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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Fri Apr 20, 2012 3:29 pm Post subject: Classic Archetypes Reloaded |
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I'm going through all of my old Deadlands Classic books to reproduce the archetypes within for Cons and introductions to Savage Worlds/Deadlands. The Personalty and Quote are wholely that of the original writers of the material, and I tried to keep the archetypes as close to the Classic versions as possible. The Archetypes are largely restricted to the Savage Worlds Deluxe and Deadlands players guide for use to anyone with both books. Most of the time I decided against using other sources with a few exceptions.
Please reply if you discover I added up the characters wrong or have a better build for the archetypes. Note: not all of the items are apparent. Many Quirk Hindrances, Tinhorn for example, gave the Archetype a -1 Charisma. I also added the Belongings Edge to cover expensive items such as Auto-Gyros that are central to the Archetype.
Note: Since this is a combination of Cut and Paste from the original work as well as I own interpretation, I will delete/edit these posts if anyone at Pinnacle feels I have over stepped copyright.
Alchemist
Rank: Seasoned XP: 25
Agility: d6 Smarts: d10 Spirit: d6 Strength: d4 Vigor: d6
Pace: 6 Parry: 2 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Curious (Major), Death Wish: lead into gold (Minor), Quirk: Tinhorn (Minor)
Edges:
Alchemist, Arcane Background: Mad Scientist, Luck, New Power: Blast, Scholar
Skills:
Guts d4, Investigation d6, Knowledge: Chemistry d8+2, Knowledge: Demolitions d8+2, Mad Science d8, Notice d4, Persuasion d6, Repair d4, Shooting d4, Throwing d6
Dinero: $242
Personal Gear: Carried: 14 lbs. Limit: 20 lbs.
Rupertus Pepperbox (.22) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 1 Shots: 8 Notes: AP 1), .22 Pistol Bullets x50, Large Carpetbag with lab equipment and chemicals, Lab Coat
Powers: Each formula has 20 Power Points
Blast: Greek Fire (2-6 Power Points Range: 4/8/16 (Thrown) Duration: Instant)
Boost/Lower Trait: Elixirs and Tonics (2 Power Points, Range: N/A Duration: 3 (1/round)
Dementia:
Delusions: Always insists he almost able to transmute lead into gold.
Airman
Rank: Seasoned XP: 25
Agility: d8 Smarts: d10 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 4 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Delusions: Flying is completely safe (Minor), Heavy Sleeper (Minor), Small: Scrawny (Major)
Edges:
Ace, Arcane Background: Mad Scientist, Belongings: El Cheapo Auto-Gyro, Mr. Fix-It
Skills:
Driving d4+2, Fighting d4, Guts d4, Knowledge: Engineering d6, Knowledge: Metallurgy d6, Mad Science d8, Notice d4, Piloting d6+2, Repair d8+2, Shooting d4
Dinero: $194
Personal Gear: Carried: 22 lbs. Limit: 30 lbs.
LeMat Grapshot (.40) Pistol/shotgun (Range: 12/24/48 and 5/10/20 Damage: 2d6/1-3d6 RoF: 1 Weight: 4 Shots: 9+1 Notes: AP 1, See Notes), .40 Pistol Bullets x50, shotgun shells x20, Goggles, Leather Flight Duster, Tool Kit (Weight: 10), Copy of New Science on Air vehicles (One time +1 Mad Science for Air Vehicles)
El Cheapo Auto-Gyro (Acc/Top Speed: 15/30; Toughness: 6; Crew: 1+1 Notes: -2 Piloting in rough air, 50 miles on 1lb of Ghost Rock)
Powers: Each formula has 20 Power Points
Armor: Armor Plating (2 Power Points Range: Worn/Installed Duration: 3 (1/round))
Buffalo Girl
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +2 Grit: +3
Hindrances:
Curious (Major), Overconfident (Major used as a Minor), Quirk: Intolerant of Feminine Women (Minor)
Edges:
Attractive, Marksman, Quick, Steady Hands, True Grit
Skills:
Fighting d6, Gambling d6, Guts d6, Notice d4, Persuasion d4+2, Riding d6, Shooting d6, Survival d4, Taunt d6, Tracking d6
Dinero: $61
Personal Gear: Carried: 13 lbs. Limit: 30 lbs.
Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), .44-40 Rifle Bullets x50, Whip (Damage: Str+d4 Weight: 1 Notes: Parry -1, Reach +2), Stetson, Rifle Boot
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment
Last edited by Clash957 on Sat Apr 21, 2012 1:11 pm; edited 3 times in total |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Fri Apr 20, 2012 3:33 pm Post subject: |
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Cajun Hunter
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Cautious (Minor), Poverty (Minor), Outsider: Cajun (Minor)
Edges:
Alertness, Combat Reflexes, Scout, Wilderness Man
Skills:
Boating d6, Fighting d6, Guts d6, Healing d6, Language: English d4, Notice d6, Shooting d6, Stealth d6, Survival d6+2, Tracking d8+2
Dinero: $25
Personal Gear: Carried: 29 lbs. Limit: 30 lbs.
Springfield (.5 Rifle (Range: 24/48/96 Damage: 2d10 RoF: 1 Weight: 9 Shots: 5 Notes: AP 2, Min Str d6), .58 Rifle Bullets and powder x25, Knife (Str+d4 Weight: 1), Varmints Traps x2 (Weight: 5 each), One pound of beef jerky, Coonskin Cap
Cowpoke
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d10
Pace: 6 Parry: 5 Toughness: 7 Charisma: +0 Grit: +2
Hindrances:
Clueless (Major), Loyal (Minor), Poverty (Minor),
Edges:
Beast Master: Brave, Loyal Horse, Combat Reflexes
Skills:
Fighting d8, Gambling d6, Guts d6, Intimidation d6, Notice d6, Riding d8, Shooting d8, Survival d6
Dinero: $14
Personal Gear: Carried: 24 lbs. Limit: 40 lbs.
Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), .44-40 Rifle Bullets x50, Bowie Knife (Damage: Str+1d4+1 Weight: 2 Notes: AP 1), Bed Roll, Stetson
Brave, Loyal Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Guts d6, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str,), One Rider (can't be stolen), Size +2) Saddle, Bit and Bridle, Saddle Bags
Coyote Brave
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: -2 Grit: +2
Hindrances:
Clueless (Major), Outsider: Indian (Minor), Poverty (Minor)
Edges:
Ambidextrous, Arcane Background: Shaman, Two-Fisted
Skills:
Fighting d6, Guts d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Survival d6, Swimming d4, Throwing d6, Tracking d6, Tribal Medicine d6
Dinero: $65 in white man’s cash
Personal Gear: Carried: 20 lbs. Limit: 40 lbs.
Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), .44-40 Rifle Bullets x50, Tomahawks x2 (Range: 5/10/15 Damage: Str+1d6 Weight: 2)
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2)
Powers: 10 Power Points
Boost/Lower Trait: Spirit of the Animal i.e. Strength of the Bear (Power Points: 2 Range: Smarts Duration: 3 (1/round))
Smite: Ancestors’ Wrath (Power Points: 2 Range: Touch Duration 3 (1/round)) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment
Last edited by Clash957 on Sat Apr 21, 2012 1:44 pm; edited 2 times in total |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Fri Apr 20, 2012 3:43 pm Post subject: |
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Ex-Chaplan
Rank: Veteran XP: 45 (Veteran o’ the Weird West)
Agility: d6 Smarts: d6 Spirit: d10 Strength: d8 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: -1 Grit: +4
Hindrances:
Habit: Old War Stories (Minor), Loyal (Minor), One Arm (V o’ WW), Pacifist (Major)
Edges:
Arcane Background: Blessed, Conviction, Nerves of Steel, Tale Teller, True Grit, Veteran of the Weird West
Skills:
Faith d10, Fighting d6, Guts d8, Healing d6, Intimidation d6, Knowledge: Occult d6, Notice d6, Persuasion d6, Riding d4, Survival d4
Dinero: $65
Personal Gear: Carried: 3 lbs. Limit: 40 lbs.
Old Hickory Walking Stick (Damage: Str+d4), Bible, Cross, Stetson
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Powers:
Aim, Armor, Barrier, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Exorcism, Gambler, Greater Healing, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Veteran o’ the Weird West:
Maimed: Lost his right arm during an exorcism of a young boy. He tried using Greater Healing to heal it, but when the miracle failed he decided that it was God’s will to keep his arm waiting on the other side of the pearly gates. Fair trade as he saw it as the exorcism freed the boy from possession.
Explorer
Rank: Veteran XP: 45 (Veteran of the Weird West)
Agility: d6 Smarts: d8 Spirit: d8 Strength: d8 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +3
Hindrances:
Curious (Major), Heroic (Major used as a Minor), Phobia: Spiders (Minor)
Edges:
Connections: Sioux, Linguist, Rich, Tale Telling, Veteran o’ the Weird West, Woodsman
Skills:
Climbing d4, Fighting d6, Guts d6, Knowledge: Occult d6, Language: Sioux d6, Language: Indian Sign d6, Language: German d6, Notice d4, Persuasion d8, Riding d4, Shooting d6, Survival d8+2, Swimming d4, Tracking d8+2
Dinero: $200
Personal Gear: Carried: 36 lbs. Limit: 40 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), Sharp’s Big 50 (.50) Rifle (Range: 24/48/96 Damage: 2d10 RoF: 1 Weight: 10 Shots: 1 Notes: AP 2, Min Str d , .45 Pistol Bullets x50, .50 Rifle Bullets x50, Hatchet (Str+d6), Bedroll, Compass, Telescope
Brave Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Guts d6 Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Veteran o’ the Weird West:
Hunted: You didn’t quite finish the job of hunting down a monster. Now the hunter has become the hunted. You don’t know what stalks you only that there is something in the shadows waiting for the best opportunity.
Fresh Dead Soldier
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +3
Hindrances:
Code of Honor (Major), Loyal (Minor), Quirk: Short Tempered (Minor)
Edges:
Alertness, Combat Reflexes, Harrowed, Hip Shooting,
Skills:
Fighting d8, Guts d6, Intimidation d6, Notice d6, Riding d8, Shooting d8, Stealth d6
Dinero: $85
Personal Gear: Carried: 7 lbs. Limit: 40 lbs
Single-Action Army (.44) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .44 Pistol Bullets x50,
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Powers:
Stitchin’ _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment
Last edited by Clash957 on Sat Apr 21, 2012 1:12 pm; edited 2 times in total |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Fri Apr 20, 2012 4:20 pm Post subject: |
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Gambler
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +1 Grit: +2
Hindrances:
Ailin’: You’re knocking on death’s door, probably from consumption, but maybe from something with more sinister origins (Major), Death Wish: go out in a blaze of glory not in bed (Minor), Habit: gambles on everything (Minor)
Edges:
Alertness, Attractive, Card Sharp, Fate’s Favored, Rich
Skills:
Fighting d6, Gambling d8, Guts d6, Notice d6+2, Persuasion d6+1, Riding d4, Shooting d6, Stealth d4, Taunt d6
Dinero: $312
Personal Gear: Carried: 8 lbs. Limit: 30 lbs
Single-Action Navy (.36) Pistol (Range: 12/24/48 Damage: 2d6 RoF: 1 Weight: 3 Shots: 6 Notes: AP 1), Rupertus Pepperbox (.22) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 1 Shots: 8 Notes: AP 1), .36 Pistol Bullets x50, .22 Pistol Bullets x50, Fancy Suit, playing cards
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Gaucho
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Code of Honor: Law o’ the West (Major), Illiterate: You never needed to read English, but you can read Spanish just fine (Minor), Heroic (Major used as a Minor)
Edges:
Ambidextrous, Attractive, Steady Hands, Two Weapon Fighting
Skills:
Fighting d6, Guts d6, Language: English d4, Notice d6, Riding d8, Shooting d6, Survival d6, Throwing d8, Tracking d6
Dinero: $72
Personal Gear: Carried: 29 lbs. Limit: 30 lbs
Colt Frontier (.32-20) Pistol (Range: 12/24/48 Damage: 2d6 Weight: 2 Shots: 6 Notes: AP 1), .32-20 Pistol bullets x50, Bolos x3 (Range: 4/8/16 Damage: Str+1 Notes: See Notes), Machete (Str+d6), chaps, bed roll, canteen, mess kit, rope (50’)
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Gunslinger
Rank: Seasoned XP: 25
Agility: d10 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Enemy: Other gunslinger's thinking they're faster than you (Minor), Heroic (Major), Vengeful (Minor)
Edges:
Duelist, Hip Shooting, Quick Draw, Speed Load
Skills:
Fighting d6, Guts d6, Intimidation d8, Notice d6, Persuasion d6, Riding d6, Shooting d10
Dinero: $56
Personal Gear: Carried: 20 lbs. Limit: 30 lbs
Single-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), .45 Pistol Bullets x50, .44-40 Rifle Bullets x50
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment
Last edited by Clash957 on Sat Apr 21, 2012 1:15 pm; edited 1 time in total |
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Baiyo Seasoned
Joined: 09 Jun 2010 Posts: 160 Location: Los Angeles or there-abouts
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Posted: Fri Apr 20, 2012 6:18 pm Post subject: |
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Awesome so far.
Think I spotted one mistake. For the Cowpoke, I don't believe Belongings: Brave Horse is an Edge in SW or DLR.
Thanks for posting these. _________________ My blog: http://ninjasridingdinosaurs.wordpress.com/ - Now with occassional updates! |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Sat Apr 21, 2012 1:42 pm Post subject: |
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Baiyo, you're right and a single horse isn't much of a belonging. I changed to Beast Master: Brave, Loyal Horse instead. Belonging is still an edge I kept for some archetypes, such as the Airman, because they have something incredibly expensive for Deadlands and rich didn't fit the concept or wasn't enough money.
Harrowed Head Hunter
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: -4 Grit: +3
Hindrances:
Greedy (Minor), Grim Servant o’ Death (Major), Ugly: Flesh is fallin’ right off the bone (Minor)
Edges:
Harrowed, Nerves of Steel, Harrowed Edge: Ghost, Harrowed Edge: Spook
Skills:
Fighting d6, Guts d6, Intimidation d6, Notice d8, Riding d4, Shooting d6, Stealth d4, Streetwise d4, Tracking d8
Dinero: $7
Personal Gear: Carried: 35 lbs. Limit: 30 lbs
Single-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), Double-barreled (12g) Shotgun (Range: 12/24/48 Damage: 1-3d6 RoF: 1-2 Weight: 8 Shots: 2 Notes: +2 Shooting Rolls), .45 Pistol Bullets x30, .44-40 Rifle Bullets x50, 12 gauge Shotgun shells x20, Bowie Knife (Damage: Str+d4+1 Weight: 2 Notes: AP1), hand cuffs, Rope, Coffee, Tattered Ten-Gallon Hat
Brave Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Guts d6, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Powers:
Ghost
Spook
Stitchin’
Hermit
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d10 Strength: d6 Vigor: d6
Pace: 6 Parry: 4 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Pacifist (Major), Poverty (Minor), Ugly: Smells awful (Minor)
Edges:
Alertness, Arcane Background: Blessed, Conviction
Skills:
Climbing d6, Faith d8, Fighting d4, Guts d6, Notice d6+2, Stealth d4, Survival d8, Throwing d6, Tracking d8
Dinero: $0
Personal Gear: Carried: 7 lbs. Limit: 30 lbs
Worn-out Bible, Wooden Cross, Throwing Rocks (Range: 4/8/16 Damage: Str+1 RoF: 1 Weight: 0.5) x7, Walkin’ Stick (Str+d4 Weight: 1), Prospector’s Hat
Mule (Ag: d4, Sm: d4(A), Sp: d6, St: d12, Vi: d12; Skills: Fighting d4, Guts d4, Notice d6; Pace 6; Parry: 4; Toughness: 10; Special Abilities:, Size +3)
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Gambler, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Huckster
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Bad Luck (Major), Habit: Constantly shuffling cards (Minor), Wanted: Some say you’re a shyster; you consider yourself a performer (Minor)
Edges:
Arcane Background: Huckster, Dealer’s Choice, New Power: Telekinesis, Power Points (Novice)
Skills:
Gambling d8, Guts d6, Hexslinging d8, Knowledge: Occult d6, Lockpicking d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Streetwise d6, Taunt d6
Dinero: $239
Personal Gear: Carried: 6 lbs. Limit: 30 lbs
Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .44 Pistol Bullets x50, Deck of Cards, Fancy Suit, Bowler Hat
Powers: 15 Power Points plus Dealing with the Devil
Bolt: Soul Blast (Power Points: 1-6 Range: 12/24/48 Duration: Instant)
Deflection: Missed Me! (Power Points: 2 Range: Touch Duration: 3 (1/round)
Elemental Manipulation: Sleight o’ Hand (Power Points: 1 Range: Smarts x2 Duration: Instant)
Telekinesis: Phantom Fingers (Power Points: 5 Range: Smarts Duration: 3 (1/round) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Sat Apr 21, 2012 1:48 pm Post subject: |
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Kid
Rank: Seasoned XP: 25
Agility: d6 Smarts: d4 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Curious (Major), Overconfident (Major used as a Minor), Young (Major used as a Minor)
Edges:
Very Lucky
Skills:
Climbing d6, Fighting d6, Guts d8, Lockpicking d4, Notice d4, Persuasion d6, Riding d6, Shooting d6, Stealth d6, Swimming d6
Dinero: $60
Personal Gear: Carried: 10 lbs. Limit: 30 lbs
Single-Action Colt Army (.44) Pistol (Range: 12/24/48 Damage: 2d6 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .44 Pistol Bullets x50, Knife (Damage: Str+1d4 Weight: 1), Pet Frog (Ribbet)
Mad Scientist
Rank: Seasoned XP: 25
Agility: d6 Smarts: d12 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 2 Toughness: 7/9 (2/4) Charisma: -1 Grit: +2
Hindrances:
Bad Eyes (Minor), Curious (Major), Quirk: Tinhorn (Minor)
Edges:
Arcane Background: Mad Scientist, Gadgeteer, Mr. Fix-it, New Power: Armor
Skills:
Driving d4, Guts d6, Knowledge: Chemistry d6, Knowledge: Demolitions d6, Mad Science d10, Notice d4, Repair d8, Shooting d6
Dinero: $75
Personal Gear: Carried: 20 lbs. Limit: 30 lbs
Flamethrower (Burst Power) (Range: Cone Template Damage: 2d10+Fire Shots: 2PP Notes: HW), Doctor’s Bag full of strange chemicals and spare parts, spectacles,
Powers: All gizmos have 20 Power Points
Armor: Bullet Proof Vest (Power Points: 2 Range: Worn Duration: 3 (1/round))
Burst: Flamethrower, (Power Points: 2 Range: Cone Template Duration Instant)
Dementia:
Absent Minded: You have problems with the little things in life such as remembering to out you pants on in the morning or remembering if you take your tea with sugar, nitroglycerin, lemon, or milk.
Martial Artist
Rank: Seasoned XP: 25
Agility: d10 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d6
Pace: 6 Parry: 7 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Heroic (Major), Poverty (Minor), Outsider: Chinese (Minor)
Edges:
Arcane Background: Chi Mastery, Brawler, Bruiser, Martial Arts, Superior Kung Fu: Shaolin Temple
Skills:
Deflection d6, Fighting d10, Guts d6, Language: English d4, Notice d4, Smite d8, Stealth d6, Throwing d6
Dinero: $80
Personal Gear: Carried: 8 lbs. Limit: 40 lbs
Three-Section-Staff (Damage: Str+d4 Weight: 8 Notes: Min Ag d10, Parry +1, Reach 1, Two Hands), Unarmed (Damage: Str+d6+2 Raise: +d
Powers: 20 Power Points
Deflection: Seize the Pearl of Death (Power Points: 2 Range: Self Duration: 3 (1/round))
Smite: Powerful Attack (Power Points: 2 Range: Self Duration Instant) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Radical Ans Seasoned

Joined: 21 Jun 2010 Posts: 112
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Posted: Sun Apr 22, 2012 2:08 pm Post subject: |
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| Awesome post! The archetypes were my favorite parts of the old DLC books. I'd love to see Pinnacle make a PDF of archetypes w/ the old art and background flavor text. |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Mon Apr 23, 2012 6:27 pm Post subject: |
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Notes on the Metal Mage: In Classic it was possible for characters to have certain combinations of Arcane Backgrounds. One was the Metal Mage a Huckster/Mad Scientist combo. Because it is much easy to keep the Reloaded rule of 'no character can have two ABs," I made the Edge: Metal Mage.
Metal Mage
Requirements: Novice, AB: Huckster, Occult d6, Hexslinging d6, Mad Science d6
The Huckster understands the true origin of Infernal Devices. They may build Infernal Devices (DL Players pg. 49) as if they were a Mad Scientist as well as take Edges as if they have Arcane Background: Mad Science (Gadgeteer, Mr. Fix It, Alchemy (For Gadgeteer or Eureka!), and Eureka!. Their powers are still only Hexs (except with Gadgeteer)--they cannot take Mad Scientist powers. Additionally, every new Hex (New Power Edge) from now on is treated like a Mad Scientist concerning Dementia.
I still think the edge is a little weak, but I think giving the Metal Mage the ability to make a single 5PP device isn't too bad with Gadgeteer. Ultimately, it spreads the character thin like it did in Classic making the Metal Mage always behind either a Huckster or a Mad Scientist.
Mechanic
Rank: Seasoned XP: 25
Agility: d6 Smarts: d10 Spirit: d6 Strength: d6 Vigor: d6
Pace: 5 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Doubting Thomas (Minor), Overconfident (Major), Slowpoke (Minor)
Edges:
Arcane Background: Mad Scientist, Brawny, McGyver, Mr. Fix-it
Skills:
Driving d4, Fighting d4, Guts d4, Intimidation d4, Knowledge: Demolitions d6, Knowledge: Engineering d6, Mad Science d8, Notice d8, Persuasion d4, Repair d8, Shooting d4
Dinero: $88
Personal Gear: Carried: 29 lbs. Limit: 30 lbs
Double-barreled (12g) Shotgun (Range: 12/24/48 Damage: 1-3d6 RoF: 1-2 Weight: 8 Shots: 2 Notes: +2 Shooting Rolls), 12 gauge Shotgun shells x50, Large Wrench (Str+d6 Weight: 6), Tool Kit, 2 mule team, saddle bags
Powers: All gizmos have 20 Power Points
Speed: Steam-powered Rocket Boosters (Power Points: 1 Range: Touch Duration: 3 (1/round))
Metal Mage
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 2 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Bad Luck (Major), Curious (taken as Minor) Death Wish: combine science and sorcery (Minor)
Edges:
Arcane Background (Huckster), Metal Mage, Gadgeteer
Skills:
Guts d6, Gambling d4, Hexslinging d8, Knowledge: Occult d6, Knowledge: Science d6, Mad Science d8, Notice d4, Persuasion d4 Repair d8, Shooting d6, Streetwise d4, Stealth d4, Throwing d4
Dinero: $232
Personal Gear: Carried: 17 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Tool Kit, Deck of Cards
Powers: 10 Power Points
Boost/Lower Trait: Trait Tweak/Twist (Power Points: 2 Range: Smarts Duration: 3 (1/round))
Hunch: (Power Points: 3 Range: Touch Duration: Permanent)
Windstorm: Texas Twister (Power Points: 3 Range: Sight Duration: 1 (Concentration))
Monster Slayer
Rank: Veteran XP: 45 (Veteran of the Weird West)
Agility: d8 Smarts: d6 Spirit: d10 Strength: d6 Vigor: d6
Pace: 6 Parry: 6 Toughness: 5 Charisma: +0 Grit: +3
Hindrances:
Bad Dreams (Major), Delusions: Superstitious (Minor), Pacifist (Minor),
Edges:
Arcane Background: Blessed, Conviction, Level-Headed, Nerves of Steel, Veteran of the Wired West
Skills:
Climbing d6, Faith d10, Fighting d8, Guts d8, Knowledge: Occult d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Streetwise d4
Dinero: $43
Personal Gear: Carried: 21 lbs. Limit: 30 lbs
Double-barreled (12g) Scattergun (Range: 6/12/24 Damage: 1-3d6 RoF: 1-2 Weight: 8 Shots: 2 Notes: +2 Shooting Rolls), 12 gauge Shotgun shells x50, Bible, Cross, Holy Water x3, Wooden Stake x3, Knife (Damage: Str+d4)
Powers:
Aim, Armor, Barrier, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Exorcism, Gambler, Greater Healing, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Veteran o’ the Weird West:
Insane: She has developed a Messiah Complex from the power she has to fight evil. She believes that she alone can face true evil and others will only get in the way.
Mormon Preacher
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d12 Strength: d6 Vigor: d6
Pace: 6 Parry: 2 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
All Thumbs (Minor), Delusions: Hates Missourians (Minor), Vow: Serve LDS church (Major)
Edges:
Arcane Background: Blessed, Command, Connections: Mormons, Conviction
Skills:
Faith d10, Guts d6, Intimidation d6, Knowledge: Occult d4, Notice d6, Persuasion d6, Shooting d6
Dinero: $43
Personal Gear: Carried: 15 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Bible, Book of Mormon, Knife (Damage: Str+d4)
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Gambler, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Mon Apr 23, 2012 6:31 pm Post subject: |
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Muckraker
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Curious (Major), Pacifist (Minor), Vow: Tell the truth, no matter what (Minor)
Edges:
Contacts, Lucky, Strong Willed, Tale Teller
Skills:
Guts d6, Intimidation d6+2, Investigation d6, Lockpicking d4, Notice d6, Persuasion d8, Shooting d4, Stealth d6, Streetwise d6, Taunt d6+2
Dinero: $236
Personal Gear: Carried: 5 lbs. Limit: 30 lbs
Single-Action Navy (.36) Pistol (Range: 12/24/48 Damage: 2d6 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .36 Pistol Bullets x50, Notepad and Pen
Nun
Rank: Seasoned XP: 25
Agility: d6 Smarts: d6 Spirit: d8 Strength: d8 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Big Mouth: You never lie (Minor), Poverty: You give everything to charity (Minor), Vow: Uphold the virtues of the Lord, including chastity, pacifism, and the Golden Rule (Major)
Edges:
Arcane Background: Blessed, Command, Flock, Martial Artist, Natural Leader
Skills:
Faith d8, Fighting d6, Guts d8, Intimidation d6, Investigation d6, Notice d6, Persuasion d8
Dinero: $10
Personal Gear: Carried: 1 lbs. Limit: 40 lbs
Habit, Silver Crucifix
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Gambler, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Flock: Convent
Nuns x5 (Ag: d6, Sm: d6, Sp: d6, St: d6, Vi: d6; Skills: Fighting d4, Notice d6, Shooting d4; Pace 6; Parry: 4; Toughness: 5; Gear: Hickory Club (Str+d4))
Pinkerton
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Enemy: Texas Rangers hate Pinkertons (Minor), Quirk: You never tell your posse everything unless you have to (Minor), Vow: You are frequently called on to investigate unnatural phenomenon (Major)
Edges:
Agent (Pinkerton), Tale Teller
Skills:
Fighting d6, Guts d6, Intimidation d4, Investigation d4, Knowledge: Law d4, Knowledge Occult d6, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d4, Streetwise d6,
Dinero: $235
Personal Gear: Carried: 14 lbs. Limit: 30 lbs
Gatling (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 2 Weight: 5 Shots: 12 Notes: AP 1), Min Str d6), Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .45 Pistol Bullets x50, .44 Pistol Bullets x20, Notepad and Pen
Pony Express Rider
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Small (Major), Quirk: talks really fast (Minor), Vow: Deliver the mail, no matter what (Minor)
Edges:
Beast Master: Fast Horse, Fleet Footed, Quick, Scout, Steady Hands
Skills:
Fighting d6, Guts d6, Notice d6, Riding d10, Shooting d6, Stealth d6, Survival d6, Taunt d6, Tracking d6
Dinero: $188
Personal Gear: Carried: 8 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Courier’s Satchel, Stetson
Fast Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 12; Parry: 4; Toughness: 8; Special Abilities: Fast: +2 Pace, Improved Fleet-Footed: roll d10 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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fanchergw Heroic
Joined: 13 May 2003 Posts: 1478 Location: Seattle area
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Posted: Mon Apr 23, 2012 9:16 pm Post subject: |
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This is very cool, Clash! I did something very similar when DLR first came out. Unfortunately, I did it all on 4x6 cards, so there's no way to upload my work. (Of course, we've moved since then, so even finding the cards would be a challenge. )
Gordon |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Tue Apr 24, 2012 3:44 pm Post subject: |
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Preacher
Rank: Seasoned XP: 25
Agility: d6 Smarts: d6 Spirit: d12 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Heroic (Major), Pacifist (Minor), Vow: you must give a sermon every Sunday (Minor)
Edges:
Arcane Background: Blessed, Conviction
Skills:
Faith d12, Fighting d6, Guts d6, Healing d6, Intimidation d6, Notice d6, Persuasion d6, Riding d6, Shooting d6,
Dinero: $227
Personal Gear: Carried: 10 lbs. Limit: 30 lbs
Single-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Hickory Club (Damage: Str+d4 Weight: 1), Bible, Cross
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Gambler, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Prospector
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d8 Strength: d8 Vigor: d6
Pace: 1 Parry: 5 Toughness: 6 Charisma: +0 Grit: +3
Hindrances:
Bad Ears (Minor), Elderly (Major), Stubborn (Minor)
Edges:
Arcane Resistance, Hard to Kill, True Grit
Skills:
Climbing d6, Fighting d6, Gambling d6, Guts d6, Knowledge: Demolitions d6, Language: Indian Sign d4, Notice d6, Shooting d6, Stealth d4, Survival d6, Swimming d4, Taunt d6, Tracking d4
Dinero: $58
Personal Gear: Carried: 34 lbs. Limit: 40 lbs
El Cheapo 12g Scattergun (Range: 6/12/24 Damage: 1-3d6 RoF: 1-2 Weight: 5 Shots: 2 Notes: +2 Shooting), 12g Shotgun Shells x20, Mining Pick (Damage: Str+d6 Weight: 12 Notes: -1 to Parry/Fighting), Shovel, Bed roll, 2 Mules and El Cheapo Buckboard Wagon, Prospector’s Hat
Ranger Huckster
Rank: Veteran XP: 45 (Veteran of the Weird West)
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: -1 Grit: +3
Hindrances:
Enemy: Pinkerton’s hate Rangers (Minor), Overconfident (Major), Habit: shuffles cards constantly (Minor)
Edges:
Arcane Background: Huckster, New Power: Gambler, Texas Ranger, Veteran o’ the Weird West
Skills:
Gambling d6, Fighting d6, Guts d6, Hexslinging d8, Intimidation d6, Knowledge: Occult d8, Notice d6, Persuasion d4, Riding d6, Shooting d6, Streetwise d6, Survival d6, Tracking d6
Dinero: $45
Personal Gear: Carried: 9 lbs. Limit: 30 lbs
Single-Action Army (.44) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .44 Pistol Bullets x50, Bowie Knife (Damage: Str+d4+1 Weight: 2 Notes: AP 1), Deck of Cards
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Damage: Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Powers: 10 Power Points plus Dealing with the Devil
Armor: Bodyguard (Power Points: 2 Range: Touch Duration: 3 (1/round)
Bolt: Soul Blast (Power Points: 1-6 Range: 12/24/48 Duration: Instant)
Boost/Lower Trait: Tweak/Twist (Power Points: 2 Range: Touch Duration: 3 (1/round)
Gambler: All in (Power Points: 5 Range: Self Duration: 3 Permanent)
Veteran o’ the Weird West:
Debt: He serves the Texas Rangers whether he likes it or not. If he fails to obey his Ranger orders they will reveal the fact he deals with demons to his family.
Rattler Hunter
Rank: Seasoned XP: 25
Agility: d10 Smarts: d6 Spirit: d6 Strength: d10 Vigor: d6
Pace: 6 Parry: 7 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Bad Dreams (Major), Delusional: Rattlers are Intelligent (Minor), Mean (Minor)
Edges:
Alertness, Trademark Weapon: Worm Slayer (Harpoon),
Skills:
Boating d4, Driving d4, Fighting d10, Guts d6, Intimidation d4, Notice d6+2, Shooting d6, Survival d6, Throwing d10
Dinero: $218
Personal Gear: Carried: 14 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Worm Slayer Harpoon (Range: 3/6/12 Damage: Str+d6 Weight: 5 Notes: Parry +1, Trademark Weapon), Bowie Knife (Damage: Str+d4+1 Weight: 2 Notes: AP 1) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Wed Apr 25, 2012 2:40 pm Post subject: |
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Riverboat Man
Rank: Seasoned XP: 25
Agility: d6 Smarts: d4 Spirit: d6 Strength: d12 Vigor: d8
Pace: 6 Parry: 7 Toughness: 7 Charisma: -1 Grit: +2
Hindrances:
Big Mouth (Minor), Habit: Alcohol (Minor), Overconfident (Major)
Edges:
Berserk, Brawler, Brawny, Bruiser, Martial Artist
Skills:
Boating d4, Fighting d10, Guts d6, Intimidation d6, Notice d4, Shooting d4, Swimming d4, Throwing d6
Dinero: $210
Personal Gear: Carried: 9 lbs. Limit: 96 lbs
Single-Action Army (.44) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .44 Pistol Bullets x50, Unarmed (Damage: Str+2 with d8 Raise), A bottle of the good stuff
Saloon Gal
Rank: Seasoned XP: 25
Agility: d6 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 4 Toughness: 5 Charisma: +4 Grit: +2
Hindrances:
Curious (Major), Greedy (Minor), Vengeful (Minor)
Edges:
Very Attractive, Tale Teller
Skills:
Fighting d4, Gambling d6, Guts d6, Healing d6, Lockpicking d6, Notice d6, Persuasion d8, Shooting d4, Stealth d6, Streetwise d6, Taunt d6
Dinero: $24
Personal Gear: Carried: 6 lbs. Limit: 30 lbs
Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .44 Pistol Bullets x50, Stiletto (Damage: Str+d4 Weight: 1), Cheap Jewelry, Fancy Dress
Scrapper
Rank: Seasoned XP: 25
Agility: d4 Smarts: d4 Spirit: d6 Strength: d12+4 Vigor: d8
Pace: 6 Parry: 8 Toughness: 5 Charisma: -4 Grit: +2
Hindrances:
Illiterate (Minor), Arrogant (Major), Ugly: piston arm is very unsettling (Minor)
Edges:
Brawler, Brawny, Brusier, Martial Artist, Nerves of Steel, Scrapper
Skills:
Fighting d12, Guts d6, Intimidation d6, Notice d4, Shooting d4
Dinero: $100
Personal Gear: Carried: 16 lbs. Limit: 120 lbs.
Piston Right Arm (Effect: +4 Strength, Armor +2 Drain: 4 Fuel: Ghost Rock), Small tool kit, Unarmed (Damage: Str+d6+2 with d8 Raise), 1 lb. of Ghost Rock, Portable Ghost Rock Safe, Goggles
Sheriff
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Code of Honor (Major), Vow: Law of the county (Minor)
Edges:
Command, Brave, Level Headed, Strong Willed
Skills:
Fighting d6, Guts d6, Intimidation d6+2, Knowledge: Law d4, Notice d6, Persuasion d6 Riding d6, Shooting d6, Taunt d6+2
Dinero: $82
Personal Gear: Carried: 7 lbs. Limit: 30 lbs
Single-Action SW Frontier (.44) Pistol (Range: 12/24/948 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP), .44 Pistol Bullets x50, Stetson
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Damage: Str), Size +2) Saddle, Bit and Bridle, Saddle Bags _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Wed Apr 25, 2012 2:43 pm Post subject: |
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Shyster
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 4 Toughness: 5 Charisma: +4 Grit: +2
Hindrances:
Greedy (Minor), Small: Scrawny (Major), Wanted: You’re wanted here and there for petty larceny (Minor)
Edges:
Attractive, Charismatic, Snake Oil Salesman, Tale Teller
Skills:
Fighting d4, Gambling d8, Guts d6, Lockpicking d6, Notice d6, Persuasion d10, Shooting d4, Stealth d6, Taunt d6
Dinero: $15
Personal Gear: Carried: 7 lbs. Limit: 30 lbs
Knife (Damage: Str+d4 Weight: 1), Doctor’s Satchel, Lockpicks, Bowler Hat, Buckboard Wagon with the Following in back: 50 feet of barbed wire, Bed Roll, Camera, Cigar x6, Drill, File, Guitar, Hatchet, Harmonica, Iron Skillet, Box of Matches x10, Lantern, Lantern Oil x2, Photographic Plate x6, Playing Cards x4, Shovel, Snake Oil (Miracle Elixir) x30, Tobacco x12
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2)
Sioux Shaman
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6
Pace: 4 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Curious (Major), Lame (Major used as Minor), Old Ways Oath (Minor)
Edges:
Arcane Background: Shaman, Beast Master: Owl, Fetish Creator, Healer
Skills:
Fighting d6, Guts d6, Healing d8+2, Knowledge: Occult d6, Language: English d4, Language: Indian sign d4, Notice d4, Stealth d6, Survival d6, Tribal Medicine d8
Dinero: $240
Personal Gear: Carried: 8 lbs. Limit: 30 lbs
Spear (Range: 3/6/12 Damage: Str+1d6 Weight: 4 Notes: +1 Reach), Medicine bag filled with roots and herbs for healing
Owl (Ag: d8, Sm: d6(A), Sp: d6, St: d4, Vi: d4; Skills: Fighting d4, Notice d6; Pace 2/8; Parry: 6; Toughness: 2; Special Abilities: Flight, Size -3, Low Light Vision, Talons (Str))
Powers: 10 Power Points
Healing: Oath to the Ancestors (Power Points: 3 Range: Touch Duration: Instant)
Shapechange: Form of Animal (Power Points: Special Range: Self Duration 1 minute (1/minute))
Smuggler
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +2 Grit: +2
Hindrances:
Greedy (Minor), Overconfident (Major), Wanted: Not liked on both sides of the law (Minor)
Edges:
Ace, Attractive, Captain (Centennial Eagle)
Skills:
Boating d8+2, Fighting d6, Gambling d4, Guts d6, Lockpicking d4, Notice d6, Persuasion d6, Repair d6, Shooting d6, Stealth d4, Streetwise d6, Swimming d4
Dinero: $210
Personal Gear: Carried: 11 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1 Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .45 Pistol Bullets x50, .44 Pistol Bullets x20, Wanted Poster of Self
Maze Runner: Centennial Eagle (Acc/Top Speed: 10/30 Toughness: 10(2) Crew: 3+5 Notes: 30 miles on 1 lb. ghost rock)
Spy
Rank: Veteran XP: 45 (Veteran of the Weird West)
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +4 Grit: +3
Hindrances:
Curious (Major), Enemy: If your caught, you’re dead (Minor), Vow: You must carry out the wishes of your patron (Minor),
Edges:
Luck, Rich: Your Patron provides you with Funding, Very Attractive, Veteran of the Weird West
Skills:
Climbing d4, Fighting d6, Gambling d6, Guts d6, Intimidation d4, Lockpicking d6, Knowledge: Demolitions d6, Knowledge: Occult d6, Notice d6, Persuasion d6, Repair d4, Riding d6, Shooting d6, Stealth d6, Swimming d4, Taunt d4
Dinero: $740
Personal Gear: Carried: 8 lbs. Limit: 30 lbs
Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .44 Pistol Bullets x50, Nitroglycerin disguised as Perfume, Fancy Dress with hidden pockets
Veteran o’ the Weird West:
Marked for Death: She was cursed when she brought down an evil cult and now suffers a -2 to all soak rolls. _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Thu Apr 26, 2012 3:35 pm Post subject: |
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[s]This group introduces another new Edge: Knack: Tempest. The Tempest Edge basically gives the character a one single power.
Tempest
Requirements: Novice
Select any one Huckster power regardless of Rank with the Marshall's approval. The character naturally can manifest this power by spending a Fate Chip of appropriate cost (White=2PP, Red=4PP, Blue=6PP) . In place of skill roll the character uses their Spirit. If the character ever rolls a 1 on their Spirit die, the power manifests itself without control of the character.[/s]
Use the Last Sons Players Guide Knack: Spirit Touched.
Soldier
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d8
Pace: 6 Parry: 6 Toughness: 6 Charisma: +0 Grit: +2
Hindrances:
Enemy: not too fond of the soldiers on the other side of the Mason-Dixon line, and neither are they (Major), Loyal: you’d never desert the unit or your friends, Vow: your duties are lighter than most, but you still have to report for duty (Minor)
Edges:
Brave, Command, Command Presence, Soldier: NCO
Skills:
Fighting d8, Guts d6+2, Intimidation d6, Knowledge: Battle d6, Notice d6, Riding d8, Shooting d8
Dinero: $75
Personal Gear: Carried: 38 lbs. Limit: 40 lbs
Spencer (.56) Carbine (Range: 20/40/80 Damage: 2d8 RoF: 1 Weight: 8 Shots: 7 Notes: AP 2), Winchester ’73 (.44-40) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 7 Shots: 15 Notes: AP 2, Min Str d6), Single-Action Army (.44) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .44 Pistol Bullets x20, .56 Rifle Bullets x50, .44-40 Rifle Bullets x20, Union Army Uniform, Canteen, Bedroll
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2)
S&R Courier
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 6(1) Charisma: +0 Grit: +2
Hindrances:
Loyal: Smith & Robards (Minor), Overconfident (Major), Vow: get the gizmo there (Minor)
Edges:
Ace, Belongings (Company Gatling Pistol and Air Catcher), Brave
Skills:
Boating d6+2, Driving d8+2, Fighting d6, Guts d6+2, Notice d6, Piloting d8+2, Repair d6, Riding d4, Shooting d6, Survival d6
Dinero: $150
Personal Gear: Carried: 29 lbs. Limit: 30 lbs
Gatling (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 2 Weight: 5 Shots: 12 Notes: AP 1), .45 Pistol Bullets x50, Bowie Knife (Str+d4+1 Weight 2 Notes: AP 1) Air Catcher (Use: Piloting roll Weight: 10), Leather Jacket (Armor 1 Notes: Torso, Arms), Goggles, Map Case, Maps of the West, Box of Cigars
Tempest
Rank: Seasoned XP: 25
Agility: d6 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d10
Pace: 6 Parry: 5 Toughness: 7 Charisma: +0 Grit: +2
Hindrances:
Enemy (Major), Illiterate (Minor), Poverty (Minor)
Edges:
Alertness, Fleet-footed, Knack: Spirit Tocuhed, (Blast), Nerves of Steel
Skills:
Climbing d4, Fighting d6, Guts d8, Lockpicking d6, Notice d6+2, Shooting d6, Stealth d6, Survival d6, Swimming d4
Dinero: $38
Personal Gear: Carried: 16 lbs. Limit: 30 lbs
Springfield (.5 Rifle (Range: 24/48/96 Damage: 2d10 RoF: 1 Weight: 9 Shots: 1 Notes: AP 2, Min Str d6, Reload 2), .58 Rifle Bullets x50, harmonica
Power:
Blast: Wildfire (Power Points: Fate Chip Range: Duration: Instant)
Texas Ranger
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: +0 Grit: +2
Hindrances:
Enemy: Northerners don’t like you (Minor), Overconfident: One riot, one Texas Ranger (Major), Vow: Hunt down the supernatural, and shoot it or recruit it (Minor)
Edges:
Brave, Level Headed, Quick Draw, Texas Ranger
Skills:
Fighting d6, Guts d6+2, Intimidation d6, Language: Spanish d4, Notice d6, Riding d6, Shooting d6, Streetwise d6, Survival d6, Tracking d6
Dinero: $68
Personal Gear: Carried: 8 lbs. Limit: 30 lbs
Single-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Quick Draw Holster, Speedload Cylinder, Stetson, Black Ranger’s Duster, Ranger’s Badge
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment
Last edited by Clash957 on Tue May 01, 2012 4:49 pm; edited 1 time in total |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Thu Apr 26, 2012 3:39 pm Post subject: |
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Trickster
Rank: Seasoned XP: 25
Agility: d8 Smarts: d8 Spirit: d8 Strength: d4 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Greedy (Minor), Small (Major), Wanted: wanted for your grifting (Minor)
Edges:
Arcane Background: Huckster, New Power: Disguise New Power: Invisibility, Snakeoil Salesman
Skills:
Gambling d6, Guts d4, Hexslinging d8, Knowledge: Occult d4, Lockpicking d4, Notice d4, Persuasion d8, Shooting d6, Stealth d6, Streetwise d4
Dinero: $239
Personal Gear: Carried: 0 lbs. Limit: 30 lbs
Derringer (.44) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .44 Pistol Bullets x50, Deck of Cards
Powers: 10 Power Points plus Dealing with the Devil
Boost/Lower Trait: Tweek/Twist (Power Points: 2 Range: Smarts Duration: 3 (1/round))
Disguise: Imposter (Power Points: 3-5 Range: Touch Duration: 10 minutes)
Invisibility: Fade Away (Power Points: 5 Range: Self Duration: 3 (1/round))
Mind Rider:(Power Points: 3 Range: 1 mile x Hexslinging Duration: 1 minute)
Trinkets: (Power Points: Special Range: Sight Duration: 1 (Concentration))
Trophy Hunter
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: -2 Grit: +2
Hindrances:
Bad Eyes (Minor), Quirk: High Falutin’ (Minor), Stubborn (Minor)
Edges:
Marksman, Trademark Weapon (Customized Bullard Express), Very Rich
Skills:
Guts d6, Intimidation d6, Notice d4, Persuasion d6, Riding d6, Shooting d10, Stealth d4, Taunt d6, Tracking d6
Dinero: $471
Personal Gear: Carried: 71 lbs. Limit: 30 lbs
Customized Bullard Express (.50) Rifle (Range: 25/50/100 Damage: 2d10 RoF: 1 Weight: 10 Shots: 11 Notes: AP 2, Min Str d6), .50 Rifle Bullets x100, Evans Old Model Sporter (.44) Rifle (Range: 24/48/96 Damage: 2d8 RoF: 1 Weight: 12 Shots: 34 Notes: AP 2), Ivory handled Knife (Damage: Str+d4 Weight: 1), Mule, Tent, Camp Equipment, Compass, Gold Rimmed Spectacles x3, Gold Watch, Pipe, Smoking Tobacco
Horse (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) Saddle, Bit and Bridle, Saddle Bags
Undead Muckraker
Rank: Seasoned XP: 25
Agility: d6 Smarts: d8 Spirit: d6 Strength: d6 Vigor: d6
Pace: 6 Parry: 4 Toughness: 4 Charisma: +1 Grit: +3
Hindrances:
Habit: Alcohol (Minor), Quirk: Unnatural appetite of spiders (Minor), Small (Major)
Edges:
Alertness, Arcane Background: Harrowed, Attractive, Investigator, Strong Willed
Skills:
Fighting d4, Guts d4, Intimidation d6+2, Investigation d8+2, Knowledge: Occult d4, Lockipicking d4, Notice d6, Persuasion d6, Shooting d4, Stealth d4, Streetwise d8+2, Taunt d6+2
Dinero: $83
Personal Gear: Carried: 0 lbs. Limit: 30 lbs
Single-barreled (12g) shogun (Range: 12/24/48 Damage: 1-3d6 RoF: 1 Weight: 6 Shots: 1 Notes: +2 to Shooting), 12g Shogun Shells x20, Knife (Str+d4 Weight: 1) Notepad and pen, Camera, Photographic plates x10
Powers:
Cat Eyes: When activated +2 to Notice rolls to spot visual clues, ignore Dim and Dark Lighting penalties
Voodooist
Rank: Seasoned XP: 25
Agility: d6 Smarts: d6 Spirit: d10 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Delusional: Superstitious (Minor), Stubborn (Minor), Vengeful (Major)
Edges:
Arcane Background: Blessed, Danger Sense, Voodoo
Skills:
Faith d10, Fighting d6, Guts d6, Healing d6, Intimidation d6, Knowledge: Occult d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6
Dinero: $238
Personal Gear: Carried: 0 lbs. Limit: 30 lbs
Derringer (.41) Pistol (Range: 5/10/20 Damage: 2d6 RoF: 1 Weight: 0.5 Shots: 2 Notes: AP 1), .41 Pistol Bullets x25, Knife (Str+d4)
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Curse, Darksight, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Fear, Gambler, Healing, Inspiration, Light, Mind Rider, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Witch Hunter
Rank: Seasoned XP: 25
Agility: d8 Smarts: d6 Spirit: d10 Strength: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Charisma: +0 Grit: +2
Hindrances:
Enemy: Powerful Witch (Major), Stubborn (Minor), Vow: Hunt down and expose witches and cult where they hide (Minor)
Edges:
Alertness, Arcane Background: Blessed, Conviction
Skills:
Faith d8, Fighting d6, Guts d8, Intimidation d8, Knowledge: Occult d6, Notice d6, Persuasion d6, Shooting d6
Dinero: $203
Personal Gear: Carried: 0 lbs. Limit: 30 lbs
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Bible, gilded crucifix, notebook and pen, occult references (four books in a valise)
Powers:
Aim, Armor, Beast Friend, Blind, Boost/Lower Trait, Confusion, Deflection, Dispel, Elemental Manipulation, Environmental Protection, Gambler, Healing, Inspiration, Light, Protection, Pummel, Quickness, Sanctify, Smite, Speak Language, Stun, Succor, Warrior’s Gift, Windstorm
Wrangler
Rank: Veteran XP: 45 (Veteran o’ the Weird West)
Agility: d8 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: +0 Grit: +3
Hindrances:
All thumbs (Minor), Pacifist (Minor), Vow: Protect animals (Major)
Edges:
Beast Bond, Beast Master: Dog, Beast Master: Hawk, Strong Willed, Veteran o’ the Weird West
Skills:
Fighting d6, Guts d6, Healing d6, Intimidation d6+2, Notice d4, Persuasion d8, Riding d6, Shooting d4, Survival d6, Taunt d6+2, Tracking d6
Dinero: $27
Personal Gear:
Double-Action Peacemaker (.45) Pistol (Range: 12/24/48 Damage: 2d6+1 RoF: 1 Weight: 2 Shots: 6 Notes: AP 1), .45 Pistol Bullets x50, Whip (Damage: Str+d4 Weight: 2 Notes: Parry -1, Reach +2, See Notes), Bowie Knife (Damage: Str+d4+1 Weight: 2 Notes: AP 1), Bed Roll
Dog: Shakespeare (Ag: d8, Sm: d6(A), Sp: d6, St: d6, Vi: d6; Skills: Fighting d6, Notice d6; Pace 8; Parry: 5; Toughness: 4; Special Abilities: Bite (Str+d4), Go for the Throat (hitting with a Raise damages most weakly armored spot), Size -1)
Hawk: Dumas (Ag: d8, Sm: d4(A), Sp: d6, St: d4, Vi: d4; Skills: Fighting d4, Notice d6; Pace 2/10; Parry: 6; Toughness: 2; Special Abilities: Flight, Size -3, Talons (Str))
Horse: Homer (Ag: d8, Sm: d4(A), Sp: d6, St: d12, Vi: d8; Skills: Fighting d4, Notice d6; Pace 10; Parry: 4; Toughness: 8; Special Abilities: Fleet-Footed: roll d8 when running, Kick (Str), Size +2) _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Thu Apr 26, 2012 3:45 pm Post subject: |
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And that's all of them. I know that there are a few more Archetypes I didn't cover, but I don't have the Shaman book nor the Great Maze boxed set. Besides, if a player can't pick a pre-gen out of 48 different Archetypes, I don't know what to say.
Again, if you find anything wrong or better for any Archetype, feel free to post something so I can take a look at it.
Clash _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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VonDan Legendary

Joined: 08 Jul 2008 Posts: 3306
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Clash957 Seasoned

Joined: 04 Jul 2010 Posts: 227 Location: Tacoma, WA
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Posted: Thu Apr 26, 2012 4:16 pm Post subject: |
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| VonDan wrote: | | What about a HOE Skypirate in DLR with a mini airship |
I suppose you could use the Airman Archetype taking the Belonging Edge (I figure it covers items up to about $2000 and $4000 for vehicles) for an Airship rather than an auto-gyro. I was just attempting to re-create all the classic DL Archetypes (and the Martial Artist) for one shot games, demos, and conventions. _________________ Playing: Deadlands Noir, Planescape via D&D 4th ed
Running: Nothing at the moment |
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RJack Seasoned
Joined: 27 Jun 2006 Posts: 320 Location: Mad Zone, Wiskaton
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Posted: Thu Apr 26, 2012 11:41 pm Post subject: |
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| Clash957 wrote: | This group introduces another new Edge: Knack: Tempest. The Tempest Edge basically gives the character a one single power.
Tempest
Requirements: Novice
Select any one Huckster power regardless of Rank with the Marshall's approval. The character naturally can manifest this power by spending a Fate Chip of appropriate cost (White=2PP, Red=4PP, Blue=6PP) . In place of skill roll the character uses their Spirit. If the character ever rolls a 1 on their Spirit die, the power manifests itself without control of the character. |
Why not use the Spirit Touched knack from Last Sons? It's explicitly the official version of Tempest.
| Clash957 wrote: |
I still think the edge is a little weak, but I think giving the Metal Mage the ability to make a single 5PP device isn't too bad with Gadgeteer. Ultimately, it spreads the character thin like it did in Classic making the Metal Mage always behind either a Huckster or a Mad Scientist. |
Alternatively, you could just allow hucksters who are Metal Mages to just take the Gadgeteer edge.
Something like this:
Metal Mage
Requirements: Novice, Arcane Background (Magic), Smarts d8+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+
Effect: This works identically to Gadgeteer. The huckster may create gadgets using Mad Scientist available powers, with Mad Scientist trappings. These gadgets use the Weird Science skill to activate.
Throw in some alternate trappings for hexes (Bolt trapping becomes shards of metal, etc.), and I think you're most of the way there. The character can still cast hexes as a huckster, create mad science devices, and has some alternate versions of hexes. As a bonus, a metal mage won't overshadow a mad scientist by being able to do everything they can do (unlike the Classic version of metal mages). |
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