to duck and weave, staying just out of range of the snapping jaws. Frustrated, the monster then turns to to Lady Luck and slashes viciously with both hands, scoring a grave wound that puts her in danger. Finally it rips another skull from its necklace and hurls it at Jackie, knocking him off his feet. It continues to blur with unnatural alacrity as it moves, extremely difficult to target properly.

https://www.youtube.com/watch?v=JVKJIvkzHf0

Bandit turn 6 begins.
>>
Rolled 2, 8, 9 = 19 (3d10)

>>3278441
[Action]
>Hand Bonnie the remaining flask
[Movement]
>South West 2, West 3
[Survival]
>Double Down
>Dodge
>Dash
[Bonus Movement]
>West 5
[Bonus Action]
>First Aid myself to heal 2.

"Alright... Bonnie, here's the flask. Knock yourself out. I'll be wrapping my guts back into my body over there."

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
4/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 1(2,3 or 4 if resolved)/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 4/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x0): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor Bag: (x3) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.

$156 remaining.
>>
Rolled 5, 10, 10, 8, 5, 7 = 45 (6d10)

>>3278540
>>3278540
"Always a gentleman Mr. King."

Bonnie's expression hardens as she drains the flask of its liquid courage; she turns to face the standing monster,
"Ah killed yer brother yew , and Ahm not one to leave a good killin' half finished."

>Hunter's Mark Wendigo 2
>Headshot Beast with Varmint Rifle [-1Survival / +3LCK] [4 Grit +1 Accuracy from Leader / +1 LCK from Huckleberry / +1 LCK from Hunter's Mark ]
= Crit on 4, Hit on 2]
>Double Down [-1 Survival, Gain another A]
>Spend 1 Survival for Headshot

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 5/5
SURVIVAL: 0/6
MOV: 6
FEAR: 1/10
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 3/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x0]
>>
Rolled 10, 7 = 17 (2d10)

>>3278441
>Move 3NW, 1N
>Fire Revovler at the Monster
>Ready Dodge + Draw!

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 1/3 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 terror
$234
0/1 Bags Held
>>
Rolled 9, 10, 1 = 20 (3d10)

>>3278441
>Doktor (2 Strength, 1 Grit, 4 Smarts, 2 Charm)
>2/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
>Skills:
>Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
>Resolve
>Gear:
>Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>Move S4, SW1
>Plug'em

"Lily, you alright o'er there?"
>>
Rolled 10 + 4 (1d10 + 4)

>>3278441

"I dont have the foggiest idea what this is..."
>>3280009
"Dont worry sug, Im just uhh... A little sleepy."


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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]
>Fumble with the wreath.
>>
>>3278441
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 1 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (2/4), Doctor's Bag, Loot Bag

>Move SE3, E1
>Use Doctor's Bag on Lady
>[S] Fade, NE3, +2 Evasion
>>
Rolled 3, 9 + 2 = 14 (2d10 + 2)

>>3278441
>It's safe here, in the grass
>Shoot beast
>double down another shot


Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
3/8 HP, 5 movement, 1/4 Survival, 4 Terror
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiser - (Unarmed attacks do 1 additional damage, Slam causes knockdown.)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 2/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (X) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 9, 1, 5 = 15 (3d10)

>>3278441
Catina "Lady Luck" Florea
Level 2 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
2/4 HP 5 Movement, 4/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279

Move N 1, W 5 Shoot at beast
+4 Accuracy, crit on 6
>>
Rolled 7, 2, 9, 10, 7, 9 = 44 (6d10)

>>3278441
Since I'm thankfully not actually on the ground...

>(M) *Reload gun*
>(A) HEADSHOT THE BEAST (Crit on 8+)
>(A) Double down FIRE ON THE BEAST (Crit on 9+)
>Ready a *Dodge*

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.
-Lucky Charm: +1 Luck
>>
Rolled 10, 4, 8 = 22 (3d10)

>>3281056
Headshot crit range Is 6+ why do I keep mistyping...

Resolve roll.
>>
Rolled 8, 2 = 10 (2d10)

>>3279067
>Resolve rolls
>>
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>>3278441

The grass stains red with foul-smelling blood. The monster emits a high-pitched scream as bullets wrack its body, the damage outpacing its ability for its flesh and sinew to mend itself. It must fall. It will fall. Surely this next shot will be the one to fell it. No -- but then, surely this one --

>>3280024

Lily approaches the witchcraft totem. A force bats at her psyche, and she must sharpen her will even to focus on the thing properly. Whispers fill the edge of her hearing. They pluck at the edges of her identity like fingers grasping at stray threads. Stay away, they insist. You can do nothing. You are nothing. You are no-one. Wrong, the gambler thinks in reply. I'm Lily fucking Rivers, and you can go fuck yourself, wreath. And she easily reaches past the enchantment to take hold of the totem. She dismantles the strings of gut and twine connecting the wreath to the tree, then the ones holding the bird skull in place. She tosses the skull to the ground and steps on it, crushing it.

>The monster's speed and regeneration diminish.

The dark motes dissipate, no longer sending their energy to the monster, but some eldritch aura still remains bound to the wreath of bones and sticks that Lily holds in her hands.

>Gained item Shrike Wreath: +1 Evasion

Other streams of darkness remain. There are other sources of fell energy for the monster.

And worse --
>>
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>>3282034

The gang's fears become reality as a third creature comes charging out of the night, assaulting Jackie with slashing claws and then, with a swift backhand, knocking him into the air, flying until he lands with a crash against one of the supply trunks, splintering it into pieces. At the other end of the camp, Annie and Cort arrive -- investigating what they assume to be a sudden attack of gunmen, they discover horrors of darkness instead, and swallow their terror to join the fray. But will their aid be enough? The gang is exhausted and bloodied. Have they enough strength left in their weary limbs to stop the ravenous abominations from reaping a harvest of flesh?

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

Bandit turn 7 begins.
>>
Rolled 9, 1 + 4 = 14 (2d10 + 4)

>>3282041


>I like grass, it's green and soft and relaxing, and it grows everywhere
>Just punch the sumbitch.

With no time to reload his shotgun, Thaddeus once again starts punching the abomination in the face.

Thaddeus McDaniel - $226.50
Blaster lvl 2 (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
3/8 HP, 5 movement, 0/4 Survival, 4 Terror
Skills:
Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Bruiser - (Unarmed attacks do 1 additional damage, Slam causes knockdown.)
Gear:
Fist (Melee, Spd 2, Dmg 2, Luck +1)
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 0/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (X) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 3, 1, 1, 6 = 11 (4d10)

>>3282041
>Attack windego with Felling Axe (Melee, Reach 2, Speed 2, Damage [6], Devastating 1 (+1 crit damage))
>Survival: Double Down!! Attack with Felling Axe again!
>Move 5E

"HOO BOY yah shudda been sure 'bout strikin' a' old feller en tha back! Nowya gotta deal WITHA REAL MAD MAN! OOOIEE!"

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
2/8 HP(+1 from Workman's Overalls), 5 Movement, 1/4 Survival, 1 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x1 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
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 9, 5, 4, 2, 10, 4 = 34 (6d10)

>>3282041
[Action]
>Fire at the closest Beast (accuracy is +6 due to Blue, Luck is +1 due to Blue)
[Survival]
>Dodge
>Double Down
[Bonus Action]
>Fire at the closest Beast
[Movement]
>Reload

"Annie, Cort, Good timing. Perfect in fact. Help kill them with us."

Jackson King
Level 2 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
4/6 HP(+1 Wide Hat & Dusty Coat), 5 Movement, 1(2 or 3 if resolved)/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +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 6/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x0): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor Bag: (x3) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.

$156 remaining.

(First four are shots, last two are resolve)
>>
Rolled 1 (1d10)

>>3282041
Doktor (2 Strength, 1 Grit, 4 Smarts, 2 Charm)
2/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Resolve
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

"Whatever Lily did is workin, that thing ain't patchin back up! Search the trees!"


>Move N5, Resolve Dash, NE1
>Doctor heal thyself
>>
Rolled 8, 3, 1 = 12 (3d10)

>>3282041

"I Don't wanna die... I don't wanna die..."

>(M) Stand up
>(M)(Survival) Dash 6S
>(A)(Survival) Headshot the beast that attacked me (6+ crits)
>(A)(Survival) Double down Place Beartrap N
>(Survival) Ready a dodge

Jack 'Jackie' Redfield
Level 3 Trapper (2 Strength, 4 Grit, 2 Smarts, 1 Charm)
2/6 HP(+1 from Furs & Leathers), 6/6 Movement, 4/6 Survival 2/10 Terror

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.
>>
Rolled 3, 1, 1, 2 = 7 (4d10)

>>3283173
Resolve roll
>>
>>3283175
"Jus' my luck...that'd I'd run outta steam now..."
>>
Rolled 8, 10, 1 = 19 (3d10)

>>3282041
Catina "Lady Luck" Florea
Level 2 Gambler 1 Strength, 2 Grit, 2 Smarts, 4 Charm
2/4 HP 5 Movement, 0/4 Survival, 1 Terror 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 279


Shoot at the beast south. +4 Accuracy, crit on 6
>>
>>3282041
"Maybe them idols is bringing them here...God keep me safe!"
>Move 6NE
>Search the corrupted ground for an idol
>Spend one survival to double down and destroy it if there is
>Spend one survival to dash SE, 5E

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 3/5 Survival, 1 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 6, on roll of 10 gain +1 Survival, 0/3 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 terror
$234
0/1 Bags Held
>>
Rolled 7, 1, 4, 6 = 18 (4d10)

>>3284217
>Rolling Smarts (+2), Charm (+2), and Resolve checks
>>
Rolled 5, 3, 9, 3, 9, 4 + 4 = 37 (6d10 + 4)

>>3282041

"Not my worst night."
>E 5
>Fire on the beast w. Devilish
>Doubledown
>Fire on the beast again

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]
[Shrike Wreath: +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]
Doctor Bag: (x1) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.
[Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Cash: $234]
>>
>>3282041
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 6 Movement, 0 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (1/4), Doctor's Bag, Loot Bag

>Move W2, S1
>Investigate the black spots
>>
>>3282041
>Move 5 East (behind the tent)
>(A) Standown

-2 Terror
Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 3 Charm)
3/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 1?/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: (×5), 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 (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(210$)
>>
Rolled 5, 7, 2 = 14 (3d10)

>>3282041
>Move 3N, 1NW
>Open fire on Wendigo 2 [+4 accuracy, +1 luck]

Holding her coat in a wet clump over the swamp of blood and torn muscle usually called a stomach, Bonnie takes a deep breath and chokes back a scream. No point in throwing off the aim of someone else with a distraction. After all, she was gonna kill this sonofabitch.

>Name:
Bonnie Northbark
>Level: 2
>Class:
Trapper [1 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 1/5
SURVIVAL: 0/6
MOV: 6
FEAR: 1/10
>Skills:
Hunter's Mark
Headshot
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 0/12!
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x0]
>>
Rolled 7, 5, 6 = 18 (3d10)

>>3282041
>Shoot beast N (+3hit, crit7)
>move 3S 2W
>Dodge

Boleite Blue, Gambler [2]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm]
[4/4Hp, 2Terror] [1/4 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+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×2) 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]
>>
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>>3282041

Despite being pressed hard, the gang's fire is accurate and deadly. The second monster crashes to the ground, letting out a final cry of rage and despair. For a moment before it dies, it sounds almost human.

Deadwood finds another of the shrike-bone totems hanging from a tree. He takes it apart, purging the hex, but his focus slips. A psychic backlash of madness is triggered, vivid images pulsing in his skull. Rending flesh, dripping blood, great empty halls of bone.

Choose:
>Escape the visions: Gain the Thanataphobia trait
>Accept the visions: Gain the Strange Hunger trait
>>
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>>3290147

The gang knows that they can take these monsters, now. Two of them lie dead in the flickering firelight. And with two of the mysterious totems destroyed, the surviving creature is noticeably slower, its movement less difficult to track. They can do this. They know they can. But they are exhausted, bloodied, afraid. Their stamina wanes. The third monster howls, shaking their spirits, before charging into the fray, slashing and biting. Who knows whether everyone will survive until it's brought down. Unless they had help. But where would that come from?
>>
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>>3290183


Beyond the edge of the firelit clearing, human figures become visible in the darkness as they approach. The first bandits who notice them take cover or aim their guns, expecting some other threat here to join forces with the monster. Hooded cultists, shambling ghouls, or some other horror. Instead they raise bows and let fly arrows which pierce the monster's hide. It roars with anger, turning to meet the newcomers, and barrels towards them.

The rearmost figure raises his staff. The tip glows with a blue light, illuminating the night. Writing with the staff, the figure emblazons a sigil into the air, circles within a circle. The same image appears on the monster, and cords of the same blue light form around its limbs, arresting its charge, binding it to the earth. With the monster helpless, one of the newcomers is free to walk up to it and plant a tomahawk squarely in its forehead.

As his companion finishes off the creature, one of the men strides boldly into the firelight, revealing himself as a native warrior. He examines the bandits with a critical eye, then the corpses of the other two monsters. He spits on one of them in disgust. Then he says to the surrounding bandits, with a grudging respect, "You did well. Many panic and run, but that only leads to their doom."

The man with the staff shuffles into the firelight beside him. He wears a hooded robe and a heavy mantle of crow feathers. His staff no longer glows, now just appearing to be an ordinary piece of wood. The way he leans heavily upon it as he walks suggests an old man, but he pushes back his hood to reveal youthful features. "Sad, simple creatures." He sighs as he looks down at the white-furred bodies. "They were once men. Now nothing but cursed undead, driven to madness by endless hunger. May the great spirit guide them, if anything of their spirit remains."

"If any of your people have fallen," the warrior says. "Their bodies must be salted and burned."

"Hold on now," Annie says. "Thanks for your help and all, which we greatly appreciate. But just who the hell are you folks? I can see you're Crow tribe, but what are you doing here? Do you know what these things are? And how did you just happen to know to find them here, now, tonight?"

"You have questions," says the man in the crowfeather mantle. "We have answers. But not here. Not now. You have seen the shrike totems. Those creatures did not come here of their own will. They were called. You must strike camp and leave as soon as possible. Attempt to lose your pursuers, then send someone to meet with us. The place which you call Eaglestone Hill. We will wait for you there."

Without another word, the natives turn and leave. The warrior who dispatched the beast finishes hacking off one of its antlers before joining them.

https://www.youtube.com/watch?v=4nEomxm0BW0
>>
Rolled 3 (1d10)

Epic death save roll
>>
>>3290202
(I'm honestly surprised nobody died. I'm gonna have to drink a shitload of whiskey after this though.)
>>
>>3290624
I was prepared for the possibility after last round. I think we're lucky the natives showed up, but what I'm wondering Is If anything we did influenced their arrival.



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