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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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>>3201080


"There you are," says the man in black. "Come on over, friend." The man's voice is low, scratchy, barely louder than a whisper, confident the listener will fall silent to hear. He shuffles the cards with long, thin fingers. "Pull up a chair, there's plenty of room. Fancy a game of cards?" The man in black grins. His skin is paper thin, a dried husk. His suit is fine, very fine, as dark as a shadow . The lapel pin is a small bird skull. "No? Perhaps another time. Some say it's bad luck to gamble with me. But I say, what else have you really got to lose?

"Cat got your tongue? I heard you was a talker. I suppose I do tend to make people go quiet. Well, no matter. Let's get down to it, shall we?

"I need you and your band of esteemed gentlemen to rob a bank for me. Specifically, a certain safe deposit box in the bank. I need you to get that box and bring it to me. Intact, undamaged, unopened. That's all. The rest of it, the money? That's yours. Do what you like with it. I just want the box.

"Now the particular item in this box is very important to me. As I'm now your employer, that item's now very important to you, and to your friends. I expect you to sell your lives for it, as hired guns should. I also expect you to refrain from any particular inquisitiveness regarding its contents. If I should hear otherwise, why, I should be most displeased. But if you do the job to my satisfaction, your reward will be most substantial. You might even say -- beyond your wildest dreams."

The man lights his pipe, and the match briefly illuminates his hollow eyes and wide grin. "I think you'll find this an offer you can't refuse. What do you say, friend?"
>>
>>3201082

Annie unrolls the map and spreads it out over the table, weighing down the corners with a revolver, a tin can of coffee, and some stones. "We're here," she says, pointing down at ridge on the map. Her leather gloves are worn and weather-stained. Her blonde braid shines briefly in the sunlight. "Over here is the pleasant little town o' Goldenvale, and the bank what we're fixin' to hit today. We'll follow this road here up the Rusty Ridge, down into the valley, and up to the edge o' town. Leave the horses with Ol' Boone here, he'll watch 'em while we go have ourselves a good time."

"You comin' along, Annie?" asks Ol' Boone.

"Yeah, the boss said I was to come, but "your role should be mostly supervisory in nature,"" Annie says, lowering her voice to mock the boss's solemn tone. "I'll just be there to ride herd on the lot of ya. Try not to get into too much trouble now, y'hear? Don't run too roughshod on the civilians. Of course if they give ya any trouble, or they're lawmen, then by all means, show 'em the business ends of your irons. Ain't like we're civilized or nothin'.

"Now some o'you ain't signed the gang charter yet, so I need you folks to read these here rules -- no stealin' from the gang, no shootin' each other 'less you gotta, that sort of thing -- and then sign yer mark here."
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>>3201089

Dead Man's Hand is a skirmish game set in the West, where each player controls a bandit in a gang of thieves and miscreants.

Reply to this post with your feller's name, class, and starting skill.
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>>3201094
The bank job begins in 24 hours and, ideally, will update every 24 after that.
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>>3201094
Jack 'Jackie' Redfield
Level 2 Trapper (1 Strength, 4 Grit, 2 Smarts, 1 Charm)
5/5 HP(+1 from Furs & Leathers), 6 Movement, 6/6 Survival
Skills: Steady Aim - Spend (M) to gain +2 Accuracy this round
Gear:
Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.

"Ah tol you last time ma'am I can't really do the symbols that well. Do I really gotta?"
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>>3201080
>>3201100

Updates:
https://twitter.com/ravenkingquests

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

Skirmish General Discord:
https://discord.gg/BvydtkD
>>
>>3201094
Two-Talon
Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duraction. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
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>>3201105
"If ya can't write so good, just make an X, friend."
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>>3201109
I take a moment to remember what an 'ecks' Is.

"Well...tch...awright." +
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>>3201094
Augustus Archibald

Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 5 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.)

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

[i]Augustus proceeds to lay down his signature on the charter, looking rather excited himself. [/i]

"There! Do forgive me for acting rather giddy. All these talks on gangs and crimes and such really ignites a sense of thrill in me. Beats moving from one town to another doing house calls thats for sure."
>>
>>3201094
Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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)

"Well I ain't been doin' so hot what with the ranchin' an' the minin' so what else y'think I can lose what with this here... proposishun." The bone-ragged elderly man takes the pen in a shivering grip and etches down a scrawl too ungodly illegible to even pass for a proper signature. "S'whatcha youngins gonna do without an elder ta keeps an eye or two on' yeh?"
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>>3201094
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

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

Snake Eyes doesn't blink as he slowly, leisurely signs the charter with a lazy, ragged "X", and backs away slowly, leaning against the wall, sizing up everyone around him. From the bitches to the fop, to the old men, and even the Red, he just watched, his breaths coming audibly and ragged, lungs choked with tar and dust.
>>
>>3201094
Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)

Thaddeus just signs an X on the charter, and goes back to maintaining his gun. Anyone who saw the massive scar on the back of his head didn't expect anything more.
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>>3201094
>>3201100
Rules and Gear pages disagree, is attack TN 7 or 8 (+/-conditionals)?

"Are we feeling lucky tonight, boys?"

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 8, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
Gingerly, Augustus sat himself under a shack's shade against the frontier's blazing sun. From his breast pocket, Augustus pulled out a wristwatch, which he opted not to wear as the straps had grown loose.

"Half past one...", he muttered to himself.

The doctor looks to be in his mid 30s, maybe slightly younger. His eyes slightly gleams in excitement. Perhaps retreating from Britain soil to the American landscape was not the worst of ideas. Local lawmen were getting wise on him too, so joining with these criminals can prove to be more a boon.

The lass Annie shuffles from one corner of this small patch of land to another, waiting for more to attend this little meeting set up by that boss of her's. The shine of youth suggest that she's still well in the peak of her 20s, her rough but neatly braided hair holds an unpolished beauty in additon to her generally attractive features. How she presents herself displays a dominant front, how Augustus yearns to wrap hims-

A trickle of cold liquid hitting the doctor's palm breaks Augustus away from his daydream. He'd been staring off at the maiden and drooling, how uncouth! Wiping away his saliva with a handkerchief. The gunslinger Snake Eyes stood not far away, on another side of the shack Augustus is under, eyeing his surrounding. He did not respond to Augustus' friendly wave. The red indian Two Talon, also nearby, is sharpening his axes. Tomahawks, the doctor beloeve that tribal weapon is called. Old Boy Graham is busy smoking a cig seemingly content with staring off into the distance. The young man Redfield? He's sleeping under a tree's cover, his wide brimmed hat protecting the eyes from sun's glare. Soon Augustus followed suite, nodding off quietly.
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>>3201094
Jackson King
Gunslinger

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

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

Gear:
-Repeater Rifle: (Range 20, Speed 2, Damage 2, Ammo 3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

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

Jackson marks his X on the charter, topping it with a small three point crown. "Ya don't mind if add ta mine, don't cha?"
>>
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>>3201094
Ivan Ivanov Ivanovich
Blaster

Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1

Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.

Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

"Haha!" Ivan Ivanovich laughs, "Good communist needs no money for happiness, because we serve for love of our comrades and our duty!" He chuckles at the thought of the silly capitalists and their 'banks'. With some swagger, he neatly prints the name 'Ivan Ivanov Ivanovich', before taking a swig of some moonshine. "Gah! What disgusting swill is this!? Should have brought some vodka from the Motherland, better than this sheep's piss! pfeh!"
>>
>>3201094
>>3201100
Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootvbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×4), 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.

Home...seems so far right now...but i'll be back one way or another.
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>>3201094
Can Tomahawks and Knives be retrieved after throwing?
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>>3201094
"Already signed on, ma'am. We really hittin' a bank? Not that I'm surprised or nothing, we can handle it."

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
"Bad medicine, that man. If his box is too, best lose it somewhere in the sands where the wind never blows."

>>3201094
Ringtail
Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3201094

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

Catina walks up to the table, all smiles as she grabbed the pen and quickly signs "Gypsy", heading back to the others, glancing at each one. Quite the crowd that has showed up, this place would have to be a pretty big bank for everyone here to get a fair share.
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>>3201842
"I-I don't know, maybe he'll do all kinds 'a black magic on us if we do that. Best do what he wants."
>>
Ivan Ivanovich wakes up, clutching his head in agony. What the blyat was he yelling about yesterday? Something about... 'communism'? What the blin is communism?
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>>3201906
Ringtail tilts his head and raises the talisman around his neck. "You know of curses, but your necklace has no ornament?"
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>>3202158
"Well, I only know a little bit. Certainly don't know enough about charms and talismans to get any use out of all that. Seen some stuff nobody else except Two Talons believes me on, and I figure its a big West."
>>
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>>3201094

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

"Sure I'll sign on. But that saw in mah kit ain't for killin', just so we'res clear."
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>>3202192
"There are secrets, but the first is belief."
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>>3201094
>Name:
Bonnie Northbark

>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 5/5
MOV: 6

>Skills:
Hunter's Mark
>Gear:
Repeater Rifle (DMG 2 / SPD 2 / RNG 30)
AMMO: 3/3
Revolver: (DMG 2 / SPD 2 / RNG 20)
AMMO: 3/3
Toolkit: Lockpicking, Machinery

Lazily spinning her revolver in the other hand, Bonnie draws a wavy line along the side of the charter.

"Never trusted nobody with my real writin'. Can't get caught that way."
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>>3203123
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 4/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
Bear Trap (x1)
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>>3203130
"You seein' spirits or somethin' boy? I never had none of yer fancy repeater rifles 'r revolvers. Hell, if I had either'o those I wouldn't be here tryina' steal fer' em now would I? Think before you speak next time, punk."
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>>3201094

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]

Lily slips inside the tent, thin smile stretched across her painted lips. "A pleasure to meet you all." She marks down her name in clean, neat lettering before stepping outside. "I am at your call as usual, Annie."
>>
>>3203140
Jackie looks up from where he had been polishing his rifle and took a sip from his canteen.

"Huh?"

>>3202192
"Deaddy that lady's talkin at me funny. *Whispers* I think she might be on that 'Hero-In' stuff I herda bout."
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>>3203174
“Aw don’t worry about it, she mustive just took ya’ for someone else is all. Lotta people movin’ round camp getting ready for this job’in all, people that don’t know eachother.”
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>>3203191
>>3203140
“Speaking of which, pleasure to meet you ma’am. My name is Danny “Deadwood” DuPaul, they calls me that ‘cause I’ve floated up an’ down this frontier robbin’ banks and fillin’ graves. This here’s my friend Jack Redfield, but we just call ‘im Jackie. What’s yer name?”
>>
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>>3201094


Annie checks the sun's lowering position in the sky. "Reckon it's time to head out, folks. No more naps for today. Git your gear and ammo, then your horse, or if you ain't got a horse, hop up on that there wagon. Shouldn't take us long to cross Rusty Ridge to Goldenvale, and then we can get to business."

The gang musters, gears up, argues and grumbles, and eventually is sorted by Annie into some kind of order. Soon they ride out from camp into the western wastes, heading towards the slopes of Rusty Ridge.

Our team of thieves and bandits for this job:

Gunslinger
Snake Eyes - Draw!
Jackson - Leader
Deadwood - Resolve, Draw!

Trapper
Jackie - Steady Aim
Bonnie - Hunter's Mark

Blaster
Old Boy - Endure
Thaddeus - Slam
Ivan - Endure

Warrior
Two-Talon - Bloodthirst, Pounce
Ringtail - Pounce

Doc
Augustus - Pack Mule, Combat Medic
Sun - Pack Mule
Sawbones - Pack Mule

Gambler
Blue - Huckleberry
Gypsy - Devilish
Lily - Inspire
>>
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>>3203207


Here's the bustling frontier town of Goldenvale. Her citizens are going about an ordinary day, with no idea what kind of chaos is about to descend on them.

Choose your character's starting location, where you'll try to blend in before the job kicks off:
>A: General Store
>B: Haberdashery
>C: Saloon
>D: Building Site
>>
>>3203208
"You boys can find me in the saloon... Good luck~"

>C: Saloon
>>
>>3203208
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

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

>A: General Store

*Grunt.* Snake Eyes spits out some dip-filled, black as tar phlegm into the dirt. "I'll be in the General Store."
>>
>>3203208
>A: General Store

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootvbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×4), 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.
>>
"They find their tongue in my teeth, but never their fortune in my pouch. I go where I am welcome."

>>3203208
>D: Building Site

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3203208
>C: Saloon, out on the porch for fresh air preferably.

The elderly man sits on the saloon walkway off from the dirt and mud of the day's business. Nothing quite as enjoyable as fresh air in their winter years, although the sordid sight of so many a fine lady passing by does more to ease his weary heart.

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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)
>>
>>3203208
>C: Saloon

Thaddeus wanders over to the Saloon, about the only place a big, dumb-lookin' guy like him could fit in around here.

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3203208
>C - Saloon

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

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

Gear:
-Repeater Rifle: (Range 20, Speed 2, Damage 2, Ammo 3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

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

"I'll be watching the front door and holding up the saloon. Any help keeping it wrapped up will be useful."
>>
>>3203208
>>3203208

>C: Saloon

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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.

>>3203291
"I bet I could do a good job helpin ya there."
>>
>>3203208
>C: Saloon

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

>>3203291
Ivan chuckles heartily: "Worry not, friend, I will watch over this Amerikanski tavern. Now, where is the vodka?"
>>
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>>3203208
>B: Haberdashery
Two-Talon will look through the various furred clothing and see what animal skins are lacking. He'll stick out anyway, but if someone asks he is looking to see what animal pelts make the most expensive clothing.

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3203208
(On second thought, changing my decision >>3203251 from
C:Saloon
to
B: Haberdashery)


Thaddeus quickly downs the rest of his shot and makes a disgruntled noise, uncomfortable with how crowded the Saloon had suddenly become. He gets up and, after dropping some coins on the counter, leaves and heads for the Haberdashery.
>>
>>3203208
Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP, 5 Movement, 3/3 Survival

Skills:
Pack Mule (+1 Doctor Bag, +1 Loot Bag)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>C: Saloon
"That sure was a long trip, could use a drink, I'll see you fellas later."
>>
>>3203208
>Name:
Bonnie Northbark
>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 5/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 4/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
Bear Trap (x1)

>>3203198
"Name's Mrs. Northwood, and that's all you need to know. Now tell yer rat to quit mumblin' would ya? It's rude ta talk about someone when they can hear you."

>>3203208
>C: Saloon
>>
>>3203208
Augustus Archibald

Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 5 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.)

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

>B. Haberdashery

"Blimey old boy, I'll be in the haberdashery. Easier for me to slip in when the commotion starts anyhoo.
>>
>>3203208
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 5/5 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Catina heads towards the Saloon, grouping up with her friend Blue. "Before we do the heist, i'd like to do some pulls, that cool with you, sugar?"

>C. Saloon
>>
>>3204070
Boleite grins and links her arm with Gypsy's, "Why Miss Florea, that would make my day."

>>3203208
>C: Saloon

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
>>3203208
Danny checks his pockets, realizes he didn't actually get paid for that whole Mallon brothers business, and dejectedly joins Ringtail at the building site.

>>3203231
"Mind if I join ya'? Ain't got a cent to my name either it seems."
>D. Building Site

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
>>3204111
>Noting I should have 3/3 shots, forgot to change that back in my notes
>>
>>3204111
"Welcome. We have time." Ringtail eyes follow the south road's stretch through the plains, and his horse out to dusty pasture instead of stabled in town. With a nod, he comes to a decision.

"A riddle and a bet, Deadwood. There is something I have done only once more than you. I will tell you, and bet you can not do it. If I win, you tell me the secret of your name. If you win, you learn a secret against bad spirits."
>>
>>3204537
"Are you asking me what you have done once more than me now, or are you asking if I agree to your terms?"
>>
>>3205122
"The second. If you guess right before you know it, you might know best to accept or not. Nothing impossible."
>>
>>3205219
"Well, I agree to yer terms. Seems a fair trade and right fun too."
>>
>>3205348
Ringtail extends a hand to shake.

"Good. Go to my Blue Smoke and pull three hairs together from her tail. I did the same before she was tame. But you are a stranger to her, so it is just as good."

Ringtail makes little effort to keep his voice down, and his horse's ears perk with equine suspicion. This might not be the first time she has been bet on...

"The gods are witness, the bets and stakes are known. Let any cheater wish for beasts to trample him a forgotten grave before the greater spirits of vengeance find him."

//This might not end up mapping out with the mission, so play it out as you like.
>>
>>3205448
(Update is soon, but feel free to resolve this before you go on to the mission action)
>>
>>3205448
“Well, my folks raise cattle, but we’ve got a horse or two. I think I remember how this works.”

Danny adjusts his hat and coat, steels his nerves and readies himself. He chooses to approach slowly from the front, and a bit to the side of the horse, not looking to get himself kicked or trampled. He offers the horse a hand to sniff and examine, before sidling around the side.

“Easy there girl, I’m a friend ‘a Ringtail’s. Don’t mean ya any harm.”

Danny cautiously strokes the horse, slowly moving his hand closer towards her tail, trying to isolate three hairs to pull out.

“Beg pardon if this stings a’lil, I’ll get ya’ a treat later ta’ make up for it.”

Danny closes his eyes and pulls as quickly and cleanly as he can, moving to backpedal immediately as soon as he’s got the hairs in his hand.
>>
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>>3203208

The gang gradually drifts into town in twos and threes. The townsfolk watch them warily, feeling a general sense of unease,

Snake Eyes and Doc Chen pretend to examine the wares in the General Store.

Two-Talon, Thaddeus and Augustus are studying the strange and outlandish hats available at the Haberdashery.

Ringtail and Danny Deadwood stay behind at the building site, content to wait until the action begins.

The rest of the gang descended on the saloon: the trappers Jackie Redfield and Bonnie Northbark, the blasters Ivan and Old Boy Graham, Jackson King, "Sawbones" Black, and of course the gambler girls: Lily Rivers and the gypsy sisters, Blue and Catina. A honky tonk piano plays. The desperados spread out to order drinks or make new friends.

https://www.youtube.com/watch?v=uAZ_T5fLBWU

Green circle = Civilian
Light blue circle = Employee
Bronze star = Deputy

CASING

While in casing mode, free movement is available. You can move anywhere within your current building, nearby on the street, or into the entrance of another building.
You may take the usual actions such as Deceive, Investigate, Holdup, and Attack. Note that if a crime is witnessed and the witness escapes to raise the alarm, lawmen will be alerted, casing mode will end, and regular gameplay will begin.

Special actions: Each player can choose to interact with their location or enter the bank.

Saloon
The barkeep isn't quite sure what to make of the heavily armed gunmen entering into his already-crowded saloon, but he sure as hell isn't about to miss an opportunity for more paying customers. A trio of lawmen are here, one at the bar ordering drinks, while another two have their boots up on a table in back. They don't seem to be suspicious of you, although really they ought to be.

>Drink peacefully.
>Carouse: Roll 1d10 + Charm.
>Gamble: Roll 1d10 + Luck.

Haberdashery
The enthusiastic proprieter of fancy hats is most eager to show off his wares.
>Try on hats: Roll 1d10+Charm.

General Store
While you browse canned goods and building supplies, the elderly proprieter watches you suspiciously from behind small glasses.
>Go Shopping: Roll 1d10+Smarts

Building Site
This might one day be a house. For now, the workers have gone home, or maybe to the saloon next door.
>Play horseshoes: Roll 1d10+Grit vs each other.
>>
Rolled 5 (1d10)

>>3205553
Blue Smoke snaps half-heartedly toward Danny's outstretched hand, then goes back to grazing. All seems well...
>>
Rolled 4 + 1 (1d10 + 1)

>>3205585
>Try on hats: Roll 1d10+Charm.

Thaddeus opts to try on a rather tall top hat, something that he hopes would help draw attention away from the rather obvious head wound.


Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3205553
>>3205597
... before she jumps a man's length away from the bite on her backside, then slouches off a few more steps in weary betrayal.

"I need to pluck a new horse!" Ringtail calls out, his frustration entirely put on. "She always knows it's coming, now. Come back, Deadwood. We'll talk over horseshoes."
>>
Rolled 8 + 2 (1d10 + 2)

>>3205585
Two-Talon steps right outside the door of the Haberdashery and stretches. As he stretches he attempts to see how much law enforcement are in the Sheriff's office (Investigate)

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 4 + 2 (1d10 + 2)

>>3205585
>Carouse a little
Jackson pulls himself into a seat at the bar, fiddling with the bandanna around his neck in case something starts going down. "Busy day... and ta think I got more work after this. What ya got, barkeep?"

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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 8 + 3 (1d10 + 3)

>>3205585
Augustus Archibald
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5 HP, 5 Movement, 3 Survival, +1 Evasion (Derby Hat & Dapper Vest)
Skills: Pack Mule
Gear: Holdout Pistol, Toolkit, Doctor's Bag (2), Loot Bag
Augustus tips his bowler hat to his fellow gang members, exiting the haberdashery and moving to the bank.

Movement: Enter the bank
Action: Investigate the area
>>
>>3205585
>Move to the civilian on the porch, sit next to them on the bench and have a talk
>Gather some info regarding quiet spots nearby

"'Owdy 'ere. Names Gra'am. Y'know of any places nearby wheres a feller canna keep 'emselves a lil peace and quiet? Get'in' a bit loud fer my good self even afta steppin' outta the hall."

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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 + 1 (1d10 + 1)

>>3205585
>Carouse

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

"Aha! Now, to find some vodka..."
>>
>>3205585
A few inconsistencies with the map: be assured, if you said you were someplace, that's where you were.
>>
>>3205585
>Gamble

"Any of you boys fancy a hand of cards? Maybe a few drinks?"
>>
Rolled 1 + 1 (1d10 + 1)

>>3205718

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]

I dropped my stuff... Sorry
>>
Rolled 6 + 3 (1d10 + 3)

>>3205585
>Go Shopping
>Ask shopkeeper about the Bank (Whilst glancing from the window of this store into the window of the bank to see anything)
"Good store you got going for you Sir. I am impressed with this town. But what I am more impressed in is the bank. Dont see a building this big often."


Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×4), 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.
>>
Rolled 2 (1d10)

>>3205585
Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP, 5 Movement, 3/3 Survival

Skills:
Pack Mule (+1 Doctor Bag, +1 Loot Bag)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>>3205723
>Gamble
"Hey, I'm not so bad with cards, deal me in." Black slowly walked over, still holding his drink.
"Just don't cry when you lose it all, I'm pretty good with mah hands."
>>
Rolled 1 + 1 (1d10 + 1)

>>3205585
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

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

>Go Shopping. Roll 1d10+Smarts
>Try and slip out the back door and investigate the shed.

The Chink was distracting the shopkeep and he had a better angle on the window, so Snake Eyes figured he might as well check out the shed behind the general store. He was not the smartest of men, but he recognized a good angle on the bank when he saw one.
>>
Rolled 2 + 3 (1d10 + 3)

>>3205585
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Catina walks into the saloon, eyeing up all the guests, a think smile on her lips.
"Let's do some distract and pulls before the heist starts, I want to make sure we get a bit of money out of this." She lightly whispers to blue, before heading toward those that looked wealthier than most in the saloon. They'd both take turns flirting/grabbing men's attention, while the other would slip by and grab something of value.
>>
Rolled 6 + 3 (1d10 + 3)

>>3205613
>>3205585
"Aw hell, got me good there Ringtail. Awright, what'dya wanna know about my nickname?"
>Play horseshoes with Ringtail

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
>>3206022
"Between you n me, we could lose a whole town over a game of cards."
>>
Rolled 3 + 1 (1d10 + 1)

>>3205585

>Attempt to Gamble

"Alright, deal me In fellers, I aint very good at this sorta stuff but I figger It ain't hurt to try."

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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 8 + 2 (1d10 + 2)

>>3206642
Ringtail stares a moment. "Startled horse, startled man, three fresh tail hairs in his hand. Look again and see you won. There is an evil over you indeed."

"You see horses every day. You know they can be plucked, but you do not do it. This is good. They kick, they bite, they belong to another. You tell yourself these things. Your heartis quieter. It cannot be heard telling if you would pluck a horse that kicks, that bites, that belongs to another."

"So it is, you do not know the lay of your heart, great as a mountain or small as a tick." Leaning far forward on his toes, Ringtail takes his first toss.

>>3205585
>Play Horseshoes with Deadwood


Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3207477
Danny is confused for a moment, and looks down at the hair he got. Then looks up and sees that Ringtail has also taken the first round of horseshoes.

"Huh, you're right about that, guess I'm a little outta sorts an' all. Usually much better at horseshoes than this too, heheh."

The strange sigil Danny saw in the Mallon Brothers' cellar comes back to his mind again, and he shivers a little.

"Well, I gotta guess at what's hauntin' me. We was out huntin' some traitors, Me, Jackie, Doc Mitchell, Two Talons, and Claribel. Anyhow, we sent those boys to their rest and then started turnin' the place over, looking for the loot they ran off with after they left us fer dead. I looked down in ther cellar, figuring they'd try'an bury it until the heat died down, you know? I looked around, and I saw somethin' awful I can't quite describe. Them boys drew this line, made it outta blood 'an ashes, line went on like it was forever, but it weren't of course, since that don't make sense. Looking at it made my head feel all funny, sent me running on out of there. 'Course, nobody but Talon believed me when I tell'd em. You got any idea what that coulda been? I just figured they was loons, but then that strange feller recruited us to steal a box without tellin' us what's inside, and I just can't help but feel they got something to do with each other."
>>
>>3207524
"You saw a line begin and supposed it was forever. Suppose forever has a shape. A plate. A bird."

Ringtail hangs a horseshoe arms-down over a calloused finger. "Or this. And my finger is the world. The world is great and wide, but forever is greater and wider. Only some of it can rest on the world. I pick up forever and turn it a little. It still rests on the world. Again. Again. Again. Close to the end, or the beginning, it still rests. But now..."

Placing the furthest tip of a horseshoe's arm on his finger, Ringtail concentrates a moment to find a balance point, but the worn iron falls away as soon as he lets go, thumping in the sand. "Whatever beginning forever has, it can not rest on the world. Then, being of the world, man can only stand at forever's side. It's bad medicine you saw, but it was not forever."

"And if the line and the man lie on the world as one, then we can cut them both together." Ringtail picks up forever for his next toss. Clang.
>>
Rolled 7 + 3 (1d10 + 3)

>>3205585
>-note Huckleberry for nearby Gamble checks
>>3206129
Boleite falls into action alonside Gypsy with the ease of a well-oiled machine, working their way through the saloon with fluttering eyelashes, swishing skirts, and swift fingers.

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
>>3205585
>Move 4N, 2NW
>Attempt to look casual drinking while looking through the front window of the bank

"Ah've got a great fuckin' idea fer enjoying some nice silence, Old Boy."
>>
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>>3205585

Try on Hats
Thaddeus (5)
There is a hat made for you somewhere in the world, perhaps even in this very store. But looking in the mirror, you feel, unshakeably, that it is not this hat.

Investigate Sheriff's Office
Two-Talon (10)
Inside you see the town sheriff sitting at his desk, with a couple deputies across from him. In back is a trio of prison cells, one of which contains a surly prisoner.

Go Shopping
Chen (9)
Snake Eyes (2)
Snake Eyes finds nothing but cheap bric-a-brac, trinkets for civilized pansies he scorns. Doc Chen finds some useful medical supplies, bandages and tinctures, that he manages to purchase for cheap by haggling with the shopkeep. (Spent your pocket change for +2 Doctor Bag supplies this job)

Investigate Bank
Augustus walks into the bank, while Bonnie observes from the Saloon's boardwalk. Inside the bank, two counter attendants are behind a barred wall, interacting with customers through a narrow opening. A handful of civilians are either queued up for the counter or reading posters on the wall. A pair of deputies guard the entrance to the employee section of the bank, where some higher-ranking employees work at desks. The manager's office and the vault are probably back there.

Carouse
King - 6
"I heard tell the Mallon brothers got taken out. Gunned down in some pig farm. Couldn't be a more fitting end, you ask me. Barkeep! Another round for me and my new friend here!"
Ivan - 11
"Why yes, sir, yes indeed, being a deputy is a tough job, and I do deserve another drink of this fine vodka you've shown me -- urrp -- now wait a minute, I don't feel so good -- perhaps I'd best head out back for a minute --"

Gamble
Lily (3), Sawbones (3), Jackie (3)
Didn't know when to fold 'em. Lose your pocket change. Can't gamble or buy anything this job unless you can borrow money from another player.

Deceive
Catina (5), Blue (10)
The gypsy sisters pull their well-honed act, catching, directing, and misdirecting attention where needed. They end up with a few purses and wallets between them, one of which feels satisfyingly heavy.

Horseshoes
Danny and Ringtail discuss philosophy while they play horseshoes. Danny gets a real good throw, but Ringtail's is right on the mark.

Speak
Old Boy Graham sits next to the old feller on the porch out front, asking about quiet places nearby. The old feller grumbles, saying that how many young folks are moving out here to Goldenvale and building new homesteads, there ain't a peaceful moment to be had. "I used to head out fishin' to catch some quiet, but -- well, it ain't safe these days. Talk of strange folk in these lands. Kidnappers. Best not to be on your lonesome in the wild, I reckon."


Casing Phase continues
>>
>>3209162
Two-Talon heads inside the Sheriff's to take a look at bounties posted up. Without a hat he just bows his head slightly as he enters.

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3209162
>Move to a location where I can see Deputy 7 from the street as I walk by

Placing his few coins onto the bar, Jackson stands. As he gets up, he nudges Ivan on his way out as he pulls up his bandanna. "Well, I'll be heading out now. Folks need me ta do a job. Kinda dusty as of late."

As he walks the street following the tumble weed, Jackson stretches his arms behind his shoulder, hands closer to the repeating rifle on his back.

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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 5 + 2 (1d10 + 2)

>>3209217
>Added deceive check to make to seem less threatening... for now.
>>
Rolled 8 + 1 (1d10 + 1)

>>3209162
>investigate stables

Disappointed by the lack of appropriate headgear, Thaddeus leaves the Haberdashery and heads for the stables. Expecting to find something he can use to cause a commotion when the time comes to rob the place.
>>
>>3209162
>Go behind the sheriffs Office and talk (whisper?) to the prisoner ask him why is he in there?

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery.
>>
>>3209162
>Move out to the street towards the west alley of the bank

"Now what would a buncha 'nappers want with a old hound like myself? I 'preciate yur warnin' nonetheless. If I may be excused, I'm off to atten' tah nature's call."

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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)
>>
>>3208026
"Makes sense enough ta' me, after all that voodoo of theirs didn't do the Mallons a lick'a good. Lead put 'em down like any man."

Danny readies his next toss, but hears the deputy puking his guys out over to the left and remembers that they're here to rob a bank and will probably be fighting this guy in a few minutes.

Danny looks over at Ringtail, gives a questioning look and motions his head at the deputy behind him.
>>
>>3210639
Ringtail looks about, eyes pausing briefly on windows and open doors. "Visit the people south of the doctor, bring them from their window. I will be ready."
>>
Rolled 3 + 2 (1d10 + 2)

>>3211093
Danny nods in approval, takes hat off, fixes his hair and puts it back on messing it up again immediately.

"Good idea. I'll ask them for directions to the general store, that should get them away."

>>3209162
>Go to the House south of the Doctor's Office, knock on the door and ask for directions to the General Store to provide a distraction for Ringtail

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
Silent as the grave.

>>3209162
>Move to E of Deputy 1, Holdup unaware target (knock out with horseshoe if applicable)

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3209162
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>Go behind the general store and try and get into the shed.
>>
Rolled 8 + 2 (1d10 + 2)

>>3209162
"Ah hell howdya manage two pairs ah aces In a row?!"

Jackie stands up sharply and by the look on his face It might be assumed he will pull his rifle off his shoulder by the way he reaches back...

...And throws his cards down on the table.

"You got th' devils own luck ya know that? Great game there partner don't go spendin my HARD EARNED cash all In one place now."

More angry than he had any real right to be, Jackie stormed off to check out the stables. Animals and the familiar smells of hay always brought back memories of home. The good ones, anyway.

>Exit Saloon, head to the Stable and Investigate

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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 10 + 3 (1d10 + 3)

>>3209162
>Uncertain if action is Deceive (to make the deputies overindulge) or Hinder (to cause them to fail at Carrouse), roll provided.
>-Reminder of Huckleberry for nearby gambles

Boleite sets her sights on the remaining Deputies, intent on 'convincing' them to join their fellow law-man into the depths of a bottle. Or three. "One down, two t'go. Care to show Ivan how it's really done, Gypsy?"

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
I guess we do this while IronHearts hibernates for another 7 years?
>>
Rolled 7 + 3 (1d10 + 3)

>>3209162
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

>Charm the deputies in a attempt to getting shitfaced.

"Like all things, this needs a woman's touch."
>>
>>3211377
I think you've got the wrong universe, hang on
Here:

Ask in this one

>>>http://boards.4channel.org/qst/thread/3208581#bottom
>>
Rolled 6 + 2 (1d10 + 2)

>>3209162
"Well boys, I guess Lady Luck doesnt smile on me today." Lily stands up, brushing her dress smooth before stepping out of the saloon.

>NE 3
>N 2
>W 15
>Inspect Doctor's

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]
>>
>>3209162
>Move 10E, 1NE, 8E
>Investigate the Stables, specifically looking for long ropes

>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 4/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
Bear Trap (x1)
>>
>>3209162
>Movement: Join Old Boy Graham next to the bank.

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP
>>
Rolled 5 + 2 (1d10 + 2)

>>3212114
>>
>>3209162
"Well there's a reason why I ain't a doktor anymore." Archibald quickly guzzled the remainder of his drink before leaving as well.

Looks like we're all pretty spread out, I'll stay in the saloon, maybe towards the back near the deputies?

>Kickback and enjoy a cold one.
>>
File: goldenvale 3.png (403 KB, 2642x2650)
403 KB
403 KB PNG
>>3209162

Two Talon saunters into the sheriff's office and has a look at the pin-up board for bounties. There's a posting for the boss, $5,000, and another one for Annie, $1,000. Nothing for Talon or the others, at least not yet. Bound to happen eventually. There's a couple others that look interesting, each for $1,000: Carlos Hernandez, leader of a roaming bandit gang, and Sally Sherwood, a young black girl wanted for -- well, it doesn't say. She must have pissed off someone real good though.

"Looking at the bounties, ghost dancer?" the sheriff asks Two-Talon. "Feel free. Just remember I need them folks alive to face the hangman's rope. That means no scalping, understand?"

In back of the sheriff's office is a prisoner, dirty and worn-down. Chen gets his attention through the barred window. "If you get me out of here," the prisoner whispers urgently, "I'll make it worth your while!"

Thaddeus, Jackie and Bonnie head into the stable and look around. Some horses are quartered here. A couple employees are distracted by their work, one seeing to a whinnying horse, the other rooting through supplies. Bonnie does in fact spy a few long, sturdy ropes which might suit her purposes, but they're part of the supply pile the stable-boy is at.

As the deputy vomits behind the saloon, Ringtail takes a heavy horseshoe to the back of his head. The deputy sprawls unconscious in his own puke.

Snake Eyes moves to the shed in back of the general store. There's a lock, but it's old and busted, and the gunslinger has an easy time of forcing it open. Inside are some crates holding the store's spare stock, some grain bags, and some spare tools. Nothing obviously valuable, but this little shed could be a good place to take cover. He could search the shed or just hold out in here until the shooting starts.

Boleite Blue and Catina have the other two deputies in the Saloon enraptured by their charms. These two lawmen can hold their liquor a little better than their friend, so they don't end up puking their guts out. But they do get significanty inebriated, their attentions completely captivated by the flirtatious gamblers. (They count as unaware until the gamblers change action or combat begins)

Lily strolls over to take a look inside the Doctor's office. It appears to be empty except for the physician in residence. He stands behind the shop counter, with medicine stocked on the shelves, and an exam table in back of the office.

The townsfolk are going about their day, greeting each other, doing business at the stores. A wagon rolls in from the west. The sun is still high in the lazy afternoon sky. As far as anyone's concerned, this is just a nice peaceful day.
>>
Rolled 10 + 1 (1d10 + 1)

>>3212199
>Move behind the grass and squat down, facing away from the bank
>Tip hat to passing wagon if I get eyes on me (rolling charm)

>>3212126
"Ah thank ye young'in for accompanying this dusty ol' fart to do his bidniss. Now don't you be peepin' at me peeper or I'll cause us a ruckus y'hear?"

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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 7 + 1 (1d10 + 1)

>>3212199
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>Search the shed.

Snake Eyes knew that, most likely, there'd be more useless horseshit for him to sift through. Even still, he knew that sometimes, a General Store would carry dynamite or bullets. Couldn't hurt to see what he could find.
>>
>>3212199
Trusting Ringtail to hide the deputy he took out, Danny thanks the townsfolk for their directions and heads towards the bank, readying himself for the coming storm.

>Move to the path E of the bank as if he was headed to the house north of the haberdashery

>>3209217
As he passes King, Danny flicks his head in the direction of the Sheriff's office, hoping King can give Talons, who he sees chatting away with the sheriff through the window, some backup in there when the shooting starts in just a few minutes.

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
Rolled 6 + 1 (1d10 + 1)

Company from the south. It will not do for Ringtail to be seen as a trespasser on half-developed land, nor to leave the deputy to be seen. He heads for the Saloon instead.

"Too much to drink. This one needs a bed." Business as usual.

>>3212199
>Drag Deputy 1 inside Saloon, drop him in SW corner
>-Charm? Just being helpful.

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3212199
>>3212210

A note about terrain:

Tall Grass spaces (marked in green) provide +2 evasion. Anyone may spend (A) in the grass to hide, which will generally conceal you from enemies until you leave the grass.
>>
>>3212295
"OOOOWee~ Nottin' quite like a lil privvacy when doin' bidniss."
>>
Rolled 7 + 1 (1d10 + 1)

>>3212199
>Help the stablehand calm down the horse. (I guess this would be charm?)

Thaddeus was never good with dealing with people, especially after he fell off his paw's wagon and landed on that rock. As a side-effect, he spent a lot of time with the farm's animals, and he knew how to calm down a horse.
>>
>>3212199
>Movement: Move to the North-West most corner of the bank, such that the tall grass and Graham are obscuring view of me from the road.
>Action: Plant dynamite on corner of bank wall.

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP
>>
>>3212393
Correcting turn
>Movement: Light dynamite.
>Action: Throw dynamite at North-Western Corner of Bank.
>>
>>3212400
"Put tha' ther light out!" hisses the old man "We's dun gotta figure where the vault lies 'fore any holes get poked inna walls."
>>
>>3212199
"What a nice and tidy stable. Maybe one-a these days I'll get a real horse of mah own. Yeah Jackie, that's gonna be nice."

Jackie turned around and casually crossed the street, sparing a glance at the wagon crossing the street.

As he walked behind the mound of grass he doubled back and waded Into It, barely able to peer out as he readied his rifle.

>Hide In tall grass east of the bank, closest to the road.

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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.
>>
>>3212199
>SE 2
>S 5
> (A) Hide in the grass

Pre-Heist jitters...

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]
>>
>>3212199

>Get behind the crates to my right, if possible and overwatch the guards inside. Otherwise stay put.

Jackson King
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival
Skills:
-Leader: (You and allies within 5 spaces have +1 accuracy)
Gear:
-Repeater Rifle: (Range 30, Speed 2, Damage 2, Ammo 3, Two-Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 accuracy)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)
Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 6 + 2 (1d10 + 2)

>>3212199
>Deceive the prisoner into telling me more. He WILL be giving details (Whisper)
>Overwatch Sabotage the bars for AFTER he has told me what he's going to do for me.
"Make it worth my while" Isnt very convincing, tell me first then we'll work on these bars, OK?"

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×5), Picks Locks, Disable, Sabotage or Repair Machinery.
>>
>>3212199
>Keep waiting while in position
"Yes, alive. If I took a bounty it would not be my own quarry. So I would not scalp them anyway," Two-Talon assures the sheriff.


Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3212199
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Catina pulls a needle out of her stocking, sitting on the deputy's leg making sure to give him a nice big smile. In the middle of flirting with him, she jabs the needle in his Femoral artery, kissing him to block out his protests.

"It's for the best, suga." She lightly whispers in his ear. "Don't want a handsome young man like you gettin' killed over this."

Standing up, she loudly laughs, lightly slapping the man's back. "Looks like this feller had too much to drink!"
>>
>>3212199
With a sigh, Archibald pulled himself up and walked towards the bank. He had spent his time so far leisurely eyeing the gang, to see what they were up to. This whole bank robbing business was a young man's game so he was willing to take his time. But maybe they were being a little too leisurely, some had even started to hide in the grass; not to mention the fact that he lost a few of them too.

As he walked inside and tapped Augustus on the shoulder, and pretended to greet him like an old friend to keep up appearances. Extending a warm greeting and his hand, and then whispering for him to look to see which side of the building the vault was in. There were already some people trying to deposit and withdraw money so there should be someone walking around, and he wanted to see if he could get an eye on it from the teller's counter too.

>Wait in line

Do I need to roll anything, is this even effective? I mean, hiding in the grass is fun, but we have to make some progress.
>>
File: goldenvale 4.png (411 KB, 2642x2650)
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>>3212199

Ivan lights the fuse on his dynamite and tosses it towards the bank, despite Old Boy Graham's protests.

The gyspy girls manage to inject the soused deputies without drawing suspicion, knocking them senseless. Several of the surrounding civilians are concerned, but they seem to buy Catina's explanation of "too much to drink".

Snake Eyes rifles through the smaller boxes in the shed and finds some valuables: trinkets, jewelry, a pocket watch. He stuffs them in his pockets for later, anticipating what he'll buy with the cash once he sells them to a fence.

Doc Chen tells the prisoner he isn't interested in sabotaging these bars until after he tells more. "Okay, okay," says the prisoner. "I ain't got money on account of these lawmen done took it from me. But I can tells ya where to find something good! A hidden treasure! Don't look at me like that, it's real, I swears it!"

Jackie and Old Boy Graham watch the covered wagon roll into town. They get a strange feeling watching it, something they can't quite identify, like a cloud just passed over the sun. The person driving is hidden by shadows.

The wagon rolls to a stop in front of the bank. There's another one coming down the road. And another. And now a fourth. What is with all these wagons all of a sudden?
>>
>>3214075
Two-Talon noticed the sounds of the many wagons and the ones rolling past the sheriff's office. He turns to the lawman and asks "Busy. Something going on?"

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3214075
Note that the dynamite number is inaccurate, it will explode at the end of this player turn.
>>
Rolled 7, 2 = 9 (2d10)

>>3214075
>Run into the entrance of the bank. Shoot the nearest deputy. Each shot is +4

Jackson saw the carts rolling in and knew that the window of opportunity was closing. Pulling up his bandanna and drawing the repeating rifle from his back.

Rushing into the building, King pointed the gun at the nearest deputy and fired. "ALRIGHT LADIES AND GENTLEMEN! Just keep still and everything will be fine."

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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
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>>3214245
Well then, here we go.

>>3214075
Jackie heard the first shot, and gripped his rifle tighter and pulled a piece of cloth around his face further to obscure himself, his adrenaline increasing. Just like that, It was do or die.

>Action place beartrap to my E
>Wait

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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 10, 5 + 3 = 18 (2d10 + 3)

>>3214075
*BANG*
"Aw hell."

>Move 4NW, 10W, 5N, 1NW
>Hunter's Mark Deputy 6
>Shoot Deputy 6 with Varmint Rifle

"His shootin' arm's in a brace! Focus 'im thare!"

>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 5/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 3/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
>>
Rolled 6 (1d10)

Ringtail looks up at the first sound of gunfire and moves to the entrance, watching the street intently with a hand on his weapon belt. "Trouble in this town. Many wagons."

>>3214075
>Move to west of Saloon entrance
>Charm(intimidate?) play to warrior image. Trouble's coming. Back door has better prospects, wouldn't you say, bar-goers?

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3214075
>Head inside the bank, take a seat where one's available and wait to be assisted

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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)
>>
>>3214075
Movement: Move to the lower corner of the western bank window.
Action: Overwatch with Pump Shotgun.
>>
>>3214870
Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP
>>
Rolled 7, 3 = 10 (2d10)

>>3214075
Danny's head jerks towards the bank at the sound of gunfire, he also notices the suspicious numbers of wagons around. This had gone from 0 to a 100 real fast, and he had to be ready. He charged into the bank, hand on his holster and feet ready to dive behind a pillar

>Move into the Bank Lobby
>Ready Draw! + Dodge
>Roll 2d10 for Resolve procs

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 3?/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
>>3214075
>[Sabotage] the Bars and whisper these words: "Alright I believe you. I'll sabotage these bars. Give me the info and i'll see you later. Also, only get out when you hear a "Boom". That should be good time for you to make your escape... See ya."
>Afterwards: Move into the bank and take seat 3S, 1W of Deputy 6.

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×5), Picks Locks, Disable, Sabotage or Repair Machinery.
>>
>>3214075
Thaddeus heard the sound of gunfire and remembered that he wasn't here to play at a stablehand, he was here to rob a bank. He ran as fast as he could to the entrance of the stable.

>MOVEMENT
>1NE, 7 N

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3214075
"Was that a gunshot? Alright, big'n'tall, you're getting a dunk in the water-trough.
Y'all ought lissen to the injun, we'll get the Law to handle this."
>Assist Ringtail
>Carry/Drag Deputy2 out the front door (gently).

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
>>3214075
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Head to the front eastern window and overwatch with the pistol.

+3 to hit, crit on 9
>>
>>3214075
>Overwatch with pistol from the bushes
>Pray?

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]
>>
>>3214075
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>Look out the window to the NE and Overwatch, fire upon anyone who walks near the soon-to-be hole.
>>
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411 KB PNG
>>3214075

"Keep still and everything will be fine!" Jackson King shouts as he dashes into the bank and immediately opens fire on one the bored deputies standing guard. Chaos and panic ensue as the citizens of Goldenvale scream for their lives. The other deputy grabs for his weapon, but Bonnie steps up and blasts the gun clean out of his hand.
>>
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462 KB PNG
>>3216050


Crowds of men and women in red hoods and faceless masks, armed with pistols and carbine rifles, jump out of the wagon and surround the bank. Three of them run inside, shouting, "Everybody get down! We're robbin' this bank!"

A great deal of confusion ensues as the gang and the cultists attempt to determine just who, in fact, is robbing what. The discussion ends in gunfire.

"Gad dangit," mutters the Sheriff, moving to the window. "Just what the hell is going on out there?" With all the commotion, he doesn't notice Doc Chen sawing open the window bars, but he does notice when the prisoner pulls himself out the window and makes a break for it. "Aw, hell! Well, I guess we got bigger fish to fry at the moment." He looks suspiciously at Two-Talon. "You know anything about this, ghost dancer? This some kinda raid? Nah, I ain't never heard of dancers wearin' hoods like these. Well if you ain't part of this, best just keep your head down and get the hell out of here."

Only a few of the hooded figures have the presence of mind to return fire at the unexpected resistance from the gang. Likely they were just expecting a handful of sleepy deputies, not a bloodthirsy crew of desperados. As it turns out, the hoods make better spooks than shooters. One of them gets blasted by Deadwood's superior quick draw. The others, all their shots miss, except for a minor scratch on King.

The desperados find themselves caught between the law and the hooded strangers. But they have the initiative, and the firepower to take advantage.

https://www.youtube.com/watch?v=tg-yC0xcI9s
>>
>>3216063

MOVEMENT
>Light Dynamite

ACTION
>Throw Dynamite 4 NE, 1N

This mission went to shit way faster than Thaddeus could have ever imagined. Still, the newcomers were confused, and the best way to make that confusion even worse was with a good ol' fashioned explosion.

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 7, 7 = 14 (2d10)

Ringtail rears back, weapon in hand. The calculation is swift. Graze one ear, dish one forehead.

>>3216063
>Throw Tomahawk 2NE 5N. +3 hit, crit on 8 (weapon+Blue)

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 4/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 9, 7, 3, 9 = 28 (4d10)

>>3216063
>{s} Draw the Deputy's Gun
>{m} Move 1E, 1NE
>{a} Shoot Cultist 1NW 5N. Hit+2, crit 8+, dmg and spd unknown.
>-Huckleberry currently affects Gypsy and Ringtail (and Blue)

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
>>
Rolled 3, 4 = 7 (2d10)

>>3216063
>Movement - East 2, North 1
>Action - shoot at the cultist that shot me, +4 to hit
>Ready Dodge

"Asshole's gonna pay for that!" King shouts as he skirts quickly behind the pillar?. Raising the rifle, he quickly ratcheting the lever.
>Aura - Leader: +1 accuracy while within 5 tiles


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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
>>3216063
>Move 2-NE, 3-N
>Action: Move 5-NE
"Bandits! Bandits are robbjng the bank run to cover or Hide! D="

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×5), Picks Locks, Disable, Sabotage or Repair Machinery.
>>
Rolled 8 + 2 (1d10 + 2)

>>3216063
>Move 2-NE, 3-N
>Spend 1 Survival to gain 1 Move: Move 5-NE
>Action: Convince/Deceive everyone in the room: "They've hid bombs all over the office area! Quick! Get out through the hole they just made! D="

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×5), Picks Locks, Disable, Sabotage or Repair Machinery.
>>
Rolled 5 + 4 (1d10 + 4)

>>3216063
>Swift equip [Pump Shotgun] {pump-cock for effect}
>Action: Shoot closest Eastern {Red Robber} [Spd 1, Dmg 4, Ammo 4/5]
>Move: N1 W2 N1 (take cover if allowed)

The elderly prospector rises from their chair with a crooked posture, pumping a round into their shotgun before leveling it on a nearby. Spit and tobacco fly from their rickety teeth as they shout over the roar of gunfire. "Yah damn reds rollin' up 'n 'ere like yah own tha place! GIT OUTTA MAH DAMN COUNTRY!"

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, 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 + 2 (1d10 + 2)

>>3216063
>Movement: Move 4N, Spend 1 Survival, move another 2N
>Action: Fire Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5/5) at Deputy 8

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

>>3216012
"Tovarisch Snake Eyes!" Ivan calls, "We must push into bank! Help me with these guards!"
>>
Rolled 9, 9, 2 = 20 (3d10)

>>3216063
>Move 2N, 1NW
>Shoot Deputy 6 once with Varmint Rifle [Hunter's Mark (Luck +1), Leadership (Accuracy +1), Grit +3 (+3 Accuracy)]
>Shoot Deputy 7 twice with Varmint Rifle [Leadership (Accuracy +1), Grit +3 (+3 Accuracy)]
>Spend Survival to prepare Dodge

Looking over her shoulder as she takes aim, Bonnie sees the first Red Hoods go down.

"Aw hell."
She spits

"ARRIGHT! The rest'a ye focus these here squealers! Git on 'em before they can skitter out and we'll need'a flush 'em out wit the dynamite. Got that?"

>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 4/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 2/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
>>
Rolled 2, 6, 8 + 6 = 22 (3d10 + 6)

>>3216063
>>3216063
>(M) Steady Aim +2 Accuracy
>(A) Fire on the nearest hood
>Spend Survival: Dodge

"You little devils this Is OUR game to play not yers!"

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4
-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 6, 6, 3 = 15 (3d10)

>>3216063

Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
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]
[Lucky Charm: +1 Luck]

"Well hell, this looks dangerous."

>Shoot at Cultist N 13, E 3

>Move
>S 2
>W 3

"Chase me boys~"
>>
>>3212199
>Move south into cover, next to a window?

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

>>3216773
"Huh, game? Ya mean like, life's a game?"

>>3216732
"Flush'em out with dynamite huh, sure, if we could spare any."
>>
Rolled 5, 2 + 4 = 11 (2d10 + 4)

>>3216063
Danny twirls his pistol back into his holster after dispatching the offending cultist and slides around the pillar to juke the other's repeater. "Ya'll devil wershiper's need ta' stop practicin' yer chants' and learn some aimin'!"
>Move E-N-N-W
>Fire at the Cultist 3 south (3 Grit, Leadership bonus from king)
>Prepare Dodge

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 4/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 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 stress
>>
Rolled 9 (1d10)

>>3217697
>Roll for Resolve if dodge triggers
>>
Rolled 2, 10, 5 = 17 (3d10)

>>3216063

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

Catina started to panic from the amount t of scoundrels that had begun shooting at her. H-How rude! Seeing that Blue walked closer to her, she looked through the window and began shooting at some of them men outside.

>shoot at closest cultist to her
+3 accuracy, crits on 8
>>
Rolled 4, 7 + 4 = 15 (2d10 + 4)

>>3216063
>Move 4 South, 2 Southeast
>Swift draw Tomahawk
>Slash Deputy 4
>Spend 1 survival to Dodge

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 3/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 1, 6 + 3 = 10 (2d10 + 3)

>>3216063
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 4/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>Move 4E out the window, Spend a survival point to Dodge
>Fire Revolver at Sheriff 2

>>3216601
Grunting as he vaulted out of the shed's window, Snake Eyes gives Ivan a deadpan look and growls, "I got an idea of what to do, Russki."
>>
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>>3216063

The gang opens fire in full effect, targeting both the lawmen and the rival robbers, the red hoods. A good number of the hoods are gunned down where they stand, their robes offering little protection against lead bullets and stone axes.

Doc Chen barrels into the back offices of the bank, where he finds the door to the vault. This barricade is a sturdy steel construction that no blade or bullet will pierce. Inside the vault awaits the object of the gang's pursuit, their employer's requested safe deposit box, along with who knows how much money in cash. All there for the taking. Just got to get in there, one way or another.
>>
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>>3219436

The hoods fight with more enthusiasm than skill or genuine courage -- one of them, panicking from Thaddeus's lit stick of dynamite, runs straight into Jackie's bear trap with a loud snap and a cry of pain. Their weaponry is a motley assortment of cheap pistols and worn-out repeater rifles. But despite all this, their determination to fight is real enough, and so is their willingness to kill. The lawmen shoot with a steadier hand, and Two-Talon just barely avoids return fire by dodging behind a thick oak cabinet.

The desperados mostly avoid any serious wounds, but Snake Eyes, Bonnie, Thaddeus and Jackie all take a hit. They probably have these hoods outmatched in skill and firepower, but they'd best keep moving and do the job, before either side, hoods or lawmen, has any more friends show up to town.

https://www.youtube.com/watch?v=KLL85CsYO84
>>
Rolled 10 + 4 (1d10 + 4)

>>3219446
>Action: Shoot Red Handman S1 E5 [Spd 1, Dmg 4, Ammo 4/5]
>Move: N1 E2 (keep to cover)

"I SAID GIT OUTTA MAH COUNTRY!"

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 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 2 + 2 (1d10 + 2)

>>3219446
"Ain't nobody else gotta die today deputy, just throw yer' gun out and then move over ta' the corner and we won't hurt ya'."

>Use Move to reload Revolver
>Attempt to Hold Up Deputy 7 (+2 STR)
>Prep dodge

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

>>3219545
>Resolve roll for Dodge, should it fire
>>
Rolled 10, 7 + 4 = 21 (2d10 + 4)

>>3219446
>Move 4 West, 2 Northwest
>Throw Tomahawk at Sheriff 1

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 3/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 7 + 2 (1d10 + 2)

>>3219446
>Move: North 1, West 3, North West 1
>Survival to Dash: North west 1, North 1, East 1,
>Action: Hold Up Deputy 7.

"Best idea you could ever have, sir." King says as he rushes past, raising his gun towards the deputy that Deadwood was staring down. "Drop it, and we won't kill ya."

>Aura - Leader: +1 accuracy while within 5 tiles

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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 2, 6, 2 = 10 (3d10)

>>3219446

Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 5 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.)

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

>[M] 1E
>[A] Shoot the cultist by the door with my pistol
>[S] Stand Down

"Agh! What in tarnation are these imbeci-
gentlemen doing?!!"
>>
Rolled 4 + 2 (1d10 + 2)

>>3219446
>Movement: Move 1N, 1E, 2SE behind the light cover.
>Action: Shoot Sheriff 2 with Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 4/5)

Ivan Ivanov Ivanovich
Blaster
Survival: 4/4
Health: 8/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

"Gah!" Ivan cries, "You will rue the day you crossed Ivan Ivanoc Ivanovich, you hooded cyka!"
Before promptly running away. Hey, never face an enemy on his terms, right?
>>
>>3219446
(Question, do you need to use two swift actions to switch to a two-handed weapon, or just one?)
>>
Rolled 7, 4, 6 + 6 = 23 (3d10 + 6)

>>3219446

>(M) Steady Aim: + 2 Accuracy
>Action - Attack thug In bear trap with rifle
>Survival: Dodge

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 3/4
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
-Bear Trap: (0) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
>>
>>3219554
>>3219446
>>3216452
"Chen, get work cracking the safe, we'll keep them off you but we don't have long."
>>
Rolled 9, 2, 4 = 15 (3d10)

>>3219446
>Move W1, N2, NE2, E1
>Hunter's Mark Deputy 7
>Shoot him with Varmint Rifle [Hunter's Mark (Luck +1), Leadership (Accuracy +1), Grit +3 (+3 Accuracy)]

Seething as a hole opens up in her leg, Bonnie turns and vents her frustrations on an unlucky Danny,
"Are yew tryin' to get all of us killed? Fuckin' shoot him, you yella sonofabitch!"

>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 4/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 2/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
Bear Trap
>>
>>3219815
HP: 3/5
Ammo: 1/4
>>
Rolled 1 (1d10)

>>3219446
Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>>3219609
"Our gentlemen or their gentlemen?"

>>3219815
"You rat, he didn't have to die!"

>Move NW3, W2
>Into cover?
>Overwatch
>>
>>3219446
"..."
>(A) If there are no witness looking. Open the vault using a toolkit. (As long as there are no witnesses)
>Move 5 inside the vault
>-Swift action so what do I see?

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×4), Picks Locks, Disable, Sabotage or Repair Machinery
>>
Rolled 7 + 4 (1d10 + 4)

>>3219446
>MOVEMENT
>1NE, 3E (Slam and occupy Red Hood's space.)
>Attack fallen red hood with Pickaxe
>Spend 1 Survival to Dodge

Thaddeus, furious at getting shot, charges into the bastard who shot him and takes a swing with his Pickaxe.

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
7/9 HP, 4 movement, 4/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 6, 10, 10 = 26 (3d10)

>>3219446
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Shoot the cultist in front of her with her pistol.

+3 Accuracy, crit on 8
>>
>>3219446
Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 3/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]

"If you dont chase me Im going to run away~"

>W 5
>Inspect House
>Survival (Dash)
>W 3
>N 2
>>
>>3219446
>{m} Check Ammo
>{a} Overwatch. (Spd2? Acc+2, crit8, dmg?)

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Deputy's Shooter: ???]
>>
Rolled 2 + 3 (1d10 + 3)

>>3219446
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
4/6 HP, 5 Movement, 3/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>5 E, use a survival to Dash, 1 E
>Fire at Sheriff 2
>>
Rolled 7 + 3 (1d10 + 3)

>>3222121
Forgot my second die.
>>
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>>3219446

There's a bit of a dispute over whether a lawmen should surrender, but Bonnie puts him in his grave, and there ain't no argument will bring him back from that.

Lily takes a quick peek in the house as she hurries past. Inside looks like an ordinary house with a scared housewife hiding behind a cabinet, hands over her ears, hoping this will pass. A desperado could stroll on in there and help themselves to any valuables present, if one was so inclined.

Chen has a look around for witnesses, but it seems as though everyone around is busy either killing each other or running away screaming. The doc sets down his toolkit and gets to work on the vault. He's hoping to break in right quick, but it turns out this lock isn't so easy to bust open. Reckon he can do it, but it'll take him a minute or two and he'll have to concentrate. Dynamite might be faster, but this way there's no danger of blowing up what they need -- or any of the money. (Breaking open the vault door requires ? successful Smarts checks using the toolkit)
>>
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>>3222306

Marshal Boyd: "What in tarnation's goin' on here, deputy? What's all this gunfire and explosions and seven hells goin' on my town?"

Deputy: "I dunno, Marshal! All I know is some crazy native just killed Eli and Sheriff Whitlow with a goddamn axe!"

Haberdasher: "I heard it from my store! Bandits were robbin' the bank, and then some other bandits were robbin' the bank, and then everybody was shootin'!"

Marshal Boyd: "God dammit, and here I was thinkin' I was about to have a relaxin' day. Skin those irons, boys!"

https://www.youtube.com/watch?v=_yQjHkoDip0
>>
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mfw watching this heist go from bad to worst
>>
Rolled 5 + 3 (1d10 + 3)

>>3222318
>(A) open the Vault! (Smarts Check)
>(M) Go inside the vault (5 Move)
>-(S) Whats up Doc? (Whats inside)

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 2/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×4), Picks Locks, Disable, Sabotage or Repair Machinery
>>
Rolled 8 + 4 (1d10 + 4)

>>3222318
>Action: Shoot Red Handman N1 W7 [Spd 1, Dmg 4, Ammo 2/5]
>Move N2 E2

"GADDANG HOOLIGANS FIRIN' POT SHOTS THROUGH MAH WINDOWS!!!"

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 2/5, 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 8, 1 = 9 (2d10)

>>3222318
>Move: North West 4, North 1,
>Action: Shoot Sheriff 2, accuracy: +4
>Aura: Leader - +1 to King and Allies within 5

"Chen get that door open. Sawbones, Augustus, go help him. I though I heard horses, so either we're fucked, or we get what we're looking for now."

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

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 3, 5, 3 + 4 = 15 (3d10 + 4)

>>3222318
>>3222318
Jackie's simple mind quickly processed the situation.

Status: Shits Fucked

>(S) Grab my bear trap
>(M) 2 SW, 4 W
>(M) Dash 1 NW, 1N through window, 1W
>(A) Fire 1N 2E at ganger

"Marshalls! We got gatdang Marshals comin up the east road!"

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

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

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

>>3222327
Enjoy the show, It's about to get worse.
>>
Rolled 1, 6 = 7 (2d10)

>>3222318
>Move E NE 3N
>Pounce 3N, throw Tomahawk 6SW. +5 acc, crit on 9
>Pick up Tomahawk

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 3/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x1: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 1 + 2 (1d10 + 2)

>>3222318

>Swift action - change weapon to shotgun
>Shoot Red Hood to the southeast of my location
>Move 4 Southwest
>Spend 1 survival to dash 4 South.

Thaddeus saw the Marshalls ride in and new this mission was FUBAR. He also knew that if he had any chance at getting out of there alive, he needed something faster than him. After taking one last shot at a nearby Red Hood, he ran into the stables.

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
7/9 HP, 4 movement, 3/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 1 + 1 (1d10 + 1)

>>3222318
Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [3/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 5/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]

>N 5
>Dash
>N 2
>E 2
>SE 2 (through the window if I can)
>Holdup the Doctor

"Be calm Doc. Just start putting the meds in the bag and you will get to go home after this."

>Rolling, just in case the doctor is armed
>>
>>3222609
Really hoping he isnt armed...
>>
Rolled 3 (1d10)

>>3222464
Doktor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3 Survival
Skills:
Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Gear:
Holdout Pistol, Toolkit, Doctor's Bag (5), Loot Bag

>>3222464
"Dammit King, Ah didn't bring a toolkit. Ah'm a doktor not a lockpick!"

>Shoot Redman 3W, 2S
>>3222609
it was nice knowing you

>>3222327
isn't it the great
>>
>>3222318
>Move 1W, 3SW
>Set Bear Trap 1E

"Look. Ah've seen anuff' fuckin' 'heroes' in my day to know ye can't trust a surrender unless ye trap 'em or kill 'em, and we ain't got time fer trappin'."

>Class:
Trapper (1 Strength, 3 Grit, 2 Smarts, 1 Charm)
HP: 5/5
SURVIVAL: 4/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle (DMG 1 / SPD 3 / RNG 40)
AMMO: 2/4
Knife (DMG 1 / SPD 3 / RNG 10*)
*AMMO: 2
Bear Trap (Placed)
>>
Rolled 2, 8, 1 = 11 (3d10)

>>3222318
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
4/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Move SE 3, W 2, shoot at Deputy 1

Accuracy +3, Crit on 8

"What kind of gentleman shoots a lady in the back!"
>>
Rolled 8 + 2 (1d10 + 2)

>>3222327
We're doing our best.
>>3222318
Danny quickly moves into the back room, taking care to step over Bonnie's inconveniently placed bear trap.
"Come on out fellers, or else I'm gonna have to come getcha. If you'd just a kindly help the good Doctor over there open up the vault we'll get outta yer hairs all nice and quick like."
>Move NW, 2N, 2E
>Holdup Bank Emoplyee NE, N
>Ready Dodge

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 4/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 stress
>>
Rolled 8 (1d10)

>>3223278
>Roll for resolve, for as much as it matters at this point
>>
Rolled 8, 4 + 4 = 16 (2d10 + 4)

>>3222318
>Move 1 Northwest, 2 North, 1 Northwest, 1 west through window (takes 2 movement cost)
>Mark Cultist to NW
>Throw Tomahawk at marked Cultist
>Spend survival to dash 6 (or 7 if Cultist died) South

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
7 HP, 6 Movement, 2/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x1: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
Rolled 3 + 3 (1d10 + 3)

>>3222318
Doctor (2 Strength, 1 Grit, 3 Smarts, 2 Charm)

5 HP, 5 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.)

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

>[M] 4N, 1NW
>-1 Survival [M] 2N, 1NW, 1NE
>[A] Help Open the Vault (Smarts check)
>[S] Stand down

As the pain of being shot sets in, so does the dread of mortality. Ignoring everything, Augustus sped for the vault, hoping to just get whatever is in there out and run far, far away from this field of death.
>>
Rolled 5 + 2 (1d10 + 2)

>>3222318
>Movement: None
>Dodge (Spend 1 Survival)
>Action: Shoot Sheriff 2 with Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 3/5)

Ivan Ivanov Ivanovich
Blaster
Survival: 2/4
Health: 2/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP
>>
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>>3222318

Oh sweet lord that's a lot of blood. Blue and Gypsy take 1 stress damage from taking grievous wounds.

That dynamite Thaddeus threw gets around to going off. Must have been a bad fuse or something.

Lily barges into the doctor's office to find the doctor cowering behind his counter. At gunpoint she demands he start loading up medical supplies, and faced down with her iron he complies.

Augustus attempts to barge through the bank teller's area, but there are bars blocking his passage over the counter. Must be security from a previous robbery attempt. If he wants to get in there, he'll have to force one of the cowering tellers to open it for him, or he could go around to the open door to his west.

Doc Chen makes some good progress fiddling around with his tools and that vault lock, but he's not done just yet. "Almost there folks -- almost there --" (Smarts 8 = 2 successes, 1 more required)

"We should just force the bank manager to open the door for us," Bonnie says. "He'll have the keys. Where the hell is he?"

"I think this is his office, got blasted open earlier," King says, looking around the corner. "So that's probably him on the floor over there. And over there ... and over there ... up there's a bit on the ceiling ..."

>>3222682

Doc Sawbones, please note that as a 3 speed weapon, the pistol fires 3 times (3d10). Extra rolls have been made resulting in one hit -- fortunately your target only had 1 health remaining.
>>
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>>3225297

"Johnson, head round the back to cut that crazy feller off," Marshal Boyd says. "The rest of you, follow me! There, I sees one of 'em by that window now!" The head lawman takes cover behind the stable wall and raises his rifle. "You in the bank! This is Federal Marshal Boyd! Surrender now!" Without actually waiting for a reply he fires off a pair of well-aimed shots that strike Jackie the trapper, dealing a severe wound. (Death's Door, Last Call x1 required) Augustus suffers 1 stress damage from seeing his trapper friend bloodied. "Hah, I got one of the bastards! Move up now, men!"


https://www.youtube.com/watch?v=Bz8JdBidRqs
>>
>>3225314
>Move 1E, 1S
>Use [A] to free Deadwood from Bear Trap

"Arright boys, hol' up here wit' me. Mister Chin is almost done crackin', an' we're gon' make sure he is not ta be disturbed."

Bonnie cycles out the spent casing from the chamber of her rifle.

"Understand?"

>Class:
Trapper [1 Strength, 3 Grit, 2 Smarts, 1 Charm]
HP: 3/5
SURVIVAL: 4/5
MOV: 6
>Skills:
Hunter's Mark
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 2/4
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2
Bear Trap [Spent]
>>
>>3225314
>Move 2E 2N (push Deadwood N?)
>Reload Pump Shotgun

"Yah findin' anny leftovah redcoats? Oi watcherself runnin' intah yur el'erly as hotbloods a' out there firin' shots like the'r britches fit snug."

Old Boy Graham
Level 1 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
9/9 HP(+1 from Workman's Overalls), 4 Movement, 4/4 Survival
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
Rolled 7, 1 = 8 (2d10)

>>3225314
>{m} Move 1E 2S 2W
>{a} Shoot Deputy 3. Hit+1, crit 8
>{f} Dodge
*pained noises*

Boleite Blue, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[0/4Hp, 1Stress] [3/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo5/5, Concealed]
[Syringe: (A, ×0) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Deputy's Shooter: ???]
>>
>>3225314
>Move: 4 south, 1 south east
>Action: Liquor Flask with Bonnie.

"Time to down a bit of liquid courage, Bonnie, cause when those doors, open, everyone's gonna grab a bag, and start running."

Jackson King
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
5/6 HP, 5 Movement, 4/5 Survival

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

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

Clothes: Wide Hat and Dusty Coat (+1 HP)
>>
Rolled 2 + 3 (1d10 + 3)

>>3225314
"=_=' "
>(A) Open Vault Door?
>(M) Get in (5 move)
>(S) Investigate

Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 3 Smarts, 2 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 2/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×4), Picks Locks, Disable, Sabotage or Repair Machinery
>>
Rolled 6 + 1 (1d10 + 1)

>>3225314

>Move 1 South, 1 Southwest
>Persuade(?) horse to let me ride her

Thaddeus ran to the horse that he was trying to calm down earlier, hopefully all the gunfire and explosions haven't spooked her too badly.

Thaddeus McDaniel
Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
7/9 HP, 4 movement, 3/4 Survival
Skills: Slam - (Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion)
Gear:
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 4/5, Slow, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite (SPENT) ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3225297
Thanks boss

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

>Move 1E, 3SE
>Doctors bag Jackie
I don't need to roll for this right?

"Here bite this, it's gonna sting."
>>
Rolled 7, 1, 10 = 18 (3d10)

>>3225314
Catina "Gypsy" Florea
Level 1 Gambler 1 Strength, 2 Grit, 2 Smarts, 3 Charm
0/4 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm

Shoot at deputy 1 once again. Spend 1 Survival to dodge.

+2 Accuracy, crits on 8
>>
Rolled 4 (1d10)

>>3225314
Oh god, there's so much blood.

"N-No, I..."

>Rolling to live

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 2/4
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
>>
>>3225314
>Movement: Move 1W, 1NW
>Action: Overwatch with Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 2/5)

Ivan Ivanov Ivanovich
Blaster
Survival: 2/4
Health: 2/8
Movement: 4
Strength: 4
Grit: 2
Smarts: 1
Charm: 1
Skills:
- Endure (R, 1 Survival)
You or an adjacent ally ignores one wound.
Gear:
- Pump Shotgun (Range 10, Speed 1, Damage 4, Ammo 5, Two-Handed)
- Pickaxe (Range Melee, Speed 1, Damage 3, Armour-Piercing, Two-Handed)
- Dynamite (M) to light the fuse. Explodes at the end of next turn. (A) to throw. Range 10. Explosion: Area 2, Damage 5, Destructive.
Clothes: Workman's Overalls: +1 HP

"Agh, that smarts. I would appreciate some assistance from a Doktor!"
>>
>>3225314
"Aghk! Why tha hell did ya put the bear trap BEFORE we came through? I'll give ya' a hand Chen so we can get out of here."
>Move N, NE, NE, NE, E
>Help Chen by listening for the click of the tumblers in the vault door

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
4/6 HP, 5 Movement, 4/5 Survival
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 3, on roll of 10 gain +1 Survival 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 stress
>>
>>3225314
Lily Rivers, Gambler [1]
[1 Strength] [2 Grit] [2 Smarts] [3 Charm]
[4/4Hp] [2/4 Survival] [5 Move]
Skills
[Inspire: Encourageing teammates gives them +1 Speed and +2 Movement on their next turn]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo 3/5, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]

>E 4
>Overwatch

"Clock is tickin, Doc."
>>
>>3225314
>Run 7 South
>Spend 1 Survival to Dash 5 Southeast, 2 South
>Hide in Tall Grass

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
5/7 HP, 7* Movement, 2/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x0: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
>>3225314

"T-thanks doc, thought I was a goner there..."

>(M) Stand up
>Dash 1 NW 4 W
>(A) Stay down

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

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

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 2/4
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
>>
>>3225314
Snake Eyes
Gunslinger (2 Strength, 3 Grit, 1 Smarts, 2 Charm)
4/6 HP, 5 Movement, 3/5 Survival

Skills:
-Draw! ((R, 1 Survival)) (When attacked, counterattack. Highest hit roll goes first.)

Gear:
-Revolver: (Range 20, Speed 2, Damage 2, Ammo 3, on a 10, gain +1 Survival)
-Knife: (Range Melee, Speed 3, Damage 1, Concealed.) ((Throw x2 a battle, Range 10))
-Liquor Flask: (x2 Uses, you and an adjacent ally gain 1 Survival and heal 1 Stress damage.)

>W 1, S 2, SE 1, Overwatch.
>>
Rolled 8, 2 = 10 (2d10)

>>3225314
>Move 3W 3SW
>Pounce 3 SW, Attack SE
>Retrieve Tomahawk

Warrior (3 Strength, 2 Grit, 2 Smarts, 1 Charm)
6 HP, 6 Movement, 2/4 Survival, 1 Evasion (From Feathers)
Skills:
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x2: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Talisman: Wards against evil
>>
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>>3225314


Thaddeus, having bonded with a particular horse earlier, is able to convince her to allow a quick saddling up.

On horseback, your movement is 12, but your attack accuracy and general precision may suffer.

With Deadwood pressing his ear to the vault door and calling out what he hears, Doc Chen is able to finish off the lock with a few precision taps of his tools. The vault door swings open, revealing the holy of holies for a bandit: a bank vault stuffed with cash. Stacks of bills on the table in the center, and safe deposit boxes lining the walls.

The safe depost box marked in blue holds the objective. Smarts check to unlock it and take what's inside -- or Strength to rip it out of the wall, if you'd rather do it that way.

As for the money, well, that's yours for the taking, if you want it. Spend (A) adjacent to a pile of cash to pack it up into a loot bag. (S) to pick up a loot bag. All bandits can carry 1 at a time, except for Blasters and Pack Mules, who can carry 2.
>>
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>>3229614

The doctor gives over the bag full of medical supplies with a shaky hand. Lucy receives a full Doctor Bag with these add-ons:
- Bandages: +2 charges
- Pills: When using First Aid, you may make a Smarts check to attempt increase healing.

The Marshal Deputies take down the last of the red hoods. Who they were, how they came to assault the same bank at the same time, appears to remain a mystery for now. For now that ain't so important as the posse of federal lawmen bearing down on the bank right now. The desperados probably have superior firepower between all of them, but they've got to coordinate to bring it to bear, all while looting the vault. Remains to be seen if all of them will make it out. This job went from bad to worse right quick, and who knows if it'll get even worse by the end.
>>
Rolled 3, 5 + 4 = 12 (2d10 + 4)

>>3229622
>Run 4 Northeast, 1 North
>Mark Mashal Deputy 6
>Punch MarshDep 6
>Spend 1 Survial for Dodge

Warrior (4 Strength, 2 Grit, 2 Smarts, 1 Charm)
5/7 HP, 7* Movement, 1/4 Survival, 1 Evasion (From Feathers)
Skills:
Bloodthirst (S, Twice per battle) Mark target. 2 turn duration. Damage target on turn it dies to heal 2 and gain +1 movement the battle (max 3)
Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Eagle Feathers: +1 Evasion
Tomahawk x0: Range Melee, Speed 2, Damage 2, +1 Luck, Throw x1 to add Reach 10
Fists: Range Melee, Speed 2, Damage 1, +1 Luck
Talisman: Wards against evil
>>
Thread life is winding down. I will repost the latest update in a new thread.
>>
>>3229632
Ok, will wait for new thread.
>>
>>3229637
>>3229637
>>3229637

New Bread



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