Samuel "West"ley Slade    Texas Ranger from the Weird West
Description | History | Boot Hill 2nd Ed Original Format | with his AD&D sheet | Justice 1881 Gurps Version
 Name:  Samuel Wesley Slade (Texas Ranger)
     Race:     Human
   Player:     Fred Stahl

Attributes
 16   ST    Thrust; 1d6+1; Swing: 2d6+2
 18   DX    Speed: 9; Move: 9; Dodge: 11-
 16   IQ    Vision/Hearing/Taste/smell: 19-
 18   HT    Fatigue: 16; Hit Points: 18
              Swim: 1
  Lbs   Encumbrance Level   Move/Yds
  32     No Encumbrance        9   Will Power: 19-
  64     Light Encumbrance     8   Swim: 1
  96     Medium Encumbrance    7   Parry (Main-Gauche):13-
 192     Heavy Encumbrance     6   Parry (Brawling): 15-
 320     X-Heavy Encumbrance   5   Parry (Broadsword):11-

 Description
 __>Deadlands Version<__
 Age_DOB: July 4, 1849 - 32 years in 1881 (28 in 1877)
 Ht/Wt 6ft/200 lb
 Hair/Eyes Sandy Brown/ Blue

 Picture Paul Newman in a leather trail outfit with a 2gun
 rig crawling through the brush - sighting in on a bandit.
Paul Newman as Sam Slade
Advantages
 5  Absolute Direction
15  Alertness (+3)
 5  Ally Group (Texas rangers),
      Allow 100 point Allies
      Frequency: Rarely (6 or less)
10  Ambidexterity
 5  Animal Empathy
15  Appearance: Handsome (+2/+4 RCN)
 5  Charisma
15  Combat Reflexes
15  Enhanced Dodge
10  High Pain Threshold
 4  Language Talent (+2)
10  Legal Enforcement Powers (+2)
 0  Literacy
45  Sharpshooter
12  Strong Will (+3)
25  Toughness (+2)
10  UB: Veteran of the Weird West

       Powers
30  ESP (+10)
15  Healing: Psionic (+5)
Disadvantages
 -5  Compulsive Behavior (Gun use)
-10  Cowboy s Code (-2)
-15  Enemy (Cruel Carl Cabanas Gang),
      Freq (6 or less),(6 to 20), plus
      Single formidable individual
-20  Enemy (Supernatural Creatures),
      Fearmaker (+2), Freq (6 or less)
      plus (6 to 20) underlings
-20  Extremely Haz. Duty
-10  Honesty
-10  Overconfidence
-10  Paranoia
 -7  Reputation (Dangerous man to
      mess with) (-4 RCN) to Criminals,
      evil scum, Freq: Always
 -5  Reputation (Southerner) (-2 RCN),
      Freq: Always to Northerners
-10  Sense of Duty (CSA & Texas)
-10  Sense of Duty (Friends & Family) (-2)
-15    Weirdness Magnet

       Quirks
-1  Hates Dry Gulchers & Assassins
-1  Nosy
-1  Treats Women with Respect
-1  Uses Silver Bullets
Physical Skills
  17-  2.0  Acrobatics (p/h)
  16-  0.5  Boating (p/a)
  15-  0.5  Bow (p/h)
  19-  4.0  Boxing (p/a)
  21-  8.0  Brawling (p/e)
  20-  8.0  Broadsword (p/a)
  16-  0.5  Climbing (p/a)
  14-  0.5  Close Combat
            (Main-Gauche)(ma/a)
  16-  0.5  Dancing (p/a)
  16-  0.5  Driving (Locomotives)(p/a)
  16-  0.5  Driving (Steam Wagon)(p/a)
  19-  1.0  Fast-Draw (Knife)(p/e)
  24- 16.0  Fast-Draw (Pistol)(p/e)
  22-  8.0  Fast-Draw (Rifle)(p/e)
  22-  8.0  Fast-Draw (Shotgun)(p/e)
  16-  0.5  Flame Thrower (p/a)
  19-  0.5  Guns (Gatling Pistol)(p/e)*
  28- 32.0  Guns (Pistol)(p/e)*
  26- 12.0  Guns (Rifle)(p/e)*
  26- 12.0  Guns (Shotgun)(p/e)*
  19-  0.0  Kicking (ma/h)
  20-  0.0  Knee Strike (ma/a)
  14-  0.0  Knife (p/e)
  18-  1.0  Knife Throwing (p/e)
  18-  2.0  Lasso (p/a)
  19-  4.0  Main-Gauche (p/a)
  22-  2.0  Riding (Horses)(p/a)--
  18-  0.0  Roundhouse Punch (ma/a)
  15-  0.5  Skiing (p/h)
  19-  2.0  Speed-Load (Pistol)(p/e)
  19-  2.0  Speed-Load (Rifle)(p/e)
  19-  2.0  Speed-Load (Shotgun)(p/e)
  17-  0.5  Swimming (p/e)
  16-  0.5  Whip (p/a)
  20-  8.0  Wrestling (p/a)


       Points
   400  Attributes
   206  Advantages
    45  Powers
  -147  Disadvantages
    -4  Quirks
   247  Skills    
   747  Total

--  Includes bonus from Animal Empathy
**  Includes Looks & Charisma bonuses
     subtract 2 vs Males
*   Includes IQ bonus for Guns
-   Includes Combat Reflexes bonus

          Special Skills
  16-  4.0  Combat Sense (S/H)
  14-  1.0  Healing: Psionic (S/H)
  14-  1.0  Life Extension (S/H)
  14-  1.0  Metabolism Control (S/H)
  18-  8.0  Precognition (S/H)
  13-  0.5  Sense Aura (S/H)

         Languages
  17-  0.5  Language (Apache)(m/a)
  17-  0.5  Language (Arapahoe)(m/a)
  19-  0.0  Language (English)(m/nl)
  17-  0.5  Language (French)(m/a)
  17-  0.5  Language (Latin)(m/a)
  16-  0.5  Language (Navajo)(m/h)
  17-  0.5  Language (Pawnee)(m/a)
  18-  0.5  Language (Spanish)(m/e)

Mental Skills
  14-  1.0  Accounting(m/h)
  20-  1.0  Acting (m/a)**
  20-  1.0  Administration (m/a)**
  17-  0.5  Animal Handling --
  15-  0.5  Area Know (CSA)(m/e)
  12-  0.0  Area Know (Disputed
             Territories)
  16-  1.0  Area Know (Mexico)
  16-  1.0  Area Know (Texas)
  17-  2.0  Area Know (the West)
  23-  2.0  Armory (Rifle/Shotgun)
  19-  0.5  Bard (m/a) **
  14-  0.5  Blacksmith (m/a)
  16-  1.0  Camouflage (m/e)
  14-  0.0  Carpentry (m/e)
  15-  0.5  Chess (m/e)
  15-  0.5  Cooking (m/e)
  16-  2.0  Criminology (m/a)
  13-  0.5  Cryptography (TL)(m/h)
  15-  1.0  Demolition (m/a)
  13-  0.5  Detect Lies (m/h)
  21-  4.0  Diplomacy (m/h) **
  13-  0.5  Economics (m/h)
  13-  0.5  Engineer (Mining)(m/h)
  21-  2.0  Fast-Talk (m/a)**
  15-  0.5  First Aid (m/e)
  14-  0.5  Gambling (m/a)
  13-  0.5  Geology (m/h)
  15-  1.0  Heraldry (Brands)(m/a)
  15-  1.0  Heraldry (Indian)(m/a)
  15-  1.0  Heraldry (Military)(m/a)
  16-  1.0  Hidden Lore (Weird West)(m/a)
  16-  4.0  History (m/h)
  15-  1.0  Interrogation (m/a)
  15-  1.0  Intimidation (m/a)
  15-  0.5  Law Enforcement(m/a)
  21-  2.0  Leadership (m/a)**
  14-  0.5  Linguistics (m/vh)
  15-  2.0  Literature (m/h)
  14-  0.5  Lockpicking (m/a)
  16-  2.0  Merchant (m/a)
  13-  0.5  Musical Instrument
             (Guitar)(m/h)
  14-  1.0  Naturalist (m/h)
  16-  0.5  Navigation (m/h)
  17-  2.0  Occultism (m/a)
  16-  2.0  Orienteering (m/a)
  17-  0.5  Packing (m/h)
  21-  2.0  Politics (m/a)**
  14-  1.0  Psychology (m/h)
  17-  0.0  Savoir-Faire (Indian)(m/e)**
  20-  0.0  Sex Appeal (m/a[HT])**
  16-  1.0  Shadowing (m/a)
  16-  2.0  Sign Language (M/a)
  15-  1.0  Speed Reading (m/a)
  19-  4.0  Stealth (p/a)
  19-  0.5  Streetwise (m/a)**
  15-  1.0  Survival (Desert)(m/a)
  14-  0.5  Survival (Mountain)(m/a)
  20- 12.0  Tactics (m/h)
  19-  0.5  Teaching (m/a)**
  20-  0.0  Teamster (m/a)
  17-  2.0  Telegraphy (m/e)
  19-  8.0  Tracking (m/a)
  16-  2.0  Traps (m/a)
  17-  0.5  Veterinary (m/h)
  14-  0.5  Writing (m/a)
Notes
Occupation Texas Ranger, CSA (Weird West version)
Nationality Texan (born on a ranch outside of San Antonio)

this is the Justice89 Deadlands Old West version of Sam Slade, not the Paladin of the West, but a Ranger keeping the peace (and making sure it stays in the grave)

Sam Slade....a man of many talents. A skilled Lawman and former Bounty Hunter who didn't always bring them back alive [dead, is sometimes easier to transport - they don't fight extradition then].

    Weapons
  • Arkansas Toothpick (very Fine blade)
    Cutting 2d6+2; impaling 2d6 (used as main Gauche)
  • Customized Colt .45 Peacemaker
    cr, 2d6+1; SS: 8-; Acc: 6; 1/2 Dmg: 175; Max range: 2000 ROF : 3; Shots 6, ST 11; RCL -1
  • Flamethrower Malf: 16-; DMG: 3d6/sec; SS 14-; ACC 6; Max rng 20 yds; ROF: 1; shots 10; Rcl -3
    Special Secret Abilities
  • Precognition:
    • Passive m/h 8pts for 18- (100 yds) [whenever ref feels like rolling]
    • Active (10min/2 fatigue) m/h -=- 8-
  • Danger Sense Range (4yds) -=- -=- 16- [when bad things might happen]
  • Combat Sense M/H 4pts for 16-
Link to Sam Slade's GCA data file.
Go to Top | Description | History | Boot Hill 2nd Ed Original Format | with his AD&D character sheet | Justice 1881 Gurps Version

Innocentia Splendia - Reporter, Ford County Gazette 1881 [2634 A.U.C.]
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This particular page (not saying anything about the others on this site) was only last updated Feb. 08, 2002 CE [2755 AUC].
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GURPS(R) Character Assistant 2.12 Copyright 1995-1997 Armin D. Sykes. All Rights Reserved. GURPS is a registered trademark of Steve Jackson Games Incorporated, used by permission. All rights reserved. "Sed quis custodiet ipsos Custodes?" "But who shall guard the guards?", asked Juvenal

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