One group's struggle to save the world.
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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.)
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[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!
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[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!
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[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!
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[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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