Character Creation Parameters

Apr 20, 2020 6:50 am
[ +- ] Archetypes
Starting Rank: Rookie

0) Race
Human (as its the only option)
Gain a Free - Edge - if you are going to have an Arcane Background put it here otherwise choose something the helps define your character

Die Levels: 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 1d12+?

1) Traits
..... Every character starts with a d4 in each attribute, and has 7 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. One is free to spend these points however they want with one exception: no Attribute may be raised above a d10 using these points and one can only start with one d10 per starting Rank

• Agility is the character’s nimbleness, quickness, and dexterity.

• Smarts is a measure of how well the character knows their world and culture, how well they think on their feet, and mental agility

• Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being Shaken.

• Strength is raw physical power and general fitness. Strength is also used to generate your warrior’s damage in hand-to-hand combat.

• Vigor represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off

2) Skills

Skills are learned abilities such as Shooting, Fighting, Scientific Knowledge, Professional Aptitudes, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.

You have 23 skill points to distribute among your skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it is linked to (listed beside the skill in parentheses). If the skill exceeds the attribute, the cost becomes 2 points per die type. No skill may be increased above d12 and the character may only have one d12 per starting Rank.

Language: Most folks in the Americas, regardless of where they hail from originally, have gone out of their way to learn the language of the land. Which is Anglish (American English), amigo. Heroes with the Outsider Hindrance know a different language instead and must drop a point or two into Language (Anglish or English) to make themselves understood. The character can be made to speak another language, one just has to buy it as a separate Language skill.

Language ('Native') : A person knows a general spoken native language that starts with a Skill Rating equal to the character's Smarts. If this puts them below a d8 then they simply speak and understand their general native tongue with a slight or heavy regional accent and are considered a d8 in their specific regional dialect of there general native language

Script: Most folk do not know how to write the languages they speak. So in order to read and write a language the character must buy it as a separate skill. However, one does not have to know how to speak a language in order to read and write it. Some languages are so dead that no one knows how they were spoken.
[ +- ] Skills List
3) Derived Characteristics

Charisma: This is a measure of the character’s appearance, manner, and general likability. It is 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how non-player characters react to the hero.

Pace: This is how fast the character moves in a standard combat round. Humans move 12 + Strength + Agility feet in a single round. Write the base total on the character sheet beside the word Pace.
[ +- ] Faster Movement
[ +- ] Jumping and Leaping
Parry: This is equal to 2 plus half the character’s Fighting (2 if a character does not have Fighting), plus any bonuses for shields or certain weapons. This is the Target Number (TN) to hit the hero in hand-to-hand combat.

For stats such as d12+1, add half the fixed modifier, rounded down. For instance, a Fighting skill of d12+1 grants a Parry of 8 (2+half of d12), whereas a d12+2 gives a Parry of 9 (2+half of d12+2).

Toughness: This is the character’s damage threshold. Anything over this causes them to be rattled or worse. Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on their torso). Vigor over a d12 is calculated just like Parry.

Grit: This is a measure of the character’s willpower, as well as their experience with the more horrific foes found out on the dark prairie. Rookie heroes are most likely gonna skedaddle from some of the weirder varmints out there, while old hands are liable to look the creature straight in the face and spit in its eye. The character has one point of Grit for each Rank they have achieved: Rookie 1, Seasoned 2, Veteran 3, Heroic 4, and Legendary 5

4) Edges & Hinderances

Great heroes are far more than a collection of skills and attributes. It is their unique gifts, special powers, and tragic flaws that truly make them interesting characters. Characters can take Edges by balancing them out with Hindrances. You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point. These points can then be spent on the following:

For 2 points you can:
• Raise an Attribute one die type (maximum d12)
• Choose an Edge

For 1 point you can:
• Gain another skill point
• Gain additional Dnaro equal to your starting funds (gain an additional $300)

Note that if you are Human (which almost everyone will be except the Harrowed who are no longer Human) then you get to start with 1 Free Edge so the most number of Edges anyone will start with is 3. Also when looking at the Edge requirements all players are considered Seasoned for now unless they took Novice Hindrance but if you take a Seasoned level Extra please point it out as some are going to be considered Seasoned and others will be allowed to Rookies but I have to go through the entire list to figure that out.
[ +- ] Hindrances List
[ +- ] Edges List
5) Gear

Only a fool or a madman ventures out into the Weird West without proper survival gear. In the Weird West, more often than not, that "proper survival gear" includes at least one shootin’ iron and a passel of ammo along with the other usual equipment. As such, while each hero starts with the nothing not even the clothes on their back, they do start with $300 in resources. These resources are then spent on clothes, weapons, ammunition, and other equipment. Anything left over can then be converted into cold hard Dnaro, however because there is actually a significant shortage of currency, both paper and coins, in the Weird West converting it to Dnaro cost you 200% the value of the coin and 150% the value of paper scrip (round up). Conversely it can be placed into a savings account on a one-for-one basis or converted into some other tangible resource. Below is the currencies it can be converted into:
[ +- ] Paper Scrip
[ +- ] Gold Coins
[ +- ] Silver Coins
[ +- ] Copper Coins
[ +- ] Other Monetary Resources
[ +- ] Monetary Situational Notes
6) Background Details

Finish the character by filling in any history or background. Ask why the hero is where they are and what their goals are. Further one can add to this with GM approval by adding more details as they come to light. Regardless talk to the other players and the GM. As the characters will know each other right from the start. Further the group might decide to collectively optimize the group a bit to ensure a good assortment of skills and abilities. Regardless, make sure the character being played is what you want to play. There is no point in being the party’s magical healer, for example, if that is not a role you are interested in. The GM should provide the necessary balance and/or use the imbalance as a story plot in and of itself.


Character Advancement

Every 5 points accumulated grants a hero an Advance.
Every 20 points accumulated advances the hero one Rank (Novice > Rookie > Seasoned > Veteran > Heroic > Legendary)

An Advance lets a character do one of the following:
• Gain a new Edge selected from the Edges List.
• Increase a skill that is equal to or greater than its linked attribute by one die type.
• Increase two skills that are lower than their linked attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type. You may only choose this option once per Rank. No Trait may be raised above a d12 (but see the Professional and Expert Legendary Edges). Legendary characters may raise an attribute every other Advance.
Apr 21, 2020 7:24 am
Full Skills List
[ +- ] Boating (Agility)
[ +- ] Climbing (Strength)
[ +- ] Driving (Agility)
[ +- ] Faith (Spirit)
[ +- ] Fighting (Agility)
[ +- ] Gambling (Smarts)
[ +- ] Guts (Spirit)
[ +- ] Healing (Smarts)
[ +- ] Hexslinging (Smarts)
[ +- ] Intimidation (Spirit)
[ +- ] Investigation (Smarts)
[ +- ] Jumping (Strength)
[ +- ] Language (Smarts)
[ +- ] Mad Science (Smarts)
[ +- ] Notice (Smarts)
[ +- ] Persuasion (Spirit)
[ +- ] Piloting (Agility)
[ +- ] Repair (Smarts)
[ +- ] Riding (Agility)
[ +- ] Running (Strength)
[ +- ] Script (Smarts)
[ +- ] Shooting (Agility)
[ +- ] Skullduggery (Agility)
[ +- ] Stealth (Agility)
[ +- ] Streetwise (Smarts)
[ +- ] Survival (Smarts)
[ +- ] Swimming (Strength)
[ +- ] Taunt (Smarts)
[ +- ] Throwing (Agility)
[ +- ] Tracking (Smarts)
[ +- ] Tribal Medicine (Spirit)
Knowledge Skills
[ +- ] Common (Smarts)
[ +- ] Battle (Smarts)
[ +- ] Chemistry (Smarts)
[ +- ] Cryptography (Smarts)
[ +- ] Demolitions (Smarts)
[ +- ] History (Smarts)
[ +- ] Law (Smarts)
[ +- ] Medicine (Smarts)
[ +- ] Occult (Smarts)
Language/Scripts Ratings
[ +- ] Ratings Explained
Apr 23, 2020 4:43 pm
Full Major General Hindrances List
Ailin’
Allergy
Arrogant
Bad Dreams
Bad Eyes
Bad Luck
Blind
Bloodthirsty
Clueless
Code of Honor
Curious
Cursed
Delusional
Elderly
Enemy
Focus
Greedy
Grim Servant o’ Death
Habit
Hard of Hearing
Heroic
Intolerant
Lame
Old Ways Oath
One Arm
One Eye
One Leg
Overconfident
Pacifist
Phobia
Small
Thin Skinned
Trouble Magnet
Vengeful
Vow
Wanted
Yeller
Youngen

Full Minor General Hindrances List
Ailin’
All Thumbs
Allergy
Anemic
Bad Eyes
Big Mouth
Cautious
Coup Counter
Dark Secret
Death Wish
Delusional
Doubting Thomas
Enemy
Focus
Greedy
Habit
Hard of Hearing
*Heavy Sleeper
Illiterate
Intolerant
Lame
Loyal
Lyin’ Eyes
Mean
[ +- ] Novice
Obese
Old Ways Oath
Outsider
Pacifist
Phobia
Poverty
Quirk
Short Tempered
Slowpoke
Stubborn
Tenderfoot
Trouble Magnet
Ugly
Vengeful
Vow
Wanted
Apr 23, 2020 4:43 pm
Full Edges List

Background Edges
.... Alertness
.... Ambidextrous
[ +- ] Arcane Background (Blessed)
[ +- ] Arcane Background (Chi Mastery)
.... Arcane Background (Magic)
.... Arcane Background (Metal Mage)
[ +- ] Arcane Background (Miracles)
.... Arcane Background (Shamanism)
.... Arcane Background (Weird Science)
.... Arcane Resistance
.... Improved Arcane Resistance
.... Attractive
.... Very Attractive
.... Berserk
.... Brave
.... Brawny
.... Captain
.... Fast Healer
.... Fleet-Footed
.... Gallows Humor
.... Linguist
.... Luck
.... Great Luck
.... Noble
.... Quick
.... Rich
.... Filthy Rich
.... Scrapper
.... Veteran o’ the Weird West

Comabat Edges
.... Blind Fighting
[ +- ] Block
[ +- ] Improved Block
.... Brawler
.... Bruiser
.... Cannoneer
.... Combat Reflexes
.... Counterattack
.... Improved Counterattack
.... Counterpunch
.... Improved Counterpunch
.... Dodge
.... Improved Dodge
.... Don’t Get ’im Riled!
.... Duelist
.... Elan
.... Extraction
.... Improved Extraction
.... First Strike
.... Improved First Strike
.... Florentine
[ +- ] Flowing Movement
.... Frenzy
.... Improved Frenzy
.... Giant Killer
.... Hard to Kill
.... Harder to Kill
.... Hip-Shooting
.... Improved Hip-Shooting
.... Improvisational Fighter
.... Iron Parry
.... Killer Instinct
.... Level Headed
.... Improved Level Headed
.... Marksman
[ +- ] Martial Arts (Type)
.... Movement of the Serpent
.... Nerves of Steel
.... Improved Nerves of Steel
.... No Mercy
.... Pistolero
[ +- ] Power Strike
[ +- ] Improved Power Strike
.... Quick Draw
.... Rebel Yell
.... Rock and Roll
.... Speed Load
.... Steady Hands
.... Sweep
.... Improved Sweep
.... Ten-Tiger Punch
.... Trademark Weapon
.... Improved Trademark Weapon
.... Two-Fisted
.... Two-Gun Kid
.... Wrestler
.... Improved Wrestler

Leadership Edges
.... Command
.... Command Presence
.... Fervor
.... Hold the Line
.... Inspire
.... Leader of Men
.... Natural Leader
.... Tactician

Power Edges
.... New Power
.... Power Points
.... Rapid Recharge
.... Improved Rapid Recharge

Professional Edges
.... Ace
.... Acrobat
.... Adept
.... Agent
.... Assassin
.... Born in the Saddle
.... Champion
.... Gadgeteer
.... Holy Warrior
.... Investigator
.... Jack-of-All-Trades
.... McGyver
.... Mentalist
.... Mr. Fix It
.... Scholar
.... Scout
.... Silver-Tongued Devil
.... Snakeoil Seller
.... Soldier
.... Private
.... NCO
.... Tale Spinner
.... Thief
.... Texas Ranger
.... Wilderness Man
.... Woodsman

Social Edges
.... Card Sharp
.... Charismatic
.... Common Bond
.... Connections
.... Gift of Gab
.... Secret Identity
.... Strong Willed
.... True Grit

Weird Edges
.... Beast Bond
.... Beast Master
.... Danger Sense
.... Desensitized
.... Fate’s Favored
.... Harrowed
.... Healer
.... Liquid Courage
.... Knack
.... Master Crafter
.... Nose for the Rock
.... Patron Spirit
.... Scavenger
.... Seen the Elephant
.... Totem Spirit

Wild Card Edges
.... Dead Shot
.... Mighty Blow
.... Power Surge

Legendary Edges
.... Behold A Pale Horse...
.... Followers
.... Damned
.... Fast As Lightning
.... Professional
.... Expert
.... Master
.... Right Hand of the Devil
.... Sidekick
.... Tough as Nails
.... Improved Tough as Nails
.... Weapon Master
.... Master of Arms
.... We Have the Technology

Faith Only Edges
.... Conviction
.... Flock
.... Voodoo (redefines the Blessed)

Huckster Only Edges
.... Dealer's Choice
.... High Roller
.... Improved High Roller
.... Old Hand
.... Whateley Blood

Tribal Medicine Only Edges
.... Fetish Creator

Mad Scientist Only Edges
.... Alchemy

Chi Mastery Only Edges
.... Superior Martial Arts (Type)
Jul 20, 2020 7:14 am
Chi Mastery Martial Art Novice Powers
[ +- ] Aim
[ +- ] Armor
[ +- ] Boost Trait
[ +- ] Confusion
[ +- ] Darksight
[ +- ] Dodging
[ +- ] Fear
[ +- ] Force Strike
[ +- ] Healing
[ +- ] Invisibility
[ +- ] Leaping
[ +- ] Lower Trait
[ +- ] Smite
[ +- ] Speed
[ +- ] Stun
[ +- ] Wall Running
Chi Mastery Martial Art Seasoned Powers

Chi Mastery Martial Art Veteran Powers
Jul 20, 2020 3:25 pm
Novice Powers (Faith, Huckster, and Tribal Medicine)
[ +- ] Aim
[ +- ] Armor
[ +- ] Beast Friend
[ +- ] Boost/Lower Trait
[ +- ] Darksight
[ +- ] Fear
[ +- ] Healing
[ +- ] Smite
[ +- ] Speed
[ +- ] Stun
[ +- ] Wall Walker
Seasoned Powers (Faith, Huckster, and Tribal Medicine)

Veteran Powers (Faith, Huckster, and Tribal Medicine)
Jul 20, 2020 3:25 pm
Mad Scientist Novice Gizmos

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