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[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
 
[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
  
== Character Generation ==
+
= Character Generation =
In Past Participle (The old-west themed, pre-alpha playtest version of Future Imperfect), each player will create a character to play in the game. Players will use a point-build system to create their characters, and use their character points to purchase Traits, Skills and Edges for their characters. With these bits of accounting and game mechanics in the bag, it is then up to the players to supply their character with as intricate a history and personality as they desire.<br />
+
In ''The West That Wasn’t'', each player will create a character to play in the game. Characters are built mechanically from a pool of points which are exchanged for Traits, Skills and Edges based on the rules presented in this chapter. Outside of mechanics, players are encouraged to provide personality, history and motivation for their character as well.
  
 +
Standard character power level is 125 points. In most situations all characters begin the game with the same number of points. See the [[The West That Wasnt - The Judge|From the Bench]] chapter for more on determining character power level and varying between characters.
  
Characters are built on 125 points, though this starting number can be increased or decreased if the Master chooses to alter the beginning competency of the characters.<br />
+
== Traits ==
 +
Traits measure how well the character interacts with The West. There are 8 primary Traits in ''TWTW''; 4 “physical” Traits and 4 “intangible.” These define the physical, perceptive and intellectual capabilities of the character. Each trait has a die type from d4 to d12. In ''TWTW'', though dice are not rolled, the representations are present on the card so that players have an expectation of what results are likely within the given column. Action Cards have columns that act like open-ended (sometimes called exploding) dice of the given number of faces. See the [[The West That Wasnt - Action Resolution|Action Resolution]] and [[The West That Wasnt - Conflict - Action Points|Conflict]] sections for more on using Action Cards.
  
 +
[[image:traits.JPG]]<br>
 +
<nowiki>*</nowiki>Additionally, add 1 to the Bonus for rank 3 or 4 in the Trait Skill, and add 2 if it is 5.
  
=== Traits ===
+
Each Trait has a Trait Skill that is used when no applicable skill exists. See Chapter 2.1, Skill List, for more on Trait Skills. Note that Trait Skills are only used when the skill does not exist, not when a character has no level in a given skill. Traits also have a Value, from 4 to 12, and a Bonus which is represented on the table above.
There are 8 primary Traits in PP; 4 “corporeal” Traits and 4 “intangible.”  These form the basis of the range of physical, perceptive and intellectual capabilities of a character.  Each Trait has a rank from 1 to 5, with each rank being labelled as one of the standard polyhedral game die types from d4 (rank 1) to d12 (rank 5).  Traits are used to determine what “die type” is used when generating a random number while performing skill checks and the like during play. In addition to the “die type,” each Trait will have a training value. The default is 1, but this can be increased through the purchase of training levels (see the Skills section for more information). The training level of a Trait represents the number of “dice” used when making checks using the Trait by itself. Scare quotes are used here around mention of dice because Past Participle uses a deck of Action Cards in lieu of dice, so no dice need be rolled during the game.  Action cards and their use are explained in full in chapter XX, Action Cards.<br />
+
  
Traits determine certain parameters of each character, such as how much one can lift, how far one can move in combat, how psychologically tough the character is or how much punishment they can take before they are knocked out, to name a few examples. Along with the primary 8 Traits that you spend points to assign, there are 7 derived attributes that are based on these.<br />
+
Traits determine the effectiveness of the interaction between a character and The West. A stronger character is better at interacting using Strength, such as when lifting a stone, swinging an ax or climbing a cliff face. Along with the 8 primary Traits assigned by the player, there are 10 other attributes either derived from the values of the primary Traits, or that can be altered during character creation.
  
==== Corporeal Traits ====
+
=== Physical Traits ===
The corporeal traits relate to the physical body of the character. What can he do? How well does he interact with the physical world at large? Corporeal traits are easily measured or quantified.<br /><br />
+
The physical traits relate to the body of the character. What can the character do? Physical traits are easily measured or quantified.<br /><br />
 
'''Strength'''<br />
 
'''Strength'''<br />
Strength is a measure of brawn and ability to use it. Strength checks and tests are important when moving things, carrying things and when doing damage with melee weapons. The Strength trait determines how much your Hero can lift and carry (Chapter XX).<br /><br />
+
Strength is a measure of physical power and ability to use it. Strength checks and tests are important when moving things, carrying things and when doing damage with melee weapons. The Strength trait determines how much a Hero can lift and carry (Chapter XX). Trait Skill: Brawn. <br /><br />
'''Dexterity'''<br />
+
'''Coordination'''<br />
Dexterity is body control, physical precision and lithe deftness of a Hero. Some examples of when Dexterity is the determining factor are firing ranged weapons, doing precise manual tasks quickly and movement. Dexterity determines the movement speed of the Hero.<br /><br />
+
Coordination is body control, physical precision and lithe deftness of a Hero. Some examples of coordination in action are firing ranged weapons, doing precise manual tasks quickly and with agility. Trait Skill: Athletics.<br /><br />
'''Reflexes'''<br />
+
'''Quickness'''<br />
Reflexes are the quick reactions and instantaneous movements of a Hero. The most common application of Reflexes is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests.<br /><br />
+
Quickness is the quick reactions and instantaneous movements of a Hero. The most common application of quickness is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests. Trait Skill: Initiative.<br /><br />
 
'''Fortitude'''<br />
 
'''Fortitude'''<br />
Fortitude is the physical toughness and pain threshold of the Hero. Fortitude is used in stun checks, as well as resisting disease and other effects of physical damage. Fortitude is part of the determination of Concussion Threshold (below).<br /><br />
+
Fortitude is the physical toughness and pain threshold of the Hero. Fortitude is used in stun checks, as well as resisting disease and other effects of physical damage. Fortitude contributes to Concussion (below). Trait Skill: Toughness.<br /><br />
  
==== Intangible Traits ====
+
=== Intangible Traits ===
Those traits deemed intangible are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or the senses themselves!)<br /><br />
+
Intangible traits are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or they are senses themselves!).<br /><br />
 
'''Acuity'''<br />
 
'''Acuity'''<br />
Acuity is the measure of the mental alertness as well as aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively.<br /><br />
+
Acuity is the mental alertness as well as mental aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively. Trait Skill: Awareness.<br /><br />
 
'''Knowledge'''<br />
 
'''Knowledge'''<br />
Knowledge is the sum of the education of the Hero as well as the application thereof. Knowledge is the basis for solving engineering and science problems, and also includes memory.<br /><br />
+
Knowledge is the sum of the education of the Hero as well as the application thereof. Knowledge is the basis for solving engineering and science problems, and also includes memory. Trait Skill: Education.<br /><br />
 
'''Presence'''<br />
 
'''Presence'''<br />
Presence is the will of the Hero as well as his ability to project that will into the world around him. Presence is used in initiating and resisting psychological contests (Chapter XX).<br /><br />
+
Presence is the will of the Hero as well as the ability to project that will into the world at large. Presence is used in initiating and resisting psychological contests (Chapter 6). Trait Skill: Verve.<br /><br />
 
'''Essence'''<br />
 
'''Essence'''<br />
Essence is that extra something intangible that is not quantified by education. Essence is used for bravery, as well as for mystical abilities.<br /><br />
+
Essence is that extra something that asserts itself in times of need. Essence is used for bravery, as well as for mystical abilities. Trait Skill: Spirit.<br /><br />
  
=== Trait Cost ===
+
===Action Points===
 +
Action points are a measure of how much a character can do during action time, such as in combat. Each character has a pool of points that can be used each round, from 6-14, with most characters having about 8-10. Characters begin with 8 AP plus the Bonus value of their Quickness trait.
 +
 
 +
== Trait Cost ==
 
{|  
 
{|  
|Rank|| Cost
+
|Rank|| Value ||Cost
 
|-
 
|-
|1 (d4) || 1
+
|1 ||(4) || -2
 
|-
 
|-
|2 (d6) || 3
+
|2 ||(6) || 0
 
|-
 
|-
|3 (d8) || 6
+
|3 ||(8) || 4
 
|-
 
|-
|4 (d10) || 10
+
|4 ||(10) || 9
 
|-
 
|-
|5 (d12) || 15
+
|5 ||(12) || 15
 
|}
 
|}
  
=== Derived Attributes ===
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Characters begin the game with 6 in each Trait, and may spend character points to increase them. No character may begin the game with more than one 4. Each level is purchased individually, so it costs 13 points total for a 10 in a trait.
==== Concussion Threshold ====
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Concussion Threshold (CT) is a special Trait that is derived from your character's Fortitude + Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before he keels over. To determine CT, add the value of the die type of the character’s Fortitude and Essence Traits.  A character with rank 3 (d8) Fortitude and rank 2 (d6) Essence would have a CT of 14 (8+6).<br />
+
  
When his CT is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Master may allow limited actions, but in general, the concussed Hero is down for the count. They do not roll Reflexes nor draw cards during the combat phase.<br />
+
==Trait Skill Ranks==
 +
The following table provides costs for purchasing Trait Skill Ranks.
 +
{|
 +
|Rank ||Cost
 +
|-
 +
|1 ||0
 +
|-
 +
|2 ||2
 +
|-
 +
|3 ||3
 +
|-
 +
|4 ||7
 +
|-
 +
|5 ||12
 +
|}
 +
 
 +
Each Trait skill begins at level 1. Beginning characters may have no trait skill above 4. Each level is purchased individually, so it costs 5 points for a level 3 trait skill.
 +
 
 +
== Derived Attributes ==
 +
Some attributes are not purchased directly, but rather are derived from one or more other traits. The values of these attributes cannot normally be raised directly, though some may have Perks that can affect them. These Perks can only be purchased during character generation, except in extraordinary situations (Judge's discretion).
 +
 
 +
=== Concussion ===
 +
Concussion (Conc) is a derived attribute that combines Fortitude and Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before keeling over.  To determine Conc, add the value of the character’s Fortitude and Essence Traits. <br />
 +
 
 +
When Conc is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Judge may allow limited actions, but in general, the concussed Hero is down for the count. They neither check quickness nor draw cards during the combat phase. If forced to test a physical trait, the result is 0. Intangible traits are at Judge's discretion (but generally 4). <br />
  
==== Stress ====
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=== Stress ===
Stress is the measure of your character's mental wherewithal, and is used like CT against psychological attacks.  A character who is reduced to zero Stress is worn out. Stress is equal to the die type values of Presence + Essence.  More on psychological attacks and stress in chapter XX.<br />
+
Stress is the measure of the character's mental wherewithal, and is used like Conc against psychological attacks.  A character who is reduced to zero Stress is worn out. Stress is equal to the values of Presence plus Essence.  More on psychological attacks and stress in Chapter 6, Social Combat.<br />
  
==== Size ====
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=== Size ===
Size is the measure of how easily wounds are dealt to your character. When assessing damage, you will take one wound per multiple of your size that is dealt in damage effect.  To determine size, add the rank for the character’s strength and fortitude.  Most characters will have a size of 6, but for those that don’t, it should be clear why they are more fragile or sturdy.<br />
+
Size is the measure of how easily wounds are dealt to a character. When assessing damage, take one wound per multiple of size that in damage effect.  To determine size, add the rank for the character’s Brawn and Toughness and consult the following table.  Most characters will have a size of 6.<br />
 
{|  
 
{|  
|Strength + Fortitude|| Size
+
|Brawn + Toughness Rank|| Size
 
|-
 
|-
 
|2-3|| 5
 
|2-3|| 5
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|}
 
|}
  
==== Willpower ====
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===Willpower ===
Willpower is your resistance to psychological effects in verbal or social engagements.  It can be compared to the Size Attribute, above, but used against a different type of damage.  Willpower is determined by the character’s Presence and Knowledge Traits.  Most characters will have a willpower of 6.<br />
+
Willpower is resistance to psychological effects in verbal or social engagements.  It can be compared to the Size Attribute, above, but used against a different type of effect.  Willpower is determined by adding the character’s Verve and Education rank and consulting the following table.  Most characters will have a willpower of 6.<br />
 
{|  
 
{|  
|Presence + Knowledge|| Willpower
+
|Verve + Education Rank|| Willpower
 
|-
 
|-
 
|2-3 || 5
 
|2-3 || 5
Line 83: Line 111:
 
|}
 
|}
  
==== Nerve ====
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=== Nerve ===
Nerve is your character’s defense against fear, compulsion and other psychological attacks.  How it is derived will be determined when the section on Social Combat is complete.<br />
+
Nerve is the character’s defense against fear, compulsion and other psychological attacks.  Nerve is equal to the bonus value of the Essence trait.  In social combat encounters, Nerve acts as the target's Armor Value.<br />
  
==== Dodge ====
+
=== Resolve ===
This derived attribute determines how well a character can spot incoming attacks and how quickly they can move to avoid themWhen a character takes a dodge action in combat, their dodge attribute is added to the TN of all attackersDodge is 2 by default.  The dodge attribute is decreased by 1 if the character has a d4 in either acuity or reflexes.  If the character has a d12 in acuity or reflexes, the dodge attribute is increased by 1, or by 2 if they have a d12 in both.<br />
+
The Resolve value is used when making verbal attacks in a social combat encounterIt is compared to the Nerve value of the target as described in the [[The West That Wasnt - Social Combat|social combat]] section of the rulesResolve is equal to 1 + the bonus value of the Presence trait.<br />
  
==== Rate ====
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=== Clarity ===
This determines how far the character can move on foot in one action roundRate is equal to the die type of the character's Dexterity trait in paces per turn.
+
Clarity is used in Social Combat to determine if an attack is misconstrued by the targetIt functions as the Reliability (REL) value of a character's social combat attacks.  Clarity is equal to 12 - (Social Combat skill level + 1 per specialization), yielding a number between 3 and 12.<br />
  
=== Skills ===
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===Active Defense ===
Skills determine the specific abilities and knowledge a character possesses.  Skills are ranked from level 1 to 5.  When using a skill, determine the associated Trait being used (more on this in chapter XX: Skills).  This will determine which column you refer to on the cause table of the action card.  The level of the skill determines the row within that column you would refer toSo, if the Trait being used had a value of d8 and the skill being used was level 4, you would refer to the cell of the table in the d8 column in the fourth row.  You can also use any result from the cells higher on the table, so you could use the results from the 1d8, 2d8 or 3d8 cells, as well.  This allows each action card to represent 25 different possible Trait/Skill level combinations in the flip of a single card, covering the possible result from least proficient (1d4) to the best (5d12).<br />
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This derived attribute determines how well a character can spot incoming attacks and how quickly they can move to avoid them.  When a character takes a dodge action in combat, their Active Defense (AD) is added to the TN of all attacks. Active Defense is equal to the rank of the Initiative skill plus 1.<br />
 +
 
 +
=== Move ===
 +
This determines how far the character can easily move on foot in one action round.  Characters begin with a move of 8 paces. Normal movement up to half the Move value costs 2 AP; up to the full Move value costs 4. Further movement is 1 AP per pace. Running movement costs 2 AP up to the Move, 1 AP thereafter.
 +
 
 +
Increasing the move during character generation costs 2 CP per, up to a maximum of 12. Decreasing the move saves 1 CP per, to a minimum of 6. move may only be adjusted after character generation with Judges approval.
 +
 
 +
One pace is approximately equal to one meter. Why not just say meter? It dont sound right sayin meter when talkin cowpoke!
 +
 
 +
===Damage Bonus===
 +
The Damage bonus (DB) is the extra damage a character does when using hand to hand weapons or attacks. Damage Bonus is equal to the Bonus value of the character's Brawn.
 +
 
 +
===Force===
 +
The Force (F) value is used when attacking unarmed. It is compared to the Jaw value, as described in the [[The West That Wasnt - Conflict - Action Points|combat]] section of the rules. Force is equal to 1 + the bonus value of Brawn, and is only used versus unarmored characters and those without cover. In cases of armor or cover, all characters have a penetration value of 0.
 +
 
 +
===Jaw===
 +
Hand-to-Hand Armor value (J) is compared to F to determine whether a hand to hand attack penetrates. J is only usable versus unarmed attacks and blunt weapons, and is equal to the bonus value of Fortitude.
 +
 
 +
== Skills ==
 +
Skills determine the specific abilities and knowledge a character possesses.  Skills are ranked from level 1 to 5.  When using a skill, determine the associated Trait being used (more on this in Chapter 3.1: Skills).  This will determine which column you refer to on the cause table of the action card, while the level of the skill determines the rowsSee the [[The West That Wasnt - Action Resolution|Action resolution]] chapter for more on using Skills.<br />
  
 
Skills are purchased with character points according to the following table:<br />
 
Skills are purchased with character points according to the following table:<br />
Line 99: Line 146:
 
|Skill Level Cost
 
|Skill Level Cost
 
|-
 
|-
|1|| 1
+
|1|| 2
 
|-
 
|-
|2|| 3
+
|2|| 4
 
|-
 
|-
|3|| 6
+
|3|| 7
 
|-
 
|-
|4|| 10
+
|4|| 11
 
|-
 
|-
|5*|| 15
+
|5*|| 16
 
|}
 
|}
<nowiki>*</nowiki>Skills at level 5 may not be purchased during character creation, but skills can be improved to level 5 during gameplay.
 
  
==== Untrained Skill Use ====
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Each level is purchased individually, so it costs 6 points for a level 2 skill.
Sometimes a character will be called upon to use a skill they have no training with, or they may try to muddle through a task, hoping their natural abilities will carry them to success.  In these cases, use the character’s associated Trait and substitute their training level with that Trait for skill level to determine which row you use.  “Great!” you say.  “My character has 2d-whatever with every Dexterity-based skill he uses.  Why should I buy a weapon skill at level 1?”  If using a skill untrained, you must halve the result from the cell referenced, rounding down.  Also, you may not use the numbers in the cells above the referenced one; that is a benefit of proper training.<br />
+
  
==== Skill Specializations ====
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<nowiki>*</nowiki>Skills at level 5 may not be purchased during character creation, but skills can be improved to level 5 with experience.
 +
 
 +
=== Untrained Skill Use ===
 +
Sometimes a character will be called upon to use a skill they have no training with, or they may try to muddle through a task, hoping their natural abilities will carry them to success.  In these cases, use the rank of the character's associated trait skill in the d4 column. Miranda Valentine, with a 3d10 Athletics, uses the 3d4 entry when performing untrained coordination related skills.<br />
 +
 
 +
=== Skill Specializations ===
 
Some skills have associated specializations.  These can be purchased for 3 character points each.  When using the specialization for a skill, if the skill roll succeeds, the player earns one free Bump.  (For more on Bumps, see Chapter XX: Skills)<br />
 
Some skills have associated specializations.  These can be purchased for 3 character points each.  When using the specialization for a skill, if the skill roll succeeds, the player earns one free Bump.  (For more on Bumps, see Chapter XX: Skills)<br />
  
=== Edges ===
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== Edges ==
Edges come in two flavors: Rough and Sharp. Rough edges are a character’s weaknesses, foibles, peculiarities or flaws. Sharp edges are benefits or talents that a character might have due to such things as his upbringing, training, or habits. Edges can be used to put some roleplaying “polish” on a character, to help define what kind of character he or she is by allowing the player to define some things about them. Mechanically, edges all follow the same guidelines, but they allow players a chance to put some spin on how they benefit their character during play.<br />
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Edges come in two varieties: Rough and Sharp. Rough edges are a character’s weaknesses, foibles, peculiarities or flaws. Sharp edges are benefits or talents that a character might have due to such things as upbringing, competence, or habits. Edges can be used to provide a differentiating factor that is not as broad as a Trait, or even a skill, but is “flavored” to how the character specifically interacts within the game world of The West. Mechanically, edges all follow the same guidelines, but they allow players a chance to put some spin on how they benefit or challenge their character during play.
  
==== Rough Edges ====
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===Creating Edges===
Rough edges can be voluntarily invoked by the player during the game before a card is drawn to resolve an action.  Rough edges incur a -2 penalty to the task at hand, and if the task fails due to the rough edge, the player earns an experience point the first time one of their Rough Edges are used during the session.  Future XP earned by that character go into the group XP pool to be split among all the characters.  When appropriate, the Master can also invoke a character’s rough edge to turn a success into a failure after the card is drawn to resolve the action. This puts an XP in the group pool if they accept the failure, but they can pay an XP to override this invocation of their rough edge. Paying an XP to prevent this, allows a character to earn another personal XP from a rough edge later on in the session.  When a player (or the Judge) invokes a rough edge to earn an XP, this is considered one "use."<br />
+
Because edges are meant to quantify some factor of how this character interacts with The West, each Edge is potentially unique. The first step in creating an edge is giving it a descriptive name, such as Lawman, or Feminine Wiles. The next step is determining whether an edge is Rough or Sharp. Generally, Rough edges exchange in-game adversity for future growth (they gain the character experience points), while Sharp edges allow flexible mitigation of difficulty or increase in effectiveness.
  
Rough edges cost 1 character point for each time they can be invoked during a game session.  They have a cost (albeit a low one) because they can be used as a means of obtaining XP, and they have a limited number of uses to prevent the player from flooding gameplay with their use in order to gain XP without limit (and also to prevent the Master from hammering a character with a rough edge).<br />
+
=== Rough Edges ===
 +
Rough edges can be voluntarily invoked by the player during the game before a card is drawn to resolve an action. If the TN of the given task is 5 or less, the player may invoke the rough edge to fail automatically. In exchange, the player earns an experience point. When a rough edge is invoked no other character may attempt this action.  
  
==== Sharp Edges ====
+
Each character can earn an XP this way once per session. Additional XP can be earned by that character through use of other rough edges, though the XP go into the group pool (see Chapter XX for more on XP and the group pool) rather than directly to the character.  
Sharp edges can be invoked by the player to increase the cause or the effect of any check. Regardless of what the edge is named, it can be used to affect any check the character is called upon to make.  Of course, players are encouraged to use their edges for tasks that seem appropriate based on how they defined them, but this is not required.  The fact is, the players are paying character points for an advantage, and they should be allowed to use them.  If they find a way to fit it seamlessly into the story, then more power to them!  The story hopefully benefits for their clever ideas.  If the player just needs a little boost, then the edge is just a mechanical advantage.  Not as memorable, roleplaying-wise, but it gets the job done.<br />
+
  
Sharp edges are purchased with a magnitude and a frequency. The magnitude determines the level of the bonus, and has 3 tiers.  For adding to the cause (to determine whether a check is successful), the bonus ranges from +1 to +3. When adding to the effect, the bonus is +3, +6 or +9.  Only one sharp edge can be utilized to affect a single check.  Normally, the edge can only benefit the cause or the effect, but edges may be purchased with dual activation, and can grant a bonus to both results for the same check.  Frequency is how many times the edge can be used each game session.<br />
+
When appropriate, the Judge can also attempt to invoke a character’s rough edge to turn a success into a failure after the card is drawn. If the player accepts, 1 XP is placed into the group pool. If a player does not wish to accept, they may instead remove an XP from their personal pool, or, if empty, the group pool. Paying an XP in this manner allows the player to earn an additional XP from rough edges later in this session. The Judge should not invoke rough edges when a player has no personal XP and the group XP pool is empty, without Posse consent.
  
The cost for a sharp edge is shown on the following table:<br />
+
Rough edges cost 1 CP for each time they can be invoked during a game session. In essence, the cost of a rough edge is equal to the XP that can be earned each session.
+
{|
+
| || +1/+3|| +2/+5|| +3/+8
+
|-
+
|x1|| 1/2|| 2/3|| 3/5
+
|-
+
|x2|| 2/4|| 4/6|| 6/10
+
|-
+
|x3|| 3/6|| 6/9|| 9/15
+
|-
+
|x4|| 4/8|| 8/12|| 12/20
+
|-
+
|x5|| 5/10|| 10/15|| 15/25
+
|}
+
*The number after the “/” indicates the cost for an edge of that magnitude with that frequency with dual activation.
+
  
==== Special Edges (Optional) ====
+
=== Sharp Edges ===
Some sharp edges can be used to improve derived Attributes beyond what would be indicated by the values of the primary attributes alone. These edges have special costs.<br />
+
Sharp edges can be invoked by the player to increase the effect of any check. Regardless of what the edge is named, it can be used to affect any check the character is called upon to make. Of course, players are encouraged to use their edges for tasks that seem appropriate based on how they defined them, but this is not required.
 +
 
 +
Why is that? Players pay character points for an advantage, and that advantage should be relevant. In this way, characters always benefit from their advantages if the Player so chooses. There is no requirement for the Judge to find a way to allow a character to shine, and also, players are allowed the freedom to use their abilities creatively. Who is to say what advantages are gained through Feminine Wiles? Certainly not the authors of the game. The West is a vibrant place, and only those who are experiencing it truly know how each Edge can affect the world.
 +
 
 +
Sharp edges are purchased with a frequency rating. The frequency is how many times the edge can be used each game session.
 +
 
 +
When a sharp edge is invoked the bonus is +3. Because the Player has purchased the Edge with a limited number of uses, the Player may invoke any Sharp Edge on any check, no matter what the Edge is titled. The only restriction on Edge usage is that only one sharp edge can be utilized to affect a single check.
 +
 
 +
Edges cost 2 points per frequency.
 +
 
 +
=== Perks (Optional) ===
 +
Some character advantages can be used to improve derived attributes beyond what would be indicated by the values of the primary attributes alone, or only make sense if “always on”. These advantages are called Perks, and they have special costs.
 +
 
 +
*'''Ambidextrous''':  No/reduced (-2) off-hand penalty.  Cost:10/5<br />
 +
*'''Action Points''': Character has +1 or +2 increased AP to spend during action time. Cost: 6/14<br>
 +
*'''Bedouin''':  +2 Resistance to Heat-based/Desert environment scene attributes.  Cost: 1<br />
 
*'''Concussion Threshold''': +1/2/3  Cost: 3/6/9<br />
 
*'''Concussion Threshold''': +1/2/3  Cost: 3/6/9<br />
*'''Stress''': +1/2/3 Cost: 3/6/9<br />
+
*'''Dual-wield''': Combatant only takes a -2 penalty to off-hand attack, or attack of choice if they are also ambidextrous, or no penalty to either attack at 10 points.  Cost: 5/10<br />
 +
*'''Nerves of Steel''': Ignore the first shot fired at you when determining cover fire. Cost: 2<br>
 +
*'''Quick Draw:''' Character has 1 or 2 surplus AP to use to break ties in action time. Note that the APs are always surplus and can never be spent. Cost: 2/4<br>
 +
*'''Sherpa''':  +2 Resistance to cold-based/mountain environment scene attributes.  Cost: 1<br />
 
*'''Size/Willpower 6 to 7''': Cost: 15*<br />
 
*'''Size/Willpower 6 to 7''': Cost: 15*<br />
*'''Size/Willpower 7 to 8''': Cost: 25*<br />
+
*'''Stress''': +1/2/3  Cost: 3/6/9<br />
*'''Nerve''': TBD<br />
+
*'''Tough as Nails''':  Reduce Conc damage from each attack by 1 to a minimum of 1.  Cost: 5<br />
*'''Dodge''': +1  Cost: 25<br />
+
*'''Bonus Move''': +1/2/3  Cost: 2/4/6 for running, 3/6/9 for swim/climbing<br />
+
*'''Ambidextrous''':  No/reduced (-2) off-hand penalty.  Cost: 20/10<br />
+
*'''Dual-wield''':  Combatant only takes a -2 penalty to his off-hand attack, or attack of his choice if he is also ambidextrous, or no penalty to either attack.  Cost: 10/20<br />
+
*'''Danger Sense''':  Bonus of +2 to Acuity checks to determine surprise  Cost: 4<br />
+
*'''Bedouin''':  +2 Resistance to Heat-based/Desert environment scene attributes.  Cost: 3<br />
+
*'''Sherpa''':  +2 Resistance to cold-based/mountain environment scene attributes.  Cost: 3<br />
+
*'''Tough as Nails''':  Reduce CT damage from each attack by 1 to a minimum of 1.  Cost: 10<br />
+
*'''Drunken Master''':  When drunk, reduce Acuity, Knowledge and Dexterity (for all non-HTH checks) by one die type.  Increase Strength and Dexterity for HTH checks only by one die type.  Drunkenness lasts a minimum of one scene.
+
Cost: 10<br />
+
*'''Liquid Courage''':  When drunk, reduce Acuity, Knowledge and Dexterity by one die type.  Increase Essence and Fortitude for bravery and shock checks only by one die type.  Drunkenness lasts a minimum of one scene.  Cost: 8<br />
+
*'''Nerves of Steel''': Ignore the first shot fired at you when determining cover fire.  Cost: 4
+
*'''One Hell of a Horse''':  With a sharp whistle, your horse will come running to your side at full speed, if it is within earshot.  Requires a horse and the ability to whistle.  Cost: 3<br />
+
*'''The Stare''':  Gain +1 Penetration value to Intimidation attacks and +1 Armor Value against Persuasion attacks.  Cost: 6<br />
+
*'''Circular Logic''':  Gain +1 Penetration value to Fast Talk attacks and +1 Armor Value against Argument attacks.  Cost: 6<br />
+
*'''Follow-Through''':  Shock save from any unarmed damage you deal is made at a +1 TN.  Cost: 5
+
*'''Deadeye''':  Penalty for aimed shots is reduced by 1.  Cost: 8
+
 
*'''Wealth''':  Each level grants a normal income of $10 per week.  Character starts with 10 x weekly income in addition to the normal starting cash ($125)  Cost: 2/4/6/8/10<br />
 
*'''Wealth''':  Each level grants a normal income of $10 per week.  Character starts with 10 x weekly income in addition to the normal starting cash ($125)  Cost: 2/4/6/8/10<br />
 
*'''Windfall''':  Character starts out with a bit of extra money (as Wealth, above), but no regular income.  Cost: 1/2/3/4/5<br />
 
*'''Windfall''':  Character starts out with a bit of extra money (as Wealth, above), but no regular income.  Cost: 1/2/3/4/5<br />
 
<nowiki>*</nowiki>Size or Willpower may not be increased if the starting value is 5<br />
 
<nowiki>*</nowiki>Size or Willpower may not be increased if the starting value is 5<br />
  
== Finishing Touches ==
+
=Archetypes=
After figuring out the nuts and bolts of the numbers that define your character and their abilities, you must decide on a bunch of other stuff that defines who your character is. Gotta have a name, of course.  A gender.  You'll want to figure out what kind of personality your character has.  You may have considered this already, and chose your Traits, Skills and Edges based on that. You might have crunched the numbers first, and prefer to figure out what kind of a person would have the qualities you have chosen.  You might blend the two methods.  You should also have some kind of idea of your character's history, and where they came from.  Depending on the story being crafted by the Judge, he may have some input or suggestions, so communication and collaboration is highly encouraged.  Lastly, since the Judge is responsible for throwing a story your way that ought to entice your character to get involved in it, you will need to determine a few things that motivate your character into action.  Each of these is called an ''impetus''.<br />
+
Some players may wish to choose an archetype for their character. An archetype allows a player to collect some standard attributes and couple them with some special advantages to create a character that is familiar in some way. Characters who have an archetype have a background that grants them specific bonuses during play. These bonuses are directly related to the archetypal perception of Heroes of that ilk. In other words, academics excel at thinking and reasoning, and therefore learn related skills quickly.
  
There are three different types of impetus: Crew (or whatever group-name you choose for your setting), general and specific.  The crew impetus is one that is shared by all the characters, and should be the same, or nearly so. The characters in the crew should be on the same side, and share some of the same views of the world; if characters were too diametrically opposed (one black hat in the middle of a posse of white hats, for example), it is likely that those types would not have stayed within the ranks of the group by this time.  To determine a crew impetus, the players should all decide a common ideal or goal that all their characters share or could support. A general impetus could be considered a "code of conduct," or a considerable aspect of the character's personality or how they behave.  A specific impetus is more like a set of values or a driving goal. Impetus is important because it helps your characters when they are partaking in actions that ought to be of particular interest to them:<br />
+
One example of an archetype is a Soldier. Soldiers are trained to fight and use the tools of a fighter, be they guns, knives or clubs. Because they are well-versed in adapting in combat situations, a soldier who has never fired a cannon or Gatling-gun can likely figure it out quicker than some city slicker from New Jersey.  
  
*'''Crew Impetus''':  Whenever you fail a task when working toward your crew impetus, you add 1 XP to the group XP pool.  Failure helps the group to grow and learn (and not be so sore if things don't always go their way!)<br />
+
Each Archetype has 5 skills, or skill groups, and costs 12 points. Archetypes grant the following advantages:<br>
 +
1. All skills within the Archetype use the d6 column when used unskilled. <br>
 +
2. When purchasing or upgrading skills from a skill group with experience, if the skill group is in the Archetype and the Hero has at least one other skill within the group, all expenditures are reduced by 1, to a minimum of 1.
 +
 
 +
Each Archetype also has a unique skill similar to a Knowledge Skill, but broader. This skill is called the same thing as the Archetype itself, and is free to the Hero. The skill allows the Hero to know and do things that are specifically applicable to that Archetype. For example, a Bounty Hunter might know where to find wanted posters or how to collect on bounties, while a Lawman knows the local laws, criminals and stool pigeons, among other things. Anytime it is appropriate, the Judge can call for it to be used in place of another skill. The archetype skill uses the prime trait, and begins at a level equal to the trait skill.
 +
 
 +
''Miranda Valentine is a gunslinger, and the Prime Trait for the Shootist archetype is coordination. When she uses her Shootist skill, she uses her 3d10 coordination, even if the usage is something that would not normally be related to coordination, such as knowing the caliber of a gun an opponent is using, or where to position herself for the best shooting angle. This may seem counter intuitive at first, but she is a great gunslinger primarily because of her coordination. Specialists often learn incredible amounts about the things that relate directly to their specialty, and they should utilize the trait that makes them great at what they do during the game when plying their craft.''
 +
 
 +
Heroes may be created with multiple Archetypes, but each successive one after the first costs 4 points more than the previous one. So a Bounty Hunter who was once a Lawman must spend 28 points on Archetypes if all of the advantages of both Archetypes are to be retained.
 +
 
 +
==Sample Archetypes==
 +
What follows are a collection of sample archetypes that are commonly found in The West. The list is by no means exhaustive, and players are encouraged to develop their own. All archetypes are subject to Judge discretion. They are meant as a means to bring to life elements of the classic western, not as a method of gaining free stuff through mechanics. In other words, archetypes should be straight out of the classic western, or something that is uniquely prevalent in your version of the west.
 +
 
 +
Each archetype has a description of some of the things that the archetype skill can do. It is by no means exhaustive, but should give players a good idea of what sorts of things can be done.
 +
 
 +
===Cowboy===
 +
Cowboys are ranch hands that handle the day-to-day care of horses and other livestock. They also drive cattle across the plains to market, fresh pastures or other areas for sale.
 +
 
 +
Cost: 12<br>
 +
Prime Trait: Coordination<br>
 +
Skills: Animal Handler, Ride, Survival, Outdoors, Firearms<br>
 +
 
 +
What can you do with the Cowboy archetype skill? Identify a ranch brand. Tie and use a lasso. Find a job at a ranch. Know who the players are in the local cattle industry.
 +
 
 +
===Shootist===
 +
The shootist is the classic gunslinger of the old west. Bodyguard, hired gun, you name it. Shootists come from all walks of life, rough and tumble hombres to genteel city slickers.
 +
 
 +
Cost: 12<br>
 +
Prime Trait: Coordination<br>
 +
Skills: Firearms, Unarmed Combat, Melee, Speed Load, Fast Draw
 +
 
 +
What can you do with the Shootist skill? Get hired as a bodyguard. Find a spot for an ambush. Identify weapons and shell casings. Sweet talk local law enforcement.
 +
 
 +
===Pinkerton===
 +
From tracking down runaway husbands to finding criminals, the Pinkertons did it all.
 +
 
 +
Cost: 12<br>
 +
Prime Trait: Acuity<br>
 +
Skills: Investigation, Social Combat, Ride, Firearms, Streetwise
 +
 
 +
What can you do with the Pinkerton skill? Question a suspect, subtly or directly. Schmooze with local law enforcement. Tail a suspect. Follow a trail. Bribe a madam.
 +
 
 +
===Miner===
 +
People came west to strike it rich. Many of those, made, or lost, their fortunes in the mines.
 +
 
 +
Cost: 12<br>
 +
Prime Trait: Knowledge<br>
 +
Skills: Demolitions, Area Knowledge, Repair, Outdoors, Drive
 +
 
 +
What can you do with the Miner skill? Stake out a claim. Work with the assayer. Refine or pan for gold. Read a map.
 +
 
 +
===Cavalryman===
 +
Many a young man began their adult lives in the army, and the cavalry was the destination for thousands of those.
 +
 
 +
Cost: 12<br>
 +
Prime Trait: Coordination<br>
 +
Skills: Melee, Ride, Firearms, Outdoors, Animal Handler
 +
 
 +
What can you do with the Cavalryman skill? Trick riding. Build a fort. Know the command structure of the local garrison. Pick the best horse.
 +
 
 +
= Finishing Touches =
 +
After figuring out the nuts and bolts of the numbers that define your character and their abilities, you must decide on a bunch of other stuff that defines who your character is.  Gotta have a name, of course.  A gender.  You'll want to figure out what kind of personality your character has.  You may have considered this already, and chose your Traits, Skills and Edges based on that.  You might have crunched the numbers first, and prefer to figure out what kind of a person would have the qualities you have chosen.  You might blend the two methods.  You should also have some kind of idea of your character's history, and where they came from.  Depending on the story being crafted by the Judge, they may have some input or suggestions, so communication and collaboration is highly encouraged.  Lastly, since the Judge is responsible for throwing a story your way that ought to entice your character to get involved in it, you will need to determine a few things that motivate your character into action.  Each of these is called an ''impetus''.<br />
 +
 
 +
There are three different types of impetus: Posse, general and specific.  The posse impetus is one that is shared by all the characters, and should be the same, or nearly so.  The characters in the posse should be on the same side, and share some of the same views of the world; if characters were too diametrically opposed (one black hat in the middle of a posse of white hats, for example), it is likely that those types would not have stayed within the ranks of the group by this time.  To determine a posse impetus, the players should all decide a common ideal or goal that all their characters share or could support.  A general impetus could be considered a "code of conduct," or a considerable aspect of the character's personality or how they behave.  A specific impetus is more like a set of values or a driving goal.  Impetus is important because it helps your characters when they are partaking in actions that ought to be of particular interest to them:<br />
 +
 
 +
*'''Posse Impetus''':  Whenever you fail a task when working toward your posse impetus, you add 1 XP to the group XP pool.  Failure helps the group to grow and learn (and not be so sore if things don't always go their way!)<br />
 
*'''General Impetus''':  When attempting a task that directly relates to your general impetus, it can be invoked to reduce the target TN by 1.  This makes tasks that are of personal importance to your character a bit easier.<br />
 
*'''General Impetus''':  When attempting a task that directly relates to your general impetus, it can be invoked to reduce the target TN by 1.  This makes tasks that are of personal importance to your character a bit easier.<br />
*'''Specific Impetus''':  When invoking this impetus, you generate bumps for every 3 points your cause result exceeds the TN instead of every 4.  This makes it easier to do things with style or added effect, or accomplish them in an impressive way.<br />
+
*'''Specific Impetus''':  When invoking this impetus, you may take the bonus counter any time you fail.<br />
  
 
Once you have these details figured out, note down that your character starts with $125 (plus any extra from the edges Wealth and/or Windfall), reference the chapter on Gear and outfit your character.  You should now be ready to play!<br />
 
Once you have these details figured out, note down that your character starts with $125 (plus any extra from the edges Wealth and/or Windfall), reference the chapter on Gear and outfit your character.  You should now be ready to play!<br />
 +
 +
[[image:TWTWcharacter sheet-P1.jpg|300px]]<br>
 +
[[image:TWTW-charactersheet-P2.jpg|300px]]
 +
 +
=Anatomy of a Posse and Impetus=
 +
Our sample posse consists of three hombres, with very different, but compatible, backgrounds. Each of them has seen more than they wish, and knows that the mission of the DTI is vital to the well-being of those who will populate the frontier. Because this is a posse of DTI agents, they will all choose a posse impetus that reflects their mission.
 +
 +
Our first character is Miranda Valentine, a shootist who went out west because of her duty with the DTI. She chooses to phrase her impetus as follows: I will protect the public from things that should not be. She views her job as something akin to a parental duty. The public at large cannot know of the existence of the supernatural entities, and, moreover, those entities should not exist at all.
 +
 +
Next comes Cyril Wellington, a Pinkerton city-slicker turned DTI agent. He came west because of his DTI connection as well, but he has a very different motivation, which is clear in his impetus: I will keep the public from learning forbidden knowledge. To him, it is about the knowledge of the supernatural, and they should not learn anything of it. This is explored more, later, in his specific impetus.
 +
 +
Finally, Hank Daggett is our only member who is from the west, being born in Texas. His experience has changed who he was, and made him skittish and edgy. He does not want anyone else to experience this, so his impetus is: I have seen things no one else should have to see. His motivation is driven more by fear, than responsibility like Miranda, or authoritarian greed like Cyril.
 +
 +
Each character also has a general impetus. This is a broad statement about who the character is, like a code of conduct or moral compass. Again each of them distinguishes them self in their own direction with the content of this impetus.
 +
 +
Miranda grew up with the sting of abandonment, and so she vows that will never be who she is. Her general impetus is: I will be there when my friends need me. She has chosen who will be in her circle, and she will ensure that group remains safe. This cements her role as a parental figure, towards the public as well as her chosen family.
 +
 +
Cyril deepens his connection to the DTI mission with his impetus: I will let nothing cause me to risk losing my job. He is consumed by his job, which gives him purpose and forwards personal goals, which will be illustrated with his specific impetus, as well.
 +
 +
Hank projects a sense of community with his comrades via his general impetus: These folks have taken me in, and I wont let them down. He knows what it is like to be out there all alone, and now that he is not, he will do whatever it takes to keep his group intact.
 +
 +
The final impetus is a specific, something which is deeply personal to the character as a driving force.
 +
 +
Miranda states in plain and powerful language who she is inside with her specific impetus: I will stand on my own two feet and live a good life. Her fierce desire to be self-sufficient and pursue what is good (in her view) is what defines her. Combined with her other three statements, she is someone who prides herself on being reliable, capable and honorable.
 +
 +
Cyril rounds out his impetuses with a direct statement of why his job is such a driving force for him: Knowledge is power, and I will have both! His impetus set shows that he will simultaneously keep knowledge from the general public, while hoarding it for himself. This, he reckons, will lead to personal power that he desires.
 +
 +
Hank has seen too much, and he wants to be sure his compadres do not know how deeply that has affected him: I cant let my friends see how scared I am. This statement of both fear and shame illustrates why he acts the way he does and illustrates who he is as a person.
 +
 +
Note how all three characters in the posse have very different backgrounds and motivations behind their impetus, but each of them all point toward compatible goals. By having a party impetus that must be related to their job with the DTI, each character defines why being part of the story will be important to them. The posse impetus ensures that each member is strongly motivated to participate in the adventures to come.
 +
 +
==Impetus Creation Guidelines==
 +
An impetus is a driving force for the character. As such, each impetus should be a strong, declarative statement about the characters behavior. The impetus should not only describe what their actions are likely to be, but also give insight into why those actions are chosen.
 +
 +
All of the impetuses from the sample characters are constructed either with "I will" or "I cant/wont". It is not required to use this exact structure, but using these constructs, especially for your first few characters, ensure an impetus that is strong and playable.
 +
 +
==Sample Character: Miranda Valentine==
 +
Rumi wishes to create a gunslinger character whose past is riddled with abandonment, which leads her to be independent, but fiercely loyal to the friends she lets into her circle. She peruses the archetypes and decides that a Shootist would be the perfect fit for what she has in mind, so she selects that for 12 points.
 +
 +
Next she moves on to the five career skills for the archetype and assigns ranks to those. Before assigning levels to her skills she purchases her traits, selecting 2 at 10, 3 at 8 and 3 at 6. The 10s are assigned to coordination and quickness (coordination being the prime trait for her archetype), the 8s to Presence, Fortitude and Essence, and Strength, Acuity and Knowledge remain at 6.
 +
 +
For trait skills, she decides to upgrade Athletics and Initiative to 3, and Awareness, Strength and Toughness to 2. The others she leaves at 1.
 +
 +
For archetype skills, she decides to take all of them except Melee and Unarmed Combat, deciding that 2-6 is good enough if she runs out of bullets.
 +
 +
Looking at the advanced skills, she decides that she would like the Gunplay - Pistol skill at 3. This means she will need Firearms: Pistol at at least 3. She chooses level 3 in both. Finally, she takes one Sharp Edge, Loyal, so she can more effectively be there for her friends. Then she fills in the rest of the skills as follows:
 +
 +
[[image:Miranda-P1.jpg|300px]]
 +
[[image:Miranda-P2.jpg|300px]]
 +
 +
Now all she needs is some gear and she is ready to journey to the west...
 +
 +
==Sample Character: Cyril Wellington==
 +
Sometimes when you look too much, you see things you should not. And sometimes, the allure of what you should not know becomes a driving force in your life. Such is the case with Cyril Wellington. He became a Pinkerton because he was good at finding the truth: through conversation, science or other means. Growing up in New Jersey, and spending most of his early adulthood in New York, he is a new arrival in the west, but a greenhorn he is not.
 +
 +
He begins with traits, and spends 46 points to upgrade Quickness, Fortitude, Presence, Knowledge and Essence to 8, and Acuity and coordination to 10. Cyril has been a lot of places and done a lot of things, he is well rounded. Next 12 points are spent on the Pinkerton archetype. He raises the trait skills for acuity and quickness to 3, and knowledge, presence and fortitude to 2, for 16 points. Leaving 46 for skills.
 +
 +
He decides to buy the following skills: Firearms: Pistol and Rifle, Pick Lock, Sneak, Fast Draw, Gambling, Investigation, Outdoors, Academics, Repair, Social Combat, Judge Character and Bravery. He leaves both Streetwise and Ride to use his default from the Pinkerton archetype. He has two points remaining that he spends on windfall. During his time in the east he acquired more than just knowledge.
 +
 +
[[image:Cyril-P1.jpg|300px]]
 +
[[image:Cyril-P2.jpg|300px]]
 +
 +
==Sample Character: Hank Daggett==
 +
[[image:hankP1.jpg|300px]]
 +
[[image:HankP2.jpg|300px]]<br>
 +
Hank was born on the frontier, in Texas, and heeded the siren's call of the gold rush when he was young.  Once, during his travels, he came across a ghost town.  He saw things he could not explain and the experience chilled him to his bones.  Ever since, he has eked by on the fringes of society, and running scared.  He has picked up a variety of skills in his travels, and a few peculiarities.
 +
 +
He begins with traits and spends 53 points.  He upgrades Strength, Fortitude, Acuity, Knowledge and Essence to 8.  Being a bit jumpy and skittish, he upgrades his coordination and quickness to 10.  He tends to keep a low profile, so his Presence traits remains at 6.  He raises the trait skill for coordination to 2, and raises Acuity, quickness and Fortitude to 3 (the better to notice danger and get the jump on or away from it, and to stay alive if he fails to do either!)  Hank also increases his move by 3 to 11 for 6 points, to help him get out of trouble if he needs it.
 +
 +
Hank has developed the sharp edges of ''Beneficent Calm'' (x2) to help still his jangled nerves when he needs to come through in the clinch, and ''Vagabond'' (x2), to represent his varied knowledge over the years that might come in handy.  He also has the rough edges ''Yellow-Bellied'' and ''Jumpy'' (both x1) due to the horrors he has seen in his travels.  It may make him a bit less reliable at times, but that which doesn't manage to kill you makes you stronger, right?  He also takes the perk Windfall for a bit extra starting money.  This all costs 12 points, leaving him 60 points for skills.
 +
 +
Hank's player opts not to choose an archetype, imagining Hank as a sort of "Jack-of-all-trades," and uses the points he might have spent on an archetype on additional skills and skill levels.  He chooses the following skills:  Unarmed (with the advanced skill of brawling), drive, firearms (shotgun, with a specialization in snap shots), ride, sneak, pick lock, sleight of hand, speed load, outdoors, language (Sioux and Spanish, speak only), demolitions, medicine and streetwise.  Seeing that neither Miranda or Cyril have taken it, Hank's player decides that sometime in his past, Hank might have learned a thing or two from a sawbones, and takes the medicine skill, as well, so he can be the group's "doctor," even though he probably won't be very good at it with only 8 in Knowledge.

Latest revision as of 09:20, 3 June 2020

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Character Generation

In The West That Wasn’t, each player will create a character to play in the game. Characters are built mechanically from a pool of points which are exchanged for Traits, Skills and Edges based on the rules presented in this chapter. Outside of mechanics, players are encouraged to provide personality, history and motivation for their character as well.

Standard character power level is 125 points. In most situations all characters begin the game with the same number of points. See the From the Bench chapter for more on determining character power level and varying between characters.

Traits

Traits measure how well the character interacts with The West. There are 8 primary Traits in TWTW; 4 “physical” Traits and 4 “intangible.” These define the physical, perceptive and intellectual capabilities of the character. Each trait has a die type from d4 to d12. In TWTW, though dice are not rolled, the representations are present on the card so that players have an expectation of what results are likely within the given column. Action Cards have columns that act like open-ended (sometimes called exploding) dice of the given number of faces. See the Action Resolution and Conflict sections for more on using Action Cards.

Traits.JPG
*Additionally, add 1 to the Bonus for rank 3 or 4 in the Trait Skill, and add 2 if it is 5.

Each Trait has a Trait Skill that is used when no applicable skill exists. See Chapter 2.1, Skill List, for more on Trait Skills. Note that Trait Skills are only used when the skill does not exist, not when a character has no level in a given skill. Traits also have a Value, from 4 to 12, and a Bonus which is represented on the table above.

Traits determine the effectiveness of the interaction between a character and The West. A stronger character is better at interacting using Strength, such as when lifting a stone, swinging an ax or climbing a cliff face. Along with the 8 primary Traits assigned by the player, there are 10 other attributes either derived from the values of the primary Traits, or that can be altered during character creation.

Physical Traits

The physical traits relate to the body of the character. What can the character do? Physical traits are easily measured or quantified.

Strength
Strength is a measure of physical power and ability to use it. Strength checks and tests are important when moving things, carrying things and when doing damage with melee weapons. The Strength trait determines how much a Hero can lift and carry (Chapter XX). Trait Skill: Brawn.

Coordination
Coordination is body control, physical precision and lithe deftness of a Hero. Some examples of coordination in action are firing ranged weapons, doing precise manual tasks quickly and with agility. Trait Skill: Athletics.

Quickness
Quickness is the quick reactions and instantaneous movements of a Hero. The most common application of quickness is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests. Trait Skill: Initiative.

Fortitude
Fortitude is the physical toughness and pain threshold of the Hero. Fortitude is used in stun checks, as well as resisting disease and other effects of physical damage. Fortitude contributes to Concussion (below). Trait Skill: Toughness.

Intangible Traits

Intangible traits are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or they are senses themselves!).

Acuity
Acuity is the mental alertness as well as mental aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively. Trait Skill: Awareness.

Knowledge
Knowledge is the sum of the education of the Hero as well as the application thereof. Knowledge is the basis for solving engineering and science problems, and also includes memory. Trait Skill: Education.

Presence
Presence is the will of the Hero as well as the ability to project that will into the world at large. Presence is used in initiating and resisting psychological contests (Chapter 6). Trait Skill: Verve.

Essence
Essence is that extra something that asserts itself in times of need. Essence is used for bravery, as well as for mystical abilities. Trait Skill: Spirit.

Action Points

Action points are a measure of how much a character can do during action time, such as in combat. Each character has a pool of points that can be used each round, from 6-14, with most characters having about 8-10. Characters begin with 8 AP plus the Bonus value of their Quickness trait.

Trait Cost

Rank Value Cost
1 (4) -2
2 (6) 0
3 (8) 4
4 (10) 9
5 (12) 15

Characters begin the game with 6 in each Trait, and may spend character points to increase them. No character may begin the game with more than one 4. Each level is purchased individually, so it costs 13 points total for a 10 in a trait.

Trait Skill Ranks

The following table provides costs for purchasing Trait Skill Ranks.

Rank Cost
1 0
2 2
3 3
4 7
5 12

Each Trait skill begins at level 1. Beginning characters may have no trait skill above 4. Each level is purchased individually, so it costs 5 points for a level 3 trait skill.

Derived Attributes

Some attributes are not purchased directly, but rather are derived from one or more other traits. The values of these attributes cannot normally be raised directly, though some may have Perks that can affect them. These Perks can only be purchased during character generation, except in extraordinary situations (Judge's discretion).

Concussion

Concussion (Conc) is a derived attribute that combines Fortitude and Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before keeling over. To determine Conc, add the value of the character’s Fortitude and Essence Traits.

When Conc is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Judge may allow limited actions, but in general, the concussed Hero is down for the count. They neither check quickness nor draw cards during the combat phase. If forced to test a physical trait, the result is 0. Intangible traits are at Judge's discretion (but generally 4).

Stress

Stress is the measure of the character's mental wherewithal, and is used like Conc against psychological attacks. A character who is reduced to zero Stress is worn out. Stress is equal to the values of Presence plus Essence. More on psychological attacks and stress in Chapter 6, Social Combat.

Size

Size is the measure of how easily wounds are dealt to a character. When assessing damage, take one wound per multiple of size that in damage effect. To determine size, add the rank for the character’s Brawn and Toughness and consult the following table. Most characters will have a size of 6.

Brawn + Toughness Rank Size
2-3 5
4-8 6
9-10 7

Willpower

Willpower is resistance to psychological effects in verbal or social engagements. It can be compared to the Size Attribute, above, but used against a different type of effect. Willpower is determined by adding the character’s Verve and Education rank and consulting the following table. Most characters will have a willpower of 6.

Verve + Education Rank Willpower
2-3 5
4-8 6
9-10 7

Nerve

Nerve is the character’s defense against fear, compulsion and other psychological attacks. Nerve is equal to the bonus value of the Essence trait. In social combat encounters, Nerve acts as the target's Armor Value.

Resolve

The Resolve value is used when making verbal attacks in a social combat encounter. It is compared to the Nerve value of the target as described in the social combat section of the rules. Resolve is equal to 1 + the bonus value of the Presence trait.

Clarity

Clarity is used in Social Combat to determine if an attack is misconstrued by the target. It functions as the Reliability (REL) value of a character's social combat attacks. Clarity is equal to 12 - (Social Combat skill level + 1 per specialization), yielding a number between 3 and 12.

Active Defense

This derived attribute determines how well a character can spot incoming attacks and how quickly they can move to avoid them. When a character takes a dodge action in combat, their Active Defense (AD) is added to the TN of all attacks. Active Defense is equal to the rank of the Initiative skill plus 1.

Move

This determines how far the character can easily move on foot in one action round. Characters begin with a move of 8 paces. Normal movement up to half the Move value costs 2 AP; up to the full Move value costs 4. Further movement is 1 AP per pace. Running movement costs 2 AP up to the Move, 1 AP thereafter.

Increasing the move during character generation costs 2 CP per, up to a maximum of 12. Decreasing the move saves 1 CP per, to a minimum of 6. move may only be adjusted after character generation with Judges approval.

One pace is approximately equal to one meter. Why not just say meter? It dont sound right sayin meter when talkin cowpoke!

Damage Bonus

The Damage bonus (DB) is the extra damage a character does when using hand to hand weapons or attacks. Damage Bonus is equal to the Bonus value of the character's Brawn.

Force

The Force (F) value is used when attacking unarmed. It is compared to the Jaw value, as described in the combat section of the rules. Force is equal to 1 + the bonus value of Brawn, and is only used versus unarmored characters and those without cover. In cases of armor or cover, all characters have a penetration value of 0.

Jaw

Hand-to-Hand Armor value (J) is compared to F to determine whether a hand to hand attack penetrates. J is only usable versus unarmed attacks and blunt weapons, and is equal to the bonus value of Fortitude.

Skills

Skills determine the specific abilities and knowledge a character possesses. Skills are ranked from level 1 to 5. When using a skill, determine the associated Trait being used (more on this in Chapter 3.1: Skills). This will determine which column you refer to on the cause table of the action card, while the level of the skill determines the rows. See the Action resolution chapter for more on using Skills.

Skills are purchased with character points according to the following table:

Skill Level Cost
1 2
2 4
3 7
4 11
5* 16

Each level is purchased individually, so it costs 6 points for a level 2 skill.

*Skills at level 5 may not be purchased during character creation, but skills can be improved to level 5 with experience.

Untrained Skill Use

Sometimes a character will be called upon to use a skill they have no training with, or they may try to muddle through a task, hoping their natural abilities will carry them to success. In these cases, use the rank of the character's associated trait skill in the d4 column. Miranda Valentine, with a 3d10 Athletics, uses the 3d4 entry when performing untrained coordination related skills.

Skill Specializations

Some skills have associated specializations. These can be purchased for 3 character points each. When using the specialization for a skill, if the skill roll succeeds, the player earns one free Bump. (For more on Bumps, see Chapter XX: Skills)

Edges

Edges come in two varieties: Rough and Sharp. Rough edges are a character’s weaknesses, foibles, peculiarities or flaws. Sharp edges are benefits or talents that a character might have due to such things as upbringing, competence, or habits. Edges can be used to provide a differentiating factor that is not as broad as a Trait, or even a skill, but is “flavored” to how the character specifically interacts within the game world of The West. Mechanically, edges all follow the same guidelines, but they allow players a chance to put some spin on how they benefit or challenge their character during play.

Creating Edges

Because edges are meant to quantify some factor of how this character interacts with The West, each Edge is potentially unique. The first step in creating an edge is giving it a descriptive name, such as Lawman, or Feminine Wiles. The next step is determining whether an edge is Rough or Sharp. Generally, Rough edges exchange in-game adversity for future growth (they gain the character experience points), while Sharp edges allow flexible mitigation of difficulty or increase in effectiveness.

Rough Edges

Rough edges can be voluntarily invoked by the player during the game before a card is drawn to resolve an action. If the TN of the given task is 5 or less, the player may invoke the rough edge to fail automatically. In exchange, the player earns an experience point. When a rough edge is invoked no other character may attempt this action.

Each character can earn an XP this way once per session. Additional XP can be earned by that character through use of other rough edges, though the XP go into the group pool (see Chapter XX for more on XP and the group pool) rather than directly to the character.

When appropriate, the Judge can also attempt to invoke a character’s rough edge to turn a success into a failure after the card is drawn. If the player accepts, 1 XP is placed into the group pool. If a player does not wish to accept, they may instead remove an XP from their personal pool, or, if empty, the group pool. Paying an XP in this manner allows the player to earn an additional XP from rough edges later in this session. The Judge should not invoke rough edges when a player has no personal XP and the group XP pool is empty, without Posse consent.

Rough edges cost 1 CP for each time they can be invoked during a game session. In essence, the cost of a rough edge is equal to the XP that can be earned each session.

Sharp Edges

Sharp edges can be invoked by the player to increase the effect of any check. Regardless of what the edge is named, it can be used to affect any check the character is called upon to make. Of course, players are encouraged to use their edges for tasks that seem appropriate based on how they defined them, but this is not required.

Why is that? Players pay character points for an advantage, and that advantage should be relevant. In this way, characters always benefit from their advantages if the Player so chooses. There is no requirement for the Judge to find a way to allow a character to shine, and also, players are allowed the freedom to use their abilities creatively. Who is to say what advantages are gained through Feminine Wiles? Certainly not the authors of the game. The West is a vibrant place, and only those who are experiencing it truly know how each Edge can affect the world.

Sharp edges are purchased with a frequency rating. The frequency is how many times the edge can be used each game session.

When a sharp edge is invoked the bonus is +3. Because the Player has purchased the Edge with a limited number of uses, the Player may invoke any Sharp Edge on any check, no matter what the Edge is titled. The only restriction on Edge usage is that only one sharp edge can be utilized to affect a single check.

Edges cost 2 points per frequency.

Perks (Optional)

Some character advantages can be used to improve derived attributes beyond what would be indicated by the values of the primary attributes alone, or only make sense if “always on”. These advantages are called Perks, and they have special costs.

  • Ambidextrous: No/reduced (-2) off-hand penalty. Cost:10/5
  • Action Points: Character has +1 or +2 increased AP to spend during action time. Cost: 6/14
  • Bedouin: +2 Resistance to Heat-based/Desert environment scene attributes. Cost: 1
  • Concussion Threshold: +1/2/3 Cost: 3/6/9
  • Dual-wield: Combatant only takes a -2 penalty to off-hand attack, or attack of choice if they are also ambidextrous, or no penalty to either attack at 10 points. Cost: 5/10
  • Nerves of Steel: Ignore the first shot fired at you when determining cover fire. Cost: 2
  • Quick Draw: Character has 1 or 2 surplus AP to use to break ties in action time. Note that the APs are always surplus and can never be spent. Cost: 2/4
  • Sherpa: +2 Resistance to cold-based/mountain environment scene attributes. Cost: 1
  • Size/Willpower 6 to 7: Cost: 15*
  • Stress: +1/2/3 Cost: 3/6/9
  • Tough as Nails: Reduce Conc damage from each attack by 1 to a minimum of 1. Cost: 5
  • Wealth: Each level grants a normal income of $10 per week. Character starts with 10 x weekly income in addition to the normal starting cash ($125) Cost: 2/4/6/8/10
  • Windfall: Character starts out with a bit of extra money (as Wealth, above), but no regular income. Cost: 1/2/3/4/5

*Size or Willpower may not be increased if the starting value is 5

Archetypes

Some players may wish to choose an archetype for their character. An archetype allows a player to collect some standard attributes and couple them with some special advantages to create a character that is familiar in some way. Characters who have an archetype have a background that grants them specific bonuses during play. These bonuses are directly related to the archetypal perception of Heroes of that ilk. In other words, academics excel at thinking and reasoning, and therefore learn related skills quickly.

One example of an archetype is a Soldier. Soldiers are trained to fight and use the tools of a fighter, be they guns, knives or clubs. Because they are well-versed in adapting in combat situations, a soldier who has never fired a cannon or Gatling-gun can likely figure it out quicker than some city slicker from New Jersey.

Each Archetype has 5 skills, or skill groups, and costs 12 points. Archetypes grant the following advantages:
1. All skills within the Archetype use the d6 column when used unskilled.
2. When purchasing or upgrading skills from a skill group with experience, if the skill group is in the Archetype and the Hero has at least one other skill within the group, all expenditures are reduced by 1, to a minimum of 1.

Each Archetype also has a unique skill similar to a Knowledge Skill, but broader. This skill is called the same thing as the Archetype itself, and is free to the Hero. The skill allows the Hero to know and do things that are specifically applicable to that Archetype. For example, a Bounty Hunter might know where to find wanted posters or how to collect on bounties, while a Lawman knows the local laws, criminals and stool pigeons, among other things. Anytime it is appropriate, the Judge can call for it to be used in place of another skill. The archetype skill uses the prime trait, and begins at a level equal to the trait skill.

Miranda Valentine is a gunslinger, and the Prime Trait for the Shootist archetype is coordination. When she uses her Shootist skill, she uses her 3d10 coordination, even if the usage is something that would not normally be related to coordination, such as knowing the caliber of a gun an opponent is using, or where to position herself for the best shooting angle. This may seem counter intuitive at first, but she is a great gunslinger primarily because of her coordination. Specialists often learn incredible amounts about the things that relate directly to their specialty, and they should utilize the trait that makes them great at what they do during the game when plying their craft.

Heroes may be created with multiple Archetypes, but each successive one after the first costs 4 points more than the previous one. So a Bounty Hunter who was once a Lawman must spend 28 points on Archetypes if all of the advantages of both Archetypes are to be retained.

Sample Archetypes

What follows are a collection of sample archetypes that are commonly found in The West. The list is by no means exhaustive, and players are encouraged to develop their own. All archetypes are subject to Judge discretion. They are meant as a means to bring to life elements of the classic western, not as a method of gaining free stuff through mechanics. In other words, archetypes should be straight out of the classic western, or something that is uniquely prevalent in your version of the west.

Each archetype has a description of some of the things that the archetype skill can do. It is by no means exhaustive, but should give players a good idea of what sorts of things can be done.

Cowboy

Cowboys are ranch hands that handle the day-to-day care of horses and other livestock. They also drive cattle across the plains to market, fresh pastures or other areas for sale.

Cost: 12
Prime Trait: Coordination
Skills: Animal Handler, Ride, Survival, Outdoors, Firearms

What can you do with the Cowboy archetype skill? Identify a ranch brand. Tie and use a lasso. Find a job at a ranch. Know who the players are in the local cattle industry.

Shootist

The shootist is the classic gunslinger of the old west. Bodyguard, hired gun, you name it. Shootists come from all walks of life, rough and tumble hombres to genteel city slickers.

Cost: 12
Prime Trait: Coordination
Skills: Firearms, Unarmed Combat, Melee, Speed Load, Fast Draw

What can you do with the Shootist skill? Get hired as a bodyguard. Find a spot for an ambush. Identify weapons and shell casings. Sweet talk local law enforcement.

Pinkerton

From tracking down runaway husbands to finding criminals, the Pinkertons did it all.

Cost: 12
Prime Trait: Acuity
Skills: Investigation, Social Combat, Ride, Firearms, Streetwise

What can you do with the Pinkerton skill? Question a suspect, subtly or directly. Schmooze with local law enforcement. Tail a suspect. Follow a trail. Bribe a madam.

Miner

People came west to strike it rich. Many of those, made, or lost, their fortunes in the mines.

Cost: 12
Prime Trait: Knowledge
Skills: Demolitions, Area Knowledge, Repair, Outdoors, Drive

What can you do with the Miner skill? Stake out a claim. Work with the assayer. Refine or pan for gold. Read a map.

Cavalryman

Many a young man began their adult lives in the army, and the cavalry was the destination for thousands of those.

Cost: 12
Prime Trait: Coordination
Skills: Melee, Ride, Firearms, Outdoors, Animal Handler

What can you do with the Cavalryman skill? Trick riding. Build a fort. Know the command structure of the local garrison. Pick the best horse.

Finishing Touches

After figuring out the nuts and bolts of the numbers that define your character and their abilities, you must decide on a bunch of other stuff that defines who your character is. Gotta have a name, of course. A gender. You'll want to figure out what kind of personality your character has. You may have considered this already, and chose your Traits, Skills and Edges based on that. You might have crunched the numbers first, and prefer to figure out what kind of a person would have the qualities you have chosen. You might blend the two methods. You should also have some kind of idea of your character's history, and where they came from. Depending on the story being crafted by the Judge, they may have some input or suggestions, so communication and collaboration is highly encouraged. Lastly, since the Judge is responsible for throwing a story your way that ought to entice your character to get involved in it, you will need to determine a few things that motivate your character into action. Each of these is called an impetus.

There are three different types of impetus: Posse, general and specific. The posse impetus is one that is shared by all the characters, and should be the same, or nearly so. The characters in the posse should be on the same side, and share some of the same views of the world; if characters were too diametrically opposed (one black hat in the middle of a posse of white hats, for example), it is likely that those types would not have stayed within the ranks of the group by this time. To determine a posse impetus, the players should all decide a common ideal or goal that all their characters share or could support. A general impetus could be considered a "code of conduct," or a considerable aspect of the character's personality or how they behave. A specific impetus is more like a set of values or a driving goal. Impetus is important because it helps your characters when they are partaking in actions that ought to be of particular interest to them:

  • Posse Impetus: Whenever you fail a task when working toward your posse impetus, you add 1 XP to the group XP pool. Failure helps the group to grow and learn (and not be so sore if things don't always go their way!)
  • General Impetus: When attempting a task that directly relates to your general impetus, it can be invoked to reduce the target TN by 1. This makes tasks that are of personal importance to your character a bit easier.
  • Specific Impetus: When invoking this impetus, you may take the bonus counter any time you fail.

Once you have these details figured out, note down that your character starts with $125 (plus any extra from the edges Wealth and/or Windfall), reference the chapter on Gear and outfit your character. You should now be ready to play!

TWTWcharacter sheet-P1.jpg
TWTW-charactersheet-P2.jpg

Anatomy of a Posse and Impetus

Our sample posse consists of three hombres, with very different, but compatible, backgrounds. Each of them has seen more than they wish, and knows that the mission of the DTI is vital to the well-being of those who will populate the frontier. Because this is a posse of DTI agents, they will all choose a posse impetus that reflects their mission.

Our first character is Miranda Valentine, a shootist who went out west because of her duty with the DTI. She chooses to phrase her impetus as follows: I will protect the public from things that should not be. She views her job as something akin to a parental duty. The public at large cannot know of the existence of the supernatural entities, and, moreover, those entities should not exist at all.

Next comes Cyril Wellington, a Pinkerton city-slicker turned DTI agent. He came west because of his DTI connection as well, but he has a very different motivation, which is clear in his impetus: I will keep the public from learning forbidden knowledge. To him, it is about the knowledge of the supernatural, and they should not learn anything of it. This is explored more, later, in his specific impetus.

Finally, Hank Daggett is our only member who is from the west, being born in Texas. His experience has changed who he was, and made him skittish and edgy. He does not want anyone else to experience this, so his impetus is: I have seen things no one else should have to see. His motivation is driven more by fear, than responsibility like Miranda, or authoritarian greed like Cyril.

Each character also has a general impetus. This is a broad statement about who the character is, like a code of conduct or moral compass. Again each of them distinguishes them self in their own direction with the content of this impetus.

Miranda grew up with the sting of abandonment, and so she vows that will never be who she is. Her general impetus is: I will be there when my friends need me. She has chosen who will be in her circle, and she will ensure that group remains safe. This cements her role as a parental figure, towards the public as well as her chosen family.

Cyril deepens his connection to the DTI mission with his impetus: I will let nothing cause me to risk losing my job. He is consumed by his job, which gives him purpose and forwards personal goals, which will be illustrated with his specific impetus, as well.

Hank projects a sense of community with his comrades via his general impetus: These folks have taken me in, and I wont let them down. He knows what it is like to be out there all alone, and now that he is not, he will do whatever it takes to keep his group intact.

The final impetus is a specific, something which is deeply personal to the character as a driving force.

Miranda states in plain and powerful language who she is inside with her specific impetus: I will stand on my own two feet and live a good life. Her fierce desire to be self-sufficient and pursue what is good (in her view) is what defines her. Combined with her other three statements, she is someone who prides herself on being reliable, capable and honorable.

Cyril rounds out his impetuses with a direct statement of why his job is such a driving force for him: Knowledge is power, and I will have both! His impetus set shows that he will simultaneously keep knowledge from the general public, while hoarding it for himself. This, he reckons, will lead to personal power that he desires.

Hank has seen too much, and he wants to be sure his compadres do not know how deeply that has affected him: I cant let my friends see how scared I am. This statement of both fear and shame illustrates why he acts the way he does and illustrates who he is as a person.

Note how all three characters in the posse have very different backgrounds and motivations behind their impetus, but each of them all point toward compatible goals. By having a party impetus that must be related to their job with the DTI, each character defines why being part of the story will be important to them. The posse impetus ensures that each member is strongly motivated to participate in the adventures to come.

Impetus Creation Guidelines

An impetus is a driving force for the character. As such, each impetus should be a strong, declarative statement about the characters behavior. The impetus should not only describe what their actions are likely to be, but also give insight into why those actions are chosen.

All of the impetuses from the sample characters are constructed either with "I will" or "I cant/wont". It is not required to use this exact structure, but using these constructs, especially for your first few characters, ensure an impetus that is strong and playable.

Sample Character: Miranda Valentine

Rumi wishes to create a gunslinger character whose past is riddled with abandonment, which leads her to be independent, but fiercely loyal to the friends she lets into her circle. She peruses the archetypes and decides that a Shootist would be the perfect fit for what she has in mind, so she selects that for 12 points.

Next she moves on to the five career skills for the archetype and assigns ranks to those. Before assigning levels to her skills she purchases her traits, selecting 2 at 10, 3 at 8 and 3 at 6. The 10s are assigned to coordination and quickness (coordination being the prime trait for her archetype), the 8s to Presence, Fortitude and Essence, and Strength, Acuity and Knowledge remain at 6.

For trait skills, she decides to upgrade Athletics and Initiative to 3, and Awareness, Strength and Toughness to 2. The others she leaves at 1.

For archetype skills, she decides to take all of them except Melee and Unarmed Combat, deciding that 2-6 is good enough if she runs out of bullets.

Looking at the advanced skills, she decides that she would like the Gunplay - Pistol skill at 3. This means she will need Firearms: Pistol at at least 3. She chooses level 3 in both. Finally, she takes one Sharp Edge, Loyal, so she can more effectively be there for her friends. Then she fills in the rest of the skills as follows:

Miranda-P1.jpg Miranda-P2.jpg

Now all she needs is some gear and she is ready to journey to the west...

Sample Character: Cyril Wellington

Sometimes when you look too much, you see things you should not. And sometimes, the allure of what you should not know becomes a driving force in your life. Such is the case with Cyril Wellington. He became a Pinkerton because he was good at finding the truth: through conversation, science or other means. Growing up in New Jersey, and spending most of his early adulthood in New York, he is a new arrival in the west, but a greenhorn he is not.

He begins with traits, and spends 46 points to upgrade Quickness, Fortitude, Presence, Knowledge and Essence to 8, and Acuity and coordination to 10. Cyril has been a lot of places and done a lot of things, he is well rounded. Next 12 points are spent on the Pinkerton archetype. He raises the trait skills for acuity and quickness to 3, and knowledge, presence and fortitude to 2, for 16 points. Leaving 46 for skills.

He decides to buy the following skills: Firearms: Pistol and Rifle, Pick Lock, Sneak, Fast Draw, Gambling, Investigation, Outdoors, Academics, Repair, Social Combat, Judge Character and Bravery. He leaves both Streetwise and Ride to use his default from the Pinkerton archetype. He has two points remaining that he spends on windfall. During his time in the east he acquired more than just knowledge.

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Sample Character: Hank Daggett

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Hank was born on the frontier, in Texas, and heeded the siren's call of the gold rush when he was young. Once, during his travels, he came across a ghost town. He saw things he could not explain and the experience chilled him to his bones. Ever since, he has eked by on the fringes of society, and running scared. He has picked up a variety of skills in his travels, and a few peculiarities.

He begins with traits and spends 53 points. He upgrades Strength, Fortitude, Acuity, Knowledge and Essence to 8. Being a bit jumpy and skittish, he upgrades his coordination and quickness to 10. He tends to keep a low profile, so his Presence traits remains at 6. He raises the trait skill for coordination to 2, and raises Acuity, quickness and Fortitude to 3 (the better to notice danger and get the jump on or away from it, and to stay alive if he fails to do either!) Hank also increases his move by 3 to 11 for 6 points, to help him get out of trouble if he needs it.

Hank has developed the sharp edges of Beneficent Calm (x2) to help still his jangled nerves when he needs to come through in the clinch, and Vagabond (x2), to represent his varied knowledge over the years that might come in handy. He also has the rough edges Yellow-Bellied and Jumpy (both x1) due to the horrors he has seen in his travels. It may make him a bit less reliable at times, but that which doesn't manage to kill you makes you stronger, right? He also takes the perk Windfall for a bit extra starting money. This all costs 12 points, leaving him 60 points for skills.

Hank's player opts not to choose an archetype, imagining Hank as a sort of "Jack-of-all-trades," and uses the points he might have spent on an archetype on additional skills and skill levels. He chooses the following skills: Unarmed (with the advanced skill of brawling), drive, firearms (shotgun, with a specialization in snap shots), ride, sneak, pick lock, sleight of hand, speed load, outdoors, language (Sioux and Spanish, speak only), demolitions, medicine and streetwise. Seeing that neither Miranda or Cyril have taken it, Hank's player decides that sometime in his past, Hank might have learned a thing or two from a sawbones, and takes the medicine skill, as well, so he can be the group's "doctor," even though he probably won't be very good at it with only 8 in Knowledge.