This is an idea that I've been kicking around for a little while, a seemingly idyllic little town that is held in thrall through occult magic.
-Nate
Bad Medicine
Overview
In some ways, the
little town of Smith's Crossing might seem like an ideal community.
Consisting of a few businesses and private homes on the western bank
of the Mississippi River, its citizens live in relative comfort and
almost never have to deal with the crime and other such problems that
are all too common in the American West. This is especially
noteworthy given the fact that the town sees plenty of transients
coming through it, people whose travels have brought them across the
river as they seek their fortunes on the western frontier. While
locations with that kind of traffic are often plagued by drunkenness,
theft, vice and violence, Smith's Crossing has no such problems.
Of course, if
people knew just why the town is so peaceful, they'd not be so
approving: In truth, the people who run the town keep others in
thrall by creating poppets for every local, dolls crafted in the
likeness of each person, infused with evil magic and some trace of
material—such as hair, a little blood, a finger nail, and the
like—from the victim's body.
The
Grand Tour
Refer to the map of
Smith's Crossing to find the relative positions of the different
establishments.
A.
The Landing
The first people to
inhabit this area were Big Jean's parents, former slaves who set up
shop in the area, cutting and selling wood for passing riverboats.
Although it was hard work, it provided them with a chance for freedom
and independence that they hadn't previously known. Now Big Jean runs
the place with his wife, Mama Celeste, and their two children.
The primary feature
of the Landing is a broad wooden pier that juts out into the river.
Jean and Celeste live in a small cabin, which consists of a main room
and kitchen (A), along with bedrooms for the parents and children (B
and C, respectively). Behind the cabin there are five big, long
stacks of firewood, some eight feed wide and six feet tall, along
with an outhouse.
Big
Jean
Big Jean wasn't given his nickname for nothing. He is a big, big man,
standing well over six feet in height and weighing more than two
hundred pounds. His muscles are hardened from years of cutting down
trees, sawing and splitting them into logs, and then stacking them to
dry. For the most part he is a gentle soul, happy to let others go
about their lives without trouble—but, should anyone threaten him
or his own, then they're in for a fight.
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills:
Boating d4, Climbing d4, Fighting d6, Notice d4, Survival d6,
Swimming d4, Tracking d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
6
Edges:
Brawny
Hindrances:
Illiterate, Loyal
Gear:
Clothing, axe (Damage Str+d6).
Mama
Celeste
Mama
Celeste possesses two notable gifts: she can influence the loa,
and she can see those beings who—for whatever reason—are unable
to move from this world into the next. These abilities she uses to
help those who seek her aid, working as a healer and a spiritual
adviser. Those efforts are in addition to working alongside her
husband in his labors, and keeping a small garden along with a few
chickens.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d6, Notice d6, Persuasion d4, Survival d4,
Voodoo d8
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Arcane Background (Voodoo), Ghost Sight
Hindrances:
All Thumbs, Code of Honor
Special
Abilities
Power
Points:
10
Powers:
Boost Trait, Divination
Gear:
Clothing, knife (Damage Str+d4).
B.
Storehouse
This large, thick
building is constructed from mud bricks with a timber roof. It has
two sets of broad double doors in the front—one at ground level,
and one elevated for use with wagons. There's a single door along one
side, too, for people when they come and go. Inside the storehouse, a
sloping ramp leads up to a platform (A) inside the raised doors,
allowing for loading and unloading. There's also an enclosed office
area where the bookkeeper works (C). Most of the space, however, is
filled with tall wooden shelves containing crates, barrels, sacks,
jars and the like (B).
Two laborers pull
guard duty here at all times.
Godfrey
Werner, the Bookkeeper
In addition to running the general store and storehouse in Smith's
Crossing, Godfrey Werner also acts as a spy for the Smith family.
Indeed, his job gives him an excellent opportunity for keeping tabs
on other people's business, since he is the only purveyor of most
household items and other goods for miles around. Should anyone start
buying items that might indicate a plot against the Smiths, he can
report dutifully to them. As a reward for his services he enjoys a
comfortable situation with access to many of “the finer things”
in life. That also means, however, that he'd be willing to consider a
better offer from another potential employer, especially if it
becomes apparent to him that the Smiths are about to lose their
control over this little frontier town.
Attributes:
Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills:
Gambling d4, Investigation d8, Knowledge d8, Notice d8, Persuasion d8
Charisma:
--,
Pace:
6”, Parry:
2, Toughness:
5
Edges:
Command
Hindrances:
Greedy (Major), Sluggish
Gear:
Clothing, Derringer (Range 5/10/20, Damage 2d6, RoF 1).
Laborers
These
fellows are strong, but none too bright. They do as they are told, be
that loading and unloading goods, or even silencing the occasional
upstart who doesn't recognize the blessing that the Smiths have given
to the people of this town.
Attributes:
Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills:
Climbing d6, Fighting d6, Notice d6, Shooting d6, Swimming d6
Charisma:
-2,
Pace:
6”, Parry:
5, Toughness:
7
Edges:
Brawny
Hindrances:
Mean
Gear:
Clothing, Colt Navy .36 (Range 12/24/48, Damage 2d6, RoF 1), Bowie
knife (Damage Str+d4+1), chewing tobacco.
C.
General Store
Situated next to the
storehouse is this single-story wooden building, the place from which
Godfrey Werner buys and sells foodstuffs, tools, clothing and other
such goods. This includes most items from the Gear section of the
Sixth Gun RPG, except for armor, explosives, and firearms and
accessories. The shopkeeper can order those other items, of course,
but it can take a month or longer for them to be delivered.
Inside the store,
shelves line the walls and fill the center of the front room (A),
which also has a counter for the clerk. There's a small office (B) in
which Godfrey keeps his books, and a storeroom for extra supplies
(C). Because Godfrey lives in the store, there's also a small kitchen
(D), along with his bedroom (E) and another for his assistant (F). In
addition to a strongbox containing $2000 in mixed coins and
banknotes, Godfrey's room also holds his journal, in which he keeps
track of people's purchases and speculates about what business they
might be pursuing—which he reports to the Smiths, as mentioned
above.
D.
Saloon
Across the main
east-west street from the general store sits the Cantina, the only
watering hole in Smith's Crossing. It consists of a main room (A)
with a broad bar and thirty stools in the center, along with ten
tables and chairs along the outside walls. Behind the bar, a door
leads into the kitchen (B), from which one can access the storeroom
(C) and the proprietress's bedroom (D). That latter area, in addition
to containing Elizabeth Grey's extra clothing and personal items, is
where she keeps a strongbox holding $500 in mixed coins and
banknotes.
Elizabeth
Grey, Saloonkeeper
Of all the people who live in Smith's Crossing, Elizabeth Grey has
the best idea that something unusual is happening in town. That is
because she chooses to visit Mama Celeste instead of Dr. Smith when
she has a health concern. What is more, she has spent a good deal of
time observing the locals, and has concluded that they don't conduct
themselves with the same gusto and bravado as people in other
frontier towns. While she doesn't know the truth behind these
matters, she is curious about how the preacher's sermons can be so
effective in stifling the impulses of these rustic and rambunctious
settlers.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d6, Notice d6, Knowledge (Aread) d4, Persuasion d6, Shooting
d4, Streetwise d6
Charisma:
+2,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
Attractive
Hindrances:
Curious
Gear:
Comfortable clothing (men's), Sawed-off double-barreled shotgun
(Range 5/10/20, Damage 1-3d6, RoF 1-2).
Serving
Girls
These
women have a surprisingly easy time of it, given the peaceful nature
of Smith's Crossing. Even so, Elizabeth Grey has asked them to look
out for evidence of just why the town is so well-mannered.
In
return, they see her as something of a mother figure.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Knowledge (Area) d4, Notice d8, Persuasion d6, Stealth d4, Streetwise
d6
Charisma:
--,
Pace:
6”, Parry:
2, Toughness:
5
Edges:
Alertness
Hindrances:
Curious
Gear:
Comfortable clothing (women's), Derringer pistol (Range 5/10/20,
Damage 2d6, RoF 1).
E.
Church
Kitty-corner from
the saloon stands this building, in which Malachi Smith preaches his
sermons about sin, penitence and redemption. While they might seem
like typical hellfire-and-brimstone chastisement, there's no denying
that they're unusually effective in stamping out the more wicked
tendencies among the residents of the town as well as the surrounding
settlers.
The church is a
story and a half in height, with a bell tower that rises to a full
three stories. It has two broad sets of double doors in front that
provide access to the entry (A). From there, a spiral staircase leads
up into the bell tower, while two more sets of double doors lead into
the sanctuary (B). That room is filled with wooden pews, in front of
which stands the pulpit from which Rev. Smith preaches. A single door
leads into the back room (C), which contains the rear entrance, a
single door. It also provides access to the storage room (D), which
is lined with shelves containing all of the materials needed for
conducting baptisms, weddings and other ceremonies, along with the
study (E) in which the minister sometimes works.
Reverend
Malachi Smith
A
true believer in the Gospel of the Lord, Reverend Smith is convinced
that his words are what keep the people of Smith's Crossing living
good lives of hard work, honest business and mutual satisfaction. He
himself is not really a bad person, suffering
mainly
from the sin of intolerance but working hard to help others with
life's difficulties and their understanding of the Bible's teachings.
He would be horrified to learn the truth of why this town seems so
idyllic: that his brother and sister-in-law hold everyone in thrall
through occult means.
Attributes:
Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills:
Healing d4, Investigation d6, Knowledge d6 (religion), Notice d4,
Persuasion d6, Streetwise d4
Charisma:
--,
Pace:
6”, Parry:
2, Toughness:
5
Edges:
Command, Natural Leader
Hindrances:
Code of Honor
Gear:
Austere clothing, clerical collar, copy of the Holy Bible.
F.
Graveyard
Next to the church
is the last resting place for those locals who've passed beyond this
world. It is surrounded by a white-washed rail fence, with a gate in
front that provides entrance. Inside the fence, seven plots have
already been dug, filled and marked with headstones. There is still
plenty of room to expand, of course.
G.
Smiths' House
By far the nicest
home in town—with whitewashed walls and an immaculate shake roof—is
this one, which belongs to the Smiths. It is two stories in height.
The front door
opens into a hallway that runs the length of the house. To the right
is the parlor (A), which is filled with two comfortable sofas and an
overstuffed chair. Across the hall from there is the dining room (B),
which is dominated by a broad table surrounded by eight chairs. A
door from the dining room leads into the kitchen (C), which boasts a
modern wood stove and a long table for preparing food. A door from
here leads into the pantry (D), which is stocked with all manner of
dry goods, bottles, jars and the like. Opposite those two rooms is
the housemaid's bedroom (E), furnished with a bed, dressing table and
storage trunk. A stairway leads to the upstairs; what is more, a
hidden door (Notice test at -2 to spot) opens onto the staircase that
leads into the hidden basement.
On the upstairs
level there is a closet (F) filled with extra linens and similar
things. Next along that side is Malachi's bedroom (G), furnished with
a comfortable bed, side table, wardrobe and desk. Along the other
side of the hallway one finds Dr. Smith's study (H), which is lined
with bookshelves and contains a table and chairs along with an easel
that the doctor uses for sketching and even painting pictures based
on his study of human anatomy. Finally there is the master bedroom
(I), shared by the doctor and Mrs. Angelica, which contains a large
bed, a wardrobe, a dressing table and a storage trunk. While one can
find clothing and mundane personal items in this room, the really
incriminating stuff is located elsewhere.
The stairs that
lead into the basement bring a person face-to-face with the terrible
secret of just how Smith's Crossing is such a peaceful town. That
room is filled by two long, broad work tables, both of which are
covered by dolls in various stages of progress. Those dolls depict
various people from around the town and surrounding area, along with
others from further afield. What is more, shelves lining the wall
opposite the stairs are filled with these sinister little replicas,
including all of the townsfolk except Big Jean, Mama Celeste and
Elizabeth Grey. Mrs. Angelica can infuse these dolls, when necessary,
with voodoo magic in order to inflict pain on those who, in her
opinion, are not doing right. Each doll sits on a piece of paper
containing the name of the person whom it depicts.
Poppets
Refer to page 34
of the Sixth Gun RPG rulebook to find more information
about the crafting of voodoo dolls and how they can be used to
inflict harmful magical effects on unsuspecting victims from a
distance.
|
Meghan
Evans, the Housemaid
In
addition to working as the Smiths' housemaid, Meghan assists them in
their daily business—both public and illicit. To that end she acts
as a nurse for Dr. Smith when he needs help and as a sounding board
for Rev. Smith's sermon ideas; more notably, Mrs. Smith has secretly
begun to tutor her in the practice of magic. Because of these
activities, Meghan has become aware that Rev. Smith is being kept in
the dark about the town's occult enforcement of social norms. Since
she has begun to develop a real affection
for
the bachelor preacher, she struggles with the fact that he's being
allowed to believe his sermons are what keep the townsfolk quiet and
happy. Meghan hasn't been willing to tell anyone yet, as she rightly
fears the wrath of the other Smiths, but in time she might be
persuaded to speak out.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Healing d4, Investigation d4, Knowledge d6 (local), Notice d6,
Persuasion d6, Voodoo d4
Charisma:
--,
Pace:
6”, Parry:
2, Toughness:
5
Edges:
Connections.
Hindrances:
Cautious
Gear:
Comfortable clothing.
Dr.
Mordecai Smith
There
are two things that visitors to this little town should know about
Dr. Mordecai Smith. The first, which is public knowledge, is that he
is a highly skilled doctor. The second, or which only two of his
associates are aware, is that he uses his medical practice to help
his wife keep the townsfolk and people of the surround farms in
thrall through Voodoo. His part in the business is to take samples
from each of his patients—locks of hair, vials of blood, and even
the occasional amputated limb—and give them to his wife for use in
making poppets
(see below for details).
Attributes:
Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d8, Investigation d6, Knowledge d6, Notice d6,
Persuasion d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Luck
Hindrances:
Obligation (Minor), Overconfident
Gear: Fancy
suit, doctor's bag, book., walking stick (Damage Str + 1d4).
Mrs.
Angelica Smith
While
this little town is named after the Smith brothers, the real power
behind it all is this woman who, on the surface, seems like nothing
more than the young and beautiful wife of the country doctor. She
uses her knowledge of Voodoo to create a poppet
for every person from whom her husband obtains a sample, and then
uses those dolls to inflict hurtful powers on those who act against
her will. This she learned back east in her home town of Salem,
Massachusetts. Additionally, she employs a number of independent
agents—such as Jacques Lemaire—who also use magic to seek relics
and lore in order to gain more power influence for themselves and
their employer. Just how far her ambition might lead, and who could
suffer as a result of it, is open to speculation.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Healing d4, Notice d6, Persuasion d6, Streetwise d6, Voodoo d8
Charisma:
+2,
Pace:
--, Parry:
2, Toughness:
5
Edges:
Arcane Background (voodoo), Attractive
Hindrances:
Arrogant
Special
Abilities
Power
Points:
10
Powers:
Divination, Puppet
Gear: Fancy
dress.
Other
Homes
Most of the people
who work in Smith's crossing live in small, rough but comfortable
homes. While the exact details vary, some common features include a
kitchen that doubles as a living room (A), a master bedroom (B),
smaller bedrooms (C) and an attached storage room (D). There is an
outhouse, too, of course.