Kendermage Novice

Joined: 20 Nov 2010 Posts: 68
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Posted: Sun Mar 18, 2012 11:51 pm Post subject: Deadlands: The Wild Hunt (Pre-Gens) |
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I'm trying to get a play by post game going over on the Rocky Mountain Savages forums and I figured I'd run the Wild Hunt using the Pre-Gens; however I have twisted them to Deadlands. Below is what I came up with for revamping the Pre-Gens.
Doc Franklin
Would-Be Doctor
Attributes: Agility d6, Smarts d6, Spirit d8, Strength, d4 Vigor d6
Skills: Fighting d4, Guts d8, Healing d8, Investigation d6, Notice d6, Persuasion d6, Ride d4
Charisma: 0; Grit: 1; Pace: 6; Parry: 4; Toughness:5
Hindrances: Enemy (major; loan shark), Pacifist (minor), Poverty (minor)
Edges: Common Bond, Healer, Luck
Gear: doctor's bag, $10
Your undergrad studies tapped out the life savings of your parents. You made it into med school, but even working two jobs and taking loans from shady individuals, you couldn't make ends meet. In the end, your dreams of becoming a licensed doctor died on the operating table.
Now the criminals who financed your education want their money – with interest. You're down to your last few dollars on a stage headed west. Perhaps out west you can finally fulfill your dreams of becoming a doctor; as long as no one asks to see your credentials. You're just hoping to avoid the collectors long enough to earn the money to pay off the loans.
PFC Christopher Jansen
Confederate Army Deserter
Attributes: Agility d6, Smarts d6, Spirit d6, Strength, d6 Vigor d8
Skills: Fighting d6, Guts d8, Healing d4, Notice d6, Shooting d8, Stealth d4, Survival d4, Ride d4, Throwing d4
Charisma: 0; Grit: 1; Pace: 4; Parry: 5; Toughness:6
Hindrances: Bad Dreams, Lame (major), Wanted (minor)
Edges: Berserk, Nerves of Steel
Gear: Colt Army (.44) (range 12/24/48, damage 2d6+1, RoF 1, shots 6; AP 1), Ballard '72 (.56) (range 24/48/96, damage 2d8, RoF 1, Shots 1; AP 2; Reload 2), 1 box (.44) ammo, 1 box (.56) ammo, Bowie Knife (Str+d4+1, AP 1), bedroll, canteen; $75
It's not just the limp from the shrapnel left in your leg; its the nightmares you still have from the war. Now you sometimes get overwhelmed with rage and snap. You become dangerous to yourself and anyone around you. In the end, it cost you your home, your family, and even your career.
You fled your army unit after an engagement in which you snapped and put a round through your commanding officer. You weren't in your right mind when you did it, but you know that no military tribunal is going to buy that as an excuse. Now you're on the road, looking for a new place and maybe a new family; if you can just stay one step ahead of the lawdogs sent after you.
Terrence McNamara
Bounty Hunter
Attributes: Agility d6, Smarts d4, Spirit d6, Strength, d8, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d6, Lockpicking d4, Notice d4, Ride d4, Shooting d6, Stealth d4, Streetwise, d4,
Charisma: -1; Grit: 1; Pace: 6; Parry: 6; Toughness:6
Hindrances: Enemy (minor; loan shark), Habit (minor; compulsive gambler), Overconfident
Edges: Brawny, Sweep
Gear: Colt Navy (.36) (range 12/24/48, damage 2d6, RoF 1, shots 6; AP 1), Ballard '72 (.56) (range 24/48/96, damage 2d8, RoF 1, Shots 1; AP 2; Reload 2), 1 box (.36) ammo, deck of cars, dice; $10
Some people might call you a criminal, but you prefer the term “Retrieval Specialist”. You work for anyone willing to pay your fees; however most times you find yourself working simply to pay off your gambling debts. You have a weakness for the dice.... or cards... or horses; really just about anything you can bet on. Your only problem is you have next to no talent for picking winners.
Once again your the one with an unpaid debt, and like usual you are being given the chance to work off your debt. Your current target is a young kid who borrowed money for med school, but then skipped town. If you bring him back alive, the loan shark you work for will forgiver a portion of your debt. It means being on the hook to him for a bit, buts its better than the alternative.
R. H. Milsten
Discredited Muckraker
Attributes: Agility d6, Smarts d8, Spirit d8, Strength, d4, Vigor d6
Skills: Fighting d4, Guts d8, Investigation d6, Knowledge (Occult) d6, Notice d6, Ride d4, Shooting d6, Streetwise d8
Charisma: +2; Grit: 1; Pace: 6; Parry: 4; Toughness:5
Hindrances: Bad Eyes (minor), Curious (major), Delusional (minor; you see the occult everywhere)
Edges: Alertness, Charismatic
Gear: Epitaph Camera, notebook, $20
Ghosts, cryptids, UFOs – you name it, you've investigated it. Back east you were once an up and coming journalist for the New York Times, but now you are regarded as a crackpot. You know the supernatural is real. You've seen it first hand. You gotten pictures of some of the things you've seen, but few people believe your sensational claims.
Now you're on a stage west; to a small town called Ebernburg. Ebernburg has been the scene of strange lights, noises, and disappearances going back nearly a century. You hope to at last gain definitive irrefutable proof of the occult..
Morgan Stevens
Fugitive Union Psyker
Attributes: Agility d6, Smarts d6, Spirit d8, Strength, d6, Vigor d6
Skills: Fighting d6, Guts d6, Lockpicking d4, Notice d6, Psionics d6, Shooting d6, Streetwise d6
Charisma: 0; Grit: 1; Pace: 6; Parry: 5; Toughness:5
Hindrances: Ailin' (minor; ghost rock poisoning), Cautious (minor), Wanted (major; The Agency)
Edges: Arcane Background (Psionics), Danger Sense
Powers (10 PP): telekinetic force field (armor); telekinetic bolt (bolt)
Gear: lockpicks, sleeping bag; $25
Your parents died early and you bounced between foster homes and orphanages – that is until the Men-In-Black took custody of you. They put you in a cell, fed you serums laced with ghost rock, and performed all sorts of weird tests on you. You watched dozens of others die from the same abuse time and time again.
You were different. You somehow survived against all odds; in fact, after a while you discovered that your experiences had gifted you with amazing abilities – things no one else could do. However, these abilities came with the promise of death. You have been poisoned by prolonged exposure to ghost rock. Its only a matter of time until you meet your maker. In the meantime you refuse to be experimented on any longer. You used your unique powers and escaped from your holding cell.
Bobby Thompson
Runaway Kid
Attributes: Agility d6, Smarts d6, Spirit d6, Strength, d4, Vigor d4
Skills: Fighting d4, Guts d6, Notice d4, Psionics d6, Shooting d4, Stealth d6, Throwing d6, Taunt d4
Charisma: 0; Grit: 1; Pace: 6; Parry: 4; Toughness:4
Hindrances: Poverty (minor), Stubborn (minor), Young (major)
Edges: Fleet-Footed, Luck, Quick
Gear: knife (Str+d4), $10
You were always good at running – whether for the finish line, the bases, or even from your dad's long belt. Fed up with the abuse you receive at home; you ran away. You stowed away on a stage headed west; but was discovered and put to work by the stage coach driver serving as his look out. Though it is a bit scary being out on your own, you ain't ever goin' back.
Design Notes:
I know Psionics isn't part of Deadlands, but in the scheme of things I think the direction I went with the character of Morgan Stevens fits the nature of the setting. The other big change was in turning R.H. Milsten into a scholar of the occult rather than an actual practitioner.
Thoughts? |
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