Gangland! - Anatomy of a Hero
Contents
Traits
Traits measure how well a character interacts with The City. There are 8 primary Traits in Gangland!; 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 Gangland!, 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.
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 (Additionally, add 1 to the Bonus for rank 3 or 4 in the Trait Skill, and add 2 if it is 5).
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 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.
Derived Attributes
Some attributes are not purchased, but rather are derived from one or more other traits. The values of these attributes cannot normally be raised directly, though some may have Edges that can affect them. These Edges 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.
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 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 XX.
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 damage. 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). This will yield 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 meters. Movement up to half the move costs 2 AP. Movement up to the full value costs 4. Additional paces are 1 AP each. Running movement costs 2 AP up to the move, 1 AP thereafter.
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 XX: 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.
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 their character during play.
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.