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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. Stories are told of monsters in the deep woods, and dark spirits haunting forgotten valleys, but tall tales are ignored when opportunity awaits. 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.
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>>4089888

Updates:
https://twitter.com/ravenkingquests

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

Skirmish General Discord:
https://discord.gg/BvydtkD
>>
>>4089892

Dead Man's Hand is a skirmish game set in the strange and untamed lands of 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, stats, weapons, and starting skill.
>>
>>4089901

Some changes from last time:

New class available: Shaman.
Base HP and Survival increased.
Level up bonus reduced, but new characters receive a free stat up.
Run and several other new actions added.
Several ability changes. Re-invest your skill points if you choose.
New weapons added, some old weapons reworked. Classes have proficiency for all the weapons listed in their Starting Weapons.
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>>4089892
Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dead+Man%27s+Hand
>>
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>>4089911

Dallas has returned. Most of the new recruits only met the gang's leader once, when they signed on, before he left on whatever business has kept him busy this whole time. Wasn't enough to learn what kind of man he really is. But Annie and Cort seem to have heads on their shoulders, and they're listening to him, so maybe that's a good sign.

When Annie tells him what's happened over the past week, it sounds like a story you'd read in a dime novel. A bank job to steal a mysterious box. Red-hooded strangers. Monsters from native legends on the prowl at night. And that gathering storm that seems to follow the camp wherever it goes.

"I know it sounds crazy, but that's how it went," Annie finishes. "Lord's honest truth."

"I believe you, Annie," Dallas says, scratching his beard. "You ain't the type to make up fancy stories. Let's see this box what's causin' all the fuss."
>>
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>>4089938

From under Annie's cot in her tent she pulls out a small, hardy metal container, locked by a key. Lot of the banks have started using them these days, for folks to keep valuables other than money. "We ain't tried to open it," Annie says. "I stopped everyone else from even goin' near it. Thought about it myself, in honesty, but -- well, I guess I figured, if we were gonna get in trouble with this mysterious man in black for opening his precious treasure, you should at least be there to see it."

"Hmm." Dallas takes out a small black cigar, chews on it as he takes a moment to think. "Tempted as I am, it sounds like we got enough to handle without making him angry too."

"What was he like?" Annie asks. "The man in black."

"Mmm. Let's just say that, if I didn't need us to get paid for our delivery, I wouldn't be goin' anywhere near him. Got a real bad feeling just from bein' in the same room as him, like when the shadow of a cloud passes over you." Dallas chews his unlit cigar another moment, then says, "You said the ghost dancers were willing to help us?"

"Yeah, the Crow tribe don't seem 'specially fond of us, but even less fond of whatever we're up against. Their head shaman said he might be able to spare some of his apprentices to help us out."

"That's good." Dallas says. He steps outside of the tent, Annie following him. "How's the new blood?"

"They're a handful," Annie says. "Goldenvale almost went to shit right away when they blew up the bank manager with dynamite, along with his keys to the vault. Fortunately one feller had the tools to get it open himself. Most gave the lawmen and those red hoods what for. And they carried themselves okay when those monsters came at us. On the whole I'd say they're a good bunch. Tough but wild."

"Just what we need, I'd say." Dallas draws on his cigar as he lights it, then shakes out the match.
>>
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>>4089951


"So what now, Boss?" Annie asks. Around them are the sounds of the camp: talking, laughing, wheels creaking, tins clanking, one of the gambler girls singing a song from her homeland across the sea.

"Now we do the job," Dallas says. "Meet the man in black in Dust. Hand over the box. Get paid beyond our dreams, whatever that means. And get back on the road, where we leave this whole mess behind us." Dallas looks back at the Ashburn woods. One would never guess that hungering specters haunted those hills. "There's bad magic in these parts. Best we move on, soon as possible."


Camping Phase

>Choose a prep activity:

Smoke Lodge
Ask the Crow tribe to perform a purification ritual: $50. Cure a negative Trait, then roll 1d10 to check for side effects.

Carouse
Start the next job with +1 sanity.

Focus
Start the next job with +1 survival.

Henry Harris, the one-legged camp quartermaster, has enough cash on hand, and access to something like civilization with Dust nearby, that he's able to prepare some actual food of quality for tonight's meal at the camp, as well as a fine selection of liquor and cigarettes. It's always better to head into a job when you had a full stomach yesterday.

>Start the next job with a stat boost of your choice:
Hearty meal: +1 Strength
Tough meal: +1 Grit
Invigorating meal: +1 Smarts
Sweet meal: +1 Charm
Vitalizing meal: +1 Move

H.H. Sundries, meaning Henry's supply cart, now also has a clothing catalogue, allowing orders from the biggest store in the state capital.

>Spend $75 to improve your outfit.
Gunslinger: Black Hat & Long Coat: +1 HP, +1 Survival
Trapper: Thick Furs: +1 HP, Bleed Resist
Blaster: Heavy Overalls: +2 HP
Warrior: Shrike Feathers: +1 Evasion, +1 Sanity
Doctor: Black Derby & Debonair Vest: +2 Evasion
Gambler: Stylish Suit/Dress: +1 Evasion, +1 Survival
Shaman: Reinforced Deerskins: +1 HP, +1 Evasion.
>>
>>4089888
>Start the next job with +1 survival.
>Tough meal: +1 Grit

>Name:
Fred Caraway
>Level: 1
>Class:
Gunslinger [2 Strength, 3 Grit, 1 Smarts, 3 Charm]
HP: 7/7
SURVIVAL: 7/7
MOV: 5
>Skills:
Resolve
>Gear:
Double Action Revolver [DMG 2 / SPD 3 / RNG 15]
AMMO: 6/6
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 1
Wide Hat & Dusty Coat: +1 HP
Bandoleer: (S, 3/3) Reload a weapon
>>
>>4089906
Am I missing a definition for the Piercing keyword anywhere?
>>
>>4090006
Pierces armor.
>>
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Rolled 7 (1d10)

>>4089901
Danny had seen a lot over the last few days. He'd killed men, killed monsters, seen horrible fantastic sights. The spiral, the line it spirals on and on and on and on and on an-Danny clearly needed help. Speaking to Ringtail and Two Talons hadn't failed him before, and so he decided to escalate this by seeking help with the Crow to make the nightmares stop. Fortunately, they were willing to take the money he'd gotten from the robbery. New mind, new clothes, new day. Things were looking up for the Greatest Gunman in The West.

>Spend $50 for Smoke Lodge to cure Thanataphobia.
>Eat Invigorating Meal
>Spend $75 to improve outfit.

Danny "Deadwood" DuPaul
Gunslinger Level 4 (2 Strength, 5 Grit, 1+1 Smarts, 3 Charm)
7/7 HP, 5 Movement, 10/10 Survival, 5/5 Sanity
Skills:
Draw! (R, 1 Survival): When attacked, counterattack with no reaction penalty. Highest hit roll goes first.
Resolve: When you spend 1 Survival, roll 1d10. On a 6+ keep it. Grit = Max successes per job.
Dodge Roll: When you evade an attack with Dodge, gain +2 Evasion and a bonus (M) next turn.
Disorders:
None
Gear:
Black Hat & Long Coat: +1 HP, +1 Survival
Revolver: Range 20, Speed 2, Damage 2, Ammo 6/6, [Fan Fire] 1 Survival: 10 Range. Attack with +Grits Speed, -3 Accuracy.
Knife: Melee, Speed 3, Damage 1, [Concealed], [Thrown]
Fists: Melee, Speed 2, Damage 1, [Lucky]
Liquor Flask (A, x3): Self or adjacent gains 1 survival and heals 1 sanity. Can also be placed as a lure.
$97
0/1 Bags Held
>>
>>4090028
This should be Level 5, my mistake.
>>
>>4089965
>Invigorating meal: +1 Smarts
>Focus: Start the next job with +1 survival.

"..."

>Name:
Sin
>Level: 1
>Class:
Doc [2 Strength, 1 Grit, 4 Smarts, 2 Charm]
HP: 6/6
SURVIVAL: 6/6
MOV: 5
>Skills:
Pack Mule
>Gear:
Pistol [DMG 1 / SPD 3 / RNG 20]
AMMO: 15/15
Tool kit (A, 4/4): FT (2/2), BWS (2/2), DYN (1/1), ED (2/2)
Doctor Bag(6/6): AV (4/4), LAUD(4/4), BNG (4/4), MT (4/4)
>>
>>4089901
Otto Voncanstock
Doc Level 1 (2 Strength, 1 Grit, 3+1 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 5/5 Sanity
Skills:
Toxic Concoction
Disorders:
None
Gear:
Dapper Vest and Bowler Hat
+1 Evasion

Doctor's Bag + Laundanum
Heal (x3)
Restore sanity and Remove horror (x2)

Toolkit + Fine Tools
Repair, Disable, or Sabotage (x4)

Pistol
Range: 20
Speed: 3
Damage: 1
Clip: 15/15

Syringe
Knock-Out (x1)

$0
0/1 Bags Held
>>
>>4090070
>>4089965

>Focus
>Hearty Meal
>>
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>>4089901
"Yeeeeeha-"

"...What do you mean it's not time for the showdown yet?"

Canary sighs in disappointment and moseys on over to the food and drink.

>Start with Resolve and Grit+1
>Focus (+1 Survival)
>Eat tough meal. (+1 Grit)

Name: Canary
Class: Gunslinger Lv.1
Str:2 Grt:4 Smrt:1 Chrm:2 Move: 5
HP:[6/6] SAN:[5/5] Survival:[8/8]

Skills:
*Resolve: 1d10 when spending 1 Survival, keep on 6+, Grit=Max per job
Gear:
-Revolver: (2) dmg, 2 sped, range 20
~~Ammo:[6/6]
-Knife: (1) dmg, 3 spd
-Liquor Flask: Restore +1 Survival/Sanity to you or adjacent, lure.
~~(S,[3/3])
>>
>>4089901
>Return
>Buy Shrike Feathers
>Focus, Hearty meal

Ringtail
Warrior 2 (Str 3+1, Gri 3, Sma 1, Cha 1) Eva 1
7/7 HP 6 Mov, 8/7+1 Srv, 6/6 San
Pounce, Dodge Roll
2x Tomahawks
$169
>>
>>4090140
Smarts 2, accounting for updated rules. Talisman also.
>>
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>>4089892
>>4089965
For the past few day, Doc.Chen would meditate & see to the minor ailments of the gang. If he had time of day he would read up on revolutionary medical techniques. This job would be soon to an end and a new one would soon start. After the Wendigo attack however, it was time for a new set of clothes for his old ones were now worth no more then tailor scraps & emergency bandages.

>Prep Focus (+1 Survival)
>Eat a Vitalizing meal (+1 Move)
>Pay 75$ for Black Derby & Debonair vest (Now at 129$)

Sun Li-Chen
Level 4 {Doc} (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
6/6 HP(+2 EVA, Black Derby & Debonair Vest), 5(6) Movement
6/6 (Temp) Survival | 5/5 Sanity
Skills:
-Pack Mule: Carry +1 Doctor bag, +1 Loot bag
-Battlefield Medicine (A): Heal self or Ally adj for 1 HP, cure Blight/Bleed
-Resolve (G): Spend survival, 6+ on roll keep survival point
Gear:
•Handgun: Range 20, Speed 3, Damage 1, Concealed
•Doctor Bag (×2): (A,×6), Roll+Smarts, Heal, (S,×2) Laudanum
•Tool Kit: (A,×4), Roll+Smart, Interact machinery (×2 Fine tools)
•Syringe, (A,×1): K.O. Unaware or restrained until roused
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 Horror)
•Heal Vial (×1): Heal-Self 50% Hp
•(129$)
>>
>>4089980
>>4090128
Noticing two fellow Gunslingers eating their dinner, Danny excitedly approached. Finally! He was tired of only being able to talk pistols with King, Snake Eyes wasn't exactly a friendly face. Clearing his throat, the young and smallish man attempted his smoothest outlaw voice.

"Howdy you two, glad to see I'm not the only cowboy around here anymore. Name's Danny 'Deadwood' DuPaul, and you better not forget it!"

He'll pose with his hands on his hips, smile beaming.

"I'm the fastest gun in the West, so if y'all need any advice just speak to me, ok?"
>>
>>4089901

> Gain +1 Gr.
> Prep Activity: Have a Tough Meal. Gain +1 Gr for the duration of the mission.

#Scorpion , Level 1 Trapper
|| HEA: (5 => 6) || SUR: 8 || SAN: 5 ||
|| St: 1 || Gr: (3 => 5) || Sm: 2 || Ch: 1 || Mo: 6 ||

//Gear//
[Furs and Leather]: +1 HEA
[Roller Rifle]: || Rng: 40 || Spd: 1 || Dmg: 4 || Amm: 5 || Features: {Slow} ||
[Talisman]: || Wards vs evil. Grants resistance vs supernatural, terror, and curses. ||

//Skills//
[Take Aim]: || Cost: (M) || Effect: Gain +5 Rng and +2 Acc. ||
>>
>>4089901

Thaddeus McDaniel - $210
Blaster lvl 3 (4 Strength, 3 Grit, 2 Smarts, 1 Charm)
8/8 HP, 5 movement, 7/7 Survival, 0 Terror
Skills:
Slam - Move 4 spaces in a line into an enemy, dealing 1 damage, Knockback 1 and knockdown. you may move into their empty space.
Bruiser - fist attacks and slams do +1 damage.
Pounce(A) - move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Fist - Melee, Spd 2, Dmg 2, Luck +1
Pump Shotgun - Rng 10, Spd 1, Dmg 5, Ammo 5/5, Blast
Pickaxe - Melee, Spd 1, Dmg 4, Deadly, Piercing
Toolkit[A] x4 - roll +smarts to disable, sabotage, or repair machinery.
Dynamite - 2 charges, x1 [M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Blast

>>4089965
>Focus
>Vitalizing Meal (+1 move)
>Purchase heavy overalls (+2 HP) (-$75)

Thaddeus is seen taking care of the horse he stole during the bank heist, wearing his sturdy new overalls after the last pair got torn apart. He was told that since he was the one who stole her, that she was his responsibility to care for. Still, it was a responsibility he was fine with taking, since he was never one for light conversation with his fellow outlaws
>>
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Rolled 5 + 4 (1d10 + 4)

>>4089901
>>4089965
>Carouse, +1San
>Sweet Meal, +1Charm
>$75, Stylish Dress

Blue is quite happy with herself: a new dress, some sparkly new jewelry, and a full belly. Such contentment pulls a song from her lips and a dance from her feet, half-remembered scraps from distant shores. She winds her way through the camp, pulling the willing into twirls and jigs, pushing instruments and drinks into the hands of the unwilling (or unable, but the old club-foot fellah is a fine hand with a guitar, so perhaps it's for the best). "Cause where's the fun in bein' happy on yer lonesome?"

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [2 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [6/6 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>4089901
Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2+1 Charm)
7/7 HP, 6 Movement, 10/10 Survival, 5/5 Sanity
Black Hat and Long Coat (+1 HP, +1 Survival)

Skills:
-Leader: Aura 5 of +1 Accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Revolver: Range 20, Speed 2, Damage 2, Ammo 6, Fan Fire (1 Survival): 10 Range Attack with +Grits Speed, -3 Accuracy
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Bandolier: (S, x3) Reload a weapon

>Focus
>Sweet Meal
>Buy Clothes

$76 remaining.
>>
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>>4089901
Augustus Archibald

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

5 HP, 7 (+1 Meal) Movement, 4 (+1 Camp Activity) Survival, +2 Evasion (Black Derby & Debonair Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)
Battlefield Medicine [A] (Heal yourself or an adjacent ally 1 HP and cures bleed and blight.)

Gear: Holdout Pistol (Range 20, Speed 3, Damage 1, Ammo 15)
Toolkit (Dynamite x2, [M] to light up, [A] to throw. Explodes at the end of next turn. Range 10, Area 2, Damage 5, Blast)
Doctor's Bag (2) (+ Medicinal Tonic S, x2), Loot Bag
159$ (234 - 75)

>>4089965
>Focus activity (+1 Survival)
>Vitalizing Meal (+1 Move)
>Buy Black Derby & Debonair Vest: +2 Evasion

"Well I'll be…. I've never! What in heavens' name were those creatures? I signed up to deal with people, not fairy tale monsters!", Archibald angrily complains around the campfire, fanning himself with his newly bought hat.
>>
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>>4089901
>>4089965
SNAKE EYES


STRENGTH- 2
GRIT- 4+1
SMARTS- 1
CHARM- 2
MOVE- 5

7 HP
8+1 SURVIVAL
5 SANITY

CLOTHES- Wide Hat and Dusty Coat: +1 HP

GEAR:
-REVOLVER (Range 20, Speed 2, Damage 2, Ammo 6) ((Fan Fire: 10 Range, attack with +Grits Speed, -3 accuracy.)
-KNIFE (Melee, Speed 3, Damage 1) ((Concealed, Thrown.))
-BANDOLIER (S, x3: Reload a weapon.)

SKILLS:
-DRAW! (Reaction, 1 Survival.)

Snake Eyes saunters back into the camp with no explanation for his mysterious disappearance. All he does is growl, not angrily, that's just how he talks, to the Boss, "M'Back." With that, he slumps over by the fire, covered in dust, blood, and... is that shit? What in tarnation actually happened to Snake Eyes?

>Ignore the meal, Snake Eyes eats hardtack. (Tough Meal: +1 Grit)
>>
>>4090203
"Howdy! They must call you 'Deadwood' because you can shoot any feller dead as piece of wood right?"

Canary takes a overlarge bite of her tough meal and proceeds to choke in complete silence. Once the food is extricated from her airway, she gives Danny a thumbs up and a winning smile.

"Lookin' forward to seeing you in action!"
>>
>>4089901
MAD DOG

STRENGTH - 4 (+1)
GRIT - 2
SMARTS - 1
CHARM - 1
MOVE - 6

HEALTH - 9/9
SURVIVAL - 7/7
SANITY - 5/5

CLOTHES: Eagle Feathers (+1 Evasion)

SKILLS:
- Warpaint (Immune to Intimidate)

GEAR:
2x Tomahawk (Melee, Speed 2, Damage 2) [Paired] [Thrown]
Spirit Pouch (Range 2, Heal self or ally for 2 and cure 1 negative status) [S, x3]

>Eat a hearty meal (+1 Strength)
>Focus (+1 Survival)

After eating enough food for two people, the newcomer known as Mad Dog falls deeply into his own headspace, barely acknowledging the other people at camp, besides Ringtail whom he gives a quick warrior's salute. He checks his tomahawks maniacally, honing the blades to fine razors and nicking his hands more than once to test their sharpness. The blood he spills gets daubed on his face, making for a grisly war paint.
>>
>>4089901
>>4089888

>Focus: Start the next job with +1 Survival.
>Tough Meal: +1 Grit.

Name: Sebastian Barker
Health 6+1, Survival 7, Sanity 5, Move 5
Class: Gunslinger
Stats: 2 Strength, 3 Grit, 1+1 Smarts, 2 Charm,
Level: 1
Skills:
- Resolve (When you spend 1 survival, roll 1d10. On a 6+, keep it. Grit = Max successes per job.)
Disorders: N/A
Gear:
- Wide Hat & Coat (+1HP)
- Repeater (Range 25, Speed 2, Damage 2, Ammo 5, Accuracy +1)
- Knife (Range Melee, Speed 3, Damage 1, Concealed, Thrown)
- Bandolier (S, C3, Reload a weapon)
$0
0/1 Bags held

Sitting apart from and sizing up the rest of the group is a new gunslinger, face hidden and shadowed behind a bandana and hat combination. Some might think that he's being stoic by staying apart from the pack, or smart by analyzing them before really trusting the gang. Truth is, Sebastian has absolutely no idea how outlaws are supposed to act, and is hiding that fact behind a mask of (hopefully) strength.
>>
>>4090897
Forgot me picture
>>
>>4089901

Catina "Lady Luck" Florea
Level 3 Gambler Strength, 2 Grit, 2 Smarts, 4 Charm
6/6 HP 5 Movement, 7/7 Survival, 1 Evasion
Skills: Devilish, Huckleberry, Nature Spirits
Clothes: Stylish Dress +1 Evasion, +1 Survival
Gear
-Hold Out Pistol: Rane 20 Speed 3 Damage,Concealed
-Lucky Charm: +1 Luck
-Syringe x1
-Harmonica
Money: 269-75=194

Lady Luck was speaking with a few of the shaman apprentices that had begun traveling with the group. She had a fascination with them and ever since they joined she'd been asking them about their mystic arts non-stop. Her homeland was still very superstitious and she had brought many healing and good luck charms from her home. It was interesting to learn that everywhere in the world people still had concepts of magic...
>>
>>4090962

Forgot

Eat a sweetmeal +1 Charm

Focus: +1 survival
>>
>>4089901
>>4089965
Two-Talon
Warrior Level 3
5 Strength, 2 Grit, 1 Smarts, 1 Charm
>9/9 HP, 8 Movement, 7/7 Survival, 6/6 Sanity, 1 Evasion
Skills:
>Brave's Mark (A) Mark a target for death. Lasts until used again. Heal 1 whenever damaging marked target.
>Pounce (A, 1 Survival) Move 3 spaces in a line and melee attack with +2 accuracy
Gear:
>Shrike Feathers: +1 Evasion, +1 Sanity
>Tomahawk x2: Range Melee, Speed 2, Damage 2, Paired, Throw x1 to add Reach 10 and +1 damage
>Fists: Range Melee, Speed 2, Damage 1, +1 Luck
>Talisman: Wards against evil

Cash: $159

Focus, Vitalizing Meal

Two-Talons returns from his few day absence. He sits down at the camp and joins in eating the soup like nothing had happened.
>>
>>4090689
Danny was completely taken aback, thankfully he was able to recover somewhat while Canary was busy suffocating. Someone actually though Deadwood was a cool name, instead of making fun of him.

"Golly...you actually think Deadwood is cool? Uh, I mean, you're darn tootin' that's what it means."

He'll jam a thumb into his chest proudly.

"Not even them robed folks' devil worship let's em draw faster than old Deadwood. To think I nearly wasted my talents on the ranch. Anyway, what'd they call you, pardner?"
>>
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>>4089901
Name: Wren on the Moon
Class: Shaman, Level 1
Strength: 2
Grit: 1 (Temporarily 2)
Smarts: 2
Charm: 4
Move: 5
Health: 6/6
Survival: 7/6
Sanity: 5
Skills: Eagle's Splendour (Action, 1 Survival Cost, Range 20, Heal self 2 and Attack: Damage 2, Speed 3
Clothes: Deerskins (+1 Evasion)
Weapons: Bow (Range 20, Speed 2, Damage 2, Quiet)
Gear: Spirit Pouch (Swift, 3 Uses, Range 2, Heal self or ally for 2 and cure 1 negative status), Talisman (Wards against evil, providing resistance against supernatural Terror and curses)

>Focus
>Tough Meal

Wren on the Moon is the first of the apprentices to enter the camp. She appraises everyone with a wary eye, eventually collecting something chewy and filling from Henry. She settles on a felled log to eat it, laying her spear next to her.

>>4090414
Someone shoves a mug of something into her hand. A woman with blue lips and draped in sparkling trinkets. Wren tests the drink with a gentle sip, then swiftly empties it. Alcohol. She would work with these outlaws, but she would have nothing to do with that poison. She glares after the woman, but relents. The white folk treated alcohol as some form of bonding ritual, according to the wise elders. It would've been a greeting, nothing more. Wren returns to her meal, an absent-minded look covering her face as she stares into her memories of the past.
>>
>>4091810
>her spear
I'm retarded. Pretend I said her bow.
>>
>>4091813
No.
>>
>>4091785
"Why, Calamitous Canary was what folks used to call me! At least until that freak accident of a tornado wiped out the town. Or that one in a million stroke of bad luck where-- well, that town doesn't exist anymore either."

"Just call me Canary!"
>>
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>>4089888
>>4089901
>>4089965
Dust is a rail town. They say it had another name, once, but the big plumes of dust kicked up by the trains covered everything, and when someone made a joke about how there was more dust than town, it stuck. It's crowded and stinks of cows and coal, and you have to stick to the boardwalks in front of the buildings, crowded with barrels and bric-a-brac, or step into the street and get thick mud on your boots. Everything bad about a frontier town in one place, really.

Here in the outlands, a place like this is populated with all types looking to make their fortunes in the West. Those passing through are mostly rough-and-tumble sorts: hardy hunters and mountain men, coal-stained miners, weather-beaten cattle-drivers. They tend to divide along wealth and cleanliness into the two saloons set across from each other along the main street: Kenfield's, the miners' saloon, is a dimly-lit drinking hole , while Sally's Bar & Parlor runs gambling tables and saloon girls for those with coin to spend. Near them is a general store, doctor's, gun store, stables, and sheriff's office.


Choose a starting location and what you're doing there.

>Kenfield's Saloon
Drink cheap whiskey ($3)
Arm wrestle a miner (Bet $10 and roll 1d10+Strength)
Horseshoes in the yard outside (Bet $5 and roll 1d10+Luck)
>Sally's Bar & Parlor
Drink fine bourbon ($7)
Blackjack (Bet $25 and roll 1d10+Luck)
Poker (Bet $25 and roll 1d10+Grit)
Brothel ($50, gain a bonus based on your class, roll 1d10+Strength)
Lounge on the front boardwalk or second-floor balcony, keep an eye on the town
>Sheriff's
Inquire about bounties.
>Stables
Ask about buying a horse or supplies.

>Dust General Store
Premium Cigarettes (5): $5, gain +1 Survival, doesn't stack
Toolkit (2): $40
Fine Tools (2): $20
Lasso (2): $20
Harmonica (1): $10
Small Pet (1): $50
>Dust Doctor's Office
Bandages (3): $10
Antivenom (3): $10
Medicinal Tonic (2): $25
>Dust Gun Store
Revolver (3): $75
Double Action (2): $100
Repeater (2): $75
Hunting Shotgun (2): $100
Bandolier (3): $20
>>
>>4092179
While the medicine of non-natives isn't something Two-Talons totally trusts, it is better than nothing. The native man steps in with his new attire to purchase some supplies.

>Starting Doctor's office and buy a Bandage, Tonic and Antivenom
>-45 bucks
>>
>>4092179
>Dust Gun Store
>Buy a Double Action revolver -100$
>>
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>>4089906
Bonnie dismounts outside the Dust Gun Store. She manages to swallow the last of that louche Harris' chewy brisket as she walks inside. Grabbing a rifle from the rack and a bandolier off the counter, she slaps a wad of money down in front of the clerk.

"Ain't nobody in this damn town with the brains ta' think a anythin' but Dust as a name? Yew have kids named Dust too?"

>Focus: Start the next job with +1 survival.
>Tough meal: +1 Grit
>Clean out Dust Gun Store
+1 Repeater, +1 Bandolier

>Name:
Bonnie Northbark
Level: 3

>Stats:
Trapper [2 Strength, 4[+1 = 5] Grit, 2 Smarts, 1 Charm]
HP: 7/7 [4+2]
SRV: 10/10 [4+5+1]
MOV: 6
TRR: 0/10
$$: 219 - 75 [Repeater Rifle] - 20 [Bandolier] = $124

>Skills:
Called Shot: [A / 1SRV] Attack with +2 to Crit
Fade: [S / 1SRV] Move 3, +4 Evasion
Resolve: Roll 6+ on spending SRV to keep the point.
Charges: 5/5

>Gear:
Repeater Rifle [DMG 2 / SPD 2 / RNG 25]
Ammo: 5/5
Knife [DMG 1 / SPD 3 / RNG 10*]
Ammo: 2 [SPD 1]
Spirit Pouch [S / HP+ 2 / RNG 2]
Charges: 3/3
Bandolier: Reload a weapon for [S]
Charges: 3/3
>>
>>4092179
>Starting at the stables, attempting to negotiate some legal papers for the horse he 'found.'

Thaddeus ride over to the town stable in the hopes of gathering some supplies, and maybe some papers for his new best friend.

Thaddeus McDaniel - $210
Blaster lvl 3 4(5) Strength, 3 Grit, 2 Smarts, 1 Charm
9/9 HP, 5(6) movement, 7(8/8) Survival, 5 Sanity, 0 Terror
Skills:
Slam - Move 4 spaces in a line into an enemy, dealing 1 damage, Knockback 1 and knockdown. you may move into their empty space.
Bruiser - fist attacks and slams do +1 damage.
Pounce(A) - move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Heavy overalls - +2 HP
Fist - Melee, Spd 2, Dmg 2, Luck +1
Pump Shotgun - Rng 10, Spd 1, Dmg 5, Ammo 5/5, Blast
Pickaxe - Melee, Spd 1, Dmg 4, Deadly, Piercing
Toolkit[A] x4 - roll +smarts to disable, sabotage, or repair machinery.
Dynamite - 2 charges, x1 [M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Blast
Crimson Gem - +1 strength
>>
>>4092179
SNAKE EYES
STRENGTH- 2
GRIT- 4+1
SMARTS- 1
CHARM- 2
MOVE- 5
7 HP
8+1 SURVIVAL
5 SANITY
CLOTHES- Wide Hat and Dusty Coat: +1 HP
GEAR:
-REVOLVER (Range 20, Speed 2, Damage 2, Ammo 6) ((Fan Fire: 10 Range, attack with +Grits Speed, -3 accuracy.)
-KNIFE (Melee, Speed 3, Damage 1) ((Concealed, Thrown.))
-BANDOLIER (S, x3: Reload a weapon.)
SKILLS:
-DRAW! (Reaction, 1 Survival.)

>Kenfield's Saloon
Lounge on the front boardwalk

Snake eyes didn't have any money. And he didn't know this town. So, he decided to settle in, and keep an eye on things, before shots pop off. He'd have preferred to rob someone, but the gang gave him guff last time, so he supposed he could wait until it's "robbing time."
>>
>>4092179
>Sally's Bar & Parlour
>Lounge on the front boardwalk, keeping an eye on the town

Wren sets herself apart from the townsfolk, watching them go about their lives and tuning out the hubbub of the parlour. Her eyes turn to a few of the group as they scurry about Dust themselves, doing this and that. There was little for her here, however. For one, she didn't have any of the money required to attain items legally.

Her bow, unstrung, rests vertically between her legs, while her quiver stands upright beside her on the bench. She sits rigidly, not /quite/ comfortable with her surroundings. The townsfolk cast her glances of varying types, but she ignores them, and much of the interest dies away. A Crow woman with a bow is likely far from the strangest thing they've seen. A few keep looking. She ignores them as well.
>>
Rolled 9 + 4 (1d10 + 4)

>>4092179
Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2+1 Charm)
7/7 HP, 6 Movement, 10/10 Survival, 5/5 Sanity
Black Hat and Long Coat (+1 HP, +1 Survival)

Skills:
-Leader: Aura 5 of +1 Accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Revolver: Range 20, Speed 2, Damage 2, Ammo 6, Fan Fire (1 Survival): 10 Range Attack with +Grits Speed, -3 Accuracy
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Bandolier: (S, x3) Reload a weapon

$51 remaining.

>Sally's Bar & Parlor
>Poker

Jackson seats himself at the table, throwing a few notes and coins into the pile. "Deal me in." He says with a slight smile.
>>
>>4092179
Augustus Archibald

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

5 HP, 7 (+1 Meal) Movement, 4 (+1 Camp Activity) Survival, +2 Evasion (Black Derby & Debonair Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)
Battlefield Medicine [A] (Heal yourself or an adjacent ally 1 HP and cures bleed and blight.)

Gear: Holdout Pistol (Range 20, Speed 3, Damage 1, Ammo 15)
Toolkit (Dynamite x2, [M] to light up, [A] to throw. Explodes at the end of next turn. Range 10, Area 2, Damage 5, Blast)
Doctor's Bag (2) (+ Medicinal Tonic S, x2), Loot Bag
152$ (-7$)

"Now, if you'll excuse me, I will partake in drinking whatever halfway decent alcohol this backwater town have to offer and mingle with the locals. No one's above gossiping when influenced by the spirits after all hohoho!

>Sally's Bar and Parlor
>Drink fine bourbon ($7)
>>
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Rolled 9 (1d10)

Ringtail is always up for a game with stakes.

>>4092179
>Play horseshoes outside the saloon
>>
>>4092179
Name: Sebastian Barker
Health 6+1, Survival 7+2, Sanity 5, Move 5
Class: Gunslinger
Stats: 2 Strength, 3+1 Grit, 1+1 Smarts, 2 Charm,
Level: 1
Skills:
- Resolve (When you spend 1 survival, roll 1d10. On a 6+, keep it. Grit = Max successes per job.)
Disorders: N/A
Gear:
- Wide Hat & Coat (+1HP)
- Repeater (Range 25, Speed 2, Damage 2, Ammo 5, Accuracy +1)
- Knife (Range Melee, Speed 3, Damage 1, Concealed, Thrown)
- Bandolier (S, C3, Reload a weapon)
$0
0/1 Bags held

>Sally's Bar & Parlor
>Lounge on the second-floor balcony, keep an eye on the town

Sebastian wanders round the town, before following several of his erstwhile compatriots into Sally's Bar. Disregarding any other distractions (as he's flat out broke), he decides to sit on the balcony and pretend to brood, rifle resting on his lap.
>>
Rolled 10 (1d10)

>>4091867
Danny, entirely unable to derive a connection between these events, will keep up his excited smile. "Well Canary, we're lucky to have you. Things are bound to be looking up for us!"

>>4092179
Noticing King tearing up the poker players, Danny will instead elect to take to the Blackjack tables. He felt pretty lucky today.
>Sally's Bar & Parlor
>Blackjack

Danny "Deadwood" DuPaul
Gunslinger Level 5 (2 Strength, 5 Grit, 1+1 Smarts, 3 Charm)
7/7 HP, 5 Movement, 10/10 Survival, 5/5 Sanity
Skills:
Draw! (R, 1 Survival): When attacked, counterattack with no reaction penalty. Highest hit roll goes first.
Resolve: When you spend 1 Survival, roll 1d10. On a 6+ keep it. Grit = Max successes per job.
Dodge Roll: When you evade an attack with Dodge, gain +2 Evasion and a bonus (M) next turn.
Disorders:
None
Gear:
Black Hat & Long Coat: +1 HP, +1 Survival
Revolver: Range 20, Speed 2, Damage 2, Ammo 6/6, [Fan Fire] 1 Survival: 10 Range. Attack with +Grits Speed, -3 Accuracy.
Knife: Melee, Speed 3, Damage 1, [Concealed], [Thrown]
Fists: Melee, Speed 2, Damage 1, [Lucky]
Liquor Flask (A, x3): Self or adjacent gains 1 survival and heals 1 sanity. Can also be placed as a lure.
$72
0/1 Bags Held
>>
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>>4092179
>Visit the Barbershop
Dry desert winds set one's hair through tribulations.
>See about getting my hands on a razor

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [3 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [6/6 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>4092179
>Dust Doctor's Office
>Buy Bandages (1), Anti-Venom (1), Medicinal Tonic (1)= -45$


Sun Li-Chen
Level 4 {Doc} (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
6/6 HP(+2 EVA, Black Derby & Debonair Vest), 5(6) Movement
6/6 (Temp) Survival | 5/5 Sanity
Skills:
-Pack Mule: Carry +1 Doctor bag, +1 Loot bag
-Battlefield Medicine (A): Heal self or Ally adj for 1 HP, cure Blight/Bleed
-Resolve (G): Spend survival, 6+ on roll keep survival point
Gear:
•Handgun: Range 20, Speed 3, Damage 1, Clip (15/15), Concealed
•Doctor Bag (×2): (A,×6), Roll+Smarts, Heal, (S,×2) Anti-V, (S×2) Bandages, (S,×2) Laudanum, (S×2) Medicinal tonic
•Tool Kit: (A,×4), Roll+Smart, Interact machinery (×2 Fine tools)
•Syringe, (A,×1): K.O. Unaware or restrained until roused
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 Horror)
•Heal Vial (S×1): Heals 3 + Regen 3
•(84$)
>>
>>4092179
> I'm withdrawing myself from this game.
>>
>>4092179
>Sheriff's, inquire about bounties

Mad Dog had not a dollar to his name, but he was eager to put his axes to use. Entering the sheriff's office and strolling up to the lawman at the desk, he adressed him directly.

"I am looking for the ones who are marked for death, white man. Show me, and I bring you their heads."

The warrior smiled, priding himself at how the words rolled off his tongue. He could've been a great diplomat.

MAD DOG - WARRIOR

STRENGTH - 4 (+1)
GRIT - 2
SMARTS - 1
CHARM - 1
MOVE - 6

HEALTH - 9/9
SURVIVAL - 7/7
SANITY - 5/5

CLOTHES: Eagle Feathers (+1 Evasion)

SKILLS:
- Warpaint (Immune to Intimidate)

GEAR:
2x Tomahawk (Melee, Speed 2, Damage 2) [Paired] [Thrown]
Spirit Pouch (Range 2, Heal self or ally for 2 and cure 1 negative status) [S, x3]
>>
>>4092179
>>Sheriff's
>Inquire about bounties.
>>4093021
"Afternoon sir, ain't got no money myself, not even enough to get any chuck aside from what 'ol Henry's giving away."

"I hope you're willing to help this green 'ol chucklehead out, I swear I won't get in yer way mister."
>>
>>4092179
>Sheriff's
Inquire about bounties.

>>4093021
Sin followed Mad Dog into the sheriff's office and gave an annoyed look at his savage words.

"..."

But he kept his words to himself as he watched from the corner waiting for the job.

>Name:
Sin
>Level: 1
>Class:
Doc [2 Strength, 1 Grit, 4+1 Smarts, 2 Charm]
HP: 6/6
SURVIVAL: 6/6+1
MOV: 5
>Skills:
Pack Mule
>Gear:
Pistol [DMG 1 / SPD 3 / RNG 20]
AMMO: 15/15
Tool kit (A, 4/4): FT (2/2)
Doctor Bag(6/6): BNG (2/2), MT (2/2)
Small Pet: Ferret
>>
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>>4093110
>>
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>>4092179
Lily Rivers, Gambler [3]
[2 Strength] [2 Grit] [2 Smarts] [4 Charm] [1 Terror]
[5/5Hp] [4/4 Survival] [5 Move]
Skills
[Inspire: Encouraging teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
[Huckleberry: Aura5: +1 Luck]
[Warpaint: Immune to Intimidate]
Traits
[Strange Hunger]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo 15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
Doctor Bag: (x5) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid. [Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Lucky Charm: +1 Luck]
[Shrike Wreath: +1 Evasion]
[Eaglestone]
[Cash: $234]


Sorry Im late yall!
>>
>>4092226

The stable hand is not interested. "You know the sheriff's office is right there, across the street? The deputy's watching us through the window, right now. I ain't sellin' no papers for no stolen horse, and I ain't buyin' no horse without papers neither."

>You can roll 1d10+Strength to intimidate him into handing something over, though a failure might have consequences.

>>4092292
Jackson cleans out a poker table by feigning a bluff when he actually holds a flush. His opponent goes all-in, calling what he thinks is an empty hand, only for Jackson to lower his five spades onto the table with a grin.
>Made $100!


>>4092459
Exquisite liquor in this establishment, really. Quite lives up to its reputation.

>>4092556
Ringtail beats a pair of old miners in a game of horseshoes, landing almost all his tosses perfectly. The miners are canktankerous and have lots to complain about, but they don't seem to mind a ghost dancer joining in on their game, and despite complaining, pay up when they lose.
>Made $15

>>4092654
Though Blackjack is typically a lower stakes game, Danny is feeling even luckier than Jackson and goes in hard on a deal of 11, betting everything, already seeing that ten-card in his mind before the dealer even turns it over. There it is.
>Made $100!
>Gained +1 Luck for this job

>>4092672
"Ah, welcome, young lady," the barber says as Blue enters. "I'm just busy trimming this fella's whiskers, so if I can help you with something afterwards, why don't you have a seat there? What, my razors? Oh, no, those aren't for sale. Hard to get decent tools out here in the outlands, you know!"

>Roll 1d10+Grit to steal a straight razor, or use Distract to automatically succeed.

>>4093021
>>4093087
>>4093110

"You with this crazy ghost dancer?" one of the deputies asks the Kid, not responding to Mad Dog. "Tsk. Guess you desperados will ride with anyone these days."

"Bounties are on the wall," the sheriff says, not getting up from where he's sitting with his boots on his desk. "Have a look for yourselves."

Dallas and Annie are still up there, $5,000 and $1,000 apiece. Dallas's picture is one without a beard, so having grown it out seems to have helped -- nobody called out or shouted at him as he came into town, at least. Some of the gang members have their own postings for $500 but it's mostly confused descriptions -- an Asian caricature that might be Sun Li-Chen is up there, plus a beared old man who might be Thaddeus, but really it's hard to say. Information on the red-hooded cultists has a reward now as well. The same two big bounties you saw in Goldenvale are here as well: Carlos Hernandez, gang leader, and Sally Sherwood, fugitive from something-or-other, each wanted for $1,000 alive, half price for dead. Your gang's bounties have no such restrictions -- you're not sure whether to be happy about that or not.
>>
Rolled 2 + 5 (1d10 + 5)

>>4094056
Thaddeus calmly, but firmly tells the good man that surely he is mistaken, because this fine breed is most definitely not a stolen horse, he just happened to find while on the road one day. In fact, Thaddeus finds the accusation to be most insulting, and demands to be compensated for the dire attack on his good character.

Of course, because Thaddeus isn't quite so eloquent with words, this is mostly told through a very intense glare.
>>
>>4094056
>Distract
"And what handsome whiskers they are, sirs."
Blue meanders slowly around the barbershop, keeping attention away from her hands with conversation. A bit of interest, a touch of flattery, and the patience to let them blow their own horns, it does not take much to addle the rubes long enough for nimble fingers to slide a suitable blade into the folds of her dress. Keeping the words flowing long enough for the barber to get to work on her hair is going to be a chore.

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [3 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [5/6 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>4094081
The stablehand withers in front of Thaddeus's imposing size and glare. "A-all right, I may be able to arrange something ... for twenty-five dollars." He seems to have enough nerve left to at least want to get paid.

>>4094201
Straight Razor: 1 use. Target unaware or restrained. Kills regular enemies, deals heavy bleed damage to elites.
>>
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>>4094056

The town of Dust is tense today. Storm clouds are blowing in fast. Lot of tinstars about on the streets. A railway whistle sounds in the distance. If you were here to rob something, you might call it off. But there's an appointment to be kept.

Annie, Cort and Dallas are in the back of Sally's, having a quick drink and getting a read on the situation before they go upstairs to meet the man in black. For the moment, everything's normal, and nobody's shooting. How long will that last? Time will tell.

Turn 1 begins.
>>
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>>4094234

Second floor. Sally's Parlor is the only two-story building -- the second floor with indoor rooms and outdoor balcony can be accessed by either of the two stairways -- the arrow points up. For the other buildings, you can get up to the roof by first standing on the cover objects, IE the striped brown boxes. It takes 1 extra move to get up on the boxes, then another 1 extra move to climb from the boxes onto the roof.

Map legend incoming.
>>
>>4094234
Augustus Archibald

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

5 HP, 7 (+1 Meal) Movement, 4 (+1 Camp Activity) Survival, +2 Evasion (Black Derby & Debonair Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)
Battlefield Medicine [A] (Heal yourself or an adjacent ally 1 HP and cures bleed and blight.)

Gear: Holdout Pistol (Range 20, Speed 3, Damage 1, Ammo 15)
Toolkit (Dynamite x2, [M] to light up, [A] to throw. Explodes at the end of next turn. Range 10, Area 2, Damage 5, Blast)
Doctor's Bag (2) (+ Medicinal Tonic S, x2), Loot Bag
152$

>Move E4
>Dash move E1, SE2

Archibald walks towards Danny, a cup of brandy still in hand.

"Are ya winnin' son?"
>>
>>4094224
>>4094234
Thaddeus agree to the stablehand's price, and pays him for the papers to legally own his horse. (-$25)

Afterwards he rides his new steed over to the general store, intent on buying some cigarettes.
>>
>>4094239
SNAKE EYES
STRENGTH- 2
GRIT- 4+1
SMARTS- 1
CHARM- 2
MOVE- 5
7 HP
8+1 SURVIVAL
5 SANITY
CLOTHES- Wide Hat and Dusty Coat: +1 HP
GEAR:
-REVOLVER (Range 20, Speed 2, Damage 2, Ammo 6) ((Fan Fire: 10 Range, attack with +Grits Speed, -3 accuracy.)
-KNIFE (Melee, Speed 3, Damage 1) ((Concealed, Thrown.))
-BANDOLIER (S, x3: Reload a weapon.)
SKILLS:
-DRAW! (Reaction, 1 Survival.)

>Stay still and keep an eye on the tin stars nearby the Rail Station.

Snake Eyes leaned back against the saloon wall, tilting his hat down and crossing his arms, as if he were just catching up on some rest, but in actuality, he was glancing over at them from beneath his hat. He made sure to not look too often, (they'd know something's up,) or too interested (not hard for the stoic, deadpan man.)
>>
Rolled 9, 3 = 12 (2d10)

"Games are blessed things. Men together, and a peace elected between them. Enjoy it a little longer?" Ringtail hangs a horseshoe on his wrist as a handicap, and puts up a tenner.

>>4094239
>-Did I net $15, or are 5 of those dollars mine?
>Invite another game at $10. Charm 1
>-If they accept, penalty to own roll


Ringtail
Warrior 2 (Str 3+1, Gri 3, Sma 1, Cha 1) Eva 1
7/7 HP 6 Mov, 8/7+1 Srv, 6/6 San
Pounce, Dodge Roll
2x Tomahawks
$184
>>
>>4094234
Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2+1 Charm)
7/7 HP, 6 Movement, 10/10 Survival, 5/5 Sanity
Black Hat and Long Coat (+1 HP, +1 Survival)

Skills:
-Leader: Aura 5 of +1 Accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Revolver: Range 20, Speed 2, Damage 2, Ammo 6, Fan Fire (1 Survival): 10 Range Attack with +Grits Speed, -3 Accuracy
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Bandolier: (S, x3) Reload a weapon

$151 remaining.

(M)Move North West 2, West 2, North West 1
(S)Converse with the Boss.
(A)React to follow the Boss if they begin walking.

"As much as I like taking your money. I've got things to do. I'm cashing out." He says as he scoops up his winnings with a wicked grin on his face. As he turns and spots his bosses, he shifts slightly, checking the room, before sidling up to the table and chatting. "Boss, you ready to go?" King says as he tries to act natural, like chatting to some old friends. Hoping to look like they were leaving to rest upstairs, he waits for Dallas and Annie to begin walking, following behind.
>>
>>4094234
Name: Sebastian Barker
Health 6+1, Survival 7+2, Sanity 5, Move 5
Class: Gunslinger
Stats: 2 Strength, 3+1 Grit, 1+1 Smarts, 2 Charm,
Level: 1
Skills:
- Resolve (When you spend 1 survival, roll 1d10. On a 6+, keep it. Grit = Max successes per job.)
Disorders: N/A
Gear:
- Wide Hat & Coat (+1HP)
- Repeater (Range 25, Speed 2, Damage 2, Ammo 5, Accuracy +1)
- Knife (Range Melee, Speed 3, Damage 1, Concealed, Thrown)
- Bandolier (S, C3, Reload a weapon)
$0
0/1 Bags held

>(A) Set up Reaction to hostile activity (like people shooting at us) by anyone in sight by shooting them

Sebastian leans back, taking in the relaxing atmosphere of a good old frontier town. Then he frowns. While he's managed to avoid any distractions or having to talk to anyone, he's spotted a flaw in this plan... he's completely bored. Hoping to stave off the boredom, he keeps an eye out on the townsfolk and star badges, searching for hostility.
>>
Rolled 9 + 5 (1d10 + 5)

>>4094239
Lily Rivers, Gambler [3]
[2 Strength] [2 Grit] [2 Smarts] [5 Charm] [1 Terror]
[6/6Hp] [6/6 Survival] [5 Move]
Skills
[Inspire: Encouraging teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
[Huckleberry: Aura5: +1 Luck]
[Warpaint: Immune to Intimidate]
Traits
[Strange Hunger]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo 15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
Doctor Bag: (x5) Deployable (A): Roll+Smarts to heal yourself or an ally next to you for 5. Other medical items can be used as part of the Heal action.
[Bandages: +2 charges]
[Medicinal Tonic: (S, X2): Heal 2 and remove Death's Door penalty.]
[Lucky Charm: +1 Luck]
[Shrike Wreath: +1 Evasion]
[Eaglestone]
[Cash: $234]

>Southwest 1
>West 2
>Charm Wren

"Couldn't help but notice you sittin' out here all on your lonesome. Them folks inside got me right bored."
Lily pats the stocked Doctor's Bag on her hip. "How about you and I find ourselves a quiet little place to play Doctor?" :)
>>
Rolled 4 + 3 (1d10 + 3)

>>4094239
>{m}Move 2West
>{A}[Smarts] watch the passersby. Looking for easy marks and suspicious characters.
>{s}Continue chatting about moustaches and pomades with the Barber and his customer

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [3 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [5/6 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo15/15, Concealed]
[Straight Razor: (A, ×1) Unaware/Restrained target Killed or Heavy Bleed(Elites)]
[Syringe: (A, ×1) Unaware/Restrained target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>4094234
"Towns sure are nice, but all this dust is going to ruin my dress." Suddenly, Canary is struck by a flash of inspiration. There's bound to be a great view on the roof!

>Move 5E
>Dash 3E, 2N

"Excuse me, coming through!"

Name: Canary
Class: Gunslinger Lv.1
Str:2 Grt:4+1 Smrt:1 Chrm:2 Move: 5
HP:[7/7] SAN:[5/5] Survival:[10/10]

Skills:
*Resolve: 1d10 when spending 1 Survival, keep on 6+, Grit=Max per job
Gear:
-Revolver: (2) dmg, 2 sped, range 20
~~Ammo:[6/6]
-Knife: (1) dmg, 3 spd
-Liquor Flask: Restore +1 Survival/Sanity to you or adjacent, lure.
~~(S,[3/3])
-Wide Hat & Dust Coat: +1 HP
>>
File: Fennec.jpg (44 KB, 700x485)
44 KB
44 KB JPG
>Have Authority, Be Hardy
>Eat a Tough Meal
>Meditate and Focus
>Walk with the Spirits [To Dust, the Spirits tell me there's spirits to be had at Sally's]

Fennec, Shaman 1
STR: 2 | GR: 2+1 | SMA: 2 | CHA: 3 | MOV: 5
HT: 6/6 | SUR: 7/7+1 | SAN 5
Wearing: Deerskins (+1 Evasion)
Def+EV: 7+1 --> TARGET TO HIT: [8]

*Spear, S2, R2, D2, Piecing
*Spirit Pouches [S], [6], [R2], +2 HP or cure 1

!Thunderbird Authority [A], [R10], [D3], [S2], [Stun]
>>
Rolled 10 + 3 (1d10 + 3)

>>4094234
"Thank you kindly sir. Ohh and I hope I ain't sounding strange but I've been following those folks in Red for a little bit cause of all the chaos they've been doing."

"Word is some of them might be going through this town sometime soon now, I know this isn't actionable information right now but I just wanted to warn you Tin Stars in case things get hairy."

"If you don't mind, I'd like to wait here where it's safe in case they do come. I'd just like to say I AM armed but I'm willing to unload my six shooter if it makes you feel safer."

>Roll Charm to try to be friendlier with the Law enforcement
>>
>>4094234
Catina "Lady Luck" Florea
Level 3 Gambler Strength, 2 Grit, 2 Smarts, 4+1 Charm
7/7 HP 5 Movement, 8/8 Survival, 1 Evasion
Skills: Devilish, Huckleberry, Nature Spirits
Clothes: Stylish Dress +1 Evasion, +1 Survival
Gear
-Hold Out Pistol: Range 20 Speed 3 Damage 1,Concealed
-Double Action Revolver: Range 15, Speed 3 Damage 2
-Lucky Charm: +1 Luck
-Syringe x1
-Harmonica
Money: 94

Fitting her new pistol around her waist, Catina was more than satisfied with her new purchase. She was a deadeye as much as those fancy gunslingers, she should have a fancy revolver too!

Walking out the door, she caught her compatriote bonnie sporting a new rifle and a large collection of ammo on a belt. "Gods above, you'd think you were planning to take down fort knocks! I like your new gun!" She smiles, walking out of the store, looking for her sister.

>Use action to run
>N6
>NE 4
>>
>>4094239
>Move E,E,W,W

"..."

>Name:
Sin
>Level: 1
>Class:
Doc [2 Strength, 1 Grit, 4+1 Smarts, 2 Charm]
HP: 6/6
SURVIVAL: 6/6+1
MOV: 5
>Skills:
Pack Mule
>Gear:
Pistol [DMG 1 / SPD 3 / RNG 20]
AMMO: 15/15
Tool kit (A, 4/4): FT (2/2)
Doctor Bag(6/6): BNG (2/2), MT (2/2)
Small Pet: Ferret
>>
>>4094234
>>4094252
[Forgot to put down my movement, sorry]

1W, 6N, 5W
>>
>>4094246
Danny will turn around to the refined doctor, taking a break from shoveling bills from the center of the table towards himself. "Darn right I am Doc."
>>4094234
Happy with his winnings, Danny left the Saloon, trying to think of anything in particular he'd want. Ah, of course, a Bandolier, every real gunslinger needed one.
>Move 5SW
>Dash 1S, 4SE

Danny "Deadwood" DuPaul
Gunslinger Level 5 (2 Strength, 5 Grit, 1+1 Smarts, 3 Charm, +1 Luck)
7/7 HP, 5 Movement, 10/10 Survival, 5/5 Sanity
Skills:
Draw! (R, 1 Survival): When attacked, counterattack with no reaction penalty. Highest hit roll goes first.
Resolve: When you spend 1 Survival, roll 1d10. On a 6+ keep it. Grit = Max successes per job.
Dodge Roll: When you evade an attack with Dodge, gain +2 Evasion and a bonus (M) next turn.
Disorders:
None
Gear:
Black Hat & Long Coat: +1 HP, +1 Survival
Revolver: Range 20, Speed 2, Damage 2, Ammo 6/6, [Fan Fire] 1 Survival: 10 Range. Attack with +Grits Speed, -3 Accuracy.
Knife: Melee, Speed 3, Damage 1, [Concealed], [Thrown]
Fists: Melee, Speed 2, Damage 1, [Lucky]
Liquor Flask (A, x3): Self or adjacent gains 1 survival and heals 1 sanity. Can also be placed as a lure.
$172
0/1 Bags Held
>>
>>4095404
>The Dash should actually be 2S, 3SE, accidentally corner cut there. My bad
>>
>>4094476
Name: Wren on the Moon
Class: Shaman, Level 1
Strength: 2
Grit: 1 (Temporarily 2)
Smarts: 2
Charm: 4
Move: 5
Health: 6/6
Survival: 7/6
Sanity: 5
Skills: Eagle's Splendour (Action, 1 Survival Cost, Range 20, Heal self 2 and Attack: Damage 2, Speed 3
Clothes: Deerskins (+1 Evasion)
Weapons: Bow (Range 20, Speed 2, Damage 2, Quiet)
Gear: Spirit Pouch (Swift, 3 Uses, Range 2, Heal self or ally for 2 and cure 1 negative status), Talisman (Wards against evil, providing resistance against supernatural Terror and curses)

Shuffle 1 West along the bench

>>4094476
Wren's brow furrows as the small-dressed woman asks to... heal her? She looked more like one of the camp women Wren had seen with a temporary US Army camp some years ago than a doctor. Similar to the blue-lipped woman with the alcohol.

"I am unhurt," Wren begins diplomatically, "but I appreciate your concern for my health. I am fit and well." Her head tilts, and she gains an inquisitive expression. "You spoke that offer with some feeling—more than I would expect from casual concern for a new member of the gang, a woman you do not know." She shuffles along the bench to make room for the woman to sit. "Here, you may sit beside me if you wish. I have been taught that before I ask a personal question, as I wish to, it is customary to exchange names in your traditions. We should begin there."

She pauses briefly to think. A white woman would not easily remember her name as in her own language, so she should use the English version. She was not used to doing such, and needed to recall the correct words. "My name, as you would recognise it, is Wren on the Moon, but that is lengthier than most whitefolk names I have heard, so you may call me Wren instead if you would like to. What is your name?"
>>
Rolled 7 + 4 (1d10 + 4)

>>4094234
>Move 1NE, 3N, 2W
>(A): Observe/Examine the Railway Station, lots of Deputees over there...(Smarts check)

Sun Li-Chen
Level 4 {Doc} (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
6/6 HP(+2 EVA, Black Derby & Debonair Vest), 5(6) Movement
6/6 (Temp) Survival | 5/5 Sanity
Skills:
-Pack Mule: Carry +1 Doctor bag, +1 Loot bag
-Battlefield Medicine (A): Heal self or Ally adj for 1 HP, cure Blight/Bleed
-Resolve (G): Spend survival, 6+ on roll keep survival point
Gear:
•Handgun: Range 20, Speed 3, Damage 1, Clip (15/15), Concealed
•Doctor Bag (×2): (A,×6), Roll+Smarts, Heal, (S,×2) Anti-V, (S×2) Bandages, (S,×2) Laudanum, (S×2) Medicinal tonic
•Tool Kit: (A,×4), Roll+Smart, Interact machinery (×2 Fine tools)
•Syringe, (A,×1): K.O. Unaware or restrained until roused
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 Horror)
•Heal Vial (S×1): Heals 3 + Regen 3
•(84$)
>>
File: Dust 02 1st floor.jpg (1.35 MB, 3116x1884)
1.35 MB
1.35 MB JPG
>>4094234
Seems to be a lot of townsfolk out and about today, or stepping out of their houses and into the town. Maybe the incoming storm's got everyone on edge, trying to get their things done quick as they can. Hopefully they don't get in the way if anything happens, or recognize any of the gang members with a bounty.

>>4095778
All the lawmen in town are loitering about like they're waiting for something, but especially that group by the train station, who keep checking the clock.

>>4094334
>5 of those dollars are yours
"Wehell, shoot, can't say no to that!" The old miner wheezes as he ambles back into tossing position. His companion encourages him, "Give that dancer what fer, Jenkins!"

>>4094487
The feller standing by the barber shop window just to the south might be worth a try. He looks distracted by something, which makes him either an easy mark or a suspicious character -- you're not sure which, but either way you're interested.


>>4094557
Whether you're a good actor or the lawmen ain't so bright, they seem to buy your law-abiding citizen act. The prisoner in the jail cell, though, a withered and unkempt man, has getting more and more agitated, and is now up against the bars calling out at you. "Hey, strangers! You ought to ride back where you came from, fast as you can! This town is cursed. Their dreams are infected. Their souls burn with the touch of the great flame. Yer all doomed, I tells ya! Doomed!"
>>
File: Dust 02 2nd floor.jpg (1.26 MB, 3116x1884)
1.26 MB
1.26 MB JPG
>>4095910
>>4094376

"Who were you, again?" Cort looks Jackson up and down with an expression like he just bit into a lemon.

Annie chuckles. "Don't let him fool ya, Mister King. Cort knows all of our gunslingers, that's for sure. Probably knows how fast you can fire six shots better'n you do. He's real jealous of his reputation as a fast gun, that one."

Cort ignores Annie and finishes his whiskey glass.

"Time to give the devil his due," Dallas says and, finishing his own glass, stands up. The gang leaders make their way up the stairs, King trailing behind.

A rolling boom of thunder echoes across the cold grey sky.

Turn 2 begins.

https://www.youtube.com/watch?v=YkG7P8i64x8
>>
Rolled 4 + 1 (1d10 + 1)

"Do you like this town, elders? Is it Home?"

>>4095921
>Play

Ringtail
Warrior 2 (Str 3+1, Gri 3, Sma 1, Cha 1) Eva 1
7/7 HP 6 Mov, 8/7+1 Srv, 6/6 San
Pounce, Dodge Roll
2x Tomahawks
$184
>>
>>4095943
Meant -1.
>>
>>4095921
>Move 1N, 11W

Thaddeus thinks to himself that surely, nothing will go wrong on his trip the the general store.

Thaddeus McDaniel - $185
Blaster lvl 3 4(5) Strength, 3 Grit, 2 Smarts, 1 Charm)
9/9 HP, 5(6) movement, 7/7(8/8) Survival, 5 Sanity, 0 Terror
Skills:
Slam - Move 4 spaces in a line into an enemy, dealing 1 damage, Knockback 1 and knockdown. you may move into their empty space.
Bruiser - fist attacks and slams do +1 damage.
Pounce(A) - move 3 spaces in a line and melee attack with +2 accuracy
Gear:
Heavy overalls - +2 HP
Fist - Melee, Spd 2, Dmg 2, Luck +1
Pump Shotgun - Rng 10, Spd 1, Dmg 5, Ammo 5/5, Blast
Pickaxe - Melee, Spd 1, Dmg 4, Deadly, Piercing
Toolkit[A] x4 - roll +smarts to disable, sabotage, or repair machinery.
Dynamite - 2 charges, x1 [M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Blast
Crimson Gem - +1 strength
>>
Rolled 5 + 3 (1d10 + 3)

>>4095910
Fred gave a sad look towards the old man, one out of pity and concern. The Kid approached the cell door, scanning the wild looking prisoner.

He leaned towards the bars and spoke in a whisper.

"I'll tell you right now mister, there's things out there worst than bad dreams and cursed souls. Ain't seen them myself but there's a storm comin' and things the god lord don't meant to be here will be here but..."

"We can't just keel over and let them do what they want. It might look bad but things can be felled, they can beaten! I know it."

>Try to calm down the prisoner? Maybe he'll tell me something important (Charm)

>Name:
Fred Caraway
>Level: 1
>Class:
Gunslinger [2 Strength, 3+1 Grit, 1 Smarts, 3 Charm]
HP: 7/7
SURVIVAL: 7/7+1
MOV: 5
>Skills:
Resolve
>Gear:
Double Action Revolver [DMG 2 / SPD 3 / RNG 15]
AMMO: 6/6
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 1
Wide Hat & Dusty Coat: +1 HP
Bandoleer: (S, 3/3) Reload a weapon
>>
>>4095910
Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2+1 Charm)
7/7 HP, 6 Movement, 10/10 Survival, 5/5 Sanity
Black Hat and Long Coat (+1 HP, +1 Survival)

Skills:
-Leader: Aura 5 of +1 Accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Revolver: Range 20, Speed 2, Damage 2, Ammo 6, Fan Fire (1 Survival): 10 Range Attack with +Grits Speed, -3 Accuracy
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Bandolier: (S, x3) Reload a weapon

$151 remaining.

>Move 1 South East, 3 South, 1 South East
>Prepare an action to react by drawing and firing if anything hostile enters his line of sight.
>>
>>4095495
Lily Rivers, Gambler [3]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm] [1 Terror]
[5/5Hp] [6/6 Survival] [6/6 Sanity] [5 Move]
Skills
[Inspire: Encouraging teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
[Warpaint: Immune to Intimidate]
Traits
[Strange Hunger]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo 15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×5) Use while Hidden. Distracts NPCs]
Doctor Bag: (x5) Deployable (A): Roll+Smarts to heal yourself or an ally next to you for 5. Other medical items can be used as part of the Heal action.
[Bandages: +2 charges]
[Medicinal Tonic: (S, X2): Heal 2 and remove Death's Door penalty.]
[Lucky Charm: +1 Luck]
[Shrike Wreath: +1 Evasion]
[Eaglestone]
[Cash: $234]

"Thats alright darlin, it would be rude to play while we are on the job after all." Lily tucks the bag behind her back and sits down beside Wren. "Im open to personal questions, so long as youre interested in answerin' one of my own~"

"My name is Lily River, not quite as pretty as yours. Please, Call me Lily."

>West 1, sit down with Wren
>>
>>4095910
Struck by boredom or sudden inspiration, Mad Dog wanders off from the sheriff's office, into the blinding sunlight, while muttering to himself...

"Stupid fucking white man."

>Move 6 S

MAD DOG - WARRIOR

STRENGTH - 4 (+1)
GRIT - 2
SMARTS - 1
CHARM - 1
MOVE - 6

HEALTH - 9/9
SURVIVAL - 7/7
SANITY - 5/5

CLOTHES: Eagle Feathers (+1 Evasion)

SKILLS:
- Warpaint (Immune to Intimidate)

GEAR:
2x Tomahawk (Melee, Speed 2, Damage 2) [Paired] [Thrown]
Spirit Pouch (Range 2, Heal self or ally for 2 and cure 1 negative status) [S, x3]
>>
>>4095910
>Move 4SE, 1E
>Dash 5E

Danny "Deadwood" DuPaul
Gunslinger Level 5 (2 Strength, 5 Grit, 1+1 Smarts, 3 Charm, +1 Luck)
7/7 HP, 5 Movement, 10/10 Survival, 5/5 Sanity
Skills:
Draw! (R, 1 Survival): When attacked, counterattack with no reaction penalty. Highest hit roll goes first.
Resolve: When you spend 1 Survival, roll 1d10. On a 6+ keep it. Grit = Max successes per job.
Dodge Roll: When you evade an attack with Dodge, gain +2 Evasion and a bonus (M) next turn.
Disorders:
None
Gear:
Black Hat & Long Coat: +1 HP, +1 Survival
Revolver: Range 20, Speed 2, Damage 2, Ammo 6/6, [Fan Fire] 1 Survival: 10 Range. Attack with +Grits Speed, -3 Accuracy.
Knife: Melee, Speed 3, Damage 1, [Concealed], [Thrown]
Fists: Melee, Speed 2, Damage 1, [Lucky]
Liquor Flask (A, x3): Self or adjacent gains 1 survival and heals 1 sanity. Can also be placed as a lure.
$172
0/1 Bags Held
>>
Rolled 8 (1d10)

>>4095921
>[M]Saunter 5South and tap the kind deputy on the shoulder
>[S] Give them my best smile.
>[A] Mind he tell a lost wanderer what time it is? They're watching that clock so careful; they must know. Tell-tell, Lawheart, why are you and yours so on edge? Does bad news ride on the vast train? [charm, 1d10+3]

Fennec, Shaman 1
STR: 2 | GR: 2+1 | SMA: 2 | CHA: 3 | MOV: 5
HT: 6/6 | SUR: 7/7+1 | SAN 5
Wearing: Deerskins (+1 Evasion)
Def+EV: 7+1 --> TARGET TO HIT: [8]

*Spear, S2, R2, D2, Piecing
*Spirit Pouches [S], [6], [R2], +2 HP or cure 1

!Thunderbird Authority [A], [R10], [D3], [S2], [Stun
>>
>>4095910
Catina "Lady Luck" Florea
Level 3 Gambler Strength, 2 Grit, 2 Smarts, 4+1 Charm
7/7 HP 5 Movement, 8/8 Survival, 1 Evasion
Skills: Devilish, Huckleberry, Nature Spirits
Clothes: Stylish Dress +1 Evasion, +1 Survival
Gear
-Hold Out Pistol: Range 20 Speed 3 Damage 1,Concealed
-Double Action Revolver: Range 15, Speed 3 Damage 2
-Lucky Charm: +1 Luck
-Syringe x1
-Harmonica
Money: 94
Use Action to dash

NE 3, E 7

"Just heading to the barber, Deputy. My sister is waiting for me, don't like to keep anyone waiting too long."
>>
>>4095910
As Canary unfortunately walks east instead of west, she wonders why there's always some crazy fella yelling about "DOOOOM" or "DISASTER" in all the towns she's been to. Ain't there better things to do like robbin' trains or having duels at midday?

>[M] 2E,2S,E
>[A] Dash 5E

>>4095084
"Howdy Doc, watcha shufflin' around for? Is that some rootin'-tooin' new dance?"

Name: Canary
Class: Gunslinger Lv.1
Str:2 Grt:4+1 Smrt:1 Chrm:2 Move: 5
HP:[7/7] SAN:[5/5] Survival:[10/10]

Skills:
*Resolve: 1d10 when spending 1 Survival, keep on 6+, Grit=Max per job
Gear:
-Revolver: (2) dmg, 2 sped, range 20
~~Ammo:[6/6]
-Knife: (1) dmg, 3 spd
-Liquor Flask: Restore +1 Survival/Sanity to you or adjacent, lure.
~~(S,[3/3])
-Wide Hat & Dust Coat: +1 HP
>>
>>4095921
>>4096007
[If it's not too late, I'm use my [A} to move an extra 12W]
>>
Rolled 9 + 4 (1d10 + 4)

>>4095921
"I'll be back afore yer finished, gents."
>{m} move 1West, 3South
>{s} Wave to Catina, casual-like
>{A}[Charm] the shifty fellah. Try to figure out what has his attention
"Well howdy neighbor. You ready fer the comin' storm?"

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [3 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [5/6 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo15/15, Concealed]
[Straight Razor: (A, ×1) Unaware/Restrained target Killed or Heavy Bleed(Elites)]
[Syringe: (A, ×1) Unaware/Restrained target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>4096792
Name: Wren on the Moon
Class: Shaman, Level 1
Strength: 2
Grit: 1 (Temporarily 2)
Smarts: 2
Charm: 4
Move: 5
Health: 6/6
Survival: 7/6
Sanity: 5
Skills: Eagle's Splendour (Action, 1 Survival Cost, Range 20, Heal self 2 and Attack: Damage 2, Speed 3
Clothes: Deerskins (+1 Evasion)
Weapons: Bow (Range 20, Speed 2, Damage 2, Quiet)
Gear: Spirit Pouch (Swift, 3 Uses, Range 2, Heal self or ally for 2 and cure 1 negative status), Talisman (Wards against evil, providing resistance against supernatural Terror and curses)

"Lily." Wren turns her head away, concentrating with a furrowed brow. She... had seen lilies, though not here. They did not grow on the Crow Tribe's 'reservation', but they had not always been imprisoned by the white man.

Yes, the memories were returning. She remembers the forests of her homeland. Wren smiles. She remembers playing in the trees with her mother. Gathering berries, onions, and tomatoes to eat. Picking flowers for decoration. Chasing each other around trees. The times were not good, but they could be forgotten in moments like those. And now she would prefer death to forgetting them.

"Lily is a beautiful name," Wren says, speaking softer now. "I'm glad it was chosen." The words were more to convince herself that she was glad than a real statement of joy. This was not the time for tears. But it was true, in a way. Isolated, those were happy memories.

"I accept." Her voice regains some of its usual evenness, and the rest is filled in by a hard edge. "I will listen to your question after my own." She pauses, breathing deeply. "Your clothing looks like that which I saw camp women wear in Army camps, and your attitude is similar. You are not a doctor, I think. But do you wish to be? You seemed... hopeful when you offered to tend to my wounds. I do not understand. You wanted something, but I cannot say what."
>>
>>4095910
Augustus Archibald

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

5 HP, 7 (+1 Meal) Movement, 4 (+1 Camp Activity) Survival, +2 Evasion (Black Derby & Debonair Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)
Battlefield Medicine [A] (Heal yourself or an adjacent ally 1 HP and cures bleed and blight.)

Gear: Holdout Pistol (Range 20, Speed 3, Damage 1, Ammo 15)
Toolkit (Dynamite x2, [M] to light up, [A] to throw. Explodes at the end of next turn. Range 10, Area 2, Damage 5, Blast)
Doctor's Bag (2) (+ Medicinal Tonic S, x2), Loot Bag
152$

>Move S4
>Move SW1, S3
>>
>>4095910
>Move 6NE
>(A) Move 4E, 2NW (Up the Steps)

Sun Li-Chen
Level 4 {Doc} (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
6/6 HP(+2 EVA, Black Derby & Debonair Vest), 5(6) Movement
6/6 (Temp) Survival | 5/5 Sanity
Skills:
-Pack Mule: Carry +1 Doctor bag, +1 Loot bag
-Battlefield Medicine (A): Heal self or Ally adj for 1 HP, cure Blight/Bleed
-Resolve (G): Spend survival, 6+ on roll keep survival point
Gear:
•Handgun: Range 20, Speed 3, Damage 1, Clip (15/15), Concealed
•Doctor Bag (×2): (A,×6), Roll+Smarts, Heal, (S,×2) Anti-V, (S×2) Bandages, (S,×2) Laudanum, (S×2) Medicinal tonic
•Tool Kit: (A,×4), Roll+Smart, Interact machinery (×2 Fine tools)
•Syringe, (A,×1): K.O. Unaware or restrained until roused
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 Horror)
•Heal Vial (S×1): Heals 3 + Regen 3
•(84$)
>>
>>4095921
>Move W,S,E,E,E
>Get down/Take Cover
>Prepared Overwatch NE

>Name:
Sin
>Level: 1
>Class:
Doc [2 Strength, 1 Grit, 4+1 Smarts, 2 Charm]
HP: 6/6
SURVIVAL: 6/6+1
MOV: 5
>Skills:
Pack Mule
>Gear:
Pistol [DMG 1 / SPD 3 / RNG 20]
AMMO: 15/15
Tool kit (A, 4/4): FT (2/2)
Doctor Bag(6/6): BNG (2/2), MT (2/2)
Small Pet: Ferret
>>
>>4098956
"..."
>>
File: Dust 2B 1st floor.jpg (1.27 MB, 2798x1718)
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>>4095921

>>4096033

"Worse than bad dreams?" the wild prisoner says. "Not for them. Not for HER. The dreams are how she gets you. Her bright little candle flame creeps into your soul, so it's never dark. Warms you up inside! Here comes a candle to light you to bed. Heehee! So nice and warm, but not for me! Not for me! My dreams are my own. Stay away!"
>>
File: boom.jpg (68 KB, 546x431)
68 KB
68 KB JPG
>>4099134

Annie reaches for the door knob, but Cort puts his hand on her shoulder. He's looking intently at the the door.

"Cort?" asks Annie.

"Don't," he says. "It's a trap."

Something crackles and surges, and under the bottom edge of the door comes a glow of red light and heat. "Get down!" Cort grabs hold of both Annie and Dallas and pulls them roughly to the floor.

The wall turns to cinders as a blast of fire straight out of hell comes from inside that room. Burning splinters of wood fly in all directions. Cort's the last to the ground, having pushed the others down first, and is set alight. He shoves himself away from the others and rolls onto his back, smothering the flame, but the damage is done, and he's smouldering and in pain.

As the wreckage and smoke of the ruined wall clears, the inhabitants of the room become visible ...
>>
>>4099139

"You might be guessing how this will go," the man with bright eyes says, holding a floating sphere of flame above his hand. To either side he's flanked by those red hoods, carrying shotguns. "I say something like, "Give us the box, and I won't burn you to ashes" and we argue and parley ... but the thing is, ooooh, I'm really feeling like burning some people to ashes today! I just can't contain myself! Hit the switch, boys!"

"But boss," one of the red hoods says. "We're only supposed to activate the ritual if--"

The man in red raises his hand and annihilates the hood who spoke with a wave of flames, leaving nothing but cinders. "I said HIT THAT FUCKING SWITCH!"

One of the other hoods activates some kind of mechanism, a detonator charge with glowing components. Explosions and screams are heard all through the town ...
>>
File: Dust 3A 1st floor.jpg (1.37 MB, 2798x1718)
1.37 MB
1.37 MB JPG
>>4099142

The shifty feller turns towards Blue, and the gambler takes a step back without thinking. She can see fire in his eyes, actual fire, burning in the blackness where nothing should be. "She's here," the man whispers, as flickering flames rise from his collar, the smell of smoke filling the air. "The light has chosen me--" And the fire bursts into conflagration.

Townsfolk ignite in a sudden blaze, screaming in pain and agony -- and yet they go on moving, transforming into fiery husks of themselves, naught but flame and charcoal-black bone, who stumble forward.

Others swiftly withdraw red hoods and masks from beneath their collars, donning them before drawing weapons and occult symbols -- the warped instruments seem to give them some measure of control over the flame-husks. One of them urges a flame-husk on to attack and kill a lawman, grasping with burning hands of jagged bone.
>>
File: Dust 3A 2nd floor.jpg (1.31 MB, 2798x1718)
1.31 MB
1.31 MB JPG
>>4099153

Those ordinary folk who escaped the terrible change immediately panic, and the crowds become chaos.

The gang is made of sterner stuff, but being exposed to the sight of a monstrous transformation like this strikes at the foundations of sanity. All bandits make a 1d10+Grits check vs target number 8, and on failure, suffer 1 terror.

Turn 3 begins.
>>
Rolled 2, 9, 10, 10 + 5 = 36 (4d10 + 5)

>>4099153
>>4099157

SNAKE EYES
STRENGTH- 2
GRIT- 4+1
SMARTS- 1
CHARM- 2
MOVE- 5
7 HP
8 SURVIVAL
5 SANITY
CLOTHES- Wide Hat and Dusty Coat: +1 HP
GEAR:
-REVOLVER (Range 20, Speed 2, Damage 2, Ammo 6) ((Fan Fire: 10 Range, attack with +Grits Speed, -3 accuracy.)
-KNIFE (Melee, Speed 3, Damage 1) ((Concealed, Thrown.))
-BANDOLIER (S, x3: Reload a weapon.)
SKILLS:
-DRAW! (Reaction, 1 Survival.)

>Attack husk 3 S x2
>Double Down
>Attack husk 6 S x2
>>
Rolled 9, 6, 5, 7, 3, 2, 2 + 1 = 35 (7d10 + 1)

>>4099157
>First roll is Sans check
>Move S,S,S
>Fire at Fire Effigy SE*4, E*3 with pistol
>Double Down. Fire at fire Effigy E*6, NE*2

"..."

>Name:
Sin
>Level: 1
>Class:
Doc [2 Strength, 1 Grit, 4+1 Smarts, 2 Charm]
HP: 6/6
SURVIVAL: 6/6
MOV: 5
>Skills:
Pack Mule
>Gear:
Pistol [DMG 1 / SPD 3 / RNG 20]
AMMO: 9/15
Tool kit (A, 4/4): FT (2/2)
Doctor Bag(6/6): BNG (2/2), MT (2/2)
Small Pet: Ferret
>>
>>4099160
>*Hack*
The coughing gunman, chewing tobacco, hears explosions and gunfire. It's time, then. Looking around, though, the gang seemed as confused as he did, and a flash of light from inside the saloon drew his attention.
>*Spit.*
Spitting out his chewin' tobacco, Snake eyes grabs his gun, and drawin' on the fiery beings within, he fires.
>>
Rolled 6 + 5 (1d10 + 5)

>>4099160
>>4099164
And the grits check too, I guess, because I mistyped in the options field.
>>
>>4099157
>Grit Check 1d10+1
>>
Rolled 3 + 1 (1d10 + 1)

>>4099157
>Grit check with Dice this time 1d10+1 Grit
>>
Rolled 1, 10 = 11 (2d10)

>>4099157
[First roll is the grits check, +3]
[Second roll is to calm the horse, +1]

Thaddeus couldn't believe his eyes. Even after going toe to toe with a giant monster from the depths of his nightmares, seeing people become engulfed in flames and rise up as completely mockeries of life still seemed like something out of a fairy tale.

His horse was panicking as well, not used to the horrors, and needed to be calmed down..
>>
Rolled 2, 5, 8, 7, 2 + 3 = 27 (5d10 + 3)

>>4099157
Name: Sebastian Barker
Health 6+1, Survival 7+2, Sanity 5, Move 5
Class: Gunslinger
Stats: 2 Strength, 3+1 Grit, 1+1 Smarts, 2 Charm,
Level: 1
Skills:
- Resolve (When you spend 1 survival, roll 1d10. On a 6+, keep it. Grit = Max successes per job.)
Disorders: N/A
Gear:
- Wide Hat & Coat (+1HP)
- Repeater (Range 25, Speed 2, Damage 2, Ammo 5, Accuracy +1)
- Knife (Range Melee, Speed 3, Damage 1, Concealed, Thrown)
- Bandolier (S, C2, Reload a weapon)
$0
0/1 Bags held

>Fire Repeater Rifle x2 at Cultist 2NE, 3N, 2NE
>Double Down: Fire Repeater Rifle x2 at Cultist 2NE, 5N, 2NE
>Move 2W
>Reload (S)

first roll for grits, the four after for attacks, the fifth for Resolve

"Dear God," For his spot on the balcony, Barker can see the chaos as nearly the entire townspeople go up in flames. Already upsetting, but even worse is when they keep moving, shambling along.
"Why did I ever agree to this!?" He cries, firing away at the uncomfortably close lunatics.
>>
Rolled 4, 3, 7, 5, 1, 9 + 5 = 34 (6d10 + 5)

>>4099157
"Darnit, this ALWAYS happens! Ain't there a SINGLE town that doesn't turn into the devil's outhouse when ya look at a feller the wrong way?!"

>Grit Check vs 1d10+5 vs 8
>[M] 3E, 2N
>[A] Shoot the Husk through the window at 4NE,2E (2d10+5)
>[Double Down] and [Resolve] (1d10)
>[A] Shoot another Husk through the window at 7NE,4E (2d10+5)


Name: Canary
Class: Gunslinger Lv.1
Str:2 Grt:4+1 Smrt:1 Chrm:2 Move: 5
HP:[7/7] SAN:[5/5] Survival:[10/10]

Skills:
*Resolve: 1d10 when spending 1 Survival, keep on 6+, Grit=Max per job
Gear:
-Revolver: (2) dmg, 2 sped, range 20
~~Ammo:[6/6]
-Knife: (1) dmg, 3 spd
-Liquor Flask: Restore +1 Survival/Sanity to you or adjacent, lure.
~~(S,[3/3])
-Wide Hat & Dust Coat: +1 HP
>>
Rolled 3, 1, 3, 3 = 10 (4d10)

>>4092213
While the gruff woman had always picked on Danny, he was comforted slightly to see her also in the Gun Shop. "M-Ms Northbark, s-see, it's them devil worshipers I told y'all ab-about."
>>4099157
Danny, realizing with great embarrassment that the gun store doesn't have a door on this side of the street, was caught momentarily off guard as the town exploded into violence and flame. The screaming, the fire, the devil worshipers were already on them, and this time people couldn't call him a fool. Acting on instinct, he threw himself through the nearby window, sticking back up to fire on a monster near where he'd just been gambling a few minutes ago. Coming to his senses, he quickly fumbled some bills out of his pocket, flinging them at the cowering cashier as he armed himself with a Bandolier.

>Move SW, S
>Fire Revolver at the Fire Devil NW, 14N
>Double Down:Throw $20 in the direction of the cowering Gun Shop owner, muttering apologies for the window.
>Swift: Pick up a Bandolier from the table S
>Dice: Grit Save, 2xAttack, Resolve

Danny "Deadwood" DuPaul
Gunslinger Level 5 (2 Strength, 5 Grit, 1+1 Smarts, 3 Charm, +1 Luck)
7/7 HP, 5 Movement, 9/10 Survival, 5/5 Sanity
Skills:
Draw! (R, 1 Survival): When attacked, counterattack with no reaction penalty. Highest hit roll goes first.
Resolve: When you spend 1 Survival, roll 1d10. On a 6+ keep it. Grit = Max successes per job.
Dodge Roll: When you evade an attack with Dodge, gain +2 Evasion and a bonus (M) next turn.
Disorders:
None
Gear:
Black Hat & Long Coat: +1 HP, +1 Survival
Revolver: Range 20, Speed 2, Damage 2, Ammo 4/6, [Fan Fire] 1 Survival: 10 Range. Attack with +Grits Speed, -3 Accuracy.
Knife: Melee, Speed 3, Damage 1, [Concealed], [Thrown]
Fists: Melee, Speed 2, Damage 1, [Lucky]
Liquor Flask (A, x3): Self or adjacent gains 1 survival and heals 1 sanity. Can also be placed as a lure.
Bandolier (S, x3): Reload a Weapon

$152
0/1 Bags Held
>>
Rolled 10, 7, 5 + 2 = 24 (3d10 + 2)

>>4099157
Name: Wren on the Moon
Class: Shaman, Level 1
Strength: 2
Grit: 1 (Temporarily 2)
Smarts: 2
Charm: 4
Move: 5
Health: 6/6
Survival: 7/6
Sanity: 5
Skills: Eagle's Splendour (Action, 1 Survival Cost, Range 20, Heal self 2 and Attack: Damage 2, Speed 3
Clothes: Deerskins (+1 Evasion)
Weapons: Bow (Range 20, Speed 2, Damage 2, Quiet)
Gear: Spirit Pouch (Swift, 3 Uses, Range 2, Heal self or ally for 2 and cure 1 negative status), Talisman (Wards against evil, providing resistance against supernatural Terror and curses)

Move 1 Southeast, 1 East
Fire Bow at Flaming Husk 5 Northeast

First roll is Grit to resist terror. Writeup to come after I see how panicked Wren is.
>>
Rolled 3 + 3 (1d10 + 3)

>>4099195
Resolve roll because I'm stupid and can't count.
>>
Rolled 10, 3, 4, 6, 9 = 32 (5d10)

"... but peace cannot always be elected, elders. AIT!"

>>4099157
>Roll +3 vs terror, Talisman applies
>Move NW 3W
>Pounce+Paired attack Cultist, 4 rolls, 2dmg per hit
>Double Down wrest away the Cultist's implements
>Dodge

Ringtail
Warrior 2 (Str 3+1, Gri 3, Sma 2, Cha 1) Eva 1
7/7 HP 6 Mov, 8/7+1 Srv, 6/6 San
Pounce, Dodge Roll
2x Tomahawks, Talisman
$169
>>
Rolled 5, 2, 9, 8, 1, 1 + 4 = 30 (6d10 + 4)

>>4099157
>First roll is Sanity (+4)
>Move Sx5
>Try to convince the lawmen to if not trust me then at least co-operate using previously established interaction as a sort of proof of non-hostility. (+3?)
>[Double Down] Fire DA revolver at SEx5, Ex5 Husk. (+4)
>Last roll is resolve
>Use reaction to shoot any enemies coming from the East.

Moving without hesitation The Kid made his way outside. The chaos and brutality that'd met his eyes tore at his heart but he couldn't afford to stop.

"I told ya'll the Reds were comin' don't say I didn't try to warn you cause I did. Their boys are probably hold up at Sally's but I've got a few people there too who can deal with it fer the time being."

Fred shouted at the lawmen. He leveled his six shooter, firing a three round burst towards a burning husk

"The ones outside need to be dealt with before we can contain this situation. What you choose to do is up to you, personally I need to at least try to save as many good folk as I can. Even if you don't trust me please, for the sake of these people let's not step on each others feet."

>Name:
Fred Caraway
>Level: 1
>Class:
Gunslinger [2 Strength, 3+1 Grit, 1 Smarts, 3 Charm]
HP: 7/7
SURVIVAL: 7/7+1
MOV: 5
>Skills:
Resolve (0/4)
>Gear:
Double Action Revolver [DMG 2 / SPD 3 / RNG 15]
AMMO: 6/6
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 1
Wide Hat & Dusty Coat: +1 HP
Bandoleer: (S, 3/3) Reload a weapon
>>
Rolled 5, 9, 3, 7, 6, 3, 1, 2, 4, 8, 4, 5 = 57 (12d10)

>>4099157
Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2+1 Charm)
7/7 HP, 6 Movement, 10/10 Survival, 5/5 Sanity
Black Hat and Long Coat (+1 HP, +1 Survival)

Skills:
-Leader: Aura 5 of +1 Accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Revolver: Range 20, Speed 2, Damage 2, Ammo 4/6, Fan Fire (1 Survival): 10 Range Attack with +Grits Speed, -3 Accuracy
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Bandolier: (S, x2) Reload a weapon

$151 remaining.

>(Action + 1 Survival) Fanfire Revolver into glowing Red Hood
>(Swift) Reload using bandolier
>Double Down
>Fire on closest Red Hood.
>Move South West 1, South 3, East 1.
>Draw!

1st roll Terror, 2nd-7th for fanfire, 8th & 9th for normal shots, 10th-12th are resolves

Jackson was glad he was around the corner as things go up in flames around him. Seeing the glowing cultist before him, he slips his revolver from his holster, fanning the hammer to cover for his bosses. A quick flick of his wrist and hands spills the six shots in the chamber, before a new six enter, easy to slide in from the bandolier slung around him. With time to properly aim now, he aims at the first cultist aimed by Barker behind him, firing twice. Slipping back as quickly as he can, he sidles next to Barker. "Fuck that'sa lotta Red's." He says, ready to put another bullet in between the eyes of another Red.
>>
Rolled 1 (1d10)

>>4099230
Strength check to wrest.
>>
>>4099231
No resolve procc updating sheet. Along with bullets.

>>Name:
>Fred Caraway
>>Level: 1
>>Class:
>Gunslinger [2 Strength, 3+1 Grit, 1 Smarts, 3 Charm]
>HP: 7/7
>SURVIVAL: 7/7
>MOV: 5
>>Skills:
>Resolve (0/4)
>>Gear:
>Double Action Revolver [DMG 2 / SPD 3 / RNG 15]
>AMMO: 3/6
>Knife [DMG 1 / SPD 3 / RNG 10*]
>*AMMO: 1
>Wide Hat & Dusty Coat: +1 HP
>Bandoleer: (S, 3/3) Reload a weapon
>>
>>4099232
Fanfires are just +1, Shots are +4
>>
>>4099220
Somehow, Wren doesn't quite seem surprised by what's happening. Her expression barely shifts, her movements are eerily calm. She was surprised, obviously, but more than most of the gang, she intimately knew the supernatural side of existence. She'd never had it introduced to her /quite/ this explosively, but she had encountered it often.

Wren snatches up her bow, stepping between string and bow to bend its limbs enough for the string's loop to reach and loop over the end of the bow. The cord slides snugly into the notch matching the one near the bottom of the bow. The motion is practised, easy even, and takes barely a second. "Let us talk another time," she says to Lily. "Now is the time for fighting."

Her steps continue, a steady and even pace, whirling her bow under her leg mid-step to free it up for use. Her other hand has seized her quiver and slung its strap over her shoulder and head. She comes to a stop, hand already reaching for an arrow. Her eyes narrow, but she blinks and resists the urge to see only her target. Such focus was useful on the hunt, but less so in a battle. A flaming, charred skeleton wasn't what she normally used as a target, but that didn't change how she nocked, how she drew, or how she loosed.
>>
Rolled 1 + 3 (1d10 + 3)

>>4099157
> Grit is 3, we are beating 8.
>>
Rolled 4 + 2 (1d10 + 2)

>>4099157
>>
Rolled 3, 3, 4, 8, 1 = 19 (5d10)

>>4099157

At the sight of the undead horrors, Mad Dog springs into action, hatchets at the ready. He is a red blur, rushing the nearest husk and burying his blades into the beast's charred bones.

"HOKA HEY!"

>First dice vs terror, GRITS +2
> [M] Move 5 NE
> [A] Tomahawk attack the skeleton N (STR 5)
> [S] Paired attack (STR 5)
> Survival action: Dodge

MAD DOG - WARRIOR

STRENGTH - 4 (+1)
GRIT - 2
SMARTS - 1
CHARM - 1
MOVE - 6

HEALTH - 9/9
SURVIVAL - 7/6
SANITY - 5/5

CLOTHES: Eagle Feathers (+1 Evasion)

SKILLS:
- Warpaint (Immune to Intimidate)

GEAR:
2x Tomahawk (Melee, Speed 2, Damage 2) [Paired] [Thrown]
Spirit Pouch (Range 2, Heal self or ally for 2 and cure 1 negative status) [S, x3]
>>
Rolled 7, 1, 8, 1, 7, 1, 7 = 32 (7d10)

>>4099157
Catina "Lady Luck" Florea
Level 3 Gambler Strength, 2 Grit, 2 Smarts, 4+1 Charm
7/7 HP 5 Movement, 8/8 Survival, 1 Evasion
Skills: Devilish, Huckleberry, Nature Spirits
Clothes: Stylish Dress +1 Evasion, +1 Survival
Gear
-Hold Out Pistol: Range 20 Speed 3 Damage 1,Concealed
-Double Action Revolver: Range 15, Speed 3 Damage 2
-Lucky Charm: +1 Luck
-Syringe x1
-Harmonica
Money: 94

>Move E1

"Blue, didn't I tell you not to talk with strangers, now why don't you come back for a dr-" Catina found her normal conversation interrupted by something she could only imagine as an event during the end of days. People erupting into flames and turning into things that should not be in this world. Needless to say, she screams.

>First roll Sanity, +2
>Action Shoot N10 E4 flame husk with Double Action revolver. +6 to hit, crits on 8's
>Double Down -1 survival. Shoot Husk directly right of previous target +6 to hit, crits on 8's

>NW, W, W, NW
>>
File: hank-hill-bwah-gif-7.gif (482 KB, 355x354)
482 KB
482 KB GIF
Rolled 1 + 1 (1d10 + 1)

>>4099157
Augustus Archibald

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

5 HP, 7 (+1 Meal) Movement, 4 (+1 Camp Activity) Survival, +2 Evasion (Black Derby & Debonair Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)
Battlefield Medicine [A] (Heal yourself or an adjacent ally 1 HP and cures bleed and blight.)

Gear: Holdout Pistol (Range 20, Speed 3, Damage 1, Ammo 15)
Toolkit (Dynamite x2, [M] to light up, [A] to throw. Explodes at the end of next turn. Range 10, Area 2, Damage 5, Blast)
Doctor's Bag (2) (+ Medicinal Tonic S, x2), Loot Bag
152$

>Move NW3, N4
>Move E3, NE2

"Bwaaaaaahhhhh!"

For all the fire liquid flowing in his veins right now, it is not enough to contend against the fiery horrors made manifest before his eyes. The good doctor sprints out of the saloon's back door for dear life, clutching on his derby hat along the way. For a burly man nearing his 40s he sure does sprint as fast as a stag....
>>
Rolled 4 + 5 (1d10 + 5)

Writeup after this.

>Sanity Check: [d10+5]
>>
Rolled 2 + 2 (1d10 + 2)

>>4099157
Lily Rivers, Gambler [3]
[1 Strength] [2 Grit] [2 Smarts] [4 Charm] [1 Terror]
[5/5Hp] [6/6 Survival] [6/6 Sanity] [5 Move]
Skills
[Inspire: Encouraging teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
[Warpaint: Immune to Intimidate]
Traits
[Strange Hunger]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo 15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×5) Use while Hidden. Distracts NPCs]
Doctor Bag: (x5) Deployable (A): Roll+Smarts to heal yourself or an ally next to you for 5. Other medical items can be used as part of the Heal action.
[Bandages: +2 charges]
[Medicinal Tonic: (S, X2): Heal 2 and remove Death's Door penalty.]
[Lucky Charm: +1 Luck]
[Shrike Wreath: +1 Evasion]
[Eaglestone]
[Cash: $234]

>This first roll is for terror
>>
Rolled 10, 6, 5 + 4 = 25 (3d10 + 4)

>>4100336

"Well I dont like the sound of that..." Lily pops up from her seat, heart hammering and short of breath. At least her pistol could drown out some of the calamity.

>Move 1 East
>Fire on Flaming Husk NE 4 E 1
>>
Rolled 2, 6, 8 = 16 (3d10)

>>4099157
>>4099817
The sound of an explosion draws Bonnie from her thoughts. Through the window, she watches the townsfolk erupt into flame. Danny flies through the window just in time to tell her the news.

>>4099209
"So the Devil thinks he can pull a fast one on us, then?"
She looks over at the spooked cowboy next to her.
"Come on Danny, let's give 'em Hell."

>Move NW (open the window), N, NE
>Called Repeater Shot: 17E, 6N [2d10+5, S]
>Resolve [1d10, C 5/5]

>Name:
Bonnie Northbark
Level: 3

>Stats:
Trapper [2 Strength, 4[+1 = 5] Grit, 2 Smarts, 1 Charm]
HP: 7/7 [4+2]
SRV: 10/10 [4+5+1]
MOV: 6
TRR: 0/10
$$: 124

>Skills:
Called Shot: [A / 1SRV] Attack with +2 to Crit
Fade: [S / 1SRV] Move 3, +4 Evasion
Resolve: Roll 6+ on spending SRV to keep the point.
Charges: 5/5

>Gear:
Repeater Rifle [DMG 2 / SPD 2 / RNG 25]
Ammo: 5/5
Knife [DMG 1 / SPD 3 / RNG 10*]
Ammo: 2 [SPD 1]
Spirit Pouch [S / HP+ 2 / RNG 2]
Charges: 3/3
Bandolier: Reload a weapon for [S]
Charges: 3/3
Eaglestone
>>
Rolled 5, 4, 6, 2 + 1 = 18 (4d10 + 1)

>>4099153
>Be at top of steps SW, S in the exterior stairs of Sally's
>(A) Fire ×3 At the cultist N of the Blue Arrow (1 Ne, 1N) 3d10+1 with Pistol
>(M) Move 4 West
>(Double Down Act) Stay Down (Resolve)
>(S) Use Whiskey to heal 1 terror

Sun Li-Chen
Level 4 {Doc} (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
6/6 HP(+2 EVA, Black Derby & Debonair Vest), 5(6) Movement
6/6 (Temp) Survival | 5/5 Sanity
Skills:
-Pack Mule: Carry +1 Doctor bag, +1 Loot bag
-Battlefield Medicine (A): Heal self or Ally adj for 1 HP, cure Blight/Bleed
-Resolve (G): Spend survival, 6+ on roll keep survival point
Gear:
•Handgun: Range 20, Speed 3, Damage 1, Clip (12/15), Concealed
•Doctor Bag (×2): (A,×6), Roll+Smarts, Heal, (S,×2) Anti-V, (S×2) Bandages, (S,×2) Laudanum, (S×2) Medicinal tonic
•Tool Kit: (A,×4), Roll+Smart, Interact machinery (×2 Fine tools)
•Syringe, (A,×1): K.O. Unaware or restrained until roused
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 1×Whiskey (Heal 1 Horror)
•Heal Vial (S×1): Heals 3 + Regen 3
•(84$)
>>
Rolled 9, 2, 9, 5 + 2 = 27 (4d10 + 2)

>>4099157
>-Grit vs terror
>{m}Move 2West, 2SouthWest, 1West
>{A}Put three rounds into the thing that used to be Shifty Fellah
>[Dash] Move 5West
I shoulda lissened to the cards last night. Three times I read 'em, three times got nothin' but wands wands wands. I reckoned it were just the drink messin' my energy about. It weren't. Wands is Fire.
"I'm sorry momma!"

Boleite Blue, Gambler [3]
[2(1+1) Str] [2 Grit] [3 Smarts] [4(3+1) Charm]
[6/6Hp] [6/5+1 San] [5/6+1 Sur] [5 Move]
Skills
[Huckleberry:Aura5 +1Luck]
[Deadeye:Aura5 +1Accuracy]
[Distract: {A, 1Survival} [Charm] to gain&keep attention of all in vis (exceptions selected)]
Gear
[Stylish Dress: +1 Evasion, +1Survival]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo12/15, Concealed]
[Straight Razor: (A, ×1) Unaware/Restrained target Killed or Heavy Bleed(Elites)]
[Syringe: (A, ×1) Unaware/Restrained target KO'd until Roused]
[Coins: (S, ×5) Usefull things, for a thief]
[Lucky Charm: +1 Luck]
[Liquor Flask: (S, x2): Self or adjacent recovers 1 survival, heal 1 san]
[Crimson Gem: +1Str]
Cash: $152. Spoils: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]



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