"Jonah Hex - 2 Gun Mojo!"

Major Players

A breakdown of all the important characters in the adventure including; Jonah Hex, Slow-Go, Doc Cross, Ramona, Stretch, Half Pint, and Wild Bill Hickok

Jonah Hex

The 2 Gun Mojo himself, called so on account of his two Colt .44 army pistols carried with him at all times, and make no mistake - he's a crack shot with either hand! Jonah is a true son of the South and spent many years fighting for his country in the war that still rages, the only reason he left is that he figured there were worse things wrong with the country than damn Yankees. Jonah Hex isn't a Huckster (despite his name) nor is he Harrowed (despite having a very odd appearance - a scar runs the length of the left hand side of his face and his left eye is discoloured red) but you may very well play up either of these possibilities just to intrigue and confuse the posse. His abilities do indeed verge on the supernatural!
Jonah's role in this adventure is to help the posse out and keep them in check should they run into trouble. He is a tough NPC and a tough person to deal with. He likes nobody particularly much but is loyal enough to those who earn his trust. He has no truck whatsoever with northeners or Tinhorns (apart from those in the posse of course). The first time the posse encounter Joanh Hex he will be about to hang at the hands of the Traywick gang, they'll save his life (hopefully!) so he owes them a favour
Hex wears his 2 .44's at all times along with a cavalry sabre and often has on his Confederate army jacket and battered stetson. He's a rough lookin' son-of-a-bitch and his scar is usually enough to put most folks off their scrambled eggs. Just don't ask him how he got it...

Statistics

DEFTNESS 2d12, NIMBLENESS 4d8, STRENGTH 4d8, QUICKNESS 4d10, VIGOR 3d10
Fannin' 5, Shootin' Pistol 6, Shootin' Rifle 3, Speedload 3, Throwin' Knife 3, Climbin' 2, Dodge 3, Fightin' Brawlin' 4, Fightin' Sabre 4, Horse Ridin' 3, Sneak 3, Swimmin' 2, Quickdraw 5

COGNITION 4d6, KNOWLEDGE 4d6, MIEN 3d10, SMARTS 3d8, SPIRIT 3d10
Search 2, Scrutinize 3, Trackin' 3, Area:Texas 3, Area:Apache Country 1, Demolition 1, Medicine General 1, Language:English 2, Language:Apache 1, Language:Mexican 1, Gamblin' 2, Bluff 1, Survival:Desert 3, Streetwise 4, Persuassion 2, Overawe 5, Guts 5

WIND 30, PACE 8/16, GRIT 3, SIZE 6

Edges 'n Hindrances: Luck O the Irish, Two Fisted, Brave, The Voice (+2 overawe), the Stare (+2 overawe), Veteran O the West (Ugly as Sin due to this, +2 to overawe, -4 to certain persuassion rolls), Kemosabe, Tough as Nails (5), Stubborn, Intolerance (people in general!), Poverty

Gear: 2 Colt .44 Army pistols + ammo (speed=2 damage=3d6), a cavalry sabre (str+2d8 db=2), a Bowie knife (str+1d6 db=1), confederate jacket + stetson, grey duster, red kerchief, about $12 in cash

Slow-Go Smith

Slow-Go is an old man by most standards and lines his pockets by collecting rewards on the heads (literally) of scumbag outlaws. He's a good shot with a rifle, assuming he can see his target properly, and an affable enough fellow to be with. The posse will first meet him when on the trail of the Traywick gang, whom Slow-Go is also after. He will offer to team up with the posse seeing as though he has picked up the gang's trail but figures there are too many of them to handle alone. Unfortunately this old coot's fate is to die early on during the adventure at the hands of the mad alchemist, possibly providing the posse with reason enough to chase down the evil Doc Cross without further incentive. Make sure you get the posse to like Slow-Go. If they admire rough, aggressive types them make him more rough and aggressive. If they get along with comedy characters then play him as a humerous sidekick to begin with
Slow-Go is short, both of height and sight, and has a balding white head of hair and bushy beard. He wears trappers furs and prefers to use a Winchester 73 in a firefight. Occasionally he suffers from flatulence...

Statistics

DEFTNESS 3d10, NIMBLENESS 2d6, STRENGTH 3d6, QUICKNESS 4d8, VIGOR 4d8
Shootin' Rifle 4, Filchin' 3, Speedload 3, Throwin' Knife 2, Fightin' Knife 3, Horse Ridin' 2

COGNITION 3d6, KNOWLEDGE 3d8, MIEN 2d8, SMARTS 1d8, SPIRIT 2d8
Search 2, Trackin' 4, Area:Texas 2, English 2, Persuassion 2, Overawe 2, Tale Tellin' 2, Gamblin' 2, Bluff 2, Survival:Woods 2, Streetwise 2, Guts 3

WIND 16 PACE 6/12 GRIT 1 SIZE 6

Edges 'n Hindrances: Geezer, Bad Eyes, Bad Luck, Hankerin' Whiskey,

Gear: Winchester Rifle (speed 2, damage 4d8), Colt Navy (speed 2, damage 3d6) ammo, horse, whiskey, Bowie Knife, about $20 in cash

Doc "Cross" Williams

Doc "Cross" Wiliams is the bad guy of the adventure, and a twisted son of a bitch he is! The Doc is a dabbler in the black arts, in particular Haitian Voodoo. He currently poses as a bizarre snake oil salesman crossing Texas selling his special "Brown Tonic" which apparently increases ones natuarl strength, Agility, and co-ordination - his Zombies are living proof if anybody doubts his word (Not that he lets on that they're zombies!). The "Brown Tonic" is in fact coloured water flavoured with spices, quite a pleasant taste really! The real magic of this mad alchemist comes from a book he read called "The Book of Doches" and has allowed him to whip up a potion which animates the dead as superhuman, but stupid, zombies.
He is an evil, twisted man, with twisted features to match from his years of dark sorcery and alchemy. His ears are slightly too long and pointy and his teeth are an ugly array of sharp bone - not that he looks too inhuman but he does tend to hide his features under dark glasses, a scarf and a ridiculous "wizard's" outfit comprising of a blue robe and hat with a yellow moon and stars pattern! Not a man you'd miss in a crowd...
Doc is currently on his way to a secret location in New Mexico to create his "new batch" of Zombie Juice, which he hopes will be aided by the natural evil energy of the area. It's going to be a long trip, but one he feels is worth it...

Statistics

DEFTNESS 2d8, NIMBLENESS 4d6, STRENGTH 3d6, QUICKNESS 3d10, VIGOUR 3d6
Sleight O Hand 3, Shootin':Pistol 2, Filchin' 2, Fightin':Club 3, Sneak 4, Dodge 2, Climbin' 2, Teamster 4, Horse ridin' 2

COGNITION 2d10, KNOWLEDGE 3d12, MIEN 3d10, SMARTS 4d10, SPIRIT 4d10
Search 2, Area:Texas 2, Area:Deadwood 2, Demolition 2, Academia:Occult 4, Science:Alchemy 4, Medicine:general 2, Disguise 2, Persuassion 5, Performin':Snake Oil Show 4, Overawe 1, Bluff 4, Streetwise 1, Tinkerin' 2, Guts 3, Faith 3

Edges & Hindrances: Arcane: Mad Scientist, The Voice (showmanship, +2 to Performin' tests), Luck O The Irish, Vengeful, Curious, Thin Skinned, Ugly as Sin

WIND 16, SIZE 6, PACE 6/12, GRIT 2

Gear: Zombie Juice, "Brown Tonic", Wagon and Horses, Army.44, various scrolls and alchemy books, "wizard's" clothes, "storage" barrels, poetry by Byron, a small cudgel under robes

Wild Bill Hickok

Actually, not the real Wild Bill but somebody who looks very much like him and also has extraordinary skill with a pistol. Doc Cross suffered insult at the hands of the real Wild Bill some time ago and planned to extract revenge on him as Doc Cross is not a man to be, er, crossed. Alas his revenge was robbed from him by a certain Jack Mcall and a bullet in the back. Doc Cross was unperturbed however and planned to force his Zombie Potion down the gullet of the freshly dead Hickok once he had been buried. Again his revenge was not to be as he found the grave of Wild Bill empty and assumed that he had returned as Harrowed. This still did not disuade him as he simply found himself a fellow who resembled Wild Bill in Austin, Texas, forced the Zombie Juice down his throat and dressed him up like Wild Bill Hickok. The special alchemic juice has enhanced the poor saps natural reflexes and he is a deadeye shot with a pistol. He looks just like the real Wild Bill (although those that know him well can tell the difference) save for his blank features and lack of speech. Doc Cross now uses him as a personal bodyguard and as his trick shooter in his freaky sideshow, shooting coins out of the air and such. Only problem is that the living zombie Hickok is thicker than Aunt Mae's porridge and needs to be told exactly what to do at all times - even to the point that he will not reload his guns unless ordered to do so!
Doc Cross plans to eventually return to Deadwood and find the real Wild Bill Hickok and have him put down for good by his own Wild Bill. When the two undead gunslingers meet then the gunfight will be short, violent, and very bloody

Statistics

DEFTNESS 1d12+4, NIMBLENESS 1d4, STRENGTH 4d10, QUICKNESS 4d12+4, VIGOR 4d12+4
Shootin' Pistol 5, Fannin' 5, Quickdraw 5

COGNITION 4d6, KNOWLEDGE 1d4, MIEN 1d4, SMARTS 1d4, SPIRIT 1d4
Search 1

Special Rules

Immune to all psycological effects such as panic, fear and guilt, has zero personality and intelligence
Can only be killed by decapitation or total destruction of the body or head. Fire will do the trick but takes a while to finish the job. To totally destroy the head 10 wounds must be caused to that area. To decapitate him 6 wounds must be struck to the head with an edged weapon. Magic will also hurt him but Hexes such as Corporeal Twist and Mind Twist have no effect upon him as there is no sentient mind left to affect!
Wild Bill counts as an undead abomination

Gear: 2 peacemakers, not his original weapons but better for trick shooting. Ammo.

Ramona - The Fat Lady

Big as a house but more nimble than you would imagine owing to Doc Cross' special zombie juice. Ramona previously belonged to a whorehouse called "Fat Ass Ramona's" but a visit by Doc Cross saw her dead and resurected as part of his snake-oil come freak show caravan of wonders. She is a mindless zombie but nigh on invulnerable due to her large size and amazing acrobatic abilities. Doc uses her as "proof" that his "Brown Tonic" actually works as she jumps through flaming hoops and completes one-handed hand-stands, much to the delight of stunned crowds.
She wears a horribly skimpy red dress, fish-net stockings, feathers in her hair and an eyemask to disguise the lifeless stare

Statistics

DEFTNESS 1d6, NIMBLENESS 2d12+4, STRENGTH 4d12, QUICKNESS 4d6, VIGOR 3d12
Climbin' 4, Dodge 5, Sneak 3, Fightin':Brawlin' 2

COGNITION 1d4, KNOWLEDGE 2d4, SMARTS 1d4, MIEN 2d4, SPIRIT 1d4

SIZE=8, PACE=14/28

Special Rules

Ramona is subject to the same rules as Wild Bill when it comes to killing her. No amount of gunfire will put her down unless it is to the head. Much as the Zombie Juice affected Wild Bill's Deftness and Quickness Ramona has had her Nimbleness increase above human levels, making her actually a hard target to hit in combat if she uses her dodge ability!

Half-Pint

A midget cowboy that Doc Cross beat to death with a wooden plank. He poured his Zombie juice down the dwarf's gullet and he arose as one of Doc Cross' travelling zombie freaks. Half-Pint is the juggling act of the Snake oil show and has highly advanced hand-eye co-ordination being also an expert at knife throwing. To hide his gaunt image he wears a hollowed out pumpkin over his head at all times. Sometimes one can see red eyes glowing from within the carved mask...

Statistics

DEFTNESS 1d12+4, NIMBLENESS 2d8, STRENGTH 4d6, QUICKNESS 3d10, VIGOUR 4d12
Throwin'Knives 3, Jugglin' 4, Sleight O Hand 3, Shootin':Pistol 1, Filchin' 3, Dodge 2, Fightin':Knife 2

COGNITION 2d6, KNOWLEDGE 1d4, SMARTS 1d4, MIEN 1d4, SPIRIT 1d4

SIZE 4, PACE 6/12

Gear: 6 Throwin' Knives, juggling stuff

Special Rules

Again, like Hickok and Ramona, Half Pint is hard to put down and has enhanced physical stats as well as being immune to fear and other such worries of the mind. As a side effect though he's daft as a plank and only does things if ordered to by Doc Cross

String Bean Stretch

The latest addition to the Doc Cross snake oil freak show is Stretch, an incredibly tall Native Indian who originally was "owned" by another small freak show. Doc Cross liked the look of him and he and his Zombie cronies killed the poor beany giant and Cross turned him into the 4th of his Zombie freaks...
Stretch is naked save for a loincloth and has pierced ears and nose with body painting adorning his naked chest and limbs, any Native Indian in the posse will know that the body painting is not of Indian design (Doc Cross did it - the zombie Stretch is too dumb to paint himself properly!)

Statistics

DEFTNESS 2d8, NIMBLENESS 2d8, STRENGTH 3d12+4, QUICKNESS 2d10, VIGOUR 2d12+4
Climbin' 1, Sneak 1, Fightin':Club 3,

COGNITION 1d4, KNOWLEDGE 1d4, MIEN 1d6, SMARTS 1d4, SPIRIT 1d4
Overawe 4

SIZE 7, PACE 10/20

Special Rules

Again, this zombie has increased physical stats due to the Zombie Juice (Strength and Vigor in Stretch's case) and can only be killed if his head is blown apart or his body is completely torn to pieces

The Traywicks

This gang of no-gooders are a bunch of cowardly individuals who are all related in one way or another (and probably inbred to boot!). They are met, and probably disposed of, at the beginning of the adventure as they capture Jonah Hex and attempt to hang him for killing one of their sisters - in self defence as it turns out. The gang wear an assortment of raggedy clothes and carry either .44 army model pistols or Spencer Carbines. No need to go into too much detail over their personality as they'll no doubt be filling pine boxes before the first chapter of the adventure is over and done with. They're just mean, vengeful individuals looking for a hanging

Statistics

All have the same profile:

Shootin':Pistol/Rifle 3d8, Fightin':Brawlin'/Knife/Club 4d6, Strength 3d8, Quickness 4d6, Horse Ridin' 3d6, Vigor 3d8, Cognition 2d6, Guts 2d6, Hits 30, Pace 6/12, Gear: Army .44 pistol, double barrel shotgun or Spencer Carbine. Small knife each. Horse each. Rations. D10 dollars each

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