The FirefightFrostbite shoots at Crooks, DC 15: 5+5+2=12, miss
Frostbite shoots at Hope Loveless, DC 15: 19+5+2=26, 3 DoS, Severely Wounded (-2 impairment, 13: Knocked Out)
Hope Loveless is Incapacitated
Doc Montmare shoots at Machabee Blose, DC 15: 5+5=10, miss
Crooks shoots at Frostbite, DC 21: 1!, gun jams
Chief Gorwan cowers
Hope Loveless tries to wake up, Might DC 15: 16+1-2=15, 1 DoS, wakes up
Hope Loveless is no longer incapacitated
Sir Rimelight intimidates the lot, Presence DC 15: 7+6=13, 1 DoF, no effect
Sir Rimelight seeks cover, Wits DC 10: 17+0=17, 2 DoS, finds cover (+2 Defense)
Mara shoots at Ember Firebeard, DC 18: 19+9=28, 3 DoS, Severely Wounded=>Hardy=>Wounded (-2 impairment)
Machabee Blose shoots at Doc Montmare, DC 15: 7+4=11, miss
Sam Loveless rushes to his wife, shoots at Frostbite, DC 21: 9+4=13, miss
Sounder shoots at Machabee Blose, DC 15: 8+8=16, 1 DoS, Grazed (-2 until next turn)
Ember Firebeard seeks cover, Wits DC 10: 15+3-2=16, 2 DoS, finds cover (+2 Defense)
Ember Firebeard shoots at Doc Montmare, DC 15: 17+6-2=21, 2 DoS, Wounded (-2 impairment)
The sound of bullets whining past might as well be the buzz of insects to Frostbite. The veteran gunman fires twice at two low figures on the top of the hill. His second target goes down with a hit to the jaw. She tumbles down into the snow, but soon peeks her head back out. The lower part of her face is a mangled mess, much to the dismay of another bandit who rushes over to tend to her.
The two parties exchange gunfire. None of the attackers are hit by luck or lack of accuracy on their opponents' part. Cries of pain and dull, fleshy impacts speak of hits to the bandits, on the other hand. The old woman Mara scores a perfect chest shot on a big and ugly man with a scraggly black beard, but he barely seems to notice. From the way the man carries on shouting to his companions, he has to be their leader. He drops down behind a boulder and returns fire with a precise shot that catches Doc Montmare in the shoulder. The gentleman scholar lets out a very unrefined sort of curse.
Sir Rimelight elects for words rather than bullets. His promises of terrible doom and death are largely lost under the howling wind and the chorus of gunshots, unfortunately, and if his opponents hear any of it they appear to pay it no mind. He finds cover behind the bandits' discarded wagon, plotting his next move.
Sir Rimelight has +2 Defense from cover.Frostbite (Fastest in the East)
Doc Montmare (18+3=21)/Wounded
Crooks [Bandit] (18+2=20)
Chief Gorwan (18+3-2=19)
Hope Loveless [Bandit] (17+2=19)/Severely Wounded
Sir Rimelight (15+4-2=17)
Mara (10+4-2=12)
Machabee Blose [Bandit] (10+2=12)/Grazed
Sam Loveless [Bandit] (7+2=9)
Sounder (3+5=8)
Ember Firebeard [Bandit] (1+3=4)/Wounded
***
Health: Fine.
Inventory:
+Family Rifle [+0] [A well-loved, well-crafted if now-obsolete rifle passed down from father to son until ripped from their cold, dead hands by its present owner.]
+Frontier Suit [A rough-spun suit, fur pelt and sleek croc leather shoes make up a killer ensemble.]
+Suitcase [A fine suitcase with a complicated lock meant to deter the greedy hands of lessers.]
--Provisions (4 Days) [Jerky, dried kelp and icy water form much of a Rimer's diet.]
--Fuel (1 Day) [Even a little firewood or coal on hand can be the difference between life and death out here.]
--Terminus Express Ticket [A piece of paper entitling you to a journey aboard the Terminus Express. The stops are listed as: Konigshain (Thaw) - Lorel (Thaw) - Marrow - Warren - Cauldron - Bleak House - Gossamer - Stalwart - Crescent - Shoal - Ossuary.]
Scrip: 150¤
Stats:
Might: 2
Speed: 4
Learning: 2
Wits: 0
Presence: 6
Mind: 2
Traits:
*Menacing: Intimidation results in severe impairment (-5) instead of impairment, or has a stronger effect otherwise.
*Quick Attack: Make two attacks in a turn at half your attack bonus.
*Icy Rage: When slighted, annoyed, mildly irritated, or otherwise irked, enter a deathly cold fury and go to town on an opponent of your choosing. Until the target is dead or combat ends, ignore impairment from Wounds, receive a +2 attack bonus against the target, and automatically pass Mind checks that would interfere with the necessary murder. If the target escapes or defeats you, suffer a -5 impairment to all checks for the next day. [A terrible rage lurks beneath his placid facade, surfacing any time anyone tries to take what's his.]
Health: Fine.
Inventory:
+Rimer Sixshooter [+0] [A revolver of low-quality steel, fashioned in some backwater Rimer gun shop. It does its job well enough.]
+Fur Clothes [A Rimer with any wits knows the best protection against the cold are clothes lined with the fur of a white bear.]
+Bag [A trusty leather bag, a veteran of many journeys.]
--Provisions (4 Days) [Jerky, dried kelp and icy water form much of a Rimer's diet.]
--Fuel (1 Day) [Even a little firewood or coal on hand can be the difference between life and death out here.]
--Terminus Express Ticket [A piece of paper entitling you to a journey aboard the Terminus Express. The stops are listed as: Konigshain (Thaw) - Lorel (Thaw) - Marrow - Warren - Cauldron - Bleak House - Gossamer - Stalwart - Crescent - Shoal - Ossuary.]
Scrip: 150¤
Stats:
Might: 1
Speed: 5
Learning: 1
Wits: 3
Presence: 1
Mind: 5
Traits:
*Fastest in the East: Always win Initiative in combat.
*Quick Attack: Make two attacks in a turn at half your attack bonus.
*Never Give Up: Receive a bonus to Mind checks that increases the worse your odds of survival or victory are. [Never stop, never hesitate; not when there lives on the line.]
The Train PartyCormac sees no reason to trust the unknown man's word. He keeps the 'crewman' at gun's length and calls out to the other crew members in the engine compartment for verification.
'That's, um, I know 'im,' one of the engineers says.
'I mean, he's one of us. Anders, right?'The crewman nods urgently.
'I'm telling you! Someone was shooting down there! Must've been bandits!'[Wits DC 10: 17+6=23, 3 DoS] The man seems both earnest and very much afraid. He doesn't look capable of any great subterfuge. If nothing else, he
thinks he's telling the truth.
In the rotary car, Ulien moves towards the passenger compartments to listen. Other than the terrible wind and the distant crack of gunfire from the hill, she can hear nothing. Then again, the crewman might've come from further down the train and heard what he claims to have heard there. There's plenty of coal wagons between her and the passenger compartments.
***
Health: Fine.
Inventory:
+Rimer Sixshooter [+0] [A revolver of low-quality steel, fashioned in some backwater Rimer gun shop. It does its job well enough.]
+Traveling Clothes [A woolen dress, good leather boots and warm gloves make practical and dependable traveling clothes in the Rime.]
-Moonshine [Something to keep you warm on the worst of Rimer nights.]
+Luggage [A worn suitcase with everything a Rimer girl needs on her travels.]
--Provisions (4 Days) [Jerky, dried kelp and icy water form much of a Rimer's diet.]
--Fuel (1 Day) [Even a little firewood or coal on hand can be the difference between life and death out here.]
--Terminus Express Ticket [A piece of paper entitling you to a journey aboard the Terminus Express. The stops are listed as: Konigshain (Thaw) - Lorel (Thaw) - Marrow - Warren - Cauldron - Bleak House - Gossamer - Stalwart - Crescent - Shoal - Ossuary.]
Scrip: 150¤
Stats:
Might: -2
Speed: 4
Learning: 5
Wits: 3
Presence: 2
Mind: 4
Traits:
*Expert (Delving): Double your Learning bonus for checks related to diving suits and delving.
*Lethal Shot: Ranged damage inflicted is always increased to next level; Grazes to Wounds, Wounds to Severe Wounds, Severe Wounds to Death, and so.
*Head for Business: Double your Wits bonus for bartering and negotiating for trade. [It takes a special keen kind of mind to take over one's father's shop and keep it afloat in hard times.]
Health: Fine.
Inventory:
+Snow Gun [+0] [A stocky white-painted rifle favored by bandits wanting to blend into their surroundings. It's not the most accurate weapon, but it is dependable even in bad weather and deadly in the hands of a skilled shooter.]
+Fur Clothes [A Rimer with any wits knows the best protection against the cold are clothes lined with the fur of a white bear.]
+Bag [A military-issue sling bag, perhaps looted off the body of some unfortunate Inner soldier boy.]
--Provisions (4 Days) [Jerky, dried kelp and icy water form much of a Rimer's diet.]
--Fuel (1 Day) [Even a little firewood or coal on hand can be the difference between life and death out here.]
--Terminus Express Ticket [A piece of paper entitling you to a journey aboard the Terminus Express. The stops are listed as: Konigshain (Thaw) - Lorel (Thaw) - Marrow - Warren - Cauldron - Bleak House - Gossamer - Stalwart - Crescent - Shoal - Ossuary.]
Scrip: 150¤
Stats:
Might: 1
Speed: 4
Learning: 1
Wits: 6
Presence: 0
Mind: 4
Traits:
*Keen Senses: Never suffer increased difficulty from environmental conditions, such as blizzards, for perception checks.
*Frugal: Heat requirements halved in the wild.
*Bandit Cunning: You can make a surprise attack even when a target is fully aware of you, gaining a free attack round, though the target retains their normal Defense and won't fall for the same trick twice. [A bandit never reveals their true colors until the last, deadly moment.]
The Clearing PartyFiona gives the signal to move, and the laborers move. There's a moment when she steps outside the solid protective bulwark of the train that Fiona is utterly certain she will be dead from a bandit's bullet in a second - but that bullet never comes. The hilltop is awash with crackling gunfire, but none of it is coming their way. The way is clear. Only the cold and wind are there to slow down their passage.
It's slow and anxious going, but she gets the four groups there quickly enough. The blockade grows in sight - an enormous mound of boulders placed over the tracks. She begins to wonder just how the bandits actually got all these boulders here when the first laborer reaches the blockade and pokes it with his pick.
The pick goes right through the rock. Or, as it quickly becomes clear, straight through the canvas. These aren't boulders at all. At close range it's impossible to make the mistake. The bandits have brought together wood and painted canvas to make a false blockade - to give the
impression of a huge stack of rocks, rather than go to the trouble of actually creating one. There's nothing really blocking the way - the train could probably have gone straight through this.
'Well, I'll be damned...' Mr Simmons says.
'Oh, I bet they're laughing real good right now. Think they're so damn clever...***
Health: Fine.
Inventory:
+Cast-Iron Pan [+0] [A very fine cast-iron frying pan, something of a family heirloom. It's found some use as a surprisingly potent melee weapon.]
+Mismatch Clothes [A poorly-planned mismatch of fine upper-class Inner clothes and low-quality furs and pelts from the Rime.]
+Parasol [Few in the Rime know what this is, and those who do don't believe their eyes.]
+Luggage [A heavy traveling case full of pots, pans, utensils, spices and foodstuffs - a veritable walking kitchen in disguise.]
--Quality Provisions (4 Days) [Fruit, rich dark bread, berries, cinnamon, pepper, ginger and cloves, tea leaves, coffee, even a little chocolate...]
--Terminus Express Ticket [A piece of paper entitling you to a journey aboard the Terminus Express. The stops are listed as: Konigshain (Thaw) - Lorel (Thaw) - Marrow - Warren - Cauldron - Bleak House - Gossamer - Stalwart - Crescent - Shoal - Ossuary.]
Scrip: 150¤
Stats:
Might: 1
Speed: 3
Learning: 3
Wits: 3
Presence: 3
Mind: 3
Traits:
*Frontier Cook: With ample food, create meals for up to 5 people that grant a +2 inspiration bonus for the day.
*Team Heart: Assisting others grants them your full ability bonus instead of half, and you can assist several people at once (when physically possible).
*Hope Bringer: Negate any Trauma results from Severe Wounds for friendlies. [There's always a little light when she's there, even at the worst of times.]