About This Game
A grounded but not grim adventure in a fictionalized version of the Old West. The Old West is a land of brigands, outlaws, grifters, entrepreneurs, prospectors, homesteaders, and more - in other words, the folks who through blood and sweat forged Civilization and all that the capital letter entails from the essence primordial.
The strings of fate that bind the wanderers of this world have drawn tight. Perhaps a few of you met in a crowded stage crossing the dusty plains, exhaustion and terror of bandits crowding every step of your journey in equal measure. Perhaps it was in the saloon or later in the "drunk tank" in the sheriffs office, or perhaps something different still. But there is work to be done, and you are men and women to do it.
Game System
GURPS
Detailed Description
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Community
GURPS
- What's new in this game
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ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Seeing the second bandit begin to slowly drift downstream, Malakai focuses his gaze back toward the burning tents and encampment. Peering through the smoke and settling dust, he looks for any sign of the remaining bandits, his finger resting lightly on the trigger of his rifle. Perception
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The bandit in the boat was still wary as he attempted to slip his moorings... But his wariness was not enough as two bullets torn into him, one in the upper right arm, the other in the chest and that was a grievous wound indeed. Reeling, barely standing, somehow he shoves off the boat and collapses into it in a bloody heap as the boat begins to make its way away - slowly, slowly ebbing in the current. You see him then lay back in the shadowy recesses of the rowboat and seem to consign himself to whatever fate shall come. ooc basically the guy is at a bit lower than -1xHP and threw himself into the boat in an attempt to basically float away. But he's really going nowhere fast and no longer able to effectively shoot back at all but the shortest of ranges.
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ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Not seeing any other bandits emerging from the camp, Malakai pivots the barrel of his rifle to catch the man attempting to vamoose on the ferry. Shortly after Mickey's shot cracks through the early morning air, the bark of Malakai's rifle echoes across the valley. MechanicsAttack Modifiers: Distance 15-19 yards: -5 Size and Speed: 0 Accuracy: +6 Braced: +1 Total: +2 Base Rifle Skill: 13 Modified Skill: 15 Kneeling and firing from partial cover. Rifle Attack Rifle Damage
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Ok I'll look this evening. I didn't do much modern GURPS so the shotgun things is not well known to me. Also... I'm letting you know that this week between Wednesday and Sunday afternoon, I will likely be offline. In addition to the 3 concerts I'm going to (one of which is an out of town trip) I'll be doing multiple after hours work functions as well. I will try to check in if possible.
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The burst of gunfire and the issuing smoke of black powder is far less impressive than the roar of dynamite a few heartbeats earlier. But it is purposeful in a way that the raw violence of those few small sticks was not... Mickey's shot seems well aimed but only serves to raise the ire. Yet the luck of the fellow would not last. Malakai's rifle shot tears a small hole in the bandit's gut, and this does have the effect that perforation by lead has on a man. The bandit staggers. Then Sloan fires. And the bandit dies. The remaining bandit can count. One is less than three. He vaults into the ferry boat resting on the riverbank and begins to cast off. He will need to push off from the soft soil however to get free. An easy task when not accompanied by incoming gunfire... crunch 3 dodge rolls for Green if its an 8 gauge (the highest damage) its 5d+2. You have the ST for it (ST 15 in 3E converts down to 12 STR in 4E) and RCL doesn't matter if you are shooting one barrel at a time. Mickey does no dmg (duster has DR 1), Malakai sends negative, then Sloan causes a failed HT roll and death.
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ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Once the hillside stops tumbling from the sky, Malakai quickly braces his rifle on the rock and takes aim at the bandit near the river. He really didn't care for spilling blood. He'd done plenty of that during the war. But then he recalls the bodies sprawled out next to the train. Recalls the old man and how they surely would have killed him and his wife if he hadn't acted quick enough. Recalls the natives and all the other stories he'd heard about these men. Sure enough the uncertainty left his mind and he put the crosshairs of his rifle direct on the bandits chest. A quick pause. Breathe. Fire. MechanicsAttack Modifiers: Distance 15-19 yards: -5 Size and Speed: 0 Accuracy: +6 Braced: +1 Total: +2 Base Rifle Skill: 13 Modified Skill: 15 Kneeling and firing from partial cover. Rifle Attack(15) Rifle Damage
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Lying on the ground and peeking just over the ridge, Mickey aims his pistol at the closest bandit and pulls the trigger. Mechanics Mickey only has Guns (Pistol), so he'll be using that instead of the rifle since I think the range penalties are still better than DX-4. First round Aim at Green bandit, second round All-Out Attack. Base skill is 11, range looks like 12 yards (-5), against a standing target (-0), +3 Acc, +1 AOA for modified skill 10. His current posture is Prone.
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KABOOM! The deputies did not so much as hear the blast but felt it. The concussion threw a thick cloud of dust and rocks into the air that pattered down as a lithogenic rainstorm upon their hats and their torsos. The telltale stench of explosives was in the air. And there was screaming below. Horses ran wild in the encampment panicked and not without reason. Flames rippled from the torn up tents casting a horrific facsimile of daylight upon the carnage. As vision cleared and the ringing ceased almost entire the trio could see the two lucky bandits who had been on watch stagger to their feet. Covered in dirt, yes, blood, no. And they were mad and they were holding rifles and they began to raise those selfsame rifles to take aim... crunch Players go first. I'll give "double rounds" a shot so you can take aim action and fire action in a single post (or move and aim or whatever suit your fancy). Player and bandit positions as in the map above. Clear vision/sightlines.
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ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Malakai tucks himself behind a solid patch of rock and cactus. At the moment he can draw a solid bead on the scoundrel busy filling the river full of rocks. But knowing the blast is going to send up a big cloud of dirt and dust he doesn't worry about keeping tabs on the bandit for too long. Instead he reaches over to grab the plunger for the explosives. Getting the nod from his two partners he takes a deep breath and then pushes the handle down while ducking back behind the protection of the rocks.
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Two bandits are visible, the rest are presumably in the tents. One (Greenhorn) is sitting by the fire, idling away the time on a harmonica. The other (Red Boots) is skipping small stones into the river. crunch... I'm going to run the fight with no penalty for darkness going either way. Let's just say the pyrotechnics sufficiently light up the area e.g. by setting tents and so forth aflame. Because of the ranges, I think it makes sense to let everyone take two turns so they can aim/fire in a single round of posting. If that is objectionable let me know. You can start the fight sitting/prone/standing as your choice.