Human (Chinese) Martial Artist Wild Card
Abilities: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d10 (+1 with meteor hammer), Guts d10, Intimidation d8+2, Language (English, Lakota), Notice d8, Streetwise d6, Taunt d6
Edges: Acrobat, Arcane Background (Chi Mastery), Block, First Strike, Martial Artist, Superior Kung Fu (Tan Tui), Sweep, Trademark Weapon (meteor hammer)
Hindrances: Arrogance, Bloodthirsty, Outsider
Vitals: Charisma -2, Grit 3, Pace 6″, Parry 9, Toughness 6
Powers: Armor d6, Quickness d8, Speed d8
Equipment: Fang of Winter gives Smite, Deflection, and Elemental Manipulation (ice) powers at d8, 10 power points per day, removing it deals 3d6 damage without armor, meteor hammer (Str+1d6+2 damage, Reach 1, ignore shield and cover bonus to Parry)
Li Bao is the head of the Thunder Dragon gang in Deadwood’s Chinatown, one of several gangs that split the area up. Li formed the gang after arriving in town as a laborer, working first for the Hellstromme Yards and later for Feng Tzu, the head mine owner in Chinatown. Li Bao was born in China, though he was brought over to the Maze quite early in his life, when he was around ten. He’s been a worker or combatant in the Rail Wars off and on for most of his adult life, but settled in Deadwood when he tired of constantly being on the move. Now he is the leader of a small gang that controls the shantytown in Chinatown, extorting a living from the lowest of the low and fighting with the two other gangs that exist in Chinatown, the Two Rivers gang and the Black Tigers.
Recently, Li Bao was approached by a powerful entity that he doesn’t pretend to understand. This being promised Li Bao’s gang power and prestige, and gave each gang member who swore fealty to it a talisman – a great, jagged fang that they wear around their necks. This amulet has given them power, allowing them to use ice to augment their attacks or block incoming weapons, as well as giving them a portion of Satan’s Garden mine to use as a base of operations. So far, the entity has asked them to steal several spirit traps and use them to unleash several ghosts from the disaster at the Satan’s Garden mine into the town of Deadwood, strategically placed to destroy the town’s food supplies. They’ve also been asked to guard an object for their mysterious benefactor – a small girl encased in a block of ice.
In combat, Li Bao typically activates defensive powers beforehand, then activates Quickness and moves to the center of the fray. He uses his meteor hammer and Tan Tui kicks to control the battlefield around him, using Improved Sweep as often as possible against groups, and a vicious combination of kicks and meteor hammer strikes against particularly troublesome opponents. Against enemies with ranged weapons, he prefers to seek cover then use Quickness to close and eliminate them as quickly as possible.
Human (Chinese) Assassin Wild Card
Abilities: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Gambling d6, Guts d6, Knowledge (Poisons) d10, Languages (English, Japanese, Lakota), Lockpicking d6, Notice d8, Persuasion d10 (+4 for Very Attractive), Stealth d8, Streetwise d6, Taunt d8
Edges: Martial Artist, Poisoner, Very Attractive
Hindrances: Greedy, Small
Vitals: Charisma +4, Grit 2, Pace 6″, Parry 6, Toughness 5
Equipment: Stiletto (As knife but AP 1), fancy jewelry, several concealed poison vials
Poisons (Vigor check to resist, most are Injury or Ingested)
- Numbing Blade: Vigor roll (-2 if attack had raise or substance ingested) to resist on Shaken or better injury with weapon, victim suffers -2 penalty to all Agility-based Trait checks and -1″ Pace while poison lasts (1 hour). If penalty = Agility die type, victim paralyzed.
- Draught of Madness: Vigor roll at -2 if ingested, drinker suffers -2 penalty to all Smarts rolls and Smarts-based Traits, gains the Berserk edge, but must make Smarts roll to tell friend from foe if Berserk. Lasts 2d4 hours.
- Screaming Death: Ingested, 2d6 damage/minute, Vigor-2 roll for half, lasts until two successful Vigor rolls in a row.
- Serpent Venom: Each exposure requires Vigor roll, failing roll imposes a level of Fatigue.
Poisoner (Professional Edge)
Requirements: Novice, Knowledge (Poisons) d6, Stealth d6
You are adept at using poison, and know how to dose poisons efficiently and apply them to their best effect. All Vigor and Heal rolls made to resist or remove poisons you apply through weapons or subtler methods suffer a -1 penalty. You are also experienced at getting poison where it needs to go, and gain a +2 bonus on all Stealth rolls related to applying poison surreptitiously.
Min is the owner of the Lotus Blossom Theater, a high-quality brothel in Deadwood. She was trained as a courtesan and assassin from a young age by a small group of assassins in Shan Fan, taught to use her beauty to manipulate men and eliminate them. She proved very efficient at this task, though she eventually made enough enemies that she felt it best to move on to newer pastures, after she eliminated the leader of her small group of assassins after he repeatedly tried to force himself on her.
Deadwood is an unpleasant compromise, in Min’s mind. She kn0ws that if she travels to a larger town that might be more profitable and fit her tastes better, she’s also more likely to be found and eliminated by her enemies. She is in Deadwood because it has a decent Chinese population, but it’s a small and unpleasant enough location that her enemies shouldn’t think to look for her. She has managed to charm a local tough, Li Bao, so that she has some muscle if her enemies should ever catch up to her. She’s beginning to consider allying herself to Al Swearengen, who is clearly the town’s most powerful and influential citizen.
Martial Artist Thug
Human (Chinese) Martial Artist Minions
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d6, Intimidation d6+2, Language (English), Notice d6, Streetwise d6
Edges: Acrobat, Martial Artist, Superior Kung Fu (Shaolin Temple (Fighting attacks do Str+1d6 dmg), Tan Tui (Kicks do Str+1d6 damage, rise from prone without movement cost), or Wing Chun (two Fighting attacks per turn without penalty, damage just Str roll))
Hindrances: Bloodthirsty, Outsider
Vitals: Charisma -2, Grit 1, Pace 6″, Parry 7, Toughness 5
Equipment: Fang of Winter gives Smite, Deflection, and Elemental Manipulation (ice) powers at d8, 10 power points per day, removing it deals 3d6 damage without armor