Chapter 1 - Part 2: Cal's called out at Harold's Saloon
It seems whatever power has a hold on the peoples and land of Prairie's Edge has already decided to make enemies with the group that only so shortly ago met one another and their mysterious confidant Agatha. Looking into the street below the men called in by Ms. Agatha see a harrowing sight, seven men that looked to have recently dug themselves out of the grave stand before Harold's Saloon. The only one to have spoken thus far has been confirmed by Cal Dalton to be a man named Pete Jenkins, and the men with him make up a gang known as the "Jenkins' Boys". The only problem is, Cal himself put the noose around Jenkins' neck and helped put a few of the others to the dirt as well.
Seems Pete Jenkins is callin' Cal out, and Cal's fixin' to give him just what he wants. Well, with a loaded shotgun at his hip that is.
One thing is for certain, it'll be tough for the boys to put the nix on Agatha's words after this little encounter. Seems like if our heroes survive, the powers behind this evil hex on the land might have made a move too quickly. Now there's an idea what's at stake, and it isn't just some crops!
***********************************************************************************
With the blast of Cal's shotgun it has become apparent this fight has begun!
SECOND ROUND INITIATIVE:
ANY - Dr. Fitzroy – JOKER!
1 - Zombies – Queen of Diamonds
2 - Tony – Jack of Hearts
3 - Agatha – Jack of Diamonds
4 - Teddy – 10 of Spades
5 - Jed – 9 of Diamonds
6 - Cal – 6 of Clubs
7 - Harold – 3 of Hearts
8 - Pete – 2 of Diamonds




[GM]
ReplyDelete[FLUFF]
Cal Dalton warily walks through the swinging doors of Harold's Saloon Shotgun leveled at Pete Jenkins, or at least what remains of the man. A glow of dawn is just starting to show itself on the horizon. Pete smiles a wide grin and a tooth falls to the ground.
"Hey there Cal, fine morning we're havin' eh' pardner? You know, I ain't seen you since you put this here rope 'round me neck. Seems it didn' take... eh' pardner?"
[Teddy, concerned for the well-being of the onlookers]
ReplyDeleteIf Teddy recognizes any of his fellow townsfolk, he calls them out by name and tells them to "Get back in yer houses folks! There's a fight a goin' down, heck, grab the sheriff if ya can!"
[Jed, steeling himself for the impending fight]
ReplyDelete[Fluff]
"Good call, Teddy," thinks Jed as he hears Teddy's warnings.
From his vantage point hidden in the window, Jed peeks outside. He sees Cal exit the saloon, shotgun at the ready. Looking back to Pete's rotting form, Jed brings up his Peacemaker, taking aim at the head. "Looks like I'll see if lead in the skull has the same effect on the dead as it does the living," Jed thinks to himself.
He watches for Cal or Pete to make a move...
[OOC]
I didn't call out a crunch section in my last reply, but the fluff says Jed sneaks to the window. If I have to make a Stealth check this round, then I will forego the Aim action until next, if time allows.
[Crunch]
Stealth: d4-2 (plus whatever modifier for cover from curtains, shutters, etc., if any)
[GM]
Delete[FLUFF]
Jed crouches and moves toward the window where he sees the pending action, as far as he can tell none of these unnatural fellas know he's there.
[CRUNCH]
Roll STEALTH (+2 bonus for concealment in Saloon):D4 -2 +2 & Wild Die: D6 -2 +2
Results:
D4 = 3 (Fail)
D6 = 4 (Success)
[Doc Fitzroy, cautious]
ReplyDelete[Fluff]
Doc heads downstairs, pulling A.G. behind him. "I think it's best we get you out of here, miss. If things are as bad around here as they appear to be, us four are going to need you as much as you need us, I'm sure." Drawing his pistol, Doc Fitzroy heads out the back door of the saloon, keeping his head down and his eyes open, hoping he can get A.G. to his horse without the gang of undead horse thieves noticing.
[Crunch]
Stealth - D4-2+2 + Wild Die D6-2+2 to slip out the back.
AND
Notice - D8 + Wild Die D6 to find the safest path to a horse for A.G.
[GM]
Delete[FLUFF]
Agatha pulls back her hand with trepidation.
"I'm sorry Dr. but I'm afraid I can't flee while these creatures run amok! It is my sworn duty to perform as an agent of my organization and fight such evil!
She pauses and a look of fear crosses her face.
"I have a gun here but I must say I've never used the thing, I'm not a fighter Dr. but... but I just can't flee just to save my own hide!"
*BOOM!* You hear Cal's Shotgun blast
[CRUNCH]
Agatha is currently not interested in following you.
[Tony, cautious]
ReplyDelete[Fluff]
Tony heads downstairs and out the saloon door. Frightened but determined not to show it, he walks up and stands next to Cal.
Tony looks the rotting corpses standing in front of him.
"You boys look like you belong in the ground there"
Turning to Cal, Tony tries to keep his voice steady.
"I'm with you Mr. Dalton, if these boys need to be sent back to the other side, then I'm your man"
[Jed, annoyed and concerned]
ReplyDelete[Fluff]
On seeing Tony go out, Jed hissed softly to himself. "Dangit - durn kid just made himself a target. He shoulda stayed outta sight to get the jump on these corpses," he thought to himself. "If we live, maybe I'll teach him some tactics later."
Jed still felt the magic energies in his fingers, like a static charge wanting to be freed. He mighta been better off using his talents, but folks don't take kindly to the Devil's Art, as they liked to call it - he'd been driven out of more than one town by angry mobs, despite his coming to their aid. So, he decided to keep to his guns for the time being.
[Calvin Dalton, outwardly stoic - inwardly REALLY weirded out!]
ReplyDelete[Fluff]
Whatever the boys came back from the grave for, Cal was sure it wasn't a desire to chat. "Just as well," Cal thought. He always hated small talk.
Call wordlessly levels Sally at Pete's rotting chest and pulls the trigger.
[Crunch]
Shooting D12
This comment has been removed by the author.
ReplyDelete[GM]
ReplyDelete[FLUFF]
Cal's shot echoes through the town, if anyone wasn't up yet they were now. The people who were outside being looky-loos all took Teddy's advice and ducked back inside. Pete Jenkins takes a round of buckshot straight to the chest... and sneers.
"You're gunna hafta do betta' than that pardna'! GET EM' BOYS!"
And the recently dead hombres surge forward.
[CRUNCH]
SHOOTING D12 and Wild die D6
D12 - 4 (Success)
D6 - 4 (Success)
Damage - 3d6 = 8 Damages
Pete Jenkins takes 1 wound
GM Spends a Benny to soak
Vigor roll d8 & D6
D8 - 1 (Failure)
D6 - 6 +3 (Success with a Raise) Soaks the wound
[GM]
ReplyDelete[CRUNCH]
INITIATIVE ORDER:
TONY - Ace of Diamonds
TEDDY - Jack of Diamonds
JED - 10 of Spades
ZOMBIES - 10 of Hearts
HAROLD - 9 of Diamonds
AGATHA - 4 of Diamonds
DR. FITZROY - 3 of Hearts
PETE JENKINS - 2 of Hearts
CAL DALTON - 2 of Clubs
[Jed, shaken]
ReplyDelete[Fluff]
Jed's mouth dropped open when he saw Pete take the shot to his chest, yet remained unfazed. "Tarnation," he gasped, "that thing ain't gonna take a fall like a live man."
Snapping back to his senses, Jed steels himself and pulls his trigger, aiming strait for Pete's head. "Maybe that'll do better'n the first one," Jed prays silently.
[Crunch]
Shooting - d8 -4 (Called shot to the head) [+2 if I had a chance to Aim last round]
Damage: +4 due to called shot to the head
If the shot misses, I'm using my White Fate Chip to reroll.
[GM]
Delete[FLUFF]
Pete is all smiles after taking Cal's buckshot when a Peacemaker's bullet clips the side of his face and spins him around. His hand goes to that side and he cusses loudly. Jedidiah grins through the gunsmoke.
[CRUNCH]
Shooting at Pete Jenkins in square G6 Called shot at head -4 SHOOTING D8 & D6 Wild Die
D8-4 = 0 (Failure)
D6-4 = -2 (Failure)
Benny Spent
D8-4 = -3 (Failure)
D6-4 = 6+3-4 =5 (Success)
Damage = 2d6+1+4 = 9
9 Damage vs 7 Toughness = 1 wound Pete is Shaken
[OOC] Sorry for the stuff up guys, I've deleted my post and I'll redo my stuff
ReplyDelete[Tony, startled by the shot]
[Fluff]
Startled by Cal's shot, Tony hesitates for a second before raising his rifle and pointing it at one of the Jenkins boys' heads.
[Crunch]
Taking a quick breath, Tony pulls the trigger....
[Crunch]
ReplyDeleteUsing my blue fate chip to take another shot.
Tony raises his rifle again and aims at the head of the walking corpse standing at square F7. He reloads and pulls the trigger.
Shooting - D6
[GM]
Delete[FLUFF]
Tony raises his rifle and aims at the dead man's head but his heart falters a bit when he sees no fear in the man's eyes. Sweat gets in his eyes and he closes them right as he pulls the trigger. He knows deep down he missed.
When he opens them though, he is startled to see one of the dead men stagger and slump to the ground like a sack of potatoes, a gaping hole in its head.
[CRUNCH]
Called Shot at Head Shooting D6 & D6 (Both -4) Wild Die at Zombie in square F7
D6-4 = 0 (Failure)
D6-4 = -1 (Failure)
Spent Blue Fate Chip
Shooting at D6-4 +D6 & Wild Die D6 -4 +D6
D6-4+D6 = 4+5-4 = 5 (Success)
D6-4+D6 = 1+3-4 = 0 (Failure)
Damage - 2d8 +4 for head shot = 4+8(ACE)+4+4 = 20 points of damage!
Zombie at F7 dies
[Teddy, reaching into his bag of golden sand]
ReplyDeleteTeddy loads one of his stunning bullets into Trusty Kate with a pinch of golden sand in the archaic shell-casing without taking his eye off the sights. He fires, not at zombie, but at the middle ground of them all, hoping to stun them all and incapacitate them for easy take-down.
[Crunch]
Basically this acts as a stun spell so I choose the spot where I want to fire and roll shooting (d10) to make sure I hit the spot, and Arcance (Weird Science) (d8) to make sure it works? Then if it is successful (I'll spend a white chip if it's not) - each zombie in the burst makes the necessary resisting rolls.
I believe it's a medium template but no book on hand ... Teddy shoots at whichever square would effect the highest number of zombies.
[GM]
Delete[FLUFF]
Teddy knows Trusty Kate like an old love so when he pulls the trigger it comes as no surprise when the puff of dust poofs up right where he planned it. An onlooker would have thought he missed, until the concussive blast went off that is.
Through the dust it was plain to see that an effect was had, two of the undead critters were reeling and the smile was certainly wiped off Pete's face. He knew Cal had friends now, this would be tougher than he though!
[CRUNCH]
Weird Science Stun Shot with a Medium Burst Template (4" diameter) against E5, F5, G6, & E8.
Shooting called shot to pinpoint a spot to hit all 4 guys = D10 & Wild Die D6
Rolls:
D10-2 = 7-2 = 5 (Success)
D6-2 = 3-2 = 1 (Failure)
Rolling Weird Science to ensure mixture has been prepped correctly D8 & Wild Die D6
Rolls:
D8 = 1 (Failure) - Trusty Kate would explode bc of a 1 on the Trait Die if not for your Bennie!
D6 = 3 (Failure)
Bennie Spent:
D8 = 7 (Success)
D6 = 1 (Failure)
Vigor Rolls:
E5 - Zombie = Vigor D6 = 2 (Failure)
F5 - Zombie = Vigor D6 = 1 (Failure)
G6 - Pete Jenkins = Vigor D8 + Wild Die D6 (-1 for having 1 wound) = 3 (Failure) & 4 (Success)
E8 - Zombie = Vigor D6 = 4 (Success)
Zombies at E5 and F5 are Shaken
[GM]
ReplyDelete[FLUFF]
As the dust from Teddy's shot clears three figures burst forward faster than rattlers comin for the Saloon.
Two belly up to Cal and Tony striking out with fearsome bony hands. Tony, shocked, raises his rifle just in time to hear the bone against metal. He breaths a bit of a sigh seeing how those old bones were headed fer his throat!
Cal isn't as lucky as his enemy scrapes a long gash in his chest he looks down a mite, praying it ain't deep!
[CRUNCH]
Zombie moves (All exterior):
E8 to B6
F9 to B8
G4 to A4
Zombie Attacks:
B8 attacks Tony - Fighting D6 = 1 (Failure)
No Damage
B6 attacks Cal - Fighting D6 = 5 (Success)
Damage D6+D4 = 4+3 = 7 vs. Cal's Toughness of 5
Cal takes 1 wound and is shaken
Zombies at E5 and F5 are Shaken
E5 Spirit Roll at D4 = 4+3 = 7 (Success) No longer Shaken, no actions
F5 Spirit Roll at D4 = 4 +1 = 5 (Success) No longer Shaken, No actions
[GM] CORRECTION
DeleteCal is only Shaken, he has not taken a wound
[GM]
ReplyDelete[FLUFF]
Harold move behind his bar, he'll fight for the place but only if these demons make it inside. He just needs to find his piece!
[CRUNCH]
Harold doesn't move yet eyeballing to see if he can spot his rifle.
[GM]
ReplyDelete[FLUFF]
Agatha wordlessly holds her gun, looking toward the stairs to see if anything is making it's way up.
"I'll shoot the first monster I see" She mumbles
[CRUNCH]
Seems Agatha plans to wait for trouble to come to her at the moment.
[Doc Fitzroy, determined]
ReplyDelete[Fluff]
Although he abhors violence, Doc Fitzroy is no coward. Those 'men' outside are not men at all, but abominations and agents working against the right and good that is The Lord's word. Creatures of Hell give no quarter, so they will receive none as well. Confident he is doing God's work, Doc Fitzroy draws his pistol and heads downstairs.
"Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me; thy rod and thy staff they comfort me." he calmly recites...
[Crunch]
Move to A7 or A6 (whichever I can reach) and fire at any zombie Doc has line of sight on.
Shooting D6 + D6 Wild Die
[GM]
Delete[FLUFF]
As the walking dead man tries to push into the Saloon the good Dr. lines up his shot. Unfortunately the swinging door blocks him from getting a clean one.
[CRUNCH]
Moving to A7 (Interior) gives Dr. Fitzroy a view of the Zombie on A4 (Exterior) but the Saloon doors make it a difficult shot (-2)
Shooting D6 & D6 Wild Die
D6-2 = 4-2 = 2 (Failure)
D6-2 = 1-2 = -1 (Failure)
[GM]
ReplyDelete[FLUFF]
Pete hustles to the side and duck behind a water trough. He raises his gun and points it right at Cal. The bullet slams into Cal's chest and spins him around.
[CRUNCH]
Pete moves from G6 to D2 and takes cover behind the horse trough which provides Light Cover (-1) penalty if shot at.
Shooting at Cal D10 & D6 Wild Die
D10 = 6 (Success)
D6 = 6 (Ace) + 2 = 8 Success with a raise
Damage = 2d6+1 (+1d6 for raise) = 6 (ace)+2+2+4= 14
14 damage vs. 5 toughness = 3 wounds
[GM]
Delete[CRUNCH]
Player has requested a White Fate Chip be spent to soak damage.
[GM]
ReplyDelete[FLUFF]
Pete’s shot takes Cal directly in the chest and Dalton believes he’s finally been done in. Don’t seem hardly fair to be killed by a man you already killed. Suddenly he pats his chest only to find the bullet had taken him closer to the shoulder than he thought. Seems he’s gettin’ another chance to take the fight to Pete!
[CRUNCH]
White Fate Chip spent to soak damage Vigor Roll at D6, Wild Die at D6.
Rolls
Vigor D6 = 6 (ACE!)+2 = 8 Success with a Raise – Two wounds soaked
Wild Die D6 = 4 (Success) Above chosen
Cal’s current state after soaking = 1 Wound & Shaken
Because of Shaken: Can only use Free Actions (This includes simple actions like moving his Pace etc.)
Because of Wound: All Trait tests are at a -1, pace reduced to 5
[Calvin Dalton, steeling his resolve]
ReplyDelete[Fluff]
Cal realizes a bit late that he clearly underestimated the Jenkins boys. They were an annoyance in life. In death, they are a problem; These fellas are playing by different rules, they obviously ain't afraid of dying. Cal could almost hear his father saying "A man with nothing left to lose is the most dangerous man of all."
Cal fought to shake off the pain and shock the way a man would push off a heavy buzz when thinking was necessary.
[Crunch]
Spirit roll to remove shaken: D8, Wild die D6
Cal will spend a fate chip, if necessary.
[GM]
Delete[CRUNCH]
Rolling Spirit to remove Shaken effect –Spirit D8 & Wild Die D6
Spirit D8 = 3-1 = 2 (Failure)
Wild Die = 6 (ACE!)+5 = 11-1 = 10 (Success with a Raise!)
Cal has removed the shaken effect and may act normally.
Cal still maintains 1 wound lowering all trait tests by -1 and lowing Pace by 1
[Calvin Dalton, Angry]
ReplyDelete[Fluff]
Cal's eyes focus on the snarling fellow next to him. In one smooth motion, Cal drops Sally to the ground and draws his pistols. Gritting his teeth and snarling back, he begins to fire.
[Crunch]
Left gun at the zombie on B6, if he goes down, Cal will fire at A4.
Shooting: D12
[GM]
Delete[FLUFF]
Cal's had enough of this. As he snarls back at the creature he pulls the pistol in his left hand directly beneath its chin and pulls the trigger smooth as cream. Ichor spews from the back of the monster's skull and it drops quick as a whip!
Taking only the briefest moment to peer to his right, his right arm raises and he grits through the pain from that wound in his shoulder. His second shot tears through the neck of the walking dead man who was trying to burst into the Saloon and it gurgles a mite before dropping as well.
[CRUNCH]
SHOT 1 at Zombie (B6): Shooting D12 + Wild Die D6 vs. Parry of 5 (Close Combat) -1 for Wound
Shooting D12-1 = 9-1 = 8 (Success)
Wild Die D6-1 = 2-1 = 1 (Failure)
Damage 2d6+1 vs. Toughness of 7 = 5+4 = 9 Zombie at B6 is Dead (again)
SHOT 2 at Zombie (A4): Shooting D12 + Wild Die D6 vs. TN of 4 (-1 for Wound)
Shooting D12-1 = 11-1 = 10 (Success with a Raise! +1d6 Damage)
Wild Die D6-1 = 4-1 = 3 (Failure)
Damage 2d6+1 +1d6 vs. Toughness of 7 = 3+2+5 = 10 Zombie at A4 is Dead (again)
INITIATIVE FOR ROUND TWO!
ReplyDeleteANY - Dr. Fitzroy – JOKER!
1 - Zombies – Queen of Diamonds
2 - Tony – Jack of Hearts
3 - Agatha – Jack of Diamonds
4 - Teddy – 10 of Spades
5 - Jed – 9 of Diamonds
6 - Cal – 6 of Clubs
7 - Harold – 3 of Hearts
8 - Pete – 2 of Diamonds
[Doc Fitzroy, determined]
ReplyDelete[Fluff]
Seeing his first shot lodge itself firmly in the wall, Doc realizes he's going to have to get closer than he'd like. He arms the single shot shotgun on his LeMat and hurries across the saloon floor, watching as the zombie to Cal's right prepares for another strike.
"God have mercy on your soul, foul beast," he says, squeezing the trigger.
[Crunch]
Move to G5
Fire at Zombie in E5
Shooting D6+2 + Wild Die D6 (+2?) for 2(3?)D6 damage
[GM]
Delete[FLUFF]
Dr. Ftizroy has never been a violent man, he has seen enough. Sometimes though, a fight must be joined. He approaches the swinging doors with no small amount of trepidation, but that is all left behind once he raises his Lemat and aims for the center of the beast before him.
He pulls the trigger.
Onlookers claimed later that the Dr.’s bullets rendered the man he shot to pieces… they weren’t far off.
The monstrous creature working for Pete Jenkins was no more. The balls of shot seemingly hit everything that held the thing together and what was left was little more than a pile of worthless dead flesh.
Dr. Fitzroy gags a bit and he is not alone.
[CRUNCH]
Shooting a Shotgun Blast at Zombie Exterior E5 from Interior G5
Shooting at D6 & Wild Die D6 vs. TN 4
Modifiers To Hit:
+2 for Joker
+2 For Shotgun
-2 For Medium Range
TOTAL: +2
Shooting D6+2 = 4+2 = 6 (Success)
Wild Die D6+2 = 4+2 = 6 (Success)
Damage = 2d6 for Medium Range (=2 for Joker) of 6 vs. Toughness 7
Damage = 6(ACE!)+2+6(ACE!)+6(ACE!)+5+2= 27 Damage!
[GM]
ReplyDelete[FLUFF]
Something of a man must have remained in the brain of the creature standing behind the poor devil shredded by Dr. Fitzroy's bullets because it acted almost like a man losing a partner when it rushed up the stairs directly at the man who dealt his "friend" that severe killing blow.
Dr. Fitzroy was startled at the sudden movement, he had not quite recovered from the violence he had just dealt when the creature attacked. Dr. Fitzroy's screams are louder than any bullet thus far this morning as the foul creature's teeth clamp on his neck!
Tony meanwhile dodges a clumsy swing from his assailant.
[CRUNCH]
Movement:
Zombie at Exterior F5 moves to Interior H5
Zombie at Exterior B8 does not move
ZOMBIE VS DOC FITZROY:
Fighting D6 vs. Dr. Fitzroy's Parry of 4
Fighting D6 = 5 (Success)
Damage D6+D4 vs. Dr. Fitzroy's Toughness 5
D6+D4 = 6 (Ace!)+3+4(Ace!)+4(Ace!)+2= 19 *3 wounds!*
ZOMBIE VS TONY:
Fighting D6 vs. Tony's Parry of 2
Fighting D6 = 1 (Failure)
[GM]
Delete[FLUFF]
The Doc pushes the creature off him quickly and thanks the Lord when he discovers that the beast's teeth barely even nicked him. Slightly embarrassed that he screamed so loudly over nothing he preps himself for any further attack!
[CRUNCH]
Red Fate Chip spent to soak damage Vigor Roll at D6, Wild Die at D6. Because it is a Red Fate Chip add another 1d6
Rolls
Vigor D6 = 6(ACE!)+1+6(ACE!)+5 = 18 (Success with 3 Raises)
Wild Die D6 = 2 (Failure)
Dr. Fitzroy’s current state after soaking = No Wounds and not Shakened
[OOC]
DeleteIt's because God is on my side...
[Tony, realizing that none of his textbooks have prepared him for anything like this]
ReplyDelete[Fluff]
Tony pulls his pistol from its holster and aims it at the head of the walking corpse standing at square B8.
[Crunch]
Lining up the barrel of his gun, Tony pulls the trigger
Shooting - D6
[GM]
Delete[FLUFF]
The zombie in front of Tony missed with his last strike, and the Paranormal Investigator sees his opening.
Pressing the Winchester against the beasts chest he pulls the trigger. Ichor splashes Tony in the face but he sighs in relief when the monster falls.
[CRUNCH]
SHOT at Zombie (B8): Shooting D6 + Wild Die D6 vs. Parry of 5 (Close Combat)
Shooting D6 = 4 (Failure)
Wild Die D6 = 6(Ace!)+5 = 11 (Success with a Raise - +1d6 damage)
Damage = 2d8 + 1d6 = 1+4+3=8
[GM]
ReplyDelete[FLUFF]
Agatha maintains her position, though you can see she is fearful of having to fight. She hopes it doesn't come to that, for all he bluster she tends to be more on the brains side of her organization. She's not used to the fight!
[CRUNCH]
Agatha intends to draw down on the first villain she sees.
[Teddy, aiming Trusty Kate]
ReplyDelete[Fluff]
Teddy turns his sniping sights downtown and attempts to put a .30 bullet between dead Pete's rotting eyes. He whispers, "things live from the past, do they live from the future?" as he pulls the trigger and a loud ping rings out from the upper window.
[Crunch]
d10+Wild Shooting -4 Headshot (-4, right?)
for 2d8 + Headshot Dmg
3 shots remaining in chamber
[GM]
Delete[FLUFF]
Teddy draws down, he's a great shot but a head's a small thing to nail even for a seasoned gunman like him. No surprise when Pete's hat is dragged from his head by the bullet, but no wound.
[CRUNCH]
Shooting at Pete Jenkins, aiming specifically for the head. Pete's cover is negated due to Teddy's high ground view.
Shooting D10 = 6-4 = 2 (Failure)
Wild Die = 2-4 = -2 (Failure)
[Jed, spooked]
ReplyDelete[Fluff]
The walking corpse burst through the swinging doors, causing Jed to jump, but that wasn't nearly as bad as the scream of horror the Doc let out. Certain the Doc was about to meet his Maker, Jed brought his Peacemaker around, pointing straight at the abomination. When Doc pushed away, Jed let his breath go when he saw Doc was still alive, just before pulling the trigger.
[Crunch]
Shooting: d8 & Wild Die
[OOC]
I'll save my Blue Fate Chips for Pete - I think we made need them for him.
[GM]
ReplyDelete[FLUFF]
The Zombie pulls its teeth back chawing on a fair size hunk of Doc’s skin when it takes a bullet through its skull. With a slow turn it peers at Jed almost sadly as it collapses to the floor unmoving.
[CRUNCH]
Jed shoots at Zombie on Interior H5. Shooting D8 & Wild Die D6
Shooting D8 = 7 (Success)
Wild Die D6 = 1 (Failure)
Damage 2d6+1 = 3+4+1 = 8 vs. Toughness 7
Zombie dies
[Calvin Dalton, lookin to put the nail in the coffin... again]
ReplyDelete[fluff]
Cal turns his scowl to Pete, and levels both pistols at the abomination.
"Any last words?" Cal asked.
[Crunch]
If Pete has something to say, Cal will listen. When Pete's done talking, Cal will shoot, and process the words after. If the first bullet kills him, Cal will walk over, and put another in Pete's skull. He doesn't like having one gun have more bullets than the other. Gotta keep things even. It's an OCD thing. ;)
[GM]
Delete[FLUFF}
Pete stands tall and stares Cal in the face. "I was gunna run an' choose ta fight another day but chances are slim ye'll let me so I have two thing to tell you pardner... One, you an' yer pals don' know what yer up against. I mean Hell, if you think me an my boys were bad..." He chuckles to himself. "Two, you better shoot straight cuz I'm commin fer you iffin you miss"
Cal pulls the trigger of the Peacemaker in his Left hand, spinning Pete a full 180 degrees with a plug to the shoulder. Pete lets loose a hearty laugh as if the shot barely tickled but it soon becomes a gurgle when Cal rams the barrel of the piece in his right hand down the dead man's throat. Pete tries to plead with his putrid dead eyes, still bugged out from the noose's stranglehold. Cal simply pulls another trigger... and Pete drops to the ground.
[CRUNCH]
Cal shooting at Pete Jenkins. Shooting D12 & Wild Die D6
1st Shot:
Shooting D12 = 6 (Success)
Wild Die D6 = 3 (Failure)
Damage on 1st Shot = 2d6+1 = 6(ACE!)+1+3+1 = 11 vs. Toughness 7 Pete is Shaken
2nd Shot:
Shooting D12 = 9 (Success with Raise = +1d6 Damage)
Wild Die D6 = 3 (Failure)
Damage on 2nd Shot = 3d6+1 = 6(ACE!)+6(ACE!)+4+2+6(ACE!)+4+1 = 29 vs. Toughness 7 Pete takes 4 wounds.
GM Spends a Red Fate Chip to Soak
Vigor D6+1d6 = 3+4 = 7 Soaks 1 wound, Pete still has 3 wounds.
Pete Jenkins is Dead...again