| Oniwaban |
Tahatan, Indian Brave
Agility d8
Smarts d6
Spirt d6
Strength d8
Vigor d6
Drawbacks
Old Ways Oath (Major - 2 pts)
Loyal (Minor - 1 pt)
Outsider (Minor - 1 pt)
Edges
Scout
Knack (Breech Birth)*
Skills
Climbing d4
Fighting d6
Guts d6
Intimidation d4
Knowledge (Tribes) d4
Notice d4
Riding d4
Shooting d6
Stealth d6
Survival d6
Gear
Bow
20x Arrow
4x knife
1x tomahawk
Clothes (buckskins, beads, etc.)
Backpack
| The Faceless GM |
@Jereru: Yup, Harrowed is in Stone and a Hard Place and lets you start Harrowed (undead) right off the bat. Captain is in The Flood and lets you start with a boat like being a maze rat, a prospector, etc. Scrapper is in Good Intentions and lets you start with Augmentations, which are essentially steampunk cybernetics.
@Oniwaban: Looks good :)
| TClegg1024 |
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Deflection (Power) d8, Fighting d10, Guts d6, Healing (Power) d4, Notice d6, Persuasion d6
Pace: 6, Parry: 7, Toughness: 5, Charisma: 0, Grit: 1
Gear: Unarmed Strike d10 (Str), Knife, Bowie d10 (Str+d4+1)
Special Abilities:
•Loyal: Will never leave a man behind
•Pacifist: Despises violence; Will only fight to defend self
•Trouble Magnet(*): Trouble always finds you
•Chi Mastery: Gain the Chi Mastery arcane background
•Chi Focus: Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
•Martial Arts: You know Martial Arts or Boxing.
Arcane Powers:
•Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons
•Healing: Heal wounds within one hour (2 with raise); Cure poison and disease within 10 minutes
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Copyright © 2004-2018 by Pinnacle Entertainment Group. All rights reserved.
Thoughts, suggestions?
| The Vagrant Erudite |
I love Deadlands, and I love SW; in fact I ran a SW Fallout conversion on my old thegreenteagamer handle for some time...two that eventually merged uo.
I'm interested and will try to put a character together tomorrow before the recruiting closes. I sorta stumbled upon this with a bit of before bed browsing, so I need a clear head to create.
| Helix Missionary |
Posting back in to show at least an alias and stats for Eli Creek. I thought I had equipment done but it didn't appear to save--he'll purchase a few mundane sundries, a shooting iron, and a nice big knife, but that's about it. Also hoping to get the backstory typed and included as soon as possible; cliff notes version below.
Through it all Eli found a determination in himself, even if there seemed to be a shadow on his soul. He also found a love for games, games of skill and chance where you could prove your worth over the opponent even if you weren't stronger or tougher or faster than them. By the time he was thirteen and living on his own, Eli was no stranger to gambling halls, saloons, and back rooms, where he surprised, amused, and angered older folk with his sharp card-playing and off-putting attitude. It was in such a place that Eli made the discovery that would change his life in the form of an apparent drifter who played the cards better than any locals. Eli played against him for curious stakes: a book on card games versus Eli's servitude to the stranger. A well-concealed king up his sleeve earned Eli a victory and the drifter's respect, and the man in turn revealed his own tricks--of an altogether more unnatural sort. An accord was reached, and Eli began learning the huckster's trade under Ferdinand Hopkins's watchful, if not entirely stern, tutelage.
But nothing good could stay, at least when it came to Eli Creek. A few years later, Eli had learned a fair deal of the magical arts, and proven talented at bargaining for powers with the demons. But mortal men can prove even more deadly than supernatural critters, and the pair of hucksters found that out the hard way when the Josie Parish Gang, led by Josie Parish of Repentance Pass, Missouri, decided they'd been cheating at a local card tournament. Ferdinand was shot dead at the table before they could even try to run; Eli hexed his way out, but more of the gang caught him and held him. He cursed them for cowards, liars, and blackguards as they shot him dead in the street.
Death had other plans for Eli, though. He awoke in a cheap coffin buried in a shallow grave, and it was Hell and back as he clawed his way out. When he stepped back onto the surface, though, it was with grim purpose in his step. He kicked open the saloon doors and took his vengeance on the wicked Josie Parish gang, his arcane power only the stronger for his newfound, undead tenacity. From there, he started drifting himself, playing the card routes and living off winnings. He didn't know quite what his greater goal was, but he knew he had one. Maybe it just wasn't clear yet.
So Eli Creek has spent the past couple-odd years surviving, unnerving opponents at the table and using a well-placed spell here or there to keep going. He met Jackson at a tournament and the two became acquaintances of convenience when the guards and some local toughs figured them for cheats. (To be fair, Eli had slipped a deuce from his waist earlier in the rounds; Jackson was just on a lucky streak at the wrong time.) As with most of Eli's dealings, things got sour fast. A couple shattered bottles, one LeMat shotgun blast, and a copious fear hexing later, the pair escaped out the back. Jackson was grateful for the peculiar young man saving his life; Eli was grateful for Jackson using his connections to get them both pardoned for the affair. They've kept a correspondence since, mainly comprised of Jackson giving Eli much-desired tips on how to act the gentleman. But once more without a clear direction, Eli's all to happy to pick up and head for his friend's estate to help in whatever way he might muster.
| leinathan |
My character! I know it's super late, but I hope I can finish everything up. Not sure if I missed anything, but I hope not.
Walter Weißman, Deserter
History + Description:
Walter's family are German immigrants who were plantation owners before the Civil War. Once upon a time, his own wife and children, along with his parents and two siblings, were killed in a ghost rock weapon attack on the town where they lived by the Union army. The weapons were powerful enough to barely leave any traces, and their deaths weigh heavily on his mind.
When he became an adult, Walter joined the Confederate army to protect the land that his family had chosen. He was not a particularly impressive soldier, but he does possess a certain cunning and an engineering knowledge borne in good education from his homeland. He quickly found work as a weapons designer during the heaviest fighting, and he created many weapons of war which were used against the Union army. After the death of his family, however, he deserted the Confederate army. He had grown bitter regarding the senseless killing that he was a part of, and felt responsible for the loss of his loved ones. Moving to the frontier, he found work as a mine foreman in Dakota Territory. While life there was hard, especially the frequent skirmishes with the Sioux Indians, it offered him a certain serenity and escape from the war that he had fled.
Plus, it doesn't hurt to live in an area where you are likely to die when you have nothing left to live for.
Walter's life began to turn around when a group of bounty hunters began to pursue him in 1875. Thinking himself done for, he was rescued during the shootout by one Jackson Greenfield, who intended to indebt the engineer to himself in preparation for a future job. It worked, and Walter went with Jackson when the call came for the work in the South, despite the danger.
1. Traits
Attributes -
Agility +d6; Smarts +d8; Spirit +d4; Strength +d6; Vigor +d8
Skills - Lockpicking +d6, Notice +d6, Repair +d8, Shooting +d6, Knowledge (Battle) +d6, Knowledge (German) +d4, Knowledge (Mad Science) +d8, Fighting +d4
Languages - English, German
Secondary Statistics -
Charisma -2; Grit 1; Pace 6"; Parry 2+(d4/2); Toughness 2+(d8/2)
2. Special Abilities
Hindrances -
Wanted (Major) : Walter is a deserter from the Confederate army, and is likely to be executed if he is ever turned in. Anyone who catches him can earn a bounty of d6 x $1,000.
Ugly (Minor) : Years of experimentation, as well as a general poor draw in the genetic lottery has left Walter with an unsettling and gnarled appearance.
Edges -
Arcane Background (Weird Science): Walter served in the Confederate army as a military engineer, designing weapons of mass destruction with which to level Union cities. Though he has since left that life behind, he still retains his old skills.
. . . Powers: Burst ; Walter has been able to develop a flamethrower which functions from ghost rock that he can carry and use all on his own.
3. Equipment
Bowie Knife - $4
Dynamite (8 sticks) - $24
Winchester '73 - $25
Ammunition (.44, 100 rounds) - $8
Watch (standard) - $2.50
Bottle of Liquor (good stuff) - $5
Rifle Boot - $3
Boots - $8
Work Shirt - $1
Backpack - $2
Canteen - $1
Lockpicks - $50
Trail Rations (10 days) - $5
$111.50
4. Worst Nightmare
Walter has a recurring nightmare that always leaves him waking up in a cold sweat, in search of a fortifying shot of bourbon and a few hours of hard work to forget. Though the dream has variations and sometimes doesn't include all elements, it generally consists of him finding out that his family is indeed alive again, and being personally responsible for their deaths after going to try and find them. Typically, they burn to death.
| KingHotTrash |
Okay, I have the post up for Arthur Wilde, gumshoe extraordinaire! The background is rather short and to the point but I know we're making normal characters(ish) that haven't really been exposed to the weirdness of the Wild West yet. Let me know if you want more and I'll take more time writing it tomorrow evening.
Hindrances:
Curious (Ma)
Ailin': Consumption (Mi)
Bad Eyes (Mi)
Edges:
Investigator
Knack: Born On Christmas
Stats:
Charisma: 0
Grit: 1
Pace: 6”
Parry: 5
Toughness: 5
Attributes:
Agility D6
Smarts D8
Spirit D6
Strength D6
Vigor D6
Skills:
Fighting D6
Shooting D4
Notice D6
Guts D6
Survival D4
Streetwise d8
Investigation d8
Persuasion: d4
Intimidate: d4
Lockpicking: d4
Combat:
Brass Knuckles (STR + d4, 1 WT.)
Derringer .41 (2d6, 5/10/20, 2 shots, AP 1, .5 WT.)
Colt Peacemaker .45 (2d6+1, 12/24/48, 6 shots, AP1 D.A., 2 WT.)
Winchester Lever-Action 12ga Shotgun (1-3d6, 12/24/48, 5 shot, +2 to Shooting, 4 WT.)
Gear:
Lockpicks
El Cheapo Horse
Lantern
Matches (100)
Gallon of Lantern Oil
Camera
Photographic Plate
Gun Belt
Quick Draw Holster
Shotgun Thong
Spectacles
Watch, Standard
10 .41 bullets
18 .45 bullets
20 12ga. shotgun shells
$34.47
What Arthur lacked as a soldier, he made up by being an impeccable gumshoe. Talented in finding out rumors, solidifying sources, and digging through old archives for the truth, Arthur remained a steady hand beside Jackson through numerous ordeals and trials. From land purchases to navigating the minefield of social etiquette, Arthur was there. As they grew older though, the two of them went their separate ways. Arthur's family had moved to the Disputed Territories to try and start a new life and he was needed there. It was at the Wilde homestead that a post was delivered years after their parting, one that was addressed to Arthur.
With a request to join him, Arthur departed his family's life and made his way back South once more. Eager to reunite with his good friend and pick up the game of chess they had not quite finished before, Arthur unknowingly left the mundane behind and stepped into the truly weird.
| The Vagrant Erudite |
I present Thomas Freeman, former slave, former tenant farmer, and current Pennsylvania steel worker:
I knew the same was due for me one day, and then suddenly I'm told I'm free, but I ain't, cause now I has to pay for stuff with money I ain't had. At least they can't kill me, I learns. But hell, ain't no one taught me what money is, or how to read, much less how to stop some rich white man from making me work just as hard as before, still callin' me names..."boy" if I'm lucky, you can guess the rest...still acting like I ain't worth shit. So I still works, and I still gets beat when I don't, only now it's cause I owe somethin' for livin' a place I hate, instead of bein' property.
I had one friend on that whitewashed whore's house of a plantation; a boy near enough to my age, Jackson, come visit 'bout once a year, usually in the Winter. I guess his family ain't want him to see what the summers were like on old Greenfield plantation. When his mama ain't lookin', he play with me, even though I ain't white, and he ain't black. We'd play hide n' seek, and tag, and soldiers, and lawman n' injuns, n' all sorts of stuff when no one was lookin'. He even let me be the good guy half the time! You believe that? Shit, bout the only damn happy times I remember was thanks to Jackson - and I'd say my happiest is thanks to him, too.
You see, Jackson caught that boss man whippin' me once. Yeah, I was "free" they says for a few years now, but now we has "rent" and the harvest weren't shit that year, so we was behind on rent they says, so he's winding up to crack me, but Jackson Greenfield, he come walkin' round, surprise visit to his mama, catches this goin' on. Well, words were said, real quietly between my only friend in that awful world of mine, and that boss man, he throws his whip down and starts a cussin' at Jackson, but Jack, good ol' Jack, he crosses his arms, shakes his head, and then points to the road, and that damn bastard hits it. My savior Jack, you know what he does? He gives me a stack of paper so big I ain't seen so much, tells me to go north, tells me "home is nice, but not for you, friend" and that them "damn yanks got one thing right".
Well, I did as he said - but not before followin' that bastard boss man to his house. I had twenty-two years of anger, hate, and murder built up in my heart, and it was time to let some of it out. I let it out alright...with a claw hammer from the hardware store right in the side of that bastard's skull. Ain't took but one swing, and that is the only part of that night that weren't satisfyin'. That, and runnin' through the night north fast as I could...but that was just about every night for the next few weeks. Fortunately, to them, one colored boy is the same as the next, and by the time I made it to Tennessee, all I had to do was give enough of that colored paper to anyone askin' my name and they'd go away. Took damnnear all the paper my good friend Jack gave me to get to Pennsylvania, where I figured ain't no one would chase me again.
It's been four years since that night, and I don't know how Jackson found where I was stayin'. I been workin' in the steel mill for these four years, and it's hard work, sure, but I gets treated almost as well as the white men, and I gots a little money to myself. Had to have one of my coworkers read the letter to me, and point out where I could buy a ticket down to Mississippi. Did I want to return to that hell hole? Absolutely not. But you don't say no to a man what saved your life...no sir, you do not.
Thomas Freeman is an absolutely huge man. At 6'7", with a body sculpted by years of hard labor, first on the plantation, and then in a steel mill, he is an imposing sight, to say the least. His dark skin is covered with scars from the years before the Confederacy set slaves free, burn marks, and more. Clean-shaven of face and head, he sets a stern expression, and is not very trusting of most folks. He has a deep seated rage inside of him, one that explodes when he's not careful, and he will not hesitate to tell a man what he thinks, especially after years of keeping himself bottled up. He works hard, drinks hard, and lives hard. Romance was never his forte, and though he's known a woman's touch, he just doesn't seem to have the disposition to keep any relationships working long-term. He's respected as a steel man in the north, primarily due to his physical prowess and usefulness, and he's just getting used to that feeling of respect. Unfortunately, these feelings do not translate as accurately in the South, and it leaves him an outsider just like any other man of African descent among the majority of those in Mississippi.
Sma d4
Spi d6
Str d8
Vig d6 - d8 from 2 points
15pts skills
Climbing - d4 - 1pt
Fighting - d8 - 4pts
Guts - d6 - 2pts
Intimidation - d6 - 2pts
Notice - d4 - 1pt
Stealth - d6 - 2pts
Swimming - d4 - 1pt
Throwing - d6 - 2pts
Edges:
Human - Berserk
Campaign - ???
2 Points - Brawny
Minor Hindrance: Illiterate, Outsider
Major Hindrance: Bloodthirsty
Pace = 6
Toughness = 7
Charisma = -2 (in the south, unless around other black people)
Bennies = 3
Power Points = 0/0
Thomas is an old-school tank. Put a sledgehammer in his hands and stand the hell back - my long-term plans would be to eventually grab Frenzy and other melee edges. It seems everyone is going with magic or guns, so I thought I'd put something together that stands out a little bit, and is a little different, but still fits the scenario.
I can't really see one of the campaign edges fitting Thomas. I was hoping I could use it for Berserk or Brawny (or "don't get 'im riled" which also really fits the character).
If you would rather stick with the initial list, I can go with Harrowed - say that he died of a mortal wound he got fighting that overseer to death, and pure rage and stubbornness caused that mantou to hook to him and make sure he made it north...but I like the idea that he just smacked him dead in one hit, something he could've done on his own the whole time, but Jackson "gave" him the ability to do...and he escaped and owes his life and such to his old friend.
I'll happily make an alias if accepted.
| The Vagrant Erudite |
@The Vagrant Erudite: The metal mage is in the Good Intentions players guide.
Thanks! I found it as I was looking through the books everyone listed earlier. Not really what I was going for (well, I was, but someone submitted a weird scientist, and they're so bloody similar, so I came up with this idea).
BTW I could also go "Scrapper" if you want, GM...sorta fits the steel worker motif. I was trying to keep him a mundane killer (to begin with at least), but again - it's your game, good sir. :-D
| The Faceless GM |
@Erudite: I'm alright with you picking up Don't Get 'em Riled if you'd like. I mostly picked out ones that I felt would make for characters with unusual abilities or histories, but I'm open to letting people pick out different ones if they have a good reason, which you certainly do.
I should also note that I forgot to post the timeline of the Greenfield estate and other important dates for the setting. Whoops. Your backstory actually meshes pretty well with a lot of stuff, but it could use one or two tweaks.
1855 - Jackson is born
1865 - Slavery officially ends in the Confederacy
1871 - The Greenfields elect to leave their Tennessee plantation fallow and focus on business interests in Natchez
1874 - Jackson begins his travels out West
1878 - The Civil War tentatively ends with a mutually agreed upon truce by both sides
1880 - Jackson returns to Mississippi with his father's failing health
So the only thing that I think could use a slight adjustment is that Thomas would have needed to be 15 or 16 when the fight happened and he fled north, rather than around 20. Otherwise, I think your background is pretty solid.
| Elena Roșu |
Also, if you're like me and you want to buy a bunch of stuff that isn't in the Deadlands simple equipment list, here's the Sears catalog from 1897, so you know how much various amenities cost!
French burnt almonds: 95 c. (page 17)
4-oz. bottle of Moss Rose Qeen Victoria perfume: 89 c. (page 19)
Ladies' fancy silk embroidered handkerchief: 19 c. (page 227)
Parlor organs! $44 (p. 513)
Bicycles! $33 (p. 612)
And all kinds of other goodies. Pipes! Guns! Lanterns! Books! Clothes! Traveling supplies! Pins! Pens! Pans!
| The Vagrant Erudite |
@Erudite: I'm alright with you picking up Don't Get 'em Riled if you'd like. I mostly picked out ones that I felt would make for characters with unusual abilities or histories, but I'm open to letting people pick out different ones if they have a good reason, which you certainly do.
I should also note that I forgot to post the timeline of the Greenfield estate and other important dates for the setting. Whoops. Your backstory actually meshes pretty well with a lot of stuff, but it could use one or two tweaks.
1855 - Jackson is born
1865 - Slavery officially ends in the Confederacy
1871 - The Greenfields elect to leave their Tennessee plantation fallow and focus on business interests in Natchez
1874 - Jackson begins his travels out West
1878 - The Civil War tentatively ends with a mutually agreed upon truce by both sides
1880 - Jackson returns to Mississippi with his father's failing healthSo the only thing that I think could use a slight adjustment is that Thomas would have needed to be 15 or 16 when the fight happened and he fled north, rather than around 20. Otherwise, I think your background is pretty solid.
Sweet. I'll retool the story up to reflect that when I make my alias, if I'm accepted.
| Helix Missionary |
| 1 person marked this as a favorite. |
Alright, I know I posted a submission complete with short-version backstory, BUT, I saw Bad Times at the El Royale today (which I highly recommend, by the by), and it has me itching instead to resurrect and tweak an old Deadlands character I've had before with you, friend. So incoming will be Father Elias Creek, a hardened old priest with a gun in his fist, a shadow on his soul, and a battle-tested faith in his heart.
| The Faceless GM |
Alright! Thank you for your patience. I have finally completed the selection of characters. I was going to go with five players, but I couldn't decide between two and I've done six plenty of times before, so I'm going with six. The posse with be:
- Eli Creek
- Drake Wills
- Thomas Freeman
- Walter Weisman
- Austin T. Fells
- Xian Delan
You can post in discussion and dot into gameplay when you're ready.