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WWWWWritten & Designed By:ritten & Designed By:ritten & Designed By:ritten & Designed By:ritten & Designed By: John R. HoplerLaLaLaLaLayyyyyout & Editing:out & Editing:out & Editing:out & Editing:out & Editing: John R. HoplerFrFrFrFrFront Coont Coont Coont Coont Covvvvver Art: er Art: er Art: er Art: er Art: Lisanne Lake

Interior Art:Interior Art:Interior Art:Interior Art:Interior Art: Richard “Rico” PollardLogos:Logos:Logos:Logos:Logos: Ron Spencer & Zeke SparkesSpecial Thanks TSpecial Thanks TSpecial Thanks TSpecial Thanks TSpecial Thanks To:o:o:o:o: Christy Hopler

Deadlands created by Shane Lacy Hensley.

Dedication:Dedication:Dedication:Dedication:Dedication: Our fans.What a long strange trip we’ve had.

Ready for another?

Lost ColonyCompanion

Deadlands, Lost Colony, the Weird West, the Way Out West, the Wasted West, Hell onEarth, and all related characters and unique locations are Copyright 2003,

Pinnacle Entertainment Group, Inc. All rights reserved.

Support Gaming! This electronic document is not for redistribution or resale.

Table o’ ContentsThe End is Nigh! ................................................................................................. 4Chapter One:The Lab .....................................................7

Good vs. Evil ........................................................................................................... 8Bazelus Unleashed ........................................................................................... 8Nano-Tech................................................................................................................. 15Demonic Aid.......................................................................................................... 17The Monkey and the Wrench ........................................................... 19Watching Eyes ....................................................................................................20Redemption........................................................................................................... 23Chapter Two:Best Laid Plans .....................................25

Calming the Storm ...................................................................................... 36The Reapers ........................................................................................................... 41The Skinnies ........................................................................................................48The Fallen ...............................................................................................................50United Colonists................................................................................................ 51The Rangers ......................................................................................................... 53Chapter Three:The Reckoners........................................ 55

Whittling ‘Em Down ....................................................................................56The Panoply of Arkat ...............................................................................58Death .............................................................................................................................60Famine .........................................................................................................................68Pestilence ................................................................................................................. 75War...................................................................................................................................84

The End is Nigh!The time has finally come. After seven

years, dozens of books, and three differentworlds, the time has finally come for the bigshowdown of good versus evil. The Reckonerswill either triumph and turn both Bansheeand Earth into living Hells or they will end upwith toe tags—and your posse has a front rowseat for the battle royale!

The Reckoners are not going to go downwithout a fight. The fate that awaitshumanity and the anouks can in a large partbe determined by the actions of your heroes.Unless the heroes leave their seats and tag in,the Reckoners are going to win. They alreadyhave a headstart. Banshee is sick with ghostrock infection and she is weakening. Withoutpowerful allies she is not going to recover.The good news is that the Reckoners aretrapped in the Lost Colony system. The battleis a steel cage match and only one side willbe standing at the end.

Well, that’s not entirely true. There is a wildcard third side waiting in the wings. Theheroes might defeat the Reckoners only totake a chair upside the head as VanessaHellstrome (aka Bazelus) steps into the ring.As we mentioned in Lost Colony, the demonco-habitating with Vanessa’s soul is looking totake the championship belt. Bazelus isnominally a servant of the Big Four, but ifthey falter, he intends to throw his hat in thering. Along the way, he might prove a valuableally to the heroes, or an implacable enemy—but more on the nefarious plans of the bestlooking demon this side of the HuntingGrounds later.

Using this Book

The Lost Colony book detailed the world ofBanshee and the Faraway system—who’s whoand what they’re up to. The Lost ColonyCompanion picks up where that book left off.In it you’ll find out the latest plans of all thebad guys (and some of the good guys), howthey’re progressing, and what your players cando stop them. It also has the complete lowdown on how to put an end to the Reckonersonce and for all.

This book contains the final chapter of thestory arc that has spanned Deadlands, Hell onEarth, and now, Lost Colony. Exactly how itplays out is up to you as the Marshal. In hereyou’ll learn what’s going on and how theheroes can affect it. Think of it as a macro-adventure. There are no descriptions like “If theheroes succeed at a Fair (5) Cognition check,they discover the missing document crammedin the back of the drawer.” Instead, all themajor players and events leading up to the finalshowdown are described. You can drop theseinto your existing Lost Colony campaign at apace that fits the story you have been telling.Even though the end is near, not everyadventure needs to be (nor should they be)directly tied into the main story line—after all,if you stave off Armageddon every week, itbecomes anticlimactic.

The final fight is going to be a tough oneand it is not suitable for starting characters—the enemies are many and their powers areformidable. If your posse is starting out freshin Lost Colony (as opposed to arriving asveterans from Deadlands or Hell on Earth), youshould give them some time to get their feetwet and some experience under their belt. Ofcourse, if you just want to dive right into themain story, you could allow your players tospend some bonus bounty points on theirheroes—the exact amount depends on thedanger level you expect them to encounter atfirst. Expect some heroes to go to their finalreward before the end of the trail is reached.

We’ve had fun bringing this story to youand we hope you’ve had fun along the away.It’s been quite a rollercoaster ride and thestation is in sight. However, just because thetrain is slowing down doesn’t mean it has tostop. The defeat of the Reckoners isn’t goingto turn the Earth or Banshee into a paradiseovernight. There is still a load of evil still outthere that needs its butt kicked. Cleaning upafterward may be just as big a challenge astaking out the Big Bad.

Good luck to you and your players, Marshal.They’re going to need it.

Chapter One:The Lab

Whoa, you’re saying, we want to know howto kill the Reckoners! All in good time. Youdon’t start a story with the climactic battle.Sheez!

More importantly, the actions of VanessaHellstromme and others all play directly intohow the heroes can go about taking down theFour Cheeseheads of the Apocalypse. Asdescribed in Lost Colony, Bazelus (the demonplaying house in Vanessa’s body) isconsidering making a bid for the throne. He isone of the Reckoners’ most trustedlieutenants (that’s how he got the gig at theLab), but in the Reckoners’ neighborhood,trust and loyalty are defined by how muchfear you can instill in your subordinates. TheReckoners are still scary, but they areweakened and looking at the very real threatof defeat and destruction.

To Bazelus, that weakness is like blood to ashark. He’s circling in the water right now,looking for the right time to strike. Too soon,and he ends up wearing his butt as a hat. Too

late, and he tips his hand to the forcesof good without gaining the powerhe needs to secure his position. It’sa treacherous balancing act, butthe demon has had millenniaof practice at playingpower politics.

Bazelus is playing both sidesagainst each other. He continueshis research into reopening theTunnel (more on that in a bit) andworking to weaken the Rangers andother forces of good, while at thesame time he covertly aids thosesame groups against the Reckonershoping to weaken them further.Any group that seems likely totake out one of the Horsemen istracked closely by the demonbecause he needs to be thereshould they succeed.

This unsolicited “help” maycome as a pleasant surpriseto the players. For most ofthe Deadlands story,HellstrommeIndustries has beenan adversary. That’sabout to change.Well, not really.

Bazelus UnleashedAlthough the Reckoners thought binding

Bazelus to Vanessa’s spirit was a pretty goodjoke on Dr. Hellstromme, they did it for muchmore important reasons than just getting agood chuckle.

After the Reckoners manifested on Earth,they were only a few short steps away fromopening the physical world to the HuntingGrounds and the terrors of their domain—theDeadlands. Once they accomplished this, theywould be able to pass back and forth betweenthe two worlds at will. The removal of thebarriers between the physical world and theHunting Grounds would remove theirvulnerability from having manifested in theflesh; there would have been little that couldhave stopped them from expanding their reign

of terror to other planets and even otherdimensions. Humanity and the other raceswould be little more than slaves or dinner forthe Reckoners’ minions.

The UnityDr. Hellstromme’s desperate search for the

long lost soul of his dead wife threw a majorspanner in the works. Numerous trips into theHunting Grounds had all ended in failure. Theconstruction of the Unity was to be the doctor’sgrandest attempt yet to rescue his departedwife from Hell. The ship was not designed as aspace exploration vehicle; it was intended toreach the circle of Hell reserved for suicides.

Fortunately for humanity, the forces of goodin the Hunting Grounds were not willing to sitidly by and allow the Reckoners to triumph.While they could fight the Reckoners andtheir legions of manitous directly in thespiritual world, their hands were tied whenthe battle jumped into the physical. This wasnot because these powers could not affectthings in the physical world, but because theirethics would not allow it. Humanity (as wellas the anouks and all other sentient racesthat inhabit the material world) was giftedwith free will.

It was Mankind’s choice to embrace eithergood or evil. The spiritual forces of good couldonly affect things in the physical world asmuch as they were given influence there bythose who chose to ally themselves with therighteous, such as the Blessed, Templars, andthe like. They did what they could, but thebattle for Earth was up to human heroes tofight.

However, once the Unity entered theHunting Grounds, it was in the spirits’ realmand they could take some direct action.Hellstromme could not be forced to embracethe good (although he did later, once herealized his unwitting part in the destructionwrought by the Reckoners), so the spirits didthe next best thing. They gave the Unity apowerful shove that sent it tumbling way offcourse.

BansheeThe ship’s new course sent it to Banshee—

the one place in the material world wherethere existed a powerful enough aura of goodto significantly weaken the Reckoners. TheReckoners knew of Banshee, but believedthat the chances of humanity discovering itbefore it was overwhelmed were so remote asto be nonexistent. When the Unity droppedinto normal space in the Faraway system, the

Good vs. EvilFree will has been a recurrent

theme throughout the Deadlands story.We made a conscious decision at thebeginning that none of the bad guys inthe story would ever be forced tobecome evil. That’s why all servitorshave something in their past that ledto their present state. It was theirchoices and deeds that made them aservitor. This state was not forced onthem by the Reckoners; they brought itupon themselves.

That’s not to say that good peopledid not do evil things. Hellstrommebrought about a nuclear war thatnearly destroyed the human race.Throckmorton tried to enslave ordestroy what was left. However, wegave both of these characters a chancefor redemption. Hellstromme realizedwhat he had done and did his verybest to rectify the situation. Withouthis actions, the heroes would havevery little chance of defeating theReckoners. In Throckmorton’s case, itwasn’t the general that actuallyperformed these acts, it was theDenver AI that had overwhelmed hismind. Even so, we made sure to giveThrockmorton one last chance toovercome the evil inhabiting his body—and he came through when itmattered.

What does this mean for Vanessa?Well, keep reading.

9 The LabHorsemen roared in rage—and then theytrembled in fear. Mankind now had theweapon needed to defeat them. All thatremained to be seen was if there was the willto use it.

At this point, the events leading to the warthat would summon the Reckoners to Earthwere too far advanced for even beings aspowerful as the Horsemen to stop. All theycould do was make sure that Hellstrommewas too preoccupied to discover Banshee’ssecret—or dead.

Keep Your Friends Close…Hellstromme didn’t realize what he had

stumbled onto. He was too preoccupied withtrying to figure out what had gone wrongwith his latest rescue attempt. However, theReckoners knew that if anyone was to figureout Banshee’s true potential, it would beHellstromme. They decided that it was timefor the good doctor to finally be reunited withhis darling Vanessa. They hoped this reunionwould be in the afterlife, but just in case, theycame up with a backup plan.

The Reckoners retrieved Vanessa’s soul fromits hiding place deep within their realm andbound it to Bazelus with powerful arcanerituals. WhenHellstromme madeyet anotherattempt to rescueVanessa, theReckoners threwlegions ofmanitous at theUnity, hoping todestroy it and trapHellstromme in theDeadlands.Fortunately for thedoctor, he had anunseen escort ofbenevolent spirits.A massive spiritualbattle raged aroundthe ship. Some ofthe Reckoners’hordes managed tobreak through, butthey were notstrong enough toovercome theUnity’s powerfuldefenses.Hellstrommemanaged to battlethrough to Vanessaand escape back toFaraway

The Tunnel

Now that Hellstrome had Vanessa’s soul, hecouldn’t bear the thought of losing her again.He needed someplace he could keep her safe.The doctor was wise enough to have seen thegrowing crisis on Earth and didn’t wish torisk his wife in a war. He decided that theFaraway system would make a good home forher. Hellstromme used the Unity to do acursory survey of the system and then setsail for Earth with preliminary plans for theTunnel already on the drawing board.

Hellstromme was busy when he returned.He had the Tunnel to build and a new bodyfor Vanessa to clone. While these projectswere underway, he kept Vanessa’s soul safelystashed away on the Unity. When the Tunnelwas completed, he traveled back to Farawayand performed the rituals needed toreincarnate Vanessa on the newly-openedTunnel Station.

10 The Lab

Hellstromme was so overjoyed to bereunited with his wife after centuries ofsearching that at first he failed to notice thather behavior was a little “off.” The few thingshe did notice, he put down to the effects ofVanessa’s horrible experiences while trappedin the Hunting Grounds.

Eventually though, Hellstromme began tosuspect something was wrong with Vanessa.He became cautious of what he discussedaround her and had his security forces keep asurreptitious eye on her. Regardless of thethreat she might pose to him, however, heknew Vanessa’s soul was inside the body hecreated; he would not risk losing her again.

Before Hellstromme could penetrate themystery surrounding his wife, the war onEarth began and he realized that he had beenan unwitting dupe in bringing the Reckonersinto the world. Just like the Grinch, heexperienced a change of heart and vowed toset things right. After a tearful farewell withVanessa (during which he told her that hewas going to search for survivors on Earth),the doctor set out on his quest.

Bazelus’ JobWhen Bazelus’ was bound to Vanessa’s

soul, he was told his job was to watchHellstromme and eliminate him if he seemedabout to figure out Banshee’s secret. Therewas little he could do before her soul wasplaced in a new body. Afterward,Hellstromme’s caution made it difficult todetermine how much he knew. Once Bazelus’realized that Hellstromme suspectedsomething was wrong with his wife, thedemon considered killing him. At that point,however, it was too late. Hellstromme made ita point to always have a few heavily armedguards with him (equipped with arcaneweapons) whenever he was in Vanessa’spresence. Killing Hellstrome would be hardenough (despite his desire to be a truehusband to Vanessa, Hellstromme was stilltrapped within his robotic body; reincarnatinga soul into an empty body was one thing, fullbrain transplants were still beyond thedoctor’s skill), but the guards made it a suicideattempt. The demon decided to bide his timeand wait for a moment of weakness.

He waited too long. Hellstromme left tofight the evil he had unleashed on Earth.Vanessa learned of the trip only as the doctor

11 The Labwas boarding his ship—surrounded by acontingent of HI Marines. Bazelus’ did notwant to risk destruction—or worse, beingreturned to the Hunting Grounds in failure toawait the Reckoners’ wrath—so he did thenext best thing. He turned on the waterworksand begged Hellstromme to take him along.The doctor had always been resistant toBazelus’ charm ability—the answer was a firm“No.”

The demon knew his masters would not bepleased by this turn of events, but they wereon Earth and he was in Faraway, so he hadsome time to find a way to redeem himself.After Hellstromme’s departure, Vanessa wenton a self-improvement spree. She earned adoctorate in arcane science at TunnelStation’s in-house university in record timeand learned the inner workings ofHellstromme Industries. She also used herconsiderable charms to dig up dirt on keypersonnel on the station. She used thisinformation to build a network of spies on thestation. Her extensive files of blackmailmaterial only added to the considerable cloutshe already possessed by having theHellstromme name.

Bazelus’ millennia of experience with thearcane allowed him to make breakthroughs inthe Lab that astounded the other HI scientists.His greatest triumph was the development ofthe nano-tech technology. This achievementgained Vanessa a small following of eggheadsthat speak her name with a hushed awe.

An Offer They Can’t RefuseAll this preparation paid off when the

Reckoners were hauled to Banshee on theUnity’s last voyage. The Horsemen werefurious that Hellstromme had escaped theirassassin. However, there wasn’t much theycould do about it. On the Hunting Grounds,they could have immediately summonedBazelus’ into their presence. Trapped onBanshee in physical form, all they could dowas shake their hands at the sky and cursehis incompetence.

Bazelus sensed the presence of his mastersas soon as the Unity dropped out of theHunting Grounds. He took immediate actionand dispatched HI personnel loyal to Vanessato the planet’s surface to contact theReckoners. They carried an offer fromBazelus. In exchange for forgiveness forallowing Hellstromme to escape (expressed ina binding ritual that would prevent theReckoners from punishing him), the demonwould use all of his influence at the Lab tohelp them in their corruption of Banshee. Hewould also personally head up the Lab’s

research into reopening the Tunnel andestablishing contact with Earth. Faced withpermanent destruction for the first time intheir long existences, the Reckoners were notin a position to negotiate. They accepted theoffer. Unfortunately for the HI personnel sentas messengers, the appeasement ritualBazelus proposed required a living sacrifice.None of the messengers returned.

Round-Trip TicketAs much as the Reckoners want help in

destroying Banshee, the real deal-sweetenerfor them was the Tunnel research. TheHorsemen are trapped on Banshee and theplanet’s aura is slowly sapping their strength.They have a number of plans for boostingtheir power, but unless they succeed incorrupting the planet, they will eventually beweakened to the point that they becomemortal and can be killed (albeit with somesignificant effort.) If they can return to Earth,they will recover their strength. If thishappens, it is unlikely Hellstromme (or anyoneelse, for that matter) will be able to captureall four of them again and the Earth will fall.

Unlike the heroes, who can use the HellHole (see The Unity adventure) or the Path ofStone to travel back and forth, things are a bittougher for the Reckoners. They areimmensely powerful supernatural beings. Themore powerful an entity, the more energy isrequired to open a portal large enough toallow it passage to or from the HuntingGrounds. That’s why a practitioner of theblack arts can summon a minor demon witha few goats or a cow, but it requires humansacrifice to summon up a real baddie. Sendingthe Horsemen through the Hell Hole is liketrying to push an elephant through a straw.Remember, it took over two centuries ofterror-forming, a thermonuclear war in whichhundreds of millions died, and the wave offear created by the ghost rock bombs to bringthe Reckoners to Earth.

In their newly weakened state, it won’trequire quite that much to send them back,but most of the population of Banshee—bothhuman and anouk—will die if they attempt it.The only thing stopping them is that TunnelStation’s portal generators are needed to opena hole of the needed size. The generatorswere badly damaged when the Tunnelcollapsed. HI techs have been trying to makerepairs, but the only person who completelyunderstands the technology involved is Dr.

12 The Lab

Hellstromme—and he’s on Earth trying to rallythe survivors of the war between theReckoners and Raven. Bazelus is slowlypiecing the technology together, but he needsmore time.

An attempt by the Reckoners to return toEarth is one possible ending to their story.Even should they succeed, the heroes haveone last chance to destroy them. See ChapterThree for details.

Missing PersonsThe four messengers Bazelus sent to the

Reckoners are clues that can lead the heroesto the Horsemen. Their disappearances havebeen noticed and a little investigation turnsup mysterious circumstances around them.The investigation may also reveal thatVanessa Hellstromme is more than she seems.All of the missing persons were HI employeesand the HI Security investigations into theircases have all turned up nothing (funny, that).

Exactly how or when the heroes becomeinvolved in these cases is up to you, Marshal.Since these people lead to the Reckoners’new bases of operations, it’s recommendedthat the posse not learn of them until shortlybefore they are prepared to face down the BigBads. A premature trip could result in a deadposse.

Darren CriderCrider was the first mate on the Saucy

Paulene, an HI trawler operating out of Costadel Viento. The Paulene was found adrift onthe Tempest Ocean. Two of her crew of sixwere missing. The other four were foundbelow decks. Each had been shot at closerange. The ship’s launch was missing.

Crider’s real name is Wayne Darden. He iswanted in Temptation for murder. A few yearsbefore, he lost a drunken bar brawl at theLAX. He was tossed out on the street. Ratherthan go home and sleep it off, he went homeand came back with a gun. When hisopponent stumbled out of the bar at closingtime, Crider shot him in the back. He fled thescene, but not before being seen by numerouswitnesses. He left Temptation and made hisway south, eventually finding a job on thePaulene.

Vanessa learned his secret and used it toblackmail him into going to visit War onThule. Crider waited for an opening and killed

the entire crew as most of them were sittingdown to eat. He set course for Thule, but raninto a severe storm that knocked out theship’s engines. He then took the ship’s launchto finish his journey. The conclusion of the HIinvestigation was that the murders were anact of piracy.

The two missing fishermen are Crider andhis shipmate Bob Huslak. Huslak had themisfortune of being on deck with Criderwhen his killing spree began. His body felloverboard during the storm. Inquiries intoHuslak turn up nothing unusual.

The heroes won’t learn much about Criderby talking to the fishermen. They are a tight-lipped bunch when it comes to their own. Theonly thing the posse comes away with fromspeaking with them is that Crider was a bitof a loner and he tended to get into brawls.

The posse can learn a little more if theyvisit the apartment he shared with hisgirlfriend Shannon Sweeney. A searchthrough his belongings reveals nothing; hedestroyed all trace of his former identitywhen he came to Costa Del Viento. However,if the heroes think to take fingerprints andhave access to the Rangers’ computer net,they get an immediate match and a list ofCrider’s various assault charges and thewarrant for his arrest for murder.

Shannon is heartbroken over Crider’sdisappearance. She tells anyone who listensto her about the strange phone call hereceived two nights before his ship left port.He took the call on a hand-held vid-phoneand locked himself in the bathroom afterseeing who the caller was. The callersounded female, so Shannon snuck a look atthe screen before he left the room. The personat the other end was an attractive womanwith dark hair. She was wearing a lab coatwith a Hellstromme Industries logo on it.

No, it wasn’t Vanessa. She doesn’t get herhands dirty with the small stuff. The callerwas Merinda Price, a lab tech on TunnelStation. A Knowledge: computers checkagainst a TN of 11 (DC 20) allows a characterto hack into the com satellite servicing thispart of Banshee and find a log of the call. Thelog shows the origin as Tunnel Station andgives the number of a phone inside the Lab’sresearch area. If there is a Ranger in theposse, she can simply requisition the phonelogs and avoid the hacking.

There is no way to directly link Merindawith the phone at the Lab, but if the heroesare able to investigate the people with regularaccess to the phone (they need a Ranger inthe group to get them on Tunnel Station in anofficial capacity), they discover that one of thelab techs (Merinda) was recently killed in a

lab explosion. Investigating her backgrounduncovers the fact that she was once aprostitute in Seaside. She managed to turnher life around, get some education, and landa job with HI. None of her coworkers knew ofher past. There is no direct evidence linkingher to Vanessa, but the fact that she had asecret past is just one more bit of evidenceestablishing the pattern of blackmail that isoccurring.

Finding Crider’s final destination isn’tdifficult. The launch he stole was intended foruse as a lifeboat and was equipped with adistress beacon. Its signal is too weak to carryacross the ocean to One, but it can bedetected from space, either by satellite orspaceship. The boat is located on the easternshore of Thule, only about 20 miles fromWar’s mountain fortress.

Bill FithianBill Fithian was an HI shuttle pilot. One day

he reported control problems and crash-landed on Two. A rescue ship sent to the siteof the crash found the ship landed safely andthe copilot shot through the head. Thecontents of the ship, a valuable load ofelectronic components, were missing. Theofficial HI investigation concluded that Fithianmade a deal with one of the outlaw bands onTwo and turned the cargo over to them. Asearch of the area found neither him nor theoutlaws.

An investigation of Fithian’s backgroundturns up the following: He was once anindependent pilot with his own ship. A fewyears ago, he sold his ship to “Bones” Huang,a shady figure in the criminal world ofTemptation. He was in the hospital at the timewith two broken legs. As soon as herecovered, he left Temptation and took a jobwith HI.

Fithian still owed Huang 200,000 creditswhen he skipped town—and Bones wantseither his money or his pound of flesh. Heknows that Fithian is working for HI, but hehas been unable to get to him becauseFithian normally flew only space routes. Thefew goons he has sent to have a talk with Billnever made it past HI security. Vanessa toldFithian that unless he flew her message toDeath, she would instruct the security troopsto look the other way the next time one ofHuang’s enforcers showed up.

Fithian valued his own hide, so he killedhis copilot, faked an emergency, and set downon Two. He was met by a band of outlawsand anouks that have allied themselves withDeath. They off-loaded the cargo and escortedFithian to their master.

The electronic components have begunshowing up on the black market on One. Aninvestigation into them eventually leads theposse to a group of outlaws tied to those onTwo. Any captured criminals are literallyscared to Death—they won’t talk no matterwhat they are threatened with. All of themhave a death’s head branded on their leftarms. If the heroes are able to grab one of theoutlaws’ ships, they find the coordinates of awell-concealed base on the outer rim ofDeath Valley—only 10 miles from Death’s seatof power.

Thannah RadfordThannah Radford was a research scientist

with HI. She was part of the staff at a smallresearch station on Two’s western coast. Thegroup there was studying the tribal dynamicsof anouks who had little contact withhumans.

One day she failed to come back from hervisit to a local clan she had managed tobefriend. Her HI Marine escorts were foundslaughtered not far from the anouk village.Radford’s body was not found. More HI Marinesraided the village and took prisoners, butwere unable to locate the missing scientist.The captured anouks denied having anythingto do with her disappearance. They claimedthat another clan was responsible.

The HI investigators concluded that thelocal clan, the Lanaks, was responsible for theattack. The anouks’ village was razed and theresearch station was shut down.

In reality, Radford was taken by members ofthe Moknar clan—Famine’s servants. She wastransported to Famine’s base of operations on

14 The Lab

the northern coast of Two. Little did sheknow that she wouldn’t be returning tocontinue her research.

There isn’t any evidence to be found at thesite of the research station. All usableequipment was removed. All that remains area few prefab shelters that have beenvandalized by vengeful anouks. If the heroescan manage to keep the Lanaks fromattacking them long enough to ask questions,they learn that a clan from the far north wasbehind the attacks. If the posse can gain theanouks’ trust, one of them offers to guide thegroup to the territory of the Moknars—andFamine’s lair.

If the heroes track down any of Radford’sfellow researchers (they have all beenreassigned to other facilities), they learn thatRadford was very depressed a few days beforeher disappearance and even broke down intears a few times. What was her deep darksecret? She plagiarized a good portion of herdoctoral thesis. While not as bad as murder,exposure of her secret would have ruined hercareer.

Jordan RiversRivers was a scientist at Palm Beach, an HI

research station on the Trail of Spears. Onemorning he simply climbed into an armoredATV and drove off into the Toxic Jungle. Asearch turned up the abandoned vehicle 100miles west of the station. His body was neverrecovered. It was assumed that he was killedby anouks.

The official HI investigation concluded thathe was the victim of jungle fever. Jungle feveris similar to cabin fever. The stress ofoperating in such a dangerous environmentfor long periods of times causes people’sminds to snap and they behave unpredictably.A common effect of jungle fever is for aperson to simply lose the will to live andwander off into the jungle.

If the posse can gain access to the PalmBeach facility, poking around turns up someinteresting facts. All of his coworkers agreethat Rivers was a pleasant, stable person whoshowed none of the warning signs of junglefever like unexplained moodiness or lapses ofconcentration.

The facility is understaffed and nothing hasbeen done with Rivers’ room. All of the cluesthere can be found in his computer. A quick

15 The Labexamination of it reveals that much of thedata on it is encrypted with a program that isnot standard HI -issue. Cracking the programrequires a hero to succeed at a check with anappropriate science or knowledge skill againsta TN of 13 (DC 25). The hero gets only onechance. Failing the check causes the data toerase itself.

Decrypting the data reveals two things. One,Rivers had a preference for little boys. Hiscomputer is chock-full of child pornography.Two, he received a video e-mail the nightbefore he left. The message instructs him togo to a set of coordinates in the jungle andwait for a guide. The coordinates match thelocation of the abandoned ATV. There is alsoa threat to expose Rivers’ secret if he fails tofollow instructions.

The strange thing about the message isthat the video portion is blacked out. There isno way to see the sender. An analysis of thevoice component shows that it was runthrough a voice filter. The address on themessage belongs to an anonymous remailer.A check with an appropriate computer skillagainst an Incredible (11) TN (DC 20) revealsthat the message originated from TunnelStation. HI security prevents the heroes fromnarrowing the field down to a particularaccount.

Rivers was met by a group of anouks loyalto Pestilence and escorted to the Horseman’sstronghold near the center of the Blight (seepage 75). There were no signs of a struggle atthe scene or in the ATV.

If the posse checks out the site where thevehicle was discovered, they find no newphysical evidence (although they may beattacked by Tokar anouks loyal to Pestilence).However, heroes with magical abilities mustmake an Onerous (7) Spirit check (Wisdomcheck DC 12). Those who succeed feel a gentlespiritual tug pulling them to the west. If thegroup travels in this direction, the heroesencounter more anouks and the foliage takeson a pale, sickly look. Following this patheventually leads to Pestilence’s stronghold atthe center of the Blight.

Dropping InThe missing messengers are not the only

way the posse can find its way to theReckoners. However, they are something thatcan be easily dropped into an ongoingcampaign. The heroes can find out about oneor more of the disappearances as barroomgossip, by being contacted by a distraughtloved one or suspicious, or by being assignedto a missing person case by a Rangercharacter’s superiors.

Nano-TechThe nano-tech developed by Bazelus has

paid off in a number of ways. Firstly, it hasbrought in loads of money. The HI suits whoare jealous of Vanessa’s influence on TunnelStation respect the power of the credit. Theyare willing to calm their egos as long as thegoose keeps laying golden eggs. This hasgiven Vanessa even more leeway incementing her power base at HI.

Secondly, it has allowed HI to rapidly expandits fleet and better equip its troops.Hellstromme Industries may soon rival theFleet as the most powerful combatorganization in the system. This new foundpower has gained Vanessa many followersamong both the leaders and rank-and-file ofthe HI security troops.

Thirdly, and most importantly for Bazelus, ithas allowed him to expand his influenceoutside the areas controlled by HI. Thousandsof nano-tech devices have been distributedthroughout the system. Through them,Bazelus is able to keep tabs on importantfigures and use them to further his plans.

The Fleet

Bazelus has worked hard at infiltrating hismicroscopic goodies into the Fleet. This hasbeen difficult because Warfield has done asmuch as he possibly can to make Base Primeself-sufficient. However, there are some thingsthat simply can’t be manufactured there.Warfield has made arrangements with aselect few orbital manufacturers to provideelectronic components. He refuses to buyanything from HI even though they are thelargest manufacturer in the system. Thisstubbornness is not because he suspectsanything about the nano-tech, but because HIis rapidly coming to rival his power and hedoesn’t want the Fleet to become dependenton them for supplies. He also fears sabotageon any components he buys from HI (if heonly knew!).

Despite Warfield’s caution, Bazelus hasmanaged to slip some nano-tech into theFleet’s supplies. HI intelligence operatives havedug up dirt on some of the employees atthese smaller companies (in case you haven’tnoticed he’s big on blackmail). Bazelus hasused this information to force the employeesto slip a batch of nano-tech components in

16 The Lab

with the standard supplies shipped to theFleet. As a result, many of the Fleet’s shipsnow have nano-tech circuitry installed inthem. This has allowed Bazelus to eavesdropon some of Warfield’s plans.

The demon has a section of his Labresearchers working on a computer virus thathe can transmit via his mental link to thenano-bots. This virus allows him to taketemporary control of any Fleet vessel withnano-tech circuitry installed. This abilitybecomes very valuable once Warfield givesthe go ahead for Operation Typhoon (seepage 33).

Orbit ForgeAnother of Bazelus nano-tech conquests is

Norma Jean McClintock (“NJ” to her friends).She is the President and CEO of Orbit ForgeIndustries. Bazelus gave her a gift of a nano-tech manufactured space yacht. He used hisconnection with the ship to spy on her. Itdidn’t take long for him to discover that shewas embezzling large sums of money fromher company.

The reason this is significant is becauseOrbit Forge holds the primary manufacturingcontract for the Colonial Rangers. Themajority of the weapons, ammo, and smallvehicles purchased by the Rangers come fromOrbit Forge’s orbital factory. In exchange forkeeping NJ’s secret, Bazelus had her installsome new HI equipment on her roboticassembly lines. This equipment injects somenano-bots into every item manufactured inthe facility.

For this project, Bazelus whipped up aspecial batch of his creepie-crawlies. Heshredded up some lesser manitous and threwthem in the stew pot. The result is that thesebots can sense fear. They are programmed tomalfunction at random intervals, with thechance of malfunctioning being greaterwhenever the bot senses fear. In practicalterms, this means that the items are morelikely to malfunction in combat (especiallyagainst supernatural baddies) and wheneverexposed to a Deadland (like the Reckoner’sstrongholds for instance).

This bit of sabotage gives Bazelus anumber of advantages. First, he can spy onthe Rangers. Second, it lowers the Rangers’effectiveness against supernatural threats (hismasters in particular). Third, it lowers thecolonists’ confidence in the Rangers. Anumber of Rangers and colonists have already

died due to untimely equipment malfunctions.The colonists, of course, blame these failureson the Rangers’ incompetence, not theirequipment.

J.J. Lasseter has had a number of meetingswith NJ about these malfunctions and haseven threatened to take the Rangers’ businesselsewhere. They both know that this is anempty threat because there aren’t any othermanufacturers large enough to keep theRangers supplied. Lasseter’s threat is alsoweakened by the fact that all tests on themalfunctioning equipment have shown nophysical defects.

The timing of the malfunctions has notgone unnoticed by Ross and Debbi. However,they are convinced that the problem is beingcaused by some sort of skinny power oranouk magic.

The ReapersBazelus is also helping to reequip the

Reapers—with nano-tech, of course. He wantsto keep an eye on them and also to help themget back on their feet. If the Reckonersshould try to get back through the Tunnel,they are going to need another sacrifice ofepic proportions—the colonial settlements andanouk villages will be awash in blood. Arevitalized Reapers could be instrumental inbringing this about.

The equipment provided by HI is getting tothe Reapers via staged ambushes. Shipmentsof weapons and ammo are sent out in lightlyguarded convoys and Nicolai is tipped off totheir routes. To maintain plausible deniability,the guards on these convoys don’t know thatthey’re being set up as patsies or even whatthey’re transporting.

Nicolai is suspicious of HI’s motives, but theequipment is much needed and the easyvictories over the convoys have been good formorale—and reestablishing Nicolai’s reputationas a “tactical genius.” The operatives thatmaintain contact with Reapers’ leader explainthat he should view the items as “tribute.” Inexchange for the equipment, HI expects theReapers to leave their more valuable facilitiesalone.

One of the effects of this trade between HIand the Reapers is that Bazelus now knowsthe location of the Bunker. (Nicolai had theequipment thoroughly checked for homingdevices before he let it anywhere near theplace, but detecting the nano-bots was beyondhis capabilities.) Vanessa may share thisinformation with the posse should shebecome their patron and it suits her purposes(quite a coup for any Ranger characters in theposse).

17 The LabDemonic AidVanessa the posse’s patron? Yup. Bazelus is

keeping a cautious eye on all groups of do-gooders in the Faraway system. If he spots agroup that looks as if it has what it takes todefeat the Reckoners, he intends to throw hissupport behind them and go for that brassring. Whether this happens or not is up toyou, Marshal.

Vanessa cannot openly aid the heroes—atleast at first. News of any open connectionbetween HI and heroes working against theReckoners would eventually get back to themand nullify the pact they made with Bazelus.Initially, aid comes in the form of anonymoustips that help in thwarting the Reckoner’splans. Later, mysterious individuals may letthe heroes know that they have a powerfulbenefactor looking out for them. They canprovide the heroes with information about theReckoners’ weaknesses and specializedequipment. Vanessa may also use select HIpersonnel to run interference for the group.

Once the heroes have proved themselves—by taking out one or two of the Reckoners—Bazelus may reveal the identity of theirpatron. To allay their suspicions, Vanessa tellsthem of Dr. Hellstromme’s change of heartand that she is devoted to helping herhusband clean up the mess he made. She alsoswears the posse to secrecy, explaining thatshe has many enemies within HI that do notshare her goals

If Bazelus feels that he has earned theheroes’ trust, he may indeed use them againsthis enemies within HI and elsewhere. If hedoes use the posse as unwitting enforcers, hedoes so sparingly because he doesn’t wantthem to learn his true nature. Defeating theReckoners takes priority over all else.Storywise, however, this is a great way to giveposses that have been completely duped byVanessa a clue that all is not as it seems.

Counting Coup

Once Bazelus has decided to back a groupof heroes, he keeps close tabs on what theyare up to. If he has revealed himself to them(as Vanessa), he asks them to keep himinformed of their plans so he can bettercoordinate his actions with theirs. Thedemon’s true reason for wanting to know theposse’s whereabouts is simple: Bazelus needsto be present when a Reckoner dies in orderto count coup on them.

Bazelus not only has to be present, heneeds to be close by—within 300 feet—and inhis true demon form. He must be within thisdistance at the exact moment that theHorseman buys the farm. Missing the death ofa Reckoner worries Bazelus, so he keeps ashuttle on 24-hour alert at Tunnel Station. Atmaximum acceleration, this ship can placehim anywhere on Banshee in under twohours. If he knows that the heroes are aboutto confront one of the Reckoners, he travelsto the area well in advance so he can beready.

Bazelus tries to remain hidden from theposse as much as the circumstances allow.The death of a Reckoner causes a blindinglight show as its power pours out to bereabsorbed by the Hunting Grounds. Theheroes will probably be busy ducking for coveror tending fallen comrades when thishappens, but you should allow them to catcha glimpse of Bazelus bathing in the energies.He flees the scene as soon as he has whathe needs (this takes about 3 rounds).

Seeing the demon at the death of oneReckoner could be written off ashappenstance—perhaps it was simply one ofthe Reckoner’s many minions. If they catchsight of him a second time, it should be aclue that something is up. It’s up to youwhether the group sees anything that mightallow the heroes to make the connection toHI and Vanessa. They might spot his shuttlecoming or going or be unable to contactVanessa immediately after they see him.

18 The Lab

Benefit Plan

So, what does Bazelus get out of all this?Each time he absorbs some of the Reckoner’sessence, he gains new powers. Some of thesemanifest immediately, others develop overtime. Listed below are the powers Bazelusgains immediately after counting coup oneach of the Reckoners. He may develop otherpowers over time at your discretion, but theseshould be more than enough to challenge theheroes should they confront him. As you cansee from the list, it’s better if the heroesconfront Bazelus sooner rather than later.

DeathDeath is perhaps the most powerful of the

Reckoners, for all living things mustencounter him eventually.

IncrIncrIncrIncrIncreased Spirit: eased Spirit: eased Spirit: eased Spirit: eased Spirit: Bazelus’ Spirit dieincreases by two steps (+4 Wisdom).

IncrIncrIncrIncrIncreased Streased Streased Streased Streased Strength: ength: ength: ength: ength: Bazelus Strength dieincreases by two steps (+4 Strength).

IncrIncrIncrIncrIncreased Veased Veased Veased Veased Vigor: igor: igor: igor: igor: Bazelus’ Vigor dieincreases by two steps (+4 Constitution)

Dominated HarrDominated HarrDominated HarrDominated HarrDominated Harrooooowwwwwed: ed: ed: ed: ed: If he wills it, anyhuman or anouk slain by his hand risesas a Harrowed at the next midnight hour.The manitou has full dominion over thebody and obeys Bazelus’ orders.

Mortal Gaze: Mortal Gaze: Mortal Gaze: Mortal Gaze: Mortal Gaze: Bazelus can activate thisability at will. Anyone meeting his gazewhile it is active must make a Hard (9)Vigor roll (Fortitude save DC 15) or die.Trying to fight Bazelus while avoiding hisgaze imposes a –4 modifier to all attacks.

Raise WRaise WRaise WRaise WRaise Walkin’ Dead: alkin’ Dead: alkin’ Dead: alkin’ Dead: alkin’ Dead: As an action,Bazelus can raise any human or anoukcorpse within 50’ feet as a walkin’ dead.

Famine

Famine is the most subtle of the Reckoners.IncrIncrIncrIncrIncreased Smarts: eased Smarts: eased Smarts: eased Smarts: eased Smarts: Bazelus’ Smarts die

increases by two steps (+4 Intelligence).IncrIncrIncrIncrIncreased Spirit: eased Spirit: eased Spirit: eased Spirit: eased Spirit: Bazelus’ Smarts die

increases by two steps (+4 Wisdom).IncrIncrIncrIncrIncreased Quickness: eased Quickness: eased Quickness: eased Quickness: eased Quickness: Bazelus’ Smarts die

increases by two steps (+4 Dexterity).Blight: Blight: Blight: Blight: Blight: Bazelus can activate this power at

will. When active, all plants within a 20ft. radius of the demon immediately wiltand die. This increases Bazelus’ Terrorscore by +2 to all who witness the effect.

WWWWWithering Tithering Tithering Tithering Tithering Touch: ouch: ouch: ouch: ouch: Bazelus can activatethis power whenever he scores a hit inhand-to-hand combat (treat as a touchattack in D20). The victim must makeHard (9) Vigor check (Fortitude save DC18) or have his Vigor permanently reducedby one die type (-2 Con). If the character’sVigor die type is reduced below a d4 (Conequals 0), he is slain. His body isreanimated as a faminite in 1d6 rounds.

PestilencePestilence is the most sneaky of the

Reckoners.IncrIncrIncrIncrIncreased Cognition:eased Cognition:eased Cognition:eased Cognition:eased Cognition: Bazelus’ Cognition

die increases by two steps (+2Intelligence).

IncrIncrIncrIncrIncreased Deftness:eased Deftness:eased Deftness:eased Deftness:eased Deftness: Bazelus’ Deftness dieincreases by two steps (+4 Dexterity).

IncrIncrIncrIncrIncreased Knoeased Knoeased Knoeased Knoeased Knowledge:wledge:wledge:wledge:wledge: Bazelus’Knowledge die increases by two steps (+2Intelligence).

Diseased BrDiseased BrDiseased BrDiseased BrDiseased Breath: eath: eath: eath: eath: As an action Bazeluscan emit a cloud of fetid breath thatcovers an area 4 yards in radius (10 ft.).Anyone inside this cloud must make aHard (9) Vigor roll (Fortitude save DC 15)or become stunned.

Rotting TRotting TRotting TRotting TRotting Touch: ouch: ouch: ouch: ouch: Bazelus can activate thispower at will. Anyone touched by thedemon (in combat or otherwise) mustmake a Hard (9) Vigor roll (Fortitude saveDC 15) or begin to rot. This causes 3d6(2d6) damage to the guts at the start ofeach round. The victim may make a newVigor roll (Fort save) each round at thesame difficulty level. If the checksucceeds, the damage stops. The victimmust also make a Hard (9) Vigor roll (Fortsave DC 15) or have his Mien die typereduced by a step (-2 Charisma)

WarWar is the least subtle of the Reckoners.IncrIncrIncrIncrIncreased Streased Streased Streased Streased Strength: ength: ength: ength: ength: Bazelus Strength die

increases by two steps (+4 Strength).IncrIncrIncrIncrIncreased Nimbleness: eased Nimbleness: eased Nimbleness: eased Nimbleness: eased Nimbleness: Bazelus

Nimbleness die increases by two steps (+2Dexterity).

IncrIncrIncrIncrIncreased Size: eased Size: eased Size: eased Size: eased Size: Bazelus’ Size in demonform is increased by +4

Armor: Armor: Armor: Armor: Armor: The demon gains an AV of 4 (DR 4)WWWWWeaponmaster: eaponmaster: eaponmaster: eaponmaster: eaponmaster: Bazelus becomes a

master of weaponry. He instantly understandshow to use any weapon he encounters andhow to employ it to its best effect. This grantsthe demon a +4 bonus to both hit anddamage with all weapons. In the d20 system,Bazelus never suffers from non-proficiencypenalties.

19 The LabThe Monkey andthe Wrench

So, it looks like Bazelus has all his basescovered. Right? Wrong. The demon definitelyhas the deck stacked in his favor, but he isnot without opposition. One of his enemies(although he doesn’t know it yet) is Lithia.

Lithia was exiled to Banshee’s surface afterher screwups on the black gun project—andshe has hated every minute of it. She isdetermined to win back her position onTunnel Station and get revenge on the suitsresponsible for her banishment. She may verywell do it. Bazelus may be fond of blackmail,but Lithia has refined it to a science.

The Black GunsLithia may have been in charge of the

black gun project, but that doesn’t mean thatshe knew all there was to know about them.She was responsible for their development,production, and seeing that they made theirway to Banshee for field testing, but she hadno idea what they were for. Her best guesswas that they were simply a new weapon togive the HI Marines an edge againstsupernatural threats. All of her attempts todiscover the weapons’ true purpose ran intostone walls.

The black guns were the product of a smallresearch cell in the Lab led by VanessaHellstromme. They were created as a possibleweapon against the Reckoners. For obviousreasons, Vanessa needed to keep this quiet.All the members of the research team weresworn to secrecy under pain of death—andVanessa made it clear that it would not be aquick death. As a deal sweetener, thescientists were promised large bonuses andfaster promotion.

Lithia was selected to control theproduction and distribution plan due to herpast successes at covert ops that couldn’thave any HI fingerprints. It wasn’t necessaryfor her to know the guns’ true purpose. Whenthe operation became FUBAR and theRangers got involved, Vanessa realized thatshe couldn’t simply cut her losses anddiscontinue the program because too manyoutsiders now had knowledge of it. Lithia’sattempt to kill the Rangers who knew of theguns was unauthorized.

Bazelus wanted to kill Lithia for her failure,but he knew that she was too well-connectedamong the top HI execs. Her death wouldcause political problems in Vanessa’s drive to

consolidate her power on Tunnel Station andmight spark a Ranger investigation into thematter. Lithia’s exile was the best compromise.

Hell Hath No Fury…

Lithia is not someone to slight and leavealive—put a bullet in her or leave her the hellalone. She has begun calling in her markersin an attempt to find out more about theblack gun program and find a way back intospace.

So far she has managed to identify some ofthe scientists involved in the project. She hasalso determined that those she has identifiedhave had substantial bonuses deposited intotheir bank accounts and were promoted overscientists with much more seniority. Lithiaknows that such things aren’t done onroutine weapons development projects. She isnow trying to get some leverage on thescientists involved so she can find out whatthe guns’ true function is.

The other nuggets of information sheunearthed were that the program wasinstituted at Vanessa’s request and thatVanessa personally gave the order for herexile. Lithia began trying to find outeverything she could about the mysteriousVanessa. Security surrounding the Unity’s tripinto the Hunting Grounds was tight, butenough people were involved that Lithiaeventually discovered the truth. Once she did,she began to consider how she could use this

20 The Lab

knowledge to her advantage She wants tohurt Vanessa in some way without leavingany fingerprints.

Lithia’s investigation into Vanessaeventually turned up the fact that Vanessa isbeing watched by an unknown group at theLab. Lithia’s contacts in HI Security confirmthat there is no official investigationconcerning Vanessa. She wants to know whois watching Vanessa, why they’re watchingher, and what they know.

Despite her extensive files of blackmailmaterial, being cut out of the daily rat race onthe Station has lessened Lithia’s influence.She realizes that to get the information sheneeds she must get some outside help.

Strange BedfellowsEnter the posse. Lithia’s desperate need to

return to Tunnel Station forces her to seekhelp from the heroes. She appeals to them bytelling them that something is going on at theLab—something eeevil—and she needs theirhelp in stopping it (irony is lost on Lithia). Shepromises them money, equipment, jobs,whatever she thinks might appeal to them. Ifthat doesn’t work, she gets nasty and triesthreats—even blackmail if any of the heroeshave skeletons in their closets.

If the group agrees to help, Lithia canprovide the heroes with fake IDs anduniforms that allow them access to all but themost highly secured areas of Tunnel Station.Their job is to find out who is watchingVanessa and why. Along the way they shouldtry to find out anything they can aboutVanessa herself.

The timing of Lithia’s offer is up to you, butshortly before or after the posse finds outwho their secret patron is will probably havethe biggest impact. Picture the group’s reactionwhen shortly after Lithia tells them thatVanessa is up to no good, they find out thatshe is the secret benefactor who has beenhelping them against the Reckoners.

If the heroes trust Vanessa and spill thebeans about Lithia, she asks them tocontinue on Lithia’s mission, find out who iswatching her, and then report back forfurther orders. As long as Vanessa holds theposse’s trust she doesn’t take any actionagainst Lithia so as to allay any suspicionsthe heroes might have. If the heroes succeedat this mission, however, they will have morethan suspicions about Vanessa’s motives.

Watching EyesThe eyes watching Vanessa belong to Atlee

King. King is the head of security forHellstromme Industries. Not the head ofsecurity for Tunnel Station—that honorbelongs to Nahesh Narayan—but the head ofsecurity for Hellstromme’s entire empire. He’sbeen with Hellstromme for a long time—a verylong time. He started with HI as little morethan a hired gun way back in 1882. He hassaved Dr. Hellstromme’s life on more than oneoccasion. He took a bullet for the doctor in1890 that claimed his life. Fortunately thatdidn’t end his service; he returned as aHarrowed.

King is fanatically loyal to Hellstromme.Hellstromme repaid this loyalty byconstructing a device that allows King to keephis manitou safely locked away in the back ofhis mind. This device actually served as aprototype for the spirit fetters used in moderncyborgs.

The trust Hellstromme has for King isdemonstrated by the mission he gave him justbefore leaving for Earth. He asked King tokeep Vanessa under surveillance while hewas away. He also gave King orders to kill herif, in King’s estimation, she became a threatto the safety of the colony on Banshee. Kinghas accompanied Hellstromme on nearlyevery expedition into the Hunting Grounds torescue Vanessa—he knows how muchVanessa means to Hellstromme and the greatresponsibility he bears.

King has created a handpicked team of fiveagents to help him watch over her. So far theyhave been able to keep tabs on her withoutarousing any suspicion. Vanessa’s suddenchange from sweet, meek wife to power-hungry, super-scientist bitch afterHellstromme’s departure has not goneunnoticed.

King and his team have unlimited access toall areas and computer networks on theStation—with the exception of the privatenetwork Vanessa had installed in herquarters. They have been monitoringVanessa’s activities and King’s opinion ofthem is not favorable. He is perilously close topulling the trigger on her. However, he hasdelayed taking action. He is not sure why andthat bugs the crap out of him.

To quiet his uneasiness, he has ordered histeam to thoroughly check out anyone she hascontact with. This could potentially lead to asituation where the posse is undersurveillance by four different groups: Vanessa’speople, King’s team, Lithia’s dirt hunters, andNarayan’s operatives. Narayan doesn’t like

21 The Labhaving a bigger fish in his pond and he hashis men keeping an eye on what King is upto. Narayan is careful not to do or sayanything to compromise King’s mission—eventhough he’s not really sure what it is. Heknows that King would literally rip his throatout if he interfered.

Secret Meetings

King may contact the heroes if they end upworking with Vanessa, especially if they seemto doubt Vanessa’s motives. King knows aboutthe four messengers Vanessa sent to theReckoners—but he also knows she has beenaiding the heroes in destroying them. He’s notsure what she’s up to and he wants to know.Hellstromme briefed King fully on theReckoners before he left to fetch them. Kingknows the goal is to destroy them. Thismakes him reluctant to interfere withVanessa as long as she’s getting the job done.

King volunteers very little information inany talks with the heroes. He refuses toconfirm or deny Vanessa’s involvement withthe missing messengers. The last thing hewants is for some local yahoos to jump toconclusions and off the boss’ wife. He doestell the heroes that he was tasked withlooking after the missus while Dr.Hellstromme is away—and she’s been acting amight strange lately. He hopes that maybe theposse can shed some light on Vanessa’s oddbehavior.

There is only one thing that will cause Kingto tell the group anything they wish to knowabout Vanessa. The heroes must tell himabout the frantic phone call they get fromVanessa—the real one. See Redemption on thefollowing page for more details. Once theposse has earned King’s trust, he tells themof his mission, his suspicions concerningVanessa, and whatever information about theReckoners that you feel the heroes need toknow. If the heroes are attempting somethingthat may help Vanessa, King may even sendsome of his men along as extra muscle.

The King is Dead! Long li…Oh,Never Mind

King and his men are a group of hard-casebad asses. When and if the posse confrontsBazelus and tries to free Vanessa, you don’twant their efforts to be overshadowed by King.This means that at some point, King has togo.

Once one or two of the Reckoners havebeen vanquished, they get a clue that Bazelusis not the ally they believed. The remaining

Horsemen round up some of their mostpowerful servitors and send them to TunnelStation to pay Bazelus a visit. King and his menintercede to protect Vanessa. They manage tofoil the attack, but King, most of his men, anda large contingent of HI Marines are killed inthe process. The posse receives a messagefrom King asking them to continue his mission.A courier brings them King’s security card andfake HI IDs. The card grants the heroes accessto all areas of Tunnel Station.

Atlee KingAtlee King is not a nice man. Although he

may become the posse’s ally, they shouldnever make the mistake of thinking of himas “good.” With the exception of his fanaticalloyalty to Hellstromme, he fits the classicdefinition of sociopath (remember, he’s beenwith Hellstromme almost from the beginningand he’s done a lot of unpleasant things forthe doctor). He is the ultimate pragmatist andanyone he sees as a threat to himself or hismission is soon singing with the heavenlychorus.

Deadlands Profile; Atlee KingCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d12+2 N:3d10, S:3d12+2, Q:3d12+2,

V:2d10Climbin’ 4d10, dodge 5d10, drivin’ 5d10, fightin’:

brawlin’, knife 8d10, horse ridin’ 6d10, lockpickin’ 6d10, quickdraw 5d12+2, shootin’:pistol 8d12+2, rifle 4d8, sneak 7d10,speedload 6d12+2

Mental: Mental: Mental: Mental: Mental: C:4d10, K:4d10, M:3d12, Sm:3d10,Sp:3d12+2

Academia: occult 7d10, bluff 5d10, language:English 4d10, leadership 6d12, overawe 6d12,persuasion 5d12, ridicule 6d10, scrutinize7d10, search 5d10, streetwise 6d10, trackin’6d10

Edges: Edges: Edges: Edges: Edges: Level-headed, sand 5, the stare, thevoice: threatening

Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: Cautious, vengefulWWWWWind:ind:ind:ind:ind: 22Pace: Pace: Pace: Pace: Pace: 10Size: Size: Size: Size: Size: 6TTTTTerrerrerrerrerror: or: or: or: or: NASpecial Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

HarrHarrHarrHarrHarrooooowwwwwed: ed: ed: ed: ed: Dominion 14Cat’Cat’Cat’Cat’Cat’s Eys Eys Eys Eys Eyes 5es 5es 5es 5es 5Stitchin’ 5Stitchin’ 5Stitchin’ 5Stitchin’ 5Stitchin’ 5Supernatural TSupernatural TSupernatural TSupernatural TSupernatural Trait: rait: rait: rait: rait: Deftness 1, Strength 1,

Quickness 1

22 The Lab

Gear: Gear: Gear: Gear: Gear: Security card, laptop, electroniclockpicks, any weapon or armor needed formission drawn from HI armory.

Description:Description:Description:Description:Description: King is tall (about 6’ 2”) with athin, lanky figure. He has cold, gray-greeneyes and what seems to be a permanentscowl on his face. When not on a missionhe prefers to wear old-style cowboy clothes.

D20 Profile: Atlee KingAtlee King: Atlee King: Atlee King: Atlee King: Atlee King: CR 20: Medium-size Human;

Class: Gns 15/Wwr 5; hp 167; Init +9; Spd 10yds; AC 15 (+5 Dex); Atk Ranged +26/+21/+16/+11 (+1 Dex, +1 Weapon Focus); AL LN; SVFort +13 Ref +18 Will +8; Str 20, Dex 20, Con16, Int 14, Wis 16, Cha 14.

Skills and Feats: Climb +10, Driving +12, GatherInformation +6, Gunplay +10, Hide +11,Intimidate +9, Listen +10, Move Silently +10,Ride +10, Ridicule +8, Search +10, SenseMotive +10, Speed Load +10, Spot +10,Survival +8; Automatic Weapons Proficiency,Dead-eye, Fannin’, Far Shot, FirearmsProficiency, Improved Initiative, Level-Headed, Light Armor Proficiency,Marksman, Point Blank Shot, Rapid Shot,Sand, Simple Weapons Proficiency,Toughness, Two-Weapon Fighting, WeaponFocus: Colt Peacemaker, WeaponSpecialization: Colt Peacemaker, WheeledVehicle Proficiency.

Special Qualities:Cat EyesDeadeye

Harrowed: Dominion 8Lightning Speed +8Stitchin’Supernatural Trait: Deftness 1, Strength 1,

Quickness 1Possessions: See above.

Deadlands Profile: King’s Men

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d12, N:3d8, S:3d10, Q:3d8, V:2d10Climbin’ 5d8, drivin’ 6d8, fightin’: brawlin’,

knife 6d8, lock pickin’ 5d12, pilotin’:spaceship 4d8, quick draw 5d8, shootin’:pistol, rifle, SMG 6d12, sneak 6d8, throwin’5d12

Mental: Mental: Mental: Mental: Mental: C:4d8, K:3d8, M:3d8, Sm:3d10, Sp:4d8Academia: occult 4d8, bluff 4d10, language:

English 4d10, leadership 4d8, overawe 5d8,persuasion 5d8, ridicule 4d10, scrutinize 5d8,search 5d8, streetwise 4d10, tinkerin’ 3d10

Edges: Edges: Edges: Edges: Edges: Brawny, nerves o’ steel, the stareHindrances: Hindrances: Hindrances: Hindrances: Hindrances: Big BritchesWWWWWind:ind:ind:ind:ind: 18Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

NoneGear: Gear: Gear: Gear: Gear: When working undercover, the agents

normally carry a concealed pistol and otherweapons such as a garrote and/or knife.They wear Civilian Executive Protectionarmor. On paramilitary missions, the menwear an Infantry Battlesuit equipped with aLand Warrior II system. They are armedwith Advanced Combat Rifles. (See WasteWarriors)

D20 Profile: King’s Men

King’King’King’King’King’s Men: s Men: s Men: s Men: s Men: CR 11: Medium-size Human; Class:Wwr 6/Spa 5; hp 93; Init +8; Spd 10 yds; AC17(20) (+4 Dex, +3(+6) armor); Atk Ranged+26/+21/+16/+11 (+1 Dex, +1 Weapon Focus);AL LN; SV Fort +13 Ref +18 Will +8; Str 16,Dex 18, Con 16, Int 14, Wis 12, Cha 12.

Skills and Feats: Climb +7, Driving +8, GatherInformation +5, Hide +9, Intimidate +5,Listen +5, Move Silently +8, Pilot: Spaceship+8, Search +6, Sense Motive +5, Spot +5;Aircraft Proficiency: Spacecraft, AutomaticWeapons Proficiency, Dead-eye, FirearmsProficiency, Improved Initiative, Light ArmorProficiency, Point Blank Shot, Rapid Shot,Simple Weapons Proficiency, Weapon Focus:M-80, Weapon Specialization: M-80, Zero-G

Special Qualities:Light Speed + 3

Possessions: See above. ACR (Damage: 2d10,Crit. 19 x2, Range Inc: 90 ft., Wt: 12 lbs.,Damage Type: P)

23 The LabRedemptionAs we mentioned earlier, Vanessa is

trapped inside her new body with Bazelus.Not only she is trapped in there, she’s awareof everything that the demon has been doingwith it. She desperately wants to be rid ofBazelus and stop his plans.

There was little she could do at first. Hersoul was weak from a couple of centuries oftorment in the Reckoner’s realm. She hasbeen slowly marshalling her strength, waitingfor an opening. After the first Reckoner isdefeated she gets her chance.

It was the Reckoners’ power that bound herto Bazelus. As each one is destroyed, thesebonds are loosened somewhat; not enough toallow her to escape or stop Bazelus, butenough that she can exert her will with atremendous effort. Absorbing the power of aReckoner is also something of a rush forBazelus. It leaves him slightly disoriented andoff his game for a day or two.

The night after the posse defeats their firstReckoner, Vanessa awakes in the middle ofthe night in control of her own body. indesperation, she contacts the posse for help.They receive a frantic call from her. She says,“I have to stop it, any way I can. You musthelp me. I don’t want to do it again (referringto her first suicide). Oh Lord, I don’t want togo back to that place.” If the heroes haveaccess to a video terminal, they see thatVanessa is wearing a nightgown and isholding a knife against her wrist. A small lineof blood is trickling down her arm. Beforethey can ask any questions, Vanessa’s facialexpression changes from anguish to angerand the connection ends.

If the heroes know Vanessa at this pointand ask her about the call later, sheapologizes and explains about herimprisonment on the Hunting Grounds. Shesays that she still has nightmares about thetorments she suffered there. She normallytakes a sedative before she goes to bed, butshe forgot that night because she had beenworking late in the lab. Whether the playersswallow this explanation is up to them.

Freeing Vanessa

Simply destroying the Reckoners is notenough to free Vanessa. Bazelus’ power growsas each one is destroyed and eventuallyVanessa is powerless to exert any influenceover him. Once the last Reckoner is dead,Bazelus has the power to sever his bonds withher and banish her soul back to the Deadlands.

The only way to save her from this fate is toreverse the ritual binding her to Bazelus. Doingthis banishes the demon back to the HuntingGrounds (although he may try and return at alater date for revenge) and allows Vanessa’ssoul to truly bond with her new body.

The heroes need two things in order toreverse the ritual: the blood of a Reckonerand one of the scrolls used in the originalritual. Both of these can be obtained at any ofthe Reckoners’ lairs. Don’t worry if the heroesdon’t take some Reckoner blood as asouvenir; they can always go back and getsome. The unnatural nature of a Reckoner’scorpse means that they don’t rot quickly.Scavengers and even bacteria stay away.

There are a few ways the posse candiscover what they need. If the heroes find ascroll while searching a Reckoner lair, aacademia: occult (Knowledge: arcana) rollagainst a TN of 15 (DC 25) deciphers enoughof the arcane script to reveal Vanessa’s truenature and how to change it. Guardians in theposse may receive a vision from Banshee. Ifneither of these options work, King’sinvestigation discovers the truth and heshares with the posse just before his death.

Reversing the ritual requires the heroes tobe in Bazelus’ presence. The hero performingthe ritual must inscribe a protective circlewith the blood (this takes two actions) andstand inside it. Bazelus cannot cross the circle,but he can shoot across it. He must then readthe scroll. This takes 4 combat rounds. Oncethe hero begins reading, Bazelus cannot movefarther than 100 feet from the reader. Whenthe reading is complete Bazelus is cast out ofVanessa’s body and forced back to theHunting Grounds. Once Vanessa is freed, theposse gains a powerful ally. She uses herconsiderable power at HI to aid the heroes intheir fight against the Reckoners.

The Great EscapeAll of the above presupposes that Bazelus

turns on the Reckoners. If you decide thatBazelus is not confident enough in the heroesto do this, things play out differently. Thedemon remains a loyal ally of the Horsemenand gets the Tunnel generators back on-line.In this case, the story ends with theReckoners making a desperate dash backthrough the Tunnel to Earth. This is whatthey are planning for. See Chapter Four formore details.

Chapter Two:Best Laid Plans

Of course, Bazelus is not the only one withbig plans for Banshee. There is a whole hostof people (and other things) waiting in line totake control of the planet. This chapter looksat what all the other megalomaniacs in theFaraway system are up to. The Reckoners’plans are detailed in the next chapter.

The many plans detailed here are not set toany strict time line. Feel free to alter theplans and the order in which they occur to fityour campaign and the interests of yourplayers. Some schemes may never happen dueto preemptive actions by the heroes.

BansheeBanshee itself is not just sitting back and

waiting to be conquered. The planet is ailingand becomes sicker as its enemies’ plansadvance. Despite this, Banshee does what shecan to aid her defenders. True heroes that diein defense of the planet are raised as

guardians. Heroes who die in directbattle against the Reckoners maydraw three extra cards whenchecking to see if they returnfrom the grave. Banshee mayalso aid the heroes withinformation inthe

form of visions. These visionsshould be cryptic in nature andrequire the players to do somethinking to figure them out. Thesevisions come to guardians andanouk shamans in the group. If theposse doesn’t contain either ofthese character types, they may becontacted by a shaman who hasreceived a vision.

Banshee isn’t omniscient andgenerally only knows thingsthat have some spiritualcomponent. For instance,Banshee knows the locationof the Reckoners at alltimes and senses thepresence of Bazelus onTunnel Station, butshe has no clueabout Warfield’splans forOperationTyphoon.Because

26 Best Laid Plans

of the planet’s spiritual connection with theanouks, she has a general idea of things thataffect them. She knows which clans havebeen corrupted by the Reckoners and of anymajor events that affect anouk clans. She alsohas access to the knowledge of anoukshamans.

Exactly what Banshee knows and what sheshares with the posse is up to you, Marshal.You should use the planet as a way ofkeeping the party progressing forwardwhenever they seem to have hit a dead end—or are just being obtuse. You shouldn’t allowthe players to become dependent on this aid,though. If they stop looking for clues and justwait for their next vision, make sure it doesn’tcome. The posse members aren’t the onlyheroes that Banshee is aiding and herattention is sometimes elsewhere. The planetis also in a lot of pain from the growing ghostrock infestation and sometimes withdrawsinto itself to marshal its power and gain theenergy it needs to continue its struggleagainst the Reckoners.

Extra PowerBanshee does what it can to aid the heroes

when in combat against the Reckoners.Whenever the posse is actually in directcombat with a Reckoner, the planetempowers them with a surge of energy.Anouk shamans have unlimited Strain todraw on for their favors. Anouk warriors havetheir weapons and armor fully charged at nocost. Guardians have each of their Attributedie types increased by one step (+2 to allAbilities).

This spiritual connection to the planetdoesn’t come without a cost. Whenever theplanet suffers serious harm—one of theReckoners’ major plans is completed, ananouk clan is wiped out, the last tree of aforest is cut down, etc.—the heroes feel it.Anouk shamans and warriors have theirStrain halved for 24 hours. Guardians lose theuse of their special powers for the sameperiod (although their innate guardian powerslike increased size remain in effect). Whenthese things happen is up to you. The pain ofthe planet is a good way to give the players asense of urgency and let them know thatwithout their help, Banshee is going to die—sooner rather than later.

27 Best Laid PlansThe Fleet

Warfield’s rearmament plans are proceedingnicely. All of the Fleet’s primary warships havebeen patched up and construction has begunon a number of light scout and corvette classships to give the armada extended scoutingability. OK’s plan to create some unit cohesionamong the disparate UN troops by forcingthem to work together in Base Prime’sfactories has also met with success. Althoughthere is still some mistrust among thecontingents from different countries, Warfieldis confident that he can now take them intocombat without having to worry that histroops are going to start shooting each other.

UNS BehemothThe pride and joy of Warfield’s building

program is the UNS Behemoth. This massivevessel is the only capital class ship being builtin the EXFOR shipyards. The materials neededto build it are putting a strain on the Fleet’stenuous supply lines to the Belt and Banshee,but Warfield believes that the payoff once theship is completed will be worth it.

The Behemoth isn’t intended for ship-to-ship combat (although it does have enoughweaponry to defend itself). Instead, it is amassive troop transport/orbital bombardmentcombo. It has enormous cargo holds that cantransport most of the EXFOR ground troopsand their equipment. The sides and bottom ofthe ship mount rows of gargantuan massdrivers capable of hurling massive blocks ofdepleted uranium at high speeds. These massdrivers also double as troop launchers. Insteadof uranium slugs they can also fire un-powered reentry vehicles containing troopsand equipment. Once completed, this ship willgive the Fleet the ability to launch lightningstrikes anywhere on Banshee.

Warfield isn’t stupid (he’s seen Star Wars).He’s not about to put all of his eggs in onebasket. The cargo holds of the Behemoth willbe filled primarily with ammunition for themass drivers and reentry vehicles. Troops willbe shuttled over to the ship for deployment asneeded. The Behemoth also will not travelanywhere without a heavy escort—usuallyincluding the UNS Foster.

The construction of the Behemoth is nearlycomplete, but much work remains to be doneas far as constructing sufficient ammunitionand reentry vehicles to make it ready fordeployment. Warfield has run into a snagthere that has him as mad as if his stewardpiddled in his oatmeal.

Running DryThe construction of the Behemoth has used

up EXFOR’s supplies of strategic metals liketitanium, uranium, steel, and so on. All ofthese metals are readily available in the Belt,but none of the miners there want to extractthem—there’s too much money to be made inmining ghost rock. There are some operationsmining these less valuable minerals, butalmost all of them already have contracts tosupply HI, Orbit Forge, and SHL.

Warfield has tried to encourage the miningof these materials by offering to pay wellabove market price. This has met with limitedsuccess, but EXFOR can’t pay these prices forlong. The Fleet is paying out more ghost rockfor strategic metals than it is taking in withprotection fees.

Miners are an independent bunch and theyresent having to pay a tax to the Fleet. Somehave stopped paying it and are willing to taketheir chances eluding both pirates and EXFORpatrols. Others have simply moved away fromthe rich veins near Goliath’s Belt and set upshop in less patrolled areas of the Belt. Stillothers have staged a “tax revolt” and are nowpaying their protection money to the piratesin the Belt. The net result of this is that theFleet’s income has dropped sharply over thepast year. The Fleet has also lost a number ofits armed freighters to the increasingly well-equipped pirates.

Warfield plans to apply the same solutionto this problem he uses for most others:martial law. See Operation David on thefollowing page for all the nasty details of thisplan.

The Enemy WithinAlthough Warfield has been cautious about

allowing HI components to be built into hisships, he has no idea about the true nature ofnano-tech. However, the construction of theBehemoth without a properly equipped orbitalshipyard would be impossible without it. Thetwo mutes he recruited have beeninstrumental in building the massive vessel. Afew small Fleet ships that were badlydamaged fighting pirates, as well as a goodnumber of impounded mining ships, havebeen cannibalized to provide buildingmaterials for the massive ship. Warfield isinadvertently giving control of one of his mostpowerful ships to Bazelus. This may bedisastrous once Operation Typhoon starts.

Operation David

Although mining occurs throughout theBelt, the vast majority of it takes place nearGoliath’s Belt. This is due to the rich ghostrock deposits in this portion of the asteroidfield and the presence of the station itself.The station serves as a convenient place forminers to resupply and sell their ore withouthaving to travel back to Banshee. Freightersregularly shuttle between the station andBanshee bringing supplies and leaving filledwith ore.

Operation David is Warfield’s answer to hisresource/money crunch. He intends to declareall of the Belt under martial law. The key toenforcing this decree is the capture ofGoliath’s Belt. This operation will be the firsttime since EXFOR evacuated Banshee thatthe majority of the fleet has left Base Primeon a joint operation.

The plan calls for the fleet’s patrol vesselsto leave Base Prime as if starting routinepatrols. Instead of following their regularpatrol routes, they will instead form a largering around Goliath’s Belt and wait for thearrival of the main fleet. This group will be

made up of most of the Fleet’s large combatvessels. Even though it is not yet fullyoperational (cue Imperial March), theBehemoth will be part of this formation. Themain fleet is timing its arrival to coincidewith that of one of the regular supplyconvoys that visit the station

Once the main fleet arrives, the patrolships tighten their ring around the station,herding all mining ships they encountertoward the station. Those that try to flee arefired upon until disabled. After the station hasbeen taken, the patrol ships return to boardand capture the crippled ships.

As the net closes, an electronic warfareship in the main fleet blinds the station’ssensors. An ultimatum is issued to the station.It must power down its weapons and prepareto be boarded or it will be destroyed. Thestation calls EXFOR’s bluff and refuses tosurrender.

Warfield has no intention of destroying thestation—that’s why the Behemoth is there.When the station refuses to surrender, theBehemoth uses its mass drivers to launch arapid fire volley of assault pods. One in threeof these pods contains a Wolverine in fullassault armor. Most of the other pods are

29 Best Laid Plansmerely decoys to overload the station’sdefenses. Some contain robotic assault gunsto add to the Wolverines’ firepower.

The Wolverine’s pods latch onto the stationand they cut their way inside. Anyone whoresists (or looks like they might be thinkingabout it) is cut down. Once the Wolverineshave secured a few airlocks Green Dragonsfilled with assault troops move in and unload.The troops move swiftly through the stationand secure it, despite resistance from many ofthe miners and security personnel. Particularlystubborn sections of the station are breachedand allowed to decompress.

After the station is secured, all the shipsswept up by the patrol vessels are impounded.Small garrisons of UN troops are placed oneach ship and the captured miners are forcedto go into the Belt and mine the mineralsneeded to complete Warfield’s preparations forOperation Typhoon. A large garrison remainsbehind on the station.

Derailing David

At least that’s how it’s supposed to go. Ifthe posse isn’t there to throw a wrench in theworks, the attack unfolds just as it has beendescribed (unless you decide otherwise). If theheroes are on the station when the attackoccurs, they might be able to throw Warfield acurve ball.

There are way too many Fleet ships presentto have any chance of fighting back in space(unless one of the heroes happens to have aspace armada in his back pocket). Likewise,the jamming from the Fleet makes it nearlyimpossible for the station’s defenses to makemuch of a dent in the initial assault wave. Inaddition, small patrol vessels move in andselectively target any batteries that engagethe assault pods. However, some success herecan slow the attackers down.

Don’t Get Cocky!There are two ways that the heroes can

make a difference. First, they can man a laserbattery and engage the attackers. The lasersare in turrets that each hold twin-mounted40mm lasers (see the Lost Colony book forstats). Due to the jamming, the lasers must betargeted manually. This imposes a -4 penaltyto hit. Targeting one of the small podsimposes an additional -2 penalty to hit. TheGreen Dragons are making a fast assaultapproach and executing random evasivemaneuvers. This slaps a -4 penalty on anyattacks against them.

Stats for the Green Dragons can be found inthe Lost Colony book. The pods an AV of 6and a Durability of 30/6 (AC 16, Hardness 5,Hit Points 25). Only one in three of the podscontains a Wolverine or assault gun (roll 1d6,on a 5 or 6 the selected pod contains somesort of troop).

If the heroes engage the pods, they have 10combat rounds once the pods move insidevisual targeting range to cause as muchdamage as possible. The pods touch downafter that. Five minutes after the pods land,the Green Dragons begin to move in. If theheroes are still at their guns, they have 12rounds to work over the transports.

Keep track of the number of troop-carryingpods and Green Dragons the heroes manageto destroy. Award 2 points for each poddestroyed and 10 points for each GreenDragon. These come into play during the nextphase of the defense.

Once the heroes open fire they are engagedby counter-battery fire from the fleet. Eachfiring battery is engaged by 1d6 lasers eachround. Treat these as 40mm lasers (Warfieldforbids the use of heavier weapons due to thestation’s decrepitude). Each laser turret has anAV of 6 and a Durability of 100/20 (AC 16,Hardness 5, Hit Points 90). The Fleet gunnershave an effective shootin’ aptitude of 4d10 (AB+6). If a shot knocks out the turret, any excessdamage is applied to the hero in the gunner’sseat. It also opens the turret to space, so thehero had better be suited up.

Two Minutes to Reach MinimumSafe Distance…

While the heroes are busy plugging away atthe assault waves, or perhaps while they aredesperately trying to reach their ship, a voicecomes over the station’s PA system andannounces, “All hands, abandon station.Repeat. All hands, abandon station.”

As the heroes head for the exit they mayhave random encounters with Wolverines orUN assault troops (UN Marines in armoredspacesuits) at your discretion. At some point astation security officer spots them and says,“Come with me, we need your help.” If theheroes want to know what they are beingdrafted for, the officer replies, “We’re going tooverload the core and keep the UNdies fromgetting the station.” If the posse follows, theofficer leads them toward the center of thestation and its fusion reactor.

The posse arrives at the reactor to findsome more security officers already there.They are busy pushing buttons and twistingdials to set the reactor to detonate in 10minutes. A few are attaching explosives to thecontrol panels to prevent the UN forces fromquickly shutting the reactor down.

The reactor is located in the station’s hub.There are three entrances to the reactor room,but one of these is not used anymore becausethe station arm connecting it to the outer ringwas cut by an asteroid a few years back (seethe picture on the preceding page). Thesecurity officer asks the heroes to guard theentrances while his team finishes sabotagingthe reactor.

The posse needs to hold out in the reactorroom for 20 combat rounds (approximately twominutes). This time is reduced by 1 round forevery 5 points the heroes racked up in theshooting gallery portion of the defense; thecasualties they caused slowed down theattack enough to buy them some extra time.Exactly what you throw at the group is up toyou. It can be any combination of Wolverines,assault guns, and UN Marines. If things getreally hairy, the security officers (give themthe same stats as the UN Marines) can pausefrom their sabotage to help out. They arearmed with M-10 rifles and a brace of fraggrenades each. If you want to surprise theheroes, have some Wolverines take a spacewalk and come in the unused entrance.

Just to make things really interesting, thestation’s artificial gravity system goes off-linewith 5 rounds left. The posse is left floatingin zero-G.

As soon as the sabotage is complete theofficerthanks theheroes fortheir help.Then hesays, “Let’sget thehell out ofhere. We’vegot 10minutesbefore thisplace goesup.”

Allthat’s leftnow is forthe heroesto fighttheir wayout of theengineroom and

make it to their ship. Along the way they mayencounter more UN troops or encounterhazards like burning debris, jammed doors,etc. The artificial gravity may also cut on andoff at inopportune moments. It all depends onhow sadistic you are.

Assault Guns

The assault guns are basically poweredtripods with limited AIs that allow them toroam the battlefield and engage targets ontheir own. They have the following stats:

Deadlands—Armor:Deadlands—Armor:Deadlands—Armor:Deadlands—Armor:Deadlands—Armor: 3, Durability:Durability:Durability:Durability:Durability: 15/3,WWWWWeapon:eapon:eapon:eapon:eapon: M-260 with 200 rounds of ammo.Shootin’:Shootin’:Shootin’:Shootin’:Shootin’: 4d8.

D20—AD20—AD20—AD20—AD20—AC:C:C:C:C: 14, HarHarHarHarHardness:dness:dness:dness:dness: 3, Hit Points:Hit Points:Hit Points:Hit Points:Hit Points: 20,Attack Bonus:Attack Bonus:Attack Bonus:Attack Bonus:Attack Bonus: +4.

Getting Out of DodgeOnce the heroes get clear of the station they

find their ship floating in a small armada ofmining ships, freighters, and prospectingvessels. A continuously looping message isbeing broadcast on the regular hailingfrequency. “All civilian ships, hold position. Anyvessel attempting to flee will be fired upon.”

The reactor blows not long after the posse’sship leaves the station. The blast rips Goliath’sBelt apart and hurls debris in all directions. Theheroes’ ship is peppered with small pieces, butdoesn’t suffer any significant damage. The EMPfrom the blast, combined with the clutter fromthe exploding station momentarily blind the UNships’ sensors. If the posse is going to escape,it’s now or never. If this doesn’t occur to theplayers, mention to them that they see theships around them bugging out and headingfor the asteroid belt. A few ships are hit by firefrom the fleet, but most of them make it safelyinto the asteroids.

Aftermath

If the heroes aren’t there to rain onWarfield’s parade, the attack on Goliath’s Beltgoes down as described earlier. Warfield’stroops get a good haul; nearly one-third of thesystem’s mining ships are snapped up in hisnet. Warfield uses Goliath’s Belt as the centerof operations for his shanghaied mining fleet.Even though the captured miners work slowly,there are enough of them that the Fleet’sresource needs are met and the final work onthe Behemoth and her escorts can be finished.

The loss of Goliath’s Belt has a number ofrepercussions back on Banshee. Businessesthat depended on ghost rock and otherminerals from the Belt suffer shortages and

31 Best Laid Plansproduction slowdowns. There are widespreadshortages of basic consumer goods across theplanet.

Independence Day

More importantly, the unprovoked attacksparks widespread resistance to the UN forces.Leaders of the major settlements on Bansheegather in Temptation. After some heateddebate, they issue a statement condemning theattack and stating that UN forces no longerhave any jurisdiction over Banshee. The leadersalso begin drawing up documents to establisha new colonial government.

The Colonial Rangers sever all ties withEXFOR. Lasseter sends a message to Warfieldinforming him that the Rangers have placedthemselves at the disposal of the newgovernment and no longer considerthemselves subject to UN military authority.Dave Ross and Debbi Dallas agree with thisstance, but they worry the new fledglinggovernment does not have the power to backup its brave stance.

Not everyone is happy about thisdeclaration of independence. Some of thesepeople object out of loyalty to the UN, butmost simply fear what UN reprisals may costthe colony. The Rangers are busy breaking upfights between UN loyalists/appeasers andsupporters of colonial independence. Unlessthey can keep a lid on the violence a veryreal chance of civil war exists.

BODFOne of the new government’s first acts is to

call for the establishment of the BansheeOrbital Defense Force. A surprising number ofcolonists offer ships to aid in this endeavor.SHL offers to refit ships lacking weapons freeof charge. Despite this enthusiasm, the BODFis still a rag-tag fleet that stands little chancein a stand-up battle against EXFOR.

A controversial move by the government isto offer a blanket amnesty to all pirates whoagree to serve in the BODF. Only a few crewstake this offer—pirates aren’t interested in thespit and polish of military life. Many however,accept letters of marque from the Bansheegovernment. Under the terms of these letters,the government agrees to pay the pirates afair price for any captured ships and a 1000credit bounty for every miner rescued from“UN slavery.” These privateers prove to be avery big thorn in Warfield’s side. Some of theresources earmarked for new constructionmust be diverted to patching up ships thathave tangled with pirates.

Doh!Warfield expected the colonists to be

unhappy about his action, but he did notexpect such an extreme reaction. He does notlet it concern him, however. He expected tohave to break some skulls when the Fleetreturned to Banshee. He knew that after afew years of relative independence thecolonists would not be happy to see himreturn.

What does concern him is the privateersharassing his ships. In response to theseattacks, he keeps the majority of hisconscripted mining ships within a tightlypatrolled area centered on Goliath Station.This prevents him from mining a fewparticularly rich mineral deposits, but it keepshis shipping losses to a minimum while herebuilds his strength.

Gumming Up the WorksIf the heroes assisted in destroying Goliath’s

Belt, Warfield has bigger problems. Without acentral collection point for the miningoperations, Warfield’s freighters have to makemore frequent trips between Base Prime andthe Belt. His patrol ships must also make thetrip when they need to reprovision orfreighters need to be sent to their positions.The net effect of this is that the UN forces arespread thin escorting freighters back andforth and patrolling the Belt. This makes themmore vulnerable to privateer attacks.Warfield’s shipping losses are much greaterand the BODF is strengthened with an influxof captured ships—although it is still woefullyunderstrength in comparison to the Fleetforces.

Some of the Goliath Belt security personnelescape the station’s destruction and spreadtales of the heroes’ role. This results in someminor fame back on Banshee. The newgovernment votes to award the heroes lettersof commendation.

All this fuss also brings the group toWarfield’s attention. He issues a 1000 creditper character bounty on the heroes—dead oralive. Any Rangers in the group are court-martialed in absentia and sentenced to deathfor treason. Warfield has bigger fish to fry atthe moment, but if the posse continues tomake itself a nuisance to UN Forces they mayreceive a visit from Captain Norton and hismerry band of psychopaths.

32 Best Laid Plans

Legion of Steel

Warfield has also received some good newsfrom his scientists working on rebuilding theSyker Legion. They have had a breakthroughin force-growing clones to maturity. Bytreating the growing clones with a powerfulcocktail of cancer-fighting drugs they are ableto prevent the brain tumors that plagued theirearlier attempts. Although these new cloneshave fully-functioning brains, the rest of theirbodies are not quite so functional. They havestunted torsos and their limbs are grotesquelymalformed.

This hasn’t stopped the scientists fromdeclaring the program a “success.” Theirsolution to the problem is simple. They lop offthe malformed limbs and cram the torso andhead inside an artificial body. The helmetportion of the body is made of a special ghoststeel alloy that allows the sykers’ powers topass through.

Since the clones are force-grown in a vat,they emerge without any personality or skills.These are provided via a strict regimen ofhypno-training. The end products are nevergoing to be the life of the party, but they arefully functional sykers. As an added perk,they are also unquestioningly loyal to EXFORand Warfield personally. Warfield intends todeploy them for the first time duringOperation Typhoon.

Note that since all powers are force-learned,Steel Legionnaires do not have a specialty likenormal sykers.

Deadlands Profile: SteelLegionnaire

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12+2, Q:3d8, V:2d8Climbin’ 3d8, fightin’: brawlin’ 4d8, shootin’:

pistol, rifle, SMG 4d8, sneak 4d8Mental: Mental: Mental: Mental: Mental: C:3d8, K:3d8, M:2d4, Sm:3d8, Sp:4d12Academia: occult 4d8, guts 3d12, language:

English 4d8, scrutinize 4d8, search 4d8Edges: Edges: Edges: Edges: Edges: Arcane background: syker, over-kill,

steel trap mind 5Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: LoyalStrain: Strain: Strain: Strain: Strain: 13PoPoPoPoPowwwwwererererers: s: s: s: s: Arson, brain blast, brain slammer,

mental armor, negator, paralyzer, predator,silence, slow burn

WWWWWind:ind:ind:ind:ind: 18Pace: Pace: Pace: Pace: Pace: 12

Size: Size: Size: Size: Size: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

ArmorArmorArmorArmorArmored Boded Boded Boded Boded Body: y: y: y: y: The Steel Legionnaires’bodies are a modified form of Wolverinearmor. The body has an AV of 7, and aStrength of 3d12+2. It also has an integralradio that can be activated mentally as afree action. The body can operate 48hours on a full charge. Once this chargeruns out, the body shuts down. It canmaintain basic life support functions foran additional 72 hours while in standbymode.

ClaClaClaClaClaws: ws: ws: ws: ws: The Legionnaire’s body is alsoequipped a pair of retractable ghost steelclaws. These do STR+4 damage with anAP of 2.

Gear: Gear: Gear: Gear: Gear: M-10 assault rifle, 100 rounds of7.62mm, 4 frag grenades.

D20 Profile: Steel LegionnaireSteel LegionnairSteel LegionnairSteel LegionnairSteel LegionnairSteel Legionnaire: e: e: e: e: CR 6: Medium-size

Human; Class: Syk 5, hp 34; Init +2; Spd 10yds; AC 19 (+2 Dex, +7 armor); Atk Claws +8,Ranged +5; AL N; SV Fort +4 Ref +4 Will +6;Str 20, Dex 14, Con 14, Int 14, Wis 12, Cha 10.

Skills and Feats: Blastin’ +9, Climb +12, Hide+9, Listen +8, Move Silently +8, Search +9,Spot +8; Automatic Weapons Proficiency,Firearms Proficiency, Point Blank Shot,Rapid Shot, Simple Weapons Proficiency

Special Qualities:Armored Body: A Legionnaire’s armored

body adds +7 to AC and gives the syker aStrength of 20.

Claws: The Legionnaire’s retractable clawsdo 1d8 damage and negate 5 points of thetarget’s hardness.

Syker Powers: Arson, brain blast, brainslammer, mental armor, negator,paralyzer, predator, silence, slow burn

Possessions: See above.

Kid Power

Now that Warfield’s scientists have givenhim a unit of full-blown combat sykers, he nolonger has to wait for the kiddie sykers hesnatched from Banshee to mature. Instead, hehas decided to train them as infiltrator sykersand deploy them to the planet to gatherinformation for him. After all, who’s going toconsider a 10-year-old a threat?

Warfield’s junior sykers have all undergoneintensive hypno-training to get their sykerskills up to par and instill unwavering loyaltyto the UN. They have also received basictraining in spycraft, weapons, and disguise.

33 Best Laid PlansUnlike the Steel Legionnaire’s who popped

out of vat as a blank slate, Warfield’s youngsykers still retain some semblance of theirformer self. They have been effectively mindwiped, but certain events or situations maytrigger flashbacks to their former lives. Askilled syker may also be able to penetratethe brainwashing used on them and restorethem to normal. This is not something thatcan be done overnight. It could take weeks oreven months of careful therapy to accomplishthis.

Warfield intends to insert the young sykersin the major settlements on Banshee. Theirmission is to work their way into the goodgraces of the settlements’ leaders and learnas much as they can about the plans of thenew colonial government. Each syker isequipped with a powerful tight-beam satellitetelephone. Any information they gather isbeamed to a com satellite in orbit and thenretrieved by a freighter manned by UNintelligence.

Deadlands Profile: Junior Syker

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d6, Q:3d8, V:2d8Climbin’ 3d8, fightin’: brawlin’, garrote 3d8,

shootin’: pistol, rifle, SMG 3d8, sneak 5d8Mental: Mental: Mental: Mental: Mental: C:3d8, K:3d6, M:2d6, Sm:3d8, Sp:3d8Academia: occult 3d6, guts 2d8, language:

English 3d6, scrutinize 3d8, search 3d8Edges: Edges: Edges: Edges: Edges: Arcane background: syker, steel trap

mind 5Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: Kid, loyalStrain: Strain: Strain: Strain: Strain: 13PoPoPoPoPowwwwwererererers: s: s: s: s: Brain blast, chameleon, flesh knit,

manipulator, mind reader, silence,skinwalker, sleepy-bye

WWWWWind:ind:ind:ind:ind: 16Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 5Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

NoneGear: Gear: Gear: Gear: Gear: Satellite telephone, silenced M-92, 50

rounds subsonic 9mm ammo (-2 damage)

D20 Profile: Junior SykerSteel LegionnairSteel LegionnairSteel LegionnairSteel LegionnairSteel Legionnaire: e: e: e: e: CR 3: Medium-size

Human; Class: Syk 3, hp 16; Init +6 (+2 Dex,+4 Improved Initiative; Spd 10 yds; AC 12 (+2Dex); Atk Melee +2, Ranged +4; AL N; SVFort +2 Ref +3 Will +5; Str 10, Dex 14, Con 12,Int 10, Wis 12, Cha 12.

Skills and Feats: Blastin’ +5, Climb +5, Hide +5,Listen +5, Move Silently +5, Search +3, Spot+4; Firearms Proficiency, Improved Initiative,Point Blank Shot, Rapid Shot, SimpleWeapons Proficiency

Special Qualities:Syker Powers: Brain blast, chameleon, flesh

knit, manipulator, mind reader, silence,skinwalker, sleepy-bye

Possessions: See above.

Operation TyphoonOperation Typhoon is Warfield’s plan to

bring Banshee under complete UN control onceand for all. He has to alter the plan some fromits original incarnation after the completion ofOperation David. He didn’t count on theBanshee colonists actually coming together toform an organized resistance. He had plannedonly on having to undertake limited operationsagainst scattered pockets of ineffective colonialresistance.

Despite the change in plans, Warfield isconfident of victory. He has both numbers andquality on his side—and his own tactical andstrategic brilliance, of course. OK looksforward to being the absolute ruler of theFaraway system.

34 Best Laid Plans

Exactly when Warfield launches thisoperation is up to you. Of course, if theheroes helped destroy Goliath’s Belt, theoperation takes place later rather thansooner. The thing to consider about the timingof this operation is that their is a greatpotential for destruction once Typhoon isunderway and the campaign world may bechanged drastically. For this reason, it is betterthat this operation begin near the end of theposse’s quest to destroy the Reckoners.

Let’s look first at the way the operation isplanned and the way it plays out without anyoutside interference. Then we’ll take a look atthe ways in which the posse and others caninfluence events.

Phase 1: Space SuperiorityThe first step in conquering Banshee is

controlling the space around it. The bulk ofthe fleet, including both the Foster and theBehemoth, moves to Banshee. A smallcontingent of patrol vessels is left behind toguard Goliath’s Belt (if it still exists) and BasePrime.

The UN forces are met by the ships of theBODF. The light ships and converted freightersof the colonial forces are simply no match forthe warships and highly trained crews of theFleet. The BODF is soundly defeated and thesurviving ships scatter. Some flee toBanshee’s surface, others head for facilities inthe Belt and elsewhere.

UN casualties are light. Some fighters and afew scouts are destroyed, but none of theFleet’s capital ships are seriously damaged.The Foster suffers moderate damage from asuicide attack but remains operational.

Phase 2: Orbital Conquest

After defeating the colonial fleet, UN forcessurround Banshee and establish a blockade. Afew ships manage to slip past the EXFORships and get inside the blockade, but it isnearly impossible for any ships to get out. TheUN ships can easily spot any ship launchingfrom the planet’s surface and vector units tointercept them.

The one exception to all of this is the HIfleet. Before launching Typhoon, Warfieldnegotiated a nonaggression pact withVanessa. Under this agreement the HI fleetpromises not to interfere with the UNoperations around Banshee. In return,Warfield promised not to target HI ships orfacilities and to allow HI ships free passagethroughout the system.

The blockade has only a minimal effect onconditions on Banshee. There are someshortages, but after months of resourceshortfalls caused by the reduction inproduction from the Belt many mines on theplanet’s surface have stepped up theirproduction.

The next step in conquering the planet issecuring the host of facilities in orbit aroundit. Some surrender voluntarily to the UNforces, but a number of the larger stationsdecide to fight. Warfield’s intention is to rulethe colony, not exterminate it, so taking thesestations while avoiding large scale loss of lifetakes over a month. The SHL and Orbit Forgefacilities in particular offer stubbornresistance.

Phase 3: DemonstrationThe Fleet now has complete control of both

near and orbital space around Banshee.Warfield wants to take the planet with aslittle fighting between UN and colonial groundforces as possible. To accomplish this, hehopes to overawe the colonists with ademonstration of the Behemoth’s power andget them to surrender without firing a shot.

While the Behemoth moves into firingposition, electronic warfare ships in the fleetbegin transmitting on the most commoncommunications frequencies. Cameras onthese ships track the monster transport andbeam the images to the planet. The Behemothtargets an anouk settlement well north ofTemptation and fires a salvo of uranium slugs

35 Best Laid Plansfrom its mass drivers. The cameras track theslugs on their way to the planet and recordthe devastation they cause—each one impactswith the energy of a small nuclear warhead.The anouk settlement is utterly destroyed. Allthat remains is a collection of smokingcraters. The impact of the weapons and theplume of debris they eject into theatmosphere can be felt and seen inTemptation.

The pictures of the bombardment arefollowed by a simple ultimatum from Warfield:The Banshee colonists can either surrenderor suffer a similar fate.

The colonial government meets to discussthis turn of events. There is widespreadsentiment among the population that thecolony should surrender. However, somepersuasive speeches by Debbi Dallas andLasseter (who escaped to the planet’s surfaceto avoid capture in orbit) steady a lot ofnerves. They point out that while Warfieldmay be a ruthless bastard, he gains nothingby bombarding the colony.

Despite this, a number of smallersettlements decide to withdraw from thegovernment. They are concerned that whileWarfield may not destroy Temptation orSeaside, he may use one of the lesssignificant settlements to show he meansbusiness.

Warfield is disappointed by the colony’srefusal to surrender, but he is not particularlysurprised by it. He dispatches UN troops tosecure and garrison all of the settlementsthat defected from the colonial government.

Phase 4: Anouk PacificationBefore he can deal with the “rebels,” as he

refers to them, Warfield must first make surethat the central portion of the colony is safefrom anouk incursions. Although he now hasa new Legion, Warfield simply doesn’t haveenough sykers to deal with a large scaleanouk attack backed by skinnies.

OK’s solution to this is simple. He uses acombination of orbital reconnaissance, groundpatrols, and intel from the capturedsettlements to pinpoint the location of everyanouk clan on One south of the Cold. TheBehemoth then goes to work and bombardsevery known or suspected location. FleetMarines are dropped in to each target tomake sure there are no survivors.

The target list includes Castle Rock andMartool’s clan. Special iridium-capped slugsare used against this target to ensure that theprojectiles penetrate deep into the tunnelsand caverns below the Castle. By calling onBanshee’s power, Martool is able to keep a

small portion of her clan alive in the deepestcaverns. They dig their way out after the UNMarines leave the site and make their way toTemptation. The strain of protecting herpeople was too much for Martool and she diesin Debbi’s arms. Her remaining warriors allywith the Rangers to fight the UN.

The only anouk clans on One that arespared bombardment are those living in theblighted area of the Toxic Jungle (see page 75).Warfield is concerned that a bombardmentthere might launch spores from the fungalinfection there into the atmosphere and causeit to spread to other portions of the planet.

The prolonged UN bombardment flings somuch debris into the atmosphere that for overa week after its conclusion high noon is nobrighter than twilight. The average daytimetemperature drops 5°. Torrential rainstormslash the Fertile Crescent area, ruining cropsand swelling the rivers. Entire crops of algaeare swept from their holding pens and out tosea.

Phase 5: Colonial Pacification

Once Warfield is confident he does nothave to worry about interference from theanouks, he gives the order for the final push.Spearheaded by the Wolverines, UN troopsland near the major settlements and attack.Despite a valiant defense and aid from Nicolaiand the Reapers (that’s right, more on this ina minute), the colonists are crushed. Smallgroups manage to escape into the wildernessand wage a guerilla war alongside anoukallies.

After Temptation and Seaside are captured,it’s just a matter of mopping up. Fleet Marinessupported by fighters and aerialreconnaissance hunt down and eliminate allremaining rebel groups and anouk clans onOne. Dave Ross and Debbi Dallas are executedas traitors.

Phase 6: Miller TimeWarfield heads down to the Last Stand

Saloon and has a frothy, cold, adult beverage.Back when EXFOR was first dispatched toFaraway, Warfield advocated massive orbitalbombardment as a way of dealing with theanouks. He was overruled by his superiors.The success of Operation Typhoon is morethan victory—it’s personal vindication.

36 Best Laid Plans

Calming the StormIt looks like Warfield has his final victory

completely mapped out. What could possiblygo wrong? Well, quite a bit, actually. Let’s takea look at how the heroes can rain on hisvictory parade.

The HI FleetThe HI suits agree to remain neutral during

Warfield’s attack on Banshee because there issimply no profit in going to war. Whilefighting the Fleet might earn HI points withthe colonists, it also means the loss ofexpensive ships and the disruption of oresupplies from the Belt. HI is not that worriedabout its public image. After the war ends,the surviving colonists are going to need thecompany’s products—and there is nowhereelse they can get them.

However, there is one person who has theinfluence to commit the HI fleet to war:Vanessa. Doing so will mean that she has tocall in a lot of her markers and ultimatelyweakens her power at HI, but she has themojo to do it.

There are two ways this may come about. IfBazelus is still in residence in Vanessa’s skull,he commits the fleet if the posse has madegood progress against the Reckoners andlooks likely to continue the trend. In realterms, this means the heroes have managedto kill at least two Reckoners and are notfilling beds in the ICU.

The reason Bazelus takes this risk underthese circumstances is simple. The chaos,death, and fear caused by the assault onBanshee directly strengthens the Reckoners.Preventing or mitigating the war on theplanet’s surface weakens them—and makesthem that much easier to kill.

The other scenario in which the HI fleetgets involved is if the heroes have managedto rescue Vanessa and banish Bazelus.Vanessa doesn’t come to this decision on herown. The idea of ordering people to theirdeaths horrifies her and the thought of usingBazelus’ collection of blackmail material isrepugnant. Only if the heroes can convinceVanessa that using the fleet would save manymore lives than it would cost, and that doingso hinders the Reckoners’ plans, does sheagree to use her influence to mobilize theships.

Battle RoyaleThe HI fleet is powerful, but it is still no

match for the UN armada. HI has a number ofdedicated warships but none rival thefirepower of the Foster. The remainder of thefleet is made up of heavily-armed freightersbuilt to ward off pirate attacks.

Any space battle between the two factionsresults in defeat for HI. However, it is a Phyrricvictory for Warfield. Many of his scout andescort vessels are badly damaged or destroyed.His handful of capital ships, including theFoster and the Behemoth also suffersignificant damage. The end result is thatwhile the UN still controls the spacesurrounding Banshee, its control is no longerabsolute. The Fleet’s remaining escort vesselsare stretched thin patrolling the Belt andescorting resupply convoys to the ships inorbit around the planet. More ships are lost toprivateers and raids by HI ships. Skillful pilotsare able to slip through the UN blockade andget important supplies to the colonists. All ofthis means that the tempo of Warfield’soperations against targets on the surface ofBanshee are slowed.

The HI ships that survive the battle retreatto Tunnel Station. Warfield is unwilling toattack the station directly for fear of furtherdamaging the Tunnel—OK’s only hope ofreestablishing contact with Earth. The stationis a thorn in his side. HI ships use it as astaging area for raids against UN convoys andfast shuttles from the station slip past theblockade to ferry HI Marines to the planet’ssurface.

HI Marines stationed on Banshee are givenorders to aid the colonists in fighting againstthe UN forces. Casualties among the EXFORtroops skyrocket when faced with these wellequipped and trained soldiers. If Bazelus isstill around, he uses his ability to eavesdropwith nano-tech to learn the enemy’s plansand set up murderous ambushes for UNtroops.

In retaliation, Warfield orders the Behemothto bombard remote HI facilities away fromcivilian targets. Lowered morale among UNtroops and the use of the Behemoth’s massdrivers against human targets causes some ofWarfield’s officers to rethink their allegiance.Some of these make contact with HI or thecolonists and offer aid and information. Thesedefectors can be instrumental in aiding theposse with any actions they take against theFleet. Most of these officers draw the line athelping the heroes to kill their men, however.In a few isolated cases, entire UN units defectto the colonists’ side while operating on theplanet.

37 Best Laid PlansThe International Gun

Another proverbial wrench the heroes canthrow in the works is the International Gunproject. This bit of resistance to the UNinvaders is the brainchild of Rafael Santiago,a security officer with Orbit Forge.

Santiago is a retired U.S. Marine who cameto Banshee looking for adventure. He took ajob with Orbit Forge and was soon placed incharge of physical security for the company’smines on the planet’s surface. Many of thesemines are in remote locations and oftenraided by hostile anouks. Santiago is aveteran campaigner against the natives, buthe holds them in high respect as warriors.When the Behemoth begins obliterating entireanouk villages from orbit, Santiago’s dandergets up and he dredges up a bit of USMChistory to put an end to it.

During the Boxer Rebellion in China, Westerndiplomats were trapped in Peking and besiegedby rebel forces. French, Italian, British, and UStroops fought side-by-side to protect them whilewaiting for a relief column to reach the city.While the troops were fortifying their positions,they unearthed an old cannon. The weaponwas restored and pressed into service against

the besiegers. Due to the multinationalcomposition of the defenders, they dubbed thecannon the “International Gun.” This story gaveSantiago an idea to strike back against the UNFleet besieging Banshee.

Mining Post #12

Mining Post #12 is located far to the north,just south of the Wind Tunnel Mountains. It islocated over valuable deposits of irridium andvanadium. The unpredictable wind currents soclose to the Wind Tunnels made shuttleoperations in the area hazardous. After anumber of shuttles were lost, Orbit Forgedecided to build a mass driver at the site tohurl the ore into orbit where it could be safelyretrieved by waiting freighters. The massivegun was bored into the southern foothills andoperated safely for years until the minerswere wiped out by an anouk raid. Thedeposits under the mine were nearlyexhausted, so the decision was made not toreopen it. The mass driver was mothballed.

38 Best Laid Plans

Santiago approaches the Rangers with theidea of using the mass driver as a weaponagainst the UN. The gun lobs its payloadssouth toward the equator. With a fewmodifications, it could be aimed directly at theorbit occupied by the Behemoth. The ore wasnormally launched inside aerodynamiccontainers that stabilized its flight andprevented the loss of ore due to atmosphericfriction. If one of these containers was filledwith loose ore and rigged to explode after itleft Banshee’s atmosphere, the effect wouldbe that of an enormous shotgun shell.Santiago believes that by overloading the gun,it would be possible to fire a quick salvo ofthese containers, creating a debris cloud toolarge for the Behemoth to maneuver awayfrom in time. The impact should destroy orcripple the ship.

Santiago’s plan is approved and the posse isassigned (or hired) to assist him in getting themass driver operational.

Lurker BelowThere are a few problems the heroes must

overcome to accomplish this. The biggest oneis tied to the fate of the miners at Post #12.They weren’t killed by anouks, but bysomething much, much worse. The anoukswere just the convenient fall guys becausethey were caught looting the place after theminers were already dead.

The miners dug a little too deep in theirsearch for minerals and opened a passageinto the buried ruins of a skinny outpost. Theinhabitants of the fort are long dead, but oneof the supernatural beasts used to keep thelocal anouks in line has survived. It was a bitpeckish after its centuries long slumber andsnacked on the miners. The beast spendsmost of its time deep inside the mine tunnels.It occasionally emerges to dine on the nearbyanouk clans.

The heroes can learn of this beast, calledthe kraktol by the anouks, if they talk to oneof the local clans. Santiago never accepted theanouk attack story—the mining outpostactually had good relations with the nearbyclans—but since the mine was closed afterthe deaths, he didn’t have time to fullyinvestigate. He is more than willing to helpthe heroes make contact with the anouks. Heknows a number of the local chieftainspersonally and can speak the northern anoukdialect fluently.

Deadlands Profile: KraktolThe kraktol is a large beast about the size

of a rhinoceros. The front half of its body is ahulking mass of muscle supporting anenormous head studded with razor-sharpbony projections. Its body tapers down to along, snakelike hindquarters supported by apair of small legs that almost seem like anafterthought. The entire beast is jet black. Indark environments all that is usually visibleof the creature is the dark, red, ember-likeglow of its eyes.CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12+4, Q:3d8, V:2d8Climbin’ 3d8, fightin’: brawlin’ 4d8, sneak 4d8Mental: Mental: Mental: Mental: Mental: C:2d10, K:2d4, M:2d4, Sm:2d6, Sp:3d8Search 4d10, trackin’ 3d10Edges: Edges: Edges: Edges: Edges: NoneHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: NAPace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 12Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: The kraktol’s rocky hide gives it anAV of 1.

Bite:Bite:Bite:Bite:Bite: STR+2d6BodBodBodBodBody of Dary of Dary of Dary of Dary of Darkness: kness: kness: kness: kness: The kraktol’s body

actually absorbs light. In dimly-litenvironments, the kraktol gains a +6bonus to all sneak rolls.

ClaClaClaClaClaws: ws: ws: ws: ws: The kraktol’s forelegs sport a set ofnasty claws. They do STR+2d8 damage.

Constriction: Constriction: Constriction: Constriction: Constriction: The creature can attackwith its long hindquarters. If it gets araise on a fightin’: brawlin’ attack withits tail, the creature has grappled itstarget. This inflicts its STR in damageeach round until the target breaks freeby winning a contest of Strength.

Head Swipe: Head Swipe: Head Swipe: Head Swipe: Head Swipe: The kraktol can attack alltargets within 2 yards of its forequarterswith a single swipe of its head. Make asingle fightin’: brawlin’ roll for the attack.The bony ridges on its head do STR+2d6damage (AP 1).

Description: Description: Description: Description: Description: See above.

D20 Profile: Kraktol

Huge BeastHuge BeastHuge BeastHuge BeastHuge BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d10+50 (105 hp)InitiativInitiativInitiativInitiativInitiative:e :e :e :e : +0Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 13 (-2 size, +5 natural)Attacks:Attacks:Attacks:Attacks:Attacks: 2 claws or head swipe +15/+10

melee, bite +10/+5 meleeDamage:Damage:Damage:Damage:Damage: Claw 1d6+8, head swipe 1d6+8, bite

1d8+8Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 20 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Constrict, Improved Grab

39 Best Laid PlansSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage reduction 5/—,

darkvision 90 ft., low-light vision, scentSaSaSaSaSavvvvves:es:es:es:es: Fort +12, Ref +8, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 26, Dex 12, Con 20, Int 6, Wis 14,

Cha 10Skills:Skills:Skills:Skills:Skills: Climb +12, Hide +11*, Move Silently +5,

Search +2, Spot +6,Feats:Feats:Feats:Feats:Feats: NoneClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any Dark City or skinny

ruinOrganization:Organization:Organization:Organization:Organization: Solitary or pairsChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 8TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: 9-16 HD (Huge)

CombatHead Swipe: Head Swipe: Head Swipe: Head Swipe: Head Swipe: As a single action, the

Kraktol can attack all opponents within 5 ft.of its front facing. Make a single attack roll toresolve all attacks.

Racial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: The Kraktol receives a +6racial bonus to Hide in dimly lit conditions.

Devil in the Details

There is still work to be done after thekraktol has been dealt with. Years of neglectand the extreme Banshee weather have takentheir toll on the mass driver. It needs repairand some modifications in order to turn itinto a weapon. This requires somecomponents that cannot be found on site.

There are a number of ways the heroes canget these components. They can try to locatethem on the black market. Buying thecomponents from a black market source costs30,000 credits (the colonial government willfoot the bill). The components can also beobtained from Orbit Forge or HI, but thisrequires the requires the heroes to slip pastthe blockade and reach the appropriatefacility. If the posse contains a mute (or hasaccess to the services of one), thecomponents can be manufactured from theschematics Santiago possesses. Manufacturingthe components costs 50S, 25M, 30E, and 70Strain.

While the heroes are working on the massdriver, you may want to throw some addedcomplications at them. Perhaps some of thelocal anouks are no longer quite so friendly(being unjustly accused of murder can dothat). If the posse makes numerous trips backand forth to the site by vehicle, they mayattract the attention of Fleet ships monitoringthe planet from orbit. In this case, the heroesmay have to deal with a UN patrol sent downto check out the sudden flurry of activity atthe closed mine.

Rafael SantiagoSantiago is a solidly built man in his early

50s. He keeps his graying hair cut short in abuzz cut over his weather-beaten face. He isplain-spoken and has little use for diplomaticniceties or pointless small talk. He is mostcomfortable in the company of people heconsiders “warriors.” He has an uncannyability to always find cold beer wherever heis.

Deadlands Profile: RafaelSantiago

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:2d10, Q:4d6, V:2d8Climbin’ 3d8, fightin’: brawlin’, knife 4d8, quick

draw 5d6, shootin’: pistol, rifle, SMG 4d8,sneak 4d8, throwin’ 4d8

Mental: Mental: Mental: Mental: Mental: C:2d10, K:3d8, M:2d10, Sm:3d8, Sp:3d8Artillery 5d10, demolition 5d8, guts 4d8,

knowledge: engineering 3d8, language:Anouk 3d8, language: English 4d8,language: Spanish 4d8, scroungin’ 5d8,scrutinize 4d10, search 4d10, survival: jungle,mountains 5d8

Edges: Edges: Edges: Edges: Edges: Level-headed, the voice (threatening)Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: LoyalWWWWWind:ind:ind:ind:ind: 16Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 6Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

NoneGear: Gear: Gear: Gear: Gear: M-21 assault rifle, 100 rounds of

5.56mm, 4 frag grenades, infantry battlesuit,infantry helmet, combat knife.

D20 Profile: Rafael SantiagoRafRafRafRafRafael Santiago: ael Santiago: ael Santiago: ael Santiago: ael Santiago: CR 6: Medium-size Human;

Class: Wwr 6, hp 50; Init +6; Spd 10 yds; AC22 (+2 Dex, +10 armor); Atk M-10 +9/+4,knife +9/+4; AL CG; SV Fort +5 Ref +7 Will+4; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha14.

Skills and Feats: Climb +4, Hide +7, Intimidate+5, Knowledge: Engineering +2, Listen +3,Move Silently +7, Search +6, Spot +6;Automatic Weapons Proficiency, Dead-Eye,Firearms Proficiency, Improved Initiative,Point Blank Shot, Rapid Shot, SimpleWeapons Proficiency, Weapon Focus: M-21,Weapon Specialization: M-21

Special Qualities:Light Speed +3

Possessions: See above.

40 Best Laid Plans

ConsequencesProvided the heroes are able to repair the

mass driver and keep nosy neighbors away,the attack on the Behemoth goes as planned.A salvo of explosive-rigged cargo containersfilled with loose ore rips from the mass driverjust as the ship appears above the horizon.The Behemoth attempts to maneuver out oftheir path, but the unwieldy ship has nochance. The hypersonic projectiles tear intothe ship and reduce it to a floating hulk.Portions of the Toxic Jungle are leveled asdebris from the ship (including some of itsmass driver slugs) rains down on the planet.There are few, if any, civilian casualties on theground. The strain of being operated in rapid-fire mode causes the mass driver to tear itselfapart.

It takes less than 20 minutes for Warfieldto recover from the shock of the attack andrespond. Smaller bombardment ships launchsalvos at the mine. These ships are equippedwith small projectiles intended for tacticalbattlefield use, so they have little effect onanyone inside the mine. The mine’s surfacestructures are leveled, however. An hour afterthe attack, a shuttle carrying a platoon of UNMarines lands at the site on a search &destroy mission. What remains of the massdriver is rigged with explosives and detonated.

The long term consequences of the attackare varied. The loss of the Behemoth is aserious blow to UN morale and it sparks afresh wave of desertions among the EXFORpersonnel. It also deprives Warfield of histrump card. He can no longer threaten anyonewith complete annihilation. As result of thedefections, UN ground operations are slowedas colonial resistance stiffens.

Warfield eventually learns the identities ofthe characters involved in the attack througha loyalist mole in the colonial government. Heups the bounty on their heads to 10,000credits each. He also instructs Captain Nortonto mount a search for the heroes. The heroesfrom this point on will need to keep a lowprofile and a sharp eye out to avoid constantharassment by bounty hunters.

The Wolverines (the ones that weren’tkilled aboard the Behemoth) and UN Marinesare kept busy for weeks checking othermines for mass drivers and other equipment(like shuttle boost lasers) that could be usedagainst the Fleet. During this time, the UNships move away from the planet to prevent

similar attacks. During this time it is mucheasier for blockade runners to slip in and outof Banshee. It also gives the colonists morewarning of incoming UN raids due to thelonger transit times for the assault shuttles.After the UN patrols give the all clear, thefleet moves back into orbit and resumes atighter blockade.

SabotageThe heroes can also resort to old fashioned

sabotage. This can be directed against boththe Fleet and UN ground forces. If the heroesare in contact with disaffected UN personnel,obtaining UN uniforms and IDs should not behard. With these, the posse can infiltrate UNground installations and perhaps even gainaccess to some of the ships in orbit.

There is also another way for the heroes toget aboard a Fleet ship. Not long afterWarfield’s forces begin their blockade of theplanet, OK inks a deal with HI to provide basicsupplies for his fleet. This frees up some ofhis ships from patrol work and makes thefleet less vulnerable to privateer raids. If theheroes can make it to Tunnel Station andthey have either King’s ID or Vanessa’ssupport, they can easily slip aboard one of theHI freighters supplying the Fleet and fromthere onto a Fleet ship.

Guerillas

The heroes can also aid the colonial forcesin their fight against the UN. In the earlystages of the campaign, EXFOR troops targetisolated settlements for attack. Warfield’sstrategy is to capture these smaller townsand slowly isolate Temptation and Seaside. Hehopes shortages of food and supplies willeventually starve these centers of resistanceinto submission.

Warfield avoids attacking the majorsettlements directly because of theirconsiderable defenses. He know his troopscould take these places in an all-out assault,but they would probably level them in theprocess. OK wants to rule the planet after heconquers it. He knows this will be easier ifthe colony’s infrastructure is still intact andmassive civilian casualties haven’t turned theentire population against him.

If the attack on the Behemoth succeeds,Warfield begins to reconsider this strategy.Losses due to battle and defections force himto begin planning a final showdown with thecolonists while he still has sufficient troops towin the decisive battle.

41 Best Laid PlansThe ReapersThe Reapers’ defeat on the plains outside

Temptation very nearly broke the group as acoherent organization. It definitely leftNicolai’s plans for a Banshee Free State intatters. Many raiders, fed up with Nicolai’srhetoric and unfulfilled promises, have leftthe group to operate as independent bands. Ahandful of war parties of minor anouk clansallied with the Reapers simply went home. Allthat remains is the hard core faithful and therabidly warlike Azeel clan—and Nicolai is noteven sure how far he can trust them.

The battle outside Temptation also causedserious equipment problems for the group.Most of the Reapers’ heavy vehicles weredestroyed or captured and the fleeing troopsabandoned many of the army’s heavyweapons in their haste to escape. Nicolai hasbeen slowly reequipping his battered raiderswith the help of HI.

The Reapers’ defeat was also a PRnightmare for Nicolai. It ended the group’sreputation for near invincibility. Stories of theatrocities committed by the Reapers in thetowns that welcomed them as saviors havecirculated widely, increasing thedetermination of colonists to resist the raidersand ending Nicolai’s bid for sainthood.

Nicolai has spent the year following hisdisastrous bid for power brooding in theBunker and planning his return to glory. Hehas brutally purged the Reapers ranks ofanyone he suspects of disloyalty. Whatremains is a lean, mean core of true believersbloodthirsty mercs.

The recent raids against HI convoys hasraised morale and somewhat rehabilitatedNicolai’s reputation among his troops. Despitethe raised spirits and new equipment, Nicolaiis treading carefully. New recruits are hard tocome by and he knows he must husband hismanpower until the time is right to strike.

Problems in the Ranks

Manpower problems are at the root of oneof Nicolai’s biggest headaches. One his mosttrusted lieutenants, Jack Karns, has stoppedresponding to his orders. None of themessengers Nicolai has sent into Karn’sterritory have returned; he assumes they aredead.

Karns’ defection is a shock to Nicolai. Heshared Nicolai’s vision of creating a socialistempire on Banshee and even went so far asto adopt the name “Zhukov”—one of Stalin’s

best generals during the Great Patriotic War.Nicolai can’t fathom what could have possiblyturned Karns against him.

If Karns has truly turned against him,Nicolai can’t let such disloyalty go unpunished.The problem is, Karns commands a significantnumber of Reapers. If they remain personallyloyal to Karns, attacking him might result inserious casualties that Nicolai can ill afford atthis time.

An added complication is that Karns was incharge of two major projects intended toincrease the Reaper’s power. Karns was arespected biochemist before his less-than-ethical experiments ran him afoul of the law.Nicolai put his skills to use creating drugs forthe Reapers. His two most recent projectsincluded synthesizing combat drugs for use byReaper troops and creating highly-addictiverecreational drugs for distribution amongBanshee’s colonists. Nicolai hoped to usethese drugs to raise funds and create chaoson the streets of the major colonialsettlements—and keep the Rangers too busyto hunt for him.

42 Best Laid Plans

These drugs begin appearing in Temptationand Seaside shortly before Warfield launchesOperation Typhoon. Their highly addictivenature causes their use to spread likewildfire. By the time the UN assault isunderway, medical facilities needed to treatwounded colonial forces are swamped with awave of overdose cases. Junkies unable to geta fix turn violent and cause widespreadchaos. Despite fairly lax drug laws, thecolonial government makes finding anddestroying the source of these drugs a priorityfor the already overworked Rangers.

This situation provides Nicolai with asolution to his problem and a new strategy forgaining influence on Banshee (see CitizenCitizenCitizenCitizenCitizenNicolaiNicolaiNicolaiNicolaiNicolai below). He leaks the location of a fewof Karn’s smaller hideouts to the Rangers.Once the Rangers have done some of Nicolai’sdirty work and reduced the size of Karns’forces, he plans to swoop down on Karns’main stronghold and take him out. Nicolaihopes in this way to gain favor with thecolonists and get his hands on any combatdrugs that Karns may have developed.

The Pig SkinnerBefore Karns joined the Reapers, he was

wanted for the murder of two Rangers. Hiswife was killed in the crossfire of a Rangerattempt to arrest him and he has nursed anundying hatred of the lawmen ever since.Karns’ troops may call him by his nome deguerre to his face, but they secretly call him“Pig Skinner” due to his penchant for skinningalive any Rangers he captures. He wears apatchwork vest made from the skins of hisvictims.

So, why did Karns, Zhukov, the Pig Skinner,whatever you want to call him, break withNicolai? He has a new master. Karns is now aservitor of Pestilence. Along with his newallegiance, Karns also has a new project: slip akiller virus into his drug recipe.

Once the fighting between the UN andcolonial ground forces has begun, Karns plansto inject this virus into all new batches of“dilithium crystals”—his most popular drug,said to give a “warp speed” rush—he creates.Pestilence hopes to create a widespreadepidemic that will not only ravage thecolonists on Banshee but also spread intospace and take its toll on the UN forces andthe inhabitants of the captured orbital spacestations.

Blood PlagueThe blood plague Pestilence provides to

Karns is a nasty piece of work. The virus hasan incubation period of 14 days. During thelast seven days of this period, the victim iscontagious. The disease can be transmittedthrough the air, so it is possible for someoneto be infected merely by be being in thepresence of someone infected with it (whomay show no symptoms). The first symptomsof the virus are uncontrollable vomiting anddiarrhea. This is quickly followed by massiveinternal bleeding, and usually, death. Patientsin the final stages of the disease are coveredin large bruises, often bleed from the eyesand mouth, and the whites of the eyes areoften blood red.

Characters exposed to a contagious victimmust make an Onerous (7) Vigor roll(Fortitude save DC 12) to avoid infection. TheTN for this roll increases to Incredible (11)(Fortitude save DC 20) if the character comesin contact with any of the victim’s bodilyfluids. Protective gear such as masks andsurgical gloves grants a +4 bonus to thesechecks.

An infected character shows the firstsymptoms 14 days later. Once the firstsymptoms appear, the hero takes 3d6 damageto the guts each day (2d6 damage) and suffersa -2 modifier to all rolls due to a high feverand chills. The character may make a Vigorroll against a TN of 15 once per day to recoverfrom the virus (Fortitude save DC 25). Thehero must succeed at three consecutivechecks to recover. Any character who fightsoff the virus is forever immune to it from thatpoint on.

Disease ControlIf Karns succeeds with his plan, it causes

widespread chaos and fear throughoutBanshee and the UN fleet. All of thesettlements and orbital stations enact strictquarantine measures that effectively stop alltrade. Widespread food shortages result on theplanet’s surface and the weakened populationbecomes more susceptible to the disease.Thousands of colonists die. The effect issomewhat less among Fleet personnel due toaccess to modern sick bays on most of theEXFOR ships. Ground operations against thecolony are slowed, however, while the plagueis at its height to reduce the chances ofcontamination.

There are two ways the heroes can affectthe plague. The first is to destroy Pestilence.Killing the Reckoner of Disease causes thevirus to simply die out in a matter of days.

43 Best Laid PlansThe second way is to take out Karns and grabthe supplies of anti-virus he manufactured toinoculate his men.

Karns operation is based in the GreatWastes. He has a number of smaller outpostson the eastern edge of the Wastes fromwhere the drugs are distributed to thecolonial settlements (these are the locationsNicolai leaks to the Rangers). If you want yourposse to deal with Karns, allow them to findsome clues at these locations that point tothe location of his main stronghold deep inthe central portion of the Wastes. His mainlair is located underground inside one of thenaturally occurring wells.

Karns keeps his men in line by supplyingthem with all the drugs they could ever want(including some of the combat drugs hedeveloped) and by threatening them with a fateworse than death—those who displease himare turned into mainliners (see below). Karns isnormally protected by a force of 20 hyped-upReapers and 5 mainliners. Should the possedefeat Karns, his remaining troops flee.

In Karns’ stronghold the heroes find a supplyof anti-virus sufficient to treat 100 people. Ifthese samples are returned to Temptation, DocDazy can produce more and end the epidemicwithin a month. The posse also finds 2d20doses of Hype, Karns’ new combat drug. Takinga dose of the drug raises a character’sStrength, Quickness, and Vigor by two die types(+4 bonus to Strength, Dexterity, andConstitution) for 12 hours. The down side is thatthe drug is highly addictive. Each time acharacter takes a dose, she must make a Hard(9) Vigor roll (Fortitude save DC 14) to avoidaddiction. An addict without a supply of thedrug suffers a drop of one die type in each ofthe stats affected by the drug (-2 penalty toaffected attributes). The addiction passes aftera full 72 hours without taking the drug.

Deadlands Profile: Pig SkinnerCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12+2, Q:3d8, V:2d8Climbin’ 3d8, drivin’ 2d8, fightin’: brawlin’ 5d8,

shootin’: pistol 3d8, sneak 4d8Mental: Mental: Mental: Mental: Mental: C:3d8, K:2d12, M:2d10, Sm:2d10, Sp:3d8Overawe 4d10, science: chemistry 6d12,

scrutinize 4d8, search 4d8Edges: Edges: Edges: Edges: Edges: NoneHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: NAPace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 7TTTTTerrerrerrerrerror:or:or:or:or: 11Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

ClaClaClaClaClaw: w: w: w: w: The index finger of the Pig Skinner’sright hand has elongated into a long,curved claw. He uses this in combat to

make shallow, slashing attacks that sliceoff small patches of skin. The claw oozesan anticoagulant that causes the woundsto bleed steadily. The claw itself doesSTR+1d6 (AP2) damage. Each woundinflicted by the claw causes an extrapoint of Wind damage each round due toextra bleeding.

Coup: Coup: Coup: Coup: Coup: A character that counts coup on thePig Skinner is immune to the addictiveeffects of drugs.

Immunity: Immunity: Immunity: Immunity: Immunity: The Pig Skinner is immune tonormal weapons. Magic and tannisweapons work normally against him.

SedativSedativSedativSedativSedative: e: e: e: e: Anytime the Pig Skinner hitswith a claw attack he may choose toinject the target with a sedative. Thisdrug makes the victim feel light-headedand drowsy and inflicts a -2 penalty to allactions for the next hour.

WWWWWeakness: eakness: eakness: eakness: eakness: The Pig Skinner can be putdown with magical weaponry, but he isnot permanently destroyed unless hiscorpse is skinned by a Ranger and hishide and the vest that he wears isburned to ashes. If this is not done, thePig Skinner revives 24 hours later.

Gear:Gear:Gear:Gear:Gear: Syringes, kevlar vest, S&W Model 85, 20rounds of .44 Magnum ammo.

Description: Description: Description: Description: Description: The Pig Skinner’s skin has beentransformed into a patchwork of stitchedskin of varying shades. Green pus oozesfrom between the stitches. A ragged vest ofhuman skin covers his bare chest.

44 Best Laid Plans

D20 Profile: Pig SkinnerMedium MonstrMedium MonstrMedium MonstrMedium MonstrMedium Monstrous Humanoidous Humanoidous Humanoidous Humanoidous HumanoidHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 6d8+12 (39 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +5 (+1 Dex, +4 Improved Initiative)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 16 (+1 Dex, +5 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Claw +12 melee or S&W model 85 +7

rangedDamage:Damage:Damage:Damage:Damage: Claw 1d6+5Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Bleeding, SedativeSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage reduction 10/+1,

WeaknessSaSaSaSaSavvvvves:es:es:es:es: Fort +4, Ref +6, Will +7Abilities:Abilities:Abilities:Abilities:Abilities: Str 20, Dex 12, Con 14, Int 18, Wis 14,

Cha 14Skills:Skills:Skills:Skills:Skills: Drivin’ +7, Hide +8, Intimidate +8,

Knowledge: Chemistry +10, Move Silently +8,Search +8, Spot +10

Feats:Feats:Feats:Feats:Feats: Cleave, Improved Initiative, FirearmsProficiency, Power Attack, Simple WeaponsProficiency, Weapon Focus: Claw

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: NAOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 8TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: None

Combat

Bleeding:Bleeding:Bleeding:Bleeding:Bleeding: Each time a character is hitwith a claw attack he begins bleeding. Thiscauses the loss of 1 hit point per round persuccessful claw attack made on the character.

SedativSedativSedativSedativSedative: e: e: e: e: A character hit by a successfulclaw attack must make a Fortitude save (DC14) or suffer a -2 circumstance penalty to allactions for the next hour.

WWWWWeakness: eakness: eakness: eakness: eakness: See description above.

Deadlands Profile: HypedReaper

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:2d6, S:3d10, Q:2d10, V:3d10Climbin’ 3d6, dodge 2d6, drivin’: car, tracked

vehicle 2d6, fightin’: brawlin’, knife 3d6,shootin’: pistol, rifle 4d6, sneak 2d6

Mental: Mental: Mental: Mental: Mental: C:3d6, K:2d6, M:2d6, Sm:2d6, Sp:1d6Guts 2d6, language; English 2d6, search 3d6,

survival: Great Wastes 3d6Edges: Edges: Edges: Edges: Edges: NoneHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 16

Pace: Pace: Pace: Pace: Pace: 6Size: Size: Size: Size: Size: 6Gear:Gear:Gear:Gear:Gear: M-10 or M-21 with 2 full magazines,

large knife, 1 fragmentation grenade

D20 Profile: Hyped Reaper

Hyped Reaper: Hyped Reaper: Hyped Reaper: Hyped Reaper: Hyped Reaper: CR 1: Medium-size Human;Class: Wwr 1, hp 12; Init +2; Spd 10 yds; AC 10;Atk M-10 or M-21 +2, knife +3; AL CE; SVFort +2 Ref +4 Will +0; Str 14, Dex 15, Con 15,Int 10, Wis 10, Cha 110.

Skills and Feats: Climb +4, Spot +3, Survival +3;Automatic Weapons Proficiency, FirearmsProficiency, Point Blank Shot, SimpleWeapons Proficiency, Weapon Focus (M-10 orM-21)

Special Qualities: NonePossessions: See above.

MainlinersMainliners hunt in packs of 2d6 individuals.

The most common tactic they use is aharrying pursuit that attempts to drive theirvictims into a blind alleyway where they canbe overpowered by the creatures’ enormousstrength and superior numbers. Oncerestrained and beaten into submission, theprey is roughly injected with the narcotic soupthe mainliner uses for blood. This triggers amassive heart attack and causes the victim’sbrain to release huge quantities ofendorphins and other hormones.

While the victim overdoses, the mainlinersgather around to siphon off the victim’s bloodwith the hypodermics and shoot up. Whilefeeding, the mainliner is vulnerable to attacksas it blisses out on endorphins and thevictim’s fleeting life force. After feeding, themainliner is totally insensate for 1d6 minutes,after which the high wears off and thecraving returns greater than before. Themainliners then begin the cycle of huntingand feeding all over again.

The heroes may encounter these creaturesoutside of the Pig Skinner’s lair. One in sixjunkies who overdose on dilithium crystalsrise as mainliners.

Deadlands Profile: Mainliner

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:1d6, N:4d10, S:2d12+2, Q:5d6, V:3d4Fightin’: wrasslin’ 3d10, sneak 2d10Mental: Mental: Mental: Mental: Mental: C:1d8, K:1d4, M:2d6, Sm:2d6, Sp:4d8Search 2d8, trackin’ 2d8Pace: Pace: Pace: Pace: Pace: 6Size: Size: Size: Size: Size: 6WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 7

45 The LabSpecial Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: -2Damage: Damage: Damage: Damage: Damage: Bludgeons (STR+1d6)Dulled Senses: Dulled Senses: Dulled Senses: Dulled Senses: Dulled Senses: Severe damage to the

nerve endings and a perpetual state ofstupor make the creature less susceptibleto pain, allowing it to ignore up to 3wound levels. This has also robbed thecreature of its ability to feel fear, shame,etc. and therefore it is immune to ridicule,persuasion, and overawe attempts. Thiseffect also robs the mainliner of its senseof self preservation—it always fights tothe death.

InfInfInfInfInfection: ection: ection: ection: ection: Anyone killed by a mainlinerrevives in 1d10 hours as a mainliner.

Injection: Injection: Injection: Injection: Injection: STR in damage plus injection ofa chemical similar to heroin but fourtimes as potent. This requires anIncredible (11) Vigor roll to avoid a massiveheart attack (see Scart Table result 31-35).If the victim croaks, the mainliner mustimmediately make a Hard (9) Smarts roll.If it fails, it immediately succumbs to itscravings and indulges its narcotic sweettooth, siphoning off the dying character’sbody fluids.

TTTTToooooxic Immunity: xic Immunity: xic Immunity: xic Immunity: xic Immunity: the mainliner has totalimmunity to drugs, poisons, and similareffects due to the narcotic soup thecreature calls blood.

WWWWWeakness: eakness: eakness: eakness: eakness: Should a quantity of B-complexvitamins, or similar narcotic antidote beintroduced into the mainliner’sbloodstream, the creature seizes up for1d4 rounds, during which time it flies intoa blind rage, attacking anything withinreach. It gains one additional card perround during this period., after which itsveins and arteries burst, putting thecreature down for good.

Description:Description:Description:Description:Description: A mainliner appears as a gaunthuman, crusted with scabs. Its fingers endin syringes that drip with a viscous liquidlaced with drugs.

D20 Profile: Mainliner

Medium MonstrMedium MonstrMedium MonstrMedium MonstrMedium Monstrous Humanoidous Humanoidous Humanoidous Humanoidous HumanoidHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8+2 (11 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +2 (+2 Dex)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 12 (+2 Dex)Attacks:Attacks:Attacks:Attacks:Attacks: 2 Syringe-hands +3 meleeDamage:Damage:Damage:Damage:Damage: 1d8+5 and InjectionFace/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Infection, InjectionSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Immunity, Dulled SensesSaSaSaSaSavvvvves:es:es:es:es: Fort +5, Ref +5, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 20, Dex 14, Con 14, Int 10, Wis 10,

Cha 10

Skills:Skills:Skills:Skills:Skills: Escape Artist +6, Search +6, Scroungin’+6

Feats:Feats:Feats:Feats:Feats: Rad-tolerantClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any landOrganization:Organization:Organization:Organization:Organization: Solitary or group (2-12)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 4TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Neutral EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatInfInfInfInfInfection: ection: ection: ection: ection: Anyone killed by a mainliner

revives in 1d10 hours as a mainliner.Injection: Injection: Injection: Injection: Injection: With a successful syringe attack,

the mainliner shoots a super-drug into thetarget. This chemical is similar to heroin butfour times as potent. The target must make aFortitude save (DC 22) to avoid a massiveheart attack and death.

If the victim croaks, the mainliner mustimmediately make a Will save (DC 18) orsuccumb to its cravings and indulge itsnarcotic sweet tooth, siphoning off the dyingvictim’s body fluids.

Immunity: Immunity: Immunity: Immunity: Immunity: The mainliner has totalimmunity to drugs, poisons, and similareffects due to the narcotic soup the creaturecalls blood.

Dulled Senses: Dulled Senses: Dulled Senses: Dulled Senses: Dulled Senses: Severe damage to thenerve endings and a perpetual state of stupormake mainliners less susceptible to pain,allowing it to ignore the effects of its hitpoints dropping to zero. Instead of becomingdisabled, the mainliner can take normalactions (it still takes 1 point of damage foreach action it takes) until it reaches -10 hitpoints, at which point the body fails and dies.

This dulling of the senses has also robbedthe creature of its ability to feel fear, shame,etc. and therefore it is immune to Ridicule andintimidate attempts. They never suffer fromany fear effects, whether by spell,intimidation, or supernatural sources. Thiseffect also robs the mainliner of its sense ofself preservation—it always fights to thedeath.

WWWWWeakness: eakness: eakness: eakness: eakness: Should a quantity of B-complexvitamin or similar narcotic antidote beintroduced into the mainliner’s bloodstream,the creature seizes up for 1d4 rounds, duringwhich time it flies into a blind rage, attackinganything within reach. It gains one additionalaction per round during this period, afterwhich its veins and arteries burst, putting thecreature down for good.

46 The Lab

CitizenNicolai

After the UN assaulton Banshee begins,Nicolai hits upon anew strategy to gaininfluence on theplanet. If outrightmilitary conquest isout of the question,perhaps he can cometo power by workingwithin the system andtoppling it from theinside. He set himselfup as the planet’ssavior once before,there’s no reason notto try it again.

Nicolai’s first step indoing this is to toppleKarns and end thesupply of drugsflooding the streets—and to make sureeveryone knows thathe was responsible forthis benevolent act. IfNicolai beats the posseto Karns he sends atape of Karns’ defeatto the colonial

government along with a supply of the anti-virus—no strings attached. If you want tomake your heroes lives complicated, you couldhave Nicolai and his Reapers arrive at thesame time, turning the encounter with Karnsinto a three-way fight. As long as Nicolai ispresent for Karns’ demise, he attempts to hogthe credit for it. He explains any casualtiesamong the heroes’ group as a case ofmistaken identity

Regardless of whether Nicolai is able toclaim credit for stopping the supply of drugs,his next step is to offer the services of theReapers against the “imperialist” UN forces. Heargues that the government offered amnestyto the pirates in the Belt, in the name offairness, shouldn’t his band have the samechance to redeem themselves? The wordingof his offer contains a veiled threat thatshould it be refused, the Reapers may stopharassing HI and step up raiding against thecolonists again. Nicolai’s offer comes before

any large scale defections among the EXFORpersonnel when the colonists backs are trulyup against the wall. After very heated debate,the government agrees to his offer by anarrow margin. Dave Ross resigns in protest,but the government refuses his resignationand he continues to serve with the Rangers.

Nicolai and his crew are granted pardonsand Nicolai is given the rank of colonel in theColonial Militia. He makes it very clear to histroops that they must behave themselvesaround the colonists and discourages druguse among them. He explains to hisdisgruntled raiders that the “decadence of thegreedy capitalist colonials makes them weak”and that “their corrupt bourgeois governmentis a house of cards that can be brought downwith one well-timed kick.” Those whogrumble too loudly are shot, so most of histroops get onboard with the plan.

Nicolai uses his new found respectability tohobnob with the colonial leaders—and quietlyplan a coup. He uses his considerable skills ofpersuasion to recruit some of the colonialleaders to his side with promises of positionsin his new government. While he does this,his Reapers serve with distinction in themilitia and are instrumental in a number ofcolonial victories—enhancing Nicolai’sreputation.

Better Red Than DeadWhen Nicolai feels the time is right, he

arranges things so that his Reapers andtroops loyal to his new allies make up thebulk of the troops in Temptation. He ordersthem to seize the government buildings andthe town falls after a brief battle. Nicolaideclares martial law and announces to thepublic that he uncovered an “astonishing plotby UN loyalists” to betray the colonial forces toWarfield. Most of these “UN loyalists,” ofcourse, are leaders who voted againstextending amnesty to the Reapers. He pleadswith the public not to resist this change ofgovernment because “a house divided againstitself cannot stand.” He promises that oncethe “UN aggressors” have been defeated, hewill step aside and call for open elections.Until then he will do all in his power to rootout the “UN lackeys” and repel the “imperialistinvaders.”

There is some resistance to Nicolai’s seizureof power, but he gains an unlikely ally in theform of the former EXFOR troops whodefected to the colonists’ side. Should thecolonists lose the war, all of these troops haveno doubt Warfield will execute them astraitors. It is in their best interests that thecolonists maintain a united front, so they

47 Best Laid Plansthrow their lot in with Nicolai—for better orworse. Faced with the option of civil war andprobable defeat by the UN or life underNicolai, most of the smaller settlementschoose the latter. The one exception isSeaside. This town withdraws from thecolonial government and vows to fight onalone.

Nicolai plays the part of benevolent dictatorfor some time while he consolidates hispower base. He even manages to pull off afew stunning victories against UN forces thatwin him some new followers. But while heplays the role of “Uncle Nick” publicly, thingsare changing behind the scenes. Commandersof doubtful loyalty are sacked and replacedwith Reapers. Vocal opposition leaders areimprisoned on charges of treason or simplymeet with unfortunate accidents. The Reapersare withdrawn from frontline service andkept in Temptation to serve as a combinationPraetorian guard and secret police. In a fewshort months, Nicolai’s control is nearlycomplete.

Once Banshee’s self-proclaimed savior feelssecure in his position, he makes a number ofpronouncements. The most dramatic of theseis the dissolution of the Rangers and the“nationalization” of the colony’s food supply.Dave and Debbi hear of this move ahead oftime from some sympathetic citizens andleave Temptation one step ahead of a firingsquad. They hook up with some friendlyanouks and eventually make their way southto Seaside to fight Nicolai and the UN fromthere. The Rangers are replaced with theBanshee Security Force; headed, of course, byone of Nicolai’s faithful Reaper lieutenants.The new BSF serves as a secret police toenforce Nicolai’s dictates. Anyone expressingpublic dissatisfaction with Nicolai’s rule isquickly arrested and charged with treason orsabotage. The sentence for these offenses isinvariably death.

All conventional farms, ranches, algaefarms, and bug farms are placed under statecontrol. Small militia patrols commanded byReapers are sent to secure these assets. Anyfarmers or ranchers who resist are shot.Nicolai knows that once he controls the foodsupply, there is little anyone can do to resisthim. Any settlement that gets out of hand cansimply be starved into submission.

There are some small demonstrationsagainst these actions, but they are brutallyput down. Even many of Nicolai’s mostenthusiastic supporters are dismayed by thisturn of events, but they feel there is little theycan do. For the moment, it seems as if Nicolaihas finally achieved his goal—now all he hasto do is defeat Warfield.

The CounterrevolutionThere are two basic ways to handle

Nicolai’s bid for power. The first is to allow theposse to get wind of his plot before he canenact it. The heroes can either try to findevidence of the plot and present it to thegovernment or they can take a more directapproach and simply take Nicolai out.

The first plan is risky because if Nicolaigets wind of the heroes’ actions, he does allhe can to get rid of them, or at least discreditthem. Nicolai has allies in the ColonialAssembly. He has them use their influence tohave any Ranger or militia characters postedaway from Temptation where their ability toinvestigate is limited. The heroes have tochoose between following orders and gettingNicolai. If the posse does gather evidence,Nicolai is tried before the Assembly. If it looksas if the trial is going to go against him,Nicolai uses his Reapers to fight his way outof Temptation and retreats to the Bunker.

Taking Nicolai out also has its risks. If theheroes do it before he takes power, they hadbetter have some evidence of his plot or hisallies will have the group up on murdercharges. Waiting until after Nicolai has shownhis true colors means the heroes have thesupport and aid of the people, but the headReaper is surrounded by serious firepower.Getting close enough to him for anassassination will be difficult.

If Nicolai is killed or captured, a brief civilwar ensues. The Reapers and troopspersonally loyal to his allies in the assemblyattempt to hold onto control in Temptation.The EXFOR troops side with the colonists andtip the scales in their favor. Once it becomesobvious that they can’t win, the Reapers andtheir allies retreat south and hide in theBunker. Some of the Reaper units outside ofTemptation practice a scorched earth policyand torch farms and ranches as they retreat.

The struggle for power temporarilyweakens the colonists’ effort against the UN,but the EXFOR forces have suffered enoughsetbacks that they are unable to takeadvantage of their enemy’s momentarydisarray. After their retreat, the Reapers cut adeal with Warfield (which he has no intentionof honoring after the war). The group raidsoutlying settlements and farms, but theirweakened condition means that these attackshave little effect on the colonial war effort. Atsome point the posse might lead an attack onthe Bunker and finish the Reapers for good.

48 Best Laid Plans

TheSkinnies

The skinnies are yetanother faction looking torule Banshee. Despite theirincredible power, they areprobably the farthest fromaccomplishing this goal.They have lived a longtime, however, and onething immortality grants isthe ability to plan for thelong term.

The skinnies considerthe human and anoukforces in the Farawaysystem as minor obstaclesto overcome. They’re notso sure about theReckoners, though. Theskinnies immediately

sensed the Reckoners presence when theyarrived on Banshee. They also immediatelysensed the Horsemen’s tremendous power—power that surpassed their own.

For the moment, the skinnies have putaside their petty squabbles and dedicatedthemselves to regaining their lost power. Theyhave been feverishly exploring the Dark Citiesin search of their lost arcane knowledge andartifacts. In a few cases, skinnies haveactually worked together in the ruins.

The skinnies understand the nature of thestruggle between the Reckoners and Banshee.As much as they would like to see Banshee’spower destroyed, they know they stand littlechance against the Reckoners unless theplanet weakens them. For this reason, they dolittle that would harm the planet while theysearch for their lost treasures.

The most likely place for the heroes toencounter a skinny is in one of the DarkCities. It’s unlikely that the skinny will bealone. As it retrieves its lost knowledge, itgathers some of its previous pets andguardians to its side to aid in its search. Anyskinny encountered is also likely to be morepowerful than any the heroes have facedbefore.

The skinnies plan is to regain theirstrength and then work to weaken theReckoners from a distance. Once the

Reckoners have been sufficiently weakened,the skinnies plan to band together and takeeach one down individually. Due to theskinnies’ supernatural nature, they canabsorb much more of the Reckoners’ powerthan can a hero counting coup on them. If theskinnies take the Reckoners down, they willhave more than sufficient power to seizecontrol of the rest of the Faraway system.

Deadlands Profile: RestoredSkinny

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12+4, Q:3d10,V:3d10

Climbin’ 1d8, dodge 3d8, fightin’: brawlin’ 5d8,sneak 5d8

Mental: Mental: Mental: Mental: Mental: C:3d10, K:4d12+4, M:4d12, Sm:3d12+4,Sp:4d12+4

Academia: occult 6d12+4, blastin’ 7d12+4, guts6d12+4, overawe 7d12, scrutinize 6d10, search6d10

Edges: Edges: Edges: Edges: Edges: The “stare”Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: Big britchesWWWWWind:ind:ind:ind:ind: NAPace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 7TTTTTerrerrerrerrerror:or:or:or:or: 11Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Damage: Damage: Damage: Damage: Damage: Bony claws STR+1d4Armor: Armor: Armor: Armor: Armor: AV 1Focus StafFocus StafFocus StafFocus StafFocus Staff: f: f: f: f: One of the first things most

skinnies attempt to recover is their focusstaff. This is both a symbol of theirformer office and a tool to focus theirpower. This has a number of effects. Thefirst is that it makes it easier for theskinny to draw power from itssurroundings. When drawing power fromother beings, all living creatures within50 yards of the skinny now suffers 1d4Wind each time a power is used. Whendrawing power from Banshee, the skinnynow suffers only a +4 increase in the TNof the power being used. A second effectis that the skinny can channel powerthrough the staff and fire it at itsenemies. The sickly green beams firedfrom the staff have a Range Increment of10 yards and do 4d10 damage (AP 2). Theskinny uses his blastin’ skill to fire thestaff. The staff can also be used toprotect the skinny. If the skinny succeedsat a Hard (9) blastin’ roll, it is surroundedby a glowing green dome of energy. Thisdome has an AV of 1, plus 1 for each raisethe skinny gets on its roll. This armor iscumulative with the skinny’s naturalarmor. The dome also interferes withsyker powers that pass through it. All

49 Best Laid Planssyker powers that must pass through thedome have their TNs increased by +4.This includes the skinny’s own powers.Lastly, the skinny can use the staff toheal itself. If it succeeds at a Hard (9)blastin’ roll, it regains one wound level foreach success and raise. All of these usesdraw Strain as if the skinny had used apower.

Resistance (All): Resistance (All): Resistance (All): Resistance (All): Resistance (All): Skinnies take only halfdamage from all attacks.

SkinnSkinnSkinnSkinnSkinny Poy Poy Poy Poy Powwwwwererererers: s: s: s: s: Arson, brain blast, brainslammer, fleshknit, green lightning, massmind, mind rider, mind scan, mind wipe,predator, skin walker, slow burn,tattletale, telekinetic storm, telekinesis.

Strain: Strain: Strain: Strain: Strain: Effectively unlimited.Unkillable: Unkillable: Unkillable: Unkillable: Unkillable: A skinny that is put down is

not dead. Its spirit still exists, althoughthe loss of its body causes it to bestunned and unable to act for 24 hours.During this time an anouk shaman with5 levels or more in academia: occult canimprison it. If not imprisoned, theskinny’s body slowly regenerates. Theamount of time this takes depends onhow badly the body in which it is trappedwas damaged. If the skinny was merelyput down with weapons, it takes about aweek. if the body was burned, and theashes scattered to the winds, it couldtake months. The only way topermanently destroy a skinny is to findits soul amulet and destroy this. Someskinnies’ amulets are hidden deep withinthe Dark Cities they once ruled. Otherskinnies’ amulets remained on the Darkand are somewhere in the Belt.

Gear:Gear:Gear:Gear:Gear: Focus staff

D20 Profile: Restored SkinnyLarge AberrationLarge AberrationLarge AberrationLarge AberrationLarge AberrationHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d8+40 (85 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +6 (+2 Dex, +4 Improved Initiative)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 16 (+2 Dex, +4 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Claws +13/+8/+3Damage:Damage:Damage:Damage:Damage: Claw 1d6+6Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Focus staff, skinny powersSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage reduction 20/+2SaSaSaSaSavvvvves:es:es:es:es: Fort +5, Ref +4, Will +8Abilities:Abilities:Abilities:Abilities:Abilities: Str 22 Dex 14, Con 18, Int 20, Wis 20,

Cha 12Skills:Skills:Skills:Skills:Skills: Blastin’ +17*, intimidate +7, ridicule +8,

Knowledge (arcane) +12, Move Silently +7,Search +11, Sense Motive +11, Spot +11

Feats:Feats:Feats:Feats:Feats: Alertness, Improved Critical, ImprovedInitiative, Power Attack, Cleave, the “Stare”

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: NAOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 12TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful Evil

Combat

Racial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: Skinnies receive a +5 racialbonus to their Blastin’ skill.

Focus StafFocus StafFocus StafFocus StafFocus Staff: f: f: f: f: One of the first things mostskinnies attempt to recover is their focus staff.This is both a symbol of their former officeand a tool to focus their power. This has anumber of effects. The first is that it makes iteasier for the skinny to draw power from itssurroundings. When drawing power fromother beings, all living creatures within 50yards of the skinny now suffers 1d4 subdualdamage each time a power is used. Whendrawing power from Banshee, the skinny nowsuffers only a +4 increase to the DC of thepower being used. A second effect is that theskinny can channel power through the staffand fire it at its enemies. The sickly greenbeams fired from the staff have a RangeIncrement of 30 feet and do 3d8 damage. Theskinny uses his Blastin’ skill to fire the staff.The staff can also be used to protect theskinny. If the skinny succeeds at a Blastin’check (DC 20), it is surrounded by a glowinggreen dome of energy. This dome hasincreases the skinny’s DR by 3 points. Thedome also interferes with syker powers thatpass through it. All syker powers that mustpass through the dome have their DCsincreased by +4. This includes the skinny’sown powers. Lastly, the skinny can use thestaff to heal itself. If it succeeds at a Blastin’check (DC 25), it regains 1d8 hit points, plus 2for every 4 points by which the Blastin’ totalexceeds the DC. All of these uses draw Strainas if the skinny had used a power.

Strain:Strain:Strain:Strain:Strain: Skinnies have unlimited Strain.SkinnSkinnSkinnSkinnSkinny Poy Poy Poy Poy Powwwwwererererers: s: s: s: s: The skinny knows the

following powers: Arson, brain blast, brainslammer, fleshknit, green lightning, massmind, mind rider, mind scan, mind wipe,predator, skin walker, slow burn, tattletale,telekinetic storm, telekinesis.

Unkillable: Unkillable: Unkillable: Unkillable: Unkillable: A skinny that is put down isnot dead. Its spirit still exists, although theloss of its body causes it to be stunned andunable to act for 24 hours. During this time ananouk shaman with 5 levels or more inacademia: occult can imprison it. If not

50 Best Laid Plans

imprisoned, the skinny’s body slowlyregenerates. The amount of time this takesdepends on how badly the body in which it istrapped was damaged. If the skinny wasmerely put down with weapons, it takesabout a week. if the body was burned, andthe ashes scattered to the winds, it could takemonths. The only way to permanently destroya skinny is to find its soul amulet and destroythis. Some skinnies’ amulets are hidden deepwithin the Dark Cities they once ruled. Otherskinnies’ amulets remained on the Dark andare somewhere in the Belt.

The FallenThe Fallen are also aware of the Reckoners’

coming. They see it as a great opportunity tobe rid of their skinny masters. They havemade contact with the Reckoners and arekeeping them informed of their masters’actions. The Fallen’s plan is simple. Use theReckoners to destroy the skinnies, aid thecolonists in weakening and destroying theHorsemen, and then take control of what’sleft. It’s ambitious, but the Fallen have a fewaces up their sleeves.

Their search of the Belt has not turned upany other survivors like themselves, but it hasyielded something even more useful: the soulamulets of two of the skinnies on Banshee.The amulets belong to Karg and Raah.

The ritualistic vows the Fallen took whenthey became priests prevents them from usingor destroying the amulets, but they don’tprevent them from giving them to someonewho can. The Fallen learn of the heroes’ questagainst the Reckoners and send emissariesoffering aid. The messengers claim to representthe last survivors of a race enslaved by theskinnies on their home world. They say thatthe group was part of a resistance movementthat stole the amulets centuries before. Theyoffer the posse the two amulets in exchangefor a promise that the heroes destroy themonce they are no longer needed. They alsoexplain the amulets’ powers.

Pet SkinnyA skinny cannot use its powers against the

holder of the amulet, or against anyonewithin 50 yards to whom the holder extendshis protection. It also cannot physically attackthe holder or anyone under his protection.

This protection doesn’t extend to any servantsor pets of the skinny, so the heroes need toeliminate these or try to catch the skinnywhen it is alone.

The amulet gives the heroes limited controlover the skinny. What the heroes do with thisleverage is up to them, but having a skinnyalong for a confrontation against a Reckoner issome serious extra firepower. The posse couldalso use the skinny against the UN or Reapers.

To use the amulet, the holder must find theskinny and activate the amulet’s power. Theholder always has a vague sense of thedistance and direction to the skinny. Oncewithin 30 feet and line of sight of the skinny,the holder must activate the amulet andassert his power over the creature. On each ofhis actions, the holder can attempt a contestof Spirit (contest of Wisdom) with the skinny.The amulet grants the holder a +8 bonus (+4bonus) to his total. Until the holder wins thiscontest, he gains none of the amulet’sprotective powers.

Once the holder has established controlover the skinny he can communicate mentallywith the skinny at any time and at any range.He can also give the skinny orders that itmust obey. However, the skinny is only boundby the words of the orders. It interprets thesecommands as literally as possible if doing sowill allow it to harm the amulet holder orretrieve its amulet. The skinny can alsoattempt to disobey these orders (although itcan’t bypass the amulet’s protective effects) bywinning a contest of Spirit (Wisdom). Asbefore, the amulet grants a +8 bonus (+4) tothese checks. If the amulet holder wins, theskinny cannot attempt to violate an order for24 hours. If the skinny wins, it gains 1 minuteof freedom for every raise (every 4 points) bywhich it beats the holder.

Destroying the amulet is fatal to the skinny.An amulet has an AV of 4 (Hardness 20) andrequires 30 (20 hit points) points of damage todestroy. Once the amulet is destroyed, itsprotective effects are lost. The skinny takes 1wound (2d8 damage) per round (these cannotbe healed with its focus staff) until dead.

Karg can be found poking around its formerdomain at the Spire. Raah’s old city is locatedin the Valley of Death on Two. It has beenable to poke around in some of the outlyingportions of its city, but it hasn’t been able toreach the entrance to its palace near thecenter of the valley because Death has set upshop there. Raah won’t be happy with anyheroes that show up toting its amulet, butdestroying Death and gaining access to itspalace vaults is something it does willingly—while it plots the posse’s slow, painful death,of course.

51 Best Laid PlansUnited ColonistsEnough with all the evil and chicanery

already. Let’s take a quick look at what thegood guys are up to.

Things are pretty much business as usualuntil Warfield launches his campaign ofconquest. After the fall (or destruction) ofGoliath’s Belt, the colonists band together toresist the UN aggression.

United Colonial AssemblyThe formation of the new colonial

government resembles nothing more than acat roundup, but thanks to J.J. Lasseter and afew other silver-tongued diplomats, the rowdycolonists are able to hammer out a deal thatmost of them can live with. The newgovernment, called the United ColonialAssembly is a unicameral legislature. Everysettlement on Banshee with a population of10 or more is allowed to send a votingrepresentative or designate a representativefrom another settlement to vote for them.Temptation and Seaside are granted 10representatives each. This low populationthreshold means that some single-familyranches are eligible to send reps. Each of theorbital stations is also represented at theAssembly. Temptation is selected as thecapital of the new government. It is alsodecided that the ruined St. Calixtus cathedralis to be restored to house the governmentoffices. For the time being, the governmentoperates out of some abandoned officebuildings on the east side of town.

The Assembly votes on all new laws, taxes,and appointments. It also elects the Presidentand the Colonial Council. The first Presidentof Banshee is David Lucas, a well-knownmerchant from Temptation.

Colonial CouncilNot much would get done if everything was

put to a vote before the Assembly. Debatesthere are long, drawn out affairs; everyone hasan opinion on every issue and feels the needto be heard. The debates often continue longafter the floor of the Assembly has beenclosed. The Rangers have to break upnumerous fights between drunken legislatorswho continue discussing state business afterhours at the local bars.

The day-to-day business of running thecolony is left to the Colonial Council. TheCouncil is made up of the President,representatives from Temptation and Seaside,

a legislator representing all of the smallersettlements, and a representative from theorbital stations. All of these representativesare elected from the main Assembly. TheRangers, the Banshee Free Militia, and theBanshee Orbital Defense Force all have non-voting representatives at the Council. Thecurrent council consists of David Lucas(President), Bret Swan (Temptation), AmandaBricker (Seaside), Robert Kittenger (othersettlements, General Byron Phipps (BFM),Captain Linda Taylor (BODF), and J.J. Lasseter(Rangers). Voting members of the Council areelected by the Assembly each year (with theexception of the President, who serves a fouryear term). Non-voting members are appointedby their respective organizations.

The Council handles all the daily businessand makes most of the major militarydecisions. If there is severe disagreement overany proposed strategy or the Councildeadlocks, any Council member can call for avote on it in the Assembly. Most of theCouncil members work together well, so theneed for Assembly votes is fairly rare.

When Nicolai makes his bid for power hegains the support of Bret Swan. Swan raisedhis own militia of about 50 members shortlyafter the attack on Goliath’s Belt. He paysthem personally from the fortune he made offhis vast mining possessions; they are loyal tothe man who signs their paychecks. He ismiffed that he was passed over for thePresident position and enthusiasticallysupports Nicolai’s plan for seizing power.

52 Best Laid Plans

Banshee Free Militia

All of the various colonial militias areorganized under a unified command structurecalled the Banshee Free Militia. It iscommanded by General Bart Holt (formerlythe commander of the Temptation NightWatch). The BFM totals about 4000 troops. Insome cases this includes nearly the entireable-bodied population of smaller settlements.

The unified command sounds good onpaper, but the colonists have an independentstreak that causes them to resent takingorders. In addition, many of the local militiasunderstandably place protecting their homesat the top of their priority list. Holt has to beequal parts military commander and politicianin order to get any sort of joint operationaccomplished. The BFM also garners someresentment with certain groups because itrequisitions a number of vehicles andshuttles. This was unavoidable though,because without the vehicles, the BFM doesnot have the mobility to respond to UNthreats.

If and when mass defections begin amongthe EXFOR troops, the BFM nearly doubles insize. These new troops bring their ownequipment, so there is no problem there, butthe sudden influx of troops causes problems infinding food and housing for all of them. Theiraddition to the BFM more than doubles itsefficiency, however. The EXFOR troops have noloyalty to any particular settlement, so they aremore than willing to operate wherever they areneeded. They also know that a colonial defeatprobably means execution for treason, so theyfight hard whenever up against UN troops.They give no quarter and ask none.

Heroes who have distinguished themselvesin the colony’s service may be offeredcommissions the BFM by the Assembly.Whether this happens is up to you anddepends on what you wish the focus of yourcampaign to be.

The Reckoners

Either through the heroes or some othersource, the Council eventually learns of theReckoner’s presence on Banshee. Despite thethreat posed by the Horsemen, the Councildeems it a low priority. This is due to acombination of political pragmatism—convincing the Assembly that some mythicalcreatures pose a greater threat than Warfieldand the UN is a losing proposition—and a truelack of understanding of threat the Reckonerspose.

Despite this, however, the Council doesauthorize the Rangers to look into the matter.They also authorize a budget of 10,000 creditsper month for this purpose. If there is aRanger in the posse, or the heroes have agood working relationship with the Rangers,this task force is probably the best way tohook the players into the fight against theReckoners. It gives them pretty wide latitudeto travel as needed, as well as access toRanger vehicles and equipment and somemanner of funding their quest. If one of theheroes is an experienced Ranger, she mighteven be placed in charge of the task force. Inaddition to any PC Rangers, four otherRangers are assigned to the force.

The head of Task Force Reckoner isresponsible for giving the Council monthlybriefings on the status of the project andaccounting for any money spent. This personis also charged with keeping the activities ofthe task force secret. All of the Councilmembers have political opponents who wouldlikely pounce on this project as anunnecessary expense during wartime andbring it before the Assembly.

53 Best Laid PlansThe RangersThe Colonial Rangers are one of the few

constants on Banshee. They are stilloverworked, underpaid, and largelyunappreciated. Those that remain, however,are dedicated to their work.

Lasseter works hard trying to fill theRanger’s ranks, but once the war with the UNbegins, most of the able-bodied populationwho don’t have important jobs areincorporated into the militia. The Rangers justhave to soldier one with what they have.

In addition to manpower problems, theRangers also have equipment difficulties.Much of their prewar equipment is prone tomalfunctions due to Bazelus’ influence. Oncethe war with the UN begins, there simply isn’tany new equipment. The loss of the orbitalstations means that the limited productionfacilities on Banshee’s surface are committedentirely to manufacturing equipment for themilitia. As a result, the Rangers are forced tobeg, borrow, and steal (Ross prefers the term“unauthorized requisitioning”) the equipmentthey need.

Ross and DallasWith Lasseter tied up with his Council

duties and recruiting drives, Dave Ross andDebbi Dallas are busy working to keep theexisting Rangers in the field as an effectiveforce. This effort keeps them riding a deskmost of the time—and they hate it.

Both of them have pet projects they mayrope the heroes into. Ross’ project is takingdown the Reapers. Any time he has awayfrom his office is spent trying to locate theBunker. Whenever he learns of Reaper attacknear Temptation, he tries his best to lead theRangers who are sent out to track themdown. Once Nicolai is offered amnesty, Rossspends all of his spare time keeping an eyeon the Reaper leader. He may also detail otherRangers to track him. If you want the heroesto nip Nicolai’s coup in the bud, Ross is thebest source of information for the posse.

Debbi’s project is creating a lasting peacebetween the colonists and the anouks. Sheworks with Martool and her clan to fostertrust between the two groups. Debbi has hadsome success, but a lot of the colonists havelong memories and some of the local anoukclans simply aren’t interested in peace. Debbi’sbiggest success so far has been recruiting awarband of anouks to serve in the BFM.These anouks have served with distinctionand allow Debbi to hope that there may be a

chance for real peace once the war with theUN is over. Once Warfield begins bombinganouk villages from orbit, many now-homeless anouks come to Temptation toserve in this unit. A roughly equal numberform small raiding bands and attack colonialsettlements simply because they are inhabitedby humans.

Both Ross and Dallas are concerned by thenews about the Reckoner’s arrival. Neither ofthem truly understand the import of thisevent, but given their past experiences withthe supernatural, they realize that theHorsemen may mean really bad news for thecolonists. Both of them keep up-to-date onthe activities of Task Force Reckoner and tryto help out when possible. They both want toget out in the field more, and if offered anopportunity to accompany the heroes on anattack on one of the Reckoners, they jump atthe chance. Debbi especially can be useful inthis regard since she’s a guardian. The heroesshould be cautious about asking their help,however, because if either of them are killed,people will start asking questions.

Chapter Three:The Reckoners

Well, the time has finally come. That’s right,we’re going to stat the Reckoners—and youknow what that means. If they have stats, youcan kill them—or they can kill your heroes.The Reckoners are the Big Bads of theDeadlands story and they are certainly nopushovers. Unless your heroes are powerful,and more importantly, smart, there is a verygood possibility they’ll end up with toe tagsand get their final physicals from Doc Dazyand his bone saw.

Of course, the Reckoners aren’t going tojust sit around in their strongholds with a big“Shoot here for 1 Billion XP” sign over theirheads. They want to either destroy Bansheeor get back to Earth. And, like the other badguys we’ve looked at, they’ve got a Plan toachieve that. This chapter looks at what theFour Horsemen are up to, what the playerscan do to stop them, and, ultimately, how todefeat them for good.

Unlike the typical opponents your heroeshave faced in the past, the Reckoner’s stats

aren’t set in stone. Their arrival onBanshee has weakened them, and aslong as their plans (and the plansof some of the humans who areinadvertently helping them) arethwarted, they continue togrow weaker.

The heroes can make their finalbattle against the ultimate evil inthe Deadlands world much easierwith a little groundwork laid aheadof time.

The stats listed for each of theReckoners are their “full power”abilities. These are what the heroesrun into if they simply beeline forthe Horsemen’s lairs withoutdoing any prep work. Aspowerful as they are, theReckoners are still muchweaker here on Banshee thanthey were on Earth(remember that Famineshrugged off a nuclearblast, although herhorse didn’t fare sowell). So how doesthe posse cut theReckoners down tosize? Turn thepage andfind out.

56 The Reckoners

Whittling ‘EmDown

The Reckoners are being weakened byBanshee’s aura, but as long as they can tapinto their main source of power—fear—theycan counter this effect. If they are able togenerate enough fear, they may be able tocompletely reverse Banshee’s power overthem. The more fear the Horsemen generate,the faster Banshee’s ghost rock infestationgrows. At some point this cancer-like growthwill reach a critical mass and grow beyondthe planet’s ability to recover from it.

Although fear is the primary fuel thatpowers the Reckoner’s conquest machine, it’snot their only source of power. To a lesserextent, each one draws power frommalevolent events that fall within theirrespective realms. For example, Death benefitswhenever someone is murdered, Faminegains a boost whenever a person starves,Pestilence perks up whenever a plague isdropping people, and War benefits wheneverpeople start knocking each other off on anorganized basis. Not every event has to resultin a death, but these are normally the thingsthat generate the most power for theHorsemen. The sadness, grief, despair, andother negative emotions that accompanythese events all provide the Reckoners withtasty morsels of power. Since you’ve seenwhat’s in store for the inhabitants of Banshee,you know that the Reckoners are about to eatwell unless the heroes do something aboutit—and you haven’t even seen what theHorsemen are planning themselves!

Fear WatchersThe way for the heroes to gain victory is to

derail these plans, or at least mitigate theireffects. If the posse is able to force theReckoners on a diet, the reduction in theirfear calories results in a correspondingreduction in their power and a slowing of thegrowth of the ghost rock infestation. If theheroes throw enough monkey wrenches inthe works it’s possible for the posse to reducethe Reckoners from godlike beings that cancrush them like bugs to merely immenselypowerful creatures who will probably justmaim and cripple them.

Finale Points

The reduction of the Reckoners’ power istracked using Finale Points (FPs). For everymajor plot the posse is able to foil, they gain anumber of FPs against one or moreReckoners. The exact amounts aresummarized in the Finale Point Table on thenext page. You may notice by examining thetable that it’s possible to earn more pointsagainst Death and War than against Famineand Pestilence. This is intentional becauseDeath and War are more powerful than theother two.

As each of the events listed in the tableoccurs assign the listed points to either theposse or the affected Reckoners. If the heroessucceed at stopping the action, they gain thepoints. If the heroes fail, or don’t interfere, theReckoners gain the points.

The plots listed in the table are not the onlyways to gain Finale Points. The posse can alsogain them from adventures you design,Marshal. Basically, any actions the heroes takethat lessen fear, right a wrong, or in someway strengthen Banshee have a negativeeffect on the Reckoners. It’s up to you todecide how many points to award for eachaction and against which Reckoners theyapply. In general, though, unless an adventurehas a planet-wide impact like the ones listedin the Finale Point Table, they should only beworth 1 to 3 points at most.

For example, let’s say that someunscrupulous miners are using toxicchemicals in their operation that are pollutingthe local water supply and poisoning theanouk tribe that depends on it. Stopping thiswould be worth 1 point a piece against bothPestilence and Famine. However, the endsdon’t always justify the means—the posse’sactions can have consequences. If the heroesstop the miners by storming the mine andkilling everyone in sight they mayinadvertently give Death a point. Likewise,organizing the anouks to raid the mine maygive a point to War. This not to say that theheroes can only win by getting everyone tohold hands and sing “Kumbaya,” but if theyare particularly bloodthirsty or reckless indealing with a problem they should suffer theconsequences.

Using FPsOnce the heroes actually square off in

battle against a Reckoner, total up all thepoints they have gained against the particularHorseman and then subtract any points theReckoner has gained from this number. For

every 5 full points that the posse has gained,that Reckoner is weakened in some way.Each 5 points can be spent to reduce theReckoner’s abilities in the ways listed below.If you know the heroes are going to befighting a Reckoner in a given session, youshould adjust its scores ahead of time so youdon’t bring the game to a screeching haltwhile you tinker with them. It’s up to you todecide exactly how you wish to weaken theBig Bad because each posse has differentstrengths and weaknesses. You should adjustthe Reckoner’s abilities in a way that givesyour posse the best chance of defeating it. Werecommend, however, that you not negate theReckoner’s immunity to non-magicalweaponry to prevent the heroes from waltzingand simply blowing its head off with a lot offirepower—kind of an anticlimactic end for ademi-god.

Every 5 Finale Points can be spent to doone of the following:

Reduce a Trait by one die type (-2 to oneability).

Negate one special ability.

Reduce the Reckoner’s Armor value by 1point (-1 to AC).

Reduce the Reckoner’s Size by 1 point to aminimum size of 8. Each Size reductionalso causes a corresponding reduction tothe size of the Reckoner’s horse. If youare using the d20 system, this causesboth the Reckoner and his horse to lose 1hit die.

Grant the heroes +2 to damage versus theReckoner and his mount.

Tannis Weapons

Another weapon in the heroes’ arsenalagainst the Reckoners is the power of tannis.Tannis rock is imbued with the very life forceof the planet. All weapons made from thismaterial function as magical weapons againstthe Reckoners and ignore their immunity tonon-magical weapons. You can allow theheroes to learn this the hard way—in combatwith a Reckoner—or you might allow aguardian or shaman to learn it in a visionfrom Banshee.

Gun-toting heroes may wish to make tannisbullets. It’s possible to do this, but they do notperform the same as normal bullets. To createthem, the heroes need an anouk capable ofworking with tannis, some bullet molds, and asupply of shell casings and gunpowder.

Finale PointsMission/PlanMission/PlanMission/PlanMission/PlanMission/Plan DeathDeathDeathDeathDeath FamineFamineFamineFamineFamine Pesti lencePesti lencePesti lencePesti lencePesti lence WWWWWarara ra ra rEnding Orbit Forge equipment sabotage +5 0 0 0Cut HI weapon supply to Reapers +5 0 0 +5Free Vanessa from Bazelus +5 +5 +5 +5Derailing Operation David 0 0 0 +5Derailing Operation Typhoon +5 +5 +5 +5Destroying the Behemoth +5 +5 +5 +5Defeating the Pig Skinner 0 0 +5 0Preventing/removing Nicolai from power 0 +5 0 0Preventing orbital strike on Temptation +10 0 0 0Destroying Famine’s weather control 0 +10 0 0Stopping the Omega Virus 0 0 +10 0Preventing/defeating northern invasion 0 0 0 +10

58 The Reckoners

Tannis bullets perform differently thanstandard bullets. Tannis is much less densethan lead, so bullets made of the material arelighter than ordinary bullets. This has anumber of effects.

For starters, this imposes a -2 penalty to alldamage rolls (due to both the lighter weightand the fact that they don’t deform on impact).Their lighter weight also means that theyreceive less of a benefit from the rifling ofmodern weapon barrels and lose their velocityfaster. For this reason, the Range Incrementsof weapons using tannis bullets are halved.Tannis is also much harder than metalsnormally used in bullet-making. Each time afull magazine of tannis ammo is fired from aweapon, roll 1d10. On a roll of 1, the abrasivestone has worn down the weapon’s riflingand imposes a -1 penalty to hit (ignore this forsmoothbore weapons like shotguns). Thispenalty can accumulate up to a maximum of-4. Lastly, tannis bullets are ineffective againstrigid armor like battlesuits and vests withtrauma plates (the bullets simply shatter).Treat these as if their AV was 2 levels higher(+2 AC). Against non-rigid armors, however,the tannis bullets’ lack of deformation grantsa +2 AP bonus (-2 AC).

When used against a Reckoner or aServitor, tannis bullets do normal damage.They also suffer no penalties against thesupernatural armor worn by the Horsemen. Ifthe grip of the weapon are inlaid with tannis,it is possible for anouks and guardians tocharge all of the bullets in a single magazineas they would any other tannis weapon.

The Panoply ofArkat

There is one last thing the posse can do togive the heroes that extra edge against theReckoners: recover the Panoply of Arkat.Arkat was a great anouk warrior who foughtalongside Azreel in the rebellion against theskinnies. He was an enormous anouk,standing well over 10’ tall, and possessed ofenormous strength (even by anouk standards).He waded into battle with a ferociousrecklessness driven by his intense hatred ofthe skinnies. On more than one occasion hecharged into masses of skinny-controlledanouk troops and single-handedly changedthe course of the battle. Legends credit himwith personally “killing” no fewer than fourskinnies and slaying scores of their highpriests.

Just like his human counterpart, Sampson,Arkat was betrayed by a woman. He fell inlove with a female anouk slave named Shalawho was working with the skinnies. Shegained his trust by passing him informationgiven to her by her malnourished masters.The skinnies were more than willing tosacrifice a few small caravans to Arkat’s raidsin exchange for ridding themselves of thisthorn in their side.

Once Arkat had fallen for Shala, she offeredto sneak him into the Black City where shewas enslaved. She claimed to have discovereda secret way into the personal chambers ofthe skinny that ruled the city. Arkat couldn’tpass up the chance to take on a skinny one-on-one and he eagerly followed Shala deepinto the bowels of the city—straight into anambush. Arkat didn’t go down easily, but hewas eventually overwhelmed through sheernumbers.

After his capture, Arkat was publiclytortured to serve as an example to the otherslaves of the futility of resisting the skinnies.During his suffering, Arkat called out toBanshee for aid. A lightning bolt came downout of a clear sky. It ended Arkat’s sufferingand fried the high priests tormenting him tocinders.

Following Arkat’s death, the skinniesattempted to dispose of his equipment butfound themselves unable to do so. No normalmeans of destruction worked and hisweapons and armor had become so infusedwith Banshee’s life force that their dark magicwas completely powerless against the items.Since they couldn’t destroy them, the skinnies

59 The Reckonersdecided to separate the items and hide themto prevent another would-be anouk hero fromobtaining them.

The Panoply of Arkat consists of threeitems: the Charnok Dok (Helm of Clarity), theDar’seth Ravok (Skinny Cleaver), and theAknouk Rrkan (Breastplate of Rage). TheCharnok Dok was hidden in the lower levelsof the Spire, the Dar’seth Ravok was stashedaway in a Black City on the Leeward Islands,and the Aknouk Rrkan is hidden in a cave inthe Black Valley. All of these items areguarded by a series of traps and nastycritters—the perfect excuse for taking yourposse on a dungeon crawl style adventure.

Although the pieces of the Panoply becamemagical while fighting skinnies, they possessa number of powers that could be helpful in afight against the Horsemen. The only catch isthat the items’ special powers only work foranouks and guardians. In the hands of anyoneelse they are simply mundane items. Onepower all of the items possess is that theyautomatically adjust their size to that of theirwearer.

Charnok Dok (Helm of Clarity)

The Charnok Dok is a large helmet madefrom the skull of a chanouk. It covers theentire head and face and has a hingedfaceplate on which is carved a likeness ofArkat. A sharpened barouka tusk protrudesfrom the center of the helmet’s forehead(Arkat added this to give his head butts alittle more oomph). The sides and back of thehelmet are inlaid with tannis, allowing thehelm to be charged. The Charnok Dok has thefollowing powers:

It protects the noggin’ with an AV of 3 (AC+2). The helmet can be charged like any otherpiece of armor to increase its armorprotection.

The wearer of the Charnok Dok gains anadditional +5 Strain.

The Charnok Dok protects the weareragainst mind-controlling magic and psionics. Itgrants a +4 bonus to all Spirit rolls (+4 to Willsaves) made to resist these types of magic.

The wearer can headbutt an enemy for STR+d6 damage (1d6 piercing damage).

Dar’seth Ravok (Skinny Cleaver)

The Dar’seth Ravok is a large, battleaxestyle weapon with a tannis blade (see thecover of the Lost Colony book). It has threebarouka tusks mounted on it; one on the tipand two on either side of the blade. It alsohas a razor wing talon mounted on the

bottom of its shaft. The shaft itself is made ofpure tannis stone wrapped in chanouk hideleather. The Dar’seth Ravok has the followingpowers:

As a cutting weapon, the Dar’seth Ravokdoes STR+d10 damage, AP 2 (d10 damage). Itcan also be used to thrust with the tusks forSTR+d8 damage (d8 damage). The criticalthreat range for the weapon is 18-20/x3. It canbe charged for additional damage.

The weapon does +4 damage versus anyenemy of Banshee’s (the Reckoners qualifyfor this). Against skinnies it does an additional+4 damage.

The talon on the shaft can be used tomake an entangling attack as with thechakatl causing STR+d6 damage (d6 damage).If the entangle is successful, the user mayimmediately make another attack with theaxe head at +4 to hit.

Aknouk Rrkan (Breastplate ofRage)

The Aknouk Rrkan is a battle-scarredbreastplate made of chanouk bone and inlaidwith tannis. Unlike most anouk breastplates,this one also covers the wearer’s back (Arkatadded the back covering after he waded intoone too many melees by himself and wasstabbed for his troubles). It has the followingpowers:

It grants the wearer +5 Strain.The breastplate has an AV of 4 (AC +7). It

can be charged as normal.Spending a point of Strain allows the user

to enter a lethal battle rage. This isn’t anunthinking berserker rage, it’s more of trancethat narrows the warrior’s focus down to hisimmediate surroundings and pumps his bodyup for battle.

When the warrior enters the rage hisStrength is increased by +2 die types (+4 toStrength). Time seems to slow while in therage, giving the warrior more time to react tohis opponents actions. This grants the hero anextra action card each round (+1 to number ofattacks and +4 to initiative rolls). It alsoincreases the TN to hit the hero with a meleeattack by +4 (+4 AC) and gives a +4 bonus toall dodge rolls (+4 to Reflex saves). The tunnelvision caused by the rage imposes a -4penalty to all Cognition and search rolls (-4penalty to Listen, Search, and Spot checks).These effects last 5 rounds for each point ofStrain spent.

60 The Reckoners

DeathDeath is arguably the strongest of the

Reckoners because so much falls within hisdomain. Whenever anyone dies of anythingother than natural causes, Death gains somepower. Given the current state of affairs onBanshee, Death hasn’t exactly starved. Despitethis, however, the planet has still taken its tollon the Reckoner and he is now just a shadowof his former self.

Death has set up camp, appropriatelyenough, in the Valley of Death on Two. He hastaken over the ruins of a Black City there. Thecity was buried in an earthquake long agowhen Banshee took her vengeance on theskinnies. Recent upheavals following the WorldStorm, however, have sheared off a portion ofthe cliff containing the city and exposed itsinner chambers to the outside. The corruptedanouks that have entered into Death’s servicemake their homes here. Most of the tannishere has been converted to ghost rock, so theanouks were unable to use their tannis-shaping abilities to carve new staircases in therock. As a result the walls of the valley arecovered with rickety ladders allowing access tothe various exposed chambers.

The Valley is patrolled by groups of Darkethanouks. These patrols normally contain 8 to 10anouks accompanied by 1 or 2 prowlers. Theprowlers are a local predator that has beenwarped by Death’s power into even fiercerbeasts. If the patrol is expecting trouble, it isusually accompanied by a Charon demon, oneof Death’s most common servants. (See belowfor stats.)

Death himself spends most of his time in athrone room deep inside the cliff that onceserved as a private audience chamber for theskinny that once ruled this city. If the posseopts for a frontal assault, they will have toevade (or fight) a number of patrols in orderto gain access to the cliff-side entranceleading to this chamber. However, thedestruction caused by the various tectonicupheavals over centuries has littered the areavarious caves and tunnels that allow a morestealthy approach. If the heroes scout out thearea thoroughly, it is possible to find one ofthese entrances outside the normal patrolarea and gain direct access to Death’s throneroom. This should allow the heroes to engagehim directly without being weakened fightingtheir way in.

Death is not alone, however. He is normallyattended by two Charon demons, a squad ofDarketh anouks, and a prowler. Once battle isjoined in the throne room, roll 1d12 everyround. On a roll of 12 or greater,reinforcements arrive from outside. Eachround that reinforcements fail to arrive, add +1to the die roll. Once reinforcements do arrive,the bonus to the die roll reverts to zero. Roll1d10 to determine who (or what) comes to theReckoner’s aid: 1-6 a squad of anouks, 7-8 aprowler, 9-10 a Charon demon.

Deadlands Profile: DarkethAnouk

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:3d8, S:3d12, Q:2d8, V:3d8Climbin’ 4d8, dodge 4d8, fightin’: brawlin’,

chakatl 5d8, shootin’: rifle 3d6, sneak 5d8,throwin’: balanced 4d6

Mental: Mental: Mental: Mental: Mental: C:2d8, K:3d6, M:2d8, Sm:3d6, Sp:3d8Bluff 2d8, guts 3d8, language: Anouk 2d6,

leadership 3d8, overawe 4d8, ridicule 3d6,scrutinize 2d8, search 4d8, trackin’ 4d8,survival: Death Valley 4d8

Edges: Edges: Edges: Edges: Edges: Ghost rock sense 1, race: anoukHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 16Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 8Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Strain:Strain:Strain:Strain:Strain: 8WWWWWeapon Charging: eapon Charging: eapon Charging: eapon Charging: eapon Charging: The Darketh carry

weapons made from ghost rock. Due tothe corruption they have undergone inDeath’s service, they can charge thisstone in the same way as normal anoukscan charge tannis. This has the sameeffects on damage and protection as fortannis weapons. It also has an additionaleffect. Charged ghost rock weaponry andarmor emits a chilling wail. Anyonehearing this noise must make animmediate Onerous (7) Spirit check (Willsave DC 12). Anyone failing this roll isstunned. A stunned character mayattempt another Spirit check at the sameTN on each of his actions. Once a herohas recovered from this effect, he isimmune to it for the next 24 hours.

Gear:Gear:Gear:Gear:Gear: Aknouk (AV2), chakatl, 3 ataxes.

D20 Profile: Darketh AnoukDarketh Anouk: Darketh Anouk: Darketh Anouk: Darketh Anouk: Darketh Anouk: CR 2 Medium-size Human;

Class: Awr 2, hp 18; Init +1; Spd 30 ft.; AC 16(+1 Dex, +5 armor); Atk Chakatl +5, atax +3;AL CE; SV Fort +4 Ref +1 Will +0; Str 14, Dex12, Con 12, Int 10, Wis 10, Cha 10.

61 The ReckonersSkills and Feats: Climb +5, Hide +4, Search +3,

Spot +3, Survival +3; Exotic WeaponsProficiency (atax), Martial WeaponsProficiency (chakatl), Power Attack, GhostRock Sense, Simple Weapon Proficiency,Weapon Focus (chakatl)

Special Qualities: Energy Weapon, Strain: 8Possessions: Chakatl, 3 ataxes, aknouk

Deadlands Profile: ProwlerCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:4d10, S:2d12+2, Q:4d8,

V:3d10Fightin’: brawlin’ 3d10, sneak 2d10Mental: Mental: Mental: Mental: Mental: C:1d8, K:1d4, M:2d6, Sm:2d6, Sp:4d8Search 2d8, trackin’ 2d8Pace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 7WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 2Damage: Damage: Damage: Damage: Damage: Mandibles STR+1d6 (AP2)Locking Mandibles: Locking Mandibles: Locking Mandibles: Locking Mandibles: Locking Mandibles: The prowler’s pincers

are designed to lock in place one thecreature has bitten its prey. If the prowlergets a raise on a fightin’ roll, it hasgotten a secure grip on its target andlocked its mandibles. The mandibles dofull damage each round as the prowlershakes its prey like a rag doll. Removingthe mandibles can only be done by killingthe beast or beating it in a contest ofStrength. The prowler’s locking bonestructure gives it a +4 bonus in any suchcontest.

Poisonous Spit:Poisonous Spit:Poisonous Spit:Poisonous Spit:Poisonous Spit: The prowler can shoot agob of venomous spittle up to a range of5 yards. Use the creature’s Deftness toattack. A character hit by this spit mustroll Vigor against a poison strength of3d10. If the character’s Vigor total is lessthan the poison’s strength, he takes thedifference as damage. The prowler mayautomatically hit any target it has lockedin its mandibles with this spit.

Sonic Shriek: Sonic Shriek: Sonic Shriek: Sonic Shriek: Sonic Shriek: The prowler can emit afocused sonic shriek in lieu of a normalattack. Treat this as a ranged attack,using the creature’s Deftness to hit. Theattack has a Range Increment of 5 yardsand affects only a single target. Acharacter hit by this shriek must make aHard (9) Vigor roll or become stunned for1d4 rounds.

Description:Description:Description:Description:Description: A prowler looks like a large, 10’long millipede with a hard, black, chitinousshell. It has sharp 2’ long mandibles thatprotrude from a circular maw lined withteeth. Corrosive spittle drips from its mouthwhen it is excited or angry.

D20 Profile: ProwlerMedium Magical BeastMedium Magical BeastMedium Magical BeastMedium Magical BeastMedium Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d10+12 (34 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +1 (+1 Dex)Speed:Speed:Speed:Speed:Speed: 50 ft.AAAAAC:C:C:C:C: 16 (+1 Dex. +5 armor)Attacks:Attacks:Attacks:Attacks:Attacks: Mandibles +9Damage:Damage:Damage:Damage:Damage: 1d8+4Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Locking mandibles,

poisonous spit, sonic shriekSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: NoneSaSaSaSaSavvvvves:es:es:es:es: Fort +7, Ref +5, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 18, Dex 12, Con 16, Int 10, Wis 10,

Cha 10Skills:Skills:Skills:Skills:Skills: Climb +8, Hide +5, Listen +4, Search +4,

Spot +4Feats:Feats:Feats:Feats:Feats: Weapon Focus (mandibles)Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any landOrganization:Organization:Organization:Organization:Organization: Solitary or group (1-4)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 4TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Neutral EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

Combat

Locking Mandibles: Locking Mandibles: Locking Mandibles: Locking Mandibles: Locking Mandibles: If the prowler’sattack roll beats the target’s AC by 4 points ormore, it has been able to lock its mandiblesonto its target. The mandibles do full damageeach round as long as they remain lockedbecause the creature shakes its prey around

62 The Reckoners

like a chew toy. The only ways to remove themandibles are to kill the creature or beat it ina contest of Strength. The prowler’s lockingjaw structure gives it a +4 bonus in such acontest.

Poisonous Spit: Poisonous Spit: Poisonous Spit: Poisonous Spit: Poisonous Spit: The prowler may flinggobs of venomous spit any target within 15 ft.Treat this as a ranged touch attack. Anycharacter hit by the spittle must make aFortitude save (DC 18) or take 2d6 aciddamage.

Sonic Shriek: Sonic Shriek: Sonic Shriek: Sonic Shriek: Sonic Shriek: The prowler can emit apiercing shriek against a single target. Treatthis as a ranged attack with a RangeIncrement of 15 ft. A character hit with thisattack must make a Fortitude save (DC 18) orbecome stunned.

Deadlands Profile: CharonDemon

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:3d8, S:2d10, Q:3d6, V:3d8Fightin’: brawlin’ 3d10, sneak 2d10Mental: Mental: Mental: Mental: Mental: C:2d8, K:1d4, M:2d12, Sm:2d6, Sp:4d12+2Overawe 4d12, scrutinize 3d8Pace: Pace: Pace: Pace: Pace: 6Size: Size: Size: Size: Size: 6WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 9Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 1Damage: Damage: Damage: Damage: Damage: Oar (STR+1d6), Bony Hand

(STR+1d4)Immunity: Immunity: Immunity: Immunity: Immunity: The charon demon is immune

to non-magical weapons. Tannis weapons

work normally against these creatures,however.

Coin!: Coin!: Coin!: Coin!: Coin!: This is the charon demon’s primarymeans of attack. It advances toward atarget with one hand outstretched andsays “Coin!” in a loud voice. The target ofthe attack hears this in his nativelanguage regardless of his origin. Actuallygiving the demon a coin renders itpowerless against that particularindividual (it can still attack the personwith its oar, but it can never steal hissoul). Failure to pay the ferryman allowshim to seek alternate means ofpayment—the character’s soul. Thedemon attempts to hit its victim with itsoutstretched hand. If it hits with a raise,its bony hand gets a death grip on thetarget and it begins to suck the hero’ssoul from his body. On each of its actionsit engages in a contest of Spirit with itsvictim. If it wins, the target’s Spirit isreduced by a die type. If the victim’s Spiritis reduced below a d4, he dies. The onlyway to end this attack is to break thedemon’s grip by winning a contest ofStrength. Spirit lost to this attack isregained at the rate of one die type perhour.

Description:Description:Description:Description:Description: A charon demon looks like thelegendary ferrymen: a skeletal figure indark robes. It holds a broad-bladed oar in itsleft hand. Its other hand is outstretched toaccept its fare—a coin or a soul, whicheverit can get its bony mitts on.

D20 Profile: Charon DemonMedium OutsiderMedium OutsiderMedium OutsiderMedium OutsiderMedium OutsiderHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8+2 (11 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +2 (+2 Dex)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 12 (+1 Dex)Attacks:Attacks:Attacks:Attacks:Attacks: Oar +6, bony hand +5Damage:Damage:Damage:Damage:Damage: Oar 1d6+3, bony hand 1d4+3Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Coin!Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 20/+3SaSaSaSaSavvvvves:es:es:es:es: Fort +4, Ref +3, Will +6Abilities:Abilities:Abilities:Abilities:Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 18,

Cha 10Skills:Skills:Skills:Skills:Skills: Listen +4, Move Silently +5, Search +4,

Spot +8Feats:Feats:Feats:Feats:Feats: Weapon focus (oar)Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any landOrganization:Organization:Organization:Organization:Organization: Solitary or group (1-6)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

63 The ReckonersCombatCharon demons prefer to use their soul

stealing ability in combat, resorting to theiroar only when no other options are available.These demons are drawn to anyone who hascheated death; guardians and the Harrowedare their preferred targets.

Coin!: Coin!: Coin!: Coin!: Coin!: This is the charon demon’s primarymeans of attack. It advances toward a targetwith one hand outstretched and says “Coin!”in a loud voice. The target of the attack hearsthis in his native language regardless of hisorigin. Actually giving the demon a coinrenders it powerless against that particularindividual (it can still attack the person withits oar, but it can never steal his soul). Failureto pay the ferryman allows him to seekalternate means of payment—the character’ssoul. The demon attempts to hit its victimwith its outstretched hand. If the demon’sattack roll exceeds the target’s AC by 4 pointsor more (or it scores a critical hit), its bonyhand gets a death grip on the target and itbegins to suck the hero’s soul from his body.On each of the demon’s actions its victimmust make a Will Save (DC 18). If the save isfailed, the target’s Wisdom is reduced by 2points. If the victim’s Wisdom is reduced to 0,he dies. The only way to end this attack is tobreak the demon’s grip by winning a contestof Strength. Wisdom lost to this attack isregained at the rate of one point every halfhour.

Ground ZeroDeath isn’t about to hang up his hooded

robe without a fight. He has a plan, thatshould it succeed, will give him a tremendousboost (the other Reckoners will get a bit of apick-me-up from it as well).

Death’s plan centers around the Behemoth.Using the nano-tech infiltrators Bazelus hasstowed away, he plans to stage a temporarymutiny and take control of the ship’s systems.Warfield is enough of a paranoiac that all ofthe Behemoth’s computer systems are triplyredundant. His computer techs should be ableto cut the traitorous circuits out of the loop inless than 15 minutes. Of course, 15 minutes isall the Reckoner needs. While under Death’scontrol, the ship alters its orbit to put it in aposition to launch a bombardment againstOne. The targets? Temptation and Seaside.

The massive depleted uranium slugs firedby the Behemoth’s mass drivers impact withthe energy of a small nuclear weapon(without all that messy radiation). If thestrikes are launched both towns are leveled

and tens of thousands are killed instantly.Thousands more die in the following weeksand months as the loss of the food andmedicine available in these settlementscauses starvation and disease (and gets Deaththank you cards from Famine and Pestilence).This strike isn’t an act of war, it’s outrightmurder. Besides giving Death a shot in thearm, the thousands of simultaneous deathsalso provides much of the spiritual juice thatBazelus needs to power up the Tunnel.

The loss of Temptation and Seaside meansthe complete destruction of any sort oforganized government on Banshee. Eachsettlement is on its own for defense. Some ofthe more hostile anouk tribes take advantageof this to renew attacks on human towns.

To his credit, Warfield is horrified by theattack. He withdraws all of his ships capableof orbital bombardment away from Bansheeand has his computer geeks working aroundthe clock to determine what happened andhow to fix it. He also sends food and medicalaid to the survivors on the surface. However,these aid shipments are met with attacks.None of the colonists are willing to believethat the strikes were an accident. Any vehicleor person with UN markings is attacked onsight.

Any Rangers in the posse may suddenlyfind themselves in line for a promotion, sincemost of the ranking Rangers were stationedin Temptation. It’s up to you whether Ross orDallas are in town at the time of the attack.Putting experienced characters in positions ofresponsibility during such a crisis can lead to

64 The Reckoners

some interesting roleplaying opportunities.Heroes who are used to dealing withproblems through direct action may have tolearn some useful skills like diplomacy andtact.

The immediate problems the heroes have todeal with following the destruction ofTemptation and Seaside are ending the anoukraids on the outlying human settlements,somehow procuring new supplies of food forthe survivors, and reestablishing somesemblance of trade between the remainingtowns. If the Reapers are still a threat at thispoint, Nicolai takes full advantage of thetragedy to maximize their influence amongthe survivors.

There are a number of ways to prevent thismini-cataclysm. Death cannot activate theBehemoth’s systems directly; he needs Bazelusassistance to do so. If the heroes defeatBazelus, the strike does not happen. Likewise,if the posse has made enough progressagainst the Reckoners that Bazelus feelsconfident enough to openly defy them, theshow is off. Disabling or destroying theBehemoth obviously prevents the strike fromoccurring. This can happen through theInternational Gun or more direct sabotage onthe players’ parts. If the Behemoth is out ofcommission, though, there is still thepossibility of Death trying a scaled-downversion of the plan with some of Warfield’ssmaller ships. Only defeating Bazelus and theBehemoth can ensure Temptation andSeaside’s safety.

Death

Okay, here he is, the Lord of theUnderworld himself in all his glory. One thingto take note of under his special abilities the“Death Blow” entry. All of the Reckoners havethis ability. Simply inflicting a mortal woundto them is not enough to permanently destroythem. The blow that finishes them must meetcertain conditions. If these conditions are notmet, any mortally wounded Reckonercompletely recovers from his wounds 24 hourslater, even if their physical body is destroyed.The heroes can learn of these conditionsthrough occult research, cryptic visions fromBanshee, or from Bazelus.

Deadlands Profile: DeathCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d10, N:5d8, S:4d12+10, Q:5d10,

V:4d12+8Dodge 6d8, fightin’: brawlin’, scythe 7d8, ridin’

10d8, sneak 5d8, throwin’ 6d10Mental: Mental: Mental: Mental: Mental: C:4d12+6, K:5d12+8, M:5d12+8,

Sm:4d12+10, Sp:4d12+12Academia: occult 10d12+8, bluff 8d12+8,

leadership 6d12+8, overawe 8d12+8,persuasion 8d12+8, ridicule 6d12+10,scrutinize 8d12+6

Pace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 12WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 15Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 3Damage: Damage: Damage: Damage: Damage: Scythe STR+8 (AP 2)Chill o’ the GraChill o’ the GraChill o’ the GraChill o’ the GraChill o’ the Gravvvvve: e: e: e: e: A cold, bone-numbing

wind radiates out from Death at alltimes. This covers an area 20 yards inradius. At the beginning of each roundanyone within this area must make aHard (9) Vigor roll or take 2 points ofWind damage.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: This Reckoner can only beput down for good by someone who hascheated death. This includes allHarrowed, guardians, and anyone whohas had a near death experience;someone who was revived after beingclinically dead, for example. The personmust cause at least one wound to Deathwith a hand-held weapon after theReckoner has been mortally wounded.The Horseman must then be given thelast rites by a recognized holy man orwoman of any religion (an anoukshaman qualifies).

Death Rattle: Death Rattle: Death Rattle: Death Rattle: Death Rattle: Death can empty his lungsand blow out a stinking miasma of rotand decay. This forms a cloud 10 yards in

65 The Reckonersradius. Anyone caught inside this cloudmust make an Incredible (11) Vigor roll orlose his highest action card. Heroeswithout cards are stunned for 1 round.This cloud only persists until the end ofthe current combat round.

Death TDeath TDeath TDeath TDeath Touch: ouch: ouch: ouch: ouch: If Death strikes a hero withhis bare hand, any wounds inflicted bythe attack heal an equal number ofwounds for the Reckoner. Death may notgain extra wounds in this manner.

GraGraGraGraGravvvvve Shre Shre Shre Shre Shroud: oud: oud: oud: oud: As an action Death canconjure up a thick rolling mist. This mistimposes a -4 vision modifier to all attackrolls. Death and his allies are completelyunaffected by the mist and suffer nopenalties. The mist lasts for 1d6 combatrounds.

Hell FolloHell FolloHell FolloHell FolloHell Follows with Him: ws with Him: ws with Him: ws with Him: ws with Him: Death has powerover all the evil legions of the Deadlands.Once per day he can summon any evilcreature from any of the Deadlandssettings to fight by his side. The creaturemust fit within the area Death iscurrently in, so he can’t whip up a Mojaverattler or Maze dragon in his throneroom. Using this ability requires a fullround of concentration.

Immunity: Immunity: Immunity: Immunity: Immunity: Death is immune to non-magical weaponry. Tannis weapons andmagic work against him normally.

PoPoPoPoPowwwwwer o’ the Graer o’ the Graer o’ the Graer o’ the Graer o’ the Gravvvvve: e: e: e: e: Death has a specialpower over any person who has died.This applies primarily to Harrowed andguardians. If Death wins an overaweattempt against such a character, thehero must fight on the Reckoner’s sidefor a number of rounds equal to thenumber of raises he achieved on theattempt (minimum of 1 round). Themanitous of any Harrowed heroes gain a+8 bonus to any attempts at stealDominion while in Death’s presence. If amanitou takes control while in Death’spresence, this control lasts for 24 hours.

Raise Dead: Raise Dead: Raise Dead: Raise Dead: Raise Dead: As an action Death may raiseany dead body from the dead. Any heroesraised in this way are undead and fightloyally for their new master.

Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Death may twirlhis scythe over his head. This creates anunearthly shriek that forces all of hisenemies who hear it to make animmediate Incredible (11) guts check.

Coup: Coup: Coup: Coup: Coup: All heroes present at Death’s finaldemise get some goodies. For starters, allthe heroes will enjoy a long life, living towell over 100 (barring a violent death).They also gain the Tough as Nails Edgeat level 5. They gain power over theundead as well. All attacks made against

an undead opponent gain a +4 bonus todamage. The heroes also gain a +4 bonusto any rolls made to resist the specialpowers of any undead creature. Harrowedheroes permanently gain total Dominionover their manitou.

Description:Description:Description:Description:Description: Death appears as a tall, skeletalfigure dressed in black robes. He carries ascythe in his right hand and rides a pale,off-white horse with flaming hooves.

D20 Profile: DeathHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 20d8+160 (250 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +3 (+3 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 21 (+3 Dex, -2 size, +10 armor)Attacks:Attacks:Attacks:Attacks:Attacks: Scythe +31/+26/+21/+16, bony hand

+30/+25/+20/+15Damage:Damage:Damage:Damage:Damage: Scythe 1d10+10, bony hand 1d4+10Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 10 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Chill o’ the Grave, Death

Rattle, Death Touch, Grave Shroud, HellFollows with Him, Power o’ the Grave, RaiseDead, Shriek o’ the Damned

Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 15/+3,Immune to Non-magical weapons, DeathBlow

SaSaSaSaSavvvvves:es:es:es:es: Fort +20, Ref +15, Will +20Abilities:Abilities:Abilities:Abilities:Abilities: Str 30, Dex 16, Con 26, Int 24, Wis

26, Cha 24Skills:Skills:Skills:Skills:Skills: Alchemy +27, Bluff +27, Concentration

+28, Handle Animal +27, Gather Information+27, Intimidate +27, Knowledge (arcana) +27,Listen +28, Move Silently +23, Ride +23,Search +27, Sense Motive +28, Spellcraft+27, Spot +28, Use Magic Device +27

Feats:Feats:Feats:Feats:Feats: Cleave, Mounted Combat, PowerAttack, Ride-By Attack, Trample, WeaponFocus (scythe)

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 20TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatDeath takes no prisoners.Chill o’ the GraChill o’ the GraChill o’ the GraChill o’ the GraChill o’ the Gravvvvve: e: e: e: e: A cold, bone-numbing

wind radiates out from Death at all times.This covers an area 60 feet in radius. At thebeginning of each round anyone within thisarea must make a Fortitude save (DC 18) ortake 1d4 points of subdual damage.

66 The Reckoners

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: This Reckoner can only beput down for good by someone who hascheated death. This includes all Harrowed,guardians, and anyone who has had a neardeath experience; someone who was revivedafter being clinically dead, for example. Theperson must cause at least one wound toDeath with a hand-held weapon after theReckoner has been mortally wounded. TheHorseman must then be given the last rites bya recognized holy man or woman of anyreligion (an anouk shaman qualifies).

Death Rattle: Death Rattle: Death Rattle: Death Rattle: Death Rattle: Death can empty his lungsand blow out a stinking miasma of rot anddecay. This forms a cloud 30 feet in radius.Anyone caught inside this cloud must make aFortitude save (DC 22) become stunned for 1d4rounds. This cloud only persists until the endof the current combat round.

Death TDeath TDeath TDeath TDeath Touch: ouch: ouch: ouch: ouch: If Death strikes a hero withhis bare hand, any damage inflicted by theattack heals an equal number of hit points forthe Reckoner. Death may not gain extra hitpoints in this manner.

GraGraGraGraGravvvvve Shre Shre Shre Shre Shroud: oud: oud: oud: oud: As an action Death canconjure up a thick rolling mist. This mistimposes a -4 vision modifier to all attack rolls.Death and his allies are completely unaffectedby the mist and suffer no penalties. The mistlasts for 1d6 combat rounds.

Hell FolloHell FolloHell FolloHell FolloHell Follows with Him: ws with Him: ws with Him: ws with Him: ws with Him: Death has powerover all the evil legions of the Deadlands.Once per day he can summon any evilcreature from any of the Deadlands settingsto fight by his side. The creature must fitwithin the area Death is currently in, so hecan’t whip up a Mojave rattler or Maze dragonin his throne room. Using this ability requiresa full round of concentration.

Immunity: Immunity: Immunity: Immunity: Immunity: Death is immune to non-magical weaponry. Tannis weapons and magicspells work against him normally.

PoPoPoPoPowwwwwer o’ the Graer o’ the Graer o’ the Graer o’ the Graer o’ the Gravvvvve: e: e: e: e: Death has a specialpower over any person who has died. Thisapplies primarily to Harrowed and guardians. IfDeath wins an Intimidate attempt against sucha character, the hero must fight on theReckoner’s side for 1d4 rounds. The manitousof any Harrowed heroes gain a +4 bonus to anyattempts at steal Dominion while in Death’spresence. If a manitou takes control while inDeath’s presence, this control lasts for 24 hours.

Raise Dead: Raise Dead: Raise Dead: Raise Dead: Raise Dead: As an action Death may raiseany dead body from the dead. Any heroesraised in this way are undead and fight loyallyfor their new master.

Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Shriek o’ the Damned: Death may twirlhis scythe over his head. This creates anunearthly shriek that forces all of his enemieswho hear it to make an immediate Incredible(11) guts check.

Coup: Coup: Coup: Coup: Coup: All heroes present at Death’s finaldemise get some goodies. For starters, all theheroes will enjoy a long life, living to well over100 (barring a violent death). They also gainthe Toughness feat. They gain power over theundead as well. All attacks made against anundead opponent gain a +4 bonus to damage.The heroes also gain a +4 bonus to any rollsmade to resist the special powers of anyundead creature. Harrowed heroespermanently gain total Dominion over theirmanitou.

Deadlands Profile: Thanatos(Death’s horse)

Thanatos acts on each of Death’s actioncards if the Reckoner is mounted. If Deathdismounts, have the horse roll Quickness asnormal. It attacks without any direction fromDeath.CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d10, N:6d10, S:4d12+10, Q:5d12,

V:4d12+8Dodge 6d10, fightin’: brawlin’ 7d10, sneak 5d10Mental: Mental: Mental: Mental: Mental: C:4d10, K:3d6, M:5d10, Sm:3d8,

Sp:4d12+4Overawe 4d10Pace: Pace: Pace: Pace: Pace: 30Size: Size: Size: Size: Size: 14WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 11Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 2Damage: Damage: Damage: Damage: Damage: Hooves STR+1d8, bite STR+1d6Ember Snort: Ember Snort: Ember Snort: Ember Snort: Ember Snort: Thanatos may combine the

ember snort with a normal hoof or biteattack. The horse blows a cloud ofburning embers from its nostrils at theface its target. The victim must make aHard (9) Vigor roll or be blinded for 1d4rounds. If the target goes bust on thisroll, the blinding effect is permanent.

FirFirFirFirFire Stomp: e Stomp: e Stomp: e Stomp: e Stomp: Thanatos rears and brings hishooves crashing to the ground. Thiscauses a crackling wall of fire to radiateout from the horse to a radius of 10 yards.Anyone that this wall passes over suffers4d8 damage.

Flaming HooFlaming HooFlaming HooFlaming HooFlaming Hoovvvvves: es: es: es: es: Thanatos’ fiery hoovesinflict fire an additional 2d8 fire damageto anyone they strike. This damage isfigured separately when calculatingarmor.

Immunity: Immunity: Immunity: Immunity: Immunity: Thanatos is immune to non-magical weaponry. Tannis weapons andmagical spells affect the horse normally.

67 The ReckonersShoes of Doom: Shoes of Doom: Shoes of Doom: Shoes of Doom: Shoes of Doom: Thanatos wears magical

horseshoes. The sound of these cloppingon any hard surface fills all that hear itwith an overwhelming sense of dread.Any round in which the horse movesmore than 10 yards, all those who canhear its hooves suffer a -2 penalty to allrolls.

Coup: Coup: Coup: Coup: Coup: Heroes who defeat Thanatos gainincreased peripheral vision (+2 toCognition rolls). They also becomesomewhat fire resistant. All heroes havethe equivalent of 2 points of light armorversus fire damage.

D20 Profile: Thanatos (Death’shorse)

Huge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d10+50 (105 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 70 ft.AAAAAC:C:C:C:C: 18 (+4 Dex, -2 size, +6 armor)Attacks:Attacks:Attacks:Attacks:Attacks: 2 hooves +19/+14/+9, bite +13Damage:Damage:Damage:Damage:Damage: Hooves 1d8+8, bite 1d6+8Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 20 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Ember Snort, Fire Stomp,

Flaming Hooves, Shoes of DoomSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 10/+2,

Immune to Non-magical weaponsSaSaSaSaSavvvvves:es:es:es:es: Fort +12, Ref +11, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 26, Dex 18, Con 20, Int 12, Wis 12,

Cha 12Skills:Skills:Skills:Skills:Skills: Listen +13, Spot +13Feats:Feats:Feats:Feats:Feats: Cleave, Power Attack, Weapon Focus

(hooves)Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 10TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

Combat

While Death is mounted, Thanatos acts onhis riders’ initiative and follows Death’sdirection. Roll separate initiative for Thanatosif the Reckoner dismounts. Thanatos prefersto attack with his hooves and ember snortwhen possible.

Ember Snort: Ember Snort: Ember Snort: Ember Snort: Ember Snort: Thanatos may combine theember snort with a normal hoof or biteattack. The horse blows a cloud of burningembers from its nostrils at the face its target.The victim must make a Fortitude save (DC 18)or be blinded for 1d4 rounds. If the target rollsa natural 1 on this roll, the blinding effect ispermanent.

FirFirFirFirFire Stomp: e Stomp: e Stomp: e Stomp: e Stomp: Thanatos rears and brings hishooves crashing to the ground. This causes acrackling wall of fire to radiate out from thehorse to a radius of 30 ft. Anyone that thiswall passes over suffers 3d6 fire damage. AReflex save (DC 18) halves this damage.

Flaming HooFlaming HooFlaming HooFlaming HooFlaming Hoovvvvves: es: es: es: es: Thanatos’ fiery hoovesinflict fire an additional 1d8 fire damage toanyone they strike.

Immunity: Immunity: Immunity: Immunity: Immunity: Thanatos is immune to non-magical weaponry. Tannis weapons andmagical spells affect the horse normally.

Shoes of Doom: Shoes of Doom: Shoes of Doom: Shoes of Doom: Shoes of Doom: Thanatos wears magicalhorseshoes. The sound of these clopping onany hard surface fills all that hear it with anoverwhelming sense of dread. Any round inwhich the horse moves more than 10 yards, allthose who can hear its hooves suffer a -2penalty to all rolls.

Coup: Coup: Coup: Coup: Coup: Heroes who defeat Thanatos gainincreased peripheral vision (+2 to Spotchecks). They also become somewhat fireresistant. All heroes have 2 points of DamageReduction versus fire damage.

68 The Reckoners

FamineFamine is perhaps the most subtle of the

Reckoners. She doesn’t kill her victims bydirect means. She simply ruins the food supplyand then sits back and takes delight in thepain and suffering that results.

Famine has established her stronghold onthe northwestern coast of Two. This terrainhere is a rugged combination of steepmountains and rock-strewn valleys. The localanouks, the Moknar clan, call the regionManouk Tar. This loosely translates as“Dragon’s Breath.” All of the mountains in thisarea were created through volcanic activity.Most of them are now dormant, but a few stillerupt on occasion.

Famine’s base of operations is inside one ofthe more active volcanoes. She and herminions have made their home in the manytunnels and chambers that pierce the base ofthe mountain. She has coerced the localanouk clan into her service through a seriesof famines. After she restored the clan’s foodthey began to worship her as a goddess offertility (how’s that for irony).

The Moknars patrol the area around themountain and serve as workers in Famine’sghost rock mines. The heroes are most likelyto encounter a Moknar patrol outside themountain. These usually consist of 8 to 12warriors accompanied by one or two rockleapers. Moknars encountered inside themountain are normally unarmed miners. Theminers are often accompanied by one or twofamine wraiths.

Famine herself spends most of her time ina large chamber about halfway up the insideof the volcanoes shaft. The chamber opensonto a ledge that overlooks the shaft, Famineenjoys standing on the ledge and watchingher anouk minions slaving away far below.She is normally guarded by three faminewraiths and a bodyguard of 20 faminites andtwo rock leapers.

There are a number of ways for the posseto reach Her Royal Faminess. Like Death’shideaway, there are numerous tunnels leadingthrough the mountain that can get the heroesclose to her chamber. They will likely have toavoid a few anouk patrols to get close enoughto the mountain to enter these tunnels. It’salso possible for the heroes to take a moredirect approach. Adventurous characters canrappel down from the top of the shaft. It’s a

descent of approximately 500’. Rappellingdown with proper equipment requires threeclimbin’ rolls with a TN of 7 (Climb DC (12)).Failing a roll means a hero has fallen againstsomething sharp and takes 3d6 damage.Going bust on a roll means the sharp rockshave cut the hero’s rope and he’s won a freelava bath. That’s instant death unless youallow the hero to make a last ditch attempt tograb onto something or someone on the waydown (softy). If you really want to makethings interesting, you can have the heroesencounter a group of rock leapers on the waydown (this is their native terrain, after all).

Truly hotshot heroes can fly a small vehiclelike a Stallion directly down the shaft. Flyingdown requires a pilot with steady hands andnerves of steel. The upper portion of theshaft is a tight fit and the chaotic updraftscoming from the lava far below buffet aircraftaround. Descending the shaft in this wayrequires three Incredible (11) pilotin’ rolls (Pilot(DC 20)). Each failed roll means the ship bangsinto something and takes 2d10 (3d10) damage(adjusted for armor normally). The ledgeoutside Famine’s chamber isn’t large enoughto land on, so the pilot is going to have tohold the craft steady while his buddiesdisembark.

Oh. There’s one more complication. Theshaft and all the tunnels leading from it arefilled with toxic levels of ghost rock vapor.Unless the heroes are equipped with somesort of filtration devices, they must make anOnerous (7) Vigor roll (Fortitude save DC 12)each round inside or take 1d4 Wind damage(1d4 subdual damage). The anouk miners areprotected from this effect by Famine’s goodgraces.

Extended Forecast:Sunny

So, why’s the Queen of Bloated Bellieshanging out inside a drafty cinder cone? She’swhipping up the Mother of All Droughts.

Famine has had her anouk slaves tunnelholes from the sides of the mountain into thecentral shaft to ensure maximum air flowthrough it. That project complete, her minionsnow labor mining ghost rock, hauling it to thecentral lava flow at the base of the shaft, anddumping it in. The ghost rock immediatelybursts into flames and begins to give offvapor. The tons of burning ghost rock dumpedinto the volcano give off a wail than can beheard from miles away.

The purpose of this giant-sized barbecue isto corrupt the air spirits that flow through theshaft into toxic spirits. Famine does much of

69 The Reckonersher handiwork through toxic spirits and shewas very distressed when she arrived onBanshee and found very few. So she decidedto make her own. This has taken more effortthan she first estimated because all naturespirits on the planet have a spiritual link toBanshee, but as the planet has weakened theprocess has accelerated.

The weather patterns that affect One firstform over the ocean north of Two. Byinjecting this air stream with toxic spiritsunder her control, Famine is able to affectthese patterns. As Famine’s army of corruptedspirits grows, so does her control. The FertileCrescent is already experiencing one of thedriest years in recent memory. Within a fewmore months conditions will havedeteriorated to the point that crops begin tofail and the streams and rivers used for algaefarming begin to dry up.

Pulling the PlugThere are three ways to head this disaster

off. The first is to kill Famine—easier saidthan done. The second is to plug up thevolcano. This isn’t something that can beaccomplished with a backpack full ofplastique. It requires serious firepower, likethat found onboard the Behemoth. How theheroes access this firepower is up to them.Bazelus may be convinced to do it using hisnano-tech powers, but only if he is ready toopenly defy the Reckoners (using the ship todo this will make it unavailable for Death’splan). The heroes may also try to take controlof the ship themselves (very risky) or trickthe UN commanders into thinking there issomething of military significance in thevolcano. Even if the volcano is plugged,Famine will relocate to another peak in themountain range and try again—but at leasther plans will be interrupted for a significanttime.

The last method is to cause an eruption.This plan requires the posse to spend someserious time below ground with explosivesand someone capable of altering the channelsof the tannis rock underlying the mountainrange. If the heroes can tap the lava beneatha few of the dormant mountains and cause itto flow toward Famine’s, they can createenough pressure for an eruption. An eruptionkills much of her work force and will slowher plans even more. Of course the heroeswon’t be alone while spelunking, the cavernsbeneath the Dragon’s Breath mountains arefilled with all sorts of creepie-crawlies andskinny relics, traps, and guardians. A perfectexcuse for a long dungeon crawl styleadventure.

Deadlands Profile: MoknarAnouk

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:3d8, S:3d12, Q:2d8, V:3d8Climbin’ 4d8, dodge 4d8, fightin’: brawlin’,

chakatl 5d8, sneak 5d8, throwin’: balanced4d6

Mental: Mental: Mental: Mental: Mental: C:2d8, K:3d6, M:2d8, Sm:3d6, Sp:3d8Bluff 2d8, guts 3d8, language: Anouk 2d6,

leadership 3d8, overawe 4d8, ridicule 3d6,scrutinize 2d8, search 4d8, trackin’ 4d8,survival: Dragon’s Breath mountains 4d8

Edges: Edges: Edges: Edges: Edges: Tannis sense 1, race: anoukHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 16Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 8Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Famine’Famine’Famine’Famine’Famine’s Mars Mars Mars Mars Mark: k: k: k: k: All of the Marnok’s havebeen branded with Famine’s symbol. Thisprovides them with protection against theghost rock fumes inside the volcano.Famine can see through the eyes ofanyone bearing her mark (she mustconcentrate to do this). She can alsotemporarily possess anyone with themark. She can only possess one anouk ata time, but while she is in control of thatanouk, he has all of her special abilities.While possessing an anouk, Famine is ina trance and cannot take any actions ofher own.

Strain:Strain:Strain:Strain:Strain: 8WWWWWeapon Charging: eapon Charging: eapon Charging: eapon Charging: eapon Charging: The Marnok can

charge tannis weapons and armor in thestandard manner. This ability does not

70 The Reckoners

work when an anouk is possessed byFamine. The possession severs theanouk’s connection to Banshee.

Gear:Gear:Gear:Gear:Gear: Aknouk (AV2), chakatl, 3 ataxes.

D20 Profile: Moknar Anouk

Moknar Anouk: Moknar Anouk: Moknar Anouk: Moknar Anouk: Moknar Anouk: CR 2 Medium-size Human;Class: Awr 2, hp 18; Init +1; Spd 30 ft.; AC 16(+1 Dex, +5 armor); Atk Chakatl +5, atax +3;AL CE; SV Fort +4 Ref +1 Will +0; Str 14, Dex12, Con 12, Int 10, Wis 10, Cha 10.

Skills and Feats: Climb +5, Hide +4, Search +3,Spot +3, Survival +3; Exotic WeaponsProficiency (atax), Martial WeaponsProficiency (chakatl), Power Attack, TannisSense, Simple Weapon Proficiency, WeaponFocus (chakatl)

Special Qualities: Energy Weapon, Famine’sMark, Strain: 8

Possessions: Chakatl, 3 ataxes, aknouk

Deadlands Profile: Rock LeaperCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:4d10, S:2d12, Q:4d8, V:3d8Climbin’ 6d10, fightin’: brawlin’ 4d10, sneak

4d10Mental: Mental: Mental: Mental: Mental: C:2d8, K:1d4, M:1d4, Sm:2d6, Sp:3d8Search 2d8Pace: Pace: Pace: Pace: Pace: 10Size: Size: Size: Size: Size: 6WWWWWind:ind:ind:ind:ind: 16TTTTTerrerrerrerrerror: or: or: or: or: 5Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 1

Damage: Damage: Damage: Damage: Damage: Claws STR+1d6 (AP 1)Camouflage: Camouflage: Camouflage: Camouflage: Camouflage: The rock leaper’s tough hide

can change colors to match thesurrounding rock. This grants thecreature a +4 bonus to all sneak rolls.

GrGrGrGrGreat Leap: eat Leap: eat Leap: eat Leap: eat Leap: Rock leapers havetremendously powerful leg muscles. Theseallow them to make extraordinary leaps.They can leap up to 5 yards vertically and10 yards horizontally from a standing start.

Natural Bungie: Natural Bungie: Natural Bungie: Natural Bungie: Natural Bungie: Rock leapers secrete astretchy resin from a gland on theirstomachs. They use this resin to securethemselves to rocks. They can then jumpand the resin will stretch up to 30’. Rockleapers like to grapple their opponents,leap off a ledge, release their prey inmidair, and then bounce back to theirperches. They have small set ofmandibles on their stomachs to cut thecord when it is no longer needed. Cuttingone of these natural bungies requires 15points of damage.

Description: Description: Description: Description: Description: A rock leaper looks much like awingless gargoyle with impossibly long,muscular legs.

D20 Profile: Rock Leaper

Medium BeastMedium BeastMedium BeastMedium BeastMedium BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d10+4 (15 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 18 (+4 Dex. +4 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Claws +5Damage:Damage:Damage:Damage:Damage: Claws 1d6+4Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Improved GrabSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Camouflage, great leap,

natural bungieSaSaSaSaSavvvvves:es:es:es:es: Fort +5, Ref +7, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 18, Dex 18, Con 14, Int 8, Wis 10,

Cha 10Skills:Skills:Skills:Skills:Skills: Climb +14*, Hide +14*, Spot +5Feats:Feats:Feats:Feats:Feats: NoneClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any mountainousOrganization:Organization:Organization:Organization:Organization: Solitary or group (1-6)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatRacial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: Racial Bonus: Rock leapers receive a +5

racial bonus to all climb checks.Camouflage: Camouflage: Camouflage: Camouflage: Camouflage: The rock leaper’s tough hide

can change colors to match the surroundingrock. This grants the creature a +5 racialbonus to all Hide checks.

71 The ReckonersGrGrGrGrGreat Leap: eat Leap: eat Leap: eat Leap: eat Leap: Rock leapers have

tremendously powerful leg muscles. Theseallow them to make extraordinary leaps. Theycan leap up to 15’ vertically and 30’horizontally from a standing start.

Natural Bungie: Natural Bungie: Natural Bungie: Natural Bungie: Natural Bungie: Rock leapers secrete astretchy resin from a gland on their stomachs.They use this resin to secure themselves torocks. They can then jump and the resin willstretch up to 30’. Rock leapers like to usetheir Improved Grab to grapple theiropponents, leap off a ledge, release their preyin midair, and then bounce back to theirperches. They have small set of mandibles ontheir stomachs to cut the cord when it is nolonger needed. Cutting one of these naturalbungies requires 10 points of damage.

Deadlands Profile: FamineWraith

Famine wraiths are the tormented spirits ofthose who have profited from others’ hunger.Greedy merchants often suffer this fateCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:2d8, Q:4d8, V:3d6Fightin’: brawlin’ 3d8, sneak 2d8Mental: Mental: Mental: Mental: Mental: C:3d8, K:2d6, M:2d6, Sm:2d6, Sp:4d8Search 3d8Pace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 6WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

IncorporIncorporIncorporIncorporIncorporeal: eal: eal: eal: eal: Famine wraiths have nocorporeal body and are thereforeunaffected by physical weapons.

StrStrStrStrStrength Drain: ength Drain: ength Drain: ength Drain: ength Drain: A famine wraith attacksby touching its victim. Due to theirincorporeal nature, armor is no protectionagainst this attack. On a successfulstrike, the target must roll his vigorversus the wraith’s Spirit. If the wraithwins the contest, the victim is overcomewith an intense hunger that saps hisstrength. The target’s Strength die isreduced by one step for every successand raise the wraith achieved. If thetarget’s Strength is reduced below d4, helapses into a coma and eventually diesover the next week as his body starves todeath. A person in a coma can only berevived by feeding them some nourishingfood. Strength lost to this attack isimmediately restored after the victimeats a hearty meal.

Description: Description: Description: Description: Description: Famine wraiths appear as paleapparitions of their former selves. They allhave gaunt, starved features and bloatedstomachs. The wraiths never speak, butthey often groan with hunger and writheas if in pain.

D20 Profile: Famine WraithMedium Undead (IncorporMedium Undead (IncorporMedium Undead (IncorporMedium Undead (IncorporMedium Undead (Incorporeal)eal)eal)eal)eal)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d12 (26 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +2 (+2 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 16 (+2 Dex. +4 deflection)Attacks:Attacks:Attacks:Attacks:Attacks: Incorporeal touch +2Damage:Damage:Damage:Damage:Damage: 1d4 Strength drainFace/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Strength DrainSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: IncorporealSaSaSaSaSavvvvves:es:es:es:es: Fort —, Ref +2, Will +5Abilities:Abilities:Abilities:Abilities:Abilities: Str —, Dex 14, Con —, Int 12, Wis 14,

Cha 10Skills:Skills:Skills:Skills:Skills: Hide +10, Listen +9, Search +8, Sense

Motive +9, Spot +9Feats:Feats:Feats:Feats:Feats: NoneClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: Solitary or group (1-4)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatIncorporIncorporIncorporIncorporIncorporeal: eal: eal: eal: eal: Famine wraiths have no

corporeal body and are therefore unaffected byphysical weapons.

StrStrStrStrStrength Drain: ength Drain: ength Drain: ength Drain: ength Drain: A famine wraith attacksby touching its victim. Due to their incorporealnature, armor is no protection against thisattack. Treat this as touch attack. On asuccessful strike, the target must make aFortitude save (DC 16) or lose 1d4 Strength dueto an intense hunger. If the target’s Strengthis reduced to 0, he lapses into a coma andeventually dies over the next week as hisbody starves to death. A person in a coma canonly be revived by feeding them somenourishing food. Strength lost to this attack isimmediately restored after the victim eats ahearty meal.

Deadlands Profile: FaminitesCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:2d6, N:2d6, S:3d6, Q:2d6, V:2d10Fightin’: club 3d10, shootin’ (any) 2d6, sneak

2d6Mental: Mental: Mental: Mental: Mental: C:1d6, K:1d4, M:2d4, Sm:1d4, Sp:1d6Pace: Pace: Pace: Pace: Pace: 6Size: Size: Size: Size: Size: 5 (scrawny)WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

72 The Reckoners

Damage: Damage: Damage: Damage: Damage: Club STR+1d6, Claws STR+1d4,Bite STR+1d4

Gear: Gear: Gear: Gear: Gear: Most faminites wield crude clubs, butsome of the more avant garde amongthem remember enough of their formerlives to wield firearms. Usually about 1 in 4carries an M-80 or M-92 with 1d6 bullets init. Most of the faminites with Famine onTwo were once outlaws; some of themstill wear remnants of armor, usually akevlar vest. Normally about half of thefaminites with weapons also have armor.

InfInfInfInfInfection: ection: ection: ection: ection: Anyone so much as nicked(Wind or wound by bite or claw) by afaminite joins their ranks in 24 hours.During this time, the victims becomeincreasingly hungry and thin. Theirfingernails lengthen and turn into sharp,infectious claws. Only death or themiracle lay on hands can stop thedisease. Of course if the blessed layingon hands fails the roll, she becomes afaminite instead of the patient. Sykerscan use the purge power to healthemselves. The spiritual link betweenanouks and Banshee make themimmune to the faminites’ infection.

Description: Description: Description: Description: Description: Faminites look like starvinghumans. They are alive, but are infectedwith an evil taint and can be kept at bayvia a blessed’s protection miracle.

D20 Profile: FaminitesMedium HumanoidMedium HumanoidMedium HumanoidMedium HumanoidMedium HumanoidHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8+6 (18 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +1 (+1 Dex)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 13 (+1 Dex. +2 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Club or claws +2 melee, firearm +2

rangedDamage:Damage:Damage:Damage:Damage: Club 1d6+1, claws 1d4+1, or by

firearmFace/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: InfectionSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Gear, taintSaSaSaSaSavvvvves:es:es:es:es: Fort +3, Ref +4, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 12, Dex 12, Con 16, Int 10, Wis 10,

Cha 10Skills:Skills:Skills:Skills:Skills: Hide +5, Spot +3Feats:Feats:Feats:Feats:Feats: ToughnessClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any landOrganization:Organization:Organization:Organization:Organization: Solitary or pack (1-20)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Neutral EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatGear: Gear: Gear: Gear: Gear: Most faminites wield crude clubs, but

some of the more avant garde amongthem remember enough of their formerlives to wield firearms. Usually about 1 in4 carries an M-80 or M-92 with 1d6bullets in it. Most of the faminites withFamine on Two were once outlaws; someof them still wear remnants of armor,usually a kevlar vest. Normally about halfof the faminites with weapons also havearmor.

InfInfInfInfInfection: ection: ection: ection: ection: Anyone so much as nicked (hpdamage or subdual damage) by afaminite joins their ranks in 24 hours.During this time, the victims becomeincreasingly hungry and thin. Theirfingernails lengthen and turn into sharp,infectious claws. Only death or themiracle neutralize poison can stop thedisease in another person. Sykers canuse the purge power to heal themselves.The spiritual link between anouks andBanshee make them immune to thefaminites’ infection.

TTTTTaint: aint: aint: aint: aint: The evil taint of the faminite’sinfection makes it subject to any spellsthat affect evil creatures.

FamineHere she is, the Queen of Bloated Bellies,

the Princess of Hunger Pangs. Unfortunatelyfor Famine, her horse was slagged back onEarth by some of the faithful from the Churchof Lost Angels, so she is permanentlydismounted.

Deadlands Profile: Famine

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d8, N:5d10, S:4d12+4, Q:5d10,V:4d12+6

Dodge 6d10, fightin’: brawlin’, scales 8d10, ridin’7d10, sneak 5d10, throwin’ 5d8

Mental: Mental: Mental: Mental: Mental: C:4d12+6, K:5d12+8, M:5d12+8,Sm:4d12+10, Sp:4d12+12

Academia: occult 10d12+8, bluff 8d12+8,leadership 6d12+8, overawe 8d12+8,persuasion 8d12+8, ridicule 6d12+10,scrutinize 8d12+6

Pace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 10WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 15Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 3Damage: Damage: Damage: Damage: Damage: Scales STR+4

73 The ReckonersBellBellBellBellBelly o’ Bile: y o’ Bile: y o’ Bile: y o’ Bile: y o’ Bile: In the best anorexic fashion,

Famine can dredge up the corruptedcontents of her bloated belly andprojectile vomit this vile mass at anopponent. Her vomit has a RangeIncrement of 5 yards. Use her Deftness toattack. Anyone hit by the mess is introuble. For starters, the gooey mess ofcorrupted food immobilizes the target.Freeing oneself from the vomit requiresan Incredible (11) Strength roll. Each roundthat a target remains trapped, he suffers3d8 damage from Famine’s potentstomach acid. Anyone within 2 yards of atarget that is hit suffers 2d8 damage fromacid splash. Famine can only use thispower once every other round.

Corruption: Corruption: Corruption: Corruption: Corruption: All foodstuffs brought with 20yards of Famine are immediatelycorrupted and become inedible.

CrCrCrCrCreate Faminite: eate Faminite: eate Faminite: eate Faminite: eate Faminite: Anyone slain by Faminerises from the dead in 1d4 rounds as afaminite under her control.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: Making sure that Faminestays down will take some work. Theonly thing that kills her permanently isto drive a stake through her heart. Theonly catch is that the stake must bemade from the bones of ReverendGrimme or Famine’s horse. If you’refeeling merciful, the posse may be able toget a bone from HI’s extensive collectionof arcane artifacts at Tunnel Station. Ifnot, the heroes are going to have tomake a trip back to Earth. Grimme’sbones can be found beneath thesubmerged chapel of the Lost Angelscathedral. The horse’s bones can befound not far from there. Alternatively,the heroes can go back to the Weird Westand see if the good Reverend is willing tomake a donation.

Hunger Pangs: Hunger Pangs: Hunger Pangs: Hunger Pangs: Hunger Pangs: All living creatures thatcome within 20 yards of Famine areovercome with an overwhelming hunger.Those affected must make a Hard (9)Vigor roll each round or take 1 point ofWind damage as the hunger saps theirenergy. Going bust on this roll means thepoor sod takes 1d6 Wind.

Immunity: Immunity: Immunity: Immunity: Immunity: Famine is immune to non-magical weaponry. Tannis weapons andmagic work against her normally.

Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Famine carries a set ofold-fashioned balance scales as aweapon. If she spends an action twirlingthem up to speed, she can make aspecial whirlwind attack on her nextaction. If she hits a target and causes awound or better, she can immediatelyattack again on the same action card.

This attack can be against the sametarget or anyone else within reach. Aslong as she continues to hit and wound,she may continue to make additionalattacks. Fortunately for the heroes, herhorse is kaput. In the past she used thisattack to ride down entire armies.

WWWWWithering Tithering Tithering Tithering Tithering Touch: ouch: ouch: ouch: ouch: If Famine strikes atarget with her bare hand, the victimmust make an Incredible (11) Vigor roll. Ifthe roll is failed, the body part struckimmediately withers. Withered limbs areuseless. A withered torso drops thetarget’s Vigor and Strength by two dietypes (dropping below d4 meansimmediate death). A withered headlowers the target’s Nimbleness andDeftness by a die type each (hard to begraceful when your head is floppingaround on a chicken neck). The victimmust also make a second Hard (9) Vigorroll or keel over dead (until she rises as afaminite). The good news is that eachbody part can only be withered once. Thebad news is that this effect is irreversible,even if Famine is defeated.

Description: Description: Description: Description: Description: Famine appears as anemaciated human female dressed in rags.Her skin hangs loosely on her gangly frameand her breasts sag nearly to her waist. Shecarries a set of blood-encrusted, old-fashioned balance scales in her right hand.She used to have a pretty black pony, butthose mean churchgoers killed it.

74 The Reckoners

D20 Profile: FamineHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 20d8+120 (210 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 18 (+4 Dex, -2 size, +6 armor)Attacks:Attacks:Attacks:Attacks:Attacks: Scales +30/+25/+20/+15, bony hand

+29/+24/+19/+14Damage:Damage:Damage:Damage:Damage: Scales 1d8+9, bony hand 1d4+9Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 10 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Belly o’ Bile, Hunger Pangs,

Scales o’ Doom, Withering TouchSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 15/+3,

Immune to Non-magical weapons,Corruption, Create Faminite, Death Blow

SaSaSaSaSavvvvves:es:es:es:es: Fort +18, Ref +16, Will +20Abilities:Abilities:Abilities:Abilities:Abilities: Str 28, Dex 18, Con 22, Int 24, Wis

26, Cha 24Skills:Skills:Skills:Skills:Skills: Alchemy +27, Bluff +27, Concentration

+28, Handle Animal +27, Gather Information+27, Intimidate +27, Knowledge (arcana) +27,Listen +28, Move Silently +24, Ride +24,Search +27, Sense Motive +28, Spellcraft+27, Spot +28, Use Magic Device +27

Feats:Feats:Feats:Feats:Feats: Cleave, Improved Critical, MountedCombat, Power Attack, Ride-By Attack,Weapon Focus (scales)

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 20TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatBellBellBellBellBelly o’ Bile: y o’ Bile: y o’ Bile: y o’ Bile: y o’ Bile: In the best anorexic fashion,

Famine can dredge up the corrupted contentsof her bloated belly and projectile vomit thisvile mass at an opponent. Her vomit has aRange Increment of 15’. Use her Dexteritybonus to attack. Anyone hit by the mess is introuble. For starters, the gooey mess ofcorrupted food immobilizes the target. Freeingoneself from the vomit requires a Strengthcheck (DC 18). Each round that a targetremains trapped, he suffers 2d6 damage fromFamine’s potent stomach acid. Anyone within5’ of a target that is hit suffers 1d6 damagefrom acid splash. Famine can only use thispower once every other round.

Corruption: Corruption: Corruption: Corruption: Corruption: All foodstuffs brought with 60’of Famine are immediately corrupted.

CrCrCrCrCreate Faminite: eate Faminite: eate Faminite: eate Faminite: eate Faminite: Anyone slain by Faminerises from the dead in 1d4 rounds as afaminite under her control.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: Making sure that Faminestays down will take some work. The onlything that kills her permanently is to drive astake through her heart. The only catch isthat the stake must be made from the bonesof Reverend Grimme or Famine’s horse. Ifyou’re feeling merciful, the posse may be ableto get a bone from HI’s extensive collection ofarcane artifacts at Tunnel Station. If not, theheroes are going to have to make a trip backto Earth. Grimme’s bones can be foundbeneath the submerged chapel of the LostAngels cathedral. The horse’s bones can befound not far from there. Alternatively, theheroes can go back to the Weird West and seeif the good Reverend is willing to make adonation.

Hunger Pangs: Hunger Pangs: Hunger Pangs: Hunger Pangs: Hunger Pangs: All living creatures thatcome within 20 yards of Famine are overcomewith an overwhelming hunger. Those affectedmust make a Fortitude save (DC 16) eachround or take 1d4 points of subdual damageas the hunger saps their energy. Rolling anatural 1 on this roll means the poor sodtakes 1d8 points of subdual damage.

Immunity: Immunity: Immunity: Immunity: Immunity: Famine is immune to non-magical weaponry. Tannis weapons and magicwork against her normally.

Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Scales o’ Doom: Famine carries a set ofold-fashioned balance scales as a weapon. Ifshe spends a standard action twirling themup to speed, she can make a specialwhirlwind attack on her next action. If shehits a target and causes 13 points or more ofdamage, she can immediately attack again.This attack can be against the same target oranyone else within reach. As long as shecontinues to hit and cause at least 13 pointsof damage, she may continue to makeadditional attacks. Fortunately for the heroes,her horse is kaput. In the past she used thisattack to ride down entire armies.

WWWWWithering Tithering Tithering Tithering Tithering Touch: ouch: ouch: ouch: ouch: If Famine strikes atarget with her bare hand, the victim mustmake Fortitude save (DC 20). Treat this as atouch attack. If the save is failed, the bodypart struck immediately withers. Roll 1d10: 1Head, 2-6 Torso, 7-8 Arm, 9-10 Leg. Witheredlimbs are useless. A withered torso drops thetarget’s Constitution and Strength by 4 points(dropping to 0 or less means immediatedeath). A withered head lowers the target’sDexterity is reduced by 4 points (hard to begraceful when your head is flopping aroundon a chicken neck). The victim must alsomake a second Fortitude save (DC 18) or keelover dead (until she rises as a faminite). Thegood news is that each body part can only bewithered once. The bad news is that thiseffect is irreversible, even if Famine isdefeated.

75 The ReckonersPestilencePestilence is perhaps the most cunning of

the Reckoners. Although his creations kill hisvictims directly, the poor souls that fall prey tohim are often mortally infected before theyeven realize that anything is wrong.

Pestilence has made the Toxic Jungle hisabode. His lair can be found at the center ofan enormous fungal infection known as theBlight. The Blight appeared in the westernportion of the Toxic Jungle shortly afterPestilence’s arrival on Banshee and has grownrapidly since. The area currently affected bythe Blight now covers an area over 50 miles inradius and is easily visible from space withthe naked eye. The plants and animals withinthis area are all infected with a red, fluffyfungus that has the consistency of cottoncandy. Trees and vines in the infected area aredraped with the stuff and the air is thickwith spores. Infected animals have large tuftsof the stuff growing from random portions oftheir bodies like matted red hair.

Century TreesPestilence’s hideout is located in earthen

tunnels dug within the root network of amassive century tree. Century trees get theirname not from their age, but their height. Thetrees grow rapidly and routinely exceed 100’ inheight after only a few years of growth. Acentury tree looks somewhat like anenormous weeping willow with reddishpurple leaves. These leaves have sharp thornyedges that the tree uses to supplement itsdiet with protein. Any animals foolish enoughto approach a century tree are quicklywhipsawed into bite-size chunks and left todecay among the tree’s roots. The rotting meatserves as a lure to attract even more prey. Theone notable exception to the century tree’s notrespassing policy is the razor wing. Thedroppings of these creatures containchemicals needed by the tree and it allowslarge colonies of these bony predators to nestin its branches.

In order to withstand Banshee’s winds,century trees develop enormous rootnetworks that burrow deep and anchorthemselves in the bedrock beneath the ToxicJungle’s moist soil. The tunnels of Pestilence’slair follow the twists and turns of the rootnetwork; using the roots as natural supportstructures. This creates a labyrinthine jumbleof tunnels that meander in all directions andoften loop back on themselves with nodiscernible pattern. At the heart of this mazeare Pestilence’s digs.

The Blight

The Blight is a fast-growing fungus createdby Pestilence. A Blight infection doesn’t kill itsvictims, the fungus merely creates sporecolonies in its host. In animals (includinghumans) the fungus also burrows beneaththe skin and makes connections with itshost’s nervous system. This wires the victiminto a giant hive mind with Pestilence at itscenter. His Royal Germiness is aware of nearlyeverything that goes on within his realm. If itcan be seen or heard by one of his fungus-furred minions, Pestilence sees and hears italso.

Anyone travelling within the Blighted area isin danger of infection. The only protectionagainst the fungus is to wear fully sealedarmor or to travel in a vehicle with NBC(Nuclear Biological Chemical) protection. All ofthe powered armor and military vehicles listedin the Lost Colony book qualify in this regard.Stallions do not have NBC protection but theycan be completely sealed and the passengerscan use the life support system normally onlyused for spaceflight. Individuals with onlybreathing gear must make a Hard (9) Vigor roll(Fortitude save DC 16) each hour (or portionthereof) spent in the affected area to avoidbeing infected through exposed skin. Movingthrough the Blight without any breathingprotection increases the TN to Incredible (11) (DC20) and forces the character to make checksfor infection every 30 minutes.

76 The Reckoners

Characters with open wounds have anincreased risk of infection. Each wound level acharacter has (every 10 hit points lost)increases the TN to resist infection by +2 (+2DC). Treating the wounds and dressings withan antifungal cream can negate this penalty.

The fungus grows quickly and infectedindividuals begin to show symptoms withinan hour or so. The first symptom is patchesof red, itchy skin. Within a few hours ofinfection, these patches begin to grow a layerof fine red fur. Twenty-four hours afterinfection these areas are covered in red furroughly 4” in length. Applying antifungalcream to affected regions can temporarilyslow the growth of this fur, but has no realaffect on the infection itself which travelsthrough the bloodstream.

Infected individuals gain a heightenedawareness of their surroundings while insidethe Blight. This grants a +4 bonus to allCognition rolls (Spot checks). By concentratingand succeeding at a Hard (9) Spirit roll(Wisdom check DC (16)), an infected charactercan determine the presence and location ofall infected animals within 50 yards (150’).

The downside to a Blight infection is thatthe ravenous fungus makes harsh demandson the victim’s metabolism. Infectedindividuals must eat twice as much food asnormal. Failure to do so means the infectedcharacter suffers 1d6 Wind damage (1d10subdual damage). This damage can only behealed by making up for the missed food. This

effect means the infected predators of theToxic Jungle are even more aggressive thanusual. Perhaps more important to heroes onReckoner Search & Destroy mission,Pestilence can see and hear through the eyesof an infected character whenever hechooses. If the Horseman gains a raise in acontest of Spirit, he can also gain access tothe hero’s thoughts and memories. Pestilencecan only attempt this once per hour.

Pestilence can control creatures of animalintelligence or lower through the fungus. Hecan’t control intelligent creatures directly, buthe can use his mental link to give themorders. If the victim chooses to disobey theorders, Pestilence can use the fungus’connection to the person’s nervous system tocause excruciating pain. This pain imposes a -8 penalty to all actions. The victim must makea Fair (5) Vigor roll (Fortitude save DC (10)) ordie of heart failure. Each round the paincontinues the TN (DC) of this roll is increasedby +2. The max TN is 11 (DC (20)).

There is no cure for a Blight infection.However, taking ingested antifungalmedications can temporarily suppress theeffects of the infection for 1d6 hours for eachdose taken.

Spore Pods & Puff ZombiesOne of two fates awaits a creature that

starves to death as a result of the infection.Most simply die. The fungus then feasts onthe rotting corpse and balloons up into a giantball of spores. The larger the corpse, thebigger the ball. A human-sized body creates aspore pod roughly 6’ in diameter. Largecorpses create correspondingly larger pods.Any damage to a spore pod causes it to burstand shower an area 4 times its diameter withspores. Anyone caught within this area mustmake an immediate check to avoid infectionat a +4 to TN (+4 DC). The spore cloud remainsairborne for 1d10 rounds. The cloud is highlyflammable and the slightest spark (like amuzzle flash) can ignite it. Everything withina flaming cloud takes 3d8 massive damage(2d10 damage.

The Toxic Jungle is literally littered withspore pods. They make an excellentcomplication to add to any fight the heroesfind themselves in.

At Pestilence’s discretion, Blight victimsmay also rise from the dead as puff zombies.The Horseman normally only raises humanvictims in this manner, but for kicks and grinshe has also raised a number of rexes as puffzombies. See page 78 for stats. Puff zombiesare completely under Pestilence’s control andshare a mental link to him.

77 The ReckonersThe Big Pill

Getting at his Pestilential Badness is notgoing to be easy. Unless the posse fliesdirectly to his abode, the characteristics of theBlight mean that he will know of theirpresence (and possibly the heroes’ plans) longbefore they reach him. Groups travellingoverland will be ambushed by infectedanimals and Tokar anouks repeatedly. Oncethe group reaches the century tree, they mustget past the colony of 30 razor wings that lairin its branches. After this hurdle has beenovercome, the heroes must make their waythrough the maze of tunnels beneath the treeand locate the central chamber wherePestilence awaits. During their subterraneanjourney, the posse will be attacked by patrolsof 10 Tokar anouks and roving groups of puffzombies. Pestilence himself is guarded by 20puff zombies and 20 Tokar anouks.

Puff Daddy’s Plan

Pestilence actually has two big irons in thefire. The first is the Blight itself. Thousands ofspore pods cover the floor of the Toxic Jungle,just waiting for some disturbance to unleashtheir deadly contents. Pestilence has made adeal with Death, that should he have timeafter performing his orbital strikes againstBanshee’s towns, he will lob a few slugs intothe Toxic Jungle. The heat of the impactsdestroys many of the spores, but billions moreare sucked up into the mushroom clouds.Banshee’s winds then disperse the sporesover much of One, including the FertileCrescent. This causes outbreaks of the fungusnearly everywhere. The increased need forfood and medicine caused by the fungusvictims causes Banshee’s already batteredsupply system to collapse. Most of the fungusvictims who die are revived as puff zombiesto add to the carnage.

The chance to spread the Blight toinhabited areas is really just icing on thepestilential cake the Horseman is bakingbeneath his century tree. Pestilence hascreated a killer bug he has dubbed theOmega Virus (because it’s the last one he’llever need). This nasty little beast is beingincubated by the billions in large organicbladders. Once enough has been created,select bands of Tokar anouks are to traveleast and begin raiding the many bug farmsalong the Trail of Spears. The raids are acover for their real mission: contaminate thebugs’ food supply with the Omega Virus. The

bugs themselves are immune to the virus, sothey show no ill effects from being infected.By the time the source of the virus has beenisolated, thousands of colonists will havebeen infected. At this point, the tainted bugsare no longer necessary because the diseaseis easily transmitted from one human (oranouk) to another.

The Omega VirusThe Omega Virus is a hemmoraghic fever

much like ebola. It causes massive internalhemorrhaging that quickly causes the victimto bleed out. Unlike ebola, the Omega Viruscan be transmitted as an aerosol, meaning itcan be contracted simply through casualcontact with a victim. The virus is also muchhardier than ebola and can withstand directsunlight.

Anyone coming in contact with an Omegavictim must make a Hard (9) Vigor roll(Fortitude save DC (16)) to avoid contractingthe disease. Coming in contact with a victim’sbodily fluids or prolonged exposure increasesthe TN (DC) by +6. Protective gear such asgloves and a respirator can negate thismodifier.

The virus has an incubation period of 2d4days, during which time the victim shows nosymptoms. However, an infected individual iscontagious 24 hours after catching the virus.The first symptom is a high fever that lastsfor 2d4 hours. Each hour the victim mustmake a Hard (9) Vigor roll (Fortitude save DC(18)) or lose one die type of Smarts (2 points of

78 The Reckoners

Intelligence) as his brain roasts inside hisskull. This damage is permanent. Once thefever breaks, the hemorrhaging begins andthe victim bleeds from every orifice. Thepatient must make an Incredible (11) Vigor roll(Fortitude save DC (22)) each hour or sufferone wound to the guts (lose 2d8 hit points).This continues until the victim eithersucceeds at three checks in a row or dies.

Deadlands Profile: CenturyTree

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:2d8, S:3d12+6, Q:4d8, V:3d12Fightin’: brawlin’ 3d8Mental: Mental: Mental: Mental: Mental: C:2d8, K:1d4, M:1d4, Sm:2d6, Sp:3d8Search 4d8Pace: Pace: Pace: Pace: Pace: 0Size: Size: Size: Size: Size: 30WWWWWind:ind:ind:ind:ind: NATTTTTerrerrerrerrerror: or: or: or: or: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 2Damage: Damage: Damage: Damage: Damage: Limbs STR+d6 (AP1)Grapple: Grapple: Grapple: Grapple: Grapple: If the tree hits with a raise it has

grappled its opponent. It can then chooseto fling or slam its victim on its nextaction. The only way to get free is to beatthe tree in a contest of Strength or cutthrough the offending limb. This requiresinflicting 20 points of damage with somesort of cutting weapon.

Fling: Fling: Fling: Fling: Fling: The tree can fling a grappledopponent. The victim flies 10+3d10 yardsand takes damage as if he had fallenfrom a height of 30 yards.

Multi-Whomp: Multi-Whomp: Multi-Whomp: Multi-Whomp: Multi-Whomp: The century tree canattack up 10 opponents at once on eachof its action cards. The tree’s limbs have areach of 10 yards from its base.

Slam: Slam: Slam: Slam: Slam: The tree raises the victim up (usuallyabove the tree’s top) and slams him downinto the ground. This causes damageequal to the tree’s Strength plus 6d6+30falling damage.

D20 Profile: Century TreeColossal PlantColossal PlantColossal PlantColossal PlantColossal PlantHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 15d10+75 (142 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +2 (+2 Dex)Speed:Speed:Speed:Speed:Speed: 0 ft.AAAAAC:C:C:C:C: 14 (+2 Dex. -4 Size, +4 Natural)Attacks:Attacks:Attacks:Attacks:Attacks: Limbs +17/+12/+7/+2 meleeDamage:Damage:Damage:Damage:Damage: Limbs 1d8+6Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 30 ft. by 30 ft./30 ft.

Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Improved Grab, Fling, SlamSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: NoneSaSaSaSaSavvvvves:es:es:es:es: Fort +14, Ref +7, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 22, Dex 14, Con 20, Int —, Wis 8,

Cha 10Skills:Skills:Skills:Skills:Skills: Spot +10Feats:Feats:Feats:Feats:Feats: NoneClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Toxic jungleOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 10TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatGrapple: Grapple: Grapple: Grapple: Grapple: If the tree successfully initiates a

grapple with its Improved Grab ability, thevictim may break free by winning a contest ofStrength or by cutting the offending limb. Anindividual limb has an AC of 12 and has 15 hitpoints.

Fling: Fling: Fling: Fling: Fling: The tree can fling a grappledopponent. The victim flies 30+(1d10 X 10) feetand takes damage as if he had fallen from aheight of 90 feet.

Slam: Slam: Slam: Slam: Slam: The tree raises the victim up (usuallyabove the tree’s top) and slams him down intothe ground. This causes damage equal to thetree’s Strength bonus plus 9d6 damage.

Deadlands Profile: Puff ZombieCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:2d8, S:2d12, Q:3d6, V:3d8Fightin’: brawlin’ 4d8, shootin’: any 3d8, sneak

2d8Mental: Mental: Mental: Mental: Mental: C:2d6, K:1d4, M:1d4, Sm:2d6, Sp:3d8Search 2d6Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 6WWWWWind:ind:ind:ind:ind: NATTTTTerrerrerrerrerror: or: or: or: or: 5Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Damage: Damage: Damage: Damage: Damage: Claws STR+1d4, club STR+1d6Gear: Gear: Gear: Gear: Gear: Many puff zombies were once

adventuring types. Some of them stillretain their gear and a rudimentaryknowledge of how to use it. If you wishto make the zombies tougher, feel free togive them some armor and/or commonfirearms. Much of this equipment hasn’tfared well in the harsh Toxic Jungleenvironment and is little more thanrusted junk. In this case, the zombie useshis high-tech rifle as a club.

SporSporSporSporSpore Pufe Pufe Pufe Pufe Puff: f: f: f: f: Whenever a puff zombie takesa wound, it ejects a cloud of spores fromthe damaged area. This cloud is 2 yardsin radius times the number of woundssuffered in the attack. Anyone caughtinside this cloud must immediately check

79 The Reckonersfor Blight infection at the standard TNs.The cloud persists until the end of thecurrent combat round.

UndeadUndeadUndeadUndeadUndeadDescription: Description: Description: Description: Description: Puff zombies look like decayed

corpses bloated with gases. Their bodiesare covered with a mangy coat of red fur. Infact, they are actually filled to near burstingwith Blight spores.

D20 Profile: Puff ZombieMedium UndeadMedium UndeadMedium UndeadMedium UndeadMedium UndeadHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d12 (13 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +1 (+1 Dex)Speed:Speed:Speed:Speed:Speed: 30 ft.AAAAAC:C:C:C:C: 13 (+1 Dex, +2 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Claws or club +4 meleeDamage:Damage:Damage:Damage:Damage: Claws 1d4+3 or club 1d6+3Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Spore puffSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: GearSaSaSaSaSavvvvves:es:es:es:es: Fort —, Ref +2, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 16, Dex 12, Con —, Int 8, Wis 10,

Cha 10Skills:Skills:Skills:Skills:Skills: Hide +6, Spot +5Feats:Feats:Feats:Feats:Feats: NoneClimate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: The BlightOrganization:Organization:Organization:Organization:Organization: Solitary or pack (2-12)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatGear: Gear: Gear: Gear: Gear: Many puff zombies were once

adventuring types. Some of them still retaintheir gear and a rudimentary knowledge ofhow to use it. If you wish to make thezombies tougher, feel free to give them somearmor and/or common firearms.

SporSporSporSporSpore Pufe Pufe Pufe Pufe Puff: f: f: f: f: Whenever a puff zombie takesdamage, it ejects a cloud of spores from thedamaged area. This cloud is 5 feet in radiusfor every 6 points of damage suffered in theattack. Anyone caught inside this cloud mustimmediately check for Blight infection at thestandard DCs. The cloud persists until the endof the current combat round.

Deadlands Profile: Puffy RexCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:2d6, N:3d8, S:4d12+6, Q:3d8,

V:2d12+4Dodge 4d8, fightin’: bite, claws 4d8Mental: Mental: Mental: Mental: Mental: C:2d6, K:1d4, M:2d4, Sm:1d4, Sp:2d6Search 3d6, trackin’ 5d4Pace: Pace: Pace: Pace: Pace: 26Size: Size: Size: Size: Size: 16WWWWWind:ind:ind:ind:ind: NA

TTTTTerrerrerrerrerror: or: or: or: or: 7Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Damage: Damage: Damage: Damage: Damage: Bite STR+2d8 (AP2)Armor: Armor: Armor: Armor: Armor: The rex’s leathery hide provides -4

light armor.SporSporSporSporSpore Pufe Pufe Pufe Pufe Puff: f: f: f: f: Whenever a puffy rex takes

damage, it ejects a cloud of spores fromthe damaged area. This cloud is 5 feet inradius for every 6 points of damagesuffered in the attack. Anyone caughtinside this cloud must immediately checkfor Blight infection at the standard DCs.The cloud persists until the end of thecurrent combat round.

SporSporSporSporSpore Roar: e Roar: e Roar: e Roar: e Roar: The rex can let out a loudbellow that sprays the area in front of itsmouth with Blight spores. This covers acone-shaped area that is half as wide asit is long. The spores spray out to a rangeof 10 yards. Anyone caught within thecone must check for Blight infection at a+4 to the TN.

SwSwSwSwSwalloalloalloalloallow Whole: w Whole: w Whole: w Whole: w Whole: With a good attack roll,the rex can swallow a man-sized orsmaller creature whole. If the creaturegets 2 or more raises on an attack roll, ithas swallowed its target. Onceswallowed, the victim is engulfed inBlight spores and must check forinfection each round at a +6 to the TN.The only escape is to cause 20 points ofdamage to the creature with a cuttingweapon, an explosive, or a shotgun. Witha good attack roll, the rex can swallow aman-sized or smaller creature whole. Ifthe creature gets 2 or more raises on an

80 The Reckoners

attack roll, it has swallowed its target.Once swallowed, the victim is engulfed inBlight spores and must check forinfection each round at a +6 to the TN.The only escape is to cause 20 points ofdamage to the creature with a cuttingweapon, an explosive, or a shotgun.

D20 Profile: Puffy Rex

Huge UndeadHuge UndeadHuge UndeadHuge UndeadHuge UndeadHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 18d10 (99 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +1 (+1 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 14 (+1 Dex. -2 size, +5 natural)Attacks:Attacks:Attacks:Attacks:Attacks: Bite +20 meleeDamage:Damage:Damage:Damage:Damage: Bite 5d8+13Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Improved Grab, spore puff,

spore roar, swallow wholeSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: NoneSaSaSaSaSavvvvves:es:es:es:es: Fort —, Ref +12, Will +8Abilities:Abilities:Abilities:Abilities:Abilities: Str 28, Dex 12, Con —, Int 2, Wis 15,

Cha 10Skills:Skills:Skills:Skills:Skills: Listen +11, Spot +11Feats:Feats:Feats:Feats:Feats: —Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: The BlightOrganization:Organization:Organization:Organization:Organization: Solitary or PairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 8TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: 19-36 HD (Gargantuan), 37-54

HD (Colossal)

Combat

ImprImprImprImprImprooooovvvvved Grab:ed Grab:ed Grab:ed Grab:ed Grab: To use this ability, the rexmust hit a Medium-sized or smaller opponentwith its bite attack. If it gets a hold, it can tryto swallow the foe.

SporSporSporSporSpore Pufe Pufe Pufe Pufe Puff: f: f: f: f: Whenever a puffy rex takesdamage, it ejects a cloud of spores from thedamaged area. This cloud is 5 feet in radiusfor every 6 points of damage suffered in theattack. Anyone caught inside this cloud mustimmediately check for Blight infection at thestandard DCs. The cloud persists until the endof the current combat round.

SporSporSporSporSpore Roar: e Roar: e Roar: e Roar: e Roar: The rex can let out a loudbellow that sprays the area in front of itsmouth with Blight spores. This covers a cone-shaped area that is half as wide as it is long.The spores spray out to a range of 30 feet.Anyone caught within the cone must checkfor Blight infection at a +4 to the DC.

SwSwSwSwSwalloalloalloalloallow Whole: w Whole: w Whole: w Whole: w Whole: A rex can try to swallowa Medium-size or smaller opponent by makinga successful grapple check. The swallowedcreature is engulfed in Blight spores and mustimmediately check for infection with a +6modifier to the DC.

Deadlands Profile: Tokar Anouk

CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d6, N:3d8, S:3d12, Q:2d8, V:3d8Climbin’ 4d8, dodge 4d8, fightin’: brawlin’,

chakatl 5d8, sneak 5d8, throwin’: balanced4d6

Mental: Mental: Mental: Mental: Mental: C:2d8, K:3d6, M:2d8, Sm:3d6, Sp:3d8Bluff 2d8, guts 3d8, language: Anouk 2d6,

leadership 3d8, overawe 4d8, ridicule 3d6,scrutinize 2d8, search 4d8, trackin’ 4d8,survival: the Blight 4d8

Edges: Edges: Edges: Edges: Edges: Tannis sense 1, race: anoukHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 16Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 8Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Blight InfBlight InfBlight InfBlight InfBlight Infection: ection: ection: ection: ection: All of the Tokar areinfected with the Blight. This allowsPestilence to see through their eyes atwill and to give them orders at any range.

Lakax: Lakax: Lakax: Lakax: Lakax: The lakax is a traditional weaponof anouk tribes that live in the ToxicJungle. It is made of tannis andsomewhat resembles a lacrosse stick.Anouks armed with these weapons weara rex hide glove on one hand and carry asmall basket filled with sticky bugs. Theglove is treated with rex musk. This scentrepels the creatures and prevents themfrom sticking to the glove. The anoukuses his gloved hand to load the lakaxand then hurls the sticky bug at histarget. The lakax has a Range Incrementof 5 yards. It takes one action to reload.

Strain:Strain:Strain:Strain:Strain: 8WWWWWeapon Charging: eapon Charging: eapon Charging: eapon Charging: eapon Charging: The Tokar can charge

tannis weapons and armor in thestandard manner.

Gear:Gear:Gear:Gear:Gear: Aknouk (AV2), chakatl, lakax, basket of10 sticky bugs.

D20 Profile: Tokar AnoukTTTTTokar Anouk: okar Anouk: okar Anouk: okar Anouk: okar Anouk: CR 2 Medium-size Anouk;

Class: Awr 2, hp 18; Init +1; Spd 30 ft.; AC 16(+1 Dex, +5 armor); Atk Chakatl +5, lakax +3;AL CE; SV Fort +4 Ref +1 Will +0; Str 14, Dex12, Con 12, Int 10, Wis 10, Cha 10.

Skills and Feats: Climb +5, Hide +4, Search +3,Spot +3, Survival +3; Exotic WeaponsProficiency (lakax), Martial WeaponsProficiency (chakatl), Power Attack, Tannis

81 The ReckonersSense, Simple Weapon Proficiency, WeaponFocus (chakatl)

Special Qualities: Blight Infection, EnergyWeapon, Strain: 8

Possessions: Chakatl, aknouk, lakax, basket of10 sticky bugs

Combat

Lakax: Lakax: Lakax: Lakax: Lakax: The lakax is a traditional weaponof anouk tribes that live in the Toxic Jungle. Itis made of tannis and somewhat resembles alacrosse stick. Anouks armed with theseweapons wear a rex hide glove on one handand carry a small basket filled with stickybugs. The glove is treated with rex musk. Thisscent repels the creatures and prevents themfrom sticking to the glove. The anouk uses hisgloved hand to load the lakax and then hurlsthe sticky bug at his target. The lakax has aRange Increment of 15 feet. It takes one roundto reload.

Deadlands Profile: PestilenceCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d8, N:5d10, S:4d12+4, Q:5d10,

V:4d12+6Bow 7d10, dodge 6d10, fightin’: brawlin’, sword

5d10, ridin’ 7d10, sneak 5d10Mental: Mental: Mental: Mental: Mental: C:4d12+6, K:5d12+8, M:5d12+8,

Sm:4d12+10, Sp:4d12+12Academia: occult 10d12+8, bluff 8d12+8,

leadership 6d12+8, overawe 8d12+8,persuasion 8d12+8, ridicule 6d12+10,scrutinize 8d12+6

Pace: Pace: Pace: Pace: Pace: 12Size: Size: Size: Size: Size: 12WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 15Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 2Damage: Damage: Damage: Damage: Damage: Sword STR+2d8 (AP1), bow

STR+1d8 (AP2)Blight Sense: Blight Sense: Blight Sense: Blight Sense: Blight Sense: Pestilence has a mental link

to all creatures infected with the Blight.The effects of this are described on page76.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: Ending the King of Germsreign for good requires injecting hiscorpse with antibiotics. Simple enough,huh? The only catch is that the drugsmust be injected with a syringe thatonce belonged to Ernst Biren. Thatmeans a trip back to Louisiana for theposse.

Insect Swarm: Insect Swarm: Insect Swarm: Insect Swarm: Insect Swarm: As an action, Pestilencecan belch forth a cloud of small, stinginginsects. This cloud covers an area 10 yardsin diameter and can move with a Pace20. All enemies within the cloud areattacked by the insects. The creatures

automatically hit anyone not wearingcompletely sealed armor. While in thecloud, a character suffers a -4 penalty toall actions from the pain and distractioncaused by the insects. Even after leavingthe cloud, the character still suffers a -2penalty to all actions due to the pain anditching caused by the bites. Each roundthat a character is inside the cloud hemust make a Hard (9) Vigor roll or beovercome with a malarial fever. This fevercauses 1d6 Wind per round.

LeprLeprLeprLeprLeprous Tous Tous Tous Tous Touch: ouch: ouch: ouch: ouch: If Pestilence strikes acharacter with his bare hand, the heromust make an Incredible (11) Vigor roll orbe afflicted with an accelerated case ofleprosy. The hero takes 2d6 damage eachround to a randomly selected body part(armor does not protect against this).Each wound caused by this damageresults in some sort of disfigurement;fingers rot away, an ear or nose falls off,etc. Healing these wounds does notrestore the lost body parts.

Nausea: Nausea: Nausea: Nausea: Nausea: All enemies who approach within10 yards of Pestilence are overwhelmedwith nausea. This imposes a -2 penaltyto all actions.

Poisoned ArrPoisoned ArrPoisoned ArrPoisoned ArrPoisoned Arrooooow: w: w: w: w: The arrows are coatedwith a powerful poison. Any herowounded by one of these arrow mustmake an Incredible (11) Vigor roll or die.

Description: Description: Description: Description: Description: Pestilence appears as a gauntman with a pallid complexion. His body iscovered with weeping sores and some ofhis fingers and his nose are eaten away by

82 The Reckoners

leprosy. He carries a sword and bow andwears a golden crown of entwined snakeson his head.

Coup: Coup: Coup: Coup: Coup: Heroes who put paid to Pestilence areforever immune to disease. In addition, onceper day, a hero can lay his hands on a sickperson and cure them of any disease witha successful Spirit roll (TN 9).

D20 Profile: PestilenceHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 20d8+120 (210 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 18 (+4 Dex, -2 size, +6 armor)Attacks:Attacks:Attacks:Attacks:Attacks: Sword +27/+22/+17/+12 melee, bow

+25 rangedDamage:Damage:Damage:Damage:Damage: Sword 1d8+9, bow 1d8Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 10 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Insect Swarm, Leprous

Touch, Nausea, Poisoned ArrowSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Blight Sense, Damage

Resistance 15/+3, Immune to Non-magicalweapons, Death Blow

SaSaSaSaSavvvvves:es:es:es:es: Fort +18, Ref +16, Will +20Abilities:Abilities:Abilities:Abilities:Abilities: Str 24, Dex 18, Con 26, Int 24, Wis

26, Cha 24Skills:Skills:Skills:Skills:Skills: Alchemy +27, Bluff +27, Concentration

+28, Handle Animal +27, Gather Information+27, Intimidate +27, Knowledge (arcana) +27,Listen +28, Move Silently +24, Ride +24,Search +27, Sense Motive +28, Spellcraft+27, Spot +28, Use Magic Device +27

Feats:Feats:Feats:Feats:Feats: Cleave, Improved Critical, MountedCombat, Power Attack, Ride-By Attack,Weapon Focus (bow)

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 20TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatBlight Sense: Blight Sense: Blight Sense: Blight Sense: Blight Sense: Pestilence has a mental link

to all creatures infected with the Blight. Theeffects of this are described on page 76.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: Ending the King of Germsreign for good requires injecting his corpse withantibiotics. Simple enough, huh? The only catchis that the drugs must be injected with asyringe that once belonged to Ernst Biren. Thatmeans a trip back to Louisiana for the posse.

Insect Swarm: Insect Swarm: Insect Swarm: Insect Swarm: Insect Swarm: As an action, Pestilencecan belch forth a cloud of small, stinginginsects. This cloud covers an area 30 feet indiameter and has a speed of 60. All enemieswithin the cloud are attacked by the insects.The creatures automatically hit anyone notwearing completely sealed armor. While in thecloud, a character suffers a -4 penalty to allactions from the pain and distraction causedby the insects. Even after leaving the cloud,the character still suffers a -2 penalty to allactions due to the pain and itching caused bythe bites. Each round that a character isinside the cloud he must make Fortitude save(DC 16) or be overcome with a malarial fever.This fever causes 1d8 subdual damage perround.

LeprLeprLeprLeprLeprous Tous Tous Tous Tous Touch: ouch: ouch: ouch: ouch: If Pestilence strikes acharacter with his bare hand, the hero mustmake a Fortitude save (DC 22) or be afflictedwith an accelerated case of leprosy. The herotakes 2d6 damage each round. Every 8 pointsof damage caused in some sort ofdisfigurement; fingers rot away, an ear ornose falls off, etc. Healing these wounds doesnot restore the lost body parts.

Nausea: Nausea: Nausea: Nausea: Nausea: All enemies who approach within30 feet of Pestilence are overwhelmed withnausea. This imposes a -2 penalty to allactions.

83 The ReckonersPoisoned ArrPoisoned ArrPoisoned ArrPoisoned ArrPoisoned Arrooooow: w: w: w: w: The arrows are coated

with a powerful poison. Any hero who takesdamage from one of these arrows must makea Fortitude save (DC 14) or die.

Coup: Coup: Coup: Coup: Coup: Heroes who put paid to Pestilenceare forever immune to disease. In addition,once per day, a hero can lay his hands on asick person and cure them of any diseasewith a successful Wisdom check (DC 16).

Deadlands Profile: Pharmakon(Pestilence’s horse)

Pharmakon acts on each of Pestilence’saction cards if the Reckoner is mounted. IfPestilence dismounts, have the horse rollQuickness as normal.CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d10, N:6d10, S:4d12+10, Q:5d12,

V:4d12+8Dodge 6d10, fightin’: brawlin’ 7d10, sneak 5d10Mental: Mental: Mental: Mental: Mental: C:4d10, K:3d6, M:5d10, Sm:3d8,

Sp:4d12+4Overawe 4d10Pace: Pace: Pace: Pace: Pace: 30Size: Size: Size: Size: Size: 14WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 11Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 2Damage:Damage:Damage:Damage:Damage: Hooves STR+1d6Cloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Pharmakon is surrounded

by a cloud of biting horse flies. Theseinsects have the same effect asPestilence’s insect swarm, but the cloudalways remains centered on the horse.The cloud has a radius of 4 yards.

HooHooHooHooHoovvvvves o’ Pus: es o’ Pus: es o’ Pus: es o’ Pus: es o’ Pus: Pharmakon’s constantlyooze a thick, greenish-yellow pus.Whenever the horse causes an injurywith its hooves, this pus splashes in thewound and causes searing pain. Anytimea character suffers a wound from thehooves, she must make a Hard (9) Vigorroll or collapse to the ground, writhing inpain, for 1d4 rounds.

Description: Description: Description: Description: Description: Pharmakon is a white stallionsurrounded by a clouding of buzzing horseflies. His lower legs are red and inflamedwith infection.

D20 Profile: Pharmakon(Pestilence’s horse)

Huge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d10+50 (105 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 70 ft.AAAAAC:C:C:C:C: 18 (+4 Dex, -2 size, +6 armor)Attacks:Attacks:Attacks:Attacks:Attacks: 2 hooves +19/+14/+9, bite +13Damage:Damage:Damage:Damage:Damage: Hooves 1d8+8, bite 1d6+8

Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 20 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Cloud o’ Flies, Hooves o’

PusSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 10/+2,

Immune to Non-magical weaponsSaSaSaSaSavvvvves:es:es:es:es: Fort +12, Ref +11, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 26, Dex 18, Con 20, Int 12, Wis 12,

Cha 12Skills:Skills:Skills:Skills:Skills: Listen +13, Spot +13Feats:Feats:Feats:Feats:Feats: Cleave, Power Attack, Weapon Focus

(hooves)Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 10TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

CombatCloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Cloud o’ Flies: Pharmakon is surrounded by

a cloud of biting horse flies. These insects havethe same effect as Pestilence’s insect swarm,but the cloud always remains centered on thehorse. The cloud has a radius of 10 feet.

HooHooHooHooHoovvvvves o’ Pus: es o’ Pus: es o’ Pus: es o’ Pus: es o’ Pus: Pharmakon’s hooves areinflamed and infected. They constantly ooze athick, greenish-yellow pus. Whenever thehorse causes an injury with its hooves, thispus splashes in the wound and causessearing pain. Anytime a character takesdamage from the hooves, she must make aFortitude save (DC 14) or collapse to theground, writhing in pain, for 1d4 rounds.

84 The Reckoners

WarWar is second in power only to Death. The

constant warfare on Banshee has allowed himto maintain much of his strength despite theplanet’s aura. He is also the moststraightforward of the Reckoners; he is allabout conquering with fire and sword.However, straightforward does not meanstupid. He has observed millennia of warfareon Earth, the Hunting Grounds, and elsewhereand absorbed all the lessons taught by theseconflicts. He is the General of Generals—SunTzu could learn a few things from him. It willbe very hard for the heroes to pull one overon him.

War has established a stronghold on Thulein the ruins of a Black City. His first order ofbusiness after taking up residence was tocapture the skinny that once ruled the place.He learned from it all the traps and secretpassages and then blasted them shut. No oneis going to be sneaking in the back door here.After establishing a secure perimeter, hekilled the skinny—that’s killed as in destroyed,not imprisoned—to prevent any palace revolts.He then began recruiting the local anoukclans into his service. Clans who refused tojoin him were exterminated.

Attack!War promised those who joined him a war

to exterminate the human presence onBanshee. To that end, he has trained histroops into an elite strike force and equippedthem with best weapons possible. His plan isto wait until the other Reckoners’ plans havethrown the human settlements into chaosand then transport his army to One via aportal located in the Black City. He plans torecruit as many anouk clans as possible toswell the ranks of his army and then sweepsouth and destroy or enslave all the humansin his path.

Even should all of the other Reckoner’splans fail, War’s invasion may very wellsucceed. His troops, augmented by clansrecruited during the campaign and under hisexpert leadership, are more than a match forthe surviving colonial troops exhausted by awar against the UN. The only thing that mightstop War’s army is for the colonial troops andUN forces to pool their resources against him.The one area in which War is lacking is air

power. If the colonials and UN troopscoordinate their efforts, the air power of theUN Fleet could be used to a decisiveadvantage. As long as the colonists remain atwar with the UN, War will be able to divideand conquer.

The War to End AllWars

Getting to War won’t be easy. He has hadhis anouk followers construct a walled,tannis-rock keep on a high plateau. The topof the plateau has been leveled and all coverremoved. The area surrounding the keep is asflat and smooth as a billiards table. The edgesof the plateau are patrolled by groups ofanouks staggered at irregular intervals. All ofthe patrols are equipped with a generoussupply of grenades to lob down at anyonefoolish enough to scale the sides of theplateau. Approach from above isn’t any easier.Each of the corner towers are manned(anouked?) by anouk guards equipped withSAM-5 missiles. The keep’s roof sports twoBlack Widows, also equipped with SAM-5s.The walls of the keep are heavily patrolled.Nearly 200 anouks are garrisoned in the keepand another 400 are encamped not far away.

Most of the plateau consists of tannis rockand enterprising players might get the idea ofusing anouks to shape the rock and tunnelinto the keep from below. Unfortunately, Warforesaw that approach and took measures toprevent it. While the outer portions of theplateau are tannis, the interior of the rockformation has been transformed into pureghost rock. War is immediately aware ofanyone tampering with this rock.

War spends much of his time in the centralkeep, planning his conquest of Banshee.However, unlike the other Reckoners, he won’tpassively wait here and hope his minionsdestroy any threat. If he sees an advantage inengaging the posse elsewhere, he gladly movesto meet them in the field. He won’t rush outrecklessly, though. He is more than content toallow any attackers to impale themselves onthe keep’s defenses. War is alwaysaccompanied by 10 Immortals—handpickedanouks equipped with special tannis rockarmor.

Sneaking into War’s keep is nearlyimpossible and to fight their way in theheroes will need a small army. What’s a self-respecting posse to do? Unless the heroes areable to assemble a respectable assault force toattack the keep, their best hope probably liesin allowing War to begin his invasion and

85 The Reckonersthen attacking him in his field headquarters.Of course, that possibility has also occurred toWar himself. In the field, War always has hisImmortals nearby and sites his HQ on easilydefensible terrain. The headquarters isnormally guarded by an additional 20 regularanouks and the two Black Widows with theirSAM-5s. All of the guards are under strictorders not to leave their assigned posts, sodiversionary tactics are unlikely to draw themaway.

As was mentioned earlier, War is the livingembodiment of all military knowledge. Unlessthe players come up with a truly ingeniousplan, you should have War react as if heknows exactly what they are up to.

Deadlands Profile: War AnoukCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12, Q:2d8, V:3d10Climbin’ 4d8, dodge 4d8, fightin’: brawlin’,

chakatl 6d8, shootin’: rifle, machine gun5d8, sneak 5d8, throwin’: balanced 5d8

Mental: Mental: Mental: Mental: Mental: C:2d8, K:3d6, M:2d8, Sm:3d6, Sp:3d8Bluff 2d8, guts 5d8, language: Anouk 2d6,

leadership 4d8, overawe 4d8, ridicule 3d6,scrutinize 2d8, search 4d8, trackin’ 4d8,survival: Thule 4d8

Edges: Edges: Edges: Edges: Edges: Tannis sense 1, race: anoukHindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 18Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 8Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Spirit of Battle: Spirit of Battle: Spirit of Battle: Spirit of Battle: Spirit of Battle: While within one mile ofWar, anouks in his service are immuneto fear or any tests of wills. They do notretreat (unless ordered) and fight to thelast anouk.

Strain:Strain:Strain:Strain:Strain: 8WWWWWeapon Charging: eapon Charging: eapon Charging: eapon Charging: eapon Charging: War’s anouks can

charge tannis weapons and armor in thestandard manner.

Gear: Gear: Gear: Gear: Gear: Aknouk, chakatl, M-10, 10 fullmagazines for M-10, 4 frag grenades. One in10 anouks is armed with an M-260 and twobelts of ammunition instead of the M-10.Roughly a quarter of War’s troops aremounted on chanouks. The leader of eachanouk squad is equipped with a radioheadset.

D20 Profile: War AnoukWWWWWar Anouk: ar Anouk: ar Anouk: ar Anouk: ar Anouk: CR 4 Medium-size Anouk; Class:

Awr 4, hp 25; Init +1; Spd 30 ft.; AC 16 (+1 Dex,+5 armor); Atk Chakatl +7, M-10 +5; AL CE;SV Fort +5 Ref +2 Will +1; Str 14, Dex 12, Con12, Int 10, Wis 10, Cha 10.

Skills and Feats: Climb +6, Hide +6, Search +5,Spot +4, Survival +4; Automatic Weapons

Proficiency, Exotic Weapons Proficiency(atax), Firearms Proficiency, MartialWeapons Proficiency (chakatl), PowerAttack, Tannis Sense, Simple WeaponProficiency, Weapon Focus (chakatl)

Special Qualities: Energy Weapon, Strain: 8Possessions: Aknouk, chakatl, M-10, 10 full

magazines for M-10, 4 frag grenades. One in10 anouks is armed with an M-260 and twobelts of ammunition instead of the M-10.Roughly a quarter of War’s troops aremounted on chanouks. The leader of eachanouk squad is equipped with a radioheadset.

Deadlands Profile: ImmortalCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:3d8, N:3d8, S:3d12, Q:2d10, V:3d10Climbin’ 4d8, dodge 4d8, fightin’: brawlin’,

chakatl 6d8, shootin’: rifle, machine gun6d8, sneak 5d8, throwin’: balanced 5d8

Mental: Mental: Mental: Mental: Mental: C:2d8, K:3d6, M:2d8, Sm:3d6, Sp:3d10Bluff 2d8, guts 5d8, language: Anouk 2d6,

leadership 4d8, overawe 4d8, ridicule 3d6,scrutinize 2d8, search 4d8, trackin’ 4d8,survival: Thule 4d8

Edges: Edges: Edges: Edges: Edges: Level-headed, tannis sense 1, race:anouk

Hindrances: Hindrances: Hindrances: Hindrances: Hindrances: NoneWWWWWind:ind:ind:ind:ind: 20Pace: Pace: Pace: Pace: Pace: 8Size: Size: Size: Size: Size: 8Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Spirit of Battle: Spirit of Battle: Spirit of Battle: Spirit of Battle: Spirit of Battle: While within one mile ofWar, anouks in his service are immuneto fear or any tests of wills. They do not

86 The Reckoners

retreat (unless ordered) and fight to thelast anouk.

Strain:Strain:Strain:Strain:Strain: 8WWWWWeapon Charging: eapon Charging: eapon Charging: eapon Charging: eapon Charging: War’s anouks can

charge tannis weapons and armor in thestandard manner.

Gear: Gear: Gear: Gear: Gear: Using captured scientists working withanouk craftsmen, War has equipped theImmortals with powered armor thatincorporates tannis rock. The Immortals cancharge their suits in the same way as moretraditional anouk armor. This armor has thesame stats as the Wolverine armor in theLost Colony book. In addition to the armor,they carry M-10s, 10 full magazines, 4 fraggrenades, a SAM-5, and a chakatl.

D20 Profile: ImmortalImmortal: Immortal: Immortal: Immortal: Immortal: CR 6 Medium-size Anouk; Class:

Awr 6, hp 50; Init +3; Spd 30 ft.; AC 23 (+3Dex, +10 armor); Atk Chakatl +12, M-10 +9;AL LE; SV Fort +4 Ref +1 Will +0; Str 18 (22),Dex 16, Con 14, Int 12, Wis 10, Cha 10.

Skills and Feats: Climb +8, Hide +9, Search +7,Spot +7, Survival +7; Automatic WeaponsProficiency, Exotic Weapons Proficiency(atax), Firearms Proficiency, MartialWeapons Proficiency (chakatl), Point BlankShot, Power Attack, Rapid Shot, TannisSense, Simple Weapon Proficiency, WeaponFocus (chakatl)

Special Qualities: Energy Weapon, Strain: 8

Possessions: Using captured scientistsworking with anouk craftsmen, War hasequipped the Immortals with poweredarmor that incorporates tannis rock. TheImmortals can charge their suits in thesame way as more traditional anouk armor.This armor has the same stats as theWolverine armor in the Lost Colony book. Inaddition to the armor, they carry M-10s, 10full magazines, 4 frag grenades, a SAM-5,and a chakatl.

Deadlands Profile: WarCorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d12, N:5d12+2, S:4d12+4, Q:5d10,

V:4d12+6Bow 7d12, dodge 6d12+2, fightin’: brawlin’,

sword 8d12+2, ridin’ 7d12+2, shootin’: any8d12, sneak 5d12

Mental: Mental: Mental: Mental: Mental: C:4d12+6, K:5d12+8, M:5d12+8,Sm:4d12+10, Sp:4d12+12

Academia: occult 10d12+8, bluff 8d12+8,leadership 6d12+8, overawe 8d12+8,persuasion 8d12+8, ridicule 6d12+10,scrutinize 8d12+6

Pace: Pace: Pace: Pace: Pace: 14Size: Size: Size: Size: Size: 14WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 15Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 6Damage: Damage: Damage: Damage: Damage: Sword STR+3d8 (AP4), pistols 5d10Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: War swings his sword in

a figure-eight and charges. He may makea sword attack against every opponenthe encounters during his move. War mayuse this maneuver from horseback.

Danger Sense: Danger Sense: Danger Sense: Danger Sense: Danger Sense: War has a supernaturalsense of impending danger. He maynever be surprised or ambushed.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: The first effects of theReckoning on Earth were felt during theBattle of Gettysburg. War can only bepermanently destroyed by a shot from aweapon used in this battle. The possemay have to travel back to Earth to findone of these weapons. If the heroes havecrossed swords (figuratively speaking)with Stone, either of his revolvers willwork—he carried both of them on thefield at Gettysburg. The pistols were onceof the cap & ball variety, but Stone laterhad them converted to cartridge ammo.

Doom on YDoom on YDoom on YDoom on YDoom on You: ou: ou: ou: ou: Once per round, War canlet out a fearsome war cry. All enemieswho hear it must make a Hard (9) Spiritroll or lose all of their remaining actioncards.

Immunity: Immunity: Immunity: Immunity: Immunity: War is immune to non-magicalweaponry. Tannis weapons and magicwork against him normally.

87 The ReckonersMalfunction:Malfunction:Malfunction:Malfunction:Malfunction: Simply by staring at a single

warrior and engaging him in a contest ofSpirits, War can cause the target’sweapon to malfunction. The weapondoes not work (or the warrior can’t get agood grip on it, in the case of a meleeweapon) for 1d4 rounds. If War gets threeor more raises in the contest, theweapon breaks and is no longer usable.

Pistols:Pistols:Pistols:Pistols:Pistols: In addition to his sword, Warcarries a pair of flintlock pistols in hisbelt. He can fire these once per round.The weapons are automatically reloadedat the start of each round.

SwSwSwSwSweep Attack:eep Attack:eep Attack:eep Attack:eep Attack: War can only use thismaneuver while dismounted. He sweepshis sword in a circle and attacks allcharacters within 5 yards, friend and foealike.

Coup:Coup:Coup:Coup:Coup: Heroes who defeat War gain theLevel-Headed Edge. The heroes also gainan imposing aura on the field of battle.This grants a +4 bonus to all Tests ofWills made to convince an enemy tosurrender.

Description: Description: Description: Description: Description: War appears as a huge warriordressed in battered, black platemail. Hewields an enormous great sword that hecan swing easily with one hand. His scarredface is hidden behind the visor of his skull-shaped helmet

D20 Profile: WarHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHuge OutsiderHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 20d8+160 (250 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 40 ft.AAAAAC:C:C:C:C: 22 (+4 Dex, -2 size, +10 armor)Attacks:Attacks:Attacks:Attacks:Attacks: Sword +31/+26/+21/+16 melee,

pistols +24 rangedDamage:Damage:Damage:Damage:Damage: Sword 2d8+10, pistols 3d12Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 10 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Charge o’ Doom, Doom on

You, Malfunction, Pistols, Sweep AttackSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 15/+3,

Immune to Non-magical weapons, DangerSense, Death Blow

SaSaSaSaSavvvvves:es:es:es:es: Fort +18, Ref +16, Will +20Abilities:Abilities:Abilities:Abilities:Abilities: Str 30, Dex 18, Con 26, Int 24, Wis

26, Cha 24Skills:Skills:Skills:Skills:Skills: Alchemy +27, Bluff +27, Concentration

+28, Handle Animal +27, Gather Information+27, Intimidate +27, Knowledge (arcana) +27,Listen +28, Move Silently +24, Ride +24,Search +27, Sense Motive +28, Spellcraft+27, Spot +28, Use Magic Device +27

Feats:Feats:Feats:Feats:Feats: Cleave, Improved Critical, MountedCombat, Power Attack, Ride-By Attack,Weapon Focus (sword)

Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: Any

Organization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 20TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

Combat

Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: Charge o’ Doom: War swings his sword ina figure-eight and charges. He may make asword attack against every opponent heencounters during his move. War may use thismaneuver from horseback.

Danger Sense: Danger Sense: Danger Sense: Danger Sense: Danger Sense: War has a supernaturalsense of impending danger. He may never besurprised or ambushed.

Death BloDeath BloDeath BloDeath BloDeath Blow: w: w: w: w: The first effects of theReckoning on Earth were felt during theBattle of Gettysburg. War can only bepermanently destroyed by a shot from aweapon used in this battle. The posse mayhave to travel back to Earth to find one ofthese weapons. If the heroes have crossedswords (figuratively speaking) with Stone,either of his revolvers will work—he carriedboth of them on the field at Gettysburg. Thepistols were once of the cap & ball variety,but Stone later had them converted tocartridge ammo.

Doom on YDoom on YDoom on YDoom on YDoom on You: ou: ou: ou: ou: Once per round, War canlet out a fearsome war cry. All enemies whohear it must make a Will save (DC 18) or beunable to act for the remainder of the combatround.

Immunity: Immunity: Immunity: Immunity: Immunity: War is immune to non-magicalweaponry. Tannis weapons and magic workagainst him normally.

Malfunction:Malfunction:Malfunction:Malfunction:Malfunction: Simply by staring at a singlewarrior and engaging him in a contest ofWisdom, War can cause the target’s weaponto malfunction. The weapon does not work(or the warrior can’t get a good grip on it, inthe case of a melee weapon) for 1d4 rounds. IfWar beats his opponent’s total by 12 or morepoints the weapon breaks and is no longerusable.

Pistols:Pistols:Pistols:Pistols:Pistols: In addition to his sword, Warcarries a pair of flintlock pistols in his belt. Hecan fire these once per round. The weaponsare automatically reloaded at the start of eachround.

SwSwSwSwSweep Attack:eep Attack:eep Attack:eep Attack:eep Attack: War can only use thismaneuver while dismounted. He sweeps hissword in a circle and attacks all characterswithin 15 feet, friend and foe alike. This doesnot provoke attacks of opportunity.

88 The Reckoners

Coup:Coup:Coup:Coup:Coup: Heroes who defeat War gain theImproved Initiative feat. The heroes also gainan imposing aura on the field of battle. Thisgrants a +4 bonus to all Intimidate checksmade to convince an enemy to surrender.

Deadlands Profile: Machimos(War’s horse)

Machimos acts on each of War’s actioncards if the Reckoner is mounted. If Wardismounts, have the horse roll Quickness asnormal.CorporCorporCorporCorporCorporeal:eal:eal:eal:eal: D:4d10, N:6d10, S:4d12+10, Q:5d12,

V:4d12+8Dodge 6d10, fightin’: brawlin’ 7d10, sneak 5d10Mental: Mental: Mental: Mental: Mental: C:4d10, K:3d6, M:5d10, Sm:3d8,

Sp:4d12+4Overawe 4d10Pace: Pace: Pace: Pace: Pace: 30Size: Size: Size: Size: Size: 16WWWWWind:ind:ind:ind:ind: —TTTTTerrerrerrerrerror: or: or: or: or: 11Special Abilities:Special Abilities:Special Abilities:Special Abilities:Special Abilities:

Armor: Armor: Armor: Armor: Armor: 6Damage:Damage:Damage:Damage:Damage: Hooves STR+1d6Scythes: Scythes: Scythes: Scythes: Scythes: The shoulders of Machimos’

barding have large scythe bladesmounted on them. All characters thatMachimos moves past (friend or foe)must make an Onerous (7) Nimblenessroll to avoid being struck by these blades(increase the TN to Hard (9) if Machimos

is running). Those unfortunate enough tobe hit by the blades take STR+1d8damage (AP2).

ThrThrThrThrThroat Rip: oat Rip: oat Rip: oat Rip: oat Rip: Machimos likes to go for thethroat and rip it out. If he hits on a calledshot to the noggin, in addition to takingnormal damage, the target must make aHard (9) Vigor or die as the stallionclamps down on his jugular and pulls.

Description: Description: Description: Description: Description: Machimos is a large red stallion.He is covered from head to knees in heavy,black, plate barding. Large scythe blades jutfrom the shoulders of the barding.

D20 Profile: Machimos (War’shorse)

Huge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHuge Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d10+50 (105 hp)InitiativInitiativInitiativInitiativInitiative:e:e:e:e: +4 (+4 Dex)Speed:Speed:Speed:Speed:Speed: 70 ft.AAAAAC:C:C:C:C: 20 (+4 Dex, -2 size, +8 armor)Attacks:Attacks:Attacks:Attacks:Attacks: 2 hooves +19/+14/+9/+5, bite +13Damage:Damage:Damage:Damage:Damage: Hooves 1d8+8, bite 1d6+8Face/Reach:Face/Reach:Face/Reach:Face/Reach:Face/Reach: 10 ft. by 20 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: ScythesSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage Resistance 10/+2,

Immune to Non-magical weaponsSaSaSaSaSavvvvves:es:es:es:es: Fort +12, Ref +11, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 26, Dex 18, Con 20, Int 12, Wis 12,

Cha 12Skills:Skills:Skills:Skills:Skills: Listen +13, Spot +13Feats:Feats:Feats:Feats:Feats: Cleave, Power Attack, Weapon Focus

(hooves)Climate/TClimate/TClimate/TClimate/TClimate/Terrain:errain:errain:errain:errain: AnyOrganization:Organization:Organization:Organization:Organization: UniqueChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 10TTTTTrrrrreasureasureasureasureasure:e :e :e :e : NoneAlignment:Alignment:Alignment:Alignment:Alignment: Lawful EvilAAAAAdvdvdvdvdvancement:ancement:ancement:ancement:ancement: —

Combat

Scythes: Scythes: Scythes: Scythes: Scythes: The shoulders of Machimos’barding have large scythe blades mounted onthem. All characters that Machimos movespast (friend or foe) must make a Reflex save(DC 14) to avoid being struck by these blades(increase the DC to 18 if Machimos is running).Those unfortunate enough to be hit by theblades take 1d8+8 damage.

ThrThrThrThrThroat Rip: oat Rip: oat Rip: oat Rip: oat Rip: Machimos likes to go for thethroat and rip it out. If he scores a critical hitwith a bite attack, the damage is quadrupled.In addition, the target must make a Reflex save(DC 16) to avoid having the stallion clamp downon his throat. If this save is failed, a Fortitudesave (DC 18) is needed to avoid instant death asthe victim’s throat is laid open.

OPEN GAME LICENSE Version 1.0The following text is the property of Wizards of the Coast, Inc. andis Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All RightsReserved.1. Definitions: (a)”Contributors” means the copyright and/ortrademark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material includingderivative works and translations (including into other computerlanguages), potation, modification, correction, addition, extension,upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted; (c)“Distribute” means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)”Open GameContent” means the game mechanic and includes the methods,procedures, processes and routines to the extent such content doesnot embody the Product Identity and is an enhancement over theprior art and any additional content clearly identified as Open GameContent by the Contributor, and means any work covered by thisLicense, including translations and derivative works under copyrightlaw, but specifically excludes Product Identity. (e) “Product Identity”means product and product line names, logos and identifying marksincluding trade dress; artifacts; creatures characters; stories,storylines, plots, thematic elements, dialogue, incidents, language,artwork, symbols, designs, depictions, likenesses, formats, poses,concepts, themes and graphic, photographic and other visual oraudio representations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenesses and specialabilities; places, locations, environments, creatures, equipment,magical or supernatural abilities or effects, logos, symbols, or graphicdesigns; and any other trademark or registered trademark clearlyidentified as Product identity by the owner of the Product Identity,and which specifically excludes the Open Game Content; (f)“Trademark” means the logos, names, mark, sign, motto, designs thatare used by a Contributor to identify itself or its products or theassociated products contributed to the Open Game License by theContributor (g) “Use”, “Used” or “Using” means to use, Distribute,copy, edit, format, modify, translate and otherwise create DerivativeMaterial of Open Game Content. (h) “You” or “Your” means thelicensee in terms of this agreement.2. The License: This License applies to any Open Game Content thatcontains a notice indicating that the Open Game Content may onlybe Used under and in terms of this License. You must affix such anotice to any Open Game Content that you Use. No terms may beadded to or subtracted from this License except as described by theLicense itself. No other terms or conditions may be applied to anyOpen Game Content distributed using this License.3.Offer and Acceptance: By Using the Open Game Content Youindicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use thisLicense, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License toUse, the Open Game Content.

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OOOOOpppppeeeeen Gn Gn Gn Gn Gaminaminaminaminaming Lg Lg Lg Lg Liiiiiccccceeeeennnnnsssssinininining Ing Ing Ing Ing InfofofofoformarmarmarmarmatttttiiiiiooooonnnnnThe D20 portions of Lost Colony are done under version 1.0 of the Open Gaming License and the D20 System Trademark License, D20

system System Trademark Logo Guide and System Reference Document by permission from Wizards of the Coast.®This product requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast® Dungeons

& Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.“d20 System “ and the “d20 System” logo are trademarks owned by Wizards of the Coast® and are used according to the terms of the d20

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DeadlandsReloaded

2004

We’ll Be Back.


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