Deadlands at a Glance: huckster, mad scientist, gunslinger, brave
A huckster brief landed in my inbox on a Sunday night in March from a player called Bran, and the first line was, "I want him to look like he's just realised the cards are cheating him back." I read that twice and laughed, because that one sentence is the whole pitch for Deadlands. You are not painting a western. You are painting a western where the deck is haunted, the inventor's boiler is leaking ghost-rock vapour, and the reverend has had a personal conversation with something that should not exist. The job at the easel is keeping the dust and the ozone in the same painting without one cancelling the other.
I'm Hector. I run Design Vortex, and Deadlands has quietly become one of the most rewarding systems we paint for. Weird west commissions don't come in as often as 5e or Cyberpunk, but when they do, the players know exactly what they want and they bring the strangest references: a Mathew Brady tintype next to a Hammer horror still next to a Sergio Leone close-up. This piece is my studio-eye view of the system: the archetypes that walk through the door most often, the palette logic we use to keep the genre legible, and what changes on the canvas after a character has been touched by the Reckoning.
Table of contents
- What Deadlands actually is, painted
- The huckster: magic by way of poker
- The mad scientist: ghost-rock and bad ideas
- The gunslinger: not a cowboy, a specialist
- The Indian brave and shaman: the hard one to paint right
- The Texas Ranger: badge with teeth
- The Harrowed: when the painting changes
- Weird west palette: dust, ozone, lantern
What Deadlands actually is, painted
Deadlands sits in an alternate 1870s where the dead came back during the American Civil War, the war never properly ended, and a fuel called ghost-rock burns hotter and stranger than coal. Mad science runs on it. Hucksters bargain with manitous for power. Shamans walk between worlds. The land remembers what happened on it. None of this is happening on top of the western. It is leaking through the western. The painting problem follows from there.
The single biggest mistake I see in weird west fan art is treating the horror as a costume layer. A skull on the hat brim, a glowing eye, a few wisps of green smoke around the revolver, done. That reads as Halloween. The portraits that work do the opposite: paint the western with the gravity of a period photograph, then let one element in the frame tell you the world is wrong. A perfectly normal cattleman standing in a perfectly normal dust haze, except the brass plate on his boiler-rifle is humming with a faint blue light that has no business being there. That contrast is the whole genre in one canvas.
The huckster: magic by way of poker
Hucksters cast spells by gambling with manitous, small malevolent spirits, at a card table the rest of the world can't see. Win the hand, the spell works. Lose, the manitou rides you for a turn. As a painting subject, the huckster is the easiest weird-west archetype to make legible because the props do half the work.
The cues I lean on:
- The deck. A specific deck, not a generic one. We paint specific suits, a missing corner, a fan held in a way that signals the character knows their own cards by touch. The deck is the spellbook.
- The hand. Hands carry the whole archetype. We paint long fingers, a faint ink stain on the index, a small scar at the base of the thumb where a knife came close once.
- The eye contact. A huckster either looks straight through you (he's halfway through a hand with something you can't see) or refuses to make eye contact at all. We pick one early and stay there.
- The clothing. Saloon-cut, not gunslinger-cut. A vest, a watch chain, a shirt that was clean three days ago. He is dressed for sitting, not for riding.
I painted Bran's huckster as a chest-up portrait, smoke from a cheroot drifting across his left cheekbone, and a single card half-tucked into his vest pocket. We never said which card. He insisted I leave it ambiguous so his GM would always be guessing. That ambiguity is the brief I wish I got more of.
The mad scientist: ghost-rock and bad ideas
Mad scientists in Deadlands invent, except their inventions are channelled directly from the same manitous the hucksters bargain with. The genius is borrowed. The hardware is real. The cost is paid in increments most of them refuse to count.
The look I default to is less Tesla, more workshop accident. Goggles pushed up, not down. A leather apron with chemical burns. Hands that have been singed twice. The temptation in weird-west commissions is to dress the mad scientist like a steampunk fashion plate, which is fine if you want a Pinterest portrait but bad if you want the character to read as someone the rest of the posse is quietly afraid of. The cleanest mad scientist brief I ever took was Nadia's: "He used to have an eyebrow. Now he doesn't. We are not going to talk about it." That single missing eyebrow did more for the character than any amount of brass dials.
Their gear lives in the same value range as their face: slightly grimy, oil-stained, hand-built. The only place the painting should glow is wherever the ghost-rock is. Ghost-rock vapour reads as a faint blue-green ozone bloom, never as flame. Paint it like the air around a struck match before the match catches, not like the match itself.
The gunslinger: not a cowboy, a specialist
A Deadlands gunslinger is closer to a violinist than a cowboy. The revolver is an instrument. The character has trained at it the way a surgeon trains at hands. Paint them the way you would paint a craftsman, not a tough.
The silhouette tells. Gunslingers stand differently from everyone else in the frame: slightly squared to the camera, weight even, hands relaxed and low. We sketch around the heroic-pose default (hand on holster, narrowed eyes at the horizon) because it reads as Hollywood, not as someone who is genuinely good at killing. The better read is a person who has not yet moved and has no plan to until the situation demands it. The viewer should believe the draw could happen, and might not.
For the companion piece on western firearms references, the short version applies here: a Colt 1873 is not a Colt 1851, and a Schofield is not a Peacemaker. Get the model right and the rest of the painting earns trust. Get it wrong and the player can feel the slip even if they couldn't name it. Players who choose gunslingers almost always know their iron.
The Indian brave and shaman: the hard one to paint right
This is the archetype the studio is most careful with. Indigenous characters in Deadlands lore are written with more weight than the era's pulp fiction typically gave them, but a painter walking in from outside that culture can still slide into stereotype faster than they'd like. Our standing rule: paint the person, research the nation, do not generalise.
If a player briefs us with a Lakota brave or a Numunuu shaman, we research the specific nation's clothing, hair, and ceremonial reads of the relevant period, and we ask the player to tell us what's appropriate to show in a portrait. Pan-Indian shorthand, generic feathered headdress, no nation specified, "tribal" face paint, is what we refuse. The painted version sits closer to the historical portrait register than to the western movie register. Edward Curtis is a more honest visual reference than any pulp paperback cover, with all of Curtis's own complications acknowledged.
For shamans specifically, the weird-west element shows up subtly: a paint that catches light strangely, a small object in the hand that the painter renders with the same brushwork as the ghost-rock glow elsewhere in the system. The spirits the shaman walks with are quieter than a huckster's manitous. The painting should be quieter too.
The Texas Ranger: badge with teeth
The Rangers in Deadlands are the supernatural-affairs arm of the federal government, which means they read like lawman first, monster-hunter second. The fun of painting them is the costume tension: a badge, a duster, a long coat, a revolver the law approved of, and a sawn-off shotgun loaded with shells full of holy water and silver shot the law would prefer not to know about.
A Ranger portrait sits halfway between Wyatt Earp and Van Helsing. Pick the wrong half and you've painted a different character.
The best Ranger commissions we've delivered all picked one face register, tired or righteous or haunted, and stuck with it. The badge is always painted with respect. The other gear is painted with a small amount of guilt. The viewer should believe the character has used the silver shells more often than they wish they had.
The Harrowed: when the painting changes
The Harrowed are characters who died and came back, with a manitou riding shotgun inside their own body. Mechanically they are a player option; visually they are the single biggest decision point in a weird-west portrait.
The cues I work with:
- The eyes shift. Not glowing. Just slightly off, a different colour from the one in the player's brief, or a difference between the two eyes. Subtle enough that the casual viewer takes a second look.
- The skin pales without going corpse-grey. Push a half-step toward ivory. Add faint cool undertones in the shadow. Avoid blue-grey, which reads as zombie-movie.
- One scar that should have killed them. A single mark, bullet hole at the temple or knife scar across the throat, that the viewer can't not see once they find it. We never paint two. One is enough.
- The hand of the dominant side carries something the alive version wouldn't. A holy medal turned the wrong way, a card that shouldn't have come back, a coin from a year the character was already dead.
A Harrowed portrait is a normal Deadlands portrait with one rotation of the dial. The work is in keeping the rotation small. Push it too far and you've painted a horror character with a hat, which is a different commission entirely. The weird-west and frontier-horror piece goes deeper on how we balance those two registers when a player wants real horror in the mix without losing the western bone structure. Players writing horror briefs more broadly might also want the horror character art guide.
Weird west palette: dust, ozone, lantern
The three-colour key I use to keep weird-west portraits coherent across a posse:
- Dust. Warm ochre, beige, washed-out tan. The base tone of the whole world. Sits in the air, on the boots, in the cloth.
- Ozone. A faint cool blue-green that lives only where ghost-rock is doing something. Never bigger than a thumb on the canvas. Always a single source.
- Lantern. The warm light source: campfire, oil lamp, gas-lit saloon. Pushes the painting into golden hour territory and keeps the dust legible.
A posse portrait, one of the party portrait commissions we get most often for Deadlands, works when every character shares the dust and the lantern, but each character's ozone behaves differently. The huckster's lives in his cards. The mad scientist's lives in his hardware. The shaman's lives nowhere you can name. That's how a group of weird-west characters reads as a posse in one frame and not as five separate paintings glued together.
If you've got a Deadlands character of any stripe sitting in your campaign notebook — huckster, scientist, Ranger, brave, or a Harrowed version of any of the above — the order form is the quickest way to put a brief in front of me. The western character art guide is the longer read if you want the whole-genre picture before you write the pitch. And the portfolio has the closest painted references for what each archetype actually looks like off the page. Fan-art commissions of Deadlands characters are personal-use only, and we don't ship them as reproductions for sale, but the painting on your wall is yours forever.