It’s been a while since I had the free time to post anything, so numerous posts have become backlogged in my mind. They’ll be backlogged a bit further since I wanted to start out my attempt at liveblogging my Deadlands game, and see if that goes to any more fruition than my attempts to liveblog Pathfinder or Starblazer.
So far, we’re most of the way through character creation. I’d hoped to jump into the action last night, so that everyone would know what they were getting into, but since one of the players needed more time to work on their character (and several others needed some polishing) we’ll hold off until next week. Regardless, the party:
- Sam Steele, agent of the RCMP (that’s the Mounties to you and me), law man on a mission, gunsmith, survivalist, and all around badass pulp hero. (Literally, he’s based on a real person, name and all, who would have been as well-known as Bat Masterson or Wyatt Earp had Canada dominated the dime-novel/pulp marketplace.) Lots of wilderness lore and survival, some investigation, a bit of Presence and Endurance, has the only Resources in the party, and uses fists to back up his longarm. The tinkerer is coming out via Science!, and Sam has a couple of nifty gadgets; he’s tweaked out his Winchester ’76, has an armored battle redcoat, and his pith helmet and obligatory Mad Science Goggles peek into the ether so Sam can tell if someone’s lying or not.
- James Johnston (name forthcoming), agent of the Texas Rangers, law man on a mission, gunsmith, Big Damn Hero, and all around badass. The players for the Ranger and the Mountie showed up with very similar concepts—lawman gunfighter, beloved by all, who must help those in need, who tinker with their guns—yet went in totally different ways. The Ranger, for one, went full-bore gunfighter, with tricked out LeMat Undertakers thanks to weird science, though he’s more into repairing his devices than making them with Science!. He’s also a lot more into intimidating people and using his reputation, though he also has a lot of wilderness survival skills.
- Name Forthcoming, witch hunter. The party’s blessed, who is Solomon Kane’s 1870s equivalent. For some reason, we decided he had a stupid big hammer, and the player went along with it. (Not sure if he stuck with the John Henry part that we suggested to make the hammer make sense, but we shall see.) After spending all his points, he ended up with a relic Hammer of the Cross, a holy hammer which smites evil (much as the character). With some decent buffs to tale-telling and talking, he can also distribute Fate Chips, heal the sick, and his mere touch harms abominations. Though he’s not the best at ranged, get him up close and he’ll tear apart adversaries. Though I see he should probably switch some skills to take advantage of his powers.
- Name Forthcoming, ninja. The player wanted Martial Arts in the supernatural sense, and ended up going full-blown ninja—which probably sounds out of place, until you remember that Deadlands had a lot of weird stuff in California, and the Great Rail Wars had an entire faction (Iron Dragon) of ninja and ronin miniatures. So, a lot of crouching tiger, hidden dragon kinds of abilities, buffed up with inhuman toughness, smoke bombs, and a kusarigama. Lots of stealth and deceit and disguising, filling a niche that the party was in desperate need of.
- Name Forthcoming. Originally was going to play a former eeeevil gunslinger who is trying to redeem himself, thanks to some magical trickery. But having two powerful law dogs and a Blessed with the Lord’s Hammer made that idea a bit untenable, so he’s going back to the drawing board and rethinking the concept.
All of the characters other than the Blessed and the last one are Veterans of the Weird West, though the last one was seriously thinking about it. The law dogs got some of the less-awful but still fun hindrances from the draw, though the ninja got a couple of choice ones.