The West That Wasnt - Anatomy of a Hero

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Traits

Traits measure how well a 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 each rank in the Trait Skill above 2.

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 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.

Attributes

There are three types of Attributes: Derived, Perks and Edges. Derived Attributes are based on other values such as Traits or a standard base. Perks are extra abilities some characters possess. Edges are differentiating factors that help or hinder characters in unique ways. Not all characters will have Perks and/or Edges.

Derived Physical Attributes

TWTW has 8 derived physical attributes.

Action Points

Action Points (AP) measure a characters skill during action time. Each potential action has a cost, and those are paid with AP. Characters begin the game with 8 AP plus the bonus value of Quickness.

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.

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).

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.

Move

Characters begin with a move of 8 paces plus the bonus value of Quickness. 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.

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

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

Derived Social Attributes

TWTW has five derived social attributes.

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.

Nerve

Nerve is the character’s defense against argument, compulsion and other social attacks. Nerve is equal to the bonus value of the Acuity 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.

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 Acuity. More on psychological attacks and stress in chapter XX.

Willpower

Willpower is resistance to social engagement effects. 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

Derived Psychological Attributes

TWTW has 4 (or 5, if Terror is counted) derived psychological Attributes.

Backbone

Backbone is the wound reserve for Psychological effects, analogous to Concussion for Physical attacks. Backbone is determined by adding the value of Essence and Presence.

Fear

Fear is the offensive component of psychological effects. Heroes and other human characters in TWTW have a Fear value of 0. Only very large and scary animals and supernatural creatures have Fear values.

Mettle

Mettle is the defensive component of psychological effects. It acts like Jaw or AV against Fear. Mettle is based on the bonus value of Essence.

Resilience

Resilience is resistance to psychological effects in the same way Willpower is for Social Combat, and Size is for physical combat. Resilience is determined by Spirit and Verve.

Verve + Spirit Rank Resilience
2-3 5
4-8 6
9-10 7

Terror

Terror substitutes for Fear in the most vile and terrible supernatural creatures. Terror ignores Mettle and always penetrates.

Perks and Flaws

Perks are special bonuses the character enjoys that are not effectively measured with other abilities. They may be due to background, social standing or practice.

Scene Perks

Some perks are activated by a situation, such as a resistance to extreme heat or improved night vision. These Perks act by canceling or partially mitigating a scene attribute. These types of Perks have occurrence and effect. Occurrence is how common the scene attribute is. For example, darkness is more common than extreme cold. Effect is whether the attribute is fully canceled or only partially mitigated.

The Judge has the final say on whether a Perk is allowed. Night vision might be allowed as partial mitigation of the darkness scene attribute, but it probably would not be allowed as full cancellation.

Physical Perks

Ambidexterity: The off hand penalty is reduced to -2/completely removed.
Experienced Scrapper: Character has 1 AP that can only be used for bidding for advantage in hand-to-hand combat.
Quick Draw: Character has 1 AP that is always surplus during initiative determination.
Steel Nerve: Character ignores the first shot targeting them during tactical aiming.
Tough as Nails: Character ignores the first point of concussion in any attack.
Two Weapon Fighting: Character may draw a second card to use when making attacks with weapons in both hands. Does not cancel the off-hand penalty.

Social Perks

Born Tactician: Double the number of APs given during Leadership tests during combat, or give the normal amount to two targets.
Respected: Character has an aura of respect within the local community. Add +1 to resolve when dealing with members of the local community.
Stubborn: Choose one Social Combat attack type. Character has +1 Nerve versus that type. May be taken multiple times.
Wealthy: Character begins the game with extra cash and has a weekly income. Each level grants +$50 and $10/week.
Windfall: As with wealthy, but without the weekly income. $75/level.

Supernatural Perks

The following Perks are only appropriate during games which involve the supernatural.

Hand of God: Character may add their Essence Bonus to damage from all attacks versus supernatural creatures.
Iron Will: Character receives +2 to checks when resisting fear and terror caused by supernatural creatures.
Supernatural Attunement: Character may use Devotion versus supernatural creatures. Requires Judge approval.

Flaws

Nobody is perfect, or so goes the saying. A lot of the fun of roleplaying is seeing how the flaws of your character affect them and the world around them. Flaws taken at Hero creation grant bonus CP that can be used to improve the beginning character. To take a Flaw, a character must have an equal or greater number of Edges.

Flaws are uniquely crafted to the Hero. When creating a Flaw, first give it a descriptive name. Next, determine how it affects the character and how often. Flaws normally affect the character in one of the following ways:

Action penalty: The character gets a -3 penalty to an action. If the action still succeeds, the Flaw is not considered to have been triggered.
Hesitation: The character loses 8 APs during a combat round or is unable to respond/defend for the remainder of a Social Combat encounter.

Be sure to note that a Flaw has been triggered during a session. At the beginning of each session, for each Flaw that was not triggered during the previous session, decrement one frequency from an Edge for the current session. If a characters Flaws are not represented in game play, neither shall be their Edges.

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.

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.

Skills

Skills determine the specific abilities and knowledge a character possesses. Skills are ranked from level 1 to 5. See Chapter 3.1, Skills, for how skills are used in game.

Skill Specializations

Some skills have associated specializations. 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)

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, Outdoors, Firearms: Rifle, Area Knowledge

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.