Blog Entry: High Noon on Rustwater Row
- Che Beckford
- May 2
- 5 min read

The wind carried dust down Rustwater Row, rattling tin signs and half-buried bottles. Damien stood alone in the street, boots planted, coat hanging open just enough to show the worn leather of his holster. The town had gone quiet the way it always did before violence—doors shut, shutters barred, the world holding its breath.
Across from him, a stranger stepped into the light.
He wasn’t local. That much was obvious.
Clean gunbelt.
Fresh iron.
A man who hadn’t yet learned that Rustwater chewed people up.
“Damien,” the stranger called, voice steady but tight.
“They said you’d come.”
“They say a lotta things,” Damien replied, eyes never leaving the man’s hands.
“Most of ’em don’t live long enough to say ’em twice.”
The clock tower rang once.
The stranger moved first.
Steel cleared leather in a blur—Damien felt the whistle before the shot cracked. The round punched into a water barrel behind him, exploding it in a sheet of splinters and spray. Damien rolled, came up on one knee, and fired back. Boom. The street flashed white.
The stranger ducked, barely—Damien’s shot tore past his ear and shattered a window clear down the block. Glass rained like hail.
They repositioned fast, circling broken crates and hitching posts, the space between them shrinking. Another shot rang out. Damien took it in the shoulder—leather tore, blood blossomed—but he didn’t fall. He snarled instead and fired point‑blank.
The stranger screamed as the bullet punched through his thigh, spinning him into the dirt.
Silence followed, thick and heavy.
Damien approached slowly, revolver still trained. The stranger clawed at the ground, breath ragged, eyes wide with the realization that legends weren’t exaggerations—they were warnings.
“You had reach,” Damien said, standing over him. “Good draw, clean aim.”
He lowered the gun slightly.
“But you didn’t know when to stop.”
The stranger dropped his weapon. It clattered against the stones.
Damien turned away before the town could start breathing again.
Behind boarded windows, muffled whispers spread like wildfire.
That’s Damien. He’s still alive. Rustwater’s his. Character Sheet:
Damien “Deadeye” Cross Valbane
Role: Gunslinger
Archetype: Veteran Duelist
Level / Rank: Seasoned (Mid‑Tier PC)
Reputation: Feared
Alignment / Code: Personal honor, selective mercy
Background: Drifter, Ex‑Lawgun, Wanted in Three Territories
Core Attributes
Attribute | Score | Modifier | Description |
Agility | 17 | +3 | Reflexes, draw speed, dodging |
Aim | 18 | +4 | Firearms accuracy, called shots |
Brawn | 14 | +2 | Toughness, melee, carrying capacity |
Grit | 16 | +3 | Nerve, pain tolerance, special maneuvers |
Wits | 13 | +1 | Awareness, tactics, perception |
Presence | 12 | +1 | Intimidation, reputation, social pressure |
Derived Statistics
Health: 28
Wound Threshold: 7 per hit
Defense: 15 (Agility + gear)
Initiative: +3 (Agility)
Grit Points: 6 (Grit score ÷ 3, rounded up)
Movement: 30 ft / 6 squares
Encumbrance Limit: Moderate
Combat Skills
Skill | Rank |
Pistols | Expert (+4) |
Rifles | Skilled (+2) |
Quickdraw | Expert (+4) |
Melee (Knife) | Trained (+1) |
Brawling | Trained (+1) |
Dodge | Skilled (+2) |
Iron Will | Skilled (+2) |
Signature Abilities
Deadeye Draw
Once per combat, Damien may act before initiative is rolled if he is aware of the threat.
Grit-Fueled Shot Spend 1 Grit Point to:
Ignore partial cover or
Reroll a missed firearm attack
Stay Standing
When reduced to 0 Health, Damien may spend 2 Grit Points to remain conscious at 1 Health.
Reputation: “The Name Carries”
NPC gunslingers must pass a morale check or take disadvantage on their first action against Damien.
Weapons & Gear
Custom Revolver – “Ashmaker”
Damage: 1d10 + Aim
Range: Medium
Reload: 6 shots
Traits: Reliable, Loud
Mod: +1 to Quickdraw tests
Boot Knife
Damage: 1d6 + Brawn
Concealable
Duster Coat
Light armor (+1 Defense)
Soaks first point of bleed damage per combat
Other Gear
Spare ammunition (24 rounds)
Powder flask
Wanted poster (his own, outdated)
Iron flask (whiskey or water, depending on the day)
Injuries & Scars (Narrative Hooks)
Old bullet wound in left shoulder (weather aches)
Knife scar along ribs (never talks about it)
Partial hearing loss in right ear after a misfire years ago
Personality Notes
Speaks little, observes constantly
Never draws first unless paid or provoked
Believes every fight should end decisively
GM / Blog Notes
Combat Role: High‑accuracy duelist with strong survivability Weaknesses: Limited crowd control, stamina management Story Use:
Solo encounter
Rival gunslinger benchmark
Mentor or looming legend NPC Combat Log: High Noon on Rustwater Row
Encounter Type: Solo Duel Location: Rustwater Row, open street with scattered cover Combatants:
Damien “Deadeye” Cross (PC)
NPC: Elias Vane, Bounty Gun (Skilled Gunslinger)
NPC Snapshot: Elias Vane (Opponent)
Health: 20
Defense: 14
Initiative: +2
Primary Weapon: Service Revolver (1d10+2)
Grit: 3
Notable Trait: Desperate Shot (spend 1 Grit to add +2 damage)
Pre‑Combat
Both combatants are aware of each other.
✅ Damien activates Deadeye Draw
Damien may act before initiative is rolled.
❍ Opening Action — Deadeye Draw
Attack Roll:
d20 = 12
+4 (Aim)
+4 (Pistols Expert)
Total: 20 vs Defense 14 → HIT
Damage:
1d10 = 7
+4 (Aim)
Total Damage: 11
NPC Health: 20 → 9
Narrative:Before the clock tower finishes its chime, Damien’s revolver clears leather. The shot hits Vane square in the chest, spinning him backward but not dropping him.
🎲 Initiative Roll
Damien: d20 +3 = 14
Vane: d20 +2 = 11
Order: Damien → Vane
🔁 ROUND 1
Damien’s Turn
Damien presses the advantage.
Action: Standard Firearm Attack
Attack Roll:
d20 = 8
+8 total modifiers
Total: 16 → HIT
Damage:
d10 = 4
+4
Total Damage: 8
NPC Health: 9 → 1
Narrative:The second shot tears through Vane’s side. He stumbles, barely staying upright, blood soaking his coat.
Vane’s Turn
Desperation kicks in.
Grit Spend: 1 (Desperate Shot)
Attack Roll:
d20 = 15
+2
Total: 17 vs Defense 15 → HIT
Damage:
d10 = 6
+2
+2 (Desperate Shot)
Total Damage: 10
Damien Health: 28 → 18
Narrative:Vane fires back wildly. The bullet clips Damien’s shoulder, tearing through leather and flesh. Damien grunts—but doesn’t fall.
🔁 ROUND 2
Damien’s Turn
Damien does not retreat.
Action: Firearm AttackHe chooses not to spend Grit—confidence over flash.
Attack Roll:
d20 = 5
+8
Total: 13 vs Defense 14 → MISS
The shot skims past Vane’s head, shattering a window behind him.
Vane’s Turn
Vane tries to reposition, limping toward partial cover.
Action: Move + Fire
Attack Roll:
d20 = 7
+2
Total: 9 → MISS
The shot kicks dust near Damien’s boots.
🔁 ROUND 3
Damien’s Turn
Enough.
Grit Spend: 1 (Grit‑Fueled Shot → Reroll Miss)
Attack Roll (Reroll):
d20 = 16
+8
Total: 24 → HIT
Damage:
d10 = 9
+4
Total Damage: 13
NPC Health: 1 → –12 (Incapacitated)
✅ Combat Resolution
Elias Vane collapses, weapon slipping from his grasp. He is alive but incapacitated, bleeding heavily and unable to continue.
Damien stands over him, revolver steady.
Vane chooses to surrender.
📊 Resource Summary
Damien “Deadeye” Cross
Health: 18 / 28
Grit Remaining: 5 / 6
Ammo Used: 4 rounds
Status: Wounded, standing
Elias Vane
Status: Incapacitated
Outcome: Captured or left behind (GM choice)
Blog Notes / Designer Commentary
Demonstrates Deadeye Draw effectiveness in duels
Shows Grit as a narrative‑mechanical bridge
Illustrates how even skilled NPCs remain dangerous
Reinforces Damien’s role as a decisive, momentum‑based combatant






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