Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts

Monday, April 24, 2023

Manitou Monday: Dobson Family SideQuest for Deadlands the Weird West & Savage Worlds



A PDF of this SideQuest is available here.

Outside the city of Denver is a small, family cemetery hidden amongst the woods of a blue spruce forest. No one remembers the Dobson family in the area if asked, but they will lose every ounce of friendliness if outsiders are foolish enough to inquire about the tomb or any other strange things in the area. Only, Bringham Polk, a drunk trapper who lives closest to the cemetery is willing to open up about the place and only if some booze is made readily available to him. 


After his third or fourth whiskey Brig, as his Ma called him, will tell you about the strange screeches that can be heard several nights a month around the boneyard, the death of livestock of all kinds throughout the year, and those nights when the Moon is nowhere to be seen and not quite human things that knock on his windows, rattle his locked doors, climb upon his roof, and try to crawl down his chimney. By the time Brig gets around to this last bit the man is terrified and heads over to the Sherif’s office to dry out in a cell. Coincidentally, there is no Moon that night.


When its found the vines, creepers,  and roots of the forest seem to shy away from the ominous stone building and here are several things about it that are off-putting. First, the doorway is just a tad to narrow and short for most people and no one can read the bone white letters of some strange language that spells out “VKTUURM circa 2241” etched above the door.


There is a single coffin on a stone slab within the tomb and it uncovered and empty with the lid missing completely. Covered in a heavy layer of dust is a golden necklace with a long attached. On a successful Common Knowledge check the observers believes it is a human tooth. 


Each corner of the interior features a gargoyle crouched and ready to strike and a successful Occult check reveals them to be examples of Ghuls from Middle-Eastern folklore.


A successful Notice check finds a narrow hidden door in the far left corner leading down. Posse members with the Brawny edge are too large to enter the door.

A worn set of hand holds takes the Posse down about 30’ before opening into a large chamber and utter darkness. Using a torch or other light source reveals a dirt floor and scattered bones of all kinds. A terrible stink pervades the whole area and is a mixture of a heavy musk and feces. A Notice check reveals 2 Dobson Family Ghuls almost completely buried in the walls of this chamber and breathing very shallowly. A roll of 1 on the Notice trait die awakens both Ghuls who attack and screech for the rest of their nest. If the Ghuls are not awakened then Posse members have The Drop on them.


Dobson Family Ghul

Parry 7 | Tough 7 | Pace 6 (d6)

Ag d10, Sm d4, Sp d6, St d8, Vi d10 | 

Athletics d10 | Fighting d10 (d8+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Arcane Resistance, Beast Bond, 

Calculating, Free Runner, Grit, 

Special Abilities Burrow, Fear (Those who see them must make a Fear Check), Low-Light Vision (No penalties for Dim and Dark Illumination), Weakness: Light (-2 to all Trait Rolls in light brighter than a torch)

A narrow tunnel opens up to the left and after about 30’ splits to the right and left.

Taking the right-hand tunnel leads to another chamber that is barely large enough to hold the entire Posse and has scattered piles of various items and includes 1 dagger, 1 Colt Peacemaker, 1 calvary saber, 4 children’s toys, and $40. Another Notice check reveals 2 adult Ghuls and 3 Ghoul children. Once again, a 1 on the Notice die awakens the creatures and sleeping Ghuls gives the Posse The Drop.


If the left-hand tunnel is selected it is 50’ long and opens into the smallest chamber yet. There is enough room for 2 Posse members at most and a woman with wild and long silver hair, naked and her belly swollen with child, lies in the center of the floor with her left arm buried in the dirt up to her elbow. Both Mother Dobson and her mate, whose hand she is holding and who is lying buried beneath her, Father Dobson can be awoken just like the other Ghuls and if they are asleep the Posse has The Drop on them.


Father Dobson Ghul

Parry 7 | Tough 7 | Pace 6 (d6)

Ag d10, Sm d4, Sp d8, St d10, Vi d10 | 

Athletics d10 | Fighting d10 (d10+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Arcane Resistance, Beast Bond, 

Calculating, Free Runner, Grit, 

Special Abilities Burrow, Fear (Those who see them must make a Fear Check), Low-Light Vision (No penalties for Dim and Dark Illumination), Weakness: Light (-2 to all Trait Rolls in light brighter than a torch)


Mother Dobson

Wild Card

Parry 6 | Tough 6 | Pace 6 (d6)

Ag d8, Sm d8, Sp d10, St d6, Vi d8 | 

Athletics d8 | Fighting d8 (d6+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Brawler, Command Presence, Ferver, Improved Beast Bond, Master Tactician

Special Abilities Burrow, Low-Light Vision (No penalties for Dim and Dark Illumination)


Within this chamber is the Dobson Family Bible with a letter from Lilith Whately congratulating her niece, Pandora, on her engagement to Ibraham Dobson. There is an old and weathered  copy of the dreaded Liber Des Goules which contains a cypher for the language used on the outside of the tomb known as Enoy and a written history of the Dobson clan here in the U.S.



Monday, April 17, 2023

Manitou Monday: Red Tiger Gang's Hideout, A 5 Room Dungeon

 






You can Download the PDF here.


The Red Tiger Gang is led by Tigress Hepburn, the daughter of Frances "Trapper" Hepburn who rode with several gangs in the 1870s. Tigress' Mother, Acorn, died in child birth and she was literally raised by gangs her father rode with. After her Dad got gunned down in Dodge City, she found herself working with her "Uncle", Frank Perth and Robert "Red" Dobbins who both think of her as their daughters. Due to the backward view of some bandits and hired guns Tigress posed as a young man and was known by strangers as "Tiger". Smart and surprisingly well-read most who rode with Tigress quickly found enough success to look past the fact that she was "the fairer sex" and those stupid enough to give her unwanted attention had to deal with first her and then Uncle Frank and Red. 


The Posse is tracking down the Red Tigers who are wanted for several murders in the area over the last 4 months. The Gang is working for the Bayou Vermillion rail company dealing with folks who won't accept the Baron's offer for their land. There is bounty of $200 each for all 8 members of the Gang.


The entrance to the caves the Tigers use as a hideout is guarded by Uncle Frank Perth and his gatling rifle, Birdie (she has been modified to carry double the amount of rounds). Frank uses a wooden crate as a seat, there are two sets of lanterns mounted to each side of the cave, and a small wooden table holds a cup of oily black coffee.


Uncle Frank Perth

Wild Card

Parry 7 | Tough 7 (1) | Pace 6 (d6)

Ag d8, Sm d8, Sp d6, St d10, Vi d8 | 

Athletics d8 | Fighting d10 

Notice d8 | Shooting d10 (2d8, 24/48/96,

AP 2, RoF 3, 60 Shots)  | Stealth d8 | 

Edges Improved Rapid Fire, Rock and Roll! 

Quirks Shaving cuts on face


The cave branches to the right and left.


Heading to the right leads to a chamber with four rough tables with a poker deck on the closest. Under one of the tables lies a woman who pleads for help when the Posse enter. Her arms and legs are bound with heavy rope. Her face is dirty, she has no shoes, and she is wearing a denim dress that is heavily scuffed. She quickly tells them , "A bunch of 'em are out hunting, hurry get free me before they make it back!"


She will identify herself as Diane Hope and claims the outlaws killed her husband and kidnapped her two days ago. In reality, she is the gang's leader, Tigress Hepburn, and she heard the scuffle with Uncle Frank and tied herself up and sent the other Tigers into the next chamber to ambush the intruders. She has a derringer and a knife on her.


Diane Hope AKA Tigress Hepburn

Wild Card

Parry 7 | Tough 7 (1) | Pace 8 (d8)

| Ag d12, Sm d10, Sp d6, St d6, Vi d10 | 

Athletics d8 | Fighting d6 (d6+d4) | 

Intimidation d10 | Notice d10 | 

Persuasion d10 | Shooting d10 (2d4, 

3/6/12, RoF 1, 2 Shots)  | Stealth d8 | Taunt d10 | 

Edges Command Presence, Level Headed,

Natural Leader 

Quirks Missing pinky on left hand.


The next chamber has a bear-skinned rug and 3 crates containing whiskey, a bag of mail, and several empty money bags. The two tables in this room are tipped over and being used as cover by 5 Red Tigers. "Drop your weapons and we'll talk about how you might make it out alive!", yells a man with flaming red hair and beard aiming 2 peacemakers at the Posse. 


"Diane" will make sure to stay behind the characters and in the previous the chamber they "rescued" her from. She won't act on the first round of combat but will attack the Posse on the second round. She is loyal to her gang but if things look bad for them before attacking she will continue her ruse until she can escape and then gain revenge. 


Shooting in the cave can be dangerous due to ricochets and if an attacker rolls a1 on their Shooting die and fails their attack roll, draw a card, if it is a Diamond draw a card for each person in the chamber and whoever has the lowest card is hit by the ricocheting bullet.


5 Red Tiger Bandits

Parry 7 | Tough 7 (1) | Pace 6 (d6)

| Ag d6, Sm d6, Sp d6, St d8, Vi d6 | 

Athletics d8 | Fighting d6

Shooting d8 (2d6+1, 12/24/48, AP 1, 

RoF 1, 0 Shots)  | Stealth d6 | 


The cave take a sharp turn to the left toward the largest chamber yet. There are 7 bed rolls in here and the last 1/4 of the chamber is separated by quilts hung on clothesline to give Tigress privacy from the rest of her gang. While the Posse searches this chamber she stay close to the entrance and will be looking for a chance to make a run for it if the Posse has killed the Uncle Frank and the other 5 Tigers. Once the Posse begins inspecting Tigress’ belongings a successful Common Knowledge roll will clue them into her lie and she will not surrender for any reason, she'd rather die then be hung or go to jail.


There is a deep niche in the wall near her bedroll where there is $100 in cash and 4 ounces of Ghost Rock. After searching the whole chamber the Posse also finds an additional $80 in cash, a ruby engagement ring, 1 stick of TNT, 3 dime novels, and a copy of Hoyle's Book of Games that is missing close to 20 pages. 


If the Posse takes a left instead of the right at the split after about 5 minutes they find dead end with numerous bones, animal, human, and…other critters scattered on the chamber floor. A successful Notice roll at -2 will reveal a carcajou, a wolverine-like creature that the Gang has chained up in here. The chain has 15' of slack and this chamber is 45' long and 30' wide.


Carcajou

Parry 9 | Tough 10 (1) | Pace 10 (d10)

Ag d10, Sm d4 (A), Sp d12, St d10, Vi d12 | 

Athletics d10 | Fighting d12+2 (d12+d6+2, AP 2 | Intimidation d10 | Notice d8 | Stealth d12 |

Survival d8 | Edges Improved Frenzy,

Quick, Rabble-Rouser | Special Abilities

Fearless, Hardy, Size -1

Quirks Missing left eye



  



 

 

 



  

 

 


 



 

 

 



  

 

 


Saturday, March 25, 2023

Deadlands: From the Journal of Erebus Bullfinch - The Siege Perilous


August 15th, 1883

As autumn approaches I can scarcely guess where the spring and summer of this year have gone. It was late February when Simeon Whately's bequest of his personal library and collection of artifacts was donated to the University. Soon afterward, the Head Archivist of the Natural History Department and my boss, Doctor Reginald J. Balsam, became all consumed by his examination of a rare and delicate book within the dead man's donation.

Most in New England are aware of Simeon's role in the Boston Children's Fund and the string of disappearances of Beantown orphans associated with it. While Police couldn't prove the children were the victims of foul play, as no bodies have ever been found, no arrests were made even though Simeon was tried in the court of public opinion and essentially became a recluse for these past thirty years.

With Dr. Balsam focused on the mysterious tome that has left me to oversee cataloging the man's artifacts. As a younger man, Simeon carried on his family's tradition of travel, often in the company of his late twin sister Silf, and the artifacts donated hail from many strange and exotic locales. I've inventoried a yeti's skull from Nepal, the preserved carcass of a Mongolian death worm, and the skeleton of a giant from Vermont.

However, I've spent the last two weeks focused on a large ruby set in a golden frame that matches the description of the Siege Perilous from several sources trusted by the University, including Paracelsus and Saint Germaine. I beseeched Dr. Balsam for aid as I do not feel that I am experienced enough in my work yet to handle something as important as this find could be. While Dr. Balsam was very clear that his research superseded mine he did persuade the Chair of the History Department, Dr. Edwina Rosewater, to aid me in my work. At first, Dr. Rosewater was very skeptical of my conclusions, but in the last week  her opinion has dramatically changed as more and more sources keep confirming my discovery. Edwina recently procured a copy of the Grand Grimoire of Merlin Ambrose which claims that during the full moon of August, known as the Sturgeon Moon, the Siege Perilous's gem will be transmuted into an emerald for approximately one hour and if the wielder knows the right incantations they can open a portal to...somewhere else. I wish that information could be more clear as I've uncovered a number of possible destinations ranging from our Moon, to the realm of Faerie, and even to Hell itself.

Edwina...Dr. Rosewater and I have decided to test this theory out on the first night of the Sturgeon Moon in four day's time.

I'm uncertain what I am hoping to find. If the Siege Perilous exists whatever mythic items might be real? Excalibur? The Spear of Longinus? The Holy Grail?

Part of my reservations come from the fact that I have grown certain that a tall, thin man seems to be observing me here at the University and outside my boarding house of Maple Street. I've warned Edwina but thus far she doesn't think she is being watched yet.

Dark times seemed to have grown common place since our War Between the States and if this discovery is real could it become a bright light to burn away the growing darkness? 

We will know soon enough.

Power: On the three nights of a full moon the Siege Perilous may be used to open a doorway to the Hunting Grounds that will last until dawn. The doorway is open both ways and does allow beings in the Hunting Grounds to enter our world. Additionally, if a being trained in the Occult skill gains a success they may open a gateway to the Hunting Grounds at any time and become Fatigued and any beings within 30" of it may make a Notice trait roll at +1. On a Raise the being is not Fatigued and at the Notice roll is at -1. The being can close that gateway at any time and will close immediately if they go unconscious or die.

Monday, March 20, 2023

Manitou Monday: The Cordon Bruja for Deadlands & SWADE





The Cordon Bruja or Witch in Lace, haunts the boomtowns of the West, a shadowy guardian of women who have been the prey of black-hearted and abusive men. The legend holds that a new Bride witnessed her husband's murder by three men looking to lie low from the law and fate made them choose their homestead on the day of their wedding. After killing her husband they savagely attacked, tortured, and hung the Bride on their properties lone tree. 

As the breath left the Bride, who still wore the tattered remains of her bridal gown, her terror and rage caught the attention of a sinister manitou known as Vengaza. The manitou promised a slow and agonizing death to the three men who destroyed her life and the Bride's answer was swift and certain. However, Vengaza was stunned by the Bride's will as the manitou had planned a long and brutal run of atrocities using her corpse, but it could not gain control of the new Harrowed. Vegnaza had taken notice of the woman because of her magical talent for witchcraft but it realized too late that it had vastly underestimated the woman' power.

It wasn't Vengaza but the Bride...no...the Witch in Lace, who spent the next 13 days slowly torturing the three men who took everything from her and so many others as they each confessed their crimes while begging for death. 

Vengaza is now trapped by the Witch, who has begun hunting for other such predators, a vigilant and brutal angel of grim retribution, but for some the only ally they have left.


CORDON BRUJA 

Wild Card

Parry 6 Tough Pace 10 (d10) 

Athletics d6 Fighting d10 

(claws d6 + d4) Shooting d6 | 

Spellcasting d10 Intimidation d8,

Notice d8, Stealth d8 Ag d8, Sm d10, 

Sp d10, St d6, Vi d6 | Edges Arcane 

Background (Magic), Improved 

Arcane Resistance, Level Headed | 

Special Abilities Undead, Wall Walker | 

Power Points 20 | Powers Arcane Protection, 

Blind, Bolt, Confusion, Dispel, 

Drain Power Points, Havoc, Fear, Fly, 

Mirror Self, Protection, Shape Change 

Wednesday, November 16, 2022

Spotlight: Horror at Headstone Hill for Deadlands & Savage Worlds Adventure Edition



Horror at Headstone Hill is a sandbox campaign for the Deadlands Weird Western RPG for Savage Worlds Adventure Edition.

It presents to you the entirety of Uinta County, Wyoming beginning Mid-May of 1884. The County's important areas are broken down for the Game Master and important people are introduced and statted out. A timeline of the settlement is also presented to help the setting take shape. While there is a central adventure presented here, like many Savage Worlds products, several dozen Savage Tales are included as well. These Savage Tales help the GM fill in information about certain areas, groups, personas, and critters and give them handy smaller adventures.

The level of detail for the setting is pretty perfect for my habits as a GM, which means the basic information is well presented but there is enough left open to easily customize the campaign area. To help bring my tastes into focus I can get very bored of dry descriptions of room after room or dense background information and this product has none of that. I think I spent less than an hour reading over the County and main campaign or Plot Point in SW terms. I then spent another 30 minutes skimming Savage Tales and where they might intersect certain NPCs or locales. I took some notes of less than a page for use in the game and at the table. My prep was less than two hours but when our first session began I felt very prepared. As a 50 year old gamer with not enough free time I love that Pinnacle gets this is important for a busy GM.

Horror at Headstone Hill works so well for me because it gives a light, but solid foundation to use as a springboard so that when my Players inevitably (within an hour of the first session) went for something I wasn't expecting I had enough information sketched out for me that I could roll with it pretty easily. And while about half of the first arc of the Plot Point has been central to the Character's actions I have not missed a beat by using this product's many options to ad lib player driven plot lines .

This product is literally perfect for my GMing style. I'm not overwhelmed with information while having plenty of resources to make Headstone Hill a living region. The box set and its maps are wonderful and I use my MacBook at the table to quickly look up something in the PDF if I haven't noted it.

I could not ask for a better tool to help wade into Deadlands for a long term Campaign, my first attempt, a few years, back didn't go as well and HaHH lets me confidently adjudicate unforeseen situations.

I'd also like to state that while I've owned every edition of Savage Worlds, it's newest edition known as SWADE, communicates information far better than any of the previous core rules and all of the SWADE products I've purchased have been top-notch. In a lot of ways, I think it took technology and our industry to catch up to what Shane Lacy Hensley originally envisioned for SW (I remember his original format was going to be three-hole punched products that you could print off as the rules changed or when errata was corrected. I'd also like to take a minute to call out how much I enjoy having the SW Power Cards and Status Cards at our table. I tend to forget who is Shaken or Wounded or has what Condition and the cards make that so much easier to remember while communicating the appropriate rules, as well.

HaHHH succeeds as a great product for any GM wanting to run Deadlands. While I think it could be used with other systems I don't think it would succeed as well if the setting did not have magic, weird tech, Native Americans, and undead desperados. I also love that this product is a box set which scratches the nostalgia itch I have for 1990s TSR AD&D and Role Aids products I loved so much.

I heartily recommend Horror at Headstone Hill and I'm excited that a similar product will be Kickstarted for Savage Rifts by PEG on Black Friday.  I will wholeheartedly back that project too.

Tuesday, September 27, 2022

Deadlands: Spearfinger for Savage Worlds

 



"Spearfinger, or U'tlun'ta, is a female monster in Cherokee legend that lived along the eastern side of Tennessee and western part of North Carolina. "U'tlun'ta" translates from Cherokee to "the one with pointed spear”, which refers to the sharp finger on her right hand. Sometimes, she was called Nûñ'yunu'ï, which means "Stone-dress". This name is from her stone-like skin.

Her sharp finger is said to be her forefinger on her right hand. The sharp finger resembled a spear or obsidian knife, which she used to cut her victims. Her mouth was stained with blood from the livers she ate. Often she clutched her right hand tightly, because her hidden heart and only weak spot was in her right palm."

Wild Card

Attributes: Agility d8, Smarts d8, Spirit d10, 

                   Strength d10, Vigor d10


Skills: Athletics d8, Common Knowledge d8, 

           Fighting d10, Intimidation d10, 

           Notice d8, Persuasion d10,

           Stealth d8, Survival d8


Pace: 9; Parry: 9; Toughness: 10 (3)


Edges: Improved Block, Bruiser

Gear: -- 


Special Abilities:

• Claw: d10+d8

• Armor: 

• Fear (-1) 

• Shape Change (self, victim's loved one)

• Weakness: She clutches her heart in her 

                      right hand and called shots 

                      to that location deal double 

                      damage





Tuesday, July 19, 2022

Deadlands: Creeper for Savage Worlds

        


The Reckoners are willing to cultivate and twist plants as often as animals. Creepers are one of those plants that the Reckoners have twisted and they are often used to guard significant places to their dark masters in forests and swamps.



Attributes: Agility d6, Smarts d8, Spirit d6, 

                   Strength d8, Vigor d10


Skills: Athletics d6, Fighting d8, Notice d8, 

           Stealth d6, Survival d8


Pace: 6; Parry: 6; Toughness: 8


Edges: Assassin, Dodge, Quick


Special Abilities:

• Hardy

• Size 1

• Thorny Vine: Str+d6





Saturday, July 16, 2022

Deadlands: Nephilim for Savage Worlds

       


There are powerful beings in the Hunting Grounds including some that consider themselves "gods", their powers so potent that they can bind servants who exist solely to do their bidding. However, their powers require believers as the gods are truly  parasites who draw most of their power from the humans that fear and obey them. These servants to tend  their god's commands and some have dubbed them "angels" and their power can be terrifying in its own right. Many gods forbid their angels and believers to commingle as a primary commandment but there are those that choose their own desire over the master's and their progeny are known as nephilim. Most of them are quickly discovered and brutally slain with their parents, but some manage to survey and there are even a handful of clans of them in the world Most of them are destroyed when the god discovers the forbidden relationship, but some have managed surive and there are even a handful of clans in the world. Most nephilim are between 8 and 9 feet tall and have horns of various shapes upon their skull and many have been twisted due to their fear of being destroyed and their anger at being denied a normal life.


Attributes: Agility d8, Smarts d8, Spirit d10, 

                   Strength d12+2, Vigor d12


Skills: Athletics d10, Fighting d10, Intimidation d8,

           Notice d8, Stealth d8, Survival d8


Pace: 8; Parry: 12; Toughness: 10


Edges: Alertness, Block (Improve), Brawny, 

            Brute, Sweep (Improved)


Gear: Club (Str+d4)


Special Abilities:

• Horns: Str+d4

• Size 2





Wednesday, July 13, 2022

Deadlands: Warhog for Savage Worlds

      



Attributes: Agility d8, Smarts d4 (A), 

                   Spirit d12+2, Strength d12, 

                   Vigor d12


Skills: Athletics d10, Fighting d12, Notice d6


Pace: 8; Parry: 8; Toughness: 10 (2)


Edges: Arcane Resistance, Berserk, 

             Fleet-Footed, Mighty Blow


Special Abilities:

• Armor: +2

• Hardy

• Tusk: Str+d8, may charge



Deadlands: Eden Dupont for Savage Worlds

     



Eden is proof that the Black Circle, the secret alliance of the Whatelys, Mina Devlin, and Baron Simone LaCroix, works. Eden was sent to Mina to be trained in witchcraft, then she was infected as a lycanthrope or rougarou by her Devilin kin, and finally sent to be trained as one of the Baron's protectors for a three year contract. When her time was over she had become a potent witch, vicious lycanthrope, and terrifying warrior with the added benefit of having plenty of dirt on both Mina and the Baron which impressed Wilhelmina enough to send her to Heaton Hill, a place that Endor Whately saw as being important in the coming years. 

Meanwhile, Eden, an intelligent, observant, and ambitious woman, had plenty of information on her family's matriarch to pursue her plan to first replace Wilhemina as head of the family and take control of the Black Circle itself. What Eden knew that no one else did was that Endor Whately, her favorite cousin, had foreseen an apocalyptic battle in the region of Heaton Hill, Wyoming. A battle that would reshape the Black Circle and her family completely.

Eden Dupont
Wild Card

Attributes: Agility d6, Smarts d12, Spirit d8, 

                   Strength d8, Vigor d8


As Werewolf: Agility d8, Smarts d12, Spirit d8, 

                      Strength d12+3, Vigor d10


Skills: Athletics d6, Fighting d8, Intimidation d8, 

           Notice d10, Occult d13, Stealth d6, 

           Shooting d6, Spellcasting d12, Survival d8 


As Werewolf: Athletics d10, Fighting d12+3, 

                       Intimidation d10, Notice d12, 

                       Occult d12, Stealth d10, 

                       Spellcasting d10, Shooting d8, 

                       Survival d10


Pace: 6; Parry: 6; Toughness: 6


As Werewolf Pace: 8; Parry: 11; Toughness: 9 (2)


Edges: Arcane Background (Witch), 

            Danger Sense, Fleet of Foot, 

            Tough As Nails, Whately Blood


Gear: Arcane Colt Frontier (Range 12/24/48, 

          Damage 2d6+1, RoF 1, AP 1), 

          Dagger (Str+ D4) 


Special Abilities:

• Armor: 2 (As Werewolf)

• Fear (-2) (As Werewolf)

• Low-Light Vision


Powers: Banish, Beast Friend, Beguile, Summon, Zombie

     Power Points: 15   





Wednesday, July 6, 2022

Deadlands: Bear Creek Monster for Savage Worlds

     




Wild Card

“The Indians have a tradition concerning a strange, serpent-like creature inhabiting the waters of Bear Lake…. Now, it seems this water devil, as the Indians called it, has again made an appearance. A number of our white settlers declare they have seen it with their own eyes. This Bear Lake Monster, they now call it, is causing a great deal of excitement up here”


Attributes: Agility d6, Smarts d4 (A), Spirit d8, 

                   Strength d12+2, Vigor d12


Skills: Athletics d8, Fighting d10, Notice d8, 

           Stealth d10


Pace: 3; Parry: 7; Toughness: 15 (3)


Edges: Berserk


Special Abilities:

• Armor: +3

• Aquatic: Pace 10

• Bite: Str+d8

• Fear (-1)

• Size 4





Deadlands: Senso for Savage Worlds

    



A lost love can make a man do crazy things...terrible things...unspeakable things. The Reckoners recognize talent when they see it and the only thing worse than failure is talent without direction, without meaning, without a mission. War saw what Yubi did without real direction when his beloved Shika was taken from him. He savored the vengeance and bloody death that followed in his wake. The Reckoners needed new agents if they were to be free, finally free of the Hunting Grounds and Yubi could be molded and even controlled...at least compared to Stone. Yubi was broken and ready to commit seppuku but War wouldn't let him die...not until he made it to the western United States...not until he showed Yubi fresh Hells of blood and shit and despair...but wait...Yubi WAS dead and in his place rose Senso, War's new disciple...in fact his namesake and destruction would follow in his wake.

Senso
Wild Card

Attributes: Agility d10, Smarts d10, Spirit d12, 

                   Strength d12, Vigor d10


Skills: Athletics d10, Fighting d12, Notice d8, 

           Riding d10, Stealth d10+4, Shooting d6, 


Pace: 8; Parry: 10; Toughness: 9 (2)


Edges: Chill O'The Grave, Fast As Death, 

             Improved Block, Improved First Strike,

             Iron Jaw, Quick, Silent As Death, Stichin'


Gear: Katana (Str+d6+1), Wazikashi (Str+d6)


Special Abilities:

• Armor: 2

• Burrow (6")

• Fear (-2)

• Fearless

• Low-Light Vision

• Hardy

• Harrowed

• Undead




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