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Post by araman on Nov 25, 2015 12:38:57 GMT -5
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Post by vladtaltos on Nov 25, 2015 13:45:08 GMT -5
"You tell an entertaining tale, Marshal Beck, now let me tell you what I'm gonna do. I'm gonna get on that horse over there, and ride out of here, ride out of this big bunch of nothin' called Pucket's Gap, with its nothin' people, and its nothin' lawmen. You can try to stop me if you wish, but I promise you one thing, BOYS, you have no idea...," he smiles big and wide, "...in all of Hell, what you're dealin' with."
He tips his hat, "Goodnight, gentlemen. It's been fun," and walks over to his horse.
_______________
<Jones: will move to a good position with his horse in case Pike decides to make a run for it.>
Your statement here is a bit vague, and I may not know your full intent. I'm assuming the idea is to run him down if he tries to flee, so...Pike's horse is burdened. You quickly realize it wouldn't take much effort to remount your horse, and chase him down if he tried such a move.
Also, Pike is down an embankment and on the other side of a picket fence. Moving toward him, or in a good position would require descending the embankment, and beginning to move around the fence. Such an action, would trigger a response from Pike. If this is what you wish to do, just state it in your next post.
<Jones:He'll also look around, 1) in case a fight starts, 2) for any possible "surprises", and 3) for anything unusual or out of place.>
You see no evidence of possible surprises or for anything unusual, at this time.
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Post by darkscar on Nov 25, 2015 17:15:02 GMT -5
Beck draws his Gatling pistol. "Not another step, Pike." If he does take another step, Beck opens fire. Beck is mindful to keep his eyes on Pike's hands and to listen to him carefully. He expects some kind of magic forthcoming. If it looks like Pike is making an attempt to cast a spell with movement, or by speaking, Beck will again open fire.
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Post by araman on Nov 25, 2015 23:19:38 GMT -5
"Marshall Beck, did I hear him correctly? It sounded like he just threatened us and is resisting arrest."
Jeremiah draws his rifle does a quick check in all directions, then focuses his attention on Pike.
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Post by vladtaltos on Nov 26, 2015 9:35:17 GMT -5
At Beck's command, Pike stops, and raises his hands in the air. "All right. I've stopped. Don't fire." A cool breeze rustles through the shrubs and trees in the cemetery and around the church. "You gonna shoot me down like a dog now?"
The breeze strengthens. Beck, who's watching Pike's hands notices them blur and ripple, a half-second warning of what's to come.
You are now in combat, and have an even chance at winning initiative.
Roll 1d6 for initiative Roll 3d6 for attack Roll for damage If you have Tactician (and wish to use it) make that roll.
OOC: Reminder: No adds or bonuses are to be put in the dice rolls with the exception of damage. Pure rolls of 1d6 and 3d6 are all I need everywhere else.
Also, this will be my last post until Sun. night or Monday morning. Have a Happy Thanksgiving everyone!
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Post by darkscar on Nov 27, 2015 19:04:59 GMT -5
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Post by araman on Nov 27, 2015 20:56:06 GMT -5
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Post by vladtaltos on Nov 30, 2015 10:14:59 GMT -5
Everything happens in a split-second---Jeremiah Jones takes advantage of a brief hesitation, and fires his rifle. The bullet slams into Pike's side, a grimace appearing on the hoodoo man's lips. An instant later, Beck's rattles off three shots from his pistol, but even though two slam into Pike, they seem to deflect off of him without harm. The blurring and rippling that had effected Pike's hand now consumes his entire body, and then he...disappears. Init.- Pike: 1d6 6Contested IQ Check-Tactician: 3d6 9Pike's Spell: 3d6 10
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Post by darkscar on Nov 30, 2015 16:32:19 GMT -5
Beck crouches on one knee, getting small in hopes of avoiding any possible attack from Pike. He watches the ground where Pike was standing, looking for tracks in the dirt, or movement in the grass (Good Eye check?) to get an indication of his current position.
If he sees nothing, he'll fire one bullet where Pike was, and one halfway between where Pike was and where his horse stands, then the third bullet halfway closer still to the horse.
We'll wait before rolling for any specific instructions.
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Post by araman on Nov 30, 2015 20:33:00 GMT -5
Jeremiah will watch for any signs of motion or disturbance and start to head for Pikes horse while scanning for any signs of the Hoodoo Man.
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Post by vladtaltos on Nov 30, 2015 21:27:26 GMT -5
Jones and Beck: Pike has cast Invisibility. Typically, shooting at an invisible foe is a 5/DX shot.
Make a 4/IQ+Good Eye check.
Pass it and, if you wish to shoot, the shot will be at 4/DX. Miss, it's at 5/DX.
Your Seekers sense (a type of 6th sense) tells you that on his turn (after you shoot or if you bypass your shot), Pike will cast another spell.
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Post by araman on Dec 1, 2015 8:28:22 GMT -5
Jeremiah looks around for the Hoodoo Man. He sees no sign of him nor so he tries to figure out the most likely spot where he'd go and fires a round at that spot. Good Eye Check: 4d6 19Shoot rifle at Invisible Pike: 5d6 18
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Post by darkscar on Dec 1, 2015 9:53:58 GMT -5
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Post by vladtaltos on Dec 1, 2015 20:21:54 GMT -5
Jones moves toward a better position and shoots, but the rifle's slug screams past Pike, without harming him. Meanwhile, Beck rattles off three more shots from his pistol, a rapid burst of deadly lead. But alas, all three fail to connect. Your Seeker sense alerts you to the presence of magic, and indeed, Pike has cast a Sleep spell at Gar Beck. Instantly, the fiery Seeker feels its effects, and drops to the ground, asleep. <Gar, this was a contested IQ check. Pike, however, rolled 12. It's impossible for you to win or tie this contested check; the Sleep spell takes effect and you're out of action.> Pike's Spell: 3d6 12Things aren't looking good, gents.
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Post by araman on Dec 3, 2015 8:39:43 GMT -5
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