Barlowe Station
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Her Winchester roars and belches flame, smoke and lead twice when the woman works the lever, fires, then works it again and fires a second shot. The action is like butter on that gun, and as the spent brass flies it's clear Delilah knows how to handle the rifle...
Rolls
Shooting! - (1d8, 1d8, RA)
1d8 : (5) = 5
1d8 : (6) = 6
Shooting! (Again, RoF +1 due to Rapid-Fire Trait) - (1d8, 1d8, RA)
1d8 : (3) = 3
1d8 : (6) = 6
Rifle Damage 1 - (2d8-1, RA)
(14) - 1 = 4
Rifle Damage 2 - (2d8-1, RA)
(13) - 1 = 3

Vampires! The angriest of the dead, have poured out of the train and and are ravaging the town. The two tearing at the door to the Marshal's Office rip and snarl, as a hail of gunfire tears into them. One flies back out of sight, but the other pulls the door off the hinges and jumps in snarling and raging.
I'll flip cards for initiative. DD and Dirt and first, then the vampire (s), then Ruby and Deadshot.
Rolls
Spirit vs Shaken - (1d4)
(2) = 2
Secret Roll
Deck Draws





Rolls
BAM! - (1d6, 1d8, RA)
1d6 : (3) = 3
1d8 : (2) = 2
BAM BAM! - (1d6, 1d8, RA)
1d6 : (4) = 4
1d8 : (1) = 1
Benny to Re-Roll BAM! - (1d6, 1d8, RA)
1d6 : (65) = 11
1d8 : (7) = 7
BAM! Damage - (2d8-1+1d6, RA)
(17) + (3) - 1 = 10
BAM BAM! Damage - (2d8-1, RA)
(72) - 1 = 8
Delilah fires and she hits the one coming through the door. It staggers from the impact
Vampire 1: ? (Hit several times, is out of sight)
Vampire 2: Shaken (entering the Sheriff's Office)
Rolls
Fear Check! Rolling Spirit at -1 - (1d6, 1d8, RA)
1d6 : (1) = 1
1d8 : (1) = 1
Fear Table (rare d20 appearance!)(Also need to add Vamp bonus) - (1d20+2)
(20) + 2 = 22
"There's uh... there's too many... of... ahhhh... them!" Dillon barely manages as her retreat turns into a stumble and finally a fall!


Rolls
Heart Attack! Vigor Roll at -2 - (1d6-2, 1d6-2, RA)
1d6-2 : (4) - 2 = 2
1d6-2 : (64) - 2 = 8
Kane's face turns a whiter shade of pale as he sees the vampires.
That explains the claws and bare feet, I reckon...
Rolls
Fear (Spirit-1) - (d6-1, 1d6-1)
d6-1 : (4) - 1 = 3
1d6-1 : (1) - 1 = 0
GM said to - (1d20)
(11) = 11
He raises both pistols at once, and lets them loose at the vampire that just ripped the door off the hinges!
Rolls
Spirit - (1d8+1, 1d6+1)
1d8+1 : (2) + 1 = 3
1d6+1 : (1) + 1 = 2
BENNY FEAR - (1d8+1, 1d6+1)
1d8+1 : (6) + 1 = 7
1d6+1 : (2) + 1 = 3
Shooting - (1d8, 1d6)
1d8 : (1) = 1
1d6 : (5) = 5
Shooting (Two Gun Kid) - (1d8, 1d6)
1d8 : (2) = 2
1d6 : (2) = 2
Damage 1 - (2d6)
(66) = 12
Damage 2 - (2d6)
(45) = 9
FAILURE: The character remains Shaken. She can only perform free actions.
SUCCESS: The character is no longer Shaken and may act normally.
Rolls
Spirit - (2d6)
(65) = 11
exploding - (1d6)
(3) = 3
It recovers quickly and launches itself at Dirt who appears to be the most immediate threat. Dirt steps out of the way of all that.
The other one, the first one you put down, leaps through the door and slams into the back wall, attempting to break open the cell door. It just rattles the cage doors, snarling.
Your weapons are only showing them (Shaken) but not causing Wounds. An Occult check might tell you why.
Rolls
Spirit to overcome Shaken - (1d4+2, RA)
(3) + 2 = 5
Fighting vs Dirt's Parry - (1d10, RA)
(2) = 2
Strength to open cell - (1d12, RA)
(3) = 3
Rolls
Spirit - (1d8-1, 1d6-1, RA)
1d8-1 : (4) - 1 = 3
1d6-1 : (663) - 1 = 14
Rolls
Shooting at -1 after Marksman edge - (1d10-1, 1d6-1, RA)
1d10-1 : (7) - 1 = 6
1d6-1 : (63) - 1 = 8
Damage AP 2 - (2d10, RA)
(85) = 13
Raise damage - (1d6, RA)
(661) = 13
Marksman Edge: ignore up to two points of a Called Shot penalty
Trademark Weapon, Sharps: +1 to Shooting
Victor hits the heart. The vampire has to make a Vigor check equal to the damage done... And doesn't.
Rolls
Vigor - (1d10, RA)
(7) = 7
"Get the other one!" he shouts to the others.