Gideon Bennett (Harrowed Gunslinger) - Ready for Review

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Gideon Bennett (Harrowed Gunslinger) - Ready for Review

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Fortune & Glory #1: [dice]0[/dice] = Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Fortune & Glory #2: [dice]1[/dice] = Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
Fortune & Glory #3: [dice]2[/dice] = Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Narrative Hook: [dice]3[/dice] = Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

Hero's Journey 1 - Experience & Wisdom (rerolled from Strong-Willed): [dice]9[/dice] = Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
Hero's Journey 2 - Training: [dice]6[/dice] = Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Hero's Journey 3 - Training: [dice]7[/dice] = After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Starting Credits (2d6x100): [dice]4[/dice] = 700 credits

IGNORE
Reroll above HJ for first roll on E&W for Strong-Willed: [dice]5[/dice]
Card Draw (not applicable): [dice]8[/dice]
Last edited by Gideon on Sun Jul 16, 2017 10:34 am, edited 3 times in total.
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Re: Gideon Bennett (Harrowed Gunslinger)

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"Life's a bitch an' then y'die. Least, that's what they say. Only sometimes, that ain't the end. Sometimes, y'get dragged up outta yer own grave an' tossed back in t'the world. An' y'ain't alone - oh no! Y'got a 'partner' runnin' 'round with ya, always tryin' t'get ya t'do dirty deeds, the little devil on yer shoulder! Only y'can't get rid of 'em 'cause he's inside yer head! It gets worse! Survivin' death only t'find yerself in a blasted-out shell of world, a dark future that's a lit'ral hell on earth. An' when you find an escape, y'take it - only t'find yerself on a dif'rent blasted hell of a world in a dark future, same planet s'posedly, only things're dif'rent an' there's aliens, an' demons an' all sorts o'crazy shit! Ain't life grand. Two terrible worlds, one dead man an' a dark passenger. I feel like the butt o'the universe's bad joke." -Gideon Bennett
Masked Harrowed.jpg
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Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Gideon Bennett
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human (from Deadlands Hell On Earth universe)
Iconic Framework: M.A.R.S. Gunslinger
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d4, Vigor d12
Charisma: +2; Pace: 6; Parry: 6; Toughness: 13(4); Strain: 0

Skills
  • Climbing (St): d4
  • Fighting (Ag): d8
  • Intimidation (Sp): d4+2
  • Language (Spanish): d4
  • Notice (Sm): d8 (+2 Visual)
  • Persuasion (Sp): d6 (+2 Charismatic)
  • Riding (Ag): d6
  • Shooting (Ag): d10
  • Stealth (Ag): d4 (+2 in Wilderness)
  • Streetwise (Sm): d6 (+2 Charismatic)
  • Survival (Sm): d4 (+2 in Wilderness)
  • Tracking (Sm): d4 (+2 in Wilderness)
Hindrances
  • Clueless (Major): Your hero isn’t as aware of his world as most others. He suffers –2 to Common Knowledge rolls.
  • Enemy (Minor): Carver, a Cyborg from the Deadlands Hell on Earth universe with a hatred of Gideon (maybe he's even joined the Coalition).
  • Wanted - Coalition (Minor): An abomination in the eyes of the Coalition but much lower down on the list of priorities than most D-Bees, Demons and Magic-Users.
Edges
  • Brawler: (Hero's Journey) Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
  • Cat's Eyes (Harrowed): The character gains +2 to his Notice rolls to spot visual clues, and ignores penalties for Dim and Dark lighting conditions.
  • Charismatic: (Fortune & Glory) +2 to Charisma.
  • Harrowed: (Racial) Some wasters are just too tough to die, so they come back from the grave. The price is an eternal battle for their own soul with the demonic “manitous” that provide their incredible toughness and power.
  • I Know a Guy: (Fortune & Glory) Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Level Headed A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
  • Martial Artist: (Hero's Journey) This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule. With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).
  • Nerves of Steel: (Fortune & Glory) Ignore 1 point of wound penalties
  • Quick: (Iconic Framework) Discard draws of 5 or less for new card.
  • Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.
  • Stitchin’ (Harrowed): (Free Harrowed) A dead man with Stitchin’ regenerates damage much faster than normal. He may make natural Healing rolls every day, provided he consumes a pound of meat for each attempt.
  • Strong Willed: (Fortune & Glory) +2 Intimidation and Taunt, +2 to resist tests of will.
  • Supernatural Trait (Harrowed): Vigor (Supernatural Trait immediately improves any one attribute two die types (a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, but only once for each one attribute.)
  • Trademark Weapon (Pistols): (Iconic Framework) +1 to Shooting rolls with pistols.
  • Two-Fisted: When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.
  • Woodsman: (Hero's Journey) Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).

Gunslinger - MARS Package
It's been said that "the only thing meaner, deadlier and lower than a rattlesnake is a gunslinger." And while many are vile, wicked killers, a few use their carefully-honed skill with a gun as lawmen, local champions and wandering heroes.

MARS Package Benefits
  • Son of the Gun (Pistols): The Gunslinger begins with the Trademark Weapon Edge. Rather than applying to only one weapon, the Gunslinger may choose to apply the Edge to either all pistols or all rifles (Personal weapons including ion, laser, particle beam and ballistic varieties count, but not attached grenade launchers or any weapon that requires a Strength minimum). The Gunslinger must designate a single weapon as normal when taking the Improved Trademark Weapon Edge.
  • The Quick and the Dead Gunslingers begin with the Quick Edge.
  • Sharpshooter: The Gunslinger begins with Shooting d8. He also gains +2 for Shooting rolls, but only to offset Called Shot penalties.
  • Starting Gear: Wilk's-Remi 136 (Wilks 237 Stats in a Walker Colt .44 Revolver), Bandit IP-10 Ion Pistol (NG-57 Heavy Ion Pistol stats), Wilk's Remi 157 "Judgement Day" (Wilks-457 Stats in the body of a Winchester 40-82), Bandito Arms Branaghan Body Armor (equal to NG Peacekeeper armor), Bandito Arms Mustang/Pinto Robot Horse (stats elsewhere) or NG-150 Streetrunner Hovercycle, NG-S2 Survival Pack, and 2d6x100 credits.

Harrowed
  • Some individuals are just too ornery to lay down and die. But no human can do this alone. To come back from the grave, a deceased soul has to catch a ride with a demon — or a manitou as the Native Americans called them long ago. The manitou takes up residence in its host’s body and grants it power, such as walking and talking despite being deceased, healing, and more.
  • These undead heroes are called Harrowed, which means “dragged forth from the earth.”
  • A manitou in an undead host is slain if the brain is destroyed (one of the few ways they actually can be killed), so they only risk their otherwise eternal souls on those with exceptional abilities. Weak or infirm mortals are only resurrected temporarily (hence the monstrous walkin’ dead common to the Wasted West) so that they aren’t permanently destroyed.
  • The host and the manitou need each other to keep the body moving, but they don’t share this dwelling peacefully. It’s a constant and hellish battle for control.
  • For the most part, the manitou simply sits back and lets the Harrowed go about his daily unlife. From time to time, however, the demon tries to hop into the driver’s seat to do some dastardly deed. If the manitou is strong enough, it can take control of your hero for a while and wreak havoc among strangers and friends alike.
How Dominion Works:
  • When a Harrowed first returns from the grave he remembers suffering through his worst nightmare. The manitou puts him through its own little corner of Hell every night, hoping to weaken the host’s resolve.
  • Recently deceased characters who first become Harrowed start with a Dominion of 0, as do characters with the Harrowed Edge. The host and the manitou are on roughly even footing.
  • When the Marshal tells you to make a Dominion roll, make a Spirit roll and add your current Dominion. This is opposed by the manitou. Dominion can never go below –4 or above +4.
Dominion Table
  • Success: The Harrowed retains control and gains a point of Dominion, or two with a raise.
  • Failure: The manitou takes over (and no doubt gets up to some evil shenanigans); you lose 1 Dominion point, or 2 if the manitou scored a raise.
  • Tie: The manitou doesn’t take control, but your hero is Shaken.
The Unlife of a Harrowed:
So what’s it like being undead? A mixed blessing. A walking corpse is a tough hombre to take in a fight, but he has trouble making friends.
  • Counting Coup
    • Coup Powers: Coup powers are creepy, supernatural effects gained from absorbing the essence of something creepy and supernatural. To count coup, a hero needs to be near the abomination when it dies (within game inches equal to the creature’s Spirit die). If more than one Harrowed is within range to count coup, it’s a contested Spirit roll to see which of them gets the honors. If a Harrowed can gain a coup power from a creature, it is listed in the creature’s description.
      • Coup (Pox Walker): A Harrowed who absorbs a pox walker’s coup may thereafter cure disease by taking the infection into himself. He need only lay hands on the victim to do so. For the week following, the Harrowed suffers one level of Fatigue as he suffers the effects of the disease. At the end of that week, the disease is flushed from his system.
      • Coup (Werewolf): Harrowed gain +1 Toughness, but suffer double damage from silver weapons.
  • Death Wounds:
    • Whatever puts a fellow down the first time leaves a mark. The “death wound” is essentially healed but scarred or otherwise a deformity. A hero who was shot in the chest, for example, has a bullet scar there. One who was hanged might have a slightly crooked neck and a visible rope burn that never fades.
  • Decay:
    • Undead have pale, sallow skin. They don’t rot since the manitous sustain their bodies with supernatural energy, but they don’t smell like roses, either. Anyone who gets up close and personal with a Harrowed picks up the smell of decay with a Notice roll.
    • Drinking a quart or so of alcohol “pickles” a Harrowed for a day or two. He’ll smell like a drunk, but at least he won’t smell like a dead drunk. Animals can always tell. Riding rolls or any rolls involving the cooperation of animals suffer a –2 penalty.
    • Harrowed can’t reproduce, or even enjoy the attempt. Their blood doesn’t flow south if you catch our drift.
  • Food and Drink:
    • Harrowed need meat—fresh or carrion — to patch themselves up. Each healing roll attempted by a Harrowed consumes about a pound of flesh. The Harrowed must eat the meat, but he doesn’t necessarily have to cook it first.
    • Harrowed don’t need water, and while we’re on the subject of libations, can’t get drunk either. For that matter, Harrowed aren’t affected by booze or drugs, and can’t be poisoned or catch a disease (at least, not a normal disease). They are affected by supernatural radiation normally, however.
  • Fear:
    • Being a walking corpse hardens the mind to horrific experiences. It doesn’t get much worse than clawing your way out of your own grave. Harrowed characters add +2 to Fear tests.
  • Sleep:
    • Whoever first said “he sleeps like the dead” obviously didn’t know any dead folks. Harrowed themselves don’t need sleep, but the manitou inside needs 1d6 hours of downtime out of every 24 to recharge the batteries, so to speak.
    • Unlike normal folk, Harrowed can’t really push it to stay awake; when it’s time to sleep, the manitou just shuts the Harrowed down. The Harrowed can try to resist, but he must make a Spirit roll every hour or keel over on the spot (and likely get buried again when folks discover his heart isn’t beating). This roll gets tougher as the night drags on: each additional roll suffers a cumulative –1 penalty, to a maximum of –3.
    • For the record, sleeping Harrowed aren’t completely oblivious. The manitou keeps one eye open for trouble, so Harrowed are just as likely as any other folks to wake up if trouble comes along.
  • Undeath:
    • Harrowed are a pretty sturdy bunch. They don’t suffer Fatigue from mundane sources, and non-lethal damage has about as much effect on them as a mosquito does on a steer. Harrowed suffer wounds normally, but they can’t be killed except by destroying the brain.
    • The only way a Harrowed dies is by a head shot. A called shot to the noggin will do it, as will a Head result on the Injury Table. In case of the latter, if he fails his Incapacitation roll he’s dead for good this time.
    • Harrowed never bleed out and can ignore all effects thereof.
    • Harrowed Incapacitated by damage to other parts of the body are down for 1d6 days. They then regain consciousness and can basically crawl until they get enough meat to heal their wounds. This even regrows lost limbs.
    • Harrowed don’t feel pain and they don’t really bleed either. That’s not to say they don’t suffer wound penalties. In the case of the Harrowed, these penalties reflect damage to the Harrowed’s muscles and bones, making actions more difficult — it’s also a little distracting having your stinking, rotted guts spilling all over your boots.
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Re: Gideon Bennett (Harrowed Gunslinger)

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Gear
  • Bandito Arms Branaghan Body Armor: (NG Peacekeeper stats)
    • Armor: +4
    • Biocomputer Monitoring System (disabled).
    • Strength Minimum: None.
    • Wt: 11 lb.
    BranaghanArmor.png
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  • Bandit IP-10 Ion Pistol: (NG-57 Heavy Ion Pistol stats)
    • Range: 12/24/48
    • Damage: 1– 3d6+1
    • RoF: 1
    • Shots: 10
    • Wt: 5 lb.
  • Wilk's-Remi 136: (Wilks 237 Stats in a Walker Colt .44 Revolver)
    • Range: 15/30/60
    • Damage: 2d6+1
    • RoF: 1
    • AP: 4
    • Shots: 16
    • Wt: 3 lb.
    Wilks-Remi 136.png
    Wilks-Remi 136.png (25.22 KiB) Viewed 5903 times
  • Wilk's Remi 157 "Judgement Day": (Wilks-457 Stats in the body of a Winchester 40-82)
    • Range: 40/80/160
    • Damage: 3d6+2
    • RoF: 2
    • AP: 3
    • Shots: 36
    • Wt: 6 lb.
    • Notes: Semi-Auto, 3RB
  • NG-S2 Survival Pack: (Wt 30)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out
    • One short-range radio, five-mile range
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Vehicle
  • Bandito Arms RH-1002B Robot Riding Horse ("Wilbur")
    The Mustang is a robot horse with the same basic shape and size of the wild Mustang. They are tough and reliable, with good speed and cargo capacity. The only difference between the Mustang and the Pinto is the color of its fake hide.
    Robot Riding horses are medium sized Robots that manage a good compromise between speed and carrying capacity.
    Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
    Skills: Fighting d6, Notice d8
    Pace: 10 (running d10); Parry: 5; Toughness: 17 (8)
    • Special Abilities
    • Kick: Str.
    • Android Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties. Looks like a real horse (either Pinto or Mustang).
    • Brawny: Carry 8 x strength
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Robot Riding horses weigh 1200 pounds.
    • Data Jack
    • Cost: 5.2 million (cost in SFC: 87K)
Robot Horse.png
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Credits: 500 credits

Contacts:
Last edited by Gideon on Sat Jul 29, 2017 8:13 pm, edited 2 times in total.
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Re: Gideon Bennett (Harrowed Gunslinger)

Post by Gideon »

Narrative Hook: Grudging Respect.
They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

Advances

Hero’s Journey 1
  • Table: Experience & Wisdom
  • Roll result: 16
  • Description: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Chose Woodsman.
Hero’s Journey 2
  • Table: Training
  • Roll result: 5
  • Description: Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Hero’s Journey 3
  • Table: Training
  • Roll result: 2
  • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
MARS Fortune & Glory
  • Fortune and Glory 1
    • Roll result: 6
    • Description: Spiritual and Determined (Your hero adds one die type to Spirit and begins with the Strong Willed Edge).
    Fortune and Glory 2
    • Roll result: 8
    • Description: Vigorous and Tough (You hero adds one die type to Vigor and begins with the Nerves of Steel Edge).
    Fortune and Glory 3
    • Roll result: 10
    • Description: Charming and Well-Traveled (Your hero begins with the Charismatic and I Know a Guy Edges).

Advances
  • Initial Advances: (From Hindrances): Edge (Level Headed)
  • Initial Advances: (From Hindrances): Edge (Two-Fisted)
  • Free Edge (Human): Harrowed
  • Novice 1 Advance: Edge (Cat's Eyes)
  • Novice 2 Advance: Edge (Quick Draw)
  • Novice 3 Advance: +1 die to Spirit
  • Seasoned 1 Advance: +1 die to Spirit
  • Seasoned 2 Advance: Edge (Supernatural Trait - Vigor)
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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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Re: Gideon Bennett (Harrowed Gunslinger)

Post by Gideon »

Background

Universe History in Brief (Deadlands)

The world is not the one you know. Monsters are real, they always have been. Walking dead, werewolves, vampires, and even dragons have stalked the Earth since it was created. But around what Europeans call the Dark Ages - and a whole undiscovered continent away - a group of American Indian shamans from many different tribes came together. The most powerful of the shamans - the Old Ones - learned that a great deal of the supernatural evil in the world was channeled through bad spirits the Indians called “manitous,” what Westerners call demons. These beings served as conduits for magical energy to and from the world to the mystical “Hunting Grounds.” This power could then be used to augment the manitous’ chosen allies - monsters and black-hearted humans - or create all-new horrors from humanity’s worst fears and nightmares.

The Old Ones reasoned that if the manitous could be kept out of the physical world, the earth’s monsters would gradually die out. For this, the shamans turned to their ancient allies, the strange and distant nature spirits. Besides many strange savage rituals, there was one additional cost: the Old Ones would have to remain in the Hunting Grounds and bar the doorways that kept the manitous trapped. Forever. The ensuing battles came to be called the Great Spirit War and tore the Hunting Grounds asunder. In the end, the shamans and their allies were victorious. Afterward,
the surviving nature spirits returned to their strange ways while the Old Ones turned to guarding the pathways to Earth. Thanks to their sacrifice and eternal vigil, the influence of the manitous in the physical world was greatly diminished.

A young Susquehannah shaman named Raven watched his whole village get wiped out by the pale-skinned invaders in 1763, and he carried a grudge to Hell and back - literally. He became a powerful shaman, discovered the secret of long life, found out the story of the Great Spirit War, and hatched a plan to undo the Old Ones’ work and visit evil upon the white man. Raven gathered up others who had suffered like him - the Last Sons - and entered the Hunting Grounds through a hidden portal in an ancient Micmac burial ground, the same place the Old Ones had crossed into the Hunting Grounds centuries before. Once on the other side, Raven and his band hunted down and murdered the Old Ones. With the ancient shamans dead, the gates were opened and manitous were once again free to enter the physical world. He unleashed more than he could know, as strange things and monsters began to walk the earth once more, not only on the white man but his own people as well, but he didn't care as he became a servant of a greater power.

For over 200 years, a Cold War was waged between the United and Confederate States of America. The American Civil War ended in a stalemate in the late 1800s, leaving the South a free and independent nation. A long, tense peace was punctuated by brief spasms of violence and briefer moments of cooperation for a greater good. The long Cold War came to an end on September 23, 2081, at 6:17 p.m. Eastern Standard Time. Judgment Day arrived on the wings of irradiated ghost rock bombs, leaving about six billion dead. Of the billion or so who survived, most fell victim to starvation, disease, random violence, and worse in the chaotic days following the end of the world. The literal Four Horseman entered the world from the Hunting Grounds, killed all who stood in their path, and wrought an apocalypse on the Earth.

Personal History

Gideon was born in the great state of Texas, the Lone Star, some would say the jewel of the Confederate States of America (many would argue that point)! He was born in to a military family a long line back to the Civil War of service to the Confederacy and was expected to serve himself. He was raised (some would say trained) from a young age to be athletic, know how to shoot, fight, hunt, track and take orders. The family was run more like a military unit than a loving caretaking group. It wasn't the best childhood to have (though looking back it did prepare him well for things to come).

So of course he rebelled when he was a teenager. He fell in with the wrong crowd. He turned to drinking and drugs. He was arrested and was sentenced to serve time in prison, but was offered a chance to serve in the military in lieu of that and have his juvenile records sealed. He accepted and so the military tradition of his family sort of continued. He had a gift for guns and for hand-to-hand combat it seemed, taking to his training like he was born to it. He served for almost ten years, saw mostly boring border patrols and a few skirmishes. Then the war started in earnest and life became one battle after another. Days blurred in to weeks and months of fighting, eating and resting - and little else. The day the bombs dropped everything turned to fire and death. Governments were no more and a hell of a lot of people died.

Gideon was heading back to base when the bombs dropped, so while he saw the devastation from a distance he wasn't in the base itself when it was hit. Life became about survival then. He learned to scrounge and scavenge, tell which food was bad and which wasn't, avoid the high-radiation areas, duck the swarms of mutants and bandits. It was a hard life, a grueling life, but at least he was alive. He met some strange folk along the way, including a radiation priest - a Doomsayer, a mutant who believed The Glow would cause mutants to become the dominant life forms on the planet and the 'normals' would die out or be mutated as time went on - named Joseph Trent. As well, a former Confederate Cyborg that just went by 'Carver' - they thought it might have been his last name rather than a descriptor, but he wouldn't speak about his past much. The three were having a stand-off over a small cache of food and ammunition when they were attacked by Trogs - deformed mutants of simple mind and ravenous appetite that banded together - and so put aside their differences to fight them off. Afterwards they shared the food and drink, talked for a while and decided to travel together - even became friends eventually (though Carver was also a bit on the cold side regardless).

Unfortunately, when the world goes to hell in a handbasket, many people turn vicious and ruthless. Gideon tried to be a somewhat-decent sort of person and he ran afoul of a town run by a small tyrant of a man named "Big Jack" Dougherty. Big Jack ran the town like his own personal slice of heaven, making it a slice of hell for everyone else. He took whatever he wanted, ran the workers ragged in the farms and ghost rock mine to make him rich. Gideon and his two fellow travelers were immediately targeted by the bullies of the town and egged in to a fight so they could be killed and their gear taken. Surprisingly, it was Carver who gave in and gave them what they wanted - he had a soft spot for children, and seeing a too-young girl being taken upstairs for 'fun' was too much for him. The fight was bloody and brutal. Carver was damaged but managed to get away. Joe was mortally wounded and exploded in a small atomic bomb praying to the Glow. Gideon was captured and 'sentenced' in a mockery of trial and justice to be hanged by the neck 'til he be dead, dead, dead.

That should have been the end of the story but it wasn't. Gideon had died with vengeance on his mind and murder in his heart. A manitou decided that Gideon might be a fun way to run amok in the world. It crawled inside and dragged the body out from the shallow unmarked grave. Then the risen gunslinger set about wreaking bloody vengeance on the town - unfortunately, in his crazed state and the manitou's urging, he killed everyone in the town be they man, woman or child. Afterwards, he tried to get drunk and found he couldn't. He wanted to commit suicide but the manitou wouldn't let him. So he left the town behind, burned to the ground pretty much, and tried to forget what had happened. Carver found out about the town, however, and tried to track down the scum responsible. He hunted the gunslinger relentlessly, attacked when he could, though the gunslinger was able to barely stay ahead of him. Carver was shocked to find it was none other than his dead former friend.

Gideon found several smaller communities in need of help along his wandering and evasion of the cyborg on his trail, and help them he did (maybe in a way as penance). One community was being slowly eaten away by a plague, but it turned out to be a Pox Walker. He tracked it down and killed it along with the help of a Templar, a holy warrior, by the name of Nathan Van Carston. Nathan even began traveling with Gideon for a while as they traveled and hunted supernatural evil, which was as good a job as any Gideon figured when the world's gone to crap and you are dead but still kicking. Nathan figured out what Gideon was but tolerated him since the demon inside him was under control. They fought many beasts, walking dead, evil cultists - but Nathan's luck ran out when they came up against a werewolf. The creature was cunning and vicious, and the fighting when it came down to it was wicked and Gideon was injured pretty badly. It took him time to heal and slowed him down, allowing Carver to catch up to him.


Description

Gideon looks to be a man in his later thirties, maybe a little older or younger. He stands around six feet tall, a bit on the lean side but still a little stout. His hair is dark brown and hangs down to his shoulders, and he has a thick moustache and beard. His eyes were brown, though often now they are red, especially when he is using his Cat's Eyes, for which he often wears sunglasses or tinted goggles. His nose is crooked from having been broken one too many times while he was still alive. His skin is pale though it has a weathered look to it. He often drinks alcohol to mask the scent of death and decay on him, though he does his best to keep his body good enough so his 'condition' isn't easily discernible visually.

He always wears bandannas or scarves around his neck, and usually collared shirt or high-collared jacket, to hide the wounds left behind by the hangman's noose. He wears a cowboy's outfit, and the cowboy-esque Branaghan armor (complete with armored cowboy hat and duster), with his pistols in a gunslinger's belt rig. The rifle hangs on his back and the cavalry saber is sheathed just behind one of his pistols. He has a robot horse with the fake skin covering on it that he calls Wilbur, sometimes his only friend on long journeys, though that's less of concern since he joined the Legion.
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Kidemonas
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Re: Gideon Bennett (Harrowed Gunslinger) - Ready for Review

Post by Kidemonas »

I think you would get a little more out of this character if he had level headed to go with quick.

He is an good gun slinger, but the best gun slingers are the gun slingers who shoot first.
Not sure if you have room to spare, that is just my opinion
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Pender Lumkiss
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Re: Gideon Bennett (Harrowed Gunslinger) - Ready for Review

Post by Pender Lumkiss »

how do you have a +1 to spirit twice before hitting seasoned?
Field Team Six Bennies
3/6
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Kidemonas
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Re: Gideon Bennett (Harrowed Gunslinger) - Ready for Review

Post by Kidemonas »

Just switch it with the Quick edge and it balances.

Not a big thing, just an accounting thing.
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Radecliffe
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Re: Gideon Bennett (Harrowed Gunslinger) - Ready for Review

Post by Radecliffe »

Just keep in mind it looks like if you wear your armor, both pistols and sword all at once you are going to be over your load limit. If you stick to one pistol and sword or two pistos you will be ok.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Gideon
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Re: Gideon Bennett (Harrowed Gunslinger) - Ready for Review

Post by Gideon »

Should be fixed now. Things got shifted around as I tried to work Level Headed in to the mix.

And he doesn't need the saber really since he has Brawler and Martial Artist, I suppose, so removed it.
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