That’s probably mostly the case, but as it’s close to Dodge (let’s say 2 Days average travel time) if that’s not what you want for your character there you could be just passing through or a fairly recent arrival.
Selina is a small town North East of Dodge. Kansas is known as Bloody Kansas in this setting. Selina is rather basic, consisting of a respectable if quite bare bones Bed and Breakfast run by one Father O’Flanagan, the monastery where O’Flanagan works, a General Store run by a ex-miner who once hit it big, and a taxidermist by the name of Zeke. Selina is more friendly than most toward the various Indian tribes as there has been in large part an unofficial policy of live and let live. Most inhabitants of Selina get by by being as self sufficient as possible and selling any food or goods beyond what very little they truly need in Dodge.
Here is what the Players Guide has to say on Bloody Kansas,
Kansas has been the site of 25 years of guerilla warfare, and shows no signs of calming down any time soon. According to the original Kansas-Nebraska act, which opened Kansas to settlement back in 1854, the people of the territory would vote on whether the territory would enter the Union as a free or slave state. One can guess what kind of conflict this caused. For a while, Kansas had been fighting its very own Civil War, well before the Blues and Grays ran into their little problem. “Border ruffians” from Missouri filtered across the border and tried to ensure Kansas became a slave state, while abolitionists—called “Jayhawkers”—tried to counter their efforts. Neither group shied from vio- lence to influence the decision of Kansas’ citizens. Kansas wound up joining the Union as a free state only a few months before the Civil War broke out.
While no major military campaigns have been fought here, the long tradition of guerilla warfare and intimidation continues to this day. Diehard Rebs and staunch Unionists often live side by side in some Kansas towns. The fact that regular military units are pretty much prohibited in Kansas only allows these tensions to boil out of control, sometimes even erupting into “Territorial Wars” between towns loyal to differing nations. The fire of the Civil War may only be embers and coals, but Kansas is a powder keg, and the fuse is still burning.
Dodge meanwhile, though we’re not going there in this story, is a large bustling trade center thanks to it being a stop on two major rail lines and an area with a plentiful buffalo population. Between all the trade, all the buffalo hunters, and the general tensions of Kansas it’s a hell of a dangerous city. Fortunately Deputy Wyatt Earp has the constitution necessary to enforce a law requiring the temporary confiscation of firearms upon entrance into town.
Also, because the section on Kansas mentions it, here’s the skinny on slavery in this setting, straight from the Players Guide. Probably the best way to deal with an awkward situation so we don’t just make it a Black and White morality thing.
Let’s get this out of the way early— whether in the North, South, West, or somewhere in between, slavery is a thing of the past. While it was a divisive issue in 19th Century America, and many on both sides of the Civil War cited it as a moral motivation to prosecute the war, the real causes of the Civil War were quite a bit more complicated.
In any event, it rapidly became clear to Confederate leadership that in order for the fledgling nation to gain international recognition, the “Peculiar Institution” must be discarded. In 1864, Generals Robert E. Lee and Patrick R. Cleburne proposed a plan to offer slaves their freedom in exchange for military service. President Davis quickly endorsed the plan in a Congressional address.
This helped convert the British Empire’s passive sympathy toward the Confederate cause into formal recognition of its independence, and French Emperor Napoleon III soon followed suit. In exchange for the aid of England and France in breaking the Union blockade of Southern ports, and an agreement with England to fix the Confederate dollar to the British pound at a very favorable rate, the British asked the Confederacy to abolish slavery altogether. The Davis administration complied, and on April 9, 1865, all slaves in the Confederate States of America were freed.
Fearful of losing the moral high ground (and “naturally anti slavery” himself), United States President Abraham Lincoln quickly followed the earlier Emancipation Proclamation (which only abolished slavery in states in rebellion against the United States) with the proposed 13th Amendment to the Constitution of the United States, which would end slavery in America. The Amend ment was ratified by the end of the year.
By 1879, racism is becoming a thing of the past in the Weird West. Progress has been made, and more will come as peace returns and folks resume their normal lives. The prospect of further integration of Confederate society is aided by a greater sense of community and shared values than in actual history. Circumstances are similar in the North. Just as in the real West, folks are willing to overlook the color of a person’s skin in favor of the content of his or her character. Bottom line: just as in our own lives, bigoted and outright racist attitudes are the province of villains and the shamefully ignorant.
Hell yes. Great Character Sheet. MysteryBroom, Andrew Blade, and Brat342 if you want to join up for the next adventure I'd be glad to have you but we're full up for this one. Hope you stick around to read it and join up for the next one.
2sky11 - Rick Matthews, Union Cavalryman Dragonbud - Aveline, Blessed ElGappa - Constantin LeBlanc, French Soldier of Fortune Lewis - John Blackburn, Investigator Life in Stasis - Sequoyah Guess, Cherokee Huckster Wampower - Franz Kaufman, Austrian Gunsmith and Ex-Soldier War - Eli Mckee, Marshal
I'll start work on an introductory post shortly. We have a bit of a dilemma that I didn't foresee in that there isn't an immediately clear reason for everyone to be traveling together, so rather than start the story that way and leave you all to figure out why you're together I'll start it off with Lewis, Gappa, and Wam's characters (Blackburn, LeBlanc, and Kaufmann) traveling into Selina. We'll work out what the party is looking into and why they come together as we get started.
In the interests of helping out a bit more I'll copy/paste some of the more common types here, they're not at starting level but it'll give a bit of a template. A lot of the information won't be all that useful for this story but maybe it'll help a bit.
Attributes: Agility 6, Smarts 6, Spirit 6, Strength 6, Vigor 6 Skills: Climbing, Fighting, Guts, Healing, Notice, Riding, Shooting, Stealth, Streetwise, Survival, Swimming, Tracking Gear: Unarmed Strike Hindrances: •Big Mouth: Can't keep secrets; Discloses plans and info •Habit (Tobacco): Annoying and constant habit •Overconfident: Believes he can do anything; Accepts all challenges Edges: •Knack: Seventh Son: Any time a Fate Chip is used in his presence, he can discard a like-colored chip to negate its effect. •Scout: You are expert at avoiding or detecting hazards.
Attributes: Agility 6, Smarts 8, Spirit 8, Strength 4, Vigor 6 Skills: Fighting, Gambling, Guts, Notice, Persuasion, Riding, Shooting, Spellcasting (Arcane) Gear: Unarmed Strike, Derringer, Brass Knuckles Hindrances: •Bad Eyes (minor): -2 to shoot or notice distant targets w/o glasses •Cautious: Plot things out in detail before any action •Lame: -2 Pace; Roll d4 for running Edges: •Arcane Magic: Gain the Magic arcane background •Card Sharp: Only get's caught cheatin' when he rolls snake eyes; people are at -2 to notice Huckster. •Dealer's Choice: Spend Fate Chip to redraw a card. •True Grit: +1 Grit
Gear: Unarmed Strike, Bow, Bladed War Club, Twin Tomahawks Hindrances: •Bloodthirsty: Never take prisoners; -4 Charisma if known •Lyin' Eyes: -2 to Intimidation and Persuasion when he lies; -2 to Gamblin' when Bluffin' •Stubborn: Always wants his way; Never admits he's wrong Edges: •Fleet-Footed: +2 Pace; Roll d10 when running •Steady Hands: Ignore penalty for firing from moving platform
Attributes: Agility 8, Smarts 6, Spirit 6, Strength 6, Vigor 6 Skills: Fighting, Guts, Notice, Riding, Shooting, Stealth, Streetwise, Survival Gear: Unarmed Strike, Twin Colt Peacemakers, Brass Knuckles, Boots, Clothing (Normal), Quick-Draw Holster, Stetson Hindrances: •Cautious: Plot things out in detail before any action •Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc. •Doubting Thomas: Rationalizes all weird or supernatural events Edges: •Danger Sense: Notice roll at -2 to sense an imminent surprise •Knack: Born on Christmas: See text. •Quick: Redraw initiative cards of 5 or lower •Quick Draw: Ignore -2 penalty to attack after drawing; +2 on draw
Attributes: Agility 8, Smarts 6, Spirit 6, Strength 6, Vigor 8 Skills: Climbing, Fighting, Gambling, Guts, Healing, Intimidation, Notice, Riding, Shooting, Streetwise, Survival Gear: Colt Army, Unarmed Strike, Winchester '73, Knife, Bedroll, Canteen Hindrances: •Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc. •Loyal: Will never leave a man behind •Vow (Minor: Follow orders): Vow causes problems Edges: •Command: Allies +1 on Spirit rolls to recover from Shaken •Nerves of Steel: Ignore 1 point of wound penalties •Soldier (NCO): You are a Non-Commissioned Officer in the Army.
There are three others who are preparing CSs right now so I’ll call that the party. Let me know if you’re interested anyway just in case someone leaves or changes their mind.
The party is
War - Eli Mckee, Marshal Dragon Bud - Aveline, Blessed Wampower - Franz Kaufman, Austrian Gunsmith and Ex-Soldier Lewis - John Blackburn, Investigator ElGappa - Constantin LeBlanc, French Soldier of Fortune Life in Stasis - Sequoyah Guess, Cherokee Huckster 2sky11 - Rick Matthews, Union Cavalryman
I don’t know much about WoD, but yeah the idea is to go full in on character generation and gameplay with cards and dice. Probably more generous as the RP will take longer and there won’t be that face to face element. Still dangerous though, it’s not Deadlands without some death.
It’s 1879. I was playing around with when to start it, but I’m just going with the official Deadlands Reloaded start date of June 1879.
I picked up a lot of Deadlands, Deadlands Reloaded, Deadlands : Hell on Earth, and Feng Shui (Action Movie Roleplaying) stuff.
Character Sheet Template (We'd probably, hopefully, be doing full proper character generation if we go on a longer campaign with new characters at some point, this is just for this trial run. The full version has more interesting stuff like picking specific skills to be good at and taking both Hindrances and Edges that work similarly to Perks or Traits from the Fallout series)
Stats - All Start at 4, you have 5 points to distribute Agility: 4 Smarts: 4 Spirit: 4 Strength: 4 Vigor: 4
Skills - I'll provide a list below. For this test run they're mostly just for flavor. You can skip this if you'd like. You've got 15 points to distribute.
The year is 1879 but in the world of Deadlands it is a very different 1879. In both of our worlds the year of 1863 saw the United States at war with itself but in this world things went very differently. For one thing, the war did not end two years later. For another rumors persist...persistently...enough that many have good reason, though oddly little evidence, to believe something else quite important happened that day. The dead of Gettysburg rose and beset the living, Blue or Grey making no difference whatsoever.
That's ancient history now though. Well 16 years, but much has changed in those years. Slavery has been abolished. A new natural resource, known as Ghost Rock, has been found that burns Five Times Hotter and 100 Times Longer than Coal. California has, in large part, been reclaimed by the Pacific leaving a broken land known as The Great Maze. Utah has been taken over and renamed The Republic of Deseret. What's more Manifest Destiny has been considerably delayed with the founding of two separate large Indian nations, The Coyote Confederacy and the Sioux Nations. Amid all this chaos, Ghost Rock has dropped the nations into an Industrial Age.
Experience a short adventure in this setting
Determine if there is enough interest to start a longer adventure
Determine if we (well I) can mix Rules Based Pen and Paper with Free Form RPing
In the future I'd like to start a longer adventure with everyone starting out properly with full character generation and purchasing items through the Deadlands Setting. For this RP I think we should probably just do it without such restrictions.
This Little Adventure
For this story we will all be either living in or making our way toward a small town in Kansas called Selina, likely on their way to Dodge City from which they can catch a rail line or carriage near anywhere in the West. This adventure is actually not a part of the Deadlands setting, I'm just importing a story I very much enjoyed.
The Union Commanded since 1872 by General Ulysses S. Grant. While they have long proclaimed dominion over all the land they once claimed in the recent past, following the election of Eric Michele as Head of the CSA, they have been forced to come to terms with the divided world that we all live in. They have claim to much of the Northern Half of the United States, with the exception of Utah and chunks of Wyoming, Montana, Nebraska, and Dakota, as well as the Disputed Lands.
The Confederate States of America The CSA elections of 1878 would see Jefferson Davis reelected and then assassinated and the front-runner against him in the election Robert E. Lee would fall victim to an accidental rail car explosion. The President of the CSA elected in the aftermath of these events, Eric Michele, has since kept a tenuous peace with Union President Ulysses S. Grant. They have claim to much of the Southern Half of the United States, with the exception of California, and part of Oklahoma, as well as the Disputed Lands.
The Disputed Lands Kansas, Colorado, California, most of Oklahoma, and some would argue Utah, make up The Disputed Lands. These are lands without any significant presence from the Union, CSA, or the two predominant Indian groups of the land. Utah is claimed by The Republic of Deseret but often not recognized.
The Republic of Deseret A land for the followers of Brigham Young, ruled by Mormon law. At it's center a factory city, Salt Lake City, reborn as The City of Gloom. It is also the site of Junkyard, squeezed between Salt Lake City and Indian lands it is the site for a number of large factories owned by one of the richest men in the West.
The Sioux Nations Ruled by Indian Chief Sitting Bull, after Ghost Rock was discovered in the sacred Black Hills of the Dakotas the Sioux first fought to expel the miners, prospectors, and other such greedy fools who would trample their lands. In time they compromised, allowing the mining of the Black Hills so long as they do not venture beyond them, mining the hills and staying within the city of Deadwood. George Armstrong Custer, once defeated by Sitting Bull himself now court-martialed from the Union Army remains on the outskirts of the Sioux Nations, trying to claim his revenge on the Sioux and bring the lands back into the hands of the Union. This is much to the chagrin of the Union who have largely found a peace with the Sioux.
The Coyote Confederacy Inspired by the Sioux Nations many tribes of the South banded together to stake their own claim. They are ruled by a mysterious man (or perhaps woman) known as The Coyote and seem to have some agreement with the CSA as they do not conduct raids on CSA lands, with the exception of Oklahoma.
General Character Ideas
Big Game Hunter
Forms of Magic
Blessed - Abrahamic Priests, Sin makes them weaker
Shamans - Indian Tribe or Voodoo, Not performing rituals makes them weaker
Hucksters - Communicate with and Play Poker against Demons to perform magic
Mad Scientists - Use expensive materials to build wondrous machinations
The cameras roll following behind Gerald Shaw as he stalks down the halls of the WWA, a small man holding a microphone hurrying along to keep up.
"You got to put in the work baby," Shaw says in a gravelly voice to the interviewer following him, "These kids comin' up today don't know nothing 'bout that, well Ricky Razor he gonna learn all 'bout that this Monday Night on Mayhem."
Shaw pushes through the twin doors into the gym and training center, stepping past several current and aspiring talents, making a beeline to the squat rack. As he loads plates onto the bar the cameraman slowly pans over to the right and zooms in to find Ricky Razor himself exercising in a small training ring. The camera stays on Razor as he pantomimes grappling with an opponent then quickly runs into the ropes and uses the rebound to do a flying handstand elbow strike.
When the camera pans back to Shaw he is staring straight at it with a grimace spread across his face.
"What you lookin' at?" he gets in close and asks, "You lookin' at him? He ain't doing nothing."
"Hey Ricky! That ain't gonna help you Ricky!" he yells across the gym, but directly into the camera, before ducking under the bar and quickly busting out a set of 6 deep squats, all the weights on the bar ringing loudly as he propels them up and down again and again. Stepping out from the bar he rolls his shoulders and shouts out "Lightweight baby."
"Real. Easy," he mutters as he lumbers toward the training ring. The cameraman follows the interviewer as he skitters out of the way, allowing the camera man to get a shot from behind Ricky as Shaw walks all the way up to the apron.
"You can run around, you can flip and flop all you want Ricky boy, but sooner or later I'll get my hands on you. And just as soon as I do, it's over."
Razor looks over his shoulder back to the camera, smiles, winks, and throws his body into the ropes, dashing straight across the ring and toward Shaw. As Ricky Razor blitzes across the ring Shaw hunkers down and takes a few steps back preparing to throttle the young upstart the moment he clears the ropes, but at the last moment Razor leaps forward into a handstand his legs hitting the ropes and rebounding him back to a standing position in the middle of the ring.
The gym descends into a commotion as Shaw climbs the apron and grabs the ropes, wrestlers and coaches rush Razor out the back door while others work to hold Shaw back from entering the ring and form a human wall around the door Razor used. The cameras fade as Shaw pushes through the crowd and encounters the human wall at the door.