Jonathan Hyland - Undercover Secret
Service Agent
Age |
33 |
Wind |
12 |
Pace |
6 |
Size |
6 |
Gambling |
3d12 |
Reason for being in town: Although his superiors called
him off the case of the missing Army gold shipment due to lack
of progress, he managed to get himself assigned to investigate
the possibility of cheating in the Colonel McFarland's Grand Poker
Tournament, having a hunch that the two might be related somehow.
How he got the golden card: It was confiscated by the Secret
Service from a counterfeiting ring who'd obtained it, and issued
to Agent Hyland as part of his cover.
Combat reactions: He's got training, so he makes for
cover first of all and then fights back fairly calmly and methodically,
putting his targets down one at a time and moving on.
Retinue: None.
Gambling style: Plays a conventional but confident game
of poker, throwing in the occassional Bondesque witticism, especially
if his target is at the same table.
Card number: 1
Acceptance speech: "Jonathan Hyland, and there's nothing
I like more than a good, honest, game of poker." *pointed
glance at Colonel McFarland*
Cognition 2d8, Knowledge 1d8, Mien 2d12, Smarts 4d12, Spirit
4d6
Academia: Accountin' 2d8, Area Knowledge: Boston 2d8, Bluff 2d12,
Disguise 2d8, Gamblin' 3d12, Guts 2d6, Language: English 3d8,
Language: Spanish 1d8, Performin': Actin' 2d12, Scrutinise 2d8,
Search 1d8
Deftness 1d8, Nimbleness 4d6, Quickness 3d12, Strength 2d6,
Vigor 3d6
Climbin' 1d6, Dodge 2d6, Fightin': Boxin' 2d6, Horse Ridin' 2d6,
Lockpickin' 2d8, Shootin': Pistol 3d8, Sneak 1d6
Edges and Hindrances:
Belongin's: Browning semi-automatic pistol (1); 7 shots, .45 calibre,
rate of fire 2, damage 3d6-1, range increment 10
Keen (3); +2 to Cognition-based rolls to notice small details
Law Man: Secret Service (5)
Heroic (-3)
Obligation: Secret Service (-4)
Tinhorn (-2)
Lenore Brixley - Huckster-about-town
Age |
26 |
Wind |
16 |
Pace |
6 |
Size |
5 |
Gambling |
4d12 + 2 |
Reason for being in town: Just to win the money.
How she got the golden card: It was being used as a bookmark
in the rather old copy of Hoyle's she stole from a fellow huckster
down in Phoenix.
Combat reactions: Acts scared if she thinks it'll help,
but is actually a reasonably capable fighter. She keeps a derringer
up her dress and won't hesitate to use it if necessary.
Retinue: None.
Gambling style: Isn't above using her feminine charms to
distract her opponents, but in general plays a straight and highly
competant game of poker. Knows there's Pinkertons and the like
about, so doesn't use hexes during games at all. Anyway, she's
gambled with sterner opponents than these before, she reckons
she can handle herself the old-fashioned way.
Card number: 2
Acceptance speech: "Call me Lenoah. Sure is a pleasah
bein' heah!"
Cognition 1d8, Knowledge 3d10, Mien 4d8, Smarts 2d12, Spirit
4d10
Academic: Occult 3d10, Area Knowledge: New Orleans 2d10, Bluff
3d12, Gamblin' 4d12, Guts 2d10, Language: English 2d10, Language:
Latin 1d10, Persuasion 3d8, Scrutinise 2d8, Search 1d8
Deftness 1d10, Nimbleness 2d6, Quickness 3d6, Strength 2d6,
Vigor 3d6
Climbin' 1d6, Dodge 1d6, Filchin' 3d10, Shootin': Pistol 2d10,
Sleight o' hand 3d10, Sneak 1d6
Hexslingin' 4
Edges and Hindrances:
Arcane Background: Huckster (3)
Belongings: Hoyle's Book of Games (2)
Purty (1); +2 to Persuasion rolls against opposite gender
The Voice: Soothin' (1); +2 to Persuasion rolls
Curious (-3)
Habit: Card shufflin' (-1)
Scrawny (-5); -1 to Size (already factored in)
Yearnin': Fame & fortune (-1)
Hexes: Roll Hexslingin' d Trait, target number 5. Success
gets five cards, each raise gets an additional one. Make best
possible poker hand. Jokers wild, black joker wins a roll on the
backlash table.
Hex |
Trait |
Hand |
Speed |
Duration |
Range |
Hunch |
Cognition |
Two Pair |
10 seconds |
Instant |
Touch |
Place hand on person, place or thing. Hex gives
a brief vision, feeling or "hunch" about some event
in the target's past. Better hand, better information. |
Hex |
Trait |
Hand |
Speed |
Duration |
Range |
Mind Twist |
Smarts |
Pair |
1 |
Concentration or 1 wind per round |
5 yards per level in Hexslingin' |
Lowers one of target's mental traits by a number
of die types - Pair: 1 die type, Two Pair: 2 die types, Straight:
3 die types, Flush: 4 die types, Full House: 5 die types. Minimum
1d4. |
Hex |
Trait |
Hand |
Speed |
Duration |
Range |
Phantom Fingers |
Spirit |
Ace |
1 |
1 wind per round |
5 yards per level in Hexslingin' |
Picks stuff up and moves it around! 1d4 wind
per action of complex manipulations. Ace: baseball. Pair: pistol.
Jacks: rifle. Two Pair: Gatling gun. Three of a Kind: person.
Straight: iron safe. Flush: wagon. Full House: oak tree. Four
of a Kind: Freight car. Straight Flush: Manor house. Royal flush:
train. |
Hex |
Trait |
Hand |
Speed |
Duration |
Range |
Trinkets |
Knowledge |
Ace |
2 |
1 round per level in Hexslingin' |
Touch |
Allows the caster to pull a minor mundane object
out of a pocket, pouch or bag. Ace: match, penny. Pair: scarf,
random playing card, nickel. Jacks: derringer, knife, two bits
(25c). Two Pair: pistol, $5 coin, specific playing card. Higher:
specific key etc. |
Tricks: Roll Hexslingin' d Trait, target number 5. Draw
one card per success and raise. Any red card means it works. Failure
costs 2 wind. Black joker wins a roll on the backlash table!
Trick |
Trait |
Duration |
Range |
Groom |
Smarts |
Instant |
Self |
Tidies clothes and hair, removes dirt and
grime, shines shoes. Doesn't work on stains, doesn't shave or
cut hair. |
Trick |
Trait |
Duration |
Range |
Ignite |
Spirit |
Instant |
Touch |
Causes a small inanimate object (cigar,
candle, dynamite fuse) to ignite. If a match can't light it,
this trick can't either. |
Li Yun-Biao - Peaceable martial artist
Age |
25 |
Wind |
14 |
Pace |
12 |
Size |
6 |
Gambling |
3d10 |
Reason for being in town: Hopes to win the prize and use
the proceeds to build an orphanage for his community.
How he got the golden card: A local urchin got it in a
deck of cards, and the community elected Li to enter the tournament
on their behalf, as he knows a bit about gambling.
Combat reactions: Completely pacifistic, if people start
trying to beat him up he'll just take it and let them, trying
to explain to them the error of their ways, unless his life is
actually in danger. If that's the case, or innocents are threatened
and reasoning hasn't worked, he'll fly into mind-boggling action.
Retinue: None.
Gambling style: Perfectly honest, knows of cheating but
doesn't really believe that normal people actually do it. Completely
honourable and pleasant.
Card number: 3
Acceptance speech: "Li Yun-Biao. I very much look
forward to playing most enjoyable poker with such fine honourable
people." *fist-in-palm style greeting to all* *laughs from
crowd*
Cognition 4d8, Knowledge 2d4, Mien 1d8, Smarts 1d10, Spirit 2d8
Area Knowledge: Shan Fan 2d4, Gamblin' 3d10, Guts 3d8, Language:
Cantonese 2d4, Language: English 1d4, Medicine: General 2d4, Ch'i
4d8, Scrutinise 1d8, Search 1d8
Deftness 1d8, Nimbleness 1d12, Quickness 4d8, Strength 3d8, Vigor
4d6
Climbin' 1d12, Dodge 3d12, Fightin': Tai Chi Chuan 5d12, Horse
ridin' 1d12, Sneak 1d12, Swimmin' 1d12
Edges and Hindrances:
Arcane Background: Enlightened (3)
Martial Arts Training (3); deals Strength + 1d6 unarmed damage,
can be brawling or lethal
Brave (2); +2 to Guts checks
All Thumbs (-2); -2 to use mechanical implements
Ferner (-3)
Pacifist: Unwavering (-5)
Ch'i powers: Roll Ch'i against Target Number, spend appropriate
Strain (starting Strain is equal to Vigour die type, returns by
one point per hour of rest).
Ch'i Power |
Target Number |
Strain |
Speed |
Duration |
Blood of Gold |
Special |
Special |
Special |
Permanent |
Accelerates own healing! Pick a wound location, roll
Ch'i and spend the Strain. Each success and raise heals one wound
level. Doesn't work on Maimed locations.
Wound |
Target Number |
Strain |
Time |
Wind |
3 |
1 |
1 minute |
Light |
5 |
2 |
5 minutes |
Heavy |
7 |
3 |
15 minutes |
Serious |
9 |
4 |
30 minutes |
Critical |
11 |
5 |
1 hour |
|
Ch'i Power |
Target Number |
Strain |
Speed |
Duration |
Gimmick Weapon |
5 |
2 |
1 |
1 Strain per round |
Can use an object not normall considered
a hand-to-hand weapon when fighting (umbrella, suitcase, own
hair etc.), using Fightin': Martial Art skill. Weapon does Strength
damage, plus 1d8 per success and raise on Ch'i roll. +1 Defensive
Bonus per success and raise also. |
Ch'i Power |
Target Number |
Strain |
Speed |
Duration |
Merciful Sparrow |
Opposed |
1 |
Vamoose |
Instant |
Spend highest card to kick or throw a handy
object into the way of an incoming missile. If Ch'i roll beats
opponent's To Hit roll, missile is deflected. |
Ch'i Power |
Target Number |
Strain |
Speed |
Duration |
Monkey Goes to the Mountain |
3 |
3 |
1 |
Instant |
Flies through the air, bouncing off stuff,
like in Crouching Tiger, Hidden Dragon et al. Success against
TN 3 allows a move of 5 yards in any direction (including up
and down). TN raises by two for each additional 5 yards on top
of that. |
"Lucky" Clem Johnson - the luckiest
cowboy alive
Age |
23 |
Wind |
14 |
Pace |
8 |
Size |
6 |
Gambling |
3d8, rerolling 1s |
Reason for being in town: To win the money, to split it
amongst the cowboys at the ranch where he works.
How he got the golden card: Just walking down the street
one day, and there was a new-looking pack of cards on the side
of the road. He picked it up and opened it, and lo and behold...
Combat reactions: Can handle himself in a good-natured
barroom brawl, but he's no hero. However, he'll always back up
his comrades. Tends to get knocked out of the way of a chair by
a shove, or get tripped just before a guy would have knocked him
out the window, etc.
Retinue: Three cowpokes that are along to offer support
and generally party down.
Gambling style: He can't really bluff (it's pretty obvious
when he tries), but he just gets dealt good hands most of the
time. It's uncanny. (he rolls his Gamblin' using his Spirit die
type, and rerolls 1s due to Luck o' the Irish)
Card number: 4
Acceptance speech: "Clem Johnson, but most folks just
call me Lucky! Oooh." *bends down to pick up a coin he just
noticed, as a whiskey bottle thrown by one of the Mexican banditos
sails through where his head was and brains a bystander*
Cognition 4d6, Knowledge 1d4, Mien 4d6, Smarts 3d6, Spirit 2d8
Area Knowledge: Wisconsin 2d4, Gamblin' 3d6, Language: English
2d4, Performin': Harmonica 1d6, Search 2d6, Trackin' 1d6, Trade:
Cowpokery 3d4
Deftness 3d6, Nimbleness 2d8, Quickness 4d6, Strength 4d8,
Vigor 4d6
Climbin' 1d8, Dodge 2d8, Fightin': Brawlin' 2d8, Horse ridin'
3d8, Shootin': Pistol 3d6, Sneak 1d6
Edges and Hindrances:
Luck of the Irish (3); reroll 1s on Trait and Aptitude tests (except
going bust)
Thick-Skinned (3); ignore one level of wound penalties
Clueless (-3); -2 to Cognition checks
Law O' the West (-3)
Loyal (-3)
Nick - Old You-Know-Who
Age |
N\A |
Wind |
14 |
Pace |
10 |
Size |
6 |
Gambling |
2d10 |
Reason for being in town: To collect fresh souls for the
bossman.
How he got the golden card: An old man found it in a pack,
and had a heart attack with the excitement. Nick "just happened"
to be in the vicinity, and yoinked it.
Combat reactions: He'll always try to politely talk
his way out of any potentially dangerous situation, but if worse
comes to worst, he can just blink out of reality with a smile,
to avenge himself at his leisure. (he won't be back within the
time of the game if this happens)
Retinue: None.
Gambling style: Very polite and smooth, but doesn't seem
to be paying much attention to the game. Doesn't really want to
draw attention to himself by winning, just wants to be in the
presence of so many people who want something really badly - perhaps
badly enough to sign on the dotted line...
Card number: 5
Acceptance speech: "Greetings, friends! You may call me Nick
- many people do. If I can be of assistance to anyone - mi casa,
tu casa, as they say." *charming smile, glint of evil in
eye*
Cognition 4d12, Knowledge 2d10, Mien 1d12, Smarts 1d10, Spirit
4d8
Academia: Occult 5d10, Area Knowledge: The West 2d10, Bluff 4d10,
Gamblin' 2d10, Language: English 2d10, Language: Latin 2d10, Language:
Native Tongue 2d10, Overawe 5d12, Persuasion 4d12, Ridicule 3d10,
Scrutinise 3d12, Search 1d12
Deftness 1d8, Nimbleness 1d8, Quickness 3d8, Strength 1d4,
Vigor 3d6
Climbin' 1d8, Sleight o' hand 4d8, Sneak 1d8
Edges and Hindrances:
Fleet-Footed (2); +2 to Pace - already factored in
Light Sleeper (1)
The Stare (1); +2 to Overawe rolls
The Voice: Threatenin' (1); +2 to Overawe rolls
The Voice: Soothin' (1); +2 to Persuasion rolls
Damned (-5); can't be affected by beneficial Miracles or Favours
Enemy: Goodness and normalcy (-4)
Hankerin: Fresh souls (-1); ignore the rules for this one, I think
Old Zeke - Grizzled old miner '49er
Age |
72 |
Wind |
12 |
Pace |
4 |
Size |
6 |
Gambling |
4d8 |
Reason for being in town: Partly to win the money and retire,
partly to show these consarned young whippersnappers that they
ain't as good as they thinks they are.
How he got the golden card: Bought a lucky pack one day.
Combat reactions: In his youth he was as rough-&-tumble
as the next prospector, but he's not as young as he was. He can
still take a punch surprisingly well though, but he didn't live
to be 72 without knowing that in a fight, absence of body is better
than presence of mind.
Retinue: None.
Gambling style: Takes his time, peering squintingly at
his opponents, spitting tobacco juice into the vicinity of a spitoon,
hacking up phlegm and doing the same, and making scathing comments
under his breath.
Card number: 6
Acceptance speech: "Ooooooold Zeke, an' I reckon I
can teach you folks a thing or tew about playin' REAL cards. Consarnit,
in my day we dint even HAVE these here fancy-schmancy printed
cards - we done whittled our own cards, outta dead Injuns!"
*puttup*
Cognition 2d10, Knowledge 1d8, Mien 2d4, Smarts 4d8, Spirit
4d8
Area Knowledge: Californee 2d8, Area Knowledge: Colorado 2d8,
Area Knowledge: Kentucky 2d8, Demolition 3d8, Gamblin' 4d8, Guts
3d8, Language: English 2d8, Ridicule 4d8, Scroungin' 2d8, Search
1d10, Trade: Minin' 3d8
Deftness 2d6, Nimbleness 2d6, Quickness 3d6, Strength 1d8,
Vigor 4d4
Climbin' 1d6, Dodge 1d6, Fightin': Brawlin' 2d6, Shootin': Shotgun
3d6, Sneak 1d6
Edges and Hindrances:
Sand (5); +5 to Stun and Recovery checks
Sense o' Direction (1)
The Voice: Gratin' (1); +2 to Ridicule rolls
Ailin': Phlegm production (-1)
Big Mouth (-3)
Geezer (-5)
Habit: Chewin' terbaccee (-1)
Ox - his name is Ox
Age |
32 |
Wind |
18 |
Pace |
6 |
Size |
7 |
Gambling |
4d10 - 2 |
Reason for being in town: To win the money and buy a circus.
Circuses are funny.
How he got the golden card: "Sweet mother o' mercy,
I just got me one o' them golden cards!" "DAT'S MY GOLDEN
CARD, FRANKIE." "Well, sheeit, Ox, I don't know about
that, after all I bought the deck fair and square..." "DAT'S
MY GOLDEN CARD, FRANKIE!" *lifts Frank into the air* "Uhh,
sure thing, Ox, I wasn't really gonna use it anyway..."
Combat reactions: Loves nothing more than busting heads.
Doesn't really know when to quit. Won't stop until he's dead or
unconscious. Scary, dangerous man.
Retinue: None.
Gambling style: Doesn't really bother gambling, just uses
his Overawe. "I GOT A PAIR O' QUEENS. ANYBODY BEAT DAT?"
"We-hell, as a matter of fact..." *GLARE* "I DON'T
TINK YOU DO BEAT A PAIR O' QUEENS!" "No, actually, that
sure clears me out!" *sweat*
Card number: 7
Acceptance speech: "OX." "You got a surname
to go with that, sonny?" "JUST OX! ANYBODY GOT A PROBLEM
WIT DAT?!" *everybody in the room goes quiet and shakes their
heads quickly*
Cognition 3d6, Knowledge 1d4, Mien 2d10, Smarts 2d6, Spirit
4d6
Animal Wranglin': Bronco Bustin' 3d10, Area Knowledge: Texas 2d4,
Faith 1d6, Gamblin' 2d6, Guts 2d6, Language: English 2d4, Overawe
4d10, Search 1d6
Deftness 3d6, Nimbleness 4d6, Quickness 4d6, Strength 3d12,
Vigor 2d12
Climbin' 1d6, Dodge 3d6, Fightin': Brawlin' 4d6, Sneak 1d6
Edges and Hindrances:
Brawny (3); +1 Size (already factored in)
Nerves O' Steel (1); never forced to flee due to failed Guts check
The Stare (1); +2 to Overawe rolls
The Voice: Threatenin' (1); +2 to Overawe rolls
Big Britches (-3)
Heavy Sleeper (-1)
Illiterate (-3)
Mean as a Rattler (-2)
Pedro - Swarthy Mexican
Age |
38 |
Wind |
18 |
Pace |
4 |
Size |
7 |
Gambling |
3d10 |
Reason for being in town: To raise money to build an orphanage
for the poor orphaned Mexicano bambinos. Or that's what he tells
everyone, anyway. He's really just after the money because he's
a bandito and likes easy money.
How he got the golden card: "Ey, Boss, I won one of
theese golden caaahrds!" *shoots underling in the leg* "Agh!
I mean, congratulations Boss, you won one of theese golden caaahrds!"
Combat reactions: Likes to use his boys as cover, sending
them out ahead of himself, but can totally handle himself in a
fight using either his pistols or his knife, if it comes down
to it. He just prefers not to have to.
Retinue: Five rowdy banditos, unshaven, unwashed and uncouth.
Gambling style: Eyes dart about between his opponents and
his hand. Chews a match when he's playing, to help him concentrate.
Card number: 8
Acceptance speech: "Pedro - I come to ween the maaney
for Father Juan, so he can beeld an orphanage for the poor, leetle
bambinos." *wipes away a tear*
Cognition 1d8, Knowledge 2d6, Mien 1d8, Smarts 2d10, Spirit
3d6
Area Knowledge: Tijuana 2d6, Bluff 2d10, Gamblin' 3d10, Language:
English 1d6, Language: Spanish 2d6, Leadership 2d8, Search 1d8,
Survival: Desert 2d10
Deftness 2d12, Nimbleness 3d6, Quickness 3d8, Strength 2d8,
Vigor 4d6
Climbing 1d6, Dodge 3d6, Fightin': Knife 3d6, Horse ridin' 2d6,
Quick Draw: Pistol 2d8, Shootin': Pistol 4d12, Sneak 1d6
Edges and Hindrances:
Big Ears (1); +2 to hearing-based Cognition checks
Sand (3); +3 to Stun and Recovery checks
Tough as Nails (3); +6 Wind (already factored in)
Two-Fisted (3)
Big Un: Husky (-1); +1 Size (already factored in)
Ferner (-3)
Greedy (-2)
Hankerin': Tequila (-1)
Outlaw: Took the bank in Tucson (-3)
Professor Charles Langhorne - Mad Scientist
with a System
Age |
38 |
Wind |
16 |
Pace |
6 |
Size |
6 |
Gambling |
2d12 modified by machine |
Reason for being in town: To test his system, and his Langhorne
Arithmetical Probabilitistic Envelope Cadence Describer Engine.
How he got the golden card: Found it in his lab coat. He
assumes he must have got it in a deck of cards, but he doesn't
really remember doing so.
Combat reactions: Most important thing is to protect
his Arithmetical Probabilitistic Envelope Cadence Describer Engine.
Next most important thing is to protect himself. The best way
to do that is to scuttle away as quickly as possible, with as
low a profile as possible.
Retinue: Two postgraduates who are given every bit of menial
work he has, and who are studying the goings-on for their thesiseses
at the same time.
Gambling style: Constantly fiddling with his machine. Whenever
anybody takes any cards, he inputs how many, and he inputs his
own hand and so forth, then waits for it to chug away and come
up with a result before he does anything. The machine looks kind
of like a squat Victorian cash register, with a chimney on the
side, and it runs off steam power (ghost rock burning, naturally),
and if he does well, it'll develop the nickname amongst the other
folks as the "Describin' Iron".
Card number: 9
Acceptance speech: "Number nine!" *silence* "Number
nine!" *everybody starts looking around* "Card! Number!
Nine!" "Eh? Oh, yes, I think that would be myself..."
*rummaging in pockets of lab coat, waistcoat, trousers* "Yes!
Professor Charles Langhorne. With the aid of my Langhorne Arithmetical
Probabilitistic Envelope Cadence Describer Engine, I aim to prove
the validity of the system I've concocted. A pleasure."
Cognition 2d12, Knowledge 3d12, Mien 1d4, Smarts 1d12, Spirit
3d10
Academia: History 2d12, Area Knowledge: Salt Lake City 2d12, Mad
Science 5d12, Gamblin' 2d12, Language: English 3d12, Language:
German 1d12, Medicine: Surgery 1d12, Science: Chemistry 3d12,
Science: Engineering 4d12, Science: Mathematics 5d12, Science:
Physics 4d12, Search 3d12, Tinkerin' 4d12
Deftness 4d6, Nimbleness 3d6, Quickness 4d6, Strength 3d6,
Vigor 3d6
Climbin' 1d6, Drivin': Steam Wagon 3d6, Lockpickin' 2d6, Shootin':
Pistol 1d6, Sneak 1d6, Swimmin' 2d6
Edges and Hindrances:
Arcane Background: Mad Scientist (3)
Mechanically Inclined (1); +2 to Tinkerin' rolls
Bad Eyes: Mild (-3)
Clueless (-3); -2 to Cognition rolls
Doubting Thomas (-3)
Loco: Absent-minded (-1)
Langhorne Arithmetical Probabilitistic Envelope Cadence
Describer Engine: Malfunction 15. Adds 1d6 to Gambling roll
(reroll Aces). Minor malfunction: Subtracts 1d6
from Gambling roll. Major malfunction: Subtracts
2d6 from Gambling roll (added together, still rerolling Aces).
Catastrophic malfunction: Fizzes ominously, then
explodes! Oh dear.
Reverend Jack Macintyre - Preacher with
a purpose
Age |
44 |
Wind |
22 |
Pace |
6 |
Size |
6 |
Gambling |
4d10 |
Reason for being in town: To prove to these godless heathens
that their greed and corruption are no match for the power of
The Lord, and to gather as many of these lost souls as possible
and set them down the Righteous Path.
How he got the golden card: One of his flock bought a lucky
pack, and gave the card to the Reverend so as to remove the temptation
to lust after Earthly goods. That gave the Reverend an idea...
Combat reactions: The Lord helps those who help themselves.
He'll fire up his Smite miracle and wade into combat, loudly extolling
the virtues of humility and pacifism.
Retinue: Three of the most pious of his flock - a schoolmarm,
a cantankerous and very old lady (who Old Zeke takes a liking
to) and a clean-cut and well-dressed young man. They sing hymns.
Gambling style: Doesn't really look at his cards, sits
leaned forward and makes long eye contact with his opponents.
Trusts in The Lord, and keeps telling everybody so.
Card number: 10
Acceptance speech: "Reverend Jack Macintyre! Hallelujah,
brethern - the Lord deals my cards."
Cognition 3d8, Knowledge 4d6, Mien 2d12, Smarts 4d8, Spirit
3d10
Area Knowledge: Arkansas 2d6, Faith 4d10, Gamblin' 2d8, Guts 3d10,
Language: English 2d6, Overawe 3d12, Professional: Theology 3d6,
Ridicule 1d8, Search 1d8, Tale Tellin' 4d12
Deftness 4d6, Nimbleness 4d6, Quickness 4d8, Strength 2d10,
Vigor 1d12
Climbin' 1d6, Dodge 2d6, Fightin': Big Honkin' Stick 3d6, Horse
ridin' 1d6, Sneak 1d6
Edges and Hindrances:
Arcane Background: Blessed (3)
Brave (2); +2 to Guts rolls
Religious Rank (1)
Bad Ears: Mild (-3); -2 to hearing-based Cognition checks
Habit: Telling everyone about The Lord (-1)
Obligation: Moderate (-3)
Pacifist: Self-Defense (-3)
Miracles: Roll Faith against Target Number.
Miracle |
Target Number |
Speed |
Duration |
Range |
Inspiration |
5 |
1-minute sermon |
Special |
Special |
Every success and raise adds 2 to his Tale-tellin'
roll. |
Miracle |
Target Number |
Speed |
Duration |
Range |
Lay on Hands |
Special |
1 minute |
Permanent |
Touch |
Heals all of target's wounds if successful,
gives highest wound to Blessed's guts location if not. Subtract
target's wound modifiers from Faith roll, and add target's Faith
level if of same basic religion, subtract if not. Wind: TN 3.
Light: TN 5. Heavy: TN 7. Serious: TN 9. Critical: TN 11. Maimed
(limbs): TN 13. |
Miracle |
Target Number |
Speed |
Duration |
Range |
Protection |
Opposed |
1 |
1 round |
Self |
Roll Faith against a supernatural evil's
Spirit. If successful, enemy cannot touch or directly harm Blessed.
Yes, the PCs count. |
Miracle |
Target Number |
Speed |
Duration |
Range |
Sanctify |
11 |
1 week |
Permanent |
Touch |
Consecrates hallowed ground (radius of
ten yards times Blessed's Faith level), making it painful for
evil creatures to walk upon it. Evil creatures must make a TN
11 Spirit total every round spent on the holy ground. If failed,
smoke and steam and take the difference in wind. Yes, the PCs
count. |
Miracle |
Target Number |
Speed |
Duration |
Range |
Smite |
5 |
1 |
12 rounds |
Touch |
Raises Strength by one step for every success
and raise. |
Max "Risk" Warner - Card sharp
and adventurer
Age |
27 |
Wind |
14 |
Pace |
8 |
Size |
6 |
Gambling |
5d12 |
Reason for being in town: For the adventure, and the oodles
of money.
How he got the golden card: Won it in a poker game from
an opponent who immediately got uppity - he had to leave the table,
the saloon and the town in quite a hurry (the type of hurry with
lead in it).
Combat reactions: He's honed fighting just enough to
make your getaway to a fine art. Hops over tables, dives through
open windows, lands on horses - just get out of there with your
winnings and your life, is his outlook.
Retinue: None, but hooks up with any single women who'll
have him.
Gambling style: Maintains a constant poker face, but it's
one with a slight smug smile built into it.
Card number: 11
Acceptance speech: "The name's Max 'Risk' Warner -
card sharp and adventurer. Call me Risky." *winks at a lady,
who blushes and giggles*
Cognition 4d10, Knowledge 4d6, Mien 1d10, Smarts 3d12, Spirit
2d8
Area Knowledge: Denver 2d6, Bluff 4d12, Gamblin' 5d12, Guts 3d8,
Language: English 2d6, Language: Indian Sign 2d6, Persuasion 3d10,
Ridicule 3d12, Search 1d10
Deftness 2d12, Nimbleness 4d8, Quickness 2d10, Strength 2d6,
Vigor 4d6
Climbin' 1d8, Dodge 3d8, Fightin': Brawlin 2d8, Shootin': Pistol
3d12, Sleight o' hand 3d12, Sneak 1d8
Edges and Hindrances:
Eagle Eyes (1); +2 to sight-based Cognition checks
Kemosabe: Sioux (2)
Light Sleeper (1)
Purty (1); +2 to Persuasion rolls against opposite gender
Renown: Professional gambler and adventurer (1)
Big Britches (-3)
Heroic (-3)
Outlaw: Accused of cheating at cards in Colorado (-1)
Yeller (-3); -2 to Guts checks, and to Gambling when at the same
table as Ox
Sheriff Andy Mitchum - white-hatted do-gooder
Age |
36 |
Wind |
12 |
Pace |
8 |
Size |
6 |
Gambling |
3d8 |
Reason for being in town: To raise money for the Jefferson
County Sheriff's Office.
How he got the golden card: Confiscated an unopened deck
of cards from a troublemaker in the saloon (along with other stuff),
one of his deputies opened it one evening and found the card,
and gave it to the Sheriff because that's the honest thing to
do and they're all so nice!
Combat reactions: Prefers to take wrong-doers peacefully,
but won't back down from a fight. Never draws first, dislikes
killing but won't hesitate to do so if necessary.
Retinue: Two deputies, one of whom plays the harmonica
in accompaniment to the Sheriff's guitar and singing, and the
other who croons along in the background.
Gambling style: Poker face, plays it cool, kinda wooden.
Smiles and is pleasant between hands. Sometimes whistles a pleasant
country & western tune.
Card number: 12
Acceptance speech: "Sheriff Andy Mitchum, and it sure
is a pleasure to meet all you lovely people. Howdy. How y'all
doing." *tips his hat and smiles toothily at everyone*
Cognition 4d8, Knowledge 2d6, Mien 3d10, Smarts 2d8, Spirit
2d6
Area Knowledge: Idaho 2d6, Gamblin' 3d8, Guts 3d6, Language: English
2d6, Overawe 2d10, Performin': Singin' 3d10, Search 1d8
Deftness 1d12, Nimbleness 4d8, Quickness 4d10, Strength 4d8,
Vigor 4d6
Climbin' 1d8, Fightin': Lariat 3d8, Horse ridin' 3d8, Quick Draw:
Pistol 2d10, Shootin': Pistol 3d12, Sneak 1d8
Edges and Hindrances:
Brave (2); +2 to Guts checks
Law Man: Sheriff (3)
Nerves O' Steel (1); doesn't have to flee due to Scart Table results
Purty (1); +2 to Persuasion rolls against opposite gender
Renown: My hero! (2)
The Stare (1); +2 to Overawe rolls
Heroic (-3)
Law o' the West (-3)
Obligation: Mind jurisdiction, fight crime (-4)
Roger Snodgrass - snooty annoying child
prodigy
Age |
12 |
Wind |
12 |
Pace |
6 |
Size |
6 |
Gambling |
4d10 |
Reason for being in town: To prove (not that he needs to)
that he's better than this riff-raff.
How he got the golden card: Father picked it up down the gentleman's
club, and gave it to young Roger for his birthday.
Combat reactions: Hides, quivers, cries for mommy. However
his bodyguards and nanny will defend him until put down.
Retinue: An ugly-as-sin built-like-a-brick-outhouse nanny
with several ranks in Fightin': Rollin' Pin, two bodyguards in
suits who aren't too bright.
Gambling style: Bodyguard puts a stack of cushions on his
chair so he can see the table, he hoists himself up and maintains
a very stern (yet snooty) poker face throughout the game, saying
the absolute minimum. He drinks milk.
Card number: 13
Acceptance speech: "Roger Snodgrass - I assume none
of you... people think you can win this competition, so may I
say that I hope you enjoy your loss." *sits down and drinks
some milk*
Cognition 4d6, Knowledge 3d8, Mien 2d6, Smarts 4d10, Spirit
4d6
Academia: History 2d8, Area Knowledge: Philadelphia 2d8, Arts:
Sculpting 2d6, Bluff 3d10, Gamblin' 4d10, Language: English 3d8,
Language: French 2d8, Performin': Violin 3d6, Ridicule 3d10, Science:
Mathematics 2d8, Science: Physics 2d8, Search 1d6
Deftness 3d10, Nimbleness 3d6, Quickness 1d10, Strength 2d6,
Vigor 2d6
Climbin' 1d6, Horse ridin' 2d6, Sneak 1d6
Edges and Hindrances:
Dinero: Moderate (3)
Friends in High Places: Father is a senator (3)
High-Falutin' (-2)
Kid (-2)
Squeaky (-2); -2 to test of wills rolls involving voice
Tinhorn (-2)
Baron Heinrich Von Flausenhaven - Prussian aristocrat
Age |
52 |
Wind |
12 |
Pace |
6 |
Size |
6 |
Gambling |
5d4 |
Reason for being in town: Merely for the challenge of playing
some high-class poker against some new opponents, and for the
change of scene - Konigsberg can get dreadfully dull sometimes.
How he got the golden card: It came into his posession.
After doing some research into what it is, he decided that a trip
to the Neu Welt would be just the ticket.
Combat reactions: Will spectate jovially at a barfight,
but not join in, and will even restrain his troops from joining
in in order to prolong the show. If threatened however, he will
point out how important he is and how dangerous it would be to
harm him. Failing that, he will attempt to defend himself with
a Prussian sabre he doesn't know how to use.
Retinue: Six palace guards - they might look silly with
their big moustaches and Pikelhaubes (those helmets with the spike
on the top), but they're crack troops.
Gambling style: Easy and carefree, like somebody who would
have difficulty losing enough money to make a difference. Occassionally
calls for the barman to provide him with some more of the Schnapps
he brought specially.
Card number: 14
Acceptance speech: "Guten Tag, Baron Heinrich Von
Flausenhafen is my name. I am lookink forvard to some entertaining
games of poker, ja?"
Cognition 3d8, Knowledge 4d4, Mien 4d8, Smarts 3d4, Spirit
2d6
Academia: History 2d4, Area Knowledge: Heidersdorf 2d4, Gamblin'
5d4, Language: English 1d4, Language: German 2d4, Leadership 2d8,
Professional: Politics 4d4, Scrutinise 2d8, Search 1d8
Deftness 1d8, Nimbleness 3d6, Quickness 4d6, Strength 3d6,
Vigor 4d6
Climbin' 1d6, Sneak 1d6
Edges and Hindrances:
Dinero: Filthy rich (5)
Friends in High Places (3)
Clueless (-3); -2 to Cognition rolls
Ferner (-3)
High-Falutin' (-2)
Bleeding Elk - Arapaho Injun
Age |
19 |
Wind |
18 |
Pace |
10 |
Size |
6 |
Gambling |
1d6 |
Reason for being in town: Exploring the world of the white
man.
How he got the golden card: There it was, in the deck of
cards he took from that dead trapper.
Combat reactions: Not having a white man's morality
system, he doesn't really mind killing the shit out of folk who
start on him. However, he knows that this can lead to all sorts
of problems with the law, so he'll stop once his aggressor is
rendered incapacitated. Confused by bar brawls.
Retinue: None.
Gambling style: Not one hundred percent on how bidding
works, and isn't sure if a straight is better than a flush or
not. Tries hard, though.
Card number: 15
Acceptance speech: He's been looking at his card and has
figured out that the 15 on it corresponds to the 15 on the blackboard,
so he knows when his turn is up and stands up, and says his name
in his native language. After several attempts at understanding,
the barman writes "Injun" and Bleeding Elk sits down
looking satisfied.
Cognition 4d10, Knowledge 4d6, Mien 1d8, Smarts 3d6, Spirit
3d10
Area Knowledge: Wyoming 2d6, Bluff 2d8, Gamblin' 1d6, Language:
Algonquian 2d6, Language: Indian Sign 1d6, Overawe 3d8, Search
1d10, Survival: Mountain 2d6
Deftness 1d8, Nimbleness 4d8, Quickness 3d10, Strength 4d8,
Vigor 3d8
Bow 3d8, Climbin' 2d8, Dodge 3d8, Fightin': Tomahawk 4d8, Horse
ridin' 3d8, Sneak 2d8
Edges and Hindrances:
Brave (2); +2 to Guts rolls
Fleet-Footed (2); +2 to Pace (already factored in)
Sense o' Direction (1)
All Thumbs (-2); -2 to rolls to use machinery
Curious (-3)
Poverty (-3)
Stubborn (-2)
Colonel Clayton McFarland - businessman,
mayor, cheatin' hornswoggler
Age |
58 |
Wind |
12 |
Pace |
4 |
Size |
6 |
Gambling |
5d12 + 6 |
Reason for being in town: To win the tournament by cheating,
thereby advertising his company at little cost. Plus it doesn't
help for a playing card company to be run by what seems to be
the best card player in the West.
How he got the golden card: He always reserves himself
the sixteenth place.
Combat reactions: He's a war vet, so he can handle himself,
but he lets his enforcers do the fighting and waits for an opening.
He'll play the feeble-old-man card if it'll help.
Retinue: Bodyguard of 2 enforcers.
Gambling style: Extremely confident and easygoing, is
polite and pleasant. Concentrates hard though (he appears to be
concentrating on his cards, but he's actually concentrating on
the morse code being tapped on his leg).
Card number: 16
Acceptance speech: Doesn't say anything, just smiles
and nods when the bartender says "And number sixteen - Colonel
Clayton McFarland!".
Cognition 3d10, Knowledge 2d10, Mein 4d6, Smarts 3d12, Spirit
3d6
Academia: Occult 2d10, Area Knowledge: Iowa 2d10, Area Knowledge:
Northern Midwest 2d10, Bluff 5d12, Gamblin' 5d12, Guts 4d6, Language:
English 2d10, Language: German 1d10, Leadership 4d6, Overawe 4d6,
Professional: Business 4d10, Scrutinise 4d10, Search 1d10
Deftness 1d8, Nimbleness 3d4, Quickness 3d10, Strength 2d6,
Vigor 2d6
Climbin' 1d4, Dodge 4d4, Fightin': Sabre 3d4, Shootin': Pistol
4d8, Sneak 1d4
Edges and Hindrances:
Belongings: Town and playing card business! (5)
Dinero: Moderate (3)
Nerves O' Steel (1); never has to flee due to results on the Scart
table
Renown: Heard Of Ya (1)
Veteran of the Weird West (0); Paranoid
Big Britches (-3)
Enemy: Moderate (-3)
Greedy (-2)
Yearnin: Make card company a success (-2)
Equipment: Fancy suit, derringer