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Author Topic: The Rime: a Frostpunk Western RPG (IC)  (Read 6872 times)

Stirk

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #75 on: August 02, 2018, 05:39:50 pm »

Ron looks toward the source of his name, putting the hand that wasn't brandishing a six-shooter to his lips.

"Shhhh"

Maybe the hill is far enough away that the bandit's can't hear, but the other man is right in saying they probably have another team working somewhere else. Shouting at the top of your lungs is a good way to attract fire. Attracting fire is a good way to annoy everyone around you.

Our gunslinger goes to meet the chef half-way, assuming that half-way is out of the line of fire.

"Smallfry?" Unintentionally continuing the nautical terms, briefly remembering their conversation. "Ain't you on the barricade team? Did you find out that fancy umbrella thing was a weapon afterall?"
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Dwarmin

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #76 on: August 02, 2018, 06:40:17 pm »

Fiona still had her parasol, for some reason.

She begin fidgeting with her hands, but met his eyes and stopped. Her blue eyes were filled with terror, but his own confidence-so calm and serene-buoyed hers somewhat. When she spoke it was so quiet she could barely be heard, but she quickly corrected so her could hear.

"...Yes, yeah. Mmhmm. We're clearing. The Barricades, that is. It's not a weapon. I don't even have a weapon. No. I was thinking we needed a plan. I...I got all these people out..." She said, motioning to the others who had joined her-even Mr. Stern. Her own little army, they had the look of a group also waiting for orders-hers.

"...I mean, we'll need a plan...to draw off the fire of the bandits. I need help. I think you should signal when we should move. If the bandits are...busy, we can clear the tracks faster." She said, not so much telling him anything he didn't know, but working through what she had to do. Her voice began to firm, a little bit. "...I don't want to lead people to slaughter. But I know we have to take the risk, or we'll be slaughtered anyway. You know more about all this. Fighting. Killing. I think...we should move together. And come back together. We need to work together. I mean.

So when should we move?"
She asked, a childs question, on the edge of tears.

Fiona was at the moment, absurdly convinced of Mr. McCarthys puissance-her vision had hyper focused on his face. He was now the center of her world, the sole thing that mattered, his voice a Godly pronouncement that would lead to salvation. Surely whatever he said would be the right thing to do. No bullets could strike him down, nor her, why she held close to him. Surely they would not dare. Quite. If he told her little group to charge the hill with their pickaxes and shovels, she'd lead the charge. She only needed a push in the right direction.
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Egan_BW

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #77 on: August 02, 2018, 06:55:53 pm »

"Sounds like you do have a technical problem with the gun, then. Think I'll have a look about fixing it..."

Hmph. Go have a word with the "money man". No good saving bullets if it gets us killed. I'm sure that this can be approached as a business issue. (That is, a matter in which I have a trait to help me out...)
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Stirk

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #78 on: August 04, 2018, 01:53:18 pm »

Fiona still had her parasol, for some reason.

She begin fidgeting with her hands, but met his eyes and stopped. Her blue eyes were filled with terror, but his own confidence-so calm and serene-buoyed hers somewhat. When she spoke it was so quiet she could barely be heard, but she quickly corrected so her could hear.

"...Yes, yeah. Mmhmm. We're clearing. The Barricades, that is. It's not a weapon. I don't even have a weapon. No. I was thinking we needed a plan. I...I got all these people out..." She said, motioning to the others who had joined her-even Mr. Stern. Her own little army, they had the look of a group also waiting for orders-hers.

"...I mean, we'll need a plan...to draw off the fire of the bandits. I need help. I think you should signal when we should move. If the bandits are...busy, we can clear the tracks faster." She said, not so much telling him anything he didn't know, but working through what she had to do. Her voice began to firm, a little bit. "...I don't want to lead people to slaughter. But I know we have to take the risk, or we'll be slaughtered anyway. You know more about all this. Fighting. Killing. I think...we should move together. And come back together. We need to work together. I mean.

So when should we move?"
She asked, a childs question, on the edge of tears.

Fiona was at the moment, absurdly convinced of Mr. McCarthys puissance-her vision had hyper focused on his face. He was now the center of her world, the sole thing that mattered, his voice a Godly pronouncement that would lead to salvation. Surely whatever he said would be the right thing to do. No bullets could strike him down, nor her, why she held close to him. Surely they would not dare. Quite. If he told her little group to charge the hill with their pickaxes and shovels, she'd lead the charge. She only needed a push in the right direction.

"Together? You mean at the same time right? Well it looks like the bandits are going to have two teams. Me and some of the other guys are looking to go around the hill and hit them in the back. If they don't change the plan soon, anyway. Its not some fancy signal, but a gun fight ain't quite. We'll be throwing thunder at each-other, you'll know when the fighting starts. That's when you should move, they'll either be busy or have their buts filled with bullets. Wait too long, and the second team will come around and fill your but with bullets instead."

He then points his free thumb to the back of the train, and to the rotary cannon's car.

"Dad always said a good plan falls apart the second it hits the snow. We might get a better plan, might get the big gun up. Then we might pump the hill full of lead and that will give you the chance to make your move. Might be too late too, and the back of the train will start getting shot up. So don't be too set on waiting for the hill to fill with gunfire. If you see a better time to move, take it."
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Dwarmin

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #79 on: August 04, 2018, 02:53:49 pm »

She listened carefully. His words did not readily lessen her fear, but they gave her someone to concentrate on to distract herself from it. Like putting an ugly vase on a table in the corner. You knew it was still there, but you didn't have to look directly at it anymore. She had orders now and she'd follow them.

"...Right...right...I got it! Move when the firing starts...the big gun, or the attack on hill...but don't wait too long...I'll remember that! Thank you Mr. McCarthy! You've saved us all!" She said exuberantly, perhaps calling the game too early. She now veered from trembling fear to suicidal overconfidence. Fiona actually leaned forward and wrapped McCarthy in a brief, but heartfelt, bear hug*1. Life was such an adventure.

"...You be careful now! I'll be careful too! I'm still going to cook something for you." She mentioned almost casually, releasing him as a bullet buzzed between the space they had just occupied, and heading back at a low run to her group of shovel and pick bearers.

...

She quickly laid out the plans to the people in a voice only something short of enthusiastic mania. That sense of having solid orders-knowing what to do-was a great relief. You just had to concentrate on your small bit, and everything else...was another persons problem.

"...alright! We're gonna get organized! We need diggers and pickers, and I need a few good men with sharp ears and eyes to listen to and watch me, to relay orders!

Me and Mr. Stern are going to organize you into four groups! These groups shall be named North, South, East and West! North and East, you lot will take the far end of the tracks-however far it goes! North handles the left side, and East the right! Likewise, Groups South and West handle the closer end of the tracks-South the left, and West the right. Get it!? Just remember your cardinal directions and align yourself!

All four groups will work toward the center of the line, clearing stone and other obstructions until the rail minders are satisfied the train can pass over! Any of you with skill in mining or stone work, do step forward and volunteer-we will need you to lead the digging teams!

Finally, when you hear me call, or perform this maneuver with my lovely parasol-also known as an umbrella-group leaders, you move everyone out! It'll also be the sign for everyone to return when we have finished! Preferably running like Sea-Demons were chasing us!

As an alternate signal for retreat*2, Mr. Stern shall at that point remove his hat and throw it into the sky! *3."
Fiona took her lovely parasol from her back and flashed it three times to show everyone the sign. The bright green stood out in the snow, if you knew what you were looking for. She had to be fast, she realized quickly, lest the Sea-damned wind pull it away from her.

Her 3rd, and possibly final, speech did include that many exclamation points.

She then motioned to Mr. Stern to help pick and choose the people to put into each group. Preferably an equal amount of picks and shovels, group minders, each group having enough strong folks to counter the weaker ones, and so on and so forth. She decided to let Mr. Stern choose which side he would watch over. Surely the area facing the hill seemed more dangerous, but the area facing the opposite  was likely to be assaulted by a secondary group of bandits. She thought it was fair not to bother him with this fact if he hadn't picked it up.

In truth, she had a great plan! At least she thought so. If she organized this well she could die and the plan would still succeed! Though in retrospect, she considered, that wouldn't be much of a comfort.

Action: Fiona begins organizing the passengers into work groups and waits for the right time to move. Mr. Stern can probably help!

*1 Her thoughts at this moment were primarily, but not entirely, that McCarthy was far too skinny.

*2 Fiona has no conscious idea why she wished for there to be an alternate signal to retreat. Surely she would do it herself? But like keeping a particularly ugly vase, this concept was best not contemplated too deeply.

*3 If Mr. Stern was not wearing a hat, he could surely borrow hers.
« Last Edit: August 04, 2018, 03:04:35 pm by Dwarmin »
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IronyOwl

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #80 on: August 06, 2018, 12:58:23 am »

Sir Rimelight rubbed his chin. His newfound neighbors had thought this through better than he'd have expected.

"Well then, I do believe I'll assist the good Sir Frostbite in assaulting the hill. It appears to be the more immediate and less fully staffed endeavor. I bid you all good fortune in resolving any further complications."

Assist Frostbite in circling around and flanking the hill.
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Dwarmin

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #81 on: August 06, 2018, 09:40:47 am »

A frightened man pointed to Sir Rimelight and whispered something to Fiona. This was probably not something he was unused to given his demeanor, but Fionas voice drifted in the air with no attempt at secrecy or guile.

"...Yes, that's Mr. Rimelight, we're very good friends-I trust him with my life. There's no reason to be concerned...unless you're a bandit. He's a man of action and constituent of a strong moral fiber, and more importantly he's also on our side. Thankfully. He'll probably kill a hundred bandits at least! And I hope he does. His demeanor merely hides the heart of a true gentlemen soldier, savagery in the service of valor..." She said, spinning goodhearted fictions that one could take to heart or not. Fiona had not doubted Mr. Rimelight was everything she said, though, and it showed in every word and movement. Her sincerity was positively infectious. The man, and others who had shared similar thoughts, no longer seemed afraid of him. One could say they were almost hopeful, if only for the idea he'd be attacking in the direction of the bandits.

((@IronyOwl: The Hope aura envelops you! Possibly? :P))
« Last Edit: August 06, 2018, 09:44:05 am by Dwarmin »
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Digital Hellhound

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #82 on: August 07, 2018, 03:24:36 am »

Cormac Hess

[Presence DC 13: 15+0=15, 1 DoS]

The ex-bandit's words elicit some response. Gorwan frowns, then nods. 'I trust your expertise, sir, but I've little men to spare. Take these three and see to the security of the engine. Those rats on the hill still need to be taken care of. Mr Lowe and Ms Tuck will remain here to keep them tied down. The rest I'll take to the hill.'

He gestures at the gunsmith brothers and their associate. Two drunkards and an accountant are hardly the hardened killers Hess would want on his side, but extra guns are always helpful. They gather around him, faces painted red by cold and alcohol.

The bandits could be approaching from somewhere behind, or they could already be one the train, waiting. Those hired to defend the train are all accounted for here and standing passengers had to leave any weapons stowed away in the baggage wagon. If the bandits are already on, they might be hiding with the stowed weapons and baggage - or perhaps one of his erstwhile companions is, in fact, a bandit in disguise. Someone who is not him, that is. If they're still out and intend to board the train, they'll no doubt make their way up to the engine inside, seeking to avoid detection as long as possible.

It would be easiest to hole up with the engine and hold off the bandits there - with Lowe, Tuck and the four crewman firing at the hilltop bandits close by for support - but it might instead be prudent to sweep the train and find the bandits before they find you. The situation is uncertain. Memories of jobs with his family flood back. His father was always in command. Cormac thinks he can understand the kind of pressure he was always under, now - the knowledge that your orders and decisions will be the difference between life and death.

***

Spoiler: Cormac Hess (click to show/hide)

The Flanking Party

Frostbite and Sir Rimelight's example inspires. After a moment's deliberation, the pair of Doctor Montmare and Sounder step up as well. That brings the flanking party up to six - fair numbers, if the opposition has roughly the same amount or less. The rest are left to guard the engine from the hidden part of the enemy force, if it exists. Chief Gorwan's men remain at the front, timidly returning fire when they can find the chance.

'A physic, my friends, to stabilize your humors?' Doctor Montmare asks, offering forth a vial of dubious greenish liquid. He downs a portion with grimace.

'Nasty stuff, but it keeps you warm,' Sounder says.

Chief Gorwan declines his share and leads his volunteers back down the train again. The sounds of gunfire fade away into distant echoing coughs. It's hard work, pushing through the snow, and more than one man finds themselves wishing for a pair of skis or snow shoes, those wonderful Rimer inventions, right about now.

They cross the train through a gap in compartments and move forward, circling towards the hill. Gorwan gestures for everyone to be quiet and go low.

[Speed DC 10: 10+5=15/7+4=11/5+3=8/4+3=7/2+5=7/17+4=21/Total 3 Degrees of Success]

They inch forward. The ground is icy and treacherous. Sounder's big bulk slips at one point with painful sound. His companion doesn't move with any more grace, staggering and cursing his way through the wastes. Chief Gorwan is not very adept at moving silently or keeping himself hidden, either. It's only with the guidance of the others - Frostbite, Sir Rimelight, and especially the old woman Mara who practically disappears into the snow - that they remain somewhat hidden on their approach. No deadly fire comes down their way.

The hill rises up ahead of them. It's a fairly gentle slope, but it's still up-hill and in thick snow. If they get spotted now, they'll have a hell of a time getting up there alive. The volume of fire coming from the direction of the train has perhaps increased, but the rotary gun remains stubbornly silent.

***

Spoiler: Sir Rimelight (click to show/hide)


Ulien Inervios

A crew-woman unlocks the door for her and Ulien climbs aboard the gun wagon. The air inside is only a touch less chilling than outside - it's an unheated metal box filled with ammunition crates, spare barrels, gun oil, tools, and other necessities for the maintaining of the weapon up top. Simple steps allow one to ascend to the gun's emplacement on the roof. There's a small opening in which the gunner is supposed to stand. Currently, it's empty, allowing a lash of wind to reach through from the outside.

There are two men in the compartment - one a surly crewman standing underneath the gun, the other a small man in a finer version of the staff greatcoat. He's got a slight build, spectacles and anxious blue eyes - he's surprisingly young, too, with the look of an Inner about him. He practically jumps at the sight of Ulien entering.

'What is the meaning of this? Get out at once, or I shall shoot!'

He does, indeed, have a little derringer tucked away in his waistcoat. The man might not look a deft hand with it, but even fools can kill. Ulien seeks to defuse the situation. She explains why she is here and politely asks after the situation with the rotary gun.

'I can do nothing for you, ma'am,' the little accountant says. 'I have it here in writing - explicit orders to limit the ammunition consumption of the rotary weapon to four hundred rounds per potential conflict. You must understand, if we would fire more than that, why, we'd be left defenseless for the next attack. We must get all the way to Ossuary and back, after all. What would become of us at the next ambush should we waste all our ammunition now? So, you see the logic. The weapon has been judged to act as a suitable deterrent in this manner. Pray tell me, are the bandits fleeing? I should expect them to flee.'

Despite his words, he's clearly nervous. The crewman behind him doesn't look all that convinced, either.

***

Spoiler: Ulien Inervios (click to show/hide)

The Clearing Party

Fiona throws herself into organizing her laborers. It keeps them and herself distracted, at the least. The folk with guns move out, but the bandits are still firing their way. Her groups aren't moving anywhere until she gets her signal - gunfire, that is, even more gunfire - from Frostbite, but she spends the time drilling them on the plan so nothing might go amiss or be forgotten. The plan starts sounding almost good the more she repeats it.

Stern leans in and whispers: 'I've got no intent of leavin' the cover of this train, miss. I've whipped this rabble into shape - consider that my part of this done. I think I shall retire to my cabin, now. The rest is up to you.'

Ah. That rather robs her of any hope of Stern leading one of the groups. He doesn't look like in the mood for another inspirational speech all that much.

***

Spoiler: Fiona 'Fry' McDougan (click to show/hide)
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Dwarmin

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #83 on: August 07, 2018, 08:39:22 am »

Fiona had no time for shirkers, but she merely seemed disappointed in the businessman, not angry. It was easy to make the first swaggering step for some, it seemed. But it was much harder to continue on, to not go back, despite the creeping dread. And clearly Mr. Sterns will, nerve, or perhaps common sense has finally prevailed over his courage. Everyone had their limit. This was his.

"...Very well, Mr. Stern." She whispered back. "I do thank you for coming this far." She had replied, truthfully.

Then she turned away, dismissing him. There was work to be done.

...

The groups were organizing nicely, she thought. Older and slower folks had been placed nearer to the train. She had arranged about a half dozen people into the groups who spoke foreign languages to act as translators for those in the train who mostly spoke weird variations of Yunkish, Gul, and Chimori. A few miners and laborers had found themselves in charge of the dig teams.

She still thought it was somehow important to have a second. Couldn't exactly put her finger on why, but someone had to be ready to lead the groups, especially in an orderly retreat. She considered there might very well be wounded who had to be carried back, and that required organization. Frankly she didn't want to do this alone. Fiona was well aware of her own deficiencies. She began to scan the groups, looking for someone who was willing to take that second step like she was. Hopefully someone with a hat.

Action: Looks like we need I new second in command. Search among the train people for someone of hopefully higher moral caliber and bravery than Mr. Stern.
« Last Edit: August 10, 2018, 02:13:32 pm by Dwarmin »
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Stirk

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #84 on: August 07, 2018, 02:48:59 pm »

Inner girls are a strange kind. Do they try to tackle armed men all the time?

Frostibite also decline's the doctor's offer. Got enough moist humor as it is, though a Rimer can always use some more heat.

Ron starts trudging up the hill. If we get close enough, it won't matter if were spotted or not. Once we're in my gun's range we win, whoever or whatever they are. We'll have 'em surrounded anyway. If they didn't plan on abandoning this group here they probably have something to make the trip back faster too. Everything is solved if we can just get close...
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #85 on: August 07, 2018, 04:36:03 pm »

Cormac nods at Gorwan, thankful to at least have some other bodies for the bandits to aim at.

’ppreciate it, chief.” as he turned to assess his crew and consider his options. Could hunt through the train for the bandits, but these three didn’t look to be in any shape for doing too much at the same time. It would require nerve, patience, and attention. He shook his head, decision made.

Okay, boys, we know they gotta be headin’ for the engine, so that’s where we wait for ‘em. If we can’t kill ‘em, we hold ‘em off while the rest of us deal with the ones on the hill.” he waits until they’re out of earshot of anyone else before saying the next part, big grin on his face joined by a non-committal chuckle. “Worse comes to worst, we can offer t’ join ‘em if we look like we’re gettin’ beat!” Can’t quite trust these guys yet, he has to keep his options open...

Once at the engine, put everyone in a position to keep the car and all it’s entrances covered, but also so that he can keep an eye on them all, especially the accountant. People who work with numbers can’t be trusted.
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #86 on: August 07, 2018, 04:43:04 pm »

"You listening? No, the bandits are not 'fleeing', they're shooting at our people trying to clear the barrier. There's no point saving rounds for later if we're stuck right here for the rest of eternity!
Look, you don't need to keep shooting 'till they're all dead. Just enough to make sure the guys on the hill keep their heads down until the blockage is dealt with."
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #87 on: August 08, 2018, 03:52:00 am »

"Well," Rimelight commented in a quiet but amused tone, "I suppose it wouldn't do to keep our hosts waiting."

Begin creeping up the hill.
« Last Edit: August 08, 2018, 03:20:21 pm by IronyOwl »
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #88 on: August 08, 2018, 03:23:11 pm »

Sir Rimelight stopped mid-step, as though suddenly noticing something.

"On the other hand," he whispered to his fellows, "if this is indeed a mere distraction, they might be well prepared for guests, mightn't they?"

Take the time to look around the area for signs of an ambush or similarly uncouth countermeasures.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #89 on: August 10, 2018, 12:43:08 pm »

Ulien Inervios
"You listening? No, the bandits are not 'fleeing', they're shooting at our people trying to clear the barrier. There's no point saving rounds for later if we're stuck right here for the rest of eternity!
Look, you don't need to keep shooting 'till they're all dead. Just enough to make sure the guys on the hill keep their heads down until the blockage is dealt with."


[Presence DC 12: 20!]

The Inner listens. Faint gunshots carry through the rotary car's metal walls. His skin pales with every close shot until it's almost a good Rimer shade. He swallows, and something in Ulien's voice puts a stop to any further arguing.

'Well... I suppose, given the circumstances, some additional usage of ammunition could be approved...'

That's good enough for the crewman, who picks up another crate of ammo with a smirk. The rotary is free for Ulien to take over, if she wishes - no doubt the crewman is also competent in its use, of course.

***
Spoiler: Ulien Inervios (click to show/hide)

Fiona

Stern takes his leave. Fiona is left with the unenviable task of sorting through her charges and picking a second-in-command among them. Someone reliable, capable and morally upright, who will not throw away the lives of those under them needlessly. With a strange sort of inevitability, she narrows the possibilities down to one man - the one man who spoke against going out here in the first place. Mr Simmons seems wholly committed now, perhaps convinced by Fiona's comprehensive plan and organization. She quickly discovers that the previously malcontent gentleman is a soldier turned frontiersman, looking to claim land for his descendants to one day enjoy. That he's working so hard for his family and has some idea of how to act in a firefight speak in his favor. Fiona has to wonder why he's not among the 'shooters who swore to defend the train, though. Perhaps he has simply seen too much fighting already.

'No chance getting through like this,' he says. Fiona is finding Mr Simmons very much given to cynicism and gloominess, unfortunately. 'Maybe if we had the big gun going-'

The big gun - the rotary gun on top of the train - chooses that moment to roar into life. It howls through the freezing air, spitting out invisible round after round at the distant hilltop. Plumes of snow and earth explode on impact. It seems a terrible weapon indeed, firing as much alone as a company of riflemen.

Fiona is no longer Unnerved.

***
Spoiler: Fiona 'Fry' McDougan (click to show/hide)

The Flanking Party

The party advances. Doc Montmare's offer goes largely unheeded to his evident disappointment. He follows his companion with the slightest shaking evident in his hands and the smallest perceptible paleness to his face. Apprehension and focus war on the faces of the others.

[Wits DC 10: 20!]

Sir Rimelight halts the silent column as they start on the slope up. Paranoia is nothing but a healthy habit in the Rime, and Sir Rimelight has a sense of something amiss. If the bandits were clever, they'd have traps or an extra man covering their rear - traps which could stop their flanking attack before it really began. With that in mind, he endeavors to search the ground before them as they advance. He surveys the frozen ground with an expert eye, looking for signs of it having been disturbed, of movement betraying an ambush up ahead.

He is soon rewarded. A shallow patch of snow reveals a hastily-dug pit with steep walls in the earth. A half-frozen bear trap lurks in a mound of snow. Slippery black ice has been concealed with moved snow, jagged rocks placed where an unfortunate victim would fall. They're crude defenses - applied without much care or energy, covering only a part of the slope - but they have potential for danger, and Sir Rimelight makes sure to identify all of them before guiding his party up to the top of the hill.

The wind howls with uncontained intensity here. It drives snow in flurries and gusts into their eyes and faces - the direction of the wind does not favor them, naturally. Getting their bearings, they make out the remains of rather pitiful campfires. Lean, neglected yaks huddle near, their shaggy furs marked by frost. A half-buried wagon sits in the snow at their side. They are a dismal sight altogether. These are not signs of confidence or power. They speak of desperation.

In the distance, the rotary gun opens up. Its rounds chew up the edge of the slope with terrible fury.

[Speed DC 15: 13+5=18/10+4=14/20+3=23/3+3=6/1+5=6/4+4=8/Total 4 Degrees of Failure]

This close, staying hidden proves impractical. The smell of strangers agitates the yaks, which in turn draws the attention of their owners. Low figures rise from the edge of the hill to investigate, almost invisible in their snow-white furs and cloaks. Angry words are exchanged. Someone sights the flanking party. A gun comes up.

[Mind DC 8: 12+5+3 (trait)=20/7+2=9/1+2=3/12+2=14/11+3=14/4+5=9

Frostbite is Encouraged: +2 bonus to rolls until end of combat.
Chief Gorwan is Frightened: -2 impairment to rolls until situation improves, loses turn.


A true firefight tests everyone's mettle. The second the bullets start flying, fear - good, rational fear - seizes hold of the participants. The most controlled, the most courageous shake it off and carry on regardless. The less certain are slowed, brought to halt, sent running back where they came from.

Bad odds have never frightened Frostbite. He savors the danger, takes comfort in it. Confidence surges. He will not die this day. Sir Rimelight, for his part, suppresses the unwelcome anxiety that would rob him of his focus. The comforting sound of the rotary keeping their enemy down helps greatly in that regard.

Others are not quite so bold. At their sides, Chief Gorwan throws himself flat, thoughts of firing forgotten. Perhaps he has the right of it; seconds later, the first shot is fired.

The bullets start flying. Their enemy are vague moving shapes at the edge of the hill - five, six, seven of them? The rotary gun is suppressing their movements something fierce, but they've got good cover and they're not going down without a fight. Frostbite's weapon comes up first, rising up for the nearest of the shapes...

Spoiler: Initiative (click to show/hide)

***

Spoiler: Sir Rimelight (click to show/hide)


The Engine Party

Cormac's words about offering to join the enemy land him some very scandalized looks by the trio following him, until the Hacketts decide to take it for a joke and simply chuckle politely. Evidently, that is not something to be suggested in this kind of company. He'll have to remember that - hopefully they're drunk enough to forget it if they should live through this.

The four of them hole up in the engine compartment. A few crewman and the train's engineer are already in the humid, enclosed space. The engine continues to radiate heat. Huge amounts of coal sit around for the taking. Just the interior of this room would set a bandit clan for months of easy living.

Nothing happens for quite some while. The brothers Hackett share the last drops of a pocket flask. The rotary gun in the next compartment comes alive. The door to it opens a moment later, a slight and anxious-looking man Hess takes for the 'money man' the chief mentioned comes in. He makes some polite remarks and then withdraws to the corner, wincing at every turn of the rotary's crank.

Then - a crewman runs in. 'Heard shooting in the train! Passenger compartments! Come quick!' he shouts, eyes wide with fear.

***

Spoiler: Cormac Hess (click to show/hide)
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ˇNo parmesan!
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