Deadlands Reloaded: The Weird West

The Story So Far…

Queen Anne Hill is about 3 square miles of land off to the northwest of Seattle. In 1875, a minor Typhoon touched down clearing out much of the forest making is far more desirable for the city’s wealthy to build their home upon it, However, shortly after the first few families moved into their new homes, residents started to go missing only to be found rendered apart in the remaining woodlands on the backside of the hill.

It wasn’t long before homes were hit by violent winds and even more strange weather phenomenon. Residents saw strange whirlwinds that sparked of small lightning bolts in the treeline near their homes. Others saw multicolored lights dancing and darting in the woods. Most residents decided to cut their losses after witnessing such strange, and frightening things. Even the holdouts left when the wind started whispering their names.

What the people of Seattle don’t know is that Queen Anne Hill is now haunted by a strange version of a dust devil that has been crossed with an electric eel. It is much larger and stronger than other dust devils and even has the ability to spawn Will o’ Wisps which serves as scouts for the abomination.

The Setup

The Posse either hear rumors of these strange stories and decide to investigate if that is their kind of deal. For less curious or altruistic Posses, they might be hired by a man who has recently made some bad investments and he and his family cannot leave Queen Anne Hill without being homeless.

Supporting Characters

Giant Electric Whirlwhip Eel
This abomination appears to be a sort of ell more than 30 feet long with a razor-sharp jagged body made of segmented cartilage as thick around as a man’s arm.
Wild Card
Attributes:
Agility: d8 Smarts: d8(A) Spirit: d8 Strength: d12+2 Vigor: d8
Pace: Slithering: 6 Spining: 12 Parry: 8 Toughness: 8

Skills:
Fighting d8, Guts d8, Notice d4, Shooting d8, Stealth d8

Special Abilities:
Aquatic: The creature can move just as easily over or under water as it can on land and can breathe water as well as air.
Deflection: Ranged and piercing attacks suffer a -2 to hit due to the creature constant spinning and narrow body. Additionally, ranged attacks that roll a 1 on the Skill die (regardless of Wild Die) are deflected in a random direction (Roll a d12 clock face).
Static Electricity: The creature can generate an electric field when it twists and turns in a tight (Small Burst Template) cyclone. All targets adjacent or withing the template must make a Vigor roll or be Shaken. The creature can also throw a static stun bolt at targets outside its cyclone. It requires a successful Shooting roll (Range: 12/24/48) forcing the target to make a Vigor roll (at a -2 with a Raise) or be Shaken.
Whirlwind: The creature can alter its size as a free action from a Small, Medium, or Large Burst Template. Every thing adjacent or in the Burst Template automatically takes the creature Strength in damage. Anyone inside of this Burst Template is also blinded unless wearing eye protection.
Wisp Mother: By making a Spirit roll minus the number of will o’ the wisps that still exist, the creature can generate a new Will o’ the Wisp. The wisps are as per the Marshal’s Handbook save animal intelligence, no Puppet Power, and cause 2d4 electrical damage plus Stun Power (trappings: a Small Shock). The creature can only generate as many will o’ the wisps as it Spirit die type (eight).