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