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Author Topic: [DLR] Chapter 1: The White Calf  (Read 39118 times)

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theorel

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[DLR] Chapter 1: The White Calf
« on: May 13, 2013, 07:44:42 am »

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Current Combat Round
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Scene 1: Ambush on the High Plains
   Six days ago you boarded the heavily armored stagecoach from Bismarck, Dakota Territory headed to Deadwood in the Sioux Nations.  You each had your own reasons for boarding, and talked to each other a bit on the trip.  After six long days of nothing happening, you began to wonder if all that heavy armor was just for show.  Well, not just for show, with all the rattling and clattering, maybe it's to help keep the passengers from dozing off and missing the lovely scenery.  You're sore, annoyed, and tired.  Besides which, you're headed into the heart of a storm.  According to the Epitaph, almost a dozen miners were murdered south of Deadwood just two weeks ago.  If you're an Indian, you have reason to fear from the white men in the city...folks won't be too pleased about it.  Even in Bismarck, you were getting some sidelong glances.  Otherwise, the recent murder of those miners sits on your mind, the Indians around here ain't exactly happy about the white man's presence; you recognize that you might well be part of their next target.  Well, that was all before the loud *SNAP*.
   It felt like the front wheels just fell off, and suddenly the whole posse was occupying the front seats.  As your head cleared, and you extricated yourselves from one another you heard the sound of horses galloping off, and Jeb McKeever shouting "WHOA! Get back here ya dumb...".  Then you hear a gunshot.
   "Shut yer piehole boy!  Ever'body in that coach best listen close now!  This here's Sam Bass - mebbe you heard o' me.  Me an' my boys got you surrounded and dead to rights.  If you come out real peaceful-like and surrender all yer val-ee-ables, we'll see what we can do about not harmin' you none.  Put up a fuss, well...that ain't gonna end well for you.  Take my word for it."
   You hear some grunts and laughter from several men.

(OOC:
You're inside an armored stage-coach, well-protected.  The driver and shotgunner not so much.  There are some window slits, but they aren't large enough to fit a pistol barrel.
You've got about a round to figure out what you're doing before combat actually begins.

Everyone make a "Common Knolwedge" roll.  (Do this by rolling your smarts and an additional d6, the highest of the two applies.  Lekkit applies a -2 to both dice.  If you roll the highest number on the die you re-roll and add.  Alternatively, you can use dXvX notation and it will automatically reroll, but you'll still have to manually add.)
« Last Edit: July 17, 2013, 07:43:30 am by theorel »
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Jack Rudd

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Re: [DLR] Chapter 1: The White Calf
« Reply #1 on: May 13, 2013, 07:59:43 am »

Smarts:
Rolled 1d12 : 12, total 12

Common Knowledge:
Rolled 1d6 : 2, total 2
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Jack Rudd

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Re: [DLR] Chapter 1: The White Calf
« Reply #2 on: May 13, 2013, 08:00:39 am »

Oh boy. That gives me a reroll on the Smarts roll, yesno?

Smarts:
Rolled 1d12+12 : 9 + 12, total 21
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #3 on: May 13, 2013, 08:09:07 am »

Smarts:

Rolled 1d6 : 6, total 6


Common Knowledge:

Rolled 1d6 : 2, total 2
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #4 on: May 13, 2013, 08:09:48 am »

Smarts:

Rolled 1d6+6 : 5 + 6, total 11
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #5 on: May 13, 2013, 08:13:21 am »

Wow, you guys really know stuff :P
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Lekkit

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Re: [DLR] Chapter 1: The White Calf
« Reply #6 on: May 13, 2013, 09:18:22 am »

Smarts
'd6-2' is not a valid dice string!


Common Knowledge ( I get a -4 on this one - an additional -2), since I don't have it, right?

'd6' is not a valid dice string!


I'll jut leave it at that and subtract later.
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Lekkit

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Re: [DLR] Chapter 1: The White Calf
« Reply #7 on: May 13, 2013, 09:18:56 am »

Rolled 1d6-2 : 5 - 2, total 3


Rolled 1d6 : 2, total 2
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #8 on: May 13, 2013, 09:29:14 am »

Common Knowledge is just smarts, it's not a skill.

The rolls labeled Common Knowledge above should be Wild Die.  Note...all rolls have the wild die in them.  So you just adjust the first part of the below.  What you guys did is fine, this is a more compact way to do it though:

Here's a couple examples
Amanda Jackson's Common Knowledge Roll Example:
Quote
[roll]{Common Knowledge (Smarts)}1d12 {Wild Die}1d6[/roll]
Common Knowledge (Smarts) 1d12 : 8, total 8
Wild Die 1d6 : 1, total 1

Cliff Davidsson's Common Knowledge Roll Example: (Note: bonuses and penalties apply to wild die as well as skill/attribute)
Quote
[roll]{Common Knowledge (Smarts)}1d6-2 {Wild Die}1d6-2[/roll]
Common Knowledge (Smarts) 1d6-2 : 3 - 2, total 1
Wild Die 1d6-2 : 4 - 2, total 2

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Jack Rudd

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Re: [DLR] Chapter 1: The White Calf
« Reply #9 on: May 13, 2013, 09:46:19 am »

Amanda takes the gun out of her bag and flicks the setting to "stun".

"I've heard of this guy," she says cautiously. "I'm told he prefers not to be the first one to attack, although he's happy enough to fight if he is attacked."
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #10 on: May 13, 2013, 10:13:00 am »

Rolled 1d6 : 6, total 6
Wild Die 1d6 : 6, total 6


untangling himself And knocking an arrow.....
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #11 on: May 13, 2013, 10:27:15 am »

Reroll both dice adding 6 each time, since you got the highest result on the die (i.e. 6)
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #12 on: May 13, 2013, 10:31:08 am »

Smarts
Rolled 1d8 : 5, total 5


Wild
Rolled 1d6 : 1, total 1
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #13 on: May 13, 2013, 10:55:39 am »

Having little relevant knowledge, I assume, Jimmy pokes his head to a window slit and looks outside.
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Lekkit

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Re: [DLR] Chapter 1: The White Calf
« Reply #14 on: May 13, 2013, 11:09:30 am »

"If this guy doesn't shoot first, as Amanda says, wouldn't it be smarter just to hand over our valuables? We have no idea of how many they are. And I think they killed the driver." Cliff leans towards Amanda and lowers his voice. "Do you want to risk getting in a firefight with her here?" He leans back and heads over to the window slit. "Although, I haven't heard of this guy, so he might not have that many men with him... Do you think we should try to fight him off? I know my way around a shooting iron if it comes to that." He picks up his pistol, and checks that it's loaded. "It's up to you guys." he says with a small shrug.
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Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #15 on: May 13, 2013, 11:59:22 am »

Common Knowledge (Smarts) 1d6 : 6, total 6
Wild Die 1d6 : 3, total 3
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #16 on: May 13, 2013, 12:00:32 pm »

Common Knowledge (Smarts) 1d6+6 : 4 + 6, total 10
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #17 on: May 13, 2013, 12:30:14 pm »

Oh, I left it out of the intro flavor.  The sun has recently set.  For those looking through the window, give Notice checks with a -2 penalty for dark.

Also Note: there's only been the 1 gunshot and there were 2 people (driver and shotgunner outside)
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #18 on: May 13, 2013, 12:55:49 pm »

Notice:
Rolled 1d4-2 : 1 - 2, total -1

Wild:
Rolled 1d6 : 4, total 4


"Say," Jimmy says while peering into the dusk, "Isn't there a bounty on this guy? $500 if I recall. We could split it if we get the opportunity to take him down."
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Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #19 on: May 13, 2013, 01:00:28 pm »

Grant picked himself up off the floor. His head was still ringing from where it had struck across from him, but otherwise he seemed to be alright, if just a little shaken up. The gunshot heard outside the Carriage made him tense up. He closed his eyes and shook his head clear. Now was not the time to get lost in memories.

As Grant made his way back into his seat, he unlatched the buckles holding his Knife in his boot... But something told him not to extract it just yet. No need to rush into things.

"Well, it looks like things are set to become interesting. I'm not so sure our friend Jeb is quite gone yet. From what I know of Sam, Ms. Amanda here is right. He doesn't shoot first. I recommend we go over everything we know before making any rash decisions. There may be a way to deal with this that doesn't result in unnecessary violence - towards us or them."

Grant paused a moment to look around. Children. Blind Men. Women. A confined space. Cliff was right. A fight here is not what we wanted.

"Alright, here's what I know: Sam isn't afraid to kill, but it's never his first choice. He's not a brute - certainly we could've run into worse. Furthermore, he's known to have a softspot for Womanfolk..."

Here Grant paused and looked at Amanda

"... Often choosing to let them go free. Ms. Amanda, I don't know much about you, but I can see how much you care for that Sister of yours. Cliff is right. This is no place for a gunfight. If there's a way out of this without anybody getting hurt, I think we should consider the options.

Does anybody else know about our assailants? Anybody know how many men he usually runs with? This ain't a small town nobody. I'm sure someone here has heard more about him. Speak up!"

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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #20 on: May 13, 2013, 02:31:22 pm »

(Just a Note: I won't always send you guys the same information, but in this case, everyone got the same info that got the same result.  So a raise is the same for everyone, a success is the same, a failure is the same.)

As a general rule, an outlaw like Sam Bass probably runs with a gang of 5-10 guys, which varies with the season, depending on who's been shot recently, etc.
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spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #21 on: May 13, 2013, 02:48:16 pm »

Rolled 1d6+6 : 6 + 6, total 12


Wild
Rolled 1d6+6 : 6 + 6, total 12
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #22 on: May 13, 2013, 03:08:44 pm »

(you can keep rolling to see how high you get, but you've got a raise which is all that really matters in this instance...:) )
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #23 on: May 13, 2013, 05:46:44 pm »

"Friends, I believe the gentleman is right.  I have heard the tales of this Sam character.  In addition to womenfolk, he is reticent to rob the...crippled."

Genji smirked.  "The bounty on his head is quite a price, but it is only for him.  Let us see if we can...reduce his pack."

The blind man reached out his hand, palm down, until his coyote nosed it to signal he was there.  He leaned forward to whisper one word.  Speak.  His eyes may have flickered white for a moment; did anyone notice?

"You may want to cover your ears..."

Ken let out a feral howl that pierced the night and startled a few in the stagecoach.  Would it have effect on their attackers?



[OOC]. I treated the "speak" command as a common trick that doesn't require powers, since that's a regular dog trick.  Ken's howl was a normal coyote howl, but it was out of the blue and hopefully unexpected and scary.  Let me know if I have to roll a die to try and scare some minor npcs away.

I also included a trapping to match my minor Cup Overflows.  I figure some might notice, others might not.  Left it open.[/OOC]
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spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #24 on: May 13, 2013, 07:20:46 pm »

(you can keep rolling to see how high you get, but you've got a raise which is all that really matters in this instance...:) )
Quite satisfied to rest on that.
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