Character Origin: Shane

This is another character origin story played out between a game master and a player. It has been editted for content, entertainment value, and to protect the names of the innocent. It is also the first of two parts, as it was much longer than the previous two.

You should know before starting that the Gunslingers are an ancient group of wandering marksmen, specialized in fighting with two-pistols. They are rather obviously inspired by Stephen King's own Gunslinger, Roland. Those books, in fact, inspired the inception of the After the Collapse setting.

GM: "Shane?"

"Shane, wake up, man."

It's Rick, your spotter. Funny story- his name is Fred, but he likes the "Rick" part of "FredeRICK."

Player: “Crap, was I sleeping?”

GM: He shakes you. "Yeah. It's cool, but we're almost here." The pickup truck you're riding in rolls over the cracked pavement of some californian highway with a forgotten name towards your destination. There are five of you sitting in the bed; you, Rick, and the three-man breech-team - Jim, Biggs, and Nate. You call him Biggs because he likes videogames.

Then there's the truck crew- Carl the driver, Tommy the gunner standing watch with his mounted machine gun, and in the passenger seat is your Boss. You just call him Boss. Some of the others might know his name, but it's never been important.

Your job is long range coverage of the breech team … and today, you might be busy.

"The job," you remember Boss saying earlier, "is simple. Some little shits in their little shit town have put up some defenses. We're showing them that their defenses don't mean shit, and that Lord Mercandez can still take whatever the fuck he wants from them.

“First thing's first. We drop off Shane and Rick a good distance away so they can scout it out for 24 hours, then we pick 'em up and plan the attack."

The truck pulls to a stop near a bridge with a river that leads to the town. Rick hops down.

"Back in two days, Shane," says Boss. "That gives you half a day to get a good spot, a day to watch, and half a day back. Don't be late."

Player: "Sir." I hop down, reach back in and grab my gear: my backpack full of survival equipment, my Beretta 9 mm pistol, and my long rifle - a Winchester Stealth II 7.62 mm (http://www.snipercentral.com/stealth.htm) named "Mae."

GM: The truck takes off. Rick loads his uzi and heads down for the riverbed.

Player: I'll take a look around at the lay of the land, get my bearings.

GM: The highway goes north-south, the river north-east to south-west, and the town is down-river. There are scraggly bushes along the riverbed, and high grass everywhere else. The land is rolling hills with a few trees, but not many. You have a rough sketched map that shows the town mostly on the north bank.

Player: I'll follow Rick down the riverbed, assuming we're gonna go make our way around the town.

GM: Well, that's up to you, scout.

Player: Okay, that's what we'll do. We'll stick to the river because there's cover - go until we figure we're close to the town, then go around the back side of one of these hills. We'll peek over the hill to get a look, circle farther, and do it again.

GM: So along the riverbed you go, the sun getting higher. Eventually, you start spotting trails that people must use for coming up here for cleaner water. Do you keep going?

Player: What kind of cover is there here?

GM: Scraggly bushes and a few trees, and knee-high grass up out of the riverbed.

Player: But we can't see the town yet. Sure, let's break to the nearest hill and see if we can get a vantage on the town.

GM: You get yourself a pretty good hill. It's nice and tall, and you spot smoke as you head around it. It's even got some trees up at the top that stretch down towards the river. Up you go, and you find yourself a sweet little spot to look down on the little shanty town. Sure enough, they've put up some defenses. It's maybe two-dozen buildings along the north bank with a handful on this side, all one-story, mostly cobbled-together things. They have a tower on the hill to their north, and what looks like trenches leading to and from it. There's a group of men - mostly mexicans by the look - digging more trenches in strategic places.

Player: Well, I bust out the binos. What can I see about the tower? Specifically, what kind of platform and construction at the top and what kind of accomodations at the bottom?

It's a wooden tower. It wouldn't stop your bullets, but it'd slow down 5.56 round. However, there are people moving sandbags up into the tower. Someone in this town knows about defenses.

Player: what kind of range are we at here, and what kind of potential vantages can I pick out for further investigation?

GM: You're maybe a kilometer out; this would be a bad shooting point, but lower down this hill would be good.

Player: A little long for this rifle from here?

GM: Well, you could hit them from here, but not while they are running around and fighting your buddies.

Player: Okay, so Mae don't shoot quite that far, so I won't pick lines of fire from here. Are there other hills, or did we luck into the best vantage to see the town first try?

GM: There are other hills that might make better firing positions, but for now this one's really good for just watching. You get up to leave after a few hours watching their patterns, but this is a great spot, so you and Rick decide to come back here at nightfall to watch their guard rotation. As you get up, though, you hear something: it's voices, further up the hill (meaning that you are between them and the town.)

Player: I drop down, pull out the beretta, assess the available cover withina few feet.

GM: "Holy shit," whispers Rick. "Look at that!"

Standing up, stretching on the hill, is a beautiful young woman, naked as the day she was born, but quite a bit more developed. She crouches back down out of sight and you hear giggling.

Player: "Kids these days." I whisper at Rick, with a wink.

GM: She gets up again, this time wearing a slightly dirty white dress with a boy in tow. Suddenly, they slow down, and you can tell they've spotted you.
they break for the top of the hill.

Player: Do they spot me, or Rick staring at em?

GM: They spotted Rick.

"Shit," he says, and he takes off after them.

Player: I'll cut around, see if I can tell which direction they're goin and cut em off

GM: You catch 'em quick enough. The girl comes up short with a frozen look. The boy hesitates only a moment before charging at you.

Player: I'll just pistol-whip him across the face as he charges in at me.

GM: He goes down, holding his head, and the girl screams. Rick tackles her from behind, but the sound cuts through the quiet morning like a bullet.

Player: "Dammit, Rick, what are you doing? Shut her up!"

GM: He tries to muffle her, but she bites his hand. He recoils, and she screams again.

Player: "Shut up, girl!" I point my pistol at her.

GM: You don't speak much spanish, but you think it's "Help" she's yelling. She doesn't even see you. Just keeps fighting with Rick.

Player: And he can't shut her up? I want a new spotter.

GM: he finally hauls off and slugs her, hard, twice in the head before she stops moving.

Player: "Good, I was afraid I was gonna have to save you."

GM: The boy is writhing on the ground, but getting up. He's up to his hands and knees.

"Fuck, Shane. We gotta get outah here."

Player: "No shit. Maybe we can find someone else to go stare at." I'll crack the across the back of the head again as I say this, probably putting him down.

GM: "It's not my fault! You didn't see them lying there coming up, either."

You hear sounds from the town.

"We gotta kill 'em, Shane. We can't run with them and we can't let 'em tell the rest what they saw."

Player: "Go fake some tracks that way," I point west, "and then circle around and meet me on the far side of the town, on that hill." I point to the hill east of the tower on the other side.

GM: "... okay. You gonna do 'em?"

Player: "Just go, you got a ways to go before they get up here." Are they conscious?

GM: "Shane ..."

No, they're not, and the the boy's bleeding pretty bad out of the back of his head. It's not life-threatening, you know. Head wounds just bleed a lot.

Rick looks worried. Like you're not gonna do it.

Player: As I draw my huntin' knife and lift the boy's head, I yell at Rick "What the hell are you still standin there for?"

GM: He opens his mouth as if to say something ...

... takes one last look at the girl ...

... then takes off.

Player: I'll finish 'em both off.

GM: The girl starts to stir as you straddle her to cut her throat. When you slice it, her eyes come open. She grabs at her neck and tries to scream, but can't.

Player: I put em in the nearest scrub as well as I can hide em in under a minute, and then go around in the opposite direction from the one Rick's taking, watching for pursuit and being careful to leave as little trail as possible. Not forgetting Mae, of course

GM: The girl deflates even as you haul her into the brush, still trying to breathe as her eyes glaze over.

And then you're off.

You meet up with Rick, who gives you a questioning look. You thought your face would give it away, but apparently you've got a better poker face than that, because he's still waiting for the answer.

Player: "Yes, I made damn sure they won't be tellin any stories. What the hell was that all about?"

GM: "What the hell was all what?"

Player: "You moonin over the girl like you knew her or somethin instead of gettin the hell away."

GM: "... Let's just get back, okay?"

Player: Back? We have the whole day ahead of us. "Let's see what we can see of the defenses from this side first. I'll look, you keep a damn watch this time."

GM: "... fine. Lead the way."

Player: I'll take up position in cover off the top of the hill, but lateral to the town(on the side, not the front) We should be north of the town, west of the tower between it and the river now. Is that right?

GM: Sure, that's where you put yourself. From here you get a better look at the tower, as well as some bunkers set up to watch the riverbed on both sides. The bunkers look to be of scavenged brick and concrete with sandbag reinforcement.

Oh, and the hill where you were is CRAWLING with people.

Player: Like a kicked anthill?

GM: Yeah, and the search is getting wider.

Player: Does it look organized, or like a civilian mob?

GM: It looks like a civilian mob with someone smart leading them. In fact, you pick him out: a man in a dusty brown poncho with a small mexican flag sewn into the shoulder. He has a big black mustache and seems quite comfortable giving directions.

Player: Hmm. He's out of range, I assume?

GM: yes.

Player: Okay. I'll get what looking I can, until it looks like the search is being spread, then I'll pack up and whistle for Rick, so we can pull out.

GM: You and rick head back for the truck. He doesn't say a thing the whole way ...

Player I won't push too hard to talk as we pull out, since we're trying to not leave a trail anyway.

GM: The truck is waiting for you when you get there in the morning. It was a long night. Boss says, "Load up, boys. We set up a pretty sweet camp."

You ride on a ways further north on the highway before turning off down a dirt road. You notice the breech team isn't there in the truck.

Player: Who's in the truck? Driver, gunner, and Boss?

GM: Yeah, plus you and Rick.

You head up the dirt road to a cabin where Biggs waves you guys down.

Player: "You found us a place with beds?"

GM: "Ha ha, well, a roof, anyways."

Player: "Have I ever told you I love you, Boss?"

GM: "No beds around - just your sleepin' bag. And that's gross. Gitcher faggot ass offa my truck and go do your map."

By that he means the detailed terrain model of the town he expects you to make.

Player: I jump down, about bustin laughing and head in to set my stuff down.

GM: Jim and Nate are sitting in there, eating some rations.

"'Bout damn time, Shane. You gonna catch us some grub tonight or are we brown-bagging it again?"

Player: I point to his gun. "Still can't hit shit with that thing, huh?"

GM: "Ah, fuck you. Goddamn hicks. Ya'll are born with guns in your hands."

Player: "Lemme make this map and then we can go out and you can go scare some shit up for me to shoot. And if you're nice I won't shoot you too." I set my stuff down and head outside to find a good patch of dirt to make the terrain model.

GM: You spend the day setting up, shooting a couple of rabbits and a bird, then that afternoon, you tell Boss what you saw. He'll make the plan off of what you saw and then tell everyone else that night.

So. How much do you tell him?

Player: Quick question, first: what exactly is my spotter's job description? Do we basically do the same thing except I have the gun and he has the rangefinder?

GM: Basically, yeah. He can do all the things you can but shoot.

Player: does he help me make my report?

GM: Nomrally, but tonight he's not saying much

Player: I'll tell Boss what we saw of the lay of the land and such, building details, etc. and that "there appeared to be a bit of a commotion on the south side of town as we were leaving." I also give a description of the one we saw leading the "commotion."

GM: "Well, alright, then. Looks like you know YOUR first target, at least. Right. I'll look at this and give my plan in the morning. I'd ather give this one some extra thought."

You all head to bed. You and Rick don't have to take a watch because you were out all day the last two days.

Rick asks you right before you go to bed, "Shane? You still awake?"

Player: I do some dramatic fake snoring, then say, "Whatcha want?"

GM: "... why didn't you tell Boss about ... them kids?"

Player: "'Cause we were stupid and got surprised by a couple of kids screwin around. Why didn't YOU tell him?"

GM: Silence.

Player: "Why's this got you all twisted up, Rick?"

GM: "... fuck it. I'm going to sleep."

You're so exhausted that you're asleep right away, and it seems like you just shut your eyes when you hear a gunshot.

Player: Years of instinct kick in, and I'm crouched with the beretta in hand in no time

GM: You're awake and alert, and so is Rick, but you're not sure where it came from.

Then you hear a short burst, followed by two quick single-shots and a scream, coming from the back side of the house.

Player: I head for a window looking out that way.

GM Looking out, you see Jim laid out, bleeding from holes in his chest and head.

Player: "Shit. Get down."

GM: Rick is already down.

Player: I assume we don't have much in the way of lights out there.

GM: Nope.

Player: I drop down, too. "Did you hear where they came from?" I ask under my breath

GM: "Hell, no, just what you did."

Boss comes up to you both and nearly scares you to death. He's always so fucking quiet.

"Okay, listen up you two. I think he's in the bushes out there," he points right out the window, "but he's fast and quiet. Stay low. I'm gonna take Biggs and Nate and try to flush him to you. And get yer damn rifle, redneck. You're shit with that popgun."

Player: "Sir."

GM: and he's gone.

Player: I get out Mae and get her loaded up

GM: There's quiet for a long time. Tommy eventually joins you at the windows, and you wait.

Then, all of a sudden, gunfire in the brush. You see the flashes and hear the yelling ... and the screams.

Player: But I can't tell which muzzle flashes are us and which are them, I'd guess?

GM: You could guess, but you might be wrong. Plus, it's too dark, anyway, and they're moving around.

The men next to you are trying hard to breath steady.

Then, firing back as he runs sideways, the mexican with the poncho comes tumbling out of the brush. He hits the ground in a roll and you see Boss and Nate taking cover to shoot at him.

Player: So is he in point blank range? This'll jack him up, won't it?

GM: No, more like 75 meters or so, which isn't bad, but he's moving - moving and shooting and keeping Boss's and Nate's heads down.

Player: Okay, that's far enough to try a shot. Is he erratic enough that I can't aim to take the gun?

GM: Which gun? He's firing two - two pistols. You can't tell exactly what kind from here, but they're not revolvers. He's firing them too much for the to be revolvers.

Player: But not spraying, I take it?

GM: Well ... it's hard to tell with how fast he's shooting.

Player: Okay, I shoot to take a gun/hand out.

GM: As you take aim, Rick says, "You gonna shoot, or ..."

BANG!

The guy drops to the ground. You're not sure what you hit or where, but he's moving.

Player: I sight in on him just in case.

GM: Boss runs up and clubs him in the head with a shotgun butt. "Mother FUCKER!" he yells.

Player: I scan the brush, see if I can see any metal glints or anything. There's no way this guy came alone.

GM: Well, you see nothing else. Meanwhile, Rick and Tommy get up and head out to see what's going on.

"Tommy, go get Carl. He's hit," says Boss. Tommy looks dumbly down at the man in the poncho.

"Move!"

That's all it takes. Tommy sprints off into the bushes.

You don't see Biggs.

Boss spits on his prisoner. "Tie this shit up"

Player: I put down Mae when the shooting stopped and I'm heading out there. I'll take a look at the prisoner, and I guess start tying him up if someone else isn't responding.

GM: You get him up. Looks like you grazed the right side of his face, taking out his right eye.

Player: Boss picks up the two fallen pistols and breathes a word softly - almost reverently: "Gunslinger ..."

"Watch him. Closely. And don't hurt him. We've got a new plan."

Rick says, "What? Boss, but he killed jim, shot carl ... and where's Biggs?"

Just then, Tommy returns with Carl.

"Biggs is dead," says Boss. "And do as I say before I kick the shit out of you too."

Player: Have I heard of these "Gunslingers?"

GM: You've heard umors and stories about wandering gunhands with almost supernatural skill - your dad thought they were all bullshit, though.

Player: Well, the fact that I just tagged one probably only reinforces that - nevermind that he was engaged in a firefight with at least 2 or 3 opponents, 75 yards away from me.

"Gunslinger, huh? Never thought I'd get to shoot one of them."

GM: "You'll get more than that out of this, Shane." "Now patch up his fucking eye before he bleeds to death on us. He's the one you saw in town right?"

Player: "Yep. That's him"

GM: "Perfect." Boss gets down and holds him by the chin for a minute. "Here's a preview," he says to the rest of you. "The mission just changed. Tomorrow, we're gonna get us some leverage."