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Atlas2112 wrote:I am not opposed to it. I'll have to look and see where you vanished and figure out how to get you in front of the current location.Hi there!
I know I've been away, but I'm back now.
Can I jump in?
Oh, um, if it helps I don't have to run Borak. I've got rifleman already made up that would probably work just as well.
(If it helps more I've mellowed out in my Hiatus. Even if I did run Borak I'm sure he won't be quite as...Boark-y... =)

ZenFox42 |

FWIW, the most current version of Savage Worlds core rules has a red-headed woman standing in a snowstorm on the cover.
It's also available as a downloadable PDF for $10. If you buy it from Pinnacle (the company that makes SW), all future revisions of the document are free! You can get it HERE.

seekerofshadowlight |

Are you still looking for posse members?
We are indeed. I am getting home super late tonight but I will look though when I get up tomorrow and give you some character build information.
Oh, um, if it helps I don't have to run Borak. I've got rifleman already made up that would probably work just as well.
(If it helps more I've mellowed out in my Hiatus. Even if I did run Borak I'm sure he won't be quite as...Boark-y... =)
Honestly I want to run it by the group still around. A new character might be easier to add, but if no one objects we can find a way to work Borak back in.

seekerofshadowlight |

Sorry I mean to post this last week but I got busy. On characters, Build a normal Novice character with one extra advance. The books we are using is the current Savage world book and the current deadlands setting book. If you need help on character creation let me know. I'll be checking this daily this week.

Zachary Ames |

I’m going to throw my stetson into the ring with this character, who is inspired by two lines, one by The Man In Black (I shot a man in Reno just to watch him who simply wouldn’t die) and one from the western Firefly (I don’t believe there’s a power in the ‘verse can stop [them] from being cheerful). I’ve taken the same Edge (Territorial Ranger) as one of the existing characters, which might be a way to introduce him into the game if he’s picked.
I’m still thinking about what to do with the extra Advance, but apart from that the character is mostly ready I think.
Question: how are you handling Bennies? The rules suggest the GM should give out 1 Benny per session, but PbP doesn’t have sessions.

seekerofshadowlight |

I’m going to throw my stetson into the ring with this character, who is inspired by two lines, one by The Man In Black (I shot a man in Reno
just to watch himwho simply wouldn’t die) and one from the western Firefly (I don’t believe there’s a power in the ‘verse can stop [them] from being cheerful). I’ve taken the same Edge (Territorial Ranger) as one of the existing characters, which might be a way to introduce him into the game if he’s picked.I’m still thinking about what to do with the extra Advance, but apart from that the character is mostly ready I think.
Question: how are you handling Bennies? The rules suggest the GM should give out 1 Benny per session, but PbP doesn’t have sessions.
I tend to refresh them when we get to a new "section" of the adventure. I'll look over your sheet and make sure I told you the right number of edges, but as there are not many interested, I don't see a point in saying you are not in.
You are wanting to play, we have the room , so you are in if you want.

Zachary Ames |

I think it very much depends on what Winona, as the established player in the game, wants to do: I'd feel bad if the first consequence of my arrival into the game was that it forced them out of a character they're enjoying playing.
I'm more than happy to rejig Zack as an Agent - as I said, it changes the mechanics but not the essentials of the character.

seekerofshadowlight |

I think it very much depends on what Winona, as the established player in the game, wants to do: I'd feel bad if the first consequence of my arrival into the game was that it forced them out of a character they're enjoying playing.
I'm more than happy to rejig Zack as an Agent - as I said, it changes the mechanics but not the essentials of the character.
Fair enough

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Oh hello!
Heh, sorry for the delay.
I just had a few questions?
Question the First: I see you already accepted Wandering Wastrel. A fine choice by any standard! Do you still need more hardy cowpokes to get these little doggies a-goin'?
2) Just to clarify (assuming you do need more characters) how many Advances should we build for? I was checking out the current players, just to see what the party might need, and it looks like they have 2?
3) Do we get a free horse? I heard they were giving out free horses? I was sold this coupon by an honest-looking man behind the dry goods store and he said it was good for one free horse? =)

seekerofshadowlight |

Oh hello!
Heh, sorry for the delay.
I just had a few questions?
Question the First: I see you already accepted Wandering Wastrel. A fine choice by any standard! Do you still need more hardy cowpokes to get these little doggies a-goin'?
2) Just to clarify (assuming you do need more characters) how many Advances should we build for? I was checking out the current players, just to see what the party might need, and it looks like they have 2?
3) Do we get a free horse? I heard they were giving out free horses? I was sold this coupon by an honest-looking man behind the dry goods store and he said it was good for one free horse? =)
1: Yes, I am still looking for new folks to add in.
2: I honestly could not recall f they had one or two advances. I had some issues and lost my early notes. Build it with one and I'll double check to see.
3: I also do not mind if you take a horse at this point as it would be hard to bring new folks in without a horse.

Zachary Ames |

Hi Atlas! Long time no see, hope you doing ok?
@ GM - I've taken 1 advance so please let me if I get another, thanks. I got caught up with stuff at the w/e but I will have Zack rejigged from Ranger to Agent later today. Also if the horse is free then that definitely leaves me with some extra cash to get nice things!

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Excellent!
Character submission from Atlas2112. For your approval.
Str: d6
Agi: d8
Vig: d6
Smrt: d4
Spiwit: d6
Athletics: d4
Stealth: d6 {1} Fighting: d8+1 {3} Riding: d6{2} Shooting: d6 {2}
Notice: d4 Comm Know: d4
Persuasion: d4
Focus: d8 {4}
Hindrances
[Maj] SECRET!
[Min] Ruthless
[Min] Driven
Edges:
{Free Human} Martial Artist
{2 points} Chi Master
{2 points} Brawler (Fists now Str + d6}
{Advance} First STrike
PP: 15
Powers:
Deflection
Smite
Speed
Gear:
Horse {free}
Backpack
Bedroll
Canteen
matches
playing cards
mess kit
shovel
10 cigars
derby hat
bottle of hootch
10 lbs bacon
10 lbs coffee
Armor:
Shield $3 +2/-2
Armored Vest [$100] +2/ballistic
Guns:
Bullard Express (.50) 24/48/96 2d10 2 1 11 d8 11 $30
50 bullets
2x LeMat Revolver (.40) 12/24/48 2d6
& Shotgun (20-ga) 5/10/20 1–3d6 $25
50 bullets (.40)
40 shotgun shells
$17
Mal was raised as an orphaned Foundling by an isolated monk temple. Training was hard, but the values of Life and Peace, the so-called Wa of the World, was instilled into him by hard teachers with even harder lessons.
He travels now, trying to do some good in the world and set the wrong things right.
Advances log:
5XP: First Strike edge

Keeper of Forbidden Lore |

We are re-recruiting again. We currently have three players, and are a good clip though Blood drive. Currently the Group is in Denver, as the drive looks for New people before moving elsewhere.
The group is currently 2nd advance of seasoned, meaning you will make your characters with five advances. Other than that you just make a character as Normal for Savage worlds adventure edition.
If you have any questions please feel free to ask.

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Do I just need the Deadlands: The Weird West Core Rules or would I need some supplements as well? I am thinking of playing either a Huckster and/or a Harrowed might be fun if I can start as one.

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So I built a Harrowed Chi Master. I need to work on his background, and the name is a working name that will likely change based on what is available.
Race: Human
Bennies: 3/3
Conviction: 0
Size:Human sized [5’7”, 165 lbs]
Pace: 6 (4)
Fatigue -1 -2 INC Wounds -1 -2 -3
Parry: 8 (10)
Toughness: 6
Attributes
Agility- D8
Smarts- D6
Spirit- D8
Strength- D4
Vigor- D8
Skills
Athletics- D4
Common Knowledge- D4
Fighting (Agility)- D12 [5, Advancement]
Notice (Smarts)- D6 [1]
Persuasion (Spirit)- D6-2 (-4) [1]
Focus (Spirit)- D6 [2]
Stealth (Agility)- D8 [2]
Streetwise (Smarts)- D4 [1]
Powers // PP 15/15
BOOST/LOWER TRAIT
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5 (boost); Instant (lower)
School: Transmutation (boost); Necromancy
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
ADDITIONA L RECIPIENTS (+2): The power may affect more than one target for 2 additional Power Point each.
GREAT ER BOOST/LOWER TRAIT (+2): With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the affected Trait’s rolls.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
DEFLECTION
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles.
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee or missile attacks from the recipient of the power.
With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way.
MODIFIERS
ADDITIONA L RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
HEALING
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
School: Conjuration
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 159). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+15): The power can heal a permanent Crippling Injury (see Incapacitation, page 126). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3).
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Chi Master Powers
Available Powers:
Gifted: Chi masters may take Edges that require Arcane Background (Gifted).
Backlash: A Critical Failure on a Focus roll causes the chi master a level of Fatigue and all currently active powers are terminated.
Internal Focus: Chi masters focus power from the Hunting Grounds through their bodies. Beneficial powers have a Range of Self (instead of the listed Range) and can’t be cast on others. Detrimental powers (such as lower Trait or sloth) can affect others but the Range is Touch. Unwilling targets must be contacted via a Touch attack—then the power may be cast on them as a Multi-Action. Neither Range reduction grants the Limitation bonus for Self or Touch.
The Cup Overflows: Learning martial arts requires years of training. Becoming a chi master takes even longer, and requires a teacher known as a sifu. The mentor teaches the student how to channel mystical energy into her body and use it to enhance her martial prowess.
A sifu might be the head of a renowned martial arts school or a wandering wise man most mistake for a saddletramp. Most of the sifu’s students “graduate” as competent martial artists; only a few learn to master their chi. The key for these rare few is embracing a deep spiritual philosophy, finding harmony with nature and the world, and most importantly, the ability to channel power from the Hunting Grounds without an intermediary such as a demon or nature spirit.
Trappings: Chi masters’ powers are generally perceived as being part of the fighter’s martial arts style rather than “magic,” but those who know better always realize arcane energy is involved. Intricate forms, rapid strikes, and special breathing techniques can all focus the chi and funnel arcane energy.
Harrowed Powers:
Let the Devil Out: Occasionally the demon talks the Harrowed into giving it control in exchange for a burst of infernal power. This is called “letting the devil out,”and adds +d6 to all Trait and damage rolls for the next five rounds!
In return, the Harrowed must roll on the Dominion Table on page 87 immediately (or draw a Dominion Card if you have them— shuffle after each draw). The Harrowed can let the devil out as often as she likes, but bonuses don’t stack and she must roll (or draw) each time she turns her demon loose.
Undead: +2 to Toughness and Spirit rolls to recover from Shaken, ignore additional damage from Called Shots except to the head, ignore 1 point of Wound penalties, doesn’t breathe, immune to disease and poison, doesn’t Bleed Out, and is only permanently slain by destroying the brain.
Death Wound: Sword stab to the back.
Decay: Harrowed have pale, pasty skin. They don’t truly rot since a manitou sustains the body with supernatural energy, but they don’t smell like roses either. Anyone who gets up close and personal with a Harrowed picks up the smell of decay with a Notice roll.
Drinking a quart or so of alcohol “pickles” a Harrowed for a day or two. He smells like a drunk, but at least he doesn’t smell like a dead drunk. Animals can always tell. Any Riding or other rolls involving the cooperation of animals suffer a −2 penalty when attempted by Harrowed.
And don’t worry about your hero’s luck in amorous affairs. Harrowed blood doesn’t flow—anywhere. Males just can’t…perform, and females draw no more pleasure from it than from a doctor’s exam.
Dominion: 8/8: A Harrowed’s initial Dominion score is equal to her Spirit die type when she kicked the bucket. If a Harrowed’s Dominion is ever reduced to zero, she becomes a murderous villain under the Marshal’s control. Increasing her Spirit later doesn’t affect current Dominion, but does raise its maximum should it increase somehow.
Some results on the Dominion Table allow the manitou to do some pretty bad things. They might do this right away, or they might bide their time until an opportune moment presents itself. When that happens, the Harrowed’s consciousness is suppressed and the demon is in charge. It might act like the Harrowed, sneak away to commit some diabolical deed, or prod lowly mortals into killing each other. The host won’t know or remember a thing unless the manitou tells him afterward!
Food and Drink: Harrowed need to eat a pound of meat—fresh or carrion— every day to sustain their unlives. Failure to do so risks Fatigue from Hunger (see Savage Worlds), but it can’t lead to death—they just collapse until someone manages to stuff some fresh meat down their dessicated gullet. They don’t need water at all, which can be handy, especially in the vastness of a Southwestern desert.
Deaders can’t get drunk— which helps with the whole pickling thing we talked about—and aren’t affected by normal drugs or poison. Finally, Harrowed can’t catch normal diseases. Supernatural diseases and effects are fair game, though. The Reckoners have a funny sense of humor sometimes.
Sleep: Although a Harrowed doesn’t need to sleep, the manitou requires 1d6 hours of rest every 24 hours to recharge its malevolent energies. When it’s time to “sleep,” the manitou simply shuts down the body. It entertains itself during this time by subjecting its host’s consciousness to her worst nightmare or occasionally taking it for a walk to do something nasty (per the Mischief and Murder results on the Dominion Table, page 87).
A Harrowed can’t simply take a stimulant to stay awake. The hero can try to resist, but she must make a Spirit roll every hour or keel over on the spot. This roll gets harder as time drags on, with each additional roll suffering a cumulative −1 penalty to a maximum of −3.
The manitou maintains some awareness of its surroundings, so a Harrowed is just as likely to wake up as other folks if trouble rears its head.
What the Hell Was That? : Common folk are inherently wary of the Harrowed. Their attitudes are generally Unfriendly and Persuasion rolls to bargain with them suffer a −2 penalty. This drops to Hostile and −4 if they saw the Harrowed do something truly grotesque or horrific.
On the plus side, being Harrowed counts as the Requirement for the Menacing Edge (see Savage Worlds).
Undeath: It should come as no surprise that living dead are fairly resilient. Harrowed add +2 to recover from Shaken and don’t suffer Fatigue from Hazards they’re immune to, such as those related to breathing. They suffer Wounds normally, but ignore one level of Wound penalties. If Incapacitated, roll Vigor as normal. If they “die” from anything other than a head shot, they’re only put down for 1d6 days, after which they wake up with three Wounds. Harrowed can only be killed by destroying the brain (a Called Shot to the head, or massive damage if the GM thinks it would destroy the noggin). If the brain is mush, the manitou and the Harrowed are truly dead.
The resurrection power can restore a Harrowed to life. If this occurs, the demon is slain and he loses all his Harrowed abilities. Of course the manitou does everything in its power to prevent such a thing!
Healing: Harrowed who get their daily requirement of meat may make a natural healing roll every five days as usual. The deader must physically stitch herself up somehow (needle and thread, baling wire, etc.), they can even reattach body parts (assuming they aren’t disintegrated).
The very existence of these walking corpses is an affront to the spirits of nature. No beneficial magic from Indian shamans— including healing—affects them, though detrimental or damage-causing powers work just fine.
Counting Coup: A lot of nasties lurk in the Weird West. Most of these creatures have at least a spark of supernatural energy in them, and the most powerful have a lot. When one of these critters dies, a Harrowed closer than the creature’s Spirit die in game inches can “count coup” on it and absorb its essence.
Harrowed who count coup gain some pretty strange abilities, but some powers come with a drawback as well. Taking all that evil inside is no small thing. In any case, Harrowed can only count coup on the more powerful creatures of the Weird West. Lesser critters just don’t have enough mojo to collect.
If more than one Harrowed is within range to count coup, they make opposed Spirit rolls to see which of them gets the honors. If a Harrowed can gain a coup power from a creature, it’s listed in the creature’s description. The Marshal has the details on what powers come from each creature.
Unclean Abomination: Undeath isn’t all posies and ice cream, hombre. By their very existence Harrowed are abominations and affronts to life. Regardless of the host’s nature, Harrowed always count as supernaturally evil due to the manitou inside them.
Any Harrowed who wants to persist in its undead state is forced to hide that status from most people. Ordinary folks who discover your hero’s true nature aren’t likely to settle in for a drawn-out explanation of how all this strangeness came to pass. Odds are they shoot first, hang second, dismember third, burn fourth—and forget to ask questions! Moreover, some authorities know about the Harrowed and might try to destroy those they deem dangerous, whether they’ve broken any laws or not.
Weapon // Range // Damage // AP // ROF // WT // Notes
Unarmed // Melee // d4+Str // - // 0 // 0 lbs. // None
Gear // Cost // Wt
Backpack // // 2
Bedroll // // 5 (2.5)
Total Weight: lbs Total ( lbs w/Backpack)
Encumbrance 60 lbs
Money: $250
Hindrances [Used to take Arcane Background (Magic) and Arcane Armor Edges]
Code of Honor (Major)
Pacifist (Minor)
Stubborn (Minor)
Edges & Advantages
Harrowed
Arcane Background: (Chi Master)(2)
Martial Artist (2)
Advancement:
First Strike: REQUIREMENTS: Novice, Agility d8+
Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 133).
Raise Stat (Vigor)
Improved Skill Fighting [d12]
Edge (Superior Kung Fu: Drunken Style)- As a free action at the start of her turn, she can assume any one of the styles she’s taken below. The benefits of the style remain in place until she changes to a different one.
DRUNKEN STYLE: The fighter weaves around like she’s out of her tree on firewater, making her moves hard to follow or predict due to her staggering gait. Opponents subtract 2 from attack rolls to hit her, but her Pace is reduced by 2 (she may still run).
Raise Stat (Vigor)

Keeper of Forbidden Lore |

Sorry, I had a busy weekend. All you need is the core. Let me answer some of your questions, even late.
The harrowed thing, might be iffy, but they dealt with a shaman and ya know they just dealt with a soul stealing succubus. So supernautal stuff should be fine.
On the beenies, I have folks reset them now and then. Not really had a hard rule on just when.
I'll look over your character tonight. On background, you would be be getting hired as a cowhand. You might have a connection to another character, I can ask and see if they would be intrested in that.

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If being a Harrowed would mess up the story, I can build a different character. Probably shifting back to a Gambler Huckster/Hexslinger type instead.
If the Harrowed can work in the group without messing up the storyline, I have come up with the following backstory.
Chin would often have to go get him in the evenings. One evening he was sent to get him and found him surrounded by some rival gang members. Chin used his skills to defend his brother, but as one of the gang members was fleeing he flung a knife at Chin's back which caught him between some ribs and killed him.
A week or so later, Chin woke up in a grave and had to break his way out. He could barely reach to where the knife had stabbed him in the back. He stumbled, dirty and disheveled, back to his family's laundry shop. He saw that his brother was working away with his father. He watched them from a distance for a short time as those who passed by treated him as a vagrant. Unsure of what happened that night, but realizing that it would be hard to accept that he had survived and climbed from his grave a week later, Chin decided that he could not face them. Instead he turned and stumbled away. He cleaned up and hired himself out to a maze runner looking for some unskilled labor. Soon he found his way out of the maze and started looking for odd and end jobs as he made his way into the Weird West.
Chin quickly realized that he smelled strange, and took to spending much of his money on booze as it hid the odor and made many disregard him. Chin discovered that there are many dangers. By pretending to be a drunk, he often stumbles through life using his martial arts skills to protect himself as he works his way through the Weird West. Recently, he has started to work as a cowhand as help was desperately needed. His bosses shake their heads at how poorly the animals react to him and more then one has suggested he should cut back on the booze a bit before the cattle trample him.