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Exodus NDS Era Book The Old West

The Old West Building a Character Chapter 7

Character Creation and Roles

Character Creation and Roles, chapter opener
On this page
  1. Creating a Character
  2. Origins
  3. Standing and Starting Stake
  4. Roles
  5. Other Trades and Offices
  6. Worked Example: Building Nora Quinlan

A player character in The Old West is built with the Core Rules, Character Creation, in seven numbered steps (the Core Rules' six, with the free talent as its own step). This chapter replaces the generic Backgrounds and Careers with Origins and Roles, and adds a Starting Stake in dollars. All characters are human.

No Origin or Role begins with a penalty. Prejudice is handled in the scene by the Prejudice rule (Era Rules).

Creating a Character

  1. Species. Human.
  2. Characteristics. All six begin at 2. You may raise one by 1 if you lower a different one by 1 (Core Rules, Character Creation). No characteristic begins below 1 or above 4.
  3. Origin and Role. Choose one Origin and one Role. Both list profession skills; a skill on either list is a profession skill, and profession skills cost 5 XP less per rank (Core Rules, Character Creation). The Origin gives languages and a Strength. The Role gives a place in society, a kit, a Standing, and favored talents.
  4. Spend 110 XP. Characteristic increases, skill ranks and talents, at Core Rules costs. No skill begins above rank 2. Tier 3 and higher talents are not available at creation. A talent on the Role's favored list costs 5 XP less if it is Tier 2 or higher, to a minimum of 5 XP (Skills and Talents).
  5. Free talent. One free Tier 1 talent, chosen from the Role's favored list if it has a Tier 1 talent.
  6. Kit, Stake and derived values. Take the Role's kit and its Starting Stake. Calculate Resistance, Wound Points, Strain Points, Defenses and Initiative as the Core Rules say.
  7. Name and details. Choose a name, an appearance, an age, a motive, and one tie to another player character and one to the world.

Kits and the year. The kits assume a game set in 1873 or later. The Single-Action Revolver does not exist before 1873; in a game set from 1869 to 1872, swap each Single-Action Revolver in a kit for a Cap-and-Ball Revolver (Gear and Prices, Dates of Introduction).

Languages. Every player character speaks working English. The Origin lists the home tongues, and each extra tongue costs 5 XP (Skills and Talents).

Notoriety. Every player character begins at Notoriety 0 unless the Role says otherwise.

Mixed heritage. A character raised between two communities chooses one Origin for skills and Strength, and takes the other community's home tongue free. The Northern Cheyenne interpreter in the cast is built this way.

Any Role, any Origin. A player may combine any Origin with any Role except Warrior, Hunter and Camp, which is a place in a Tribal Nation's own society. The Role's entry says who the character answers to and where the character is welcome; the player and GM decide how a character from an unexpected Origin came to the Role.

Origins

An Origin is the community a character comes from. It gives four profession skills, the home tongues, and a Strength: once per session, in the setting named, add 1 Boon Die to the named checks. Every Strength is the same size. History of each community is in the Tribal Nations and Factions chapters.

Origin Profession skills Home tongues Strength: once per session
Northern-born (Union veteran or civilian) Lore, Negotiation, Craft, Readiness English With soldiers, veterans or a Northern congregation: Charm or Negotiation
Southern-born (including Confederate veterans) Survival, Ranged, Streetwise, Riding English With cattle outfits and Texas-bred hands: Charm or Negotiation
Irish Fortitude, Leadership, Charm, Streetwise English, Irish With grading and section crews, enlisted soldiers and parishioners: Charm or Leadership
English Science, Lore, Negotiation, Craft English With investors, engineers and railroad officers: Negotiation or Lore
German Craft, Fortitude, Negotiation, Science German, English With German-speaking shopkeepers, brewers and farmers: Negotiation or Craft
Welsh Craft, Fortitude, Science, Charm Welsh, English With miners and chapel-goers: Charm or Leadership
French-speaking (Louisiana Creole, French-Canadian) Negotiation, Charm, Survival, Streetwise French, English With traders, trading houses and Catholic parishes: Negotiation or Streetwise
Black American (freed and born free) Riding, Survival, Fortitude, Lore English With Black congregations, boarding houses and cattle outfits: Charm or Riding
Tejano, Mexican and Hispano Riding, Survival, Craft, Perception Spanish, English With stock hands, horse traders and Spanish-speaking communities: Riding, Survival or Charm
Chinese Craft, Negotiation, Lore, Streetwise Chinese (Cantonese and Taishanese, the speech of Guangdong), English With Chinese merchants, contractors and boarding houses: Negotiation or Streetwise
Oglala Lakota Riding, Survival, Leadership, Lore Lakota, English In your nation's own country or among your own people: Riding or Leadership
Northern Cheyenne Riding, Survival, Negotiation, Perception Cheyenne, English In your nation's own country or among your own people: Survival or Negotiation
Northern Arapaho Riding, Survival, Negotiation, Lore Arapaho, English In your nation's own country or among your own people: Negotiation or Lore
Eastern Shoshone Riding, Survival, Craft, Negotiation Shoshone, English In your nation's own country or among your own people: Riding or Craft
Ute Riding, Survival, Stealth, Craft Ute, English In your nation's own country or among your own people: Survival or Stealth

Other Tribal Nations. The Lakota, Cheyenne, Arapaho, Shoshone and Ute are the nations of the corridor named in this book; a GM with a character from another nation builds the Origin on the same pattern with the Tribal Nations chapter's entry for it.

Northern-born
Southern-born
Irish
English
German
Welsh
French-speaking
Black American
Tejano, Mexican and Hispano
Chinese
Oglala Lakota
Northern Cheyenne
Northern Arapaho
Eastern Shoshone
Ute

Standing and Starting Stake

Every Role has a Standing. The Standing sets the Starting Stake: cash in dollars, or for a Tribal Nations character the same value held as trade goods, horses and robes. Gear and Prices holds the prices.

Standing Starting Stake Credit limit Roles
Wage $31 $62 Cowhand, Railroad Hand, Miner, Soldier, Service Trades, Hunter and Trapper, Warrior, Hunter and Camp, Outlaw
Trade $67 $134 Horse Breaker, Freighter, Lawman, Scout, Clergy and Teacher, Go-Between, Clerk, Agent and Telegrapher, Homesteader and Farmer
Professional $143 $286 Doctor, Surveyor and Land Agent, Parlor House Keeper, Merchant, Lawyer and Editor, Officer (a Soldier variant)
Capital $311 $622 Entrepreneur (a Merchant with a creation Debt of $143), Gambler (a bankroll with a creation Debt of $143); an Editor who owns the press (a Debt, as the Entrepreneur)

Creation Debt. A Capital Role's Stake includes a Debt of $143 to a named backer: the Entrepreneur's to a wholesaler, a bank or a relative, the Gambler's to the house or a patron who staked him. Name the backer at creation and record the Debt (Era Rules, Money and Credit). It falls due at the end of the second month of play, and carries no Bane Die until then. A backer is a person in the story: a creditor who can be paid, put off, or made an enemy.

The Starting Stake is cash on hand after the kit. The kit is free. Pay is what the Role earns in the field. Pay is not added to the Stake month by month; it covers Keep, which is not tracked (Era Rules, Money and Credit). The GM pays cash only when the story pays it (a drive settled, a fee claimed, a reward).

Roles

Twenty-two Roles cover the corridor, and the section after them says how to build one that is not listed. Each entry states:

  • Answers to / Owns / Welcome: the Role's place in society; usable as a cover identity.
  • Profession skills: six.
  • Kit: items by book and entry. The owning book is canon for every stat line; Gear and Prices holds the essential table. Every Riding Horse in a kit comes with a Riding saddle and a Bridle and bit unless the entry says otherwise (The Stable, Tack).
  • Standing, and Pay. How the Role is paid, with the usual figure; the full table is in Gear and Prices, Wages and Income.
  • Favored talents: Core and Era talents (Skills and Talents).
Cowhand
  • Answers to: the foreman, and through him the outfit's owner or a cattle association. Owns: a saddle, a horse or two, a bedroll. Welcome: ranch bunkhouses, trail camps, saloons in cattle towns.
  • Profession skills: Riding, Survival, Ranged, Craft, Fortitude, Perception.
  • Kit: Single-Action Revolver and Lasso (The Black Powder Armory); Riding Horse, Riding saddle, Bridle and bit, Saddlebags (The Stable).
  • Standing: Wage. Pay: $30 a month and board; a top hand $45; a trail boss $100 (Gear and Prices, Wages and Income).
  • Favored: Rope Hand, Eye for Stock, Wayfarer, Long Rider, Conditioned.
Horse Breaker and Tracker
  • Answers to: the ranch or the remuda owner who hires the breaker by the animal. Owns: tack and a string of horses. Welcome: ranches and horse camps; ranch kitchens depend on the owner.
  • Profession skills: Riding, Survival, Perception, Craft, Ranged, Stealth.
  • Kit: Lever-Action Repeater, Lasso (The Black Powder Armory); Riding Horse, Riding saddle, Bridle and bit (The Stable); Knife (The Fantasy Armory).
  • Standing: Trade. Pay: $5 a head broken, about $35 a month (Gear and Prices, Wages and Income).
  • Favored: Gentle Hands, Easy in the Saddle, Reads Sign, Keen Eye, Eye for Stock.
Freighter and Stage Driver
  • Answers to: the freight company or the stage line, through a division agent. Owns: a share in a wagon or nothing but a whip and a name. Welcome: stations, livery yards, boarding houses on the freight roads.
  • Profession skills: Operate, Riding, Survival, Craft, Ranged, Fortitude.
  • Kit: Coach Gun and Single-Action Revolver (The Black Powder Armory); Wagon and team on the company's account (The Stable).
  • Standing: Trade. Pay: $28 a month and board as a hired teamster; $6 to $8 a day gross with his own team; a stage driver $50 a month (Gear and Prices, Wages and Income).
  • Favored: Whip Hand, Practical Expertise (Operate), Wayfarer, Long Rider, Danger Sense.
Railroad Hand
  • Answers to: the section foreman, the roadmaster, the company. Owns: tools, a bunk, back pay if it is owed. Welcome: boarding houses by the track, the company's towns.
  • Profession skills: Athletics, Fortitude, Craft, Operate, Reflexes, Streetwise.
  • Kit: Pocket Revolver (The Black Powder Armory); Knife (The Fantasy Armory); work tools (Gear and Prices).
  • Standing: Wage. Pay: $1.75 a day on a section; $3 a day on construction in 1869; a Chinese crew about $30 a month (Gear and Prices, Wages and Income). Use the Prejudice rule at the pay window.
  • Favored: Hardy, Strong Arm, Conditioned, Practical Expertise (Operate), Section Boss.
Miner and Prospector
  • Answers to: a mine superintendent, a claim partnership, or no one. Owns: a claim, a share, a pick. Welcome: mining camps, assay offices, saloons.

  • Profession skills: Athletics, Fortitude, Science, Craft, Survival, Perception.

  • Kit: Pocket Revolver, and Dynamite Stick x2 issued by the mine (Restricted) (The Black Powder Armory); Knife (The Fantasy Armory); a mule and pack saddle (The Stable); tools (Gear and Prices).

  • Standing: Wage. Pay: $3 a day underground in Colorado; a placer claim pays what it pays (Gear and Prices, Wages and Income).

  • Favored: Mine Wise, Hardy, Conditioned, Wayfarer, Strong Arm.

Homesteader and Farmer
Homesteader and Farmer
  • Answers to: the land office, the weather, and the creditor who holds the note on the team. Owns: a filing or a claim, a cabin or a dugout, a team and a few head of stock. Welcome: the grange, the church, the mill, the county seat on court day; a cattle outfit that runs stock across the claim is not friendly.
  • Profession skills: Craft, Survival, Fortitude, Athletics, Negotiation, Lore.
  • Kit: Lever-Action Repeater, or a Fowling Piece at old-stock price (The Black Powder Armory); Hatchet and Knife (The Fantasy Armory); an Ox and a Cart, with Harness and collar (The Stable); an ax, a shovel, a plow and a season's seed (Gear and Prices). A Wagon and a second Ox may be taken at creation as a Debt of their value to a named creditor (Era Rules, Money and Credit).
  • Standing: Trade. Pay: the crop and the stock when they sell; nothing by the month (Gear and Prices, Wages and Income).
  • Favored: Proved Up, Hardy, Conditioned, Practical Expertise (Craft), Good Credit.
Lawman
  • Answers to: a county commission or a town council; a deputy answers to a sheriff or a marshal. Owns: a badge, a warrant book, a horse. Welcome: the courthouse and the better saloons.
  • Profession skills: Ranged, Intimidation, Leadership, Perception, Lore, Streetwise.
  • Kit: Single-Action Revolver, Coach Gun (The Black Powder Armory); Riding Horse and Riding saddle (The Stable); a badge and manacles (Gear and Prices).
  • Standing: Trade. Pay: a sheriff $1,500 a year with fees; a deputy sheriff $60 a month; a town marshal $100; a deputy U.S. marshal fees only, $2 an arrest and 6 cents a mile (Gear and Prices, Wages and Income).
  • Starting Notoriety: 1 (Reach: the home town).
  • Favored: Color of Law, Steady Nerve, Cool Head, Danger Sense, Guarded.
Soldier
  • Answers to: a sergeant, a captain, the post commander. Owns: an issue kit, a pay chit. Welcome: the post, the sutler's store, the saloon near the gate.
  • Profession skills: Ranged, Readiness, Fortitude, Athletics, Riding, Leadership.
  • Kit: Breechloading Rifle (The Black Powder Armory, Military); for cavalry, a Single-Action Revolver and an Army horse on the quartermaster's account, with McClellan saddle and bridle (the Riding saddle and Bridle and bit rows) (The Stable); Knife (The Fantasy Armory).
  • Standing: Wage. Pay: a private's $13 a month; a corporal $15; a sergeant $17; a first sergeant $22 (Gear and Prices, Wages and Income).
  • Favored: Hardy, Cool Head, Mounted Fighter, Steady Nerve, Guarded.

An officer uses this Role with these changes. Standing: Professional. Profession skills: Lore in place of Athletics. Kit: Single-Action Revolver (The Black Powder Armory); Sabre (The Fantasy Armory, Military); a Riding Horse of his own with Riding saddle and Bridle and bit (The Stable); Knife. Pay: a second lieutenant's $117 a month or a captain's $150 (Gear and Prices, Wages and Income). Favored: Cool Head, Steady Nerve, Mounted Fighter, Convincing, Danger Sense. Officers are men in this period. In a Showdown the officer is the principal for his troopers (Adversaries, Cavalry Officer).

Scout and Guide
  • Answers to: a post commander, a wagon master, or a client. Owns: a horse, a rifle, a reputation. Welcome: posts, camps of the nations the scout knows, trading posts.
  • Profession skills: Survival, Riding, Perception, Stealth, Ranged, Lore.
  • Kit: Lever-Action Repeater, Single-Action Revolver (The Black Powder Armory); Riding Horse, Riding saddle, Pack saddle (The Stable); Knife (The Fantasy Armory).
  • Standing: Trade. Pay: $75 a month from the Army; $5 a day from a client (Gear and Prices, Wages and Income).
  • Favored: Reads Sign, Wayfarer, Keen Eye, Long Rider, Many Tongues.
Hunter and Trapper
Hunter and Trapper
  • Answers to: a hide buyer, a post trader, a railroad commissary, or no one. Owns: a rifle, a string of traps, a mule, a camp. Welcome: hide yards, trading posts, hunting camps, a railroad cook shack that buys meat; a town marshal who wants the smell of a hide wagon off his street is not.
  • Profession skills: Ranged, Survival, Perception, Stealth, Riding, Craft.
  • Kit: Buffalo Rifle, or a Breechloading Rifle (the civilian Sharps; Gear and Prices treats it as Common) (The Black Powder Armory); Knife (The Fantasy Armory); Riding Horse (The Stable); a Mule with Pack saddle (The Stable); a string of steel traps, a skinning knife and a camp kit (Gear and Prices).
  • Standing: Wage. Pay: by the hide, the pelt or the pound of meat: a buffalo hide $2 at the railroad, a beaver $3, a wolf $1.50 and its bounty (Gear and Prices, Wages and Income).
  • Favored: Hunter's Eye, Far Shot, Keen Eye, Wayfarer, Reads Sign.

A Tribal Nations character who hunts for the camp uses Warrior, Hunter and Camp. One who hunts for a trader, a post or a railroad crew uses this Role.

Merchant and Entrepreneur
  • Answers to: a bank, a wholesaler, creditors, the town council. Owns: a store, a contract, stock in a venture. Welcome: the commercial street, the club, the church.
  • Profession skills: Negotiation, Lore, Charm, Streetwise, Leadership, Perception.
  • Kit: Derringer, Pocket Revolver (The Black Powder Armory); stock in trade, about $286 on the shelves (an Entrepreneur owes half of it, $143, to a Denver or Omaha wholesaler: the creation Debt), and a ledger (Gear and Prices).
  • Standing: Professional; or Capital as an Entrepreneur, with a creation Debt of $143 to a named backer. Pay: profit and loss; a clerk's wage, $75 a month, is the floor (Gear and Prices, Wages and Income).
  • Favored: Good Credit, Reads the Fine Print, Convincing, Many Tongues, Poker Face.
Lawyer and Editor
Lawyer and Editor
  • Answers to: the bar and the bench, or the subscribers, the advertisers and the man who holds the mortgage on the press. Owns: a shelf of statutes and reports and a seal, or a share in a paper, a case of type and a stock of paper. Welcome: the courthouse, the land office, the council chamber, the hotel bar where the territory's business is done; a man the paper named last week is not glad to see the editor.

  • Profession skills: Lore, Negotiation, Charm, Craft, Perception, Streetwise.

  • Kit: Pocket Revolver (The Black Powder Armory); for a lawyer, a law library, a seal and a letter book; for an editor, a share in a hand press, a case of type and a stock of paper (Gear and Prices). An editor who owns the press outright is Capital with a creation Debt, as the Entrepreneur is.

  • Standing: Professional. Pay: fees by the case, $10 before a justice, $25 for a land matter, $100 for a district court case; or subscriptions and advertising, about $30 a week to a hired editor (Gear and Prices, Wages and Income).

  • Starting Notoriety: an editor may begin at 1 (Reach: the home town) if the player chooses.

  • Favored: Reads the Fine Print, Day in Court, Column Inches, Ward Heeler, Convincing.

Doctor and Healer
  • Answers to: a hospital board, a community, or only a patient. Owns: a bag, a few books, a name. Welcome: sickrooms, camps, homes; the doctor's word counts in an inquest. A healer of a Tribal Nation answers to the community.
  • Profession skills: Medicine, Science, Lore, Survival, Charm, Readiness.
  • Kit: Antiseptic, Poppy Tincture, Emetic (The Apothecary); Derringer (The Black Powder Armory); Riding Horse and Riding saddle (The Stable).
  • Standing: Professional. Pay: fees in cash, kind or credit: $3 a visit in town, $5 at night or in the country; about $150 a month in a town practice (Gear and Prices, Wages and Income).
  • Favored: Sickroom Skill, Quick Recovery, Practical Expertise (Medicine), Cool Head, Steadfast.
Clergy and Teacher
Doctor and Healer: a woman doctor at a bedside
  • Answers to: a bishop, a presbytery, a mission board, a school board; a sister answers to her mother superior. Owns: a Bible, a few books, a pulpit or a schoolroom. Welcome: congregations, sickrooms, schools. Catholic priests are men and sisters are women.
  • Profession skills: Lore, Charm, Leadership, Medicine, Negotiation, Readiness.
  • Kit: books, vestments or a teacher's slate (Gear and Prices); Riding Horse, or a Cart and a Pony (The Stable).
  • Standing: Trade. Pay: a stipend of $800 a year, or a subscription; a teacher $60 a month, a woman $50 (Gear and Prices, Wages and Income).
  • Favored: Pulpit Voice, Circuit Rider, Many Tongues, Unshaken, Cool Head.
Service Trades
  • Answers to: an employer, a landlord, a creditor. Owns: a stove, a wash tub, a trade. Welcome: kitchens and back doors; laundries, crew kitchens and boarding houses give access to who is in town.
  • Profession skills: Craft, Fortitude, Charm, Negotiation, Streetwise, Perception.
  • Kit: Knife (The Fantasy Armory); Pocket Revolver (The Black Powder Armory); tools of the trade (Gear and Prices).
  • Standing: Wage. Pay: by the piece, by the month, or by the board-bed: $25 a month and board for a servant or a laborer, $45 with board for a waiter, $1.50 a dozen for washing, $60 for a first cook (Gear and Prices, Wages and Income).
  • Favored: Good Credit, Quick Recovery, Low Profile, Convincing, Many Tongues.
Surveyor and Land Agent
  • Answers to: a railroad land department, a land office, a company. Owns: a transit and chain, a map tube. Welcome: railroad offices and boom towns; ranchers and nations whose land the survey crosses are hostile to it.
  • Profession skills: Science, Craft, Lore, Negotiation, Perception, Survival.
  • Kit: Pocket Revolver (The Black Powder Armory); a transit, chain and plat roll on the company's account (the instruments are worth $200) (Gear and Prices); Riding Horse (saddled and bridled) and a Mule with Pack saddle for the instruments (The Stable).
  • Standing: Professional. Pay: $100 to $125 a month from the company.
  • Favored: Plat and Section, Reads the Fine Print, Practical Expertise (Science), Wayfarer, Specialist.
Clerk, Agent and Telegrapher
Clerk, Agent and Telegrapher
  • Answers to: a station agent, a land office register, a bank cashier, a freight company, the Western Union division. Owns: the key, the desk, the books and the company's confidence; the instrument is the company's. Welcome: the depot, the counting room, the wire office, the land office; every traveler, shipper and claimant needs the clerk, and the clerk knows what came in on the last train.
  • Profession skills: Lore, Craft, Perception, Negotiation, Streetwise, Readiness.
  • Kit: Pocket Revolver (The Black Powder Armory); a ledger, pens and a letter book, and for a telegrapher a cipher book (Gear and Prices); the key and sounder, or the station's safe, are the company's.
  • Standing: Trade. Pay: a monthly salary from the company: a clerk $75, a telegraph operator $60, a station agent $75 (Gear and Prices, Wages and Income).
  • Favored: Head for Figures, Reads the Fine Print, Over the Wire, Good Credit, Keen Eye.
Gambler
  • Answers to: the house, the sheriff's ordinance, and the table. Owns: a deck, a bankroll, a coat. Welcome: saloons, gambling rooms, riverboats where they run, cattle towns; a house may close its door.
  • Profession skills: Deception, Subterfuge, Perception, Charm, Streetwise, Readiness.
  • Kit: Derringer (The Black Powder Armory); Knife (The Fantasy Armory); a deck and chips (Gear and Prices).
  • Standing: Capital (a bankroll, staked by a named backer; the creation Debt is $143). Pay: winnings and losses (Era Rules, Stakes).
  • Favored: Poker Face, Read the Table, Low Profile, Fast Hands, Cool Head.
Outlaw
  • Answers to: the gang's leader, and the fence. Owns: a horse, a gun, a name. Welcome: back rooms, remote stations and ranches that do not ask questions.
  • Profession skills: Ranged, Riding, Stealth, Intimidation, Streetwise, Survival.
  • Kit: Single-Action Revolver x2, Lever-Action Repeater (The Black Powder Armory); Riding Horse and Riding saddle (The Stable).
  • Standing: Wage. Pay: a share of the take. Starting Notoriety: 1 (Reach: the home town) if the player chooses.
  • Favored: Hands Up, Lie Low, Fast Hands, Low Profile, Long Rider.
Go-Between
  • Answers to: the Army, a trader, a nation, a client. Owns: an account book, a trader's license, trust. Welcome: posts, trading counters and councils, wherever messages must be carried. A council speaker uses this Role with Leadership.
  • Profession skills: Lore, Negotiation, Charm, Perception, Streetwise, Riding.
  • Kit: Pocket Revolver (The Black Powder Armory); Riding Horse and Riding saddle (The Stable); trade goods and an account book (Gear and Prices).
  • Standing: Trade. Pay: $40 a month as an agency interpreter; $60 a month and board as a post trader's clerk; a fee by the errand, in cash or goods (Gear and Prices, Wages and Income).
  • Favored: Plain Words, Many Tongues, Convincing, Danger Sense, Boon Reader.
Parlor House Keeper
  • Answers to: the authorities who tolerate the house, a landlord, the clients who hold its notes. Owns: a lease or deed to a house, a ledger of favors and debts, and the keeper's silence. Welcome: where the town's officials and money gather; the law tolerates the trade where it is not legal.
  • Profession skills: Negotiation, Charm, Deception, Streetwise, Leadership, Lore.
  • Kit: Derringer (The Black Powder Armory); a ledger and a lease (Gear and Prices).
  • Standing: Professional. Pay: the house's takings.
  • Favored: Poker Face, Convincing, Low Profile, Good Credit, Boon Reader.
Warrior, Hunter and Camp (Tribal Nations)

A place in a Tribal Nation's own society. The Role has two kits and two skill lists; the player takes one.

  • Answers to: a society, a band's headmen, and the council of the nation; a member of the camp answers to her relatives and the women's societies of her nation. Owns: horses, weapons or tools, standing among relatives, a share of a lodge. Welcome: the camp and allied camps; a trading post, if the trader permits; an agency on issue day.
  • Profession skills, warrior and hunter: Riding, Ranged, Melee, Survival, Stealth, Readiness.
  • Profession skills, camp: Riding, Survival, Craft, Negotiation, Perception, Medicine.
  • Kit, warrior and hunter: Lever-Action Repeater or Trade Gun (The Black Powder Armory); Horse Bow and Bow case and quiver (The Ranged Armory and The Stable); Knife (The Fantasy Armory); Riding Horse with his own pad saddle and rawhide bridle (as Riding saddle and Bridle and bit) (The Stable).
  • Kit, camp: Knife and Hatchet (The Fantasy Armory); Riding Horse with a pad saddle and rawhide bridle (as Riding saddle and Bridle and bit) and a second horse with a Pack saddle for the lodge and the hides (The Stable); hide-working tools, awls and sinew, a parfleche of trade goods and a share of a lodge (Gear and Prices).
  • Standing: Wage (the Stake is held as horses, robes and trade goods: about a pony and a robe, or eight robes at $4 each in goods at a post). Pay: a share of the hunt, the raid and the trade.
  • Favored, warrior and hunter: Mounted Fighter, Reads Sign, Steady Nerve, Cool Head, Keen Eye.
  • Favored, camp: Hunter's Eye, Eye for Stock, Practical Expertise (Craft), Helpful, Plain Words.

Other Trades and Offices

A trade not listed. Name it, pick six profession skills, a Standing, five favored talents (at least one of Tier 1), and a kit at the value of the nearest Role; write who the character answers to, what the character owns and where the character is welcome. A banker is a Merchant and Entrepreneur at Capital; a bank teller is a Clerk; a blacksmith, a carpenter or a brewer is Service Trades with Craft; a stock detective is a Lawman who answers to the stock association; a mail contractor is a Freighter.

Holding office. A character of any Role may stand for an elected office of a town, a county or the territorial legislature, or take an appointed one. An election is a Stakes contest (Era Rules): each exchange is Charisma and Leadership, or Charisma and Charm for the stump, before an audience under Prejudice; the office is the Pot, and cash and favors are the Raises. A town marshal and a county sheriff are elected offices (Factions and Powers, Law Enforcement). Wyoming women vote from 10 December 1869 and sit on juries from March 1870 (Historical Reference); the campaign mode in Running the Era and the Places chapter's "The Count" hook run an election. The talent Ward Heeler suits an office-holder.

Bounty hunting. Any Role may hunt a posted Bounty (Era Rules, Notoriety and Bounty). The talent Paper on a Man suits it; a Lawman collects a Bounty only where the notice allows an officer to claim it.

Men and women. Where the record is firm the Role says so: Soldier, the Officer and Lawman are men in this period; Catholic priests are men and sisters are women. Every other Role is open to either sex; the corridor's record has women teachers, editors, homesteaders and doctors (Dr. Alida Avery practiced in Denver from 1874), and women worked as telegraphers and clerks in small numbers.

Communities not listed as Origins. English covers Cornish and Scots characters (a Cornish hard-rock miner at Black Hawk, a Scots stock man). German covers Austrian, Swiss and German-speaking Jewish families; a Jewish character may take Yiddish as a third home tongue, and Denver's congregation is in the Denver chapter. Northern-born covers Scandinavian settlers, who take Swedish, Danish or Norwegian as a second home tongue. A community not covered here is built on the Origins pattern: four profession skills, the home tongues, and a Strength of the one shape.

Worked Example: Building Nora Quinlan

Nora Quinlan (fictional) is a boarding-house cook in Cheyenne.

  1. Species: human.
  2. Characteristics: all 2. Charisma up to 3, Might down to 1. Intellect 2, Agility 2, Savvy 2, Willpower 2.
  3. Origin and Role: Irish (Fortitude, Leadership, Charm, Streetwise; home tongues English and Irish) and Service Trades (Craft, Fortitude, Charm, Negotiation, Streetwise, Perception). Her profession skills: Craft, Fortitude, Charm, Negotiation, Streetwise, Perception, Leadership.
  4. Spend 110 XP:
Purchase XP
Charm 2 (5 + 10) 15
Craft 2 (5 + 10) 15
Streetwise 2 (5 + 10) 15
Negotiation 1, Fortitude 1, Perception 1, Leadership 1 (5 each) 20
Quick Recovery (Tier 2, favored: 10 less 5) 5
Convincing (Tier 2, favored) 5
Low Profile (Tier 2, favored) 5
Sickroom Skill (Tier 2, not favored) 10
Hardy, Steadfast, Many Tongues, Helpful (Tier 1, 5 each) 20
Total 110
  1. Free talent: Good Credit (Tier 1, on the favored list).
  2. Kit and stake: Knife, Pocket Revolver, a stove and tubs. Standing Wage: a Starting Stake of $31 and a Credit limit of $62 (the limit is $93 with Good Credit). Derived: Resistance 1, Wound Points 13 (10 + Might 1, + 2 from Hardy), Strain Points 14 (10 + Willpower 2, + 2 from Steadfast).
  3. Name and details: Nora, 31, Cork-born. Tie to the party: she feeds the sheriff's deputies. Tie to the world: her brother works a section gang on the Union Pacific.

Many Tongues gives her German and Spanish at no extra XP. Her Strength as an Irish character is a Boon Die once per session when she asks a favor of grading crews, enlisted soldiers or parishioners.