Below are detailed some of the sinister characters residing in Thomaswell at the time of the adventure, some of them are villains, others will help the posse, but don't feel obliged to use them all
Please Note - The rules I use for vampires are my own which can be viewed by clicking here, if you use alternative rules for Vampires in Deadlands then you may have to change statistics accordingly...
This man is a Vampire Hunter of the most traditional variety who knows his prey almost as well as they do but is clouded by his strong religious beliefs and stubborn attitude. He is nearly 60 years old but fit as a fiddle and likes to dress in a long black robe. Nolan carries a peacemaker, holy water and a stake and mallet set as well as his large silver crucifix
Story Notes - He sleeps during the day and hunts at night (much like his prey) and you should play up the fact that he may just be a vampire to it's optimum effect just to throw the posse a little - if you think it would help the story you could even have him turn out to be a vampire after all!
Statistics
DEFTNESS 2d6, NIMBLENESS 3d8, STRENGTH 2d8, QUICKNESS 4d6, VIGOR 2d10
Shootin':Pistol 2, Lockpick 2, Fightin':Brawlin' 1, Sneak 3, Ridin' 2, Climb 1,
COGNITION 2d10, KNOWLEDGE 3d12, MIEN 2d8, SMARTS 3d8, SPIRIT 1d12
Search 3, Scrutinize 2, Academia:Occult 5, Academia:Theology 4, Medicine:General 2, Language:Latin 2, Language:English 3, Overawe 3, Persuassion 1, Tale Tellin' 4, Survival:Mountains 2, Scroungin' 2, Faith 4, Guts 4
WIND = 22 PACE = 8 GRIT = 3
EDGES/HINDRANCES = Stubborn, Arcane:Blessed, Superstitious, Oath - destroy all vampires, Brave
Miracles & Gifts - Consecrate Item, Consecrate Weapon (optional), Lay on Hands, Smite, Protection, Circle of Protection
An Irish Huckster who has reason to believe an old copy of Hoyles Book is hidden somewhere in this town. He spends his time womanising and gambling in Greely's Saloon whilst casually quizzing the locals about the Books wherabouts. He is a darkly attractive man who tends to be most active at night but is friendly enough and likes meeting new people
Story Notes - Jacky isn't stupid. He suspects the town is crawling with Vampires and somehow puts this down to the proximity of Hoyles Book (which is buried at the bottom of the old well) he will manipulate and use any posse members he can to help him get what he wants. Jacky should also be suspected of being a vampire - he isn't, but he certainly looks like one.
Statistics
DEFTNESS 2d10, NIMBLENESS 3d6, QUICKNESS 3d10, STRENGTH 2d6, VIGIR 3d6
Shootin':Pistol 3, Sleight O Hand 4, Lockpickin' 3, Fightin':Knife 2, Sneak 3, Quickdraw 1
COGNITION 3d12, KNOWLEDGE 4d8, MIEN 2d10, SMARTS 1d12, SPIRIT 2d8
Search 2, Scrutinize 2, Academia:Occult 3, Area:New Mexico 2, Persuassion 3, Bluff 4, Gamblin' 4, Guts 3
EDGES/HINDRANCES - Arcane:Huckster, Yearnin' (to find a complete copy of hoyles book, 1st edition please!), The voice (pesuassive), the stare (makes women swoon)
Hexes - Soulblast 4, Ironhide 4, Shadow Man 4, Shadow Walk 3, Trinkets 5, Call o the Wild 2, Phantom Fingers 3, Silver Tongued Devil 3, Hex Sense 2
Balding, quiet owner of Greely's saloon who runs the place when it's dark, he opens his saloon all night (which raises a few eyebrows amongst religious folk and lawmen) but the locals like him well enough. He is a very ordinary looking man and treats his customers well
Story Notes - This man is a Vampire, in fact he is the head vampire here and gives orders to 3 lesser vampires in the area who he created only recently - out of shear boredom. It shouldn't be made obvious to the posse what he is, in fact give him no more importance than one of his serving ladies, until the climax that is - but definately give the posse chance to meet him. Oh yeah, he knows about Hoyles Book as well but keeps it's location quiet.Statistics
DEFTNESS 2d8, NIMBLENESS 3d12, QUICKNESS 4d12+4, STRENGTH 2d12+4, VIGOR 4d8
Shootin':Shotgun 2, Fightin':Brawlin' 5, Climbin' 4, Sneak 5
COGTNITION 4d8, KNOWLEDGE 5d12, MIEN 2d10, SMARTS 3d6, SPIRIT 4d6
Search 1, Academia:Occult 3, Area:Local 3, Overawe 4, Bluff 4, Gamble 2, Guts 7
EDGES/HINDRANCES - Bad Eyes (not really, but he wears glasses for effect)
Vampiric Powers - Ferocious Strength 3 (str 2d12+4) Unholy Reflexes 2 (Q4d12+4), Bestial Form 2 (claws/spider), Invulnerability 2 (armour 2), Presence 4 (Mien 2d12+6), Telepathy 4
Bigger than a house and twice as stupid, this large man helps out in Greely's saloon as a bouncer and sometimes runs the place in daylight hours with the female serving ladies. He is Greely's protector and is bound to him by blood (he is Greely's Ghoul) the man isn't evil by nature and even used to run a saloon elsewhere in town until he was kicked in the head by a horse and hasn't been the same since. His saloon closed and he came to work for Greely instead.
Statsistics
Strength 4d12+2, Quickness 3d6, Club 4d10, Brawl 3d10, Shotgun 2d6, Size=8 (brawny), Wind=18
This man is the towns success story, arriving a few years ago with nothing, he now owns the towns largest and most expensive house. He is tall with receeding hair but seems to have a permanent scowl, he is quick to anger but something of a coward when it comes down to a fair fight. He spends a lot of time at Greely's Saloon gambling. Badly. But he doesn't care...he has money to burn although he only spends it at night, no one sees him during sunlight hours...
Story Notes - He isn't a Vampire and avoids daylight due to a rare skin condition that only the town doc knows about. It causes his skin to blister and burn in sunlight. He got rich through smuggling arms to Confederate Border ruffians and Bandits and is now a very wealthy and dangerous man, having both mexican bandit contacts (whom he buys stolen rifles from) and friends amongst the South's most notorious outlaws (who benefit from his stolen rifles). Bobby should also be on the list of Vampire suspects, but not initially, save him a while and the posse will suspect him more...
Statistics
DEFTNESS 2d6, NIMBLENESS 3d6, QUICKNESS 4d6, STRENGTH 2d6, VIGOR 4d4
Shootin':Pistol 4, Shootin':Rifle 3, Fightin':Brawlin' 1, Fightin':Knife 2, Ridin' 3, Quickdraw 2
COGNITION 1d8, KNOWLEDGE 2d8, MIEN 3d8, SMARTS 2d10, SPIRIT 1d8
Artillery:Gatling 2, Demolition 1, Area:New Mexico 2, Trade:Gunrunnin' 4, Gamblin' 2, Guts 1
EDGES/HINDRANCES - Ailin' 2, Mean as a rattler, Friends in High Places - Banditoes, Belongings - nice house, Dinero 3, Yeller, Bad Luck
This Mexican gunslinger is Bobby Whittaker's contact south of the border and is staying at Whittaker's house finalising details of an upcoming shipment of rifles headed North. He is thin, ratty and quicker than a viper. He is a fairly minor character and will only really meet the posse if they tangle with Whittaker. Dresses in black, signifying that he is obviously a no-gooder
Statistics
Shootin':Pistol 3d10, Shootin':Rifle 2d10, Quickdraw 4d10, Fightin':Knife 3d8, Throwin':Knife 2d10, Strength 3d6, Overawe 3d8EDGES/HINDRANCES - Mean as a Rattler, Ferner (Mexican)
An honest and dependable man who will suffer no trouble in his town, he treats any trouble makers to a night in the cells and can't abide drunkeness. People in the town love him (apart from drunks of course). It's a shame that he gets bumped off so soon as his deputy is a bit inexperienced and has difficulty filling Wilsons' boots.
Statistics
Shootin':Pistol 4d8, Fightin':Brawlin' 2d10, Fightin':Club 2d10, Quickness 3d8, Overawe 3d8, Strength 4d8A nice enough fellow, but when things get rough in town he's going to have trouble dealing with it. He is 19 years old and looks younger although he does have a large pair of shoulders on him
Statistics
Shootin':Shotgun 2d6, Shootin:'Pistol 3d6, Fightin':Brawlin' 3d8, Strength 4d10This man is trouble. He used to be a nice fellow, helping out on a ranch out of town then a few weeks ago this young man's personality changed and he became a trouble maker intent on destruction and mayhem, he shot dead a man only last week but this was proved to be self defence and the sheriff could do nothing. "Gloves" is so called due to his white gloves that he wears to go with his peculiarly white duster that he never takes off. He is young, blond and would be good looking if it weren't for his sneer.
Story Notes - Gloves is a Vampire, turned only recently by Greely after he visited the ranch where gloves worked, in fact he is one of 3 people at the ranch converted into Vampires and Greely now has them running round town causing trouble, just for fun. It won't be too hard for the posse to realise Gloves is a Vampire and this isn't a problem, the posse may even believe he is in charge of the others but this isn't the case.
Statistics
DEFTNESS 3d12, NIMBLENESS 2d6, QUICKNESS 3d12+4, STRENGTH 3d12, VIGOR 3d6
Shootin':Pistol 4, Fightin':Brawlin' 2, Sneak 4, Quickdraw 3
COGNITION 2d8, KNOWLEDGE 3d4, MIEN 2d8, SMARTS 4d6, SPIRIT 2d6
Overawe 2, Guts 4
EDGES/HINDRANCES - Intolerance of Dirt, Purty, Mean as a Rattler, Bloodthirsty
Vampiric Powers - Unholy Reflexes 3 (Q3d12+4) Ferocious Strength 2 (STR 3d12), Daywalk 3
A hulking figure who always needs a shave and wears a red shirt and black duster. He comes from Nevada (hence the name) and loves to fight with his fists which he can do rather well. Until recently he worked on a ranch out of town and was a loud but friendly person...until Greely paid him a visit. Now he spends his time brawling in town and has had a few run-ins with the sheriff...but he'll get his own back on the lawman soon.
Story Notes - This large chap is a new Vampire and he loves it. Nevada will end up killing the sheriff along with his cohorts, the posse will no doubt realise he is a Vampire when they experience, first hand, his amazing strength - probably in a bar fight.
Statistics
DEFTNESS 3d6, NIMBLENESS 3d10, STRENGTH 3d12+4, QUICKNESS 4d8, VIGOR 3d10
Shootin':Rifle 2, Shootin':Pistol 2, Shootin':Shotgun 1, Fightin':Brawlin' 5, Climbin' 3, Sneak 2
COGNITION 3d4, KNOWLEDGE 4d4, MIEN 2d12, SMARTS 3d4, SPIRIT 2d6
Overawe 5, Guts 4
EDGES/HINDRANCES - Mean as a Rattler, Stubborn, Vengeful, The stare, Brawny (size 7), Thick Skinned
Vampiric Powers - Bestial Form 2 (claws/Spider), Ferocious Strength 2 (STR3d12+4) Invulnerability 1 (armour 1)
This chap co-owned the ranch out of town until his partner was found dead and the ranch fell soley into his hands. He used to be a lively fellow with many friends, but they all deserted him after he suddenly turned to alcohol and has been blind drunk for about 2 weeks now (well, he thinks he's drunk anyhow). He is unwashed, unshaven and hangs around with his two ex employees, Gloves and Nevada, who also now live at his ranch
Story Notes - Smith isn't taking his newly aquired Vampirism very well at all, hence the excessive drinking, but he's still a twisted creature of evil and stays with Gloves and Nevada as a Vampiric Trio. Smarter posse members may see his alcoholism as a sign that he is unhappy being a vampire and may even help them. They would be wrong to think this but they don't have to know that do they? Don't forget that he can turn into various animals and try to use this in the story - it also helps him to spy on his prey before striking...
Statistics
DEFTNESS 2d6, NIMBLENESS 4d8, STRENGTH 3d10, QUICKNESS 4d8, VIGOR 2d8
Shootin':Shotgun 3, Throwin':Knife 3, Fightin':Knife 4, Climbin' 2, Sneak 5
COGNITION 4d6, KNOWLEDGE 2d8, MIEN 3d6, SMARTS 4d8, SPIRIT 3d4
Overawe 2, Guts 2
EDGES/HINDRANCES - Hankerin':Alcohol, Mean as a Rattler, Posessions - Ranch
Vampiric Powers - Bestial Form 4 (claws/spider/bat/wolf) Telepathy 1, Daywalk 1
Guarding Eugene Smith's Ranch is a large deranged bull which is also a Ghoul and will attack anybody tresspassing on Eugenes property until either it or the intruders are dead, it stays with the other cattle in the pen, but the wooden fences will not hold it for long if it gets angry...
Statistics
Fightin':Brawlin'/Gore 4d10, Strength 3d12+4, (Horns = Strength+2d8 damage) Quickness 3d8, Hits = 60 (at least!) Terror = 5, Pace = 15