GURPS Deadlands
 Name:     Seth Collins  Trouble shooter for Dixie Rails
 Race:     Human        Player:     Mary

      Attributes
 14   ST   Thrust: 1d6;  Swing: 2d6
 14   DX   Base Speed: 6.75; Move: 8-; Dodge: 7-
 12   IQ   Will: 12-, Vision/Hearing/Taste/Smell: 13-
 13   HT   Fatigue: 14; Hit Points: 14; Fright Check: 14-

Lbs   Encumbrance Level   Move/Yds
 28   No Encumbrance       8     Swim             :  1yd
 56   Light Encumbrance    7     Parry (Staff)    : 11-
 84   Medium Encumbrance   6     Parry(Brawling)  : 13-
168   Heavy Encumbrance    5     Parry(Broadsword): 9-
280   X-Heavy Encumbrance  4     Block (Buckler)  : 11-

Description
A Handsome young Cowboy with a two gun rig.
Age 23 in 1877 (born Feb 10, 1854) he stands 6'2" of 185 lbs of lean muscle with bright blonde hair and pretty blue eyes. Currently sporting a new mustache and wearing his Sunday best suit (other possesions in a gladsone bag for departure).
      Advantages
 5  Alcohol Tolerance
 5  Alertness
10  Ambidexterity
15  Appearance: Handsome
 5  Charisma
15  Combat Reflexes
 5  Disease-Resistant
 5  Extra Hit Points
 5  Fit
10  High Pain Threshold
 0  Literacy
10  Toughness
10  UB: Veteran of
    the Weird West

Quirks
-1 Chauvinistic -1 Incompetence (First Aid) -1 Plays Poker against himself instead of Solitare -1 Proud of his Southern Heritage -1 Wants to Learn to Fly a Ornithopter -1 Likes Speeeedddd.....
      DisAdvantages
 -10  Cannot Harm Innocents
 -10  Code of the West
  -5  Compulsive Carousing
 -25  Duty (CSA & Dixie Rails),
      Extremely Hazardous,
      Frequency: (9 or less)
  -5  Enemy (Gunslinger's Enemies),
      Frequency: (9 or less)
      Single above avg. individual
  -8  Enemy (the Cowboys gang),
      Frequency: (6 or less)
      Group(3 to 5 normals)
      Single above avg. individual
  -8  Enemy (Various Yankees),
      Frequency: (6 or less)
      Group(3 to 5 normals)
      Single above avg. individual
 -15  Lecherousness
  -5  Nightmares
 -10  Overconfidence
  -5  Sense of Duty (CSA)
 -15  Sense of Duty (Friends & Family)
  -5  Stubbornness
 -15  Weirdness Magnet
      Physical Skills
  12-  1.0  Acrobatics (p/h)
  12-  0.5  Boating (p/a)
  17-  8.0  Brawling (p/e)
  16-  8.0  Broadsword (p/a)
  15-  2.0  Buckler (p/e)
  16-  0.5  Carousing (p/a[HT])
  12-  0.5  Climbing (p/a)
  12-  0.5  Driving (Steam Wagon)(p/a)
  16-  4.0  Fanning (p/e)
  15-  1.0  Fast-Draw (Pistol)(p/e)
  15-  1.0  Gunner (Machine Gun)(p/e)
  16-  1.0  Guns (Machine Pistol)(p/e)
  18-  4.0  Guns (Pistol)(p/e)
  17-  2.0  Guns (Rifle)(p/e)
  13-  0.5  Juggling (p/e)
  16-  4.0  Knife (p/e)
  15-  4.0  Lasso (p/a)
  15-  4.0  Riding (Horses)(p/a)
  10-  0.5  Running (p/h)
  15-  1.0  Slipping the Hammer(p/e)
  15-  8.0  Staff (p/h)
  13-  1.0  Stealth (p/a)
  13-  0.5  Swimming (p/e)
  14-  4.0  Throwing (p/h)
  10-  0.5  Tracking (m/a)
  14-  2.0  Whip (p/a)
  14-  0.0  Whittling (p/e)
  15-  4.0  Wrestling (p/a)


       Points
 140  Attributes
  90  Advantages
-141    Disadvantages
  -9    Quirks
  95    Skills     
 175    Total

 **  Includes Looks & Charisma Bonus
     reduce by 2 VS Males
 --   Includes -5 Penalty for Skill
     Incompetence
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      Mental Skills
   9-  0.5  Animal Handling
             (Dogs)(m/h)
  11-  2.0  Animal Handling
            (Horses)(m/h)
  11-  0.5  Area Knowledge
            (Arizona)(m/e)
  11-  0.5  Area Knowledge
            (New Orleans)(m/e)
  11-  0.5  Area Knowledge
             (Tennesee)(m/e)
  11-  0.5  Area Knowledge
            (Weird West)(m/e)
  15-  0.5  Bard (m/a) **
  11-  0.5  Cyphering (m/e)
  11-  0.5  Drill and Ceremony(m/e)
  11-  0.5  Drill and Ceremony
            (Mounted)(m/e)
  15-  0.5  Fast-Talk (m/a)**
   6-  0.5  First Aid (m/e)--
  11-  0.5  Fishing (m/e)
  11-  1.0  Freight Handling (m/a)
  11-  1.0  Gambling (m/a)
  10-  0.5  Heraldry(m/a)
  12-  1.0  Hidden Lore (Wierd West)(m/a)
   9-  0.5  History (m/h)
  10-  0.5  Intimidation (m/a)
  12-  0.0  Language (English)(m/nl)
  10-  0.5  Language (French)(m/a)
  11-  0.5  Language (Spanish)(m/e)
   6-  0.0  Law (m/h)
  10-  0.5  Law Enforcement (m/a)
   9-  0.5  Mathematics (m/h)
  10-  0.5  Mechanic (m/a)
  10-  1.0  Naturalist (m/h)
  13-  2.0  Occultism (m/a)
  10-  0.5  Orienteering(m/a)
  11-  2.0  Packing (m/h)
   9-  0.5  Rituals and Ceremonies(m/h)
  11-  0.5  Scrounging (m/e)
  15-  0.0  Sex Appeal (m/a[HT])**
  10-  0.5  Shadowing (m/a)
  15-  0.5  Streetwise (m/a)
  11-  1.0  Survival (Desert)(m/a)
  11-  1.0  Survival (Mountain)(m/a)
  10-  0.5  Survival (Wooded Temperate)(m/a)
  10-  1.0  Tactics (m/h)
  13-  0.5  Teamster (m/a)
  10-  0.5  Writing (m/a)

Notes
Seth has a bit of rep starting if he survives his animosity with the Cowboys in Tombstone AZ, CSA. Seth has been a guard on several Ghost Rock caravans and trains over the Dixie Rails. Seth is originally from Tennesee and has served as drummer boy when younger. The endless war wasn't exciting enough for him, so he went west to seek his fortune.. as Gunman, Gambler or GhostRock brings riches for others.

    Sample weapons carried by Mr Collins at one time or another
  • Colt Army, .44 ::: Malf Crit only; dmg 2d6+; SS: 12; ACC 1; 1/2 dmg 130'; Max 1,500'; ROF 1; Shots 6; LD- Cap & Ball; ST 11; RCL -2
  • Gatling Gun .45-70 :::Max ROF = (Gunner Skill + DX) /2 = (15+14)/2=14 malf 15; DMG 5d6+ ; Acc 4; 1/2 Dmg 700'; Max 2,100'; shots 100; RCL -1
  • Gatling Pistol .44-40 ::: malf 16; dmg 2d6+; SS:12; ACC 2; 1/2 dmg 130'; Max 1,500'; Wt 4 lbs ROF 6; shots 12; RCL -2; ST 12
[soul mates: Willow / Elder Mathin / Destiny Brown (and you thought the West was Weird enough)]

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This particular page (not saying anything about the others on this site) was only last updated Feb 06 / April 27, 2002 CE [2755 AUC].
Innocentia Splendia - Azurian Scribe and Scholar of the Arcane.
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