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Fantasy D E A D † W E S T - CHARACTERS

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One group's struggle to save the world.
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Hell0NHighWater

Queen of Hell
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[column=span1][border=#4d0000 10px solid][bg=#FFFFFF][center][font=Special Elite][size=30]D E A D † W E S T [/size][/font][/center][/bg][/border][/column]
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[FONT=Oswald][size=30]❝[/size]Put a defining quote here; something they'd say, or maybe just something fun to illustrate their personality[size=30]❞[/size][/font][/div]

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(Put your character image here! Try for a tall picture if you can.)
[IMG]https://i.pinimg.com/originals/09/e6/ef/09e6ef4e7287498120a88b92c49f6f7f.gif[/IMG]

[FONT=Special Elite]Theme: (if you'd like to add a character theme song feel free otherwise delete this) [url=] Song Name [/url][/font]
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(Comment: You do not have to use this CS template. However you want to make your CS if fine by me as long as it has the basic info.)
[FONT=Special Elite][size=18][center][b]Character † Name[/b][/center][/size][/font][size=18][center][/center][/size][font=Oswald]
[b]Class :[/b] (choose 1) [spoiler=classes][color=#000]Agent—*Required to have Veteran o' the Dead West* The shadowy Agency is the Union’s answer to the mysterious occurrences some say are happening in the world. Its Agents are a secretive lot, and do not share information outside their ranks if they can avoid it, not even with the local law. This Edge is for full-time Agents beholden to the Agency. Other characters may work for the Agency on a part-time “troubleshooter” basis, but only those who work for the Agency every minute of every day of their lives until they retire (rarely) or die (much more common) should take this Edge. Agents are expected to spy on the enemies of the Union, seek out and contain, destroy, or capture weird creatures, and generally follow the orders handed down to them by the Agency itself. These secretive servants of the Union have jurisdiction anywhere within its borders, but are expected not to reveal their credentials except under extreme and desperate circumstances. Agents receive a free Gatling pistol and +1 to Guts checks. Agents are simply ranked as Grade 0 through 5. Grade 6 is reserved for the legendary leader of the Agency, the “Ghost,” though rumors of his recent demise are widely circulated. Agent characters begin at Grade 0, and test for promotion upon the completion of each assignment or the destruction of some great evil (GM’s call). Pay is $40 per month at Grade 0, though Agents have access to more funds on a temporary and returnable basis. Agents also have access to exclusive wears and equipment.

Arcane Background (Magic & Miracles)—Magic in the Dead West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from the dark spirits of the West, who are rarely willing to give up easily. Hucksters envision these duels of will as card games, and the best are capable of amazing powers. It is rumored that others tread even darker paths, and harness the power of blood magic. Note: Players cannot dabble in blood magic at this time. 
Certain characters can call upon the power of their deity (or deities) for aid. In the Dead West, these pious souls are called the blessed. Blessed are nuns, priests, or even average but (relatively) pure-hearted folks blessed by a divine entity. Though rare in the West, there are also blessed imams, Buddhist monks, and others of faith running around with higher powers covering their holy backsides. When these folks behave themselves, they can sometimes invoke miracles to help them fight the evils of the Dead West. 
Shamans are Indian holy men and women, and keepers of tribal medicine. Their power comes from bargains with the demanding spirits of the natural world. When these medicine men honor the nature spirits, they can accomplish amazing feats that make even the most doubting Thomas tremble.
Note: Hucksters/Hexslingers, Shaman, and Blessed have different edges than everyone else so if you are interested in playing one of these types of characters let me know and I'll give you a list of the edges I have.

Arcane Background (Weird Science)—Adherents to the principles of New Science (called Mad Scientists by most) build weird and wonderful devices, machines which often seem to defy the very laws of reality. Most every such inventor (or at least the successful ones) rely on ghost rock to power their inventions in some fashion, unfortunately continued exposure to ghost rock leads to insanity but that's a small side effect in the face of true discovery! The good news is that mad scientists gain an extra 5 skill points, the bad news is that in every combat situation there's a chance that your contraption explodes, erupts, or otherwise breaks in the most spectacular and injurious manner possible. (Remember, this ghost rock is volatile stuff—the work of demons, if you believe what you hear.)

Texas Ranger—*Required to have Veteran o' the Dead West* The South uses the Texas Rangers to police its interior. These hardened men/women hunt the High Plains and other regions for outlaws, bandits, deserters, and Union spies. The Tombstone Epitaph claims that, like the Agency, they are tasked with seeking out stranger prey as well, but only crackpots believe these bedtime stories, right?Rangers advance along military ranks, but always start as privates. Ranger privates are given a badge (giving them +2 speech to those who respect its authority, and jurisdiction over all civilians of the Confederacy), a copy of Fugitives from Justice (giving them +2 to Law-based speech checks), and a general direction to mosey toward. Pay is slightly higher for the Rangers than for their Union counterparts, but Rangers of all ranks are expected to handle things themselves according to the old creed: “One riot, one Ranger.” On the completion of every encounter with outlaws or other weirdness, the Ranger must report in and the GM can check for promotion.

You can also be a solider, shaman, bounty hunter, blessed, outlaw, etc. The possibilities are endless, so if you don't like these go ahead and create your own!
  [/color][/spoiler]
[b]Rank :[/b] (Only applicable if Ranger, Agent, or Soldier. If Ranger/Agent you start at Private/Grade 0)
[b]Traits :[/b]|Agility|  |Smarts|  |Spirit|  |Strength|  |Vigor|
    [color=#fff]xxxxxxxxxxx[/color]5[color=#fff] xxxxxxx[/color]5[color=#fff] xxxxxx[/color]5[color=#fff] xxxxxxx[/color]5[color=#fff]  xxxxxxx[/color]5
(Comment: You have 5 points to add wherever you'd like or you can take away some points and put them in other categories, but at the end of the day you should have a total of 30pts. TBH these stats are really just for me, for the most part you won't have to worry about them. Agility influences things like sneak and your character's movement. Smarts is a no-brainer heh-heh. Speech Modifiers are applied to Smarts. Spirit is basically your resilience to all those oogie-boogies out there, your Guts if you will, and your connection to the Hunting Grounds. Shaman specifically should have a high spirit number. Strength is how much your character can carry, lift, etc. Combat modifiers are applied to Strength. Vigor is basically how much damage your character can take before kicking the bucket.)
[b]Hindrance:[/b] (required: 1 however if you'd like to take 2, your character gains an extra skill point or $250)
[spoiler=Hindrances][color=#000]Ailin’ (Minor or Major)—Medicine is a rudimentary science on the wild frontier, and there are worse ways to die than a severe case of lead poisoning. This Hindrance is reserved for ailment-ridden heros with a cold grave in their near future. Your hero has a reservation with the undertaker. It’s just not been confirmed yet. The cause of his/her future demise is something like consumption (tuberculosis), diabetes, or cancer. This Hindrance gives a (-1) to all combat rolls if minor and a (-2) if major. 

Bad Dreams (Major)—Your hero doesn’t sleep well. In fact, the Land of Nod is a constant nightmare for him/her. He/She tosses and turns like a demon on a rack, and likely keeps everyone within a dozen yards awake with their nightly torment. (-2 to all speech checks on account of your hero being so damn tired all the time).

Grim Servant o’ Death—Your hero’s a killer. His/Her family’s probably pushing daisies, their enemies are worm food, and even a few of their friends have holes in them that are suspiciously the same caliber as their very own shootin’ iron. (-2 to all speech checks & -2 to reputation with all factions, but +1 to all combat however any attack roll that comes up a 1 (regardless of the result of any modifier) automatically hits the nearest friendly character in sight—whether they’re in the line of fire or not. Other players’ characters are always first choice, but an allied Extra will do in a pinch.)

Wanted—Whether or not your hero did something wrong, the law thinks they did! Their face is on posters all over the territory, and maybe further afield too. The nature of the crime and the Marshal’s sense of “sport” determines how far and wide the charges may have circulated, but someone somewhere is looking for you. (-1 to all speech check rolls if minor, -2 if major)

Don't like any of these? You can make your own hindrance! Just give it a name and a description like the ones featured above!

[/color][/spoiler]
[b]Edge :[/b] (required: 1 | more edges will become available as characters get stronger)
[spoiler=Edges][color=#000]
Tale Teller—A good storyteller not only entertains, he gives hope and comfort as well. Sodbusters and saddletramps in the Dead West can use all the hope and comfort they can find. I don’t want to say too much, but good tale tellers are critical to saving the world. What? The world needs saving? You bet it does. You’ll discover why eventually. In the meantime, know that spreading the tales of your posse’s derring-do is far more important in the grand scheme of things than the ability to fire a gun or ride a bronco. So if you do something amazing, bucko, tell people about it! When making a speech roll to tell the tale of his posse’s exploits, an orator with this Edge gains a +2 bonus. Furthermore, where most tale tellers bungle the story when they roll a 1, your hero does so only on a roll of snake eyes. When a tale teller successfully lowers a Fear Level, he gets an extra edge. The more edges you have, the more powerful the character.

Veteran o’ the Dead West—So you want to be a hero, huh? A big, tough, experienced hero? No problem. Just check your sanity at the door, because those who have already been around the cactus a few times have seen things that would stop most men’s tickers. And as a result, they ain’t the same as they used to be! Veterans o’ the Dead West begin play at Seasoned (or one Rank higher than the rest of the posse), which means they gain an extra edge! There’s a price, though. And the results can be quite extreme—from maiming to insanity. GM has the details.

Rebel Yell—*hero must be from the CSA* The blood-curdling Rebel Yell has terrified Yankees and emboldened Confederates. Sure, the shooting has mostly stopped now, but feelings run pretty deep on both sides and, when the blood is up, this war cry can still elicit the same responses. When used, the Reb may make an Intimidation roll against all targets in an area (as opposed to a single victim as usual). Every creature within the proximity of the hero must roll against the character’s Intimidation total.

True Grit—Some folks just seem to exude toughness, and your hero is one of them. The horrors of life in the Dead West don’t faze this hombre. They've got gravel in their gut and ice water running through their veins. Your hero’s cool demeanor gives them +1 to all Guts checks.

Martial Arts—You’ve trained in martial arts or boxing, or learned to street fight really dirty. Your character’s body is a finely honed weapon so, even when your hero fights unarmed, they are considered armed. In addition, opponents in melee combat never benefit from any gang-up bonus against your hero

Duelist—Your hero is a deadly gunfighter, and most anyone foolish enough to face them in a duel at High Noon is likely to wind up in the boneyard by sunset. In a duel, this hero receives an extra +5 to combat rolls and +2 in regular combat rolls.

Snakeoil Salesman—With honey-dewed lips that weave lies and fabrications like they were the Gospel truth, this smooth talker could sell salt to the Mormons and buffalo hides to Natives. The character gains a +3 bonus to all speech checks. They can also use their forked tongue to initiate a Persuasion Test of Will, opposed by the target’s Smarts.

Knack—*This Edge should only be taken during character creation (unless there is a good reason for the hero to “discover” their latent powers at a later date)*
The Dead West is a superstitious place, where rumor and old wives’ tales abound. Just occasionally, though, these folk tales contain a germ of truth. A knack is just that—folklore come true. Well, now you get to choose one of the special events that coincided with the time of your birth. Each one gives you access to a special ability. 
Bastard: Well, that’s what your hero is. Not the mean ornery kind, but the fatherless kind. A child born out of wedlock is said to be able to see the unseen. Your character able to see invisible critters, or those that supernaturally blend in with their surroundings.
Born on All Hallow’s Eve: They say the King of Halloween favors those born on his day of mischief, and grants them a greater understanding of the arcane world. As one of these rascals, your hero can only choose Magic and Weird Science Arcane Backgrounds. If you’ve already set your heart on a different Arcane Background, you’ll have to choose another knack. Note that if you take this Knack as a Mad Scientist you can avoid dementia as a result of taking the New Powers Edge. A huckster with this knack can preform a hex even if they don't have the cards.
Born on Christmas: A babe born on Christmas is particularly resistant to arcane effects powered by evil spirits. As such, your hero can only use Miracles and Shamanism Arcane Backgrounds. If you wanted to take a different Arcane Background, this isn’t the knack for you. When targeted by a power from any other Arcane Background, a hero with this knack can negate the effect and force the caster to make another combat roll at disadvantage (–4) or be Shaken.
Breech Birth: A baby born butt-first is said to have the uncanny ability to heal injuries. Your hero is just such a person and can use the Greater Healing power. They don’t need to roll, they just do it.
Seventh Son: Your hero is fated for greatness; their legend will loom large in the Dead West. This hombre has the ability to control fate. (See GM for details)

Don't like any of these? You can make your own edge! Just give it a name and a description like the ones featured above!

[/color][/spoiler]
[b]Race :[/b]Humans are the only race allowed in Dead West. You can choose any ethnicity you like. Despite the general lawlessness of the West—or perhaps because of it—folks from around the world flock to America in pursuit of a better life. NOTE: You cannot make Harrowed characters at this time.
[b]Age :[/b]If they're a kid, be aware they will be weaker than other characters. 
[b]Gender :[/b]
[b]Sexuality :[/b]
[b]Personality :[/b]Just a short description. Can be bullet points or a full paragraph, it's whatever floats the boat.
[b]Physical Description :[/b]Do they have scars? Tattoos? Look like one of those damn tumbleweeds? Let me know a bit more beyond the picture.
[b]Starting Weapon :[/b]Everyone starts with a basic, cheap, weapons. A crappy pistol, a rusty knife, a frying pan, shit you could try to beat someone with a cactus if you really want. Just no uber powerful weapons of the gods...[i]yet[/i].(Agents automatically start with a Gatling Pistol and Rangers start with a Winchester Rifle)
[b]Gear :[/b]Each hero starts with the clothes on his/her back and $250 (currency is expanded on in the discord page)
[b]Brief Backstory :[/b]Runnin' and gunnin'—make it quick.

[b]Longer Bio :[/b]We got all day partner, go crazy if you'd like.
[b]Misc Info :[/b]Important character info that doesn't fit anywhere else, optional.

[b]Worst Nightmare :[/b]Finally, think a bit on what really scares your hero. What’s he/she afraid of and why? Now think about what kind of dream makes him/her wake up with the cold sweats at night. Got it? Good, good, now write it down. 

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D E A D † W E S T
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Put a defining quote here; something they'd say, or maybe just something fun to illustrate their personality[/div]

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(Put your character image here! Try for a tall picture if you can.)
09e6ef4e7287498120a88b92c49f6f7f.gif


Theme: (if you'd like to add a character theme song feel free otherwise delete this) Song Name
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(Comment: You do not have to use this CS template. (The Code is at the top) However you want to make your CS if fine by me as long as it has the basic info.)
Character † Name

Class : (choose 1)
Agent—*Required to have Veteran o' the Dead West* The shadowy Agency is the Union’s answer to the mysterious occurrences some say are happening in the world. Its Agents are a secretive lot, and do not share information outside their ranks if they can avoid it, not even with the local law. This Edge is for full-time Agents beholden to the Agency. Other characters may work for the Agency on a part-time “troubleshooter” basis, but only those who work for the Agency every minute of every day of their lives until they retire (rarely) or die (much more common) should take this Edge. Agents are expected to spy on the enemies of the Union, seek out and contain, destroy, or capture weird creatures, and generally follow the orders handed down to them by the Agency itself. These secretive servants of the Union have jurisdiction anywhere within its borders, but are expected not to reveal their credentials except under extreme and desperate circumstances. Agents receive a free Gatling pistol and +1 to Guts checks. Agents are simply ranked as Grade 0 through 5. Grade 6 is reserved for the legendary leader of the Agency, the “Ghost,” though rumors of his recent demise are widely circulated. Agent characters begin at Grade 0, and test for promotion upon the completion of each assignment or the destruction of some great evil (GM’s call). Pay is $40 per month at Grade 0, though Agents have access to more funds on a temporary and returnable basis. Agents also have access to exclusive wears and equipment.

Arcane Background (Magic & Miracles)—Magic in the Dead West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from the dark spirits of the West, who are rarely willing to give up easily. Hucksters envision these duels of will as card games, and the best are capable of amazing powers. It is rumored that others tread even darker paths, and harness the power of blood magic. Note: Players cannot dabble in blood magic at this time.
Certain characters can call upon the power of their deity (or deities) for aid. In the Dead West, these pious souls are called the blessed. Blessed are nuns, priests, or even average but (relatively) pure-hearted folks blessed by a divine entity. Though rare in the West, there are also blessed imams, Buddhist monks, and others of faith running around with higher powers covering their holy backsides. When these folks behave themselves, they can sometimes invoke miracles to help them fight the evils of the Dead West.
Shamans are Indian holy men and women, and keepers of tribal medicine. Their power comes from bargains with the demanding spirits of the natural world. When these medicine men honor the nature spirits, they can accomplish amazing feats that make even the most doubting Thomas tremble.
Note: Hucksters/Hexslingers, Shaman, and Blessed have different edges than everyone else so if you are interested in playing one of these types of characters let me know and I'll give you a list of the edges I have.

Arcane Background (Weird Science)—Adherents to the principles of New Science (called Mad Scientists by most) build weird and wonderful devices, machines which often seem to defy the very laws of reality. Most every such inventor (or at least the successful ones) rely on ghost rock to power their inventions in some fashion, unfortunately continued exposure to ghost rock leads to insanity but that's a small side effect in the face of true discovery! The good news is that mad scientists gain an extra 5 skill points, the bad news is that in every combat situation there's a chance that your contraption explodes, erupts, or otherwise breaks in the most spectacular and injurious manner possible. (Remember, this ghost rock is volatile stuff—the work of demons, if you believe what you hear.)

Texas Ranger—*Required to have Veteran o' the Dead West* The South uses the Texas Rangers to police its interior. These hardened men/women hunt the High Plains and other regions for outlaws, bandits, deserters, and Union spies. The Tombstone Epitaph claims that, like the Agency, they are tasked with seeking out stranger prey as well, but only crackpots believe these bedtime stories, right?Rangers advance along military ranks, but always start as privates. Ranger privates are given a badge (giving them +2 speech to those who respect its authority, and jurisdiction over all civilians of the Confederacy), a copy of Fugitives from Justice (giving them +2 to Law-based speech checks), and a general direction to mosey toward. Pay is slightly higher for the Rangers than for their Union counterparts, but Rangers of all ranks are expected to handle things themselves according to the old creed: “One riot, one Ranger.” On the completion of every encounter with outlaws or other weirdness, the Ranger must report in and the GM can check for promotion.

You can also be a solider, shaman, bounty hunter, blessed, outlaw, etc. The possibilities are endless, so if you don't like these go ahead and create your own!
Rank : (Only applicable if Ranger, Agent, or Soldier. If Ranger/Agent you start at Private/Grade 0)
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
xxxxxxxxxxx5 xxxxxxx5 xxxxxx5 xxxxxxx5 xxxxxxx5
(Comment: You have 5 points to add wherever you'd like or you can take away some points and put them in other categories, but at the end of the day you should have a total of 30pts. TBH these stats are really just for me, for the most part you won't have to worry about them. Agility influences things like sneak and your character's movement. Smarts is a no-brainer heh-heh. Speech Modifiers are applied to Smarts. Spirit is basically your resilience to all those oogie-boogies out there, your Guts if you will, and your connection to the Hunting Grounds. Shaman specifically should have a high spirit number. Strength is how much your character can carry, lift, etc. Combat modifiers are applied to Strength. Vigor is basically how much damage your character can take before kicking the bucket.)
Hindrance: (required: 1 however if you'd like to take 2, your character gains an extra skill point or $250)
Ailin’ (Minor or Major)—Medicine is a rudimentary science on the wild frontier, and there are worse ways to die than a severe case of lead poisoning. This Hindrance is reserved for ailment-ridden heros with a cold grave in their near future. Your hero has a reservation with the undertaker. It’s just not been confirmed yet. The cause of his/her future demise is something like consumption (tuberculosis), diabetes, or cancer. This Hindrance gives a (-1) to all combat rolls if minor and a (-2) if major.

Bad Dreams (Major)—Your hero doesn’t sleep well. In fact, the Land of Nod is a constant nightmare for him/her. He/She tosses and turns like a demon on a rack, and likely keeps everyone within a dozen yards awake with their nightly torment. (-2 to all speech checks on account of your hero being so damn tired all the time).

Grim Servant o’ Death—Your hero’s a killer. His/Her family’s probably pushing daisies, their enemies are worm food, and even a few of their friends have holes in them that are suspiciously the same caliber as their very own shootin’ iron. (-2 to all speech checks & -2 to reputation with all factions, but +1 to all combat however any attack roll that comes up a 1 (regardless of the result of any modifier) automatically hits the nearest friendly character in sight—whether they’re in the line of fire or not. Other players’ characters are always first choice, but an allied Extra will do in a pinch.)

Wanted—Whether or not your hero did something wrong, the law thinks they did! Their face is on posters all over the territory, and maybe further afield too. The nature of the crime and the Marshal’s sense of “sport” determines how far and wide the charges may have circulated, but someone somewhere is looking for you. (-1 to all speech check rolls if minor, -2 if major)

Don't like any of these? You can make your own hindrance! Just give it a name and a description like the ones featured above!

Edge : (required: 1 | more edges will become available as characters get stronger)

Tale Teller—A good storyteller not only entertains, he gives hope and comfort as well. Sodbusters and saddletramps in the Dead West can use all the hope and comfort they can find. I don’t want to say too much, but good tale tellers are critical to saving the world. What? The world needs saving? You bet it does. You’ll discover why eventually. In the meantime, know that spreading the tales of your posse’s derring-do is far more important in the grand scheme of things than the ability to fire a gun or ride a bronco. So if you do something amazing, bucko, tell people about it! When making a speech roll to tell the tale of his posse’s exploits, an orator with this Edge gains a +2 bonus. Furthermore, where most tale tellers bungle the story when they roll a 1, your hero does so only on a roll of snake eyes. When a tale teller successfully lowers a Fear Level, he gets an extra edge. The more edges you have, the more powerful the character.

Veteran o’ the Dead West—So you want to be a hero, huh? A big, tough, experienced hero? No problem. Just check your sanity at the door, because those who have already been around the cactus a few times have seen things that would stop most men’s tickers. And as a result, they ain’t the same as they used to be! Veterans o’ the Dead West begin play at Seasoned (or one Rank higher than the rest of the posse), which means they gain an extra edge! There’s a price, though. And the results can be quite extreme—from maiming to insanity. GM has the details.

Rebel Yell—*hero must be from the CSA* The blood-curdling Rebel Yell has terrified Yankees and emboldened Confederates. Sure, the shooting has mostly stopped now, but feelings run pretty deep on both sides and, when the blood is up, this war cry can still elicit the same responses. When used, the Reb may make an Intimidation roll against all targets in an area (as opposed to a single victim as usual). Every creature within the proximity of the hero must roll against the character’s Intimidation total.

True Grit—Some folks just seem to exude toughness, and your hero is one of them. The horrors of life in the Dead West don’t faze this hombre. They've got gravel in their gut and ice water running through their veins. Your hero’s cool demeanor gives them +1 to all Guts checks.

Martial Arts—You’ve trained in martial arts or boxing, or learned to street fight really dirty. Your character’s body is a finely honed weapon so, even when your hero fights unarmed, they are considered armed. In addition, opponents in melee combat never benefit from any gang-up bonus against your hero

Duelist—Your hero is a deadly gunfighter, and most anyone foolish enough to face them in a duel at High Noon is likely to wind up in the boneyard by sunset. In a duel, this hero receives an extra +5 to combat rolls and +2 in regular combat rolls.

Snakeoil Salesman—With honey-dewed lips that weave lies and fabrications like they were the Gospel truth, this smooth talker could sell salt to the Mormons and buffalo hides to Natives. The character gains a +3 bonus to all speech checks. They can also use their forked tongue to initiate a Persuasion Test of Will, opposed by the target’s Smarts.

Knack—*This Edge should only be taken during character creation (unless there is a good reason for the hero to “discover” their latent powers at a later date)*
The Dead West is a superstitious place, where rumor and old wives’ tales abound. Just occasionally, though, these folk tales contain a germ of truth. A knack is just that—folklore come true. Well, now you get to choose one of the special events that coincided with the time of your birth. Each one gives you access to a special ability.
Bastard: Well, that’s what your hero is. Not the mean ornery kind, but the fatherless kind. A child born out of wedlock is said to be able to see the unseen. Your character able to see invisible critters, or those that supernaturally blend in with their surroundings.
Born on All Hallow’s Eve: They say the King of Halloween favors those born on his day of mischief, and grants them a greater understanding of the arcane world. As one of these rascals, your hero can only choose Magic and Weird Science Arcane Backgrounds. If you’ve already set your heart on a different Arcane Background, you’ll have to choose another knack. Note that if you take this Knack as a Mad Scientist you can avoid dementia as a result of taking the New Powers Edge. A huckster with this knack can preform a hex even if they don't have the cards.
Born on Christmas: A babe born on Christmas is particularly resistant to arcane effects powered by evil spirits. As such, your hero can only use Miracles and Shamanism Arcane Backgrounds. If you wanted to take a different Arcane Background, this isn’t the knack for you. When targeted by a power from any other Arcane Background, a hero with this knack can negate the effect and force the caster to make another combat roll at disadvantage (–4) or be Shaken.
Breech Birth: A baby born butt-first is said to have the uncanny ability to heal injuries. Your hero is just such a person and can use the Greater Healing power. They don’t need to roll, they just do it.
Seventh Son: Your hero is fated for greatness; their legend will loom large in the Dead West. This hombre has the ability to control fate. (See GM for details)

Don't like any of these? You can make your own edge! Just give it a name and a description like the ones featured above!

Race :Humans are the only race allowed in Dead West. You can choose any ethnicity you like. Despite the general lawlessness of the West—or perhaps because of it—folks from around the world flock to America in pursuit of a better life. NOTE: You cannot make Harrowed characters at this time.
Age :If they're a kid, be aware they will be weaker than other characters.
Gender :
Sexuality :
Personality :Just a short description. Can be bullet points or a full paragraph, it's whatever floats the boat.
Physical Description :Do they have scars? Tattoos? Look like one of those damn tumbleweeds? Let me know a bit more beyond the picture.
Starting Weapon :Everyone starts with a basic, cheap, weapons. A crappy pistol, a rusty knife, a frying pan, shit you could try to beat someone with a cactus if you really want. Just no uber powerful weapons of the gods...yet.(Agents automatically start with a Gatling Pistol and Rangers start with a Winchester Rifle)
Gear :Each hero starts with the clothes on his/her back and $250 (currency is expanded on in the discord page)
Brief Backstory :Runnin' and gunnin'—make it quick.

Longer Bio :We got all day partner, go crazy if you'd like.
Misc Info :Important character info that doesn't fit anywhere else, optional.

Worst Nightmare :Finally, think a bit on what really scares your hero. What’s he/she afraid of and why? Now think about what kind of dream makes him/her wake up with the cold sweats at night. Got it? Good, good, now write it down.


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Juliet † McCrae

Class :Texas Ranger
Outlaw

Rank : Sergeant
Technically she has no rank

Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
xxxxxxxxxxx8 xxxxxx8(-3) xxxx6 xxxxx4(+3) xxxx5

Hindrance: Bad Dreams |
Wanted: Murder
| Phobia: Spiders
Edge : Veteran o’ the Dead West | Duelist

Race :Human
Age :25
Gender :Female
Sexuality :Bisexual
Personality : Spontaneous, competitive but insecure, courageous but reckless, honest but tactless, and utterly pig-headed.
Physical Description :At 5'5", Juliet is a pretty little thing with long blonde hair and hazel eyes. Most folks glance at this freckled pixie and think her unassuming—just another harmless prospector or tavern girl—and that's usually the last mistake they'll ever make. She may not look strong, but she'll shoot you faster than you can make some sort of stupid comment.
Starting Weapon :Winchester ’73 rifle with 20 rounds and an Army pistol with 20 rounds.
Gear :$250, Canteen, food rations, bedroll, and a horse named Houdini.
Brief Backstory :Traumatic childhood led to extremely poor decisions, which yielded even worse decisions, but then someone helped her through it and it was okay for a while—until it wasn't. Now she has to take up some stupid white knight crusade, gather a posse, and save what's left of the world.

Longer Bio :Juliet Rose McCrae was born and raised in a small town in the middle of nowhere Texas. Life was tough, every day was a constant struggle to survive between the Apache raiders, the harsh climate, and the constant threat of invasion from Mexico, but she and her family had made do. As a young girl she dreamed of going off on adventures, exploring the West, and embracing the freedoms of a lawless land. Those dreams were often encouraged by her older brother who, after refusing to become a cattle rancher like their step-father, took up company with a known band of outlaws. After the Great Quake of '68 and the untimely death/disappearance of her brother, Juliet wasn't far behind him and was soon infatuated with the life of an Outlaw.

By the time she was sixteen, the law wasn't exactly her friend. She drank, stole, gambled, and did practically every foul activity under the sun. It wasn't until a man named August Hays entered her life that everything began to change. She often joked that it was arrest at first sight, as he had been the one to throw her in a cell after a night spent in a drunken stupor. He was a young Ranger from San Antonio, a man of great character and an even softer heart. Despite their natural opposition, their romance was like any young love and although Juliet's refusal to completely straighten herself out was the source of many fights—they were happy. At least until someone shot him like a dog and left his bones to rot in the desert. Juliet swore revenge, but in order to get revenge she would need resources, information. The Rangers were the obvious choice and after going through August's things she found a book: The Ranger's Bible. It was then that she realized she might not have known August as well as you thought. You see, the book had pieces of the Ranger's illusive 13th chapter which contained detailed accounts of something known as The Reckoning.

Juliet hadn't done much right in her life, but after knowing what was happening to the world she couldn't just go back to how things were. She made the decision to head to Dodge City, find a man by the name of Coot Jenkins, and gather a group to stop the Reckoners. But who would listen to an ex-Outlaw from middle-of-nowhere Texas? No one. But a Ranger from San Antonio? Well...the whole damn Confederacy would listen to that.

Misc Info :Likes: whiskey, cussing, feeling free, dogs, guns, and pretty dresses. | Dislikes: Authority, nagging, spiders, misogynists, and cannibalism

Worst Nightmare :She isn't much of a fan in the way of spiders and believes that the world would be a much better place without them, but that isn't really her biggest fear. The thing that she fears the most is not only fading to obscurity, but being locked away where no one will ever find her. Things like being buried alive and being forgotten about or being tied up and left to rot in the Mojave. Alone, starving, and no one gives a shit.



FC: Sadie Adler—RDR2//Sharon Stone—The Quick and the Dead(1995)

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"Ummmmmm........Im sure it's working fine, just ignore the gouts of flame coming out it's side."
Name:Robert McMahon "prefers to be called Bobby or bob and introduces himself as such."
Picture:
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Class:Mad scientist.
Race:Human(Irish/Scottish)
Traits:Agility-7|Smarts-15| Strength-4| Vigor-4| Spirit-5
Hindrance: Wanted-For the crime of graverobbing.
Edge:Knack-borne on all hallows eve. Alchemist-Can make potions.
Gear: Basic backpack, $250, Tools, canteen, old engineering books, old biology books, old chemistry books, Doctor Jekals note book. Tent, bed roll, scavenged Chemistry set.
Age: 24
Gender: Male
Sexuallity:straight
Personality: Robert is a strange man to say the least. He has a fascination for plants and how they interact with ghost rock powder. He is extremely loyal to those he calls friends. He has a kind heart but is a bit moraly ambiguous, for example if he had to kill an innocent to save his friends he will, thought he won't enjoy it.
Physical description: Robert is 6ft 9in tall but is very skinny. He has scars all over his body. He wears a pair of brown pants a grey button up long sleeved shirt and a stained lab coat with lots of added pockets.
Starting weapon: Cactus- a two foot tall cactus that is is unusually sturdy. Its roots have grown into the shape of a crude handle.(one of his experiments.)
Brif Background: Robert's early years could only be described as hell. His father was a well known and famous inventor/Doctor who went by the name Jekal McMahon. What his admires didn't know was that he was an abusive father and husband. Well it goes without saying that he ran the first chance he got. He learned his trade by himself and from what books he had stolen from his father.
Longer Bio: Robert was born and raised in Dodge City borne to a wealthy and famous Doctor and inventor Jekal Mcahon. Jekal is loved by many and seen as a kind and generous man. He runs one of the best and cheapest clinics around and has created a verity of different industrial inventions. Now behind closed doors is a different story. Jekal is really a crule and cunning devil. He use's his clinic to lure people in and put them at ease before injecting them with a serum that caused them to appear dead. Then he ships them to his house secretly and wakes them up with another serum. He then tests his "special" inventions on them. These inventions are instruments of pain that would make even the toughest pale at seeing. Not even his own family was safe from his twisted hobby, though he was careful not to leave any scars where the public could see. It was on Robert's 14th birthday that he got his chance to escape as one of his fathers machines malfunctioned and started a fire just as he was leading him to a familiar door. As his fathers ran to put out the fire Robert ran and grabbed whatever he could from his room and his fathers study. It was tough out on the streets but compared to what he ran from it was a much better life. He earned what little cash he could tinkering and brewing tonics using the few books he stole to teach himself about wired science. Soon he had grown up into a man and had almost forgot about his old life, almost but not quite. He still regrets not taking his mom with him and has sworn that one day he'll save her and give his dad the slow death he deserves.

Misc:
Worst fear: Roaches-He has had many bad experiences with them growing up. Especially after a swarm got into his stash of ghost rock powder.


 
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Ryan † Lonnady


Class : Pit Fighter - Ryan's a veteran of a different kind of battlefield, the Junkyard. He's killed more men than he cares to remember, using everything from bottles to knives to guns to axes to his own two hands, and he's a brutal sort when it comes to a fight. While his technique doesn't appear much like a fencer's, he's got the power and speed to lay even the most talented low in a melee.
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Rank : Not quite that kind of fellow.
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
___________ 6 _______ 4 ________ 7 ________ 8 ________ 6

Hindrance:(taking 2 for extra stat)

Doomed to Die:
Ever since things got weird, Ryan's had the same dream each night of what he assumes to be his death in a small Mexican town on August 8th, 1893. He's very recently begun to interpret it as a sign from God to change his wicked ways, and has decided penance is the only way to avoid the grim outcome of that dream. The certain (at least, to him) knowledge of his death has had certain other effects, like giving his eyes a strange morbid twinkle and his posture an all-too-noticeable gloom to it. Other folks don't take easily to Ryan. Despite expecting his death in the far future, Ryan firmly believes he must take great care to keep himself alive in the present to do further penance and to avoid "tamperin' with the details of God's plan for me." (-1 to all social checks)

Bloody Career: Ryan's done a lot of bad deeds, killing and womanizing and boozing and displaying a general wickedness towards his fellow men. His high victory rate in the Junkyard pits has lost a lot of people a lot of money, not to mention the son's he's orphaned and the wives he's widowed. Ryan is very unpopular around Salt Lake City, and many people have a score to settle with him that usually comes at the price of a bullet. Further, when confronted with the human costs of his pit-fighter past (orphaned kids, widowed wives, etc.) he sinks into despair. (-1 Spirit when confronted by past sins until he performs a meaningful act of penance).

Edge : Martial Arts—You’ve trained in martial arts or boxing, or learned to street fight really dirty. Your character’s body is a finely honed weapon so, even when your hero fights unarmed, they are considered armed. In addition, opponents in melee combat never benefit from any gang-up bonus against your hero


Race :French-Irish American
Age :27
Gender :Male
Sexuality :Straight
Personality :Ryan's not the man he used to be, having forsaken brawling and womanizing and booze for a life of something like righteousness. His faith is vague and largely instinctive, as Ryan has never been to a Catholic Mass on account of his self-perceived unworthiness in God's eyes. As such, he mostly tries to live by a few simple rules, most of which are centered on principles like "do good" and "protect others" and what-not. He has also given up his formerly sociable self, becoming a much more reserved, quiet, and somewhat stern version of himself. He still knows how to have fun, but is careful not to let himself be "too happy" and is slow to warm up to new people, though a bit of his old charming self lays hidden down deep, somewhere near-ish to his mostly copper, but slightly golden heart.
Physical Description :Ryan stands at about 6'3 with shoulders made to pound concrete with a deceptive bit of speed for a man his size. His body, unsurprisingly, is covered in scars of varying sizes and colors, though the most prominent is a twelve inch long gash down his torso where his ribcage fended off a particularly dull knife sometime ago. His eyes are brown and dull, almost like a sad dog's, and he keeps a full beard trimmed close but not well.
Starting Weapon :Lumber Axe and a purchased Colt Army Model revolver, 12 bullets.
Gear :Brown pants, grey shirt, leather duster coat, brown hat, $150, black horse named Hope, a steel breastplate, and a pair of thick leather gloves with a steel plate on the back of the hand and metal knuckles bolted on. Few days worth of food and his O'Callan whiskey in a regular looking canteen, besides one filled with water.
Brief Backstory :Ryan grew up in an orphanage in Salt Lake City and once he was free to roam the streets never returned. He spent his adolescence doing labor by day and breaking noses at night in petty brawls in back-alleys, and around 18 graduated to professional blood sport. After beginning to have prophetic dreams of his own doom, he's attempted to straighten out his act and do something good in a poorly informed attempt to save his soul.

Longer Bio :Born, raised badly, and blooded in Salt Lake City, Ryan's been a rough and tough son of a gun since he first sent another kid to the neighborhood doctor at 12 after being robbed of a few copper cents by him and his pals. He spend his adolescence engaging in all manner of delinquent behavior, though he was always quick enough to dodge the police until he was strong enough to beat them down. Though it was early in the times of Reckoning, his time wandering the streets at night gave him an early familiarity with the growing sense of wrong in the world, though his stubborn sense of youthful invulnerability kept him mostly fearless throughout. Some lost years of brawling, drinking, and fornicating later, Ryan re-emerged in the semi-public record in a spectacular way as a muscle-bound juggernaut of pain in the Junkyard's fighting pits.

At 18 he won his first cash prize, and within months he'd scored his first kill in a seedy tavern basement in a no-rules match. He clobbered his way through the amateur fights until getting beaten down by a martial artist from China named Siu Fan, and from the ground Ryan quickly pieced together he wasn't going to make it much further throwing hay-makers. Siu Fan took a liking of sorts to him, and Ryan pledged to throw fights against Siu Fan or avoid them entirely in return for some training. He never quite took fully to the Chinese way of fighting, but he did learn quite a bit about reading body language and where to hit for maximum effect, not to mention some handy weapons skills that kept him alive in the fighting pits for the next 5 years. Siu Fan was something like an older brother, and Ryan can't forgive himself to this day for killing him in a drug-addled haze brought on by a ghost-rock elixir cooked up by some back-alley chemist.

A few months after that damning night, on the six year anniversary of his first victory, some of the Junkyard locals approached him about putting on the biggest show yet. In a drunken stupor, and yearning for death as release from his guilt, Ryan agreed to take on six men armed with melee implements of their choosing, while himself wearing nothing but pants and his custom knuckle dusters with their reinforced gloves. At a warehouse turned small stadium, Ryan's survival instincts took over and he evaded death once again, though the same can't be said for 4 of his opponents that evening. The story is still told some places in Salt Lake of that night, when the street kid turned street legend flowed like water and struck like lightning. Badly wounded despite his success, Ryan was tended to by an amateur surgeon with the use of some painkillers. In his drugged sleep, he again had the dream that had plagued him most of his life, but with the addition of a gunshot to wrap it all up. Upon awaking, he left Salt Lake, not to be heard from for years he spent wandering the West seeking redemption. Redemption for him has come in the form of a badly informed return to religion and putting his axe to good use on all the things around these parts that just aren't quite right.

Misc Info :Ryan's seen enough priests drinking (and Jesus turned water to wine, right?) to know its still okay to have a sip every now and again. He's very secretive about it, but one of his canteens contains an Irish whiskey by the O'Callan family. Its running low, and he'd probably fall in love if it were replenished. He doesn't like taking orders much and, while he takes care of his horse and is quite grateful to her, is privately uncomfortable riding though it only shows to experienced riders. He's handy with a guitar and his voice ain't half bad.

Worst Nightmare :Ryan isn't scared of much, on account of there not being much that he's encountered he doesn't reckon he could kill, but a childhood experience has stuck with him. Early in his adolescence, on his way home from a night's worth of delinquency with some other street urchins, Ryan spotted a pair of yellow eyes leering at him out of the darkness, too big to be an animal he'd ever seen and too menacing to belong to this world. Sometimes, he feels like they're still watching him, waiting until he's racked up just enough black ink on his list of life's deeds to reap his damnable soul. In his more contemplative moments, he likes to think he's really afraid of is finishing his life without having ever been worth something to somebody, and maybe those yellow eyes will turn a softer shade once he's a better man. The mouth beneath the eyes laughs at this vain hope.
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Francis † Alexander


Class : Journalist
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
xxxxxxxxxxx7 xxxxxxx11 xxxxxx3 xxxxxxx4 xxxxxxx5

Hindrance: Ailin(Major)


Edge : Tale Teller (As man who had done everything for the sake of journalism, he would a few tales to tell)


Race :Human (British)
Age :71
Gender : Male
Sexuality : Straight
Personality : Francis is an egotistical man who believes he is the best journalist to ever lived, which is helped my his eccentric and almost daredevil like personality despite his age. He is willing to put himself in crazy and dangerous situations just so he could get some sort of information and develop the best story he could make for the press.
Physical Description :Francis is an ageing man, which is obvious through his wrinkly body and hair filled with grey. It makes him look weak and vulnerable, even adorable in a weird way, but he oddly agile . He was a lanky man who was quite tall, but most of the time he could be seen hunching his back, making him look shorter than he was.
Starting Weapon :A special cane that has a sword embedded inside. The sheath acts as a cover around the sword that allows it to look like a cane.
Gear :Long white pants, a white suit, leather shoes, a white hat(Yeah he sticks out like a sore thumb but he likes it that way), candies, a sliver pocket watch, a notebook and pencil, $250.
Brief Backstory : Francis was born in a rich family and always excelled in terms of academic skill. In his adolescence, instead of pursuing a career on business like his parents, he decides to pursue journalism. As soon as he started, he became well known as being one of the best and craziest journalists in all of Britain, putting himself in unusual and down right dangerous situation to get the best story. In the ripe age of 71, he decided to do one last job, to inform the world about the chaotic life of people from the West. The piece he will write about it would be his greatest and last work once he retires.

Longer Bio :Francis was born and raised in rich family, his father was a clever businessman with his mother being her father's accountant. People rumoured that he was dropped as a baby Francis was...an oddity in his childhood. He excelled in anything academic but he had an irregular social life, he would make weird statements and announce himself every time he entered a room and took interest unconventional things. At first, it was a joke within the family, his parents believing he would grow out of. but his family started to worry that he had some sort of condition as never grew out of his unconventional personality.
While he was swimming at the beach, he was swimming way too far and a massive wave took him. He almost drowned and wouldn't have survived if it weren't for one of the bystanders noticing him and diving in to save his life. Ever since then, he had tried to avoid a large pool of water, fearing that one small mistake would cause him to be engulfed by it and let him drown,
In his adolescence, he continued his academic achievements but also kept his weird personality. In fact, it had gotten more problematic as it would cause him to start fights as people would often find him extremely annoying. In these times he decided to pursue journalism, growing interest in the world around him and the fascinating stories it held. At first, his parents were hesitant, as they wanted someone to take over their work, but decided to encourage his choice as they knew it was something that would make them happy.
Once he finished his studies, his work on journalism was immediate, he didn't just do research or made interviews with witnesses, he became part of the action, putting himself within extremely dangerous circumstances just to get more details on this story.
His unique on journalism granted him the title of "The White Crow" within Britain, due to him always wearing all white and being as cunning and clever as a crow when it comes to his work. One story he dressed as a woman to lure in serial killer in order to get as much info about him as possible, his childhood, what he was like, why he murdered. Another story involved him allowing himself to be kidnapped by a cult in order to ask them questions...which almost got him killed but that's a story for another day.
He met his wife named Emily in his thirties who took interest in his eccentric personality and even partake on a few of his journalism work but his work. Despite a married life, his work was always first, even when they had children.
When he reached his seventies, he realised that his ageing body would not be fit for his work, special since he became a grandparent. So he decided to do one last job, the last job would be the best journalist work he would ever do. This needed to be big, exciting, horrifying, something unnatural with twist and turns. He knew that he had talked about everything interesting in Britain, so he needed to move to the most exciting place he could think of...America.

Worst Nightmare :Francis has been called mad before for seeming to not be able to feel fear, no matter how dire the situation was. That would be true if it weren't for his fear of the water. Ever since the incident in his youth when he almost drowned in the nearby lake, he developed a tremendous fear of open water and would avoid it all cost.


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D E A D † W E S T
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If our struggle is against dark powers and principalities, at least we know we don't struggle alone.[/div]

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Theme: I Am They - Scars
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Marisol † Vanderbilt née Bastos-Sabado


Class :Sawbones
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
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Hindrance:
Heroic - Marisol's been fixing wounds, delivering babies and tending to soldiers on all sides of a conflict for her whole life; she can't see someone in need and not help them the best she can.
Intolerance: The French Empire of Mexico - As a loyal supporter of Benito Juárez, Marisol hates the Emperor Maximillian, Santa Anna and his army, the French Foreign Legion and essentially every loyal supporter of the current regime in Mexico.
Ferner - While she's fluent enough in English now, Marisol has a distinctive accent and there's no mistaking her clothing or skin color for anything other than a Mexican (or maybe an Indian). This makes her subject to whatever prejudices people up in the states have towards her kind.

Edge: Seventh Daughter of a Seventh Daughter: Your hero is fated for greatness; their legend will loom large in the Dead West. This hombre has the ability to control fate.

Race:Mexican
Age:25
Gender:Female
Personality:Firm and focused, compassionate but fiercely temperamental when incited, angry when confronting evil and overawed when confronting good.
Physical Description:Marisol's beautiful enough, if you like Mexicans which most this far north don't. She walks with a stiff back and the kind of expression that suggests she's been mad so long she doesn't know another way to be. A lifetime of fighting the French has left her without smile lines of any kind. And yet her patients and those in need see another side; a gentle woman whose expression is full of kindness as her voice is full of love. Still, the pistol tucked into her waist is a good deterrent for those who might try to take advantage of her rare good nature.
Starting Weapon:A Colt M1860 Army pistol with 20 rounds.
Gear:Canteen, food rations, bedroll, a horse named Canción complete with saddle and saddlebags, her husband's physician kit.

Brief Backstory:Mexican nurse raised by her physician father to tend the Juaristas fighting the French Empire of Mexico. Married an American doctor, only to encounter a dead man who she held at bay with her cross. They fled to America where her husband promptly vanished in Dodge City months ago. Now, she searches for him while treating the sick and trying to figure out what God has planned for her.

Longer Bio:Born in Sonora, Mexico in 1854, Marisol grew up the daughter of Doctor Alfredo Bastos-Vega, a close friend and personal physician to Benito Juárez who was the President of Mexico from 1855 to...well, when it all fell apart. In 1861, Mexico was invaded by France and by 1864, the Emperor Maximilian I from Austria had seized control of the country. She was only ten years old when her father began using his daughter to help treat the wounded Juaristas still resisting the French Empire of Mexico. Marisol couldn't help but learn much of medicine as she grew up by her father's side.

Her life changed further in 1874 when, at the age of 20, a small group of Union priests came to help, including the American physician Harold Vanderbilt. The two quickly fell in love and, despite her father's disapproval, Marisol married Harold on May 17th, 1875. They enjoyed several wonderful years together, despite the unsteady times and constant conflicts that wracked their home in Sonora. Due to their desire to start a family, they settled in Moctezuma, Mexico while remaining on hand to help treat any wounded Juaristas.

This locale ultimately brought them doom when, one night in 1878, something came for all the people of the town. From her point of view, Marisol heard cries of distress outside and rose to help. Her husband Harold, being more sensible, pleaded with her to stay but the sounds of pain drove the young nurse to action. Upon opening the door, she saw a dead man throttling a small child who'd evidently snuck out that evening. Out of reflex, Marisol grasped the cross she wore around her neck and pleaded for God's intervention...and the dead man backed off. Held at bay by her cross, she ushered the child inside and the three weathered another night in the Weird West.

Come morning, her husband was already packed. He needed to visit someone up north, in America, and he didn't want Marisol to come. She insisted and, reluctantly, the pair crossed the border and began making their way towards civilization. Eventually, they caught the Santa Fe route and booked passage eastward. However, when they arrived at Dodge City, Harold Vanderbilt checked them into a discrete hotel just off the railroad and left in the morning to make an appointment...

That was six months ago. Marisol's already turned the town upside down looking for her missing husband but, by the time she finished her search, she didn't have enough to afford train fare out. And if she did...where would she go? Home? Without knowing where Harold went and why? Instead, Marisol set up her own medical practice to make ends meet, serving especially the womanfolk of Dodge City, even the prostitutes at its brothels. All the while, she's waited, knowing without knowing how that something was coming to Dodge City that would take her beyond this liminal life. And hopefully lead her to the truth of her husband's fate.

Worst Nightmare:Discovering her husband's dead. Or worse.

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D E A D † W E S T
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❝Your God and my Great Spirit are one and the same❞[/div]

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Kiwidinok † Old Coyote


Class :Shaman
Arcane Background (Magic & Miracles)—Magic in the Dead West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from the dark spirits of the West, who are rarely willing to give up easily. Shamans are Indian holy men and women, and keepers of tribal medicine. Their power comes from bargains with the demanding spirits of the natural world. When these medicine men honor the nature spirits, they can accomplish amazing feats that make even the most doubting Thomas tremble.

Rank :N/A
Traits :
|Agility| 6 |Smarts| 7 |Spirit| 8 |Strength| 4 |Vigor| 6
6 7 8 4 6

Hindrance:Bad Dreams (Major)—Your hero doesn’t sleep well. In fact, the Land of Nod is a constant nightmare for him/her. He/She tosses and turns like a demon on a rack, and likely keeps everyone within a dozen yards awake with their nightly torment. (-2 to all speech checks on account of your hero being so damn tired all the time)., Wanted—Whether or not your hero did something wrong, the law thinks they did! Their face is on posters all over the territory, and maybe further afield too. The nature of the crime and the Marshal’s sense of “sport” determines how far and wide the charges may have circulated, but someone somewhere is looking for you. (-1 to all speech check rolls if minor, -2 if major)


Edge :Dispelallows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on a creature’s innate powers or abilities. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.

Race :Piegan Tribe Native American of Montana
Gender :Female
Sexuality :Pansexual
Personality :Stubborn, Smartass, Moral, Level headed...mostly, humble, highly curious, prone to making jokes that you'd be hard pressed to figure out if she was joking or serious

Physical Description :Tribal and animal tattoos that represent her tribe on both wrists and arms, more on both forearms, paw print on belly could be a coyote's could be a wolf's depending on who asks you'll get a different answer, tanned skin that is almost always pale, 5'6, long deep dark wavy hair typically tied in two braids kept with string, Toned body, chocolate brown eyes that turn animalistic and golden when using shaman powers, Bags from lack of sleep that seem set in her face

Starting Weapon :Old bone hunting knife,
Gear :
Leather pants, beaded and furlined buffalo hide shirt, fur-lined moccasin boots, $250, Canteen, flint and steel

Brief Backstory :Kiwidinok has been traveling for nearly 2 years now. She left the tribe she had migrated to when the sense of evil had begun to largely adversely effect the territories where she had known the spirits to hold the most of their power. When the food shortage and more than usual violent mother nature began to take a heavy toll on her tribes area all of the plains indians chiefs, wise women/men, and shamans all gathered together under the stars to exchange information and seek a solution. It was decided that there was no way to fully understand what was going on without getting a perspective of the white mens areas as well. So the tribes sent out representatives to explore and see if they couldn't find a solution outside of their tribes. Kiwidinok volunteered to be her tribes representative.

Longer Bio :Grew up learning the Shaman practices from mentor medicine man River flows swiftly however the plague hit their village and there was less time to learn as they needed to help stave the illness, One night the that most of their tribe was killed along the marias river she had been sent with the hunters to gather more herbs and on the way back watched the scene of their leader Heavy Runner being gunned down mercilessly as he waved the name paper to the soldiers of white man settlers. Watched the soldiers slaughter and burn her home from the bushes along with the other hunters and survivors among them was her mentor. She was 11 years old when the Marias Massacre took her mother, father, sisters, brothers, and mentors. After that she decided to look for another tribe to adopt her, a shaman is a gift often received wholeheartedly by another tribe, in order to receive the training she needed in order to appropriately communicate with the great spirit and his representatives.

Misc Info :Kiwidinok has deep resentment against the white men military and law enforcement authority figures. She has severe nightmares of the night her tribe was nearly wiped out and its the cause for her severe insomnia.

Worst Nightmare :Being helpless while watching the people she cares about being killed,


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D E A D † W E S T
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❝People who tell you to "get up" after they've kicked you down need to be taught a stronger lesson than just those who kick you down.❞[/div]

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Carrie “Painted Doe” Anderson


Class :None, closest thing to a Class would be Outlaw
Rank : None as of yet
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
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Hindrance:Wanted- Regardless of the abolishment of slavery, Carrie is still a wanted woman given she had fled beforehand. Given her heritage, she is still under scrutiny which contributes to her distrust of people. Despite the need to lie low, Carrie would still help anyone who needed it.

Edge :True Grit— Some folks just seem to exude toughness, and your hero is one of them. The horrors of life in the Dead West don’t faze this hombre. They've got gravel in their gut and ice water running through their veins. Your hero’s cool demeanor gives them +1 to all Guts checks.



Race : African American/Native American
Age : 29
Gender : Female
Sexuality : Bisexual (Unaware)
Personality : Carrie a victim only by the literal definition. Regardless of what she had been through and the trauma left behind, she’s a strong willed woman who looks to push past her pitiful status and is more likely to gently reject pity than wallow in it. Painted Doe is a woman of little words with a stoic aura built from hardened years and can be perceived as ruthless, but below the surface is a fiercely loyal woman who would take a bullet for her closest allies. Those close to her get to experience the more snarky, witty and sharp sides to her personality. She has a quick mind and is acute at problem solving, having very little trouble. However her pig-headedness can cloud her judgement, possibly leading to poor decision making and her unwillingness to trust makes her not easy to get close to, but those who can push past those built walls would be greatly rewarded, however it is to be said that double-crossing Carrie after earning her trust will face her wrath.
Physical Description : One thing that will be easily noticed about Carrie is the vitiligo that dominates her body with white patches marbling her dark skin. Her back is littered from whipping scars and a small ‘r’ is branded on her left cheek which was in retribution for one of her many escape attempts. Her hair is long and curled with an eagle feather tangled within and has a pair of gentle hazel eyes. She is roughly 5’7ft and is fairly muscled both from years of harsh labour during her time as a slave and then surviving on her own in the wild.
Starting Weapon : Colt M1861 Navy (with a small bag of ammo), an old butcher’s knife and a bow with only three arrows
Gear : Jim-Boy, her nokota steed with full tack, a lantern (hangs on Jim-Boy’s breastplate), cooked meat, a canteen and $250
Brief Backstory : An escaped slave with a chaotic past looking to move on from her trauma and to find her way in a different world to one she grew up in.

Longer Bio :
Carrie's story begins before she was even born. Her father, a freeman was taken under the wing of a nomadic tribe and fell for one of the tribe's huntresses, Amadahy, courting her which resulted in Carrie being born. Her father fled upon realising hearing the news of Amadahy's pregnancy, leaving Carrie to be raised by Amadahy and her reluctant people. Despite the disgrace of now raising a child alone, Amadahy still loved Carrie like any good mother and protected her. Her determination to keep her baby kept her detractors, primarily her father at bay and Carrie grew up with her people. Amadahy taught Carrie to hunt, sew and gave her basic survival skills. Despite her loving mother, Carrie was still picked on by the other children in the tribe, while it did hurt Carrie would get her own back against them, using her oppressed status to her advantage.

When Carrie was ten, the vitiligo first appeared on her skin. Things became more strained between her, her mother and her tribe. Carrie distanced herself further from the other children, opting to follow her mother on hunts. During one hunt, the herd of buffalo that the tribe followed was found to have been slaughteted. After returning home, the elders had a meeting where they deducted that it had been Carrie's presence had caused it like a curse. Amadahy fought against them, leaving the debate at a stand-still. Two nights later, Carrie was abducted from her tribe by two slave traders and taken away to be sold into slavery. While she cannot prove it, she strongly believes that her tribe had something to do with it given the time-frame in which it happened.

Carrie was sold from pillar to post over the next fifteen years due to her numerous escape attempts and defiance against her tormenters. One way that she would avoid being outright killed for her insubordination was to entertain them, knowing her heritage and looks would intrigue them. This would come back to bite Carrie as some of her masters would get the idea to parade her through towns as an attraction. However; it kept her alive.

In the midst of the Civil War, Carrie was finally able to escape. She seduced one of her master's henchmen to accomapny her around the back of the house, only to kill him with a hidden knife and fleeing. Since then, she has ventured from place to place mostly avoiding people but still seeking a chance to live a proper existance and find justice in the world. On her travels, she met Jim-Boy as a colt wandering around an abandoned farm and nursed him back to health and he became her loyal travelling companion.


Worst Nightmare : Despite her escape from cruelty, Carrie has not escaped fully unscathed. Her greatest fear would be going back to a life of entrapment and any hint of that happening can jolt the woman. She is also afraid to know of what became of her mother.


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D E A D † W E S T
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Evie † Ellsworth


Class : Chameleon — Evie is adaptable and flexible, easily grasping new concepts and skills without much hand-holding or extensive training. One might not even be meaning to train the young girl, but Evie's observation skills and determination allow her to learn from her surroundings and those around her. From observing others, Evie is able to embody those traits in situations that require it, even if she doesn't understand what the hell she is doing (a quick learner, Evie can develop further Edges and skills faster than average, and can even pretend if the situation arises).
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
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Hindrance:

Haunted — Plagued with voices and visions of sinister ghosts, Evie struggles to block the foul and horrific whispers that try to influence her (-2 to Spirit from her lack of resilience at blocking these ghosts out).
Poster Child — Officially considered missing by authorities, Evie's face is plastered all over her hometown and the surrounding cities of Kansas praying for her safe return with a hefty award (can lead to difficult situations with bounty hunters who recognise her face, or everyday folk who are familiar with the Ellsworth murders if not careful).
Edge :
Damsel in Distress — Maybe it's someone taking pity on this pretty, little bird, the way she bats her long eyelashes or the enchanting essence of the words that leave her sweet lips, but Evie is able to convince those that cross her path to do as she says without even realising (+2 to all Speech checks, or +3 to Speech checks when the words fall on someone attracted to women).

Race :Human (White American)
Age : 19
Gender : Female
Sexuality : Straight
Personality : Eloquent and poised, Evie is quite the conversationalist and can talk her way out of anything. Due to her unscathed childhood, Evie is light-hearted, warm and cheerful, yet naive and sheltered to the outside world — some may even say ignorant. Observant, quick-witted and a fast learner, Evie adapts certain aspects of her personality to match the situation. A curious mind who can be serious when needed but is quite playful.
Physical Description : Evie has an innocent, youthful yet striking look to her, courtesy of her mother. Lacking in scars and imperfections, Evie stands out in the rough and tumble wild west. Her frame is slight, yet she carries herself with confidence and poise that was drilled into her as a child. Flowing, well-kept brown hair that frames her doll-like face and deep, blue eyes.
Starting Weapon :Equipped with a sharp kitchen knife from her estate and one of her father's "cheaper" revolvers, 3 bullets.
Gear :Having fled, Evie is dressed in a luxurious, deep red dress (structure similar to this) with the length being cut haphazardly to just above the calves. A matching corset is fastened over the top along with a pair of long, fine leather boots. Thrown over her dress is her father's oversized, mid-length trench coat. Authentic gold pendant from her mother, along with $500.
Brief Backstory :Heiress to the Ellsworth fortune, Evie grew up in an expansive, lavish estate with her influential family. Groomed to be an eligible bachelorette for Joshua Chamberlain's son, a master plan courtesy of her father, who believes it will benefit the Dixie Rail's success. A life of caring for her husband, bearing children and living in luxury was ripped away from her before it even began. The Ellsworth Murders left the entire Ellsworth's household buried deep underground, yet Evie's body was never found. They pray for her safe return, yet none know or believe the naive, young Evie was influenced by voices and visions to complete the act herself.

Longer Bio :The Ellsworth family have been a wealthy, prominent family in Atchison, Kansas, for generations with their stake in the Dixie Rail's rail company and a sizeable oil tycoon within the city. Ellsworth patriarch, Williams Ellsworth, was a calculating strategist who married Charlotte, the daughter of another prominent family. Originally a business-orientated marriage, the two grew fond of each other and soon settled into their massive estate, which featured acres of land with a luxurious mansion to boot. Despite their businesses booming, the Ellsworth struggled to conceive children, with physicians claiming that Charlotte is infertile. Years passed, full of arguments, anger and affairs until finally their little miracle was born. Evie Ellsworth would be their only legitimate child (who knew with Williams' wandering eye), who lived quite a comfortable, yet strict upbringing. From a young age, it was apparent she would grow up to be a stunner and with the proper education and etiquette would be a perfect tool for Williams later plans. Do not get this misconstrued, Williams loved his daughter and wanted the world for her, but it didn't hurt if that meant marrying her off to another influential family to further the Ellsworth's name.

Growing up educated, Evie could read and write fluently but lacked insight into what was happening outside her little bubble considering she was not permitted to leave the estate unless for special occasions. Life for Evie may have been sheltered, yet she had everything she needed within the bounds of the estate; countless books awaited her, lessons of behaving like a 'lady', socialising at extravagant parties her parents hosted and the occasional horseback riding. At the age of 17, Evie grew into her body, walked with poise and exuded wealth and privilege in the way she carried herself. Her parents couldn't be any prouder at the woman she was becoming. However, Evie was now aware of her gift of persuasion and observant of other's attitudes towards her and began to use that in her favour.

Williams started plotting for the perfect candidate that Evie would pursue, having set his sights on Joshua Chamberlain's son who was ten years her senior. Chamberlain was a connected man who led the Union Blue rail company, and Williams knew to wed his daughter and Chamberlain's son would lead to nothing but success. Evie underwent a rebellious period, sneaking out with the stable-hand to see the city considering how curious she had become of the outside world. She was quickly brought back into line, with the stable-hand being fired and Evie continued her picturesque life without rebellion. Evie was taught the art of seduction from her mother and educated on the Chamberlain family in preparation for their first meeting to seduce Chamberlain's son.

However, this is where things went wayward for Evie and the rest of the Ellsworths. First, it was nightmares, then faint whispers from unknown voices and then came the hallucinations. Evie was going mad and afraid of being chastised by her family, she began reading anything she could but her father did not believe in all that 'hocus-pocus' so her material was limited. The voices became more frequent and clearer, their words slick with vulgarity and foulness. They persuaded her to do small wrong-doings; sneaking out once more, stealing from her father, lying but soon it became much worse.

Evie doesn't remember much of that wretched day, she remembers the voices screaming in her ears, drilling into her head, influencing her horrendous acts to come. The acts themselves were a blur, a memory Evie can't seem to recover. Yet, she does remember standing over her father's bloody corpse; dozens of stab wounds, blood pooling over the expensive floor as he let out his final breath. Evie stood in disbelief, clutching a bloody kitchen knife, her hands slick with blood. Her mother, their servants and workers were found in similar positions strewn around the estate. She couldn't have done this, could she? Standing alone in the kitchen, Evie realised she, in fact, she wasn't alone, she never was as the voices laughed. Grabbing what she could carry, Evie left in a hurry, barely cleaning herself in the process.

The town of Atchison found the bodies the following day, yet was shocked to hear the heiress, Evie Ellsworth, was not to be found. The citizens were convinced Evie was kidnapped by the murderers, and prayed for her safe return. A week later, Evie's innocent face had been plastered all over town with the word 'MISSING' printed above. No one suspected a pretty, little thing like Evie had done such unspeakable acts.

Misc Info :Evie had ample time on her hands being confined to her estate, learning to paint and sketch with affluent artists, playing the guitar and singing with local musicians and is fluent in French thanks to a tutor.

Worst Nightmare :Remembering and accepting responsibility for the murder of her household haunts Evie, while she doesn't remember much she is reminded in her nightmares and by the voices of what she did. If she was to remember in vivid detail what happened and that it was truly her fault could break Evie.


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D E A D † W E S T
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I sought the Lord, and he answered me, and delivered me from all my fears.[/div]

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(Art by Peritwinkle)
gabriel.png


Theme: (if you'd like to add a character theme song feel free otherwise delete this) Song Name
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Gabriel † Clarke

Class : Blessed Priest
Traits :|Agility| |Smarts| |Spirit| |Strength| |Vigor|
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Hindrance: Lyin’ Eyes (Minor)—Lies just don’t come easy to this hombre. That sounds all good and noble, but often causes problems when dealing with more nefarious types. A hero with this Hindrance suffers a –2 penalty to all Intimidation and Persuasion rolls where lies—even little white ones—must be told. What’s worse, if your hero is planning to make his money playing poker, the penalty also applies to bluffing (that’s –2 to your Gambling rolls in a poker game as well, compadre)!
Edge : Conviction: Some holy rollers seem to have the ear of the Almighty, and this lucky (or unlucky) character seems to be just one such individual. He’s/She's more successful than most when petitioning the Lord with prayer, and his humble calls for divine assistance are answered regularly. This hero gains a +2 modifier to all rolls.

Race :Human
Age :30
Gender :Male
Sexuality :Heterosexual
Personality :Gabriel is a rather serious man, always seeming to be focused on the task at hand with no time for foolery. This isn't to say he is stern or strict. Instead, Gabriel is very patient and understanding, keeping an open and friendly air about him so that all may receive the word of God through him. He is a pious individual, trying his best to never sin and instantly seeking repentance when he does. Violence is something Gabriel frowns upon, and he much prefers taking the long way if he must in order to avoid it.
Physical Description :Unimposing in stature, Gabriel stands at an average 5'9 height with enough meat on his bones to keep him standing but not much more. His hair is wavy but well-kept, the color is a deep brown that contrasts with his fair white skin and calm blue eyes.
Starting Weapon :A 3-inch dagger bestowed upon him by his father, passed down through the generations. "John 14:6" is engraved on the handle.
Gear :$250 | Food Rations | Bible | Rosary | Canteen
Brief Backstory :Gabriel is a young priest from Maryland, traveling west on a pilgrimage to further develop himself and his relationship with God. Along the way, he has the additional goal of hearing as many stories as he can and converting anyone who wishes to listen.

Longer Bio :Gabriel was born in raised in a small religious commune situated in the middle of nowhere Maryland. His parents had 5 children, 4 girls, and Gabriel as the youngest and only boy. The Clarke's were one of 6 other families in the commune, each family working together and sharing everything in order to keep the community close and functioning. It was rare for new faces to join them and even rarer for older ones to leave them. The sharing of chores, food, money, and meals unites them all as family and it's even easier with one Father over all of them to feel that way.

Catholicism has been a part of Gabriel's life for as long as he's been alive. Each priest is selected by the community for a combination of traits they feel makes one most holy thus most likely to communicate with God. When Gabriel was 20, the community priest passed away and they held another selection ceremony. At that time, Gabriel was chosen to be the new priest, and adorned with the "Holy Powers". This gave him the Conviction to speak with the Lord, and the guidance to know how to lead the community to continued perseverance. He was the youngest priest selected, but his gentle spirit and understanding nature made him a good leader nonetheless.

Once he became priest, he began even deeper studies into Catholicism and the Bible as a whole. His knowledge now because of this is incredibly vast, and he considers himself someone anyone can turn to if they have questions about God or religion in general. It wasn't, however, until now that Gabriel was told that it is his duty to venture forth and spread forth the word of God. He's been on his pilgrimage for 3 months now, Dodge City just being one stop of many on his journey.
Misc Info :When nervous, anxious, or afraid, Gabriel begins doing Hail Marys using his rosary.

Worst Nightmare :Usually Gabriel does not have dreams, but when he has nightmares it is the same reoccurring vision of the world in flames and an evil figure hovering above him.


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