
GM Mogthrasir |

Here's some relevant info for the five of you:
All lvl 0 characters begin with the following:
- 1d4 hit points, modified by Stamina (Let's say roll 2d4 and take the higher of the 2... call me gracious).
- 5d12 dollars
- 0 XP (at 10 XP you reach level 1!)
- +0 modifier to attack rolls and all saving throws
Finally, don't worry about Alignment yet. I think that would be better left to determine when you reach level 1. Play to find out, eh?

GM Mogthrasir |

Y.T.
Dude1:
Bricklayer - Trowel (1d4), a bag of dry mortar
Dude2:
Trapper - A skinning knife (1d4), bear trap
Dude3:
Hunter - Civilian rifle (1d12), a compass
Dude4:
Servant - Brass candlestick (1d2), a letter of recommendation
Blue Drake
Character 1:
Auctioneer - Gavel (1d2), unclaimed estate trinket worth 20 dollars
Character 2:
Physician - Pocket Pistol (1d6), a doctor's bag
Character 3:
Dentist - Scalpel (1d2), handful of silver fillings
Character 4:
Porter - A pocket knife (1d2), canvas backpack
GypsyMischief
First Dude:
Butcher - Cleaver (1d4), a side of salted beef
Second Dude:
Midwife - Broom (1d2), bottle of laudanum
Third Dude:
Gardener - Shovel (1d5), a bag of flower seeds
Fourth Dude:
Fisherman - Knife (1d4), a large net
EmissaryOfTheNorth
Dude/Dudette 1:
Quarryman - Heavy Hammer (1d6), 6 iron spikes
Dude/Dudette 2:
Auctioneer - Gavel (1d2), unclaimed estate trinket worth 20 dollars
Dude/Dudette 3:
Auctioneer (Though you may reroll if you wish, since this one seems to have come up a lot.)
Dude/Dudette 4:
Saddler - Awl (1d3), fine saddle
Loup Blanc
Character 1:
Photographer - Steel tripod (1d3), camera and film for 3 photos
Character 2:
Cowpuncher - Branding iron (1d6), 5 lbs. cured beef
Character 3:
Teamster - Horse whip (1d3), a bag of chew
Character 4:
Wainwright - Knife (1d4), buckboard

GM Mogthrasir |

Also, as for creating character personas, for this funnel I can track all of the fledglings on the campaign page and you can simply use whatever persona for posting you wish (as long as you let me know who you are if it switches). After the funnel, if you wish to blaze on, you could set up a persona for the surviving character.
As for now it would be difficult to create a character page, as you have no idea who will live.

EmissaryOfTheNorth |

Well, this was a mighty fast recruitment!
As said before I will probably swap around some of the stats as provided by what you said under Stat Generation, mostly based on what makes the most sense regarding their occupation (Like Dude 1 having 15 STR instead of PER when he is a Quarryman).
I will update those when I write their three sentence backstory.
Regarding the alias issue, at least I will create one now to group them together and post the info and backstory there.
Also, rerolling the second auctioneer.
Occupation: 1d100 ⇒ 26
Cooper, quite the change!
And to end, hit points and starting money.
Dude/Dudette #1
Hit Points: 1d4 ⇒ 21d4 ⇒ 4
4.
Money: 5d12 ⇒ (5, 12, 12, 4, 1) = 34
Dude/Dudette #2
Hit Points: 1d4 ⇒ 11d4 ⇒ 3
3.
Money: 5d12 ⇒ (11, 5, 10, 8, 12) = 46
Dude/Dudette #3
Hit Points: 1d4 ⇒ 21d4 ⇒ 4
4.
Money: 5d12 ⇒ (9, 5, 6, 4, 4) = 28
Dude/Dudette #4
Hit Points: 1d4 ⇒ 11d4 ⇒ 4
4.
Money: 5d12 ⇒ (10, 6, 6, 3, 3) = 28

Blue Drake |
1 person marked this as a favorite. |

Well, I think I already have a favorite, which will probably not be a good thing. :p
Gathered them here with the new rolls. Tried to keep it short...failed.
A hard-working autioneer, he has tried to earn a living, but didn't think much of his life until the crystal ball appeared. Sitting in the middle of a lot, he didn't expect anything until a woman made of mist appeared and told him of his destiny in the west. Telling him to take an old Confederate flag that was under the crystal ball, it disappeared and left him to the task.
He is known for his fast-talking capabilities and easy-going nature. He is used to standing all day, though he's never gotten much exercise.
Strength: 3d6 ⇒ (4, 4, 2) = 10
Agility: 3d6 ⇒ (4, 4, 1) = 9
Stamina: 3d6 ⇒ (6, 1, 6) = 13
Personality: 3d6 ⇒ (4, 6, 3) = 13
Intelligence: 3d6 ⇒ (3, 6, 2) = 11
Luck: 3d6 ⇒ (3, 2, 5) = 10
Luck: 1d30 ⇒ 10
Occupation: 1d100 ⇒ 4=Auctioneer
Token: 1d20 ⇒ 17=A Confederate Flag
Motivation: 1d20 ⇒ 11=A Medium instructed you to fulfill your destiny
HP: 2d4 ⇒ (3, 1) = 4=3
$: 5d12 ⇒ (4, 4, 12, 1, 11) = 32
Doc wasn't known for much. A little smarter than others in his small town, he ended up becoming a Physcian, though he was never very good at it as his track record shows.
One day, he found a music box, in which he could wind it and make music. Wanting to leave after his last failed patient, he decided to head west to try and discover what was the true secret of the universe. If one could make music by winding some knob, why not unravel the very universe with its knob?
Strength: 3d6 ⇒ (6, 3, 1) = 10
Agility: 3d6 ⇒ (3, 2, 5) = 10
Stamina: 3d6 ⇒ (2, 3, 2) = 7
Personality: 3d6 ⇒ (2, 4, 4) = 10
Intelligence: 3d6 ⇒ (4, 4, 3) = 11
Luck: 3d6 ⇒ (4, 1, 4) = 9
Luck: 1d30 ⇒ 12
Occupation: 1d100 ⇒ 70=Physician
Token: 1d20 ⇒ 19=Music Box
Motivation: 1d20 ⇒ 4=You seek to unravel the mysteries of the universe
HP: 2d4 ⇒ (3, 2) = 5=3
$: 5d12 ⇒ (4, 5, 9, 8, 10) = 36
Rough and gruff, Mr. Clean was the dentist that all kids imagine when having to go. Terrifying most of his patients, young and old, Mr. Clean forced his patients still through sheer strength alone, no medicine.
One day, he received a black-mail letter to force him out of town. With several embarrassing secrets and no social skills whatsoever, Mr. Clean packed up and headed out west to try and find someone who could possible help him be more social.
Strength: 3d6 ⇒ (6, 2, 4) = 12
Agility: 3d6 ⇒ (2, 5, 3) = 10
Stamina: 3d6 ⇒ (6, 2, 1) = 9
Personality: 3d6 ⇒ (4, 1, 1) = 6
Intelligence: 3d6 ⇒ (3, 1, 5) = 9
Luck: 3d6 ⇒ (2, 6, 4) = 12
Luck: 1d30 ⇒ 23
Occupation: 1d100 ⇒ 29=Dentist
Token: 1d20 ⇒ 14=An Embarrasing Letter
Motivation: 1d20 ⇒ 15=To cure what ails you
HP: 2d4 ⇒ (3, 3) = 6=3
$: 5d12 ⇒ (5, 10, 12, 2, 9) = 38
Pamela was known for her beauty and intelligence. She was constantly helping out those around her, or trying at least. She wasn't able to lift much weight wise, but she loving kindness lifted a lot of spirits, and she was welcome everywhere for it.
The daughter of a wealthy noble back in the east, she was suddenly orphaned by a slow-killing disease that took her whole family. Her fortune was taken from her by rogues and she was forced to flee. No where to go, she headed west, a silver bullet all that she had to remember her father by.
However, as she started heading west, she realized that she had the same disease as her parents. Unless she can discover a cure, she has maybe only a few more years to live.
Strength: 3d6 ⇒ (1, 1, 3) = 5
Agility: 3d6 ⇒ (6, 6, 1) = 13
Stamina: 3d6 ⇒ (5, 1, 3) = 9
Personality: 3d6 ⇒ (3, 2, 3) = 8 > 14
Intelligence: 3d6 ⇒ (3, 6, 5) = 14
Luck: 3d6 ⇒ (6, 5, 3) = 14 > 8
Luck: 1d30 ⇒ 17
Occupation: 1d100 ⇒ 75=Porter
Token: 1d20 ⇒ 2=A Silver Bullet
Motivation: 1d20 ⇒ 15=To cure what ails you
HP: 2d4 ⇒ (3, 2) = 5=3
$: 5d12 ⇒ (3, 6, 3, 4, 5) = 21

Loup Blanc |

I think I also have a favorite developing. That said I really like two of them and I'd be okay with any surviving, so it'll be good no matter what.
Strength 7 (-1), Agility 15 (+1), Stamina 5 (-2), Personality 14 (+1), Intelligence 11 (0)
Luck 10 (0) (Fortitude saving throws)
Occupation: Photographer (Steel tripod 1d3, camera and film for 3 photos)
Token of the Past: A human scalp
Motivation: To cure what ails you
HP: 2d4 ⇒ (4, 3) = 7 4-2=2
Funds: 5d12 ⇒ (3, 2, 6, 8, 3) = 22 dollars
Spencer Collin is a first-generation American, his parents having come to the country decades ago during the Great Famine. Spencer lived in Boston for most of his life, and was lucky enough to apprentice under a photographer as a young man. Not long ago, though, he fell ill and learned he has a cancer, likely due to some materials he's worked with in his trade. Reflecting on the stories of the West that have fascinated him since childhood, and taking with him a cured human scalp he purchased as a curiosity, he's moved to Brimstone, hoping for a cure to his sense of lifeless mortality, if not the illness itself.
Strength 13 (+1), Agility 9 (0), Stamina 10 (0), Personality 8 (-1), Intelligence 6 (-1)
Luck 11 (0) (Unarmed attack rolls)
Occupation: Cowpuncher (Branding iron 1d6, 5 lbs. cured beef)
Token of the Past: Music box
Motivation: To impress a love interest
HP: 2d4 ⇒ (2, 3) = 5 3
Funds: 5d12 ⇒ (11, 9, 5, 7, 8) = 40 dollars
Tekumsah knew he was foolish to yearn for Marian Petersen--a poor Comanche cowpuncher had no real chance of making a life with a well-to-do white woman. But she was always sweet to him, and favored him with company and other signs of affection beyond the regular scope of polite society. So when he arrived at the end of a drive to find her moved, with only a farewell letter and her favorite music box left behind as a memento, he considered letting her slip away, but decided to view it as a challenge. Now he's off for Brimstone, to chase his lady love and prove his worth to her--and maybe himself.
Strength 12 (0), Agility 10 (0), Stamina 12 (0), Personality 15 (+1), Intelligence 15 (+1)
Luck 11 (0) (Missile fire attack rolls)
Occupation: Teamster (Horse whip 1d3, bag of chew)
Token of the Past: Jewelry of Sioux origin
Motivation: Wanted for train robbery
HP: 2d4 ⇒ (3, 2) = 5 3
Funds: 5d12 ⇒ (5, 12, 3, 11, 3) = 34 dollars
Lysander never imagined he'd be coming to Brimstone, but sometimes you don't get to choose your life's path. He used to be a teamster, a driver for coaches from the coast as far as Dodge City, and he was a good one--he knew the routes, he knew what to do, his passengers liked him. But you pick up the wrong fellows one time--fellows who don bandanas along the way and ask you to stop by the train tracks so they can rig up the dynamite--and you find yourself wanted for armed robbery. He has a crazy plan to post his own bounty, hoping that the money along with an explanation might convince the government of his innocence, but first he has to make that kind of cash.
Strength 16 (+2), Agility 11 (0), Stamina 12 (0), Personality 8 (-1), Intelligence 11 (0)
Luck 18 (+3) (Fumbles)
Occupation: Wainwright (Knife 1d4, buckboard)
Token of the Past: A death certificate
Motivation: You seek revenge
HP: 2d4 ⇒ (1, 2) = 3 2
Funds: 5d12 ⇒ (12, 12, 4, 6, 9) = 43 dollars
Roy MacArran used to have a sense of right and wrong, a firm belief in justice and the law. He brought it with him across the ocean, in a bag of woodworking tools and across a broad-shouldered back. But something happens to that belief when a man is shot from behind for standing up against a gang of roughneck bandits. Something happens when a man wakes up in his own coffin and has to break his way out in the night, beside his very own grave. Something happens when a man is handed his own death certificate and told the only clue to go on is the attackers were bound for Brimstone. Something happens when a man rides for vengeance--a reckoning for his own murder.

GM Mogthrasir |

EmissaryOfTheNorth, here's the Cooper weapon/equipment:
Cooper - Bung club (1d4), empty oak barrel (10 gal.)
--------------------------------------------------------
These are all looking really good. I'm liking the little snippets, which are great in size. We can figure out a ton more about these characters as we play (if they live).
On that note, pick your favorite 3, you'll start with those. If someone loses all their characters, we'll likely pull a new posse from these leftovers.
Finally, under Campaign Info I'll give a brief rundown of the rules for you all. It'll come pretty naturally I'm sure, because it has its base in D20 (just like pathfinder) with minor tweaks. But most importantly, it's OSR, so you're encouraged to be creative and we make up a simple rule to resolve it.
**I'm also looking into ammo info for those of you starting with firearms... so you know how many shots you have initially.**

GM Mogthrasir |

Apologies!
As an errata to the original funnel rules for this setting, the starting funds were included a rather hefty typo (perhaps you noticed the difference from the quick start reference). Somehow, in setting change 5d12 copper pieces became 5d12 dollars.
The starting funds should be 5d12 pennies. So instead of $5-$60, you should have 5-60 cents.
I apologize for diminishing your assets by 99%. Maybe you'll strike demon ore in Brimstone?
------------------------------------------------
On the brighter side:
Anyone with a firearm also have 10 rounds of standard, relevant ammunition.

Loup Blanc |

I was going to say--something like $40 wasn't a fortune by any means, but it was a hefty amount of cash to throw around. I'm pretty sure you could outright buy a gun or two for that kind of money. I'm alright with the dip in funds, that sounds right to me.
For my characters, I'll go with Spencer, Tekumsah, and Roy. Lysander was kind of neat, but I had trouble actually writing out even that small snippet.
And finally, just saw your list of inspirations up top, and I heartily approve. Hard West in particular is something of a hidden gem, a really fantastic game.

GM Mogthrasir |

Yeah, you could buy a decent pistol for $25, which is what got me looking at the discrepancy in the first place. You're starting a new life, and most of you don't have anything but the clothes on your back to do that with. Some of the occupations give you a leg up in the area of finances, but other than that it's a no go.
And Hard West was a fairly recent discovery for me. I don't know how it snuck under the radar for so long, but I loved every bit of it. I'm always glad to find another fan, or promote it for that matter.
----------------------------------------
Beyond the brief rule synopsis under Campaign Info, I'll also start tracking each of your "chosen three." I'm in no rush, as this whole thing has gone incredibly fast so far through recruitment, but once we have all 15 then we'll kick it off.

Y.T. |
Hey gang! I'm reading up atm. Missed the thread over here.
Dude1:
Bricklayer - Trowel (1d4), a bag of dry mortar
Skinny Pete
Is a bricklayer. He lost a bet, and had to work the weekend to lay the foundation for a new christian church.
He started work, digging, and found a sioux origin jewellery, and corpse, and more corpses. Pete shrugged, pocketed the jewellery and started laying bricks.
Pete claims he has no way of knowing it was a ancient sacred indian burial site.
Pete's life would never be the same...
Dude2:
Trapper - A skinning knife (1d4), bear trap
Jean-Paul 'JP Grizzly' LaRoux
A bear of a man, its no coincidence people started calling him grizzly. Huge hands, great beard. JP was a lumberjack (TO BE CONTINUED)
Dude3:
Hunter - Civilian rifle (1d12), a compass
Dude4:
Servant - Brass candlestick (1d2), a letter of recommendation

GM Mogthrasir |

I believe on Monday, February 27th, I'll start up the gameplay thread. We won't begin in media res, so characters will have a chance to establish the characters and check out the train before all the craziness starts. Those of you that are ready then should be good to jump in, and those who aren't can join easily when they are ready without feeling like they missed out or breaking the suspension of disbelief.
Also, I'm going to open up recruitment to one more. We may have lost one player, and even if he/she returns -- one more won't break us :)

Vacutaz |

Strength, 3d6 ⇒ (4, 2, 1) = 7
Agility, 3d6 ⇒ (6, 2, 4) = 12
Stamina, 3d6 ⇒ (4, 5, 6) = 15
Personality, 3d6 ⇒ (6, 3, 4) = 13
Intelligence, 3d6 ⇒ (3, 2, 4) = 9
Luck, 3d6 ⇒ (2, 5, 6) = 13
Define Luck: 1d30 ⇒ 23=Charmed house: Armor Class
Occupation: 1d100 ⇒ 99=Woodcutter
Token of the Past: 1d20 ⇒ 13= A Union sergeant's stripes
Motivation: 1d20 ⇒ 20= To escape an abusive relationship (spouse, father, employer, etc.)
Archie was a woodcutter from rural West Virgina. Woodcutter being generous. Too weak to work the mines, he instead gathered old logs and branches to feed the flames for the coal pits. For all his weakness though, he was a likable man, with a good work ethic and nimble. A drunken boss though failed to see the charms and Archie headed west, with a set of his father's war stripes as a final gift (the old man stayed in the mines).
Strength, 3d6 ⇒ (3, 6, 2) = 11
Agility, 3d6 ⇒ (4, 4, 1) = 9
Stamina, 3d6 ⇒ (6, 5, 5) = 16
Personality, 3d6 ⇒ (2, 6, 1) = 9
Intelligence, 3d6 ⇒ (6, 4, 6) = 16
Luck, 3d6 ⇒ (4, 1, 1) = 6
Define Luck: 1d30 ⇒ 26=Warrior’s arm: Critical hit tables**
Occupation: 1d100 ⇒ 19=Dwarven blacksmith
Token of the Past: 1d20 ⇒ 13= A Union sergeant's stripes (Two in a row!)
Motivation: 1d20 ⇒ 16=You lost a bet
Does this setting have dwarves? I can do it either way. Also, do you want me to keep the sergeants stripes for this guy too? I'm cool either way.
Strength, 3d6 ⇒ (4, 5, 5) = 14
Agility, 3d6 ⇒ (3, 5, 4) = 12
Stamina, 3d6 ⇒ (6, 2, 1) = 9
Personality, 3d6 ⇒ (3, 6, 2) = 11
Intelligence, 3d6 ⇒ (6, 4, 5) = 15
Luck, 3d6 ⇒ (2, 2, 6) = 10
Define Luck: 1d30 ⇒ 22=Resisted temptation: Willpower saving throws
Occupation: 1d100 ⇒ 83=Outlaw
Token of the Past: 1d20 ⇒ 5=A faded photograph
Motivation: 1d20 ⇒ 6=You are wanted for horse theft (fitting for an Outlaw)
Casey is a cattle rustler. In a land where hoof is king, those who steal it are worse then murders. A bright, likable man though, Casey has turned theft into an art, and his ruses are more cons then simple robberies. Still, he packs a punch if he needs it, but the long run exhausts him easily. He keeps a picture of his first mark in his pocket, to remind him of just how good he is.
How is that? I kept it short and brief.

EmissaryOfTheNorth |

Emissary here!
I had a huge ass exam for a job position yesterday and I've been at the edge of a mental breakdown due, to exhaustion for the last couple of days, so sorry for the delay.
I will post everything I got typed in ny laptop for my chosen characters in a couple hours, as soon as I can catch some rest and have a well earned beer.

GM Mogthrasir |

No worries, and that sounds exhausting! I hope you're able to restore some sanity and get some rest!
Vacutaz, I'm on my phone, but when I get to my computer I'll get you the rest of your info. You rolled on the standard occupations sheet, but I think we can make that work so you don't have to change any background stories.

EmissaryOfTheNorth |

Here come my chosen characters and their short backstory!
Chosen character: Dude 1
Strength: 15 (swapped with PER)
Agility: 15
Endurance: 13
Personality: 10 (swapped with STR)
Intelligence: 10
Luck: 13
Luck Modifies...: Saving Throws.
Hit points: 4
Money: 34 cents.
Anthony Rubrick moved from the civilized East to the Wild East three years ago, fleeing from sweet Molly's angry husband. Packing only the letters he exchanged with the beautiful irish woman, Brick didn't find much work until the newest quarry opened.
Seven months ago he fell in love with a redhead prostitute by the name of Marla and Brick will risk his live for a chance to take her and himself out of town and to a better life together.
Chosen character: Dude 3
Strength: 7 (swapped with END)
Agility: 12
Endurance: 11 (swapped with STR)
Personality: 16
Intelligence: 7
Luck: 12
Luck Modifies...: Saving Throws versus traps
Hit points: 4
Money: 28 cents.
What Thomas McCain lacks in brain or brawn he got it with his charm. A cooper by trade, there isn't anybody left who knows of his short career as a bounty hunter, when he teamed up with his friend Jim Hudson.
One day both went to fetch a commonthief but only Thomas returned, soon to flee town.
A pious man, Thomas set out to redeem himself, a wanted poster and an angry spirit his only mementos of what happened under the unforgiving sun.
A wanted poster and a pursuing ghost...
Chosen character: Dude 4
Strength: 10
Agility: 13 (swapped with PER)
Endurance: 9
Personality: 10 (swapped with AGI)
Intelligence: 13
Luck: 10
Luck Modifies...: Damage Rolls
Hit points: 4 + END
Money: 28 cents.
Blueboy now works as a saddler. A simple life for most, but he prefers it rather than returning to the Cavalry.
Now the cannon's roar has been changed for the repetitive sounds of his tools, andI he likes it that way. Blueboy aims to be a big fish and that's the main reason he is studying medicine during his free time.
Well, that and to woo the Major's daughter, who would never marry Blueboy the Saddler but perhaps would chose Doctor Jackson as her husband.

GM Mogthrasir |

Alright Vacutaz, here's your options :)
(Choose your favorite)
1. Occupations as you rolled them:
- Archie - Weaver - A pair of scissors (1d2), 100' cotton string
- Barney - Cavalryman - Sabre (1d8), tin of chewing tobacco
- Casey - Sawyer - Saw (1d5), bag of sawdust
2. Closest approximations to the professions you rolled on the standard chart:
- Archie - Lumberjack - Axe (1d8), wool coat
- Barney - Blacksmith - Hammer (1d4), 5 lbs. pig iron
- Casey - Cardsharp - Pocket pistol (1d6), a deck of marked cards
You can also roll 5d12 for each of them to determine starting funds (in cents), and 2d4 for each (picking the highest) for hit points.
--------------------------------------
EmissaryOfTheNorth, everything looks good! Characters that we have so far should all be updated on the game info page.

Vacutaz |

All right!
Cash: 5d12 ⇒ (5, 4, 6, 11, 10) = 36
Hit Points: 2d4 ⇒ (3, 3) = 6
Hit Points: 2d4 ⇒ (2, 4) = 6
Stats:
Strength, 12
Agility, 7
Stamina, 15
Personality, 13
Intelligence, 9
Luck, 13
Define Luck: Charmed house: Armor Class
Stuff:
Occupation: Lumberjack, Axe (1d8), wool coat
Token of the Past: A Union sergeant's stripes
Motivation: To escape an abusive relationship, employer
History: Archie was a woodcutter from rural West Virgina. Woodcutter being generous. Too weak to work the mines, he instead gathered old logs and branches to feed the flames for the coal pits. For all his weakness though, he was a likable man, with a good work ethic and nimble. A drunken boss though failed to see the charms and Archie headed west, with a set of his father's war stripes as a final gift (the old man stayed in the mines).
Cash: 5d12 ⇒ (4, 9, 8, 6, 10) = 37
Hit Points: 2d4 ⇒ (3, 1) = 4
Hit Points: 2d4 ⇒ (1, 4) = 5
Stats:
Strength, 9
Agility, 9
Stamina, 16
Personality, 11
Intelligence, 16
Luck, 6
Stuff:
Define Luck: 26 Warrior’s arm: Critical hit tables**
Occupation: Cavalryman - Sabre (1d8), tin of chewing tobacco
Token of the Past: 13 A Union sergeant's stripes (Two in a row!)
Motivation: 16 You lost a bet
History: Barney was a Union sergeant, in the cavalry. While not the strongest or hardiest, he was one of the smartest troopers around. That combined with a flair for command gave him a busy and successful war. After it, he 'retired' to the Wall Street circle, as a amateur stockmarkter player. A minor crash ruined him and he took a bet from a rich friend (who still thinks Barney is rich) to go out West and find a fortune. He needs it more then his friend could know...
Cash: 5d12 ⇒ (11, 11, 3, 2, 3) = 30
Hit Points: 2d4 ⇒ (1, 3) = 4
Hit Points: 2d4 ⇒ (1, 1) = 2
Stats:
Strength, 11
Agility, 12
Stamina, 9
Personality, 14
Intelligence, 15
Luck, 10
Define Luck: Resisted temptation: Willpower saving throws
Occupation: Cardsharp - Pocket pistol (1d6), a deck of marked cards
Token of the Past: A faded photograph
Motivation: You are wanted for horse theft (fitting for an cardsharp!)
Casey is a cardsharp. A bright, likable man, Casey has turned theft into an art, and several of his marks have thanked him for his 'favors'. Feeling the East as the heat grew (after a bet involving a champion racehorse), the Wild West seems like a place full of disorentined rich Easterners or backwoods Western bumpkins.
How is this, GM?

GM Mogthrasir |

I believe that ALL of you are new to DCC, which is fantastic. I'm really very excited about introducing this system to you all. With Pathfinder background, you'll pick it up quickly since it's still basically a d20 system. Here's my bit of advice to keep you from common hang-ups (and I'll keep it brief):
- Your characters can attempt ANYTHING that reasonably makes sense. The rules are minimal because this system encourages creativity and situational rulings. There are no lists of things your characters can do because we assume you can do anything you imagine the character capable of. So don't worry about having specific permissions on your sheets, be creative and think outside the box.
- Search by actually searching. There is no search roll, because to do that you actually have to search things. If you want to check something out, do so and tell me how you're doing it. Please don't assume that a general look around the room would have revealed all the interesting tidbits. Once you describe the "how", then we roll (and if you describe something that would find it purely by the action - i.e. Finding a secret bookcase lever with "I search the bookcase by pulling all of the books off of their shelves" - we don't have to roll, of course you found it.)
- Keep your 3 personal characters together. I have no problem with splitting the party as a whole, but if you have your 3 characters all spread out, you have to then track 3 narratives and I have to write a potential of 15! If one goes off on his/her own, feel free to describe the others as doing something mundane in the meantime - it's easier for us all. *Also, not everyone needs complex actions. Feel free to have one leader in your group and assume the others are following the lead.
- DCC emphasizes Player Skill, meaning that much of the success rides on your ability as players to make good choices or avoid pitfalls. You'll get better and better as time wears on, and you have lots of fodder right now to sacrifice on your educational altar.

GM Mogthrasir |

How do you want us to split up our posts?
Feel free to direct all three of your characters in a single post, just designate in whatever way you deem fit which character it is. If you keep all three of them together for the most part, this will be MUCH easier on you as I'm aware that it's daunting directing several PCs.
Brief action descriptions are acceptable as well. There are too many of you for you to feel like you need to really dig into the personal motivations and subtle nuance of every action.

GM Mogthrasir |

Yep! I'll also add up some firearm rules in the game info section, since that's specific to the setting and won't be found on those reference sheets.
For those of you with firearms currently, here's the two that I currently note among you:
Pocket Pistol | 1d6 damage | Ranges 5/10/15/30 | SS (Single Shot) | 2 Capacity
Civilian Rifle | 1d12 damage | Ranges 70/140/210/420 | SA (Semi-Auto) | 8 Capacity

GM Mogthrasir |

Also, for those that have yet to check in on the gameplay thread, don't feel too rushed by my continued posting (though I don't mind if it spurs you a little bit) ;).
Play-by-post games notoriously end short of their goal, often because as life gets busy (which it always does) these sporadic disturbances continue to slow the progress to a crawl until interest is lost. The most successful games I've run were ones where I, as the GM, committed to posting regularly.
That is what I intend to do, so that all of you can count on at least one GM post every day (other than weekends... which are dicey). Usually that will be substantial, but if we're waiting on something crucial then it may just be flavor. If something dramatic comes up in my own life to hinder this, I'll let you know.

GM Mogthrasir |

Usually it's an Intelligence roll (1d20 +/- your Int modifier). If you tie or beat the DC (much like Pathfinder), you get further information. Sometimes this is passive, but most often it requires your character actively doing something (and what the character does will likely effect the DC... how likely it is to find something).

Loup Blanc |

Call of Cthulhu can be fun. I have one of the newer editions of the rules, it's actually a pretty solid system that has a lot of good going for it. Is it lethal? You bet, if the players make poor choices to land themselves in a dangerous situation. I'd say "going insane no matter what" comes down to the GM, though.

GM Mogthrasir |

Seeing HPs below 5 makes me very nervous...
Yeah, you're all quite fragile. Luckily you got to roll HP twice and take the higher, otherwise there would be several of you with only 1 HP. Funnels are supposed to be deadly - they're meat grinders :)
Most of the characters are likely to die, but those that survive this crucible will be worthy adventurers, with their mettle sufficiently tested!
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On another note, I've messaged Y.T. just to see where he/she is at. They're new to this site and very likely aren't aware that the game is happening already over on the gameplay thread. So we'll see.
Those 3 characters are presumably already on the train and can join into the action as soon as they're ready!

GM Mogthrasir |

Hey, one more thing!
I found this and thought it might be really helpful for those of you that are well versed in Pathfinder but haven't jumped into any of these OSR systems like DCC. Some of the mechanics are the same, but the mentality is quite difference. This quick primer may help you grok the changes.

GM Mogthrasir |

Apologies, I missed this question here Vacutaz!
One of the things I really appreciate about OSR is the concept of "Rulings not Rules". That is to say: most things don't have an official rule, we just deal with them as they come up in a way that seems reasonable. I really like that flexibility, but ymmv.
However, what sort of Wild West game hasn't at least considered that option? A suggestion that this setting proposes is this:
Roll an Agility check against a DC of 15. If you pass it, you'll gain +1d (one die increase... likely to 1d24) to whatever you're rolling to determine the card game. However, if you roll below 5, someone notices you cheating!
If you're playing at some sort of official tournament, that DC may increase. If you're playing a bunch of drunks or greenhorns (or people distracted by an attractive accomplice) then that DC will likely decrease.

GM Mogthrasir |

Oh yeah, and you have Casey as a character. Since that's square in his wheelhouse as a Cardsharp, I'd apply a general +2 to any of those rolls.
Whenever we're checking a general skill roll (something that any adventurer should be able to do), you'll get a bonus if it ties in directly with your occupation. You'll notice that some of the posse got bonuses on that last spot check - since their occupations either involved horses or banditry.

Donovan Twist |

Agility: 3d6 ⇒ (2, 3, 3) = 8
Stamina: 3d6 ⇒ (6, 1, 3) = 10
Personality: 3d6 ⇒ (5, 2, 1) = 8
Intelligence: 3d6 ⇒ (6, 1, 1) = 8
Luck: 3d6 ⇒ (5, 6, 3) = 14
Define Luck: 1d30 ⇒ 30 Luck smiles on him!
Occupation: 1d100 ⇒ 40 Farrier
Token of the Past: 1d20 ⇒ 19 A Music Box
Motivation: 1d20 ⇒ 5 To impress a love interest
HP: 2d4 ⇒ (3, 3) = 6 3 HP
Switched his Agility and Stamina to make Stamina higher, since he works in a forge all day.
Myles the Farrier may not have been very smart or charming. He may not be able to impress girls with sleight of hand magic tricks. But Myles was very lucky in one respect - he had won the love of a beautiful woman, now his wife, a woman named Fiona Standish. He rescued her from perishing in a carriage accident one fateful morning, and they have been in love with each other ever since. Facing money difficulties, he left her with her wealthy father back East, and went west with only her music box as a memento of her, to find his fortune and make a life with his wife.
Agility: 3d6 ⇒ (5, 5, 4) = 14
Stamina: 3d6 ⇒ (3, 6, 1) = 10
Personality: 3d6 ⇒ (5, 1, 5) = 11
Intelligence: 3d6 ⇒ (4, 6, 4) = 14
Luck: 3d6 ⇒ (3, 5, 5) = 13
Define Luck: 1d30 ⇒ 28 Very lucky, in general
Occupation: 1d100 ⇒ 28 Cow Puncher (????)
Token of the Past: 1d20 ⇒ 20 A Ticket to the Ford Theater
Motivation: 1d20 ⇒ 17 I had a vision
HP: 2d4 ⇒ (1, 3) = 4 3 HP
Diggory Priest hates cows. Ever since a rogue bull stampeded through the Ford Theater and killed his best friend, Cedric, in the resulting chaos, Diggory has dedicated himself to putting cows in their place by giving them a good punching. However, one day, after he had just finished clocking a steer, Diggory experienced a vision. This vision told him to go west, and find the Supreme Heifer, God-King of all cows. If Diggory was able to kick this Cow King's ass, he could finally declare revenge on the entire cow race, and his vengeance would be complete. Some say that he is a fool. Some declare the Supreme Heifer a drunkard's rambling, not even a real legend. But Diggory Priest knows his adversary is out there, waiting. Mooing. Ready to get punched right in the lips.
Agility: 3d6 ⇒ (6, 1, 6) = 13
Stamina: 3d6 ⇒ (6, 4, 4) = 14
Personality: 3d6 ⇒ (1, 1, 2) = 4
Intelligence: 3d6 ⇒ (6, 5, 4) = 15
Luck: 3d6 ⇒ (5, 3, 6) = 14
Define Luck: 1d30 ⇒ 10 A common target of misfortune
Occupation: 1d100 ⇒ 11 Book-Keeper
Token of the Past: 1d20 ⇒ 8 A Human Scalp
Motivation: 1d20 ⇒ 15 To cure what ails me
HP: 2d4 ⇒ (3, 1) = 4 3 HP
Edward Leister was a mild-mannered son of a librarian who just wanted to be left alone. Ever since he was a boy, he hated being around other people, preferring the company of books. He was teased and bullied for his antisocial ways. As he grew older, his desire to be alone intensified, until he began to become concerned for his own mental health. This concern turned into terror when he woke up one morning in the library clutching a bloodied human scalp. He recognized the hair he clutched in his palm as the hair belonging to one of the bullies from his school. He couldn't go back there now. Only one way out of town without getting caught...the train heading west. Maybe out west, among the natives of this country, Edward might be able to find a cure for his antisocial personality disorder.