Deadlands d20 In-Character, Characters

Karl Green

First Post
This space reserved for any rule changes, etc. (if I use VP/WP and extra Heroic Feats, etc)

Here is how I would like characters to be written up like...

John Westen Human Male Gunfighter 1; Init +3 (+3 dex); Armor Class 13 (+3 dex); Spd 30'; VP/WP 9/12; Atk +2 melee (1d3+1 unarmed) or +5 ranged (2d6+1 colt peacemaker, 6 shots, crit 19-20, Range Inc 30') with rapid shot +3/+3 ranged with peacemaker or +4 ranged (2d8+1 Winchester rifle, 16 shots, crit 19-20, Range Inc 60'); SV Fort +2 Ref +5 Will +0; SZ M; Chips 1; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14.
Skills: Bluff +3 (1/+2), Gamblin' +2 (1/+1), Gunplay +7 (4/+3), Intimidation +4 (2/+2), Knowledge (Dodge City) +2 (1/+1), Ride +7 (4/+3), Speed Load +6 (3/+3)
Feats: Proficient (simple weapons), Proficient (firearms), Point Blank Shot (pistols), Rapid Shot (pistols), Weapon Focus (colt peacemaker)
Equipment: ($150): Colt Peacemaker ($15, 2 lb), 50 shots of Ammo ($2, 2 lb), Gunbelt and Quickdraw holster ($13, 2 lb), Winchester '73 ($25, 7lb), 50 shots of Ammo ($3, 3lb), Rifle scabbard ($3, 1/2lb), Cowboy Hat ($3, 1lb), Boots ($8, 4lb), Duster ($10, 4lb), Work Shirt and Pants ($3, 3lb), Playing Cards (four sets, $1) [total spent $86, total weight 28 1/2lb]

Short background and history and how he knows the Pastor...


[COUPLE OF NOTES]

I am thinking that Horses are just a little to expensive, so I am changes some of the basic prices for them...

Riding Horse $75
Poor Riding Horse (a nag, etc) $50
Indian Pony (generally only Braves and Shaman can purchase them) $25

Yes for some reason they never included bows and arrows in Deadlands SO cost will be $20 for a short bow, and $1 for 20 arrows with a quiver.

Point Buying Cost for Attributes (from the DMG)

Attribute Cost
8...................0 pt
9...................1 pt
10.................2 pt
11.................3 pt
12.................4 pt
13.................5 pt
14.................6 pt
15.................8 pt
16...............10 pt
17...............13 pt
18...............16 pt


Vitality and Wound Points (note I think part of the vitality/wounds stuff it looking to be open content and that I can post this here… IF NOT let me know and I will take it down and we will just use Hit Points)

Hit Points are no longer the only reflection of how much abuse your character can take. Vitality Points represent the characters ability to “turn a blow” or flesh wounds or luck or even fatigue. They would be equal to a normal characters Hit Point Die and are rolled normally for the game (max at 1st level). A character's Wound Points total is equal to his or her Constitution score (i.e. a 12 CON = 12 Wound Points). Generally, a character must lose all of his or her Vitality Points before they start losing Wounds Points, but combat can be messy and Critical Hits can change all that. Every time a character takes a critical hit and the threat is rolled, the damage from the weapon is applied to the character’s Wound Points. 

Subdual Damage, weather it applies to Vitality Points or Wounds it has the same effects as listed in the PHB and the DMG, and while a critical will go to the characters Wound Points it is not really lethal damage. Improved Unarmed Attack can be (attackers chose) considered lethal though (at no extra minuses).

When a character reaches 0 Vitality Points he must make a Fortitude Check DC 15 or be “wossie” for 2d6 rounds. Wossie characters cannot run or charge and are –2 to all Skill and Attack checks. Whenever a character (or anyone) takes Wound Point damage, they must make this “wossie” Fortitude roll or suffer the -2 to all Skill and Attack check and can’t run or charged, due to the strain of their injuries. This effect lasts for 1d6 rounds. You only roll for the worst effect if you character runs out of Vitality Points AND take Wound damage in one attack. The Endurance Feat adds its bonus to these Fortitude checks. Anyone who has less then ½ their Wound Points remaining cannot run or charge due to the effects on their body. Once a character reaches 0 Wound Points, they are in a very serious state. At zero WP they can still move very slowly (½ normal move only, no double moves etc.) but nothing else OR they can take a partial action but then the Character goes to –1 Wound Points.  Characters can go to their Negative CON before they die. Each round the character is in the negatives roll 1d0 to check bleeding. On a "1" they stabilize; on anything else they continue to bleed.

Healing is also handled differently now; Vitality Points heal back at a rate of the Characters level back an hour, and Wound Points recover at a rate of 1 point every day with "light" activity. Resting doubles these rates and being attended by a Healer (whom makes a daily DC15 healing check) also doubles the Wounds healing rate. Strenuous activity (combat, riding a horse all day long, etc) can slow down both healing rates (½ or less). All of these affects are cumulative. Subdual Damage heals normally weather it is applied to Vitality Points or Wounds (generally 1 point an hour per level, Vitality Points first). A Healer with at least a rank of 1 in Healing, who can make a roll within an hour of "combat", can also restore some of this damage. When attempting to heal a comrade after battle, you make a heal check of DC 15 to heal 1 Vitality Point of damage, +1 additional VP is healed for every 10 over DC 15 the check is made by (i.e. so 25 would heal 2 VP). Wound points can’t be healed this way but you can Stabilize a person in negative Wound Points (DC 15; but see the Expert Healing Feat).

Magical Healing is a whole nother can of worms. Basically all Cure Spells will heal EITHER their normal amount of Hit/Vitality Points OR 1 Wound Point per die from the Spell (so a Cure Light Wounds would heal 1 WP, no matter the healer’s level). Heal and similar spells still restore all Vitality Points and Wound Points. A Cure Minor Wound will only stabilize a dieing person, or heal 1 VP.

Last note on Vitality Points, as they represent so many different things also reflect fatigue, which means that some powers or spells or abilities can be powered by them. Hucksters, Blessed and Shaman all gain so many “Free Spell Points” per day. If they want, and AFTER they have burned all of their Spell points, they can fuel their powers with Vitality Points (BUT not Wound Points without Blood Magic, under Huckster) at a cost of Spell Points times two. i.e. a 1st level Spell cost the Huckster 6 Vitality Points to cast. If the spell caster has Blood Magic, then he can use his Wound Points to fuel his Magic at a cost of ½ (round up) the normal Spell Points i.e. a 2nd level Spell would cost the Huckster 3 Wound Points.

Weapons and Critical Hits
Generally all weapons do no crit multiplier now, and all have a crit of 20, except firearms which have a 19-20 treat range. Any weapon that has a greater range then normal for critical hits (so a Sharps Big .50, with a crit 19-20/x3 or a Bowie Knife with 19-20/x3) has its critical threat number lowered by one additional points (so a Sharps Big .50 now has a critical threat range of 18-20 and the Bowie Knife has a 19-20).

Some Heroic feats will also have to modified a bit to make them not “overly powerful”. The first two that come to mind are Dead Eyes and Sneak Attack which will only "fully" apply their damage to Vitality Points, or ½ of their damage when applied to Wounds.
 
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Running Wolf
Real Name:
Tantoha-eyaka (Pronounced Tan-To-Ha-Eah-Ka)

F Human Shaman 2 HD (2d6); VP/WP (10/10); Init +2 (+2 Dex, +0 Misc); Spd Walk 40' (Due to Favor of the Wolf); AC 12 (flatfooted 10, touch 12), AL: NG; Sv: Fort +0, Ref +2, Will +5; Chips 1; Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 12

Skills
Concentration +6 (4/+2), Handle Animal +4 (3/+1), Indian Sign Language +4 (1/+3), Knowledge (Indian Lore) +6(4/+2), Ritual +8 (5/+3), Heal +7 (4/+3), Sense Motive +7 (4/+3), Wilderness Lore +7 (4/+3), Tale Tellin’ +3 (2/+1)

Feats
Armor Proficiency (Light), Expert Healin', Point Blank Shot (Bow), Simple Weapon Proficiency

Possessions
Arrows, 20 ($1), Shortbow ($30), Bedroll ($4, 10 lb), Backpack ($2, 3 lb), Canteen ($1, 5 lb), Buffalo meat, cured ($.30, 2 lb), Tomahawk ($3, 4 lb)
* All items are handmade, most from buffalo hide
Total spent: $41.30 ($8.70 remaining)
Total weight: 24 lb.

Combat
* Shortbow +4 (+1 BAB, +2 Dex, +1 Feat)
1d6+1 20/x3 (Range 60)
* Tomahawk +1 (+1 BAB)
1d6 20/x2

Class Abilities
* Guardian Spirit (Wolf) - When wearing light or no armor and not carrying a heavy load, Running Wolf has a base move of 40.
* Nature Sense - May identify normal plants and animals with complete accuracy.

Shaman Spells
Level 0 - Compass, Detect Poison
Level 1 - Animal Friendship, Cure Light Wounds, Entangle, Magic Fang

Appearance
5’ 7”, 100 lb, brownish-red skin, thin but well-muscled. Age: approx 22-23 years (actual age 19).

Background
You think you own the land, eh?

There are many who do. Not just the whites. There are many of my own people who have forgotten the Old Ways, and think that they are the masters of the land. They will learn. These days, the land ends up owning you.

I am from the great Sioux Nation, and the name I was given is Running Wolf. I am honored with the name of my grandfather, who was a powerful shaman among my people. His wisdom was great, but some say that his hatred of the white man blinded him. He left my people to seek his own way - but never returned. I hope that he found his peace. But it is said that I have his gift for speaking with the spirits. I was marked even as a child to become a shaman, despite the fact I was a girl. Things change when ill winds blow.

But I was a willful child, and I fought against it. I wanted to ride with the braves and protect our people, but I was forbidden. My gift should not go to waste, they said. So when I was 10 I left my people with little more than my clothes and my bow, and have traveled these lands ever since.

I said I was willful, no?

It was during my journey that I found an abandoned medicine lodge, far away from any city. It suited me. I was more Lone Wolf than Running Wolf back then. I made my peace with the spirits of the lodge, and I thought the offerings I gave them would be enough. But in my first night there I found that not all of the spirits were happy with me. Men came for me, out of the darkness. Men who should have been long in the grave, but their corrupted spirits were not at rest. They came for me with claws and teeth, seeking not just my flesh but my very spirit. I fought like any brave of my tribe would, but they were too many. My arrows hurt them little, and the spirits that are my allies were too few. I made ready to die there.

But then one of you... a white man... came out of the darkness as well. He was a holy man, this much was obvious. I thought perhaps I even saw a flicker of light about him as he drove back the undead. I do not know. All I know is that he pulled me on top of his horse and we fled. He saved me, though he did not know me. I swore a blood oath to him that night. His name was O'Donnell.

I spent some time with him in the land you call Montana. I learned your tongue, and he learned mine. I left him and the city, for wolves never hunt too long in one place. But I left behind a good friend.

Now I come back to fulfill my blood oath made long ago. Though my horse pulled up lame in my effort to get here, I came. Though I felt a darkness in his letter to me, I came.

A wind blows this way, friends. And I think that dark spirits ride upon it.

RunningWolf
 
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Felix Jackson:
Human Male Huckster 2; VP/WP: 12/12; Init +2 (+2 dex); Armor Class 12 (+2 dex); Spd 30'; Atk +2 melee (1d3 +1unarmed or 1d4+2 bowie knife, crit 19-20) or +2 ranged (2d4+2 colt lightning, 6 shots, crit 19-20, Range Inc 30'); SV Fort +0 Ref +3 Will +3; SZ M; Chips 1; Str 10, Dex 15, Con 12, Int 16, Wis 10, Cha 12.

Skills: Hexslingin’ +7 (4/+3), Gamblin' +4 (3/+1), Decipher Script +7 (4,+3), Knowledge (Caribbean Lore)+8 (5/+3), Ridicule +5 (2/+3), Sleight o’ Hand +7 (5/+2), Spellcraft +8 (5/+3), Concentration +7 (4/+3), Bluff +5 (4/+1), Gather Information +5 (4/+1)

Feats: Extra Spell Points, Pipsqueak

Equipment: ($125): Hoyle’s Book of Games, Colt Lightning ($13, 2 lb), 50 shots of Ammo ($2, 2 lb), Gunbelt and Quickdraw holster ($13, 2 lb), Bowie Knife ($4, 2 lbs), Dynamite (4 sticks-$12, 4 lbs), Matches (box of 50-$0.50,-), Derby ($1.50, 0.50 lb), Boots ($8, 4lb), Work Shirt and Pants ($3, 3lb), Playing Cards (four sets, $1) Poor Riding Horse ($50,-) [total spent $107.50, total weight 24 1/2lb]

Spell Points: 27 (Int 16+3+3+5)
Spells: Level 0- Tinhorn Shuffle, Hesitate, Ignite; Level 1- Soul Blast, Cause Fear, Shadow Man, Trinkets

Appearance: 5’ 5”, 140 lb ex-slave, skin like coffee, muscular and slim, missing right earlobe, age: approx 20-21 years.

My Past: Hell, I don’t ‘member when or where I was born. Somewhere in Tennessee I ‘magine a few years ‘fore the war began. I was a plantation slave. My momma died birthin’ me and my dad died of the fever jus’ ‘fore the Yankees lost the Second Battle o’ Bull Run. After that I was raised by Granny Poe, the oldest woman I ever saw. She was tough on me but she taught me and showed me things o’ power. She followed the old ways of the islands in the Carib. I was happy to learn the things she showed me.

When I was aroun’ 14, I escaped from the plantation. Won’t tell you the things I had to do t’get away. I escaped though and traveled west. Managed to leave Confederate territory along the border o’Missouri. I wandered ‘round for a time in the Disputed Territories. Two years ago I ran into some trouble in a two bit hamlet northwest o’ Dodge City. A couple o’ farmers’ wives were found brutally murdered. ‘Course, the colour o’ my skin made me a candidate for a noose. No trial. No justice. That’s about the time I met the Pastor, Mr. O’Donnell.

I don’t know what he said or what he did, but he rode up out the darkness right up to the leader of the lynch mob. He took him aside and said some words to him. I was cut down and sent packin’ out o’ the hamlet. The good Pastor saved my life, that’s for certain. For that I owe him big. We rode west together for a spell and parted ways in Denver. Ain’t seen or heard from the good pastor in all that time. ‘Till recently that is. Now I'm riding into Billings, with the Pastor's letter in my right breast pocket...
 
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Scarlet MacQuinn Human Female Gunslinger 2; Init +8 (+4 dex, +4 impvd init); Armor Class 14 (+4 dex); Spd 30'; VP/WP 16/12; Atk +0 melee (1d3-2 unarmed) or +6 ranged (+7 point blank, 2d6+1 derringer, 2 shots, crit 19-20, Range Inc 15'), or +6 ranged (+7 point blank, 2d6+1 colt peacemaker, 6 shots, crit 19-20, Range Inc 30'); SQ Greased Lightning +2; SV Fort +3 Ref +7 Will +0; SZ M; Chips 2; Str 6, Dex 18, Con 12, Int 10, Wis 10, Cha 14.

Skills: Bluff +7 (5/+2), Gunplay +9 (5/+4), Speed Load +9 (5/+4)

Feats: Proficient (simple weapons), Proficient (firearms), Point Blank Shot (pistols), Rapid Shot (pistols), Improved Initiative

Equipment: Blue dress with white ruffles, ladies' black boots, ladies' blue hat with brown feathers, white traveling gloves, blue sun umbrella, blue handpurse, white handkerchief (in purse), garter belt (right thigh), mini-holster (right thigh), derringer (right thigh, loaded)

Luggage: Large black suitcase, assorted spare clothes (in suitcase), assorted ladies toiletry (in suitcase), gunbelt (in suitcase), quickdraw holster (in suitcase), colt peacemaker (in suitcase), box of 50 bullets (in suitcase)

Appearance: 5'10", 135 lbs, 34-23-34, tall and lanky, long red hair, fierce green eyes, porcelain-white skin, 18 yrs old

History: My parents were very poor when they fled Ireland during the Great Famine. Mother had just given birth to my five older brothers when the worst of the famine hit hard. They traveled to America and finally settled in Wheeling, West Virginia where my father got a job in the coal mines. I was born a few years later, in 1857. One by one as my five brothers grew up, they too worked in the coal mines.

On the weekends, my father and brothers would go hunting in the woods behind our ranch-house for white-tailed deer and turkeys. As far back as I can remember, they used to take me along and try to convince me what great fun it was to hunt. All I could manage to lift was a pistol, but that's how it all got started. They were right, it was very fun and I soon fell in love with handguns. It wasn't long before I was shooting better than anyone else in the family. Half the time, I could pick off a game bird before it even cleared the bush.

Anyway, about five years ago there was an accident. My father and oldest brother were killed in a mine shaft explosion. I was heartbroken. But I still remember the kind words that Pastor O'Donnell comforted me with during the funeral services. So when I got a letter from him a few days ago asking for help, I packed my bags and got on the first train headed West.
 
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Dustin Cope Human Male Rowdy 2; Init +5 (+4 feat, +1 dex); Armor Class 11 (+1 dex); Spd 30'; VP/WP 22/14; Atk +5 melee (1d3+3 unarmed) or +3 ranged (2d6+1 colt peacemaker, 6 shots, crit 19-20, Range Inc 30'); SV Fort +5 Ref +1 Will +2; SZ M; Chips 1; Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 12.

Skills: Handle Animals +5/4, Intimidate +4/3, Profession(Cowhand) +1/1, Ridicule +4/3, Ride +5/4, Spot +3/3, Wilderness Lore +2/2

Feats: Proficient (simple weapons), Proficient (firearms), Endurance, Improved Initiative, Improved Unarmed Strike, Track.

Special Abilities: Thick Skin: 1 DR vs. Subdual damage (1/2 Rowdy's level, round down)


Equipment:($125):
Colt Peacemaker ($15, 2 lb), 50 shots of Ammo ($2, 2 lb), Gunbelt and Quickdraw holster ($13, 2 lb), Cowboy Hat ($3, 1lb), Boots ($8, 4lb), Duster ($10, 4lb), Work Shirt and Pants ($3, 3lb) [total spent $54, total weight 18 lb]

Appearance: A tall smooth faced, tanned individual with night black curly hair, and eyes the colour of caramel. He's got an impressive build, with finely muscled arms , legs and torso, which he enjoys showing off. Doesn't hide the fact that he's barely a man though (18 years old).

Background: The only son of a poor widowed mother, Dustin learned that to get ahead in life, he'd have to make use of his size. Travelling out to the midwest to make his fortune, he drifted from job to job as a cowhand at cattle ranches. Inevitably, he'd move on as his temper invariably got the best of him. Either he'd be run out for brawling with the other fellows on the ranch, or some minor scrape with the law, or because he couldn't stand the company he was around. He's a touchy fellow, and just about evey part of him has been made fun of at some time or another. It was hard on him, because account of his build, if he fought back, people would gang up on him. If he stood back and let it slide, he'd be counted a fool. This makes him a bit cynical and quick to make fun of others.

About a month ago he was in a small no name mining town in the middle of nowhere when he snapped, mauling a man. He didn't think twice about it at the time, but when he found out it was Fingers Malone, the leader of a gang of no good punks, he figured it'd be wise if he got the hell outta there. Unfortunately, Malone's gang turned out to be pretty tenacious, and tracked him, all the way to Billings. That's where Dustin met Pastor O'Donnell. The man gave him sanctuary, hid him safely until the gang gave up and moved on. He even set the youth up with a job. Dustin told the pastor to call on him any time he needed help. Well, it wasn't a month later that he got the Pastor's letter, and now he's riding back to Billings to help the only man who's ever selflessly helped him out in life.

Note:
Promoted to 2nd level:
+(8+2) vp
+4 skill points
BAB +2
Base saves +3 fort +0 ref +2 will
Thick Skin
Thanks Karl. For equipment, I figure Dustin would have things like rope and leather gloves and not much in the way of firearms... btw, what's a duster? Do you have any suggestions for what a cattle rancher might have in the way of equipment?
 
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loxmyth you character looks fine so far, except you have 12 Vitality points (Rowdy get 1d10 + CON bonus and max at 1st level) and your Fort save should be +4 (class + con bonus) Will save should be +1 (class). You have 16 skill points to spend [(2 + INT mod) x4 + 4 for being Human] and Heroic feats to pick.

Doppleganger your character looks fine, you still have 4 skill points and your Heroic feats to pick. Your VP/WP should be 9/12.

GreyOne you have VP/WP written twice and you have one more Vitality point (1d6 + CON bonus). Otherwise you look good. Your Bowie Knife only has the crit range of 19-20, remember there is no multipler when using VP/WP because a crit hit goes sraight to your wound points.

Crimster, your VP/WP is 6/10. Your bow has a crit of 20, and range increment of 60'. Also 20 arrows only cost $2 (I might have wrote that up wrong before).

Looks all good though. Tomorrow I will post the intro. Still thinking about making you all 2nd level, just cause you might need a little extra luck for the game :)
 

Looks good loxmyth, but you still have two Heroic Feats to pick up (1 for 1st level and 1 bonus for being Human)

Doppleganger any updates??
 

DL Feats?

Could you give a quick rundown of the following feats? (I may change my feat selection before we begin if these are worth it for me).

Grim Servant o' Death
Level Headed
Nerves o' Steel
Sands
Sucker Punch
 

Sure...

Grim Servant o' Death (requires that you be 5th level so not yet) basically allows you to spend Fate checks to get critical hits but bad things also happen to you and your "friends"

Level Headed (requires Quickdraw and Improved Initiative): when you roll initiative, if you roll less then a 10, you get a 10 plus any bonuses.

Nerves o' Steel: if you fail a Fear Will save, you can still stand your ground (you do not flee if you do not want to). You still suffer any effects of fear.

Sands (requires a CON of 15+): You can continue to act in the negatives of Wound Points. Can take a partial action with a Will save of 10 + the WP damage below 0 that you are (ie a -5 would be a Will save of 15).

Sucker Punch (requires Improved Unarmed Strike, base attack +1 or better): any time you use a Full round action to attack you do +1d4 damage and have a chance of "stunning" your foe. They must make a Fort DC 10 + the damage you did or be -4 to their next action. Does not stack with surprise attack and only against living foes.

OOC oops forgot to log back over to Karl Green but anyway it is me :)
 
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