Forwell Hog

Mr. Stuthman's page

157 posts. Alias of Donnell "The Fox".


Full Name

Mr. Stuthman

Race

| Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*0, Red*0, Blue*0

Classes/Levels

| Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Gender

Male Human Novice Blessed

About Mr. Stuthman

Attributes/Skills
Agility d8
Shooting d8

Smarts d8
Healing d8
Notice d6
Occult d6
Research d6
Science d6

Spirit d8
Faith d8

Strength d4

Vigour d4

Grit: 1

Fate Chips: White*0, Red*0, Blue*0

Hindrances
Major
Bad Dreams (1 less Fate Chip)

Minor
Ailin' (subtracts 1 from Fatigue rolls made to resist physical exertion)
Hesitant (Draw two Action Cards in combat and act on the lowest. Use Jokers normally, ignoring the Hindrance round)

Edges
Arcane (Miracles)
Steady Hands (ignores the Unstable Platform penalty)
Healer (+2 to all Healing rolls, whether natural or magical in nature)

Melee
Scalpel: STR+d4 damage

Ranged
Evans' Old Model Sporter (.44): 24/48/96, RoF 1, 2d8 damage, AP2, Shots: 34
(Ammo = 47)
Formaldehyde jars: 4/8/16, RoF 1, 2d6 damage
(Ammo = 1)

Misc
Charisma: 0
Pace: 6
Parry: 2
Toughness: 4
Rank: Novice
Experience:
Advances: 2

Wounds:
Permanent Injuries:

Armour
Head:
Torso:
Arms:
Legs:

Equipment
Clothes (cheapo): Stetson, duster, chaps, boots, dress shirt, trousers
Canteen
5 days trail rations
Matches (100)
Horse
Saddle, saddlebags
Fuse (2')
Bedroll and Mess kit (cheapo)
Watch (cheapo)

Cash: $4.25

Total Weight:
Weight Limit:

Miracles
Aim: Increases Shooting or Throwing accuracy
Armor: Magical shield
Beast Friend: Speak with and guide the actions of nature’s beasts
Boost/Lower Trait: Increase any of an ally’s Traits, or lower an opponent's
Deflection: Misdirect incoming melee and missile attacks
Elemental Manipulation: Perform basic “tricks” with air or water:
--> Air: Create lesser air currents
--> Water: Conjure up to a pint of water; purify one gallon of water
Environmental Protection: Endure elements (pressure, atmosphere, air, etc)
Healing: Repairs Wounds received in the last hour
Inspiration: Reduce the local Fear Level
Light: Create light as bright as a torch
Protection: Creatures of darkness cannot attack
Sanctify: Consecrate areas of earth, causing great pain to supernaturally evil creatures that attempt to tread upon it.
Smite: Increase weapon damage
Speak Language: Speak, read, and write a language other than your own
Stun: Shocks enemies with concussive force, sound, magical energy, etc
Succor: Removes one Fatigue level, Shaken status, or unconsciousness
Windstorm: Conjures up a twister, blinding those in range

Background/Description
You found Mr. Stuthman in Dodge City, shortly after the closing of his business - simply named "The Undertaker." It seems there was a bit of a scandal when one of Mr. Stuthman's 'clients' returned to life while he was working on them (it happens, most people get over it - Stuthman did not). He took such a fright, that after putting his scalpel through Mrs. Lowry's skull, he proceeded to put bullets into every body in his workshop. Rumour has it that he interrupted a funeral to ensure the deceased stayed in his coffin. But surely that was an exaggeration.

A rail-thin man, Mr. Stuthman always smells faintly of chemicals and death. In fact, he looks more and more like his former 'clients' - with his pale, slightly yellowed skin; thinning salt-and-pepper hair; and dark, sunken eyes.

Stuthman has a peculiar speech pattern that could best be described as hesitant, if not quite a stutter. Occasionally, that catch in his speech breaks off into wracking, wheezing coughs - of the kind that have people looking at him sideways and thinking "that can't possibly be good."

That hesitation in his speech is a characteristic that carries over into other situations too, as if he wants to be exact in his actions, but is never quite sure what will happen when he is - the exception to this is in his work. Grisly as it is, Mr. Stuthman is confident and sure around a corpse - once he's assured himself that it's dead, at least. He always makes sure a final round is placed in someone's skull, as if he's convinced that anyone and everyone will rise again.

Time on the trail with Mr. Stuthman (you never did catch a first name - he introduced himself as "<i>Mr.</i> Stuthman") is equally unsettling. He's twitchy, and his hand is never far from his rifle, and he compulsively sips at water every few minutes. His nights are broken by sobs, anxious shudders, and the occasional scream.

He has proven to be a useful companion, however - the man is a font of knowledge and a reasonable shot with that rifle. Occasionally, he conjures something that can only be described as miraculous, though you get the impression that even he's surprised when it happens. Although Stuthman sees the Harrowed as an abomination, you're never quite sure if that means "unto God" or "Nature" or whatever else - certainly he's no Bible-thumper, but a certain amount of religiosity goes along with undertaking.