High Noon Run, a Strange Western Tale for the Savage Worlds and Weird West systems in the Bullets and Tequila setting
Get Ready: A double agent informer for the Pinkertons needs your help to make it to the local Agency safehouse alive.
Get Set: Slim Garfunkle was a really crappy outlaw. But what skills he lacked at bushwhacking and safe blowing, he more than made up for with open ears and a welcoming disposition. After being caught during a robbery in Tulsa, Garfunkle was approached by the Pinkertons and recruited as an informer. The Agency engineered his escape and paid him $200 a month; in return, Garfunkle would send weekly letters to a safehouse, containing coded information on bandit movements, hideouts and planned robberies. Things were going great until two days ago, when one of the members of the Punch and Judy gang caught Garfunkle sending his letter and received a whack on the head for their trouble. Now Garfunkle's on the run and looking for someone to help him out.
Go!: The Pinkerton safehouse is in the small city of Red Fork, hidden in the back of a general store. The quickest route to get there is by train, but if it's known that Garfunkle's on the train, there will definitely be an awesome train gunfight. Ike and Wilma Teller, the husband and wife outlaws who head the Punch and Judy gang, have lost three men to the Pinkertons and they really want the responsible party dead.
Slim Garfunkle, confidential informant
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Climbing d4, Fighting d6, Gambling d4, Investigation d8, Knowledge (Bank Robbing) d4, Notice d6, Persuasion d4, Riding d6, Shooting d4, Stealth d4, Streetwise d8
Charisma: 0 Pace: 8 Parry: 5 Toughness: 5
Hindrances: Thin Skinned (suffers an additional -1 for wound penalties), Enemy (Punch and Judy gang)
Edges: Alertness, Investigator, Fleet Footed
Gear: Colt Lightning (12/24/48, RoF 1, 2d6, AP 1)
Ike Teller, cranky old outlaw
Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d8
Fighting d4, Knowledge (Explosives) d10, Lockpicking d4, Notice d6, Riding d6, Shooting d4, Streetwise d8, Survival d6, Taunt d6
Charisma: -1 Pace: 5 Parry: 4 Toughness: 6
Hindrances: Elderly, Habit (Tobacco, minor)
Edges: Command, Inspire, Level-Headed, Marksman
Gear: Shotgun (12/24/48, RoF 1-2, 1-3d6), Dynamite-firing crossbow (15/30/60, 2d6, MBT), 10 sticks of dynamite