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Lord Coake
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Post by Lord Coake »


Dead Jessie

Gunslinger

(Harrowed - Unknown)

VOTW and Harrowed
Deadlands Reloaded character VotW roll: [dice:2vihxc7x]52921:6[/dice:2vihxc7x]
Red Joker: Harrowed - See below.

Veteran of the West (VotW):
Veteran o’ the Weird West Requirements: Wild Card, Novice, Guts d6+, Knowledge (Occult) d6+
So you want to be a hero, huh? A big, tough, experienced hero? No problem. Just check your sanity at the door, because those who have already been around the cactus a few times have seen things that would stop most men’s tickers. As a result, they ain’t the same as they used to be! Veterans o’ the Weird West begin play at Seasoned (or one Rank higher than the rest of the cowpokes in your campaign), which means they gain 20 Experience Points to begin the game with. Go ahead and advance your hero normally, as described in the Savage Worlds rules. There’s a price, though. If you take this Edge, you must draw a single card from the action deck once you’re done creating your cowpoke. Show it to your Marshal and he’ll check the table in the Marshal’s Handbook to see just what kind of bad luck your hombre wandered into on his path to sturdiness. If you draw a Joker, draw again and tell your Marshal whether you drew a black card or a red card (or another Joker). Beware—the results can be quite extreme, from maiming to insanity. Your Marshal has the details. You’ve been warned!

Red Joker: Harrowed - This gunhand took a dirt nap some time in the recent past. Difference between him and most folks, though, is that he got up again. The hero begins play Harrowed (using the information found in the Player’s Guide), but he doesn’t know it. Don’t let the deader take his first Harrowed Edge until he discovers the grisly truth.


Being Harrowed


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Lord Coake
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Re: Sid [Deadlands Reloaded VotW Harrowed Gunslinger]

Post by Lord Coake »



Character Sheet

Player Name: Dan (Lars)
Google Handle: Danjal73
Character Name: Sydney "Sid" Cohen
Rank: Seasoned 4 (S4)
Experience: S4 (VotW & Harrowed 5/25/2019)
Advances Left: 0
Race: Human (undead)
Iconic Framework: Gunslinger VotW (Harrowed)
Age at Death: 30

Attributes (5 pts): Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Charisma: 0; Pace: 6 ; Parry: 5; Toughness: 8;

Skills (15 pts):
  • Guts d6
  • Knowledge (Occult) d6
  • Ride d6
  • Shoot d10
  • Survival d6
  • Notice d6
  • Fighting d6
  • Intimidation d6

Hindrances
  • Hindrance (Major): Overconfident
  • Hindrance (Minor): Wanted in parts of the Great Maze area for being an Outlaw known as Sick Sid
  • Hindrance (Minor): Death Wish
  • VotW (Major) Hindrance: Harrowed
* Worst Fear is drowning.


Edges
  • VotW
  • Quick: Discard draw of 5 or less for new card
  • Quick Draw: May automatically draw weapon as a free action
  • Lucky: +1 bennie per session
  • Hip Shooting: Hip-Shooting (S, Shooting d8+): Penalty for fanning the hammer reduced to -2
  • Fate's Favored: Once per session, spend a Fate Chip of any color and treat it as if it were blue; may be selected more than once
  • Speed Loading: Reload does not count as action/turn
  • Fate's Favored: Once per session, spend a Fate Chip of any color and treat it as if it were blue; may be selected more than once
  • Marksman: Aim maneuver (+2 Shooting) automatic if hero does not move
  • Two Gun Kid: Use two pistols at same time no MaP
  • Harrowed Edges on Hold for now, as Sid starts unaware of his being Harrowed.

Gear
  • Cash on hand: 60 US dollars
  • Mule (50), Saddle (25), Saddlebags (5), twin quick draw holsters (8), Canteen (1), Bedroll (4), Mess Kit (2), Pipe (2), Tobacco Pouch x2 (1), Pocket Watch (2.5), Trail Rations 10 (5) Boots (8), Suit (15), Trousers (2), Work Shirt (1), Duster (10), Chaps (4), Long Johns (2)

Weapons

LeMat Carbine (rifle) w/ shotgun
  • Range: 20/40/80
  • Damage: 2d8 AP 1
  • RoF: 1
  • Shots: 9
  • Notes: 1 shot of 16 ga shotgun round, 12/24/48, 1-3d6, 1 RoF, +2 to hit
LeMat Grapeshot Pistol(s) x2
  • Range: 12/24/48
  • Damage: 2d6 AP 1
  • RoF: 1 (or fan the hammer is 6)
  • Shots: 9
  • Notes: 1 shot of 16 ga shotgun round, 5/10/20, 1-3d6, 1 RoF, +2 to hit
Derringer (hidden)
  • Range: 5/10/20
  • Damage: 2d6 AP 1
  • RoF: 1
  • Shots: 2
  • Notes:
Bowie Knife
  • Range: melee
  • Damage: Str + d4 +1 AP 1
  • Notes:

Contacts
  • None unless you count the Manitou he doesn’t realize is in him.

Advances
  • Initial Advances: (From Hindrances): 1. VotW 2. Quick
  • Free Edge (Human): Quick Draw
  • Novice 1 Advance (PbP): Lucky
  • Novice 2 Advance: Hip Shooting - - VotW
  • Novice 3 Advance: Fate's Favored (Novice) - - VotW
  • Novice 4 Advance: Speed Loading - - VotW
  • Seasoned 1 Advance: Fate's Favored (Seasoned) - - VotW
    Harrowed (Unknown Yet - Once he learns he is dead, he will get Harrowed Edges)
  • Seasoned 2 Advance: Points into Kn; Occult and Shooting
  • Seasoned 3 Advance: Marksmanship
    At start of playing Sid highest other character is S3.
  • Seasoned 4 Advance: Two Gun Kid
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:


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Savage Rifts Game Master
  • Savage Rifts: The Black Company — Gamemaster
  • Savage Rifts: Machinations — Gamemaster
  • Lost Jungles (Coalition States) — Assistant GM
Savage Rifts Player Characters
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    Mercy Six GM - Pender Lumkiss
  • Boon Commando & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Nikita Ace RPA
    Looking for Game GM - Open

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  • Lord Coake — Former Leader of the Cyber Knights
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Lord Coake
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Re: Sid [Deadlands Reloaded VotW Harrowed Gunslinger]

Post by Lord Coake »


Sydney "Sid" Cohen

Background
The two Marshals stood in the dust and heat watching the last two outlaws sit on horseback with ropes tied tightly around their necks. Their hands had been similarly tired behind their backs.

“Any last words?”

A light breeze made red dust dance across the short distance between good and evil. The breeze was a godsend in the oppressive summer heat of New Mexico.

The older outlaw coughed and spat. Drooling chew down his vest, his throat parched, his eyes were red and his voice sounded like the devil.

“Well Sid. We nearly made it. I’d ah liked to have made it to that dove in Santa Fe.”

Coughing more, the outlaw Mic O’Malley, nearly fell off the horse as he erupted in a fit of coughing.

The two Marshals and the younger outlaw all watched to see if O’Malley would prematurely hang him self. Somewhat disappointed the two lawmen shook their heads when the outlaw managed to stay in the saddle.

Nodding as best as he could with the rope around his neck, Sid grinned.

“I remember you managing to stay in the saddle that entire nights ride outta Denver - even after being filled with lead.”

Looking at the lawmen the outlaw known as Sid frowned.

“Look here Marshals I ain’t got no last words. But I man shouldn’t have to die of thirst when he’s about to hang. Can we have some water?”

As the younger of Marshals reached for his canteen the older one put his hand out.

“No. Let’s get this done. We need our water for the ride back.”

Advancing, the older lawman checked to ensure the ropes were sufficiently tired to the tree. Nodding approval at his partners rope work he turned and smacked the ass of the horse O’Malley was sitting on.

Sid fought to keep his horse in place as the other horse sprinted, dumping O’Malley who proceeded to swing and flail, feet kicking about as he hung on the rope.

“You too Sid. Time to swing.”

As the marshal raised his hand in preparation of smacking Sid’s horse he stopped. A stunned look on his face.

All three men turned to look at O’Malley with terror. The old outlaw had stopped moving, and swung lightly in the breeze as he chuckled and then broke out into a long manically insane laugh.

“Oh jeez”, the older lawman broke leather with a speed that belied his age. “He’s possessed!” Pointing the pistol at O’Malley he fired once.

A head shot. The laughing stopped. Sid’s house kicked up on its rear legs as the gunshot rang out just inches from the horses head. Panicked Sid’s horse simultaneously threw Sid backwards off the horse and kicked the Marshal in his head killing the lawman instantly.

It was Sid’s turn this time to kick his feet about as he swung back and forth.

The younger marshal raced towards his fallen partner yelling out the mans name in concern.

The timing was perfect as Sid swung towards the fallen marshal and the younger lawman ran towards him, Sid tightened his abs, arched his back and kicked his feet up as high as he could as he swung towards the marshal.

Wrapping his legs around the lawman’s neck Sid tightened his legs on the man so tight it hurt his own leg muscles.

Gagging and punching Sid’s legs with both his fists the Marshal’s eyes bulged and the man frantically beat on Sid as he was choked.

The Marshal lifted a six gun in his right hand, in an effort to shoot Sid, but dropped it as he choked. Determined to live the lawman tore his Bowie knife from its sheath on his left hip and stabbed it into Sid’s thigh, near the outlaws ass. He tried to pull it free but his air deprived lungs screamed and his hands wouldn’t work.

Life fled the marshal, as he slumped Sid released him, letting him drop dead.

Sid twisted and pulled the knife out of his backside. It had gone in at an angle, not too deep but enough to stick. His vision was fading and the pain of being cut lessened as he turned the blade about using it to slash the rope on his wrists. He felt nothing, not even the cuts to his hands.

With freed hands, Sid’s vision faded entirely as he wildly cut the Bowie knife up at the rope he was being hung from.

Slashing the sharp knife across the rope twice did the trick. The rope crackled, and tore in half. Dropping the knife Sid’s feet hit the dirt.

Laughing, or trying to with the rope still around his neck, Sid felt elated. Thank you Lord. I swear I won’t go back to my wicked ways. He’d done it. He was going to live. They had tried to hang him and he’d escaped. He had a second chance at life. Outlawing had been easy to do, especially after the war. Too easy. He’d do better.

Slipping on the blood pooling at his feet from his own injuries Sid toppled over onto his backside.

A sharp pain, in his back, hit him out of nowhere and Sid blacked out.

The Manitou has grown angry when the Marshal had blasted him out of O’Malley.

The possessing spirit has fought hard to escape the proving grounds and get to earth. Jumping into the outlaw and immediately being evicted was infuriating.

Watching as the other outlaw escaped death had been a proverbial slap in the creatures face. He was going to be robbed of taking possession of this one too. Then it happened.

The Bowie knife dropped, landing hilt down, blade up in the disturbed dirt and blood. Sid slipped, fell, and landed free from being hung to death, with the knife slammed deep into his back and into his heart.

A new laughter broke free of Sid’s mouth as the Manitou took control of the dead outlaw and sat upright.

For many months “Sick Sid” rode across the Maze in California.

Finally another set of lawmen caught up to the Manitou in possession of Sid.

Nearly head shot, the possessed outlaw had fallen off a river boat and plunged into the water with a grazing head wound. Later surfacing the man known as Sid clawed his way ashore and in possession of his own body. The Manitou pushed aside, Sid’s consciousness surfaced. Unlike some who see everything the Manitou does while they themselves are unable to control their body, Sid had just been in a void. Unaware. But now, back in control he knows something took place after the botched hanging and his clawing his way up a riverbank injured and sore. Sid figures the grazing head wound musta caused him some amnesia.

Leaving the Great Maze in California behind a second time Sid has set out determined to live the life of a good guy and avoid Outlawing.

Unaware of the presence of the Manitou living in his body, or that in fact he is already dead, Sid saddles up and goes looking for something righteous to do or someone in need to help.

At some point Sid will learn he is harrowed, until then the itch on his back from dying / being “stabbed” is annoying and the truth is going to hurt when he learns it.

Being Harrowed
Image
Harrowed Abilities
  • Coup: Can count coup on Others. See below. (Also upon becoming Harrowed receive one free Harrowed Edge).
  • Dominion: Score: 0.
  • Undeath: Being undead grants the harrowed a +2 to toughness, needs only 1d6 hours of sleep per night, immune to nonlethal damage, "death" only puts the Harrowed out of commission for 1d6 days. Only and incapacitating head shot can kill the hero for good, immune to poison and disease.
  • How Died/Permanent Wound: Sid took a knife in the back.
Additional Notes on being Harrowed:

Special Rules:
• Coup: See below.
• Dominion: See below.
• Undeath: See below.

About Being Harrowed

Some might believe they’re just too tough to die, but the fact of the matter is no human can pull off the resurrection act alone. To crawl back out of the grave, a deceased soul has to catch a ride from a demon, or Manitou, as the Native Americans call them. This Manitou holes up inside its host and grants it powers not normally available to the dead, like walking and talking, to name a couple.

These undead are known as Harrowed, or literally “dragged forth from the earth.”

Since one of the few ways a Manitou can actually be slain is if its host’s brain is destroyed, they only take this risk on those who really stand out in the crowd. That’s why your average chump just gets brought back on temporary terms, like zombie walking dead.

In order for this arrangement to function, both the host and the Manitou need each other: the host provides the body and the Manitou the means to keep it moving. They don’t often play nice with each other, leading to a constant battle for control. Most of the time, the Manitou is content to sit back and enjoy the ride, letting the Harrowed go about his daily unlife.

Every now and then, though, the demon makes a go for squeezing into the driver’s seat. If it’s strong enough, it can take control of you for a while and raise a little Hell. And that’s the whole reason they’re around!

How Dominion Works

When a Harrowed first returns to the land of the (un)living, they have a vivid memory of suffering through their worst nightmare—and with good reason. You see, the demon put the through its own little corner of Hell before it let him out in an attempt to weaken his resolve. Worse, it continues to do so every night of their existence from then on.

Recently offed characters who return as Harrowed, as well as those who begin the game with the Harrowed Edge, start with a Dominion of 0. This means the host and the Manitou are roughly on equal footing. When the GM tells you to make a Dominion roll, make a Spirit roll and add your current Dominion. This is opposed by the Manitou . Your deader’s Dominion can never go below –4 or above +4.

Dominion Table

Success: The Harrowed retains control and gains 1 point of Dominion, or 2 points with a raise.
Failure: The manitou takes over (and no doubt gets up to some evil shenanigans); your hero loses 1
Dominion point, or 2 if the manitou scored a raise. Tie: The manitou doesn’t get control, but the fight
leaves your Harrowed Shaken.

The Unlife of a Harrowed

If you’re wondering what it’s like to be a Harrowed, let’s just say it’s got its ups and downs. Sure, being a walking corpse has its advantages when lead starts flying, but on the other hand, you’re also if people catch on that you are actually a walking corpse it has a tendency to make you a little less popular with most folks.

Death Wounds

It should come as no surprise that anything bad enough to put a fella down leaves a mark. A Harrowed’s “death wound” is healed on resurrection, but always leaves some scar or deformity. In your case this is a stab wound on your chest. Harrowed are not left so disfigured that they’re instantly recognizable as undead—that would defeat the manitou’s purpose.

Decay

The living dead have wan, ashen skin. Since the manitous sustain their bodies, they don’t rot, but they don’t smell like roses either. Anyone who gets close to a Harrowed picks up the smell of decay with a Notice roll.

A Harrowed can “pickle” themselves for a day or so by drinking a quart of liquor. Other possibilities are certain herbs or perfumes that may mask the scent. Animals can always tell, no matter what. Riding rolls and any other rolls involving the cooperation of animals may suffer a –2 penalty. Unless of course it was a harrowed horse.

Harrowed do not reproduce

Thankfully...

Food and Drink

Harrowed need meat to patch themselves up, but it can be fresh or rotten. Each time a Harrowed makes a healing roll, she consumes a pound of flesh. The character has to eat the meat, but it doesn’t have to be cooked.

Undead don’t need water, and you can’t get drunk either—which helps with the whole “pickling” They aren’t affected by drugs or poison and can’t catch a normal disease. Supernatural diseases and effects are fair game, though.

Fear

Crawling out of your own grave has a habit of toughening you up on the psychological front. Once you’re already dead, it takes a little more to put the frighteners on you than the average person. For this reason, Harrowed characters add +2 to Fear tests.

Sleep

Harrowed don’t need sleep, as such, but the manitou powering their bodies requires 1d6 hours of rest every 24 hours to recharge itself. And, unlike living people, the Harrowed can’t just down a cup of java to stay awake. When it’s time to “sleep,” the manitou simply shuts down. You can try to resist, but must make a Spirit roll every hour or keel over on the spot. This roll gets harder as the night drags on, with each additional roll suffering a cumulative –1 penalty to a maximum of –3.

Fortunately, the manitou maintains some awareness of its surroundings, so Harrowed are just as likely to wake up as other folks if trouble rears its head.

Undeath

The living dead are a fairly hardy lot. They don’t take Fatigue from normal sources, and they’re pretty much immune to nonlethal damage. Though they do suffer wounds normally, they can’t be put down except by destroying their brain. A head shot is the only way to kill a Harrowed. A called shot to the head does the trick, as does a Head result on the Injury Table. In the latter case, if the hero fails her Incapacitation roll, she’s dead for good.

Harrowed Incapacitated by damage to other body parts are only knocked out of commission for 1d6 days. After that, they regain consciousness and can drag themselves around until they can scrounge enough meat to heal their limbs. They can even regrow lost limbs this way. Harrowed don’t feel pain nor do they really bleed, so they never bleed out and can ignore all the effects of such. They do take wound penalties, but in their case these reflect the damage to the Harrowed’s muscles and bones. Of course, slipping around in your own blood and guts can throw off one’s game as well.

Counting Coup

WIP

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Savage Rifts Game Master
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Savage Rifts Player Characters
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    Mercy Six GM - Pender Lumkiss
  • Boon Commando & Mechanic
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Lord Coake
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Joined: Thu May 23, 2019 8:17 pm

Re: Sid [Deadlands Reloaded VotW Harrowed Gunslinger]

Post by Lord Coake »


Dominion
  • At: 0
Bennies
Fate's Favored log
  • 2 per session, used: 0
XP (Currently S4, June 2019)

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Savage Rifts Game Master
  • Savage Rifts: The Black Company — Gamemaster
  • Savage Rifts: Machinations — Gamemaster
  • Lost Jungles (Coalition States) — Assistant GM
Savage Rifts Player Characters
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Commando & Mechanic
    Phaseworld GM - Ndreare
  • Setrakian Dragon Juicer
    Lost Jungles (Federation of Magic) GM - Technospawn
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Nikita Ace RPA
    Looking for Game GM - Open

Savage Rifts Reoccurring Non Player Characters
  • Lord Coake — Former Leader of the Cyber Knights
  • Valentine — Titan Robotics Security Specialist
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