Professional Documents
Culture Documents
Connors
version 2.0
The second passenger is JOHNNY BUCK, a young
man in his early twenties who has occupied his time
playing solitaire, looking out the window, and eating
some doughgods from a paper bag. Shortly after noon, JOHNNY BUCK
Johnny Buck bolts up from his seat and hurriedly heads ST 10 HP: 10
for the door of the train. PCs who succeed at a Percep- DX 11 Will: 9
tion (Vision) roll notices that he spotted something
IQ 9 Per: 9
out the window before leaping to his feet. The PCs have
HT 12 FP: 12
no time to react when suddenly an explosion rocks the
train.
Basic Speed: 5.75 SM: 0
The entire passenger car shudders, and PCs must make Move: 5 Punch: 1d-3 cr
a DX roll (-4 if they were standing) to avoid getting Dodge: 8
tossed hard on to the floor or into a window (1d cr
damage). GMs running a more realistic game should Traits: Chummy; Fearlessness 1; Fit; Overcon-
randomly roll hit locations (see p. B552), which might fidence; Sense of Duty (Dunker gang); Wealth
cause some broken arms and concussions. A startling (Poor). Kinda whiney; Always tells folks how great
his grandfather was (and how is father was an awful,
and agonizing scream is heard from where Johnny Buck
awful man)
left the train car.
Skills: Area Knowledge (Kansas)-9; Brawling-12;
Explosives-8; Guns (Pistol)-11; Guns (Rifle)-11;
Suddenly, the entire train violently derails. Suitcases are Knife-10; Riding-11.
tossed through the air, the world spins and shrieks, and Gear: Colt .41 Cloverleaf Revolver (1d pi+; Acc 1;
passengers get mercilessly slammed into each other. Ev- Range 60/650; RoF 1; Shots 4(3i), Bulk -1, Rcl 2);
eryone takes another 1d cr damage as the train car rolls small knife (1d-3 imp; reach C); vial of nitroglyc-
on to its side and its walls collapse inwards. erine, which shockingly survived the wreck (7d+1
cr ex).
DERAILED!
Passengers who are still conscious are stunned (make
a Fright Check or Confusion Check (see GURPS
Powers) after surviving such an ordeal), but can crawl PCs can make an Area Knowledge (Kansas) or Geog-
free of the wreck without trouble. Through the dust and haze, raphy roll to determine their whereabouts. They are in the
they clearly see what happened – the train’s last two cars were Flint Hills, not too far near dangerous Indian Territory on
disconnected and derailed, and the other cars couldn’t take what is now the Oklahoma border, but probably still a hun-
the stress. The locomotive lies toppled over on to its side, dred miles and a couple hours (by train) from Arkansas City.
smoke and steam escaping. Moaning and screaming is heard
from the wreckage, and panicked chickens flap around, likely As the PCs investigate the wreckage, they find:
some of the livestock carried in one of the cars.
No one survived in the locomotive. The engineer was tossed
from the train and crushed to a pulp. If anyone else was in
the locomotive, they aren’t found (an IQ roll would reveal
there should at least be one other). However, a Perception
(Vision) roll spots something unusual. Near the locomo-
tive, there are clear signs of a body being dragged away from
the wreckage, bloody streaks mix with the dry dust. A good
tracker can follow the bloody trail fairly easily (see The Trail
of Blood section below).
The third car had livestock in it, mostly goats and chickens.
2
him terrified, angry, in great pain, and screaming, “Wade!
Waaaaaade!” as loud as he can.
GRISLY RACKET
At some point during the investigation of the area,
an awful, grisly racket comes from the livestock car.
“Like the goats are rattlin’ from the grave!” exclaims dow or hole in the wrecked car, but if the PCs have sur-
Dr. Ezekiel. Indeed, the noise sounds like the hoarse scream- rounded the train car, it will rush the smallest PC, biting and
ing of terrified goats. PCs must make a Fright Check (-2 clawing to make its escape.
if they explored enough of the livestock car to realize all the
goats but one had already perished). Identifying the creature requires an Occultism or Hidden
Lore (Spirits) roll. A success reveals it is a TEIHIIHAN, a
If the PCs investigate, they hear something clomping around cannibalistic dwarf spirit from Plains Indians tales. A suc-
inside the car, followed by horrible, wet squelching sounds. cess by 3 or more recalls that the legends say these are spirits
There’s definitely something in there with the goats. A Per- of deceased warriors who fought the Arapaho, multiply at
ception (Hearing)-2 roll reveals that there’s just one entity night, and only by destroying their hearts can they be slain.
in there, and it sounds like it’s having dinner.
To get a closer look, the PCs must climb up and venture a THE TRAIL OF BLOOD
couple of feet into the tipped over livestock car. Looking in- If the PCs follow the trail of blood that led from the loco-
side in the dark of the car requires a Perception (Vision)-3 motive, they find that, after about fifty yards, the trail gets
to see anything more than a hunched-over figure at the back more difficult to make out. To continue following the trail, a
of the train car. With a good look, or a light source, the inves- Tracking+1 is required.
tigator recoils at what appears to be a small man, covered in
hair and mottled green-gray skin, eating the insides of a goat, Success indicates that the PCs find a mangled body thrown
slurping up the viscera impossibly fast (Fright Check-2!). behind one of the large boulders in the hills. The body is
torn open, with viscera scattered about. PCs should roll a
If this creature notices that it is being watched, it shrieks and Fright Check-1 because of the gruesomeness of the find. A
attempts to escape. It first tries to leap through an open win- Diagnosis roll identifies that this body is half-eaten (a closer
4
look and a second Diagnosis-2 or Veterinary -2
roll discovers it looks like cannibalism!)
If searched, Charlie’s body has a few dollars, a Colt Basic Speed: 6 SM: -2
1877 Lightning revolver (2d-1 pi, Acc 1, Range Move: 6 Claws: 1d-3 cut
100/1,100, 2.7 lbs, Shots 6 (4i), RoF 3, ST 9, Bulk
Dodge: 9
-1, Rcl 2) tossed a few paces away, with three bullets
left in the chamber, and even more curious, an old
stone arrowhead clutched in his left hand. A PC who “Foooos.... foooooooos!”
studies the arrowhead and makes a History +3 roll
theorizes that it is very old... ancient even. An Oc-
cultism roll recalls that some native legends describe
spirits leaving behind such trinkets as offerings to a A Navigation (Land)+2 roll navigates the PCs to either lo-
victim’s ancestors. cation. It’s just over three hours walk to the cabin, and and
another eight hours to Fort Rufus (which requires a Survival
If the PCs continue to search around the area, they’ll find (Desert) roll; failure indicates 2d-4 damage from various des-
another, similarly-mangled body. Johnny will recognize it as ert injuries) and a later than wanted arrival. See the end of the
Dogspit’s bloody corpse. He has a fine bowie knife gripped in adventure for optional locations the investigators can find as
one hand and looks like he died fighting. He also has a stone they travel.
arrowhead in his left hand, and in his pocket, a bloodstained
map that is nearly identical to the one in Charlie’s hat (see
Handout G). THE TEIHIIHAN TOTEMS
Regardless of which direction the PCs head off, they soon find
the first of several Teihiihan totems. These stone and bone
FOLLOWING THE MAP structures, just taller than a man, jut ominously out of the dry
hills. A Perception roll shows that they were built relatively
A Survival or IQ roll informs the PCs that they don’t have
enough water or supplies to walk directly to the nearest town recently (days or weeks). An Occultism roll connects these
of Mapleton. By the time the train is noticed missing, and structures to the Teihiihan, as signs of recent victory in battle.
the authorities are notified, it could be days before a rescue.
They’ll likely die from exposure, heat exhaustion, or worse. A few miles later, the PCs see another totem in the distance.
What’s more, as any of the NPCs quickly point out, the sur- However, they also spy an abnormal vulture-like creature on
vivors are they’re close to hostile Indian territory. If they don’t top of it. As they notice the bird, it makes a weird warbling
get moving, it’s likely they’ll be picked off by natives, despera- shriek sound, something that sounds like a mix between a
dos, or worse. nasally craw and a throaty gurgle. If the PCs approach closer,
a Perception (Vision) roll reveals that the thing has a man-
If the PCs found one of the two maps of the area (either in gled, misshapen head, with a human mouth in place of a beak
Charlie’s hat or Dogspit’s pocket), they are able to navigate to a beak – Fright Check as it makes another bizarre sound,
a couple locations that can provide supplies. GM Note: If the and stares angrily at the PCs, especially Johnny if he’s with
PCs have not found any maps, one of the NPCs can find one them, with a kind of malevolent intelligence! GM Note: What
and hand it over. the PCs don’t realize at this point, is that the bird contains the
soul and memories of Wade Dunker.
If Johnny is being helpful, he tells them that the Dunker
Cabin holds enough supplies for a couple of weeks, and can If the PCs approach within a stone’s throw, the misshapen
be walked to in just a few hours. However, if asked about Fort vulture awkwardly flaps away. Likewise, if the PCs take a shot
Rufus, he’ll shrug and just say that he only knows a Rufus at the creature, they’ll get one shot off before it flies off to the
that is Wade’s grumpy great-uncle that he only met once, and south, screaming. If the PCs kill the thing, its dying corpse
didn’t know he had a fort or anything else in the area. will squawk a visceral “Foooooooos, fooooooos!” (a mangled
5
accusation towards Rufus, the man who transformed Wade
in his ritual), and then give off an awful, vile odor, like offal
in the heat. Additionally, the PC who killed it will experi-
ence awful nightmares of the creature feeding on him while
he sleeps. The nightmares last three nights, with the PC losing
1 FP each night from uneasy sleep.
TEIHIIHAN TERROR
As the PCs gain entrance to the Dunker Cabin, two Teihii-
han, armed with shortbows, sneak up about a hundred yards
from the cabin to observe the PCs, counting them, to see if
they should attack. Anyone on lookout duty should make a
Perception (Vision) roll vs. the Teihiihan’s Stealth-13 skill
to see if they are spotted. PCs with Danger Sense will get
goosebumps right about now!
INSIDE WITH RUFUS-HOOWUUNI Traits: Deep Sleeper; High Pain Threshold, Night
Rufus’ body is possessed by HOOWUUNI, a dark Vision 5, Unkillable 1 (may only die if the spirits of
spirit who has summoned the cannibalistic Teihiihan Rufus and Wade are dead); Obsession (toying with
mortals), Selfish, Unfit, Vulnerability x2 (Arapaho
and is using them to regain his preternatural powers
arrowheads); Language (Arapaho, English);
of fear and manipulation. Confident in his immortal-
ity (see text box), and delighting in his own trickery, Skills: Area Knowledge (these hills)-13; Bow-13;
he pretends to be the real Rufus (to the best of his Fast-Talk-16; Gambling-12; Knife-13; Psycholo-
ability). His goal is to find out what he can about the gy-13; Riding-12; Spear-12; Survival-14; Stealth-12;
world and these strangers, and then detain the PCs Tracking-11.
until they can be easily killed by his servants. Upon
spotting the PCs, Hoowuuni invites them inside his Gear: None.
house, insisting that they look too weary not to rest.
8
by 3 or more reveals it is that of a medicine man). GM As the Teihiihan enter the house, PCs who have experienced
Note: This necklace was lost by Hosaa, the Arapaho medi- the night madness will begin hallucinating, and see their
cine man that Rufus Dunker captured and held hostage friends’ faces as grisly coyote skulls (Fright Check the first
here. An extensive search of the floor around the extra time they see a companion, followed by confusion). Addition-
beds (Perception-3 roll, plus darkness penalties) finds ally, nightmare-inflicted PCs will see the Teihiihan as espe-
additional spots of blood in this room. cially monstrous, covered in grotesque desert locusts, having
snakes for arms, or with squirming, dessicated rats hanging
from their hair (Fright Check at -3).
TEIHIIHAN NIGHTMARES
Sleeping in the same house as Hoowuuni overwhelms the
Again, the Teihiihan focus their attack on weaker PCs or
mind. Nightmares and ill thoughts seep from the floorboards
NPCs; they will withdraw if they are outmatched, laughing
as Hoowuuni drifts off to sleep. After midnight, sleeping PCs
into the night. When the Teihiihan retreat, Hoowuuni will
must make a Will-3 roll to avoid dreams of being lost in
also flee the cabin, fearing retribution of some kind. He’ll at-
the desert, burning from a blistering black sun, and spiralling
tempt to climb out his window and escape into the desert
into a thirsty madness. Even PCs who stayed awake will have
towards the Black Mine. If caught and confronted, he tries
waking nightmares, and must make a Will roll to avoid ill-
to talk his way out of the situation, acting scared for his life,
effects. PCs struck by nightmares immediately suffer 1d+1 FP
pretending to know nothing of the creatures, and refusing to
loss and awaken confused and hallucinating, having difficulty
let the PCs follow him (Hoowuuni prefers to keep the loca-
telling reality from their nightmare.
tion of his Black Mine a secret).
Just after midnight, two hungry Teihiihan creep into the cab-
If the PCs threaten violence or otherwise make Hoowuuni
in to terrorize and devour one or more of the PCs. PCs on
feel as if he cannot get away, he’ll surrender, still feigning old
lookout duty should make a Perception roll vs. the Teihiihan’s
age and ignorance. By morning, he’ll devise a new plan that
Stealth-13 skill to see if the creatures are detected as they
tricks the investigators into escorting him towards the Black
make their approach, though the dark night will add another
Mine, where he hopes the Teihiihan will finally annihilate
-4 penalty to vision rolls. One Teihiihan comes in through
them.
one of the side windows, which Hoowuuni purposely left un-
locked. The other climbs up the side of the house into the
Depending on what he knows of the PCs by that time,
open spare bedroom window, hoping to take someone by sur-
Hoowuuni will either promise safety (saying the mine is active
prise.
9
and holds a dozen or so miners who can help them), wealth
(lie that the mine has hidden silver), or, if all else fails, he’ll
be honest, and tell them that the mine holds the heart of the
Teihiihan, which can be destroyed and banish the creatures
back to the spirit world. Hoowuuni does not believe the PCs
have the strength to survive the mine, though he will lie about
the numbers of Teihiihan, saying there are only a “handful”
guarding the heart.
11
three minutes, with Hosaa performing a ceremony of
chanting and dancing near the heart. Once finished,
the ritual causes the walls of the mine to melt and
scream, the heart to shrivel, the Teihiihan pit to seal,
and Hoowuuni himself devoured by the stone itself. RUFUS DUNKER (AS WADE)
This ritual leaves Rufus and Wade in their switched ST 12 HP: 12 (2)
bodies. It is up to the PCs on how to deal with that DX 12 Will: 13
situation... IQ 11 Per: 12
HT 12 FP: 12
Fourth (and most desperate), the PCs can try to de-
stroy the mine, effectively sealing Hoowuuni and his Basic Speed: 5.0 SM: 0
Teihiihan inside forever, and causing the hungry Tei- Move: 5 Punch: 1d-1 cr
hiihan to devour Hoowuuni and each other before re- Dodge: 9
turning to the spirit world. If the PCs have dynamite
or Johnny’s leftover nitroglycerine, they can try to col- Traits: Combat Reflexes, Contacts (gangs); Obses-
lapse the mine with a successful Explosives (Demo- sion (staying young); Phobia (disease); Selfish; Calls
lition) roll. A Engineering (Mining) roll will help people “Mittens” when he’s irritated.
them find the weakest point in the mine and give +1 Skills: Architecture-12; Area Knowledge (these
to their demolitions attempt. (Both the room with hills)-12; Brawling-12; Gambling-11; Guns (Pis-
the heart, already the location of one collapse, and the tol)-12; Guns (Shotgun)-13; Knife-12; Observa-
cross tunnels between areas B and C work great). If tion-11; Riding-12; Smuggling-11; Stealth-12; Sur-
the PCs fails the roll, the explosion will simply rock vival-12; Tactics-10; Thrown Weapon (Knife)-12;
Tracking-11.
the mine and cause debris to rain down (PCs in the
Gear: Eclipse Meteor shotgun (2d-1 pi; Acc 3;
same area as the explosion should make a Dodge roll
Range 40/800; RoF 2x11; Shots 2(3i), Bulk -6,
or take 1d+1 cr damage from falling rocks). Rcl 1, 9.3 lbs); 4 more shotgun shells; canteen. fine
large “wolf ’ knife
WRAPPING UP
Once Hoowuuni and the Teihiihan are destroyed, the
PCs can safely navigate to the nearest town of Maple-
ton, Kansas. Mapleton is a three day walk from the
mine (more if PCs are badly wounded). Forgiving GMs can EXTENDING THE ADVENTURE
have a handful of sheriff’s men show up a few hours in the If the PCs venture through the wilderness (maybe follow-
trip, dispatched after the train never showed up and successful ing the train tracks, or or botching their Navigation rolls
tracking the PCs. They have fresh water and food and know and get lost), the GM can deploy one of these creepy en-
the territory well. counters. These encounters are purposely not depicted on
the map... the GM can add them as necessary.
Unforgiving GMs should require a Navigation (Land) roll
each day to navigate to the town. Failure adds another day of The Ghost Snake Oil Wagon
travel. For each day traveled, PCs must make a Survival roll; An enclosed and windowless wagon sits atop a craggy hill.
failure indicates 2d-4 damage from the harsh environment. Dead trees surround the wagon, their limbs twisting into
the old wood walls that were once painted with a colorful
For successfully completing this adventure, the PCs should billboard, “Dr. McGoffer’s Medicinal Cure-All’s.” One of
receive 2 character points. They should receive an additional the wheels is destroyed, and a lone arrow sticks out from
1-2 character points for good roleplaying. Furthermore, if the side. The door to the wagon is barred from the inside.
they manage to return to civilization with some of the original A Forced Entry or Lockpicking roll can lift the bar from
train survivors, they’ll gain a point towards a good Reputa- the outside, or a ST-2 roll can break it down.
tion in the area (though some locals will whisper behind their
backs that they’ve returned with a curse of their own). The wagon is a one-room affair, undecorated except for a
metal bedframe in the corner. A near-skeletal dead body
lies on the cot, an arrow still sticking from his neck. A Per-
ception (Vision) roll made by someone examining the
12
body will find that the man had six fingers on each of his
hands. An old rusted Enfield .577 caplock rifle lies fallen on ABOUT THIS ADVENTURE
the floor next to him with a handful of paper cartridges (3d+2 For more free one shot adventures, please visit 1shotad-
pi+ damage, Acc 1, Range 120/1,200, 9.3 lbs, RoF 1, Shots ventures.com. If you enjoyed this adventure, or ran it for a
1 (20), ST 10, Bulk -6, Rcl 4, Malfunctions on a 14+). If group, all the author asks is that you give a shout out and
the rifle is cleaned with a successful Armoury roll, it can be let me know how it went. Post a note on 1shotadventures.
restored to Acc 3 and Malfunction 16+. com or tweet @SageThalcos on Twitter.
If the PCs feed and give the mule water, it will follow them.
However, the next night, it will topple over, screaming in
agony as it’s belly bursts open with hundreds of worms. Any-
one witnessing this should make a Fright Check-2 from the
sight.
13
NOTABLE NPCs
HOSAA
ST 10 HP: 11 (5)
DX 11 Will: 13
IQ 12 Per: 12
HT 11 FP: 11
14
HANDOUTS
15
Uncle- July 6
Wade- July 7
I’ve been hurt bad, Wade, but I don’t need to make you privy to the ins
and outs of the matter. I am old and tired of this continuous living, and
my leg is ruined. I’ve been unable to travel to Mapleton and all I have
in my fort is bitter coffee and some boot leather Dogspit calls jerky. I’ve
cast my lot with you and yours and fast need supplies (and liquor) from your
trough.
Uncle Rufus
16
THE TEIHIIHAN
Also known as Cannibal Dwarves, the Teihiihan
are heartless man-eaters and the hated enemies
of the Arapaho tribe. Teihiihan comes from the
Arapaho word for "strong", as native warriors
claim they have fought dwarves with preter-
natural strength. In some tales these crea-
tures are referred to as Nimerigar, a name
that originates from the Shoshone tribe. Descriptions of the Teihii-
han vary somewhat from tribe to tribe, but they are usually said to
be the size of children, dark-skinned, and bloodthirsty. Some tribes
say they fought with tooth and nail, but others say they forge primi-
tive weapons. One source claims the Teihiihan have the power to turn
themselves invisible, while others say they are impossible to spot
simply because they moved with incredible speed. Some suggest that
the dwarves' warlike temperament comes because they must be killed
in battle to reach the dwarf afterworld. Others believe that they were
gluttons who killed more than they could eat. According to most ver-
sions of the story, the race of cannibal dwarves was destroyed in an
ancient war by an alliance of tribes, who sent their best bowmen to If you enjoyed this adventure, or ran it for a group, all the
defeat Hoowuuni, the trickster spirit who commands the Teihiihan to author asks is that you give a shout out and let me know
how it went. Send a note to @SageThalcos on Twitter or
devour souls to give him increasing dark power over mortals. send a soul bird or email to thalcos@hotmail.com
-73-
17
Cain- July 5
creeping around my fence. Funny as all git out his leg was hurt like mine.
I tried talkin to him to give him a square shake but he hissed and took
a musket shot at my bockeys so I did my civic duty and shot him.
Bottommuff ins (named the indian) didn’t make a die of it so now I’m
askin you to conf irm with the commissioners whether there is bounty for
live arphoe in Mapleton.
Rufus D.
18
Handout G - Map found in Dogspit’s pocket. Note that the wagon is a clue that
might lead to the Ghost Snake Oil Wagon side adventure
19
Leon Conrad 76
6’1” 155 0 19 -
A skinny young coach attendant with a diligent and attentive manner
10 0 10 0
11 20 12 0 5
12 20 12 0
10 0 10 0
0
20 lbs 1d-2 1d
5.25 0 5 0
+0
+0
20 +0
40 +1 from Charisma
60
120 8 7 - +1 from Merchant when buying or selling
200 (Knife)
Absolute Timing 2
Acute Hearing +2 4 Administration 11 1
Charisma +1 5 Area Knowledge (local) 12 1
Honest Face 1 Carousing 11 2
Current Affairs (People) 14 4
Fast-Talk (+1 from Charisma for Influence rolls) 13 4
Fishing 12 1
Knife 11 1
Merchant 12 2
Mimicry (Bird Calls) 11 2
Musical Instrument (Guitar) 10 1
Professional Skil (Coach Attendant) 12 2
Riding (Horses) 11 2
Curious -5 Savoir-Faire (Servant; +1 from Charisma for Influence rolls) 14 2
Wealth (Struggling) -10 Scrounging 13 2
Gluttony -5 Streetwise 12 2
$67
a junior
i s yo ur se co nd m onth on the job as
This Santa Fe
the Atchison Topeka
coach attendant on u out
Take notes here..
d. Ev en th ou gh yo ur father kicked yo
Railroa drank his
hi s ho us e i n K an sas City (after you girl
of
10 0 bo ttl e of S co ttish whisky with your
prized $ rning big
or ), yo u’ ve do ne okay for yourself, ea le-
an
Ele
a l i z i n g w i t h th e we althy ladies and gent
tips by so ci g additional
pa ss en ge rs . . an d occasional y providin ’s
men
r- ho ur s. R ec en tly, you’ve heard Eleanor
services afte ian. Now,
ea ki n g ar ou nd tow n with a rich Virgin
been sn d powerful
u’ ve go t bi g am bi t ions to be as rich an back
yo you can win Eleanor
en yo u se rv e, so
as the m belvidere in
pa y of f a tou gh b’hoy to punch that
(and
the nose).
54 0
Sydney Allensworth 78
5’11” 195 0 34 -
Well-built but mild-mannered ex-soldier, often found reading quietly
13 30 13 0
12 40 9 0 6
9 -20 9 0
11 10 11 0
0
34 lbs 1d 2d-1
6 5 5 0
+0
+0
34 +0
68 -1 from Social Stigma (Minority)
102
204 10 - - +1 from Honesty if known, +3 if trust involved
340
$96
531 6
Judge Moses T. Bell 78
6’2” 190 0 54 -
Striking, with grey eyes, silver white hair, and a perfectly groomed big ol’ moustache
11 10 11 0
10 0 13 0 5
12 40 13 0
11 10 11 0
0
24 lbs 1d-1 1d+1
5.25 0 5 0
+0
+1 (Circuit Judge)
24 +0
48 -2 from Bully
72
144 8 - - +1 from Stubbornness (if known)
240
Rubertus Model 8 .22 1d-1 pi+ 1 50/600 1 8 (3i) 8 -1 2 $130 1.5 lbs
Pepperbox Short
$129
u with rage.
j u st fi n i s he d a ca se that just fil ed yo
You ucklehead
put some wealthy ch
You were all set to kid in
Take notes here..
fo r a ye ar or tw o after he knifed a
away Oran sent
e gu t du ri n g a ca rd game. But then e the
th
am sa yi n g yo u ha d to let him go, ‘caus
you telegr Just kil ed
ul t an t wa s hi s ne phew or something.
assa sas
th at . N ow , yo u ar e traveling to Arkan
you to do red on
te r th e lo ca l j u dg e there was murde ot
City af
on e of th e D un ke r’s horse thieves. Idi
the street by e, didn’t put out a re
ward,
di d n’ t fo rm a po ss
sheriff hours. But
st l e t th e bo dy si t there in the sun for and
ju nter caught this guy,
he ar a bo un ty hu
now you it to get in
ne ed a j u dg e to try him. You can’t wa him,
they ake as you sentence
tc h hi s kn ee s sh
his face, wa lf.
over his neck yourse
then put the noose
- 9
Elsie O’Shea 80
5’6” 120 0 24 -
Athletic good samaritan, chin high, with sharp and skeptical green eyes
9 -10 9 0
12 40 11 0 6
11 20 11 0
12 20 12 0
0
16 lbs 1d-2 1d-1
6.0 0 6 0
+0
16 +2 (when recognized)
32 +2 from Sense of Duty (Orphans) when
48
96 9 - - when relevant
-1 from Social Stigma
160
Ambidexterity 5
Fearlessness +2 (+2 to Fright Checks) 4 Boating (rowboats) 11 1
Fit (+1 to HT rolls) 5 Bow 12 2
High Manual Dexterity +1 5 Carousing 12 1
Reputation +2 (does good charity work, 7 or less) 3 Climbing 12 2
Connoisseur (Dance) 10 1
Cooking 10 1
Current Affairs (People) 11 1
Electronics Operation (Telegraph) 10 1
Fast-Talk 12 4
Guns (Rifle) 12 1
Guns (Shotgun) 13 2
Riding (Horses) 11 1
Impulsiveness -10 Running 12 2
Pacifism (Cannot Harm Innocents) -10 Survival (Plains) 10 1
Sense of Duty (Orphans and poor kids) -5
Social Stigma (Second Class Citizen) -5
Always asks folks where they are from, pushes for details -1
Respectful of older men -1
Enjoys surprising folks with the occasional inappropriate joke -1
Generous with her money -1
Enjoys the thril of hunting big game -1
English Native Native 0
Spanish Broken Broken 2
Punch 1d-3 cr C 9 Skil 12 - -
$113
Mexico City,
re ce nt ly m ov ed to Kansas City from
You parents
few years with your
where you spent a t spending
Take notes here..
bu i l d ch ur ch es . W henever you weren’
helping you were
m e hu nt i n g or ri d i n g in the wilderness,
ti
e po or fo l k s an d talking your way into
helping th rties and
am ba ss ad or ’s es tate for the fine pa
the bassador
wever, when the am
celebrations there. Ho you, you
d w ri t i n g si c k an d frightening letters to
starte
move north.
knew it was time to y Or-
pr es i d en t of th e Kansas City Charit
Now, as ake sure good
ni z at i o na l S oc i e ty , it’s your duty to m n you
ga
do na ti o ns go to th e right causes. Whe
people’s City opening,
d ab ou t th e or ph anage in Arkansas
hear urself.
to make the trip yo
you knew you had
573 4
“Fiasco” Felicity Tanner 76
5’9” 180 0 24 -
Never looks quite focused, dissheveled clothes, always looks suspicious
13 30 13 0
12 40 11 10 6
9 -20 9 0
12 20 12 0
1
34 lbs 1d 2d-1
6.0 0 6 0
-1
+0
34 +0
68 -1 from Compulsive Gambling (when noticed)
102
204 9 10 - -1 from Social Stigma (Criminal Record)
340 (Brawling)
Colt M1877 Lightning .38 2d-1 pi 1 100/1,100 3 6(4i) 9 -1 2 $310 2.5 lbs
$0
e is. One
ev er re al ly yo ur fault. That’s what lif
Nothi n ’s p
ul t ri g ht af te r an other. You need to sto
dodgasted fa n shot
Take notes here..
ur m i n d to fo l k s, cause then a bourbo out
tel in’ yo ’ an eyeball
at ai n ’t yo ur s so m ehow ends up slicin al-
th
l y th e sh er i f f wa nts a word for soci
and sudd en jail cel . And
t y’ s sa ke , an d yo u’ re inside a tunkin’ bon
ibili u need a tunkin’ bour
d hi m m ay be yo
then you tol But he
e yo u’d ra th er be tunkin’ drunk there. ts
‘caus
to th at an d su re enough, turn of even
didn’t socializ e osal was
yo u i n th e fa ce , an d the sensible prop
starin’ want to fight
pu nc h hi m i n hi s jaw. Well, you don’t ’ in
to
e an d do n’ t wa nt to hear folks tinklin
in it no m or a get to
ea r ab ou t i t no more, so you’re gonn ful
your be tter allow you your
Ci t y wh er e th ey
Arkansas
range of expression.
- 15
Hettie Britton 76
5’5” 130 0 28 -
Calm and graceful fortune teller, but with dark eyes that speak to a story of sadness
10 0 10 0
10 0 13 0 5
13 60 13 0
11 10 11 0
0
20 lbs 1d-2 1d
5.25 0 5 0
+1
+0
20 +0
40 +1 from Charisma
60
120 8 - - -1 from Social Stigma
200
Appearance (Attractive) 4
Charisma +1 5 Acting 13 2
Empathy 15 Animal Handling (Horses) 12 1
Archaeology 11 1
Detect Lies 15 2
Diplomacy (+1 from Charisma during influence rolls) 11 1
Fortune-Telling (Seances) 16 1
Hidden Lore (Spirit Lore) 13 2
History (Spiritualism) 11 1
Intimidation (+1 from Charisma during influence rolls) 12 1
Leadership 13 1
Observation 13 2
Occultism 12 1
Curious -5 Performance 13 2
Enemy (ex-husband Dr. John Booker, equal in power, 9 or less) -10 Photography 12 1
Indecisive -10 Psychology (+3 from Empathy - if you can converse) 12 2
Secret (fakes her seances; utter rejection) -10 Riding (Horses) 9 1
Social Stigma (second class citizen) -5 Singing 11 1
Sleight of Hand 10 4
Wears heavy shoes so her ankles don’t crack (except in seances) -1
Dislikes not being in control of the situation -1
Often uses fake names for herself -1
Likes flamboyant jewelry -1
Never turns down a chance to defend spiritualism -1 English Native Native 0
Punch 1d-3 cr C 8 Skil 10 - -
$35
esn’t bother
ar e a Ca l i for ni a Widow, though it do ht
You
d yo u’ re fi n e te l i ng people the straig
you much, an od with the
Take notes here..
Yo ur hu sb an d Jo hn was never as go
truth. got jealous
ds i n a se an ce as you were, and he
cr ow an he
do i t be tte r an d make more cash th
you could ees and
pe ci a l y wh en you cracked your kn
coul d, es coming
m ak e i t so un ds l i ke the ghosts were
ankles to lit, he’s been
th er e at th e ta bl e. Ever since you sp ery
right tr ied to ruin you at ev
xb ot tl e an d ha s
a jealous po bought
ve s hi m ri g ht yo u stole his cash and
turn. S er
sa s Ci t y. . Yo u’ re hoping that with this
a house in Ark an just
ve he ar d th e l a st of him. If not, you’ll
move, you’
st again.
pick up and move ea
180 14
Dr. Ezekiel Dickinson 71
5’9” 155 0 52 -
Stiff and haughty, Dr. Ezekiel never knows the right thing to add to a conversation
9 -10 9 0
11 20 12 0 5
12 40 12 0
11 10 11 0
0
16 lbs 1d-2 1d-1
5.5 0 5 0
-
+1
16 -
32 -1 from Arrogance
48
96 8 - -
160
Acute Hearing +2 4
Fit (+1 to HT rolls) 5 Area Knowledge (Kansas City area) 12 1
Status 1 (Small town doctor) 5 Diagnosis 12 4
Gambling 11 1
Patience of Job (ignore -2 in penalties when patience required) 1 Guns (Rifle) 12 2
Intimidation 11 1
Naturalist 10 1
Pharmacy (Herbal) 10 1
Physician 13 8
Riding (Horses) 11 2
Sex Appeal 10 1
Soldier 11 1
Strategy 10 1
Bad Sight (Nearsighted w/ glasses) -10 Surgery 10 2
Code of Honor (Hippocratic Oath) -5 Tactics 10 1
Fearfulness -3 (penalty to Fright Checks) -6 Teaching 11 1
Odious Personal Habit (Arrogant remarks) -5 Teamster 11 1
Selfish -5 Veterinary 11 2
Writing 12 2
Enjoys writing notes for his memoirs -1
Bullies those who he doesn’t think are as smart as him -1
Believes he would have made a great general -1
Seeks approval from his betters -1
Always a little awkward in conversation -1 English Native Native 0
Latin - Semi-Literate 1
Backup character !
Punch 1d-3 cr C 9 Skil 11 - -
$50
work that
ey ’s ru nn i n g lo w again and the only of
Mon sa s City is taking care
ed yo u i n K an
seems to ne fancy
Take notes here..
m ar sh al l’ s ho rs es . You didn’t go to a
of the ! You were
ed i c al sc ho ol i n Ch icago to treat horses ved
m
do cto r at S hi lo h, too - you must’ve sa
the best ral Don Car-
e hu nd re d U ni o n lives that day. Gene ould’ve
thre hi mself, saying you sh
en th an ke d yo u
los Buel ev time.
with him the whole
been on campaign
rkansas
yo u he ar d Ge ne ra l Buel was visiting A .
When
ed yo u’d ta ke co up le weeks to visit him
City, you figur actically
d he ’s a bi g sh ot coal man now. It’s pr
You hear l no doubt
ar an te e he ’l l re m ember you, and he’l es
a gu
b ba ck i n In di a na right after he shak
give you a jo
your hand!
102 5
Sydney Allensworth
Businessman and Ex-buffalo Soldier
Elsie O’Shea
President, Kansas City Charity Organizational Society
Per 11
Moses T. Bell
Circuit Judge
Hettie Britton
Spiritualist
Per 13 - Empathy
Leon Conrad
Junior Coach Attendant
Per 12
Per 9 - Unluckiness
Dr. Ezekiel Dickinson
Kansas City Doctor and Veterinarian
Per 12