Apr 20, 2020 6:50 am
[ +- ] Archetypes
Agent
They are employees of the secretive United States organization called the Agency. Formed after the Union decided that the Pinkerton Detective Agency was not enough to handle national security. These men and women in black dusters serve as investigators, police, and spies.
Recommended: Smarts, Spirit, Fighting, Guts, Knowledge: Law, Knowledge: Occult, Notice, Investigation, Shooting, Stealth, Agent, Brave, Investigator, Rock and Roll, Thief, True Grit
Alchemist
They are mad scientists and masters in the field of chemistry. They specialize in the brewing of potions, elixirs, and tonics. Everything from healing potions to explosive Greek Fire-like Molotov cocktails. They often have patches of hair missing due to the explosive nature of their experiments making these concoctions. However, they practices usually allow safer and more predictable consumption of their brews. If the Alchemist Archetype interests you, and you plan on taking the Arcane Background: Mad Science you might want to take a look at the Mad Scientist Gizmos.
Recommended: Smarts, Guts, Knowledge: Chemistry, Throwing, Mad Science, Alchemy, Arcane Background: Mad Science
Animal Wrangler
They are outdoorsmen and trainers of animals such as dogs, horses, and falcons. With their animal companions they are often more comfortable out on the range than in the fanciest of city hotels. Many are defenders of wildlife and nature, others seek to subjugate lesser beasts for their own nefarious purposes.
Recommended: Spirit, Persuasion, Guts, Survival, Tracking, Beast Bond, Beast Master, Woodsman
Apache Scout
They are often sent ahead of their tribe to ensure the safety of their people. They are used to working alone and are often expert hunters and trackers. While not all scouts are followers of the Old Ways, many are because, after all, bows and arrows are quiet.
Recommended: Agility, Smarts, Fighting, Guts, Notice, Survival, Tracking, Scout, Woodsman
Blessed
They are nuns, priests, or average folks who have been blessed by The Powers That Be for some reason or another. When the blessed are behaving themselves, they can invoke miracles that help them fight the supernatural evils found in the Weird West and advance the greater good in the name of their beliefs.
Recommended: Spirit, Faith, Guts, Persuasion, Arcane Background: Miracles, Conviction
Big Game Hunter
They have been lured to the Weird West by the stories of creatures of such great size and ferocity they pale anything found in Africa. Usually from wealthy families back east or even Europe, they are equipped with only the best of equipment, and they are used to finest of living conditions. Even with without these fancy amenities, they are expert trackers and marksmen.
Recommended: Notice, Guts, Shooting, Survival, Tracking, Marksman, Rich, Woodsman
Bounty Hunter
They chase down outlaws and turn then in for the monetary reward. They have to be careful though as the hunter sometimes becomes the hunted if the prey gets wind someone’s on their trail. Unlike the typical gunslingers, they have to be trained to find their quarry and most don’t bother with calling them out, choosing to quietly knock them out and tie them up.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Shooting, Stealth, Tracking, Streetwise
Buffalo Hunter
They saw a strange development in their trade in the last few years. The Sioux Nations herded most of the larger buffalo into their borders. This means buffalo meat and hides—once fairly common are now bringing in good prices at the few surviving and very secret skinning camps. The Sioux have warned off buffalo hunters on several occasions, but now they shoot on sight. Buffalo hunters need to be sneaky sorts with few scruples and strong hands for firing their Sharp’s Big Fifty rifles.
Recommended: Agility, Strength, Guts, Shooting, Stealth, Survival, Tracking, Woodsman
Cavalryman
They act as scouts, Indian fighters, and occasionally as raiders and both the USA and CSA employ such soldiers. The are often looked to as saviors of beleaguered troops hoping for fast reinforcements charging over the horizon.
Recommended: Strength, Vigor, Fighting, Guts, Knowledge: Battle, Riding, Shooting, Soldier
Cowpoke
These are the real west’s cowboys. They ain’t ones typically for heroics or much concerned about good and evil. They just want their pay for an honest hard working job. Most cowpokes ain’t rich or well educated so Illiterate and Poverty make good hindrances.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Persuasion, Riding, Shooting, Survival
Cajun Tracker
They are the best trackers in world for swamps and bogs. Able to transverse the harsh conditions with almost ease. They know the backwoods and other places most men wander never seen from again because they respect and understand the swamp and all of her dangers.
Recommended: Vigor, Fighting, Guts, Healing, Survival, Swimming, Tracking, Scout, Woodsman
Dandy
They are often wealthy tin horns from back east or even Europe who fancy seeing in person the things they read about in dime novels and newspapers. While most are well educated, they often don’t have the necessary skills to make it out on the frontier comfortably.
Recommended: Smarts, Guts, Investigation, Persuasion, Knowledge: (Any), Taunt, Rich, Very Rich
Deserter
They have left their posts for various reasons. Some leave out of cowardice, some because their officers were insane, and other because they have seen their fair share of death and misery and just can’t be a party to it any more. Either way, deserters are branded as cowards and traitors by the military branch they’ve left behind. In both Union and Confederate armies, deserters are usually executed when found.
Recommended: Strength, Vigor, Fighting, Guts, Shooting, Stealth, Survival
Ex-cultist
They were once part of an occultist group that practiced dark magics or worship elder dark gods. Maybe they decided fooling around with such evil wasn’t a smart thing to do. Maybe they learned something about the nature of these arcane happenings and decided to fight back for the good of humanity. If the Ex-Cultist Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Vigor, Guts, Knowledge: Occult, Arcane Background: Huckster
Explorer
They know there is no longer a true frontier, but many areas have yet to be fully explored. (Maybe there’s a reason for that.) Unlike typical mountain men, they are civilized, even scientific men searching knowledge, discovery, and maybe even some fame.
Recommended: Smarts, Strength, Vigor, Climbing, Fighting, Guts, Notice, Survival, Swimming, Tracking, Wilderness Man
Gambler
They make of living on games of chance and live their life on the edge of probability and luck. Some gamblers are completely honest in this profession while a handful cheat to win their livelihood.
Recommended: Agility, Smarts, Gambling, Guts, Lockpicking, Notice, Persuasion, Taunt, Card Sharp
Gaucho
From south of the border, Gauchos are adventurer/crusaders who have encountered the things ‘that go bump in the night’ and are brave or dumb enough to think they can stop these monsters and evil. Gauchos are great trackers and have a dramatic flair when it comes to horse riding as well as combat. Many Gauchos take odd weapons such as bolos, or even a rapier.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Notice, Riding, Trowing
Greenhorn
They come West to see if all the wild stories they’ve heard back East are true. As one of these pampered "dudes," your character wouldn’t dream of touring the West in anything less than the comfort of 1st class. He has to figure out he’s going to make his way through any trouble. Most do it by fast-talking the "yokels."
Recommended: Spirit, Guts, Stealth, Persuasion, Charismatic
Gunslinger
They are feared killers and revered desperadoes. Some are tinhorn dandies with fancy New York target pistols while others are Texas outlaws looking to escape some past misdeed. A few are noble souls struggling to protect the weak; others work for crooked rail barons, terrorizing towns and ranches that won’t sell them the right-of-way.
Recommended: Agility, Spirit, Guts, Intimidation, Shooting, Duelist, Hip Shooting, Level Headed, Quick, Quick Draw, Speed Loading
Kid
Sometimes they are the only survivor of a tragedy, other times they run away from their family out west with promises made to them in dime novels. Either way, they often get involved with horrors that put liquid fear in anyone’s boots.
Recommended: Agility, Climbing, Guts, Notice, Stealth, Swimming, Common Bond, Luck, Great Luck
Hermit
Some folk just don’t want to be around others no more and seek their own piece of land out away from everyone else out west. Spend enough time out in the Weird West though and they soon discover things just ain’t right with the world.
Recommended: Vigor, Climbing, Guts, Notice, Stealth, Survival, Swimming, Alertness, Woodsman
Historian of the Arcane
They study the dark arts of sorcery and the occult from an academic prospective. Few actually learn the secrets of true mysticism content to observe the arcane at a safe distance. They seek to understand the supernatural and categorize and catalog it. If the Historian of the Arcane Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Investigation, Knowledge: History/Academics, Knowledge: Occult, Arcane Background: Huckster, Scholar
Huckster
They are mysterious souls who have learned the secrets of Hoyle’s Book of Games. Some say that within this cryptic text are hidden messages detailing cryptic incantations and rituals of the black arts. Others say they are fakes and frauds, but a huckster’s hexes can be just as deadly as a gunslinger’s bullet—or worse. If the Huckster Archetype interests you, and you plan on taking the Arcane Background: Huckster you might want to take a look at the Huckster Powers.
Recommended: Smarts, Spirit, Gambling, Guts, Hexslinging, Arcane Background: Huckster, Card Sharp
Indian Brave
The have won new respect in the West. The long Civil War between the States means neither the USA nor the CSA has been able to gather the manpower to subjugate the new Sioux Nation or the Coyote Confederation. Most Braves are fiercely loyal to their tribes and spend their time providing for them or patrolling borders. Even, so a few braves now wander outside their homeland to learn the ways of the white man.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Riding, Stealth, Survival, Tracking, Woodsman
Mad Scientist
They are men and women of science that have gain insight beyond their peers in what they call, "New Science" while most call in mad science due the number of mentally unstable "new" scientist their are. They have the ability to invent gizmos well beyond most folks grasp of technology. Because of their poor reliability, most folks call these gizmos infernal devices. If the Mad Scientist Archetype interests you, and you plan on taking the Arcane Background: Mad Science you might want to take a look at the Mad Scientist Gizmos.
Recommended: Smarts, Guts, Investigation, Knowledge: Any Science, Shooting, Mad Science, Repair, Arcane Background: Mad Scientist, Gadgeteer
Marshal
They chase hardened criminals all over the West. Though they have the authority to assemble posses on occasion, they usually have to work alone. Some law dogs are paragons of honor and duty while a few are little better than the outlaws they jail, but most lay somewhere between.
Recommended: Spirit, Fighting, Guts, Intimidation, Notice, Persuasion, Shooting, Streetwise, Contacts,
Martial Artist
They are men and women who through training have forged and honed their own bodies to become deadly weapons. They are capable of incredible feats most can’t imagine possible.
Recommended: Agility, Strength, Climbing, Fighting, Arcane Background: Martial Artist, Martial Arts
Military Officer
They serve of served one the major armed forces of the world. Both the Union and the Confederates maintain a number of forts out west that required military teams to travel around. Those knowledgeable in the art of war are in high demand as well from rail wars to defense of small towns from Indian raids or worst.
Recommended: Spirit, Strength, Vigor, Fighting, Guts, Intimidation, Notice, Persuasion, Riding, Shooting, Command, Soldier
Monster Hunter
They are men and women who know of the strange creatures found in the Weird West and seek them out to destroy them. While some monster hunters are Blessed, many are normal folks determined to fight these supernatural beasts.
Recommended: Spirit, Strength, Vigor, Faith, Fighting, Guts, Investigation, Knowledge: Occult, Notice, Stealth, Arcane Background: Blessed, True Grit
Mountie
They are lawmen of the north. The Canadian Royal Mounted Police better known as the Mounties have the unofficial creed: We always get our man, and they take it seriously too. It is not unheard of for a furtive to be tracked over 2,000 miles by a relentless Mountie.
Recommended: Vigor, Climbing, Guts, Notice, Persuasion, Riding, Shooting, Survival, Tracking,
Mountain Man
They live mostly out in the wilderness making a living as guides, hunters, and trappers. Many live with the only interaction with society is at the small trading posts that dot the frontier.
Recommended: Strength, Vigor, Fighting, Guts, Notice, Shooting, Survival, Tracking, Woodsman
Muckraker
They are journalists who believe in reporting the truth above all else—no matter who it offends. Yellow journalism is their stock and trade. These fellows are usually curious beyond belief, and it amazes them common folk can’t see what’s going on right before their very eyes. One of the few papers even willing to publish their wild stories is the notorious Tombstone Epitaph. The "truth" often needs some embellishment to appeal to the skeptical masses.
Recommended: Smarts, Spirit, Guts, Intimidation, Investigation, Notice, Streetwise, Taunt Charismatic, Connections, Tale Tellin’,
Ninja
They are mysterious spies and assassins from Japan. Most come to the Weird West to fore fill a specific mission, while others dishonored themselves in their clan’s eyes and are seeking a new life in America.
Recommended: Agility, Climbing, Fighting, Guts, Notice, Lockpicking, Stealth, Arcane Background: Martial Artist, Martial Artist, Thief
Nun
They are women who serve the Lord and seek to help others. Some nuns have the ability to petition for miracles to aid in their struggle as Blessed. Others take to relying on their scatter gun and peacemaker as much as their cross and bible.
Recommended: Vigor, Guts, Faith, Intimidation, Notice, Shooting, Arcane Background: Blessed, Command
Pinkerton
They are men and women that were contracted by the United State government to investigate the strange stories out West before the Agency was created. Now, most of them work as more mundane detectives and investigators from private clients.
Recommended: Smarts, Guts, Investigation, Knowledge: Law, Notice, Streetwise, Alertness, Investigator
Prostitute
They are the soiled doves of the west who make a living ob their backs. Some sought out this work purposely to avoid the back breaking labor of logging, ranching, or mining, but most fell into the lifestyle and have had trouble getting out.
Recommended: Agility, Spirit, Vigor, Fighting, Guts, Notice, Persuasion, Attractive
Pugilist
They are men and women who have extensively studied, "the sweet science" of fisticuffs. Some are bar brawlers, other boxers, some live the high life in the City o’ Gloom aka Salt Lake City in the blood sports.
Recommended: Strength, Vigor, Fighting, Guts, Brawny, Bruiser, Martial Arts
Rattler Hunter
They are the salt flats versions of whalers, except their prey hunts back with a vengeance. They usually hunt a large lands ships armed with steam powered harpoons and thick nets to capture and kill the giant worms.
Recommended: Agility, Strength, Vigor, Fighting, Guts, Shooting, Throwing, Giant Killer
Saloon Gal
They are the soiled doves of the west and often know every bit of gossip and rumor in a town. Some gals are driven to this life from tragedy such losing their whole family to disease while some just enjoy the thrill and easy money.
Recommended: Smarts, Spirit, Guts, Notice, Persuasion, Streetwise, Taunt, Attractive, Charismatic, Strong Willed
Samurai Ronin
They come from the mysterious and largely closed off lands of Japan to the Weird West. Many Ronin simply could find work in their native Nipppon while others might have been forced to flee their homeland to this place of western barbarians and savages. Samurai are often expert swordsmen who can still find work in the Weird West selling blade.
Recommended: Agility, Spirit, Strength, Fighting, Guts, Intimidation, Martial Arts, Quick Draw, Trademark Weapon
Sawbones
They are the doctors of the Weird West. These men and woman don’t have the miraculous power to lay on hands but are still sought out for their healing abilities. A posse could do well to have a medic among them.
Recommended: Smarts, Spirit, Guts, Healing, Knowledge: Medicine, Persuasion, Healer
Scrapper
They are anyone who has steam powered artificial limb or other body part. Most traveled to Salt Lake City looking for any sort of replacement for the missing parts while a crazy few were willing to trade perfectly good hands and feet for metal ones. Most become a new kind of gladiator in city’s blood sports areas.
Recommended: Strength, Spirit, Vigor, Fighting, Guts, Intimidation, Berserk, Scrapper
Soldier
They serve or served in either the Confederate or Union armies. Most are brave men and women willing to lay down their lives for their county while a few seek to escape war with their lives.
Recommended: Strength, Vigor, Fighting, Guts, Intimidation, Knowledge: Battle, Riding, Shooting, Command, Soldier
Private Detective
They are people who sell their services to others to solve mysteries. A few are former Pinkertons who decided not to join the Agency, while others might not have the sand for true bounty hunting.
Recommended: Smarts, Vigor, Guts, Investigation, Lockpicking, Notice, Persuasion, Streetwise, Stealth, Awareness, Investigator
Texas Ranger
They are the Confederates investigation, police, and spy force similar to the Union’s Agency. While not nearly as secretive about their identities, Rangers are expected to operate far more independently from other rangers as their old creed, "One riot, one Ranger."
Recommended: Vigor, Fighting, Guts, Intimidation, Knowledge: Occult, Notice, Persuasion, Riding, Streetwise, Shooting, Survival, Tracking, Brave, Texas Ranger, True Grit, Woodsman
University Professor
They are men and women from the world of academia who journey west to study and perhaps bring education to these lawless territories. Some might seek to disprove the wild tales they here while others throw out of the Ivy league establishment seek to reclaim their position with world changing discovery.
Recommended: Smarts, Guts, Investigation, Knowledge: Academia, Knowledge: History, Knowledge: Occult,2011 Knowledge: Science, Language: Latin, Linguist, Scholar
Voodooist
They know the ways and the secrets of voodoo. Maybe she’s a conjure doctor or a mambo. Whatever their background, they allow the spirits to ride their body giving them powerful magics in exchange. Note: this archetype has more in common with the Hollywood revision of a voodooist that the actual religion.
Recommended: Spirit, Faith, Guts, Knowledge: Occult, Arcane Background: Blessed, Voodoo
Witch Hunter
They are wise to people and creatures that masquerade as regular folk but posses strange arcane and often evil powers. These people seek out abominations and destroy them before these witches can cause more mischief.
Recommended: Spirit, Strength,Vigor, Fighting, Faith, Guts, Notice, Knowledge: Occult, Arcane Background: Blessed, Arcane Resistance, Brave, Danger Sense, True Grit,
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
Strength Skills
.... Climbing (Strength)
.... Jumping (Strength)
.... Running (Strength)
.... Swimming (Strength)
Agility Skills
.... Boating (Agility)
.... Driving (Agility)
.... Fighting (Agility)
.... Piloting (Agility)
.... Riding (Agility)
.... Shooting (Agility)
.... Skullduggery (Agility)
.... Stealth (Agility)
.... Throwing (Agility)
Smarts Skills
.... Gambling (Smarts)
.... Healing (Smarts)
.... Hexslinging (Smarts)
.... Investigation (Smarts)
.... Mad Science (Smarts)
.... Notice (Smarts)
.... Repair (Smarts)
.... Script (Smarts)
.... Streetwise (Smarts)
.... Survival (Smarts)
.... Taunt (Smarts)
.... Tracking (Smarts)
Spirit Skills
.... Chi Channeling (Spirit)
.... Faith (Spirit)
.... Guts (Spirit)
.... Intimidation (Spirit)
.... Persuasion (Spirit)
.... Tribal Medicine (Spirit)
Knowledge Skills (Smarts)
(The following is not a comprehensive list just a list of the more common knowledges within the Weird West)
.... Common (Smarts)
.... Battle (Smarts)
.... Chemistry (Smarts)
.... Cryptography (Smarts)
.... Demolitions (Smarts)
.... History (Smarts)
.... Law (Smarts)
.... Medicine (Smarts)
.... Occult (Smarts)
Languages/Scripts
Anglish/English, French, Chinese, Danish, Gaelic, German, Italian, Japanese, Jewish, Polish, Russian, Spanish, Swedish
Languages
Anishinaabe, Blackfoot, Cherokee, Cree, Crow, Hopi, Mi'kmaq, Nahuatl, O'odham, and Sioux
Weird Skills
These skills are being repeated here to clarify what skills are associated with which Magic Background
.... Faith (Spirit) ..... Arcane Background (Miracles) aka The Blessed
.... Hexslinging (Smarts) ..... Arcane Background (Magic) aka Hucksters
.... Mad Science (Smarts) ..... Arcane Background (Weird Science) aka Mad Scientists
.... Tribal Medicine (Spirit) ...... Arcane Background (Shamanism) aka Shamans
.... Secrets of the Shaolin (or the Mystical Martial Arts Master)
......... Required Combat Edge: Martial Artist
......... Required Arcane Background (Chi Mastery)
......... Skill: Chi Channeling (new skill)
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
A character can move at a faster pace than a walk by Jogging (Pace x 2), by Running (Pace x 4), or by Sprinting (Pace x 6). However these faster paces require Vigor checks to maintain. Sprinting requires a check at the end of each Round, Running requires a check at the end of 3 consecutive rounds, and Jogging requires a check after 6 consecutive rounds -- a check is made regardless of consecutive rounds as soon as no faster movement is carried on into a subsequent round. After each successful check a cumulative -1 is assessed to the next check (maximum -6) until the character fails and becomes Fatigued, if they continue to maintain their current speed things resume at where they left off and the next failure causes the character to become Exhausted, if they still continue to maintain their current speed things resume at where they left off and the next failure causes the character to become Incapacitated. If character chooses to lower their speed by one or two steps the current penalty is halved (round up) per step down conversely if they increase their speed by one or two steps the current penalty is doubled per step up.
Recovery: Once the character stops running, they recover one Fatigue level every five minutes of non-strenuous activity per level of Fatigue acquired (e.g. Fatigued 5 mins, Exhausted 10 mins, and Incapacitated 15 mins). If they simply assessed penalties they fully recover after a 1 minute of non-strenuous activity.
Incapacitation Effects: The character simply cannot run or perform any other strenuous activity while Incapacitated.
Recovery: Once the character stops running, they recover one Fatigue level every five minutes of non-strenuous activity per level of Fatigue acquired (e.g. Fatigued 5 mins, Exhausted 10 mins, and Incapacitated 15 mins). If they simply assessed penalties they fully recover after a 1 minute of non-strenuous activity.
Incapacitation Effects: The character simply cannot run or perform any other strenuous activity while Incapacitated.
[ +- ] Jumping and Leaping
A character ability to Jump (vertical) or Broad or Leap (horizontal) is based on their physical abilities.
Jump is the distance you can clear vertically which can be incorporated into a leap if height is needed. When jumping up for a ledge simply add a character's Jump + (Height x 1.3). Otherwise a character's Jump is equal to (Strength / 2) in feet.
Broad is how far someone can jump horizontally from a standing position. This is equal to the character's Strength in feet.
Leap is how far someone can jump horizontally with at least a 12 foot running start. This is equal to (6 feet + Strength + Agility) in feet. As stated one's Jump height can be incorporated into a Leap but one loses 2 feet of distance for each 1 foot of height above the first 1 foot of height (which is just part of the leap) up to the maximum height of ones ability to Jump.
Jump is the distance you can clear vertically which can be incorporated into a leap if height is needed. When jumping up for a ledge simply add a character's Jump + (Height x 1.3). Otherwise a character's Jump is equal to (Strength / 2) in feet.
Broad is how far someone can jump horizontally from a standing position. This is equal to the character's Strength in feet.
Leap is how far someone can jump horizontally with at least a 12 foot running start. This is equal to (6 feet + Strength + Agility) in feet. As stated one's Jump height can be incorporated into a Leap but one loses 2 feet of distance for each 1 foot of height above the first 1 foot of height (which is just part of the leap) up to the maximum height of ones ability to Jump.
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
Major Hindrances
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
Minor Hindrances
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
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
Minor Hindrances
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
[ +- ] Edges List
Background Edges
.... Alertness
.... Ambidextrous
.... Arcane Background (Blessed)
.... Arcane Background (Chi Mastery)
.... Arcane Background (Magic)
.... Arcane Background (Metal Mage) (special Deseret Magic)
.... Arcane Background (Blessed) (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
.... 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 Artist
......... Improved Martial Artist
.... Movement of the Serpent
.... Nerves of Steel
......... Improved Nerves of Steel
.... No Mercy
.... Pistolero
.... 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
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
.... Conviction
.... 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
.... Alertness
.... Ambidextrous
.... Arcane Background (Blessed)
.... Arcane Background (Chi Mastery)
.... Arcane Background (Magic)
.... Arcane Background (Metal Mage) (special Deseret Magic)
.... Arcane Background (Blessed) (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
.... 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 Artist
......... Improved Martial Artist
.... Movement of the Serpent
.... Nerves of Steel
......... Improved Nerves of Steel
.... No Mercy
.... Pistolero
.... 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
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
.... Conviction
.... 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
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
Most merchants do not like paper money, since folks from both sides of the Mason-Dixon Line or across the northern or southern borders are liable to shop at their establishments. As such shops that do take paper, always charge a 10–40% "exchange tax". As mentioned there are both Confederate and Union scrips but there are also other forms as well. Deseret also prints their own money. However, there were some problems with so-called "Mormon money", and a lot of people lost their shirts (and pants, shoes, etc...). and even though this problem seems to have been resolved since the foundation of Deseret the lingering distrust still remains outside its area of jurisdiction. Now despite what the bible says about the love of money being the root of all evil, after the Edict of ’77, even Grimme created his own currency and decreed that only church scrip could be used within the bounds of the City of Angels. Now Grimme being a preacher and not a printer means this stuff is pretty cheaply made and tends to smudge if it gets wet. Keep church scrip in your sweaty paws for too long and you will find the red ink rubs right off onto your hands, leaving suspicious-looking stains on your skin and clothes. This tendency has given Grimme’s currency its other name, blood money, and the stuff is rarely accepted outside the city itself.
Confederate ..... Value
British ..... Value
Deseret ..... Value
French ..... Value
Grimme ..... Value
Spanish ..... Value
Union ..... Value
Confederate ..... Value
British ..... Value
Deseret ..... Value
French ..... Value
Grimme ..... Value
Spanish ..... Value
Union ..... Value
[ +- ] Gold Coins
American Value
Double Eagle
Eagle
Half Eagle
British ..... Value
French ..... Value
Spanish ..... Value
Double Eagle
Eagle
Half Eagle
British ..... Value
French ..... Value
Spanish ..... Value
[ +- ] Silver Coins
American ..... Value
Dollar
Dime
Half Dime
British ..... Value
French ..... Value
Spanish ..... Value
Dollar
Dime
Half Dime
British ..... Value
French ..... Value
Spanish ..... Value
[ +- ] Copper Coins
American ..... Value
Cent
British ..... Value
French ..... Value
Spanish ..... Value
[ +- ] Other Monetary Resources
Due to the shortage of currency, there is a lot of purely paper bookkeeping being done in the Weird West and these are used to purchase from local stores (called store credit or saloon tabs) and complete bank transactions, although unless the source is fully trusted the bank transaction can take days to weeks to complete. So much like today, these records include things like letters of credit (often called loan notes), checkbooks (and thus checking/savings accounts), money orders, wire transfers, and land credit (referred to as a mortgage which of course are associated with land deeds).
Of course not everyone accepts these potentially resources as they have been known to be counterfeited or just plain fraudulent. So there is still the old world system of bartering livestock and other goods to pay one's debts. Further most Indians and Tribes prefer barter, but some accept coins or paper but at about a quarter its value. While the Coyote Confederation Tribes will honor Confederate scrip at half its value and will not accept Union scrip at all.
Postage Stamps, perhaps surprisingly, are also used as currency. For these nearly weightless, dime-sized, stable face valued items are recognized by most as being useful. Still this is a situational thing as only people who understand their usefulness and are inclined to use them occasionally recognize them as such.
A last an perhaps somewhat unusual currency but one that is starting to gain traction is ghost rock. Although merchants in the Maze still continue to accept coin or paper like just about everyone else, outside of the City of Lost Angels, ghost rock has become a popular form of currency, and folks often pay for goods and services with carefully measured chunks. Also as stated this has begun to gain traction outside the maze as well. So much like other precious metals (gold, silver, etc...) in the form of nuggets or dust and gems these raw materials are often used within frontier towns, especially where they tend to be abundant. Of course boomtowns (those near a consistently abundant source of valuable material) have an assay office where prospectors, miners and the like can exchange their finds for currency... for a small service fee that is.
However, the most traded good in the Weird West is often overlooked and not thought about and these are eggs and milk. However, since neither can be easily transported especially long distances is perhaps why they tend to only be a rather local resource.
Of course not everyone accepts these potentially resources as they have been known to be counterfeited or just plain fraudulent. So there is still the old world system of bartering livestock and other goods to pay one's debts. Further most Indians and Tribes prefer barter, but some accept coins or paper but at about a quarter its value. While the Coyote Confederation Tribes will honor Confederate scrip at half its value and will not accept Union scrip at all.
Postage Stamps, perhaps surprisingly, are also used as currency. For these nearly weightless, dime-sized, stable face valued items are recognized by most as being useful. Still this is a situational thing as only people who understand their usefulness and are inclined to use them occasionally recognize them as such.
A last an perhaps somewhat unusual currency but one that is starting to gain traction is ghost rock. Although merchants in the Maze still continue to accept coin or paper like just about everyone else, outside of the City of Lost Angels, ghost rock has become a popular form of currency, and folks often pay for goods and services with carefully measured chunks. Also as stated this has begun to gain traction outside the maze as well. So much like other precious metals (gold, silver, etc...) in the form of nuggets or dust and gems these raw materials are often used within frontier towns, especially where they tend to be abundant. Of course boomtowns (those near a consistently abundant source of valuable material) have an assay office where prospectors, miners and the like can exchange their finds for currency... for a small service fee that is.
However, the most traded good in the Weird West is often overlooked and not thought about and these are eggs and milk. However, since neither can be easily transported especially long distances is perhaps why they tend to only be a rather local resource.
[ +- ] Monetary Situational Notes
The significant shortage of currency, both paper and coins, in the Weird West is due to the fact that currency has to be shipped to the Western towns for payrolls (mines, sawmills, military, etc.) and farm harvests/livestock sales. Which subsequently is why robbing transports (trains, stagecoaches, army wagons, etc...) has become so popular, as anything known to transport currency can have far more cash in it than any of the town businesses might. For instance a bank (where the most single amount of cash in a town would be present) might have $800 to $5,000 in cash/coin on the other hand a something transporting currency might have any where from $10 to $50,000 in cash/coin.
So the delay of shipping money and the hazards, both weird and normal, of getting it to its destination have greatly reduced the amounts circulating around within any particular locale, with the more remote places having the least. One should also keep in mind that being recognized as someone with a lot of Dnero causes one to be seen as a currency transporter and for some that is all the motivation they need to rob and/or kill you. So looking wealthy is actually more dangerous than being wealthy (assuming no one knows you are) which is why the wealthy tend to higher bodyguards and/or are good at protecting themselves or both.
So the delay of shipping money and the hazards, both weird and normal, of getting it to its destination have greatly reduced the amounts circulating around within any particular locale, with the more remote places having the least. One should also keep in mind that being recognized as someone with a lot of Dnero causes one to be seen as a currency transporter and for some that is all the motivation they need to rob and/or kill you. So looking wealthy is actually more dangerous than being wealthy (assuming no one knows you are) which is why the wealthy tend to higher bodyguards and/or are good at protecting themselves or both.
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.