The Black Country Posse!

Here's the info on the Posse from the Black Country, near Birmingham (where I come from). They have been playing since Christmas and between the three of them have earned 5 Legend Chips for the pot...and have only had ONE casualty in the process!

"Dr. George Blond"

Played by JAMES MASON of Oldbury, who "felt sick" when his last character died, and tried to arrange a minute of respectful silence...

History
This aloof Englishman recently discovered his older brother, Mr. Geoffrey Blond, had been killed in a gunfight and has now vowed to avenge his death, even though the killer was later murdered. George Blond has been in Dodge city for the last 2 years selling his inventions and training himself in the art of pistols - but has often been distracted by women and the temptation to hunt down evil so has not made a great deal of money. He has now hooked up with his brother's old riding partners in an effort to destroy the horrors of the Weird West but relies on extensive opium consumption to help him deal with all the stress, his intake was recently bumped up by the traumatic loss of his left arm as it was sliced off by the Butcher of Dodge City.

Appearance
Rather worryingly wears a bright blue suit which tends to strain the eyes of anybody he meets. He is clean cut and unremarkable looking, apart from when he wears his sombrero when it rains, but that's okay because his neighbours' dog told him he had to...

Statistics
DEFTNESS 2d10, NIMBLENESS 2d8, STRENGTH 3d6, QUICKNESS 4d8, VIGOUR 4d6
Pistol 6, Automatics 3, Flamethrower 2, Throwin' Dynamite 1, Swimmin' 1, Climbin' 1, Dodge 1, Sneak 1, Drivin' Steamwagon 1, Flyin' Jetpack 1, Fightin' Knife 1, Fightin' Brawlin' 3, Ridin' 2, Quickdraw 4

COGNITION 4d6, KNOWLEDGE 4d12, MIEN 2d4, SMARTS 2d6, SPIRIT 4d6
Search 2, Academia Occult 1, Demolition 2, English 2, Spanish 1, Science:Engineering 5, Science:Chemistry 3, Science:Physics 3, Science:Biology 1, Medicine:General 5, Medicine:Surgery 3, Area Dodge City 2, Area Oregon Coast 1, Persuassion 1, Tinkerin' 4, Gamblin' 1, Scroungin' 1, Survival:Mountains 1, Faith 1, Guts 4

Edges; Veteran O the Weird West, Arcane:Scientist, Two Fisted, Mechanically Inclined, Level Headed, Tough as Nails (+5)
Hindrances; Randy, Big Mouth, High Falutin', Intolerance of Ignorance, SEVERE HANKERIN' FOR OPIUM (from Veteran O the west)

Dimentias; Evil Deeds (Silverbet Bob), Schitzophrenic, Manic Depressive (twice) Phobia of Explosives, Phobia of Decapitated bodies (?)

Special Gear; Stake Thrower Gun, Unreliable Jet Pack, "Barbed Bolas" Gun, False Arm, Flamethrower, Armoured Vest, Umbrella Gun/Shield (?!)

WIND 22, PACE 8/16, GRIT was 3, now 1

Note to those wishing to play a Mad Scientist in future...
Scientists, like Mr Blond, really have to make Knowledge their highest Dice type, then their subsequent Sciences, of which they should have a selection, will also be high. A scientist is not any use unless he has at least 5 in Engineering (this is the most frequently used Science) and takes the Mechanically Inclined edge if he also intends to be the one building the devices, but of course anybody can build his creations so long as they understand the blueprints. The more posse members with Tinkerin' who help the scientist the quicker his Gizmo's will be built! Every spare hour the Scientist has in Roleplay time he should be devising more and more blueprints...it costs nothing (apart from a bit of sanity) and it gets the difficult bit out of the way. Mr Blond has plenty of Blueprints for Gizmo's he may or may not build in future. A scientist should also gather as many bits and bobs as he can and preferably has a wagon to store all his junk in, this means he spends less time looking for components when he comes to building his gadgets. Note that having a high Knowlegde more than likelt designates the scientist as the posse's doctor (like Mr Blond is) this means he should spend bounty and study time in Medicine General & Medicine Surgery so he can save the lives of dying friends. Mad scientists usually have to be selfless individuals but can make money by selling inventions/blueprints to the public. And also don't forget that a Mad Scientist's inventions can benefit the entire posse as well as himself!


"Runs with Bears"

Played by MITCHELL HARVEY of Blackheath, who rather worryingly keeps several Samurai swords and over 30 knives in his bedroom in the hope that somebody breaks into his house and has to be "dealt with".

History
This Indian Brave was elected "Envoy to the White Man" by his tribe and has spent most his adult life involving himself in the affairs of said white men. Unfortunately he doesn't remember most of his past as he suffers from mysterious blackouts. One thing he has "blacked out" is that his entire tribe were wiped out by monsters recently as he did the honourable thing and ran away screaming. Despite this he's a reliable enough fellow in a fight and also knows some useful low-level Favours, although he relies more on his twin tomahawks than the spirits, whom he refers to as "a bunch of tossers". He recently was bitten by a Lycanthrope and now has to deal with his tendancey to transform into a Were-cat at full moon...

Appearance
When in human form he dresses like a typical Coyote Indian save for his boots and dark duster. He has long hair with a feather in it and usually carries a Winchester rifle. People dont' tend to see much of him as he prefers to "live in the shadows". In Were-Cat form he is an impressive sight, over 8 feet tall and made of fur, claws, and muscle although his friends affectionately call him "Kitty".

Statistics
DEFTNESS 1d8 (1d4 as Were), NIMBLENESS 4d10, STRENGTH 3d12 (3d12+4 as were), QUICKNESS 3d10 (3d12+2 as Were), VIGOUR 3d8
Lockpick 3, Pistol 1, Rifle 4, Throwin' Tomahawk 3, Bow 4, Climbin' 3, Dodge 3, Fightin' Tomahawk 5, Fightin' Brawlin' 6, Ridin' 2, Sneak 3, Swimmin' 2, Teamster 2

COGNITION 4d8, KNOWLEDGE 3d8, MIEN 2d6, SMARTS 1d6, SPIRIT 4d6
Search 3, Trackin' 4, Area Coyote Conf. West 2, Indian Sign Language 2, Coyote language 2, English 2, Medicine General 3, Demoltion 1, Overawe 4 (8 as Were), Persuassion 3, Tale Tellin' 2, Animal Trainin' 1, Survival Plains 2, Faith 2, Guts 3

Edges; Two Fisted, Animal Kinship (drew a Joker on creation)
Hindrances; Poverty, Stubborn, Superstitious, Hankerin' Raw Flesh (he's a Lycanthrope y'see), Blackouts (recently gained through "trauma")

Lycanthrope Powers; Calm The Beast 2, Regeneration 1

Rituals; Paint 5, Pledge 5, Smoke 1.
Favours ; Bane Arrow, Strength of Bear, Spirit Warrior, Earth Speak, Heed Forest

WIND 14, PACE 10/20 (15/30 as Cat), GRIT 7

Note to those planning to play Indian Braves in the future...
Indian Braves are simplicity itself to play, so long as you are tolerant of the aggro you are bound to recieve from the White Man. Nimbleness should be top of the list when it comes to assigning Trait dice types because your main fighting and sneaking skills are under there. Don't forget also that Indians can choose Rituals & Favours WITHOUT purchasing Arcane Background, although their choice of Favours is limited and they are subject to the same constraints as Shamans. Don't let this worry you, however, choose just one or two Rituals and make one of them ridiculously high, not only does this give you loads of Favours to choose from but it also ensures plenty of Raises when rolling for Appeasement. Strength of Bear and Spirit Warrior are essential for Braves, they can also be bestowed on fellow Posse members too! As for playing a Lycanthrope you should read my rules on Were-Creatures first, but it is important to have a decent Spirit total if you wish to play such a character to stop the beast inside from taking control during metamorphosis.


Bob "Scat" Scuffer. Aka "Silverbet" Bob

Played by MICHAEL "bearded freak" HUNTER of Halesowen

History
Bob has been cursed since birth with an awful name so has a habit of being rather mysterious and secretive about his past, he is a Huckster through and through and something of a top gambler who used to live in California until disaster struck and he moved away in search of money. He relies more on his quick thinking than his fighting prowess and is something of a physical weakling, but he does know how to handle a gun when push comes to shove.

Appearance
Silverbet is a Husky individual who was struck down with illness as a child and has been in poor physical health ever since, the strength in his arms is all but gone but the sparkle in his eyes is still there. He dresses well but his rather unremarkable features hide his superior intelligence well. He carries cards at all times and hides a Derringer up his sleeve

Statistics
DEFTNESS 3d10, NIMBLENESS 4d6, STRENGTH 2d4, QUICKNESS 3d6, VIGOUR 2d6
Lockpick 2, Pistol 4, Rifle 2, Sleight o Hand 2, Speedload 1, Throwin' Knife 1, Climbin' 1, Dodge 2, Fightin' Brawlin' 2, Sneak 1, Ride 1, Teamster 1, Quickdraw 1

COGNITION 3d6, KNOWLEDGE 4d8, MIEN 2d6, SMARTS 4d12, SPIRIT 2d8
Scrutinize 2, Search 3, Academia:Occult 2, Area Maze 2, Disguise 1, Language Coyote 1, Medicine General 1, Overawe 2, Persuassion 1, Animal Handlin' 1, Leadership 1, Tale Tellin' 2, Bluff 3, Gamblin' 5, Ridicule 1, Scroungin' 1, Tinkerin' 3, Streetwise 1, Survival Desert 1

Edges; Arcane:Huckster, Shares in Dixie Rail, Renown (1 for Gamblin' skills), Friends In High Places (1 - Texas Rangers)
Hindrances; Bloodthirsty, Intolerance (1 - of Journalists), Enemy (1 - some Gambler he cheated at cards), Hankerin' Tobacco, Outlaw (1 - he cheats at cards sometimes), Big un' (size=7), Habit (shuffles his deack when talking)

Hexes; Trinkets 2, Texas Twister 2, Private Eye 3, Earshot 3, Soulblast 4, Missed Me! 2, Phantom Fingers 2, Mind Tweak 1, Shadow Walk 3, Call O the Wild 2, Confound Mechanism 2, One Eyed Jacks 4

Special Gear; Enchanted Deck of cards from Mr. Geoffrey Blond, rerolls any 1's when casting Soulblast, Private Eye, Phantom Fingers or Shadow Walk

WIND 14, PACE 4/8, GRIT 4

Note to those wanting to play a Huckster in future...
Silverbet is a "Smart" character (d12's), as all Hucksters should be, this helps with his Gamblin' Aptitude and also with several hexes. If you notice in the book most Hexes come under Smarts or Spirit, with a few under Knowledge and Cognition. You should bear this in mind when choosing hexes, always try to take the ones that go with your highest Trait dice type. It's all very well being dead set on Soulblast as your best hex when you only have d4's in Spirit, the aim of hexes being to get as many raises as possible to get as many cards as possible to get the best Poker hand possible to make the hex more powerful/effective...
One possible mistake that Silverbet has made is choosing loads of hexes, both in character creation and afterwards with bounty, he doesn't have any particularly high hexes, none at level 5 or higher (which is when it starts getting easy to cast a decent hex - assuming your dice type is also high). He also has 3 hexes at level 3 and one at level 1, which have a relatively high chance of going bust (yes, there is more chance of going bust when you roll 3 dice than when you roll 2! Mathematicians amongst you will know what I'm talking about) and you don't want to go bust when rolling for hexes. If you can avoid leaving a hex at level 1 or level 3 then do so, spend bounty and raise the hex a.s.a.p. Most Hucksters, including Silverbet, tend to spend half their bounty on improving Aptitudes and half on their Hexes. This seems sensible to me...

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