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CHAPTER 2 – CHARACTER CREATION

Players may use the character sheet as outlined in the back of this book
or can simply draw up on scratch paper.

The steps to creating a character for Wild West are as follows:

1. Drawing Characteristics
2. Selecting Primary and Secondary Occupations
3. Buying Equipment
4. Adding Finishing Touches

CHARACTER CREATION, POKER


STYLE
Characteristics
DS Wild West uses five basic characteristics, three physical and two
mental. These are Strength, Speed, Endurance, Empathy and Logic.

Strength
Strength is used for all tests of strength such as throwing a punch to lifting
a wagon wheel. If you are trapped in a burning barn and the roof starts
caving in, then you will use strength to hold up a beam, so others can
escape.

Speed
Speed is all about reaction times and how nimble a character is. If you
want to sneak past the deputy without raising the alarm, then that is a
speed action. In a fight your speed can make the difference as to who
shoots first in a dead heat.
Endurance
Endurance measures your stamina. It is also a measure of how much
punishment you can take before passing out.

Empathy
Empathy is used to influence people, gain their trust and interact with
animals. To keep your horse walking when others have collapsed will be a
test of empathy.

Logic
Logic is your characters ability to solve problems, recall facts and tackle
puzzles.

The PC’s physical characteristics such as height, weight, gender,


attractiveness and good looks are completely up to the player to decide.
As are wit, charm and the qualities of leadership. If you play your
character as a confident leader, then chances are people will respond to
them.

Drawing Your Characteristics


The GM deals each player five cards. If any are Jokers, the player marks a
joker on the character record and discards the card. The player then can
discard any or all the other cards in their hand. The cards dealt all have
their face value with Aces counting as 1 and all picture cards counting as
10. As a rule, high values are desirable. Once the player has discarded
any low cards they do not want, the GM deals enough cards to make the
hand back up to 5. These five cards are now assigned to the five
characteristics.

The order that the cards are assigned is up to the player.

TIP: For inexperienced players, it is suggested that one of their highest


values is assigned to Endurance.

Skills
Skills are derived from your characters primary and secondary occupation.
Players are allowed to choose to occupations for their PC. These
occupations can reflect the PC's apprenticeship or family background and
their adult life. The occupations are recorded on the character record as
Primary/Secondary. For example, an Outlaw/Farmer is an Outlaw now but
started life as a Farmer.
Each occupation includes a collection of skills. A Sheriff can ride a horse,
shoot, knows the law, can mediate arguments whereas a show girl can
sing, dance, use make up, mend and make clothes, and influence or
seduce. The actual skills do not need to be listed on the character record.
"In play, if it seems logical that a PC with a particular background would
be able to perform a task, the PC is considered skilled in that task

Tools of the Trade


When a character has a skill they are also assumed to have all the tools of
the trade relating to that skill. A Surgeon will have a medical bag with
saws and scalpels, a prospector will have pans and shovels. There is no
need to list all these times on the character sheet. If a PC needs an item,
the player can test the professional skill. If successful, the PC has the
item, as long as it is not larger than the bag or container carrying it. Once
a PC has used an item, it is listed on the character record. This feature can
be used in two ways, “normal situations” and “jury-rigging” .

Normality: under normal circumstances a character starts with all their


normal tools of the trade. A successful skill check means that the
character has the item as long as the character is capable of carrying or
having the item. Imagine the characters are rafting down a river when
they hit a set of white-water rapids, their raft breaks up and they are
tossed into the water. When they drag themselves out on to the bank they
have lost everything except their clothes. From this point on the
characters can only draw on items that would fit in a pocket.

Jury-rigging: if a character is in a situation where they would not have an


item such as needing to perform an emergency surgery having just dived
into a saloon during a gun fight. Then the character could test their skill to
see if they could jury-rig, or improvise the required item. For example, on
a successful skill test the surgeon managed to find a sharp knife and some
alcohol to sterilise it. The player just says what they want to find and tests
their skill.

If the PC is skilled in a task, they can add their entire Characteristic to a


skill test. If they are unskilled, then only half the characteristic’s value is
added. The half is always rounded in the characters favour.

The PC cannot make a Tools of the Trade skill test if they are unskilled in a
task.

Occupations also help to tell your character’s backstory a little. If you


have chosen to be an Outlaw/Barkeep, then there is a backstory to tell.
SELECT OCCUPATION
TIP: Your occupation can be anything you can imagine from the old west. If
your Game Master approves it, and it fits with the theme of the game, you
can choose that profession.

Here are a few examples of occupations that fit within the game:

• Accountant
Accountants are skilled in record keeping, administration and financial
matters.
• Banker
Bankers are trained in evaluating risk as well as financial and investment
matters.
• Barkeep
Skilled in empathising with customers, serving drinks and in rougher
establishments, dealing with trouble. Many a barkeep has a shotgun under
the bar or is handy in a brawl.
• Blacksmith
Blacksmiths are as adept at shoeing horses, making tools and fixing
wagon wheels. Anything that can be shaped from hot iron or steel falls to
the blacksmith.
• Bodyguard
A bodyguard can spot trouble before it starts and if it does start, they try
to end it before it gets out of hand. They are experienced in unarmed
fighting although most can use a range of firearms.
• Bounty Hunter
Bounty hunters track down outlaws and bring them back, dead or alive.
This is a dangerous profession and they must be able to talk to people to
gain information as well as being quick on the draw at the first sign of
trouble.
• Butcher
Butchers prepare and sell meat, rendering whole carcases down to
individual cuts. In times of need, a butcher is also likely to be called upon
to act as a surgeon when amputation is the only answer.
• Cavalry Officer
A Cavalry Officer is a professional soldier trained in using his side arm,
rifle, bayonet and sabre. They are mounted soldiers and can ride and care
for their mounts and equipment. They are also used to the depravations of
living on the trail and in remote forts.
• Chief
"The Native American chiefs were originally referred to as kings when they
first had contact with the European settlers. These kings of their nations
are skilled in statecraft amongst the differing native tribes and in keeping
the peace and dispensing justice within their own people. Most chiefs are
able warriors skilled in hand to hand combat, using a rifle and in hunting.
See the chapter on Native American Nations for more on each distinct
nation.
• Deputy
A Deputy is a lawman who can act on the authority of the deputising
Sheriff. They can help keep the peace and solve crime within their
community.
• Doctor
Doctors in the Old West have to be prepared to treat everything using
next to nothing. They are doctor, surgeon, nurse and midwife to the
communities in which they live.
• Farmer
Farmers in the Old West have a hard life. It is a constant struggle with
maintaining irrigation, dealing with their animals and managing
sometimes large workforces. In the lawless west, each farmer needs to be
able to protect his own land and people.
• Gunslinger
A gunslinger lives and dies by the speed of his draw. What motivates a
gunslinger is anyone’s guess, but they can be hired as mercenaries or
they can pick a cause for unknown reasons. Which side of the law they are
on is often debatable.
• Hunter
Hunters live out in the wild country trapping game for their meat and
pelts. They are adept at tracking and survival. Many hunters have learned
alongside the Native Americans as to how best track and trap game.
• Judge
Judges were often elected by their communities but they were often
powerful land owners just like mayors (see below). Judges are well versed
in the law and in the cross examination of witnesses.
• Mail Carrier
Mail carriers in the old west were tough and independent. They could ride
any manner of horse or mule and did not let anything get in their way of
delivering the mail. They were armed and not beyond defending the mail
with their life.
• Mayor
The mayor is the elected representative of the people in all things civil.
Often a successful business man or land owner, the mayor can award
contracts, or take them away, and employs the sheriff!
• Medicine Man
The doctors of the Native American people. Medicine men as the settlers
called them, were well versed in natural medicine as well as spiritual
healing.
• Outlaw
Outlaws live by the gun and survive in the wilds. They have to be good
with horses, know the lay of the land and be able to hold their own in a
gunfight. Knowing which end of a stick of dynamite to light helps too.
• Priest
A town priest can be of any denomination, from Catholicism from the
south, to the Puritans that founded America. Priests look after the settlers'
spiritual needs, from births, deaths and marriages to often filling the roles
of teachers.
• Prospector
Prospectors are self-sufficient gold hunters. They need to be able to
improvise and to mend almost any piece of equipment. They must also be
able to forage, to hunt for food, and to defend their claim. Having a steady
hand with dynamite and being able to pan for gold are also desirable.
• Railroad Worker
There are several types of railroad worker. Some are the hard men who lay
the track, blast the cuttings and construct the bridges that allow the
railroad to span the continent. Others are like railroad engineer Casey
Jones and the crew of the Cannonball Express. Finally, there are the
guards that ride the railroad and try to keep passengers safe from the
predations of outlaw gangs and train robbers.
• Sheriff
The Sheriff is employed by the mayor and is the local representative of
the law. He can deputise citizens to act on his behalf. They can also raise a
posse to organise a man hunt. Out in the wild west the Sheriff is often a
towns only defence against lawlessness and many need to be fast on the
draw.
• Shop Owner
There are, broadly speaking, two types of shop owners. The general store
owner is found throughout the west and is as likely to buy as to sell. They
stock anything and everything they can get their hands on. The other is a
specialist shop owner. These act almost like importers and commissioners
of work. They are specialists in their individual fields and often have
correspondence contacts all over the world.
• Showgirl
Showgirls need to be able to entertain, sing, dance and entice. At the
same time, they need to be able to defuse explosive situations and to look
after themselves.
• Native Americans
The women of the Native American tribes need to be effective food
gatherers, nomadic livestock farmers, as well as running the village and
their homes. While the men are hunting bison or buffalo, most other tasks
fall on the women. Each Native American nation has its own distinct
identity. See Different Nations on page XX for more information on the
identities.
• Tanner
Leather is one of the resources that the West has in abundance. It is vital
in creating saddles, chaps, holsters and all manner of tough clothing.
Tanners can prepare hides and turn them in to leather, and turn leather
into all sorts of goods.
• Teacher
Teaching is one of the few professions open equally to men and women at
this time. Teachers are well versed in all subjects as most small towns
have but one school, of one class, and one teacher. The most important
skills are, of course, reading and writing.
• Thief
Thieves are different from outlaws. Outlaws are wanted men and women,
most often for murder. Thieves are proficient at stealing things, most often
without violence. Petty thieves could be simple street robbers, to much
more sophisticated cat burglars, to the classic train robbery!
• Tracker
Trackers are at home in the wilds and can track men and animals over the
roughest of terrain. Trackers often lived with Native Americans to learn the
ways of the local wildlife in the regions. Trackers often became valuable to
law enforcers carrying out a man hunt.
• Trapper
Trappers are akin to trackers and there is a lot of cross over. Trappers
make their living trapping animals for their skins and pelts. They collect
these skins and pelts over a season before travelling to a town or trading
post to sell the pelts. Trappers are very capable of surviving alone in the
wild for long periods.
• Traveling Salesman
Travelling salesmen crisscross the west bringing the latest inventions and
innovations to the new communities as they spring up. They make
extensive use of the railroad to travel as well as the stage coach network.
• Vagrant
Vagrants travel from town to town, sometimes riding the railroad. They
are often part of a transient work force picking up occasional days’ work
here and there but others are just alcohol soaked and broken men.
• Warrior/Brave
The men of the Native American people. They are also fearless hunters
who follow the bison/buffalo along their migration routes and bring them
down with spear, arrow or rifle. In addition, they are the defenders of the
tribe from other tribes and the European invaders. Skilled in hunting,
tracking, riding, archery and hand to hand combat. See the chapter on
Native American nations for more on each distinct Nation.

Most characters will want combat skills. These are derived from the
character’s occupation. If a character can shoot a pistol, they can shoot
and all pistols and revolvers. If they can use a rifle, they can use all rifles.
A Native American tribal warrior or chief will be able to use all the
traditional weapons of their tribe.

All characters have a natural observation skill. This is the ability to spot
clues, identify hidden doors, switches and so on, or spot a hidden enemy
or ambush. All characters can naturally do this and can apply their full
characteristic scores to perception or observation rolls. The characteristic
used will vary from situation to situation, however. If the character wants
to spot if someone is lying, they would use Empathy. If they wanted to
spot a hidden track, they would use Logic.

TIP: If you are running the adventure, as the Game Master, and a
particular clue is essential for your adventure to proceed, do not use an
observation card draw to find the clue. A failed skill check could
completely derail your adventure. You can deal a card to see how quickly
the clue is found or who found the clue first as this engages the players
and ensures the clue is found.

Backstory
A character’s backstory can be a single paragraph or several. All that it
needs to achieve is to explain the combination of occupations and how the
character got to where the game begins. Some players like to write
expansive backstories but this is not necessary. The GM should be the last
word on your backstory. Sometimes the GM will offer suggestions or make
changes to your backstory to fit in their version of the Old West and to
help tie the PCs together.
BUY EQUIPMENT
The player will want to buy equipment for the PC. All characters are
assumed to own the clothes they stand up in, one weapon most suitable
to their profession, and the tools of their trade. For more information on
Tools of the Trade see page XX

The GM should deal each player two cards. If anyone draws a Joker they
can count it as $100 or add it to their joker tally, but not both. Each
character starts with $50 plus the sum of the two cards they have just
been dealt.

There is a range of equipment available in Chapter 3: Equipment. After


buying equipment, the remaining money should be recorded on the
Character Record.

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