Westbound Character Creator
Westbound Character Creator
Character Generator
This character generator allows you to quickly make
characters for Westbound. Starting on page 1, you will be prompted to
make decisions about your character and write down the
information for your selections on your character sheet.
This generator does not have the basic information for playing
Westbound, which can instead be found in the Westbound Basic, the
Westbound Quickstart, or the full-color Westbound hardcover book or
PDF. These can also be used for reference or for more in-depth
information on an ability or weapon.
This generator has highlighted sections that are important and easily
missed, as well as directions to the next page. Make sure to write down
the information or follow the directions.
HAND
HAND SPEED
1 Kara Tumbletuff 25ft
5 ARMOR
*WANTED*
LEVEL NAME 0 SERENDIPITY
Cowboy
SORT 1
Level
Subclass X Quickdraw Halfling
Cheat Death Withstand 0
Level BREED
Spellcasting
$ $
Source Abilities Small Sized: Enemy attacks from
Hold'em High: draw a hold'em 0
1-3 will miss automatically.
1
and use it for every attack. Gut Magic: Can use Gut magic
traits and abilities.
2
1
3 TRAIT
4 " ChickenTITLEChaser " 2
For the following crimes
5 Thieft (chicken), Murder (Chicken), 3
Attepted to raise chicken from dead (poultrygeist)
6 TRAIT
4
Lover 5
7 ARCHETYPE 0
Level
Bond: People are more likely to be
0 swayed if they are familiar with me.
3
8
9 TRAIT 1 4
10 2 5
Vigor: Strong and Athletic
G COMPLICATION 1 Tier Reduction Bonus
REDUCTIONS
Judgement: Good judge of GRIT
G character. LUCK FORTITUDE
Demolisher: Great at destroying Enemy
G everything.
Attacks 1 Base
1-3 miss Foundation
Poise: Well balanced and dexterous BASE
L COMPLICATIONS FOUNDATION
T
Gut Sight: Can use Gut Magic to
use nose as sense. (60ft range) TRAITS No Magic
TRADITION
MANA
POOL
Equipment
EQUIP Seeker's Pack
STASH PACK
Two Tinkspark Revolvers Rope, Lantern, Oil Can, spade, waterskin, torch
hammer, 10 spikes, matches, backpack, harness
CRAFT NOTES
SORTS
Most sorts utilize two sources, but start by choosing one
GRIT
The indomitable spirit which forms integrity and a strong
will.
LUCK FORTITUDE
The intangible presence of good
fortune which blesses a person with
opulence, influence, and prosperity.
♠ The ancient connection to the soil,
drawn out and culminated in
instinct and ferocity.
TRADITION
Learned and long consolidated ways and customs, as well
as magic, knowledge, rituals, and study.
GRIT ♠
Choose your Sort
Cowboy ♠
Cowboys are independent and courageous - bastions of civilization and watchmen from the
encroaching wilderness. They are honorable, and take on hardships for the good of society.
Hold ‘em High: Cowboys gain a hold ‘em that can be applied to any attack
Go to Page 9
Outlaw ♠♣
Lawless agents of the cities of the west, Outlaws are masters of the multi-shot, dual wielding
weapons with supreme accuracy. Often anarchic and mercurial, the outlaws operate in
criminal organizations and guard the underbelly of civilization.
Marshal ♠♢
Marshals occupy the barrier between the wilds and civilization. They are capable, durable,
and accustomed to getting their hands dirty without scuffing their suit. They are able to see
weakness in their enemies, anticipating their actions and exploiting them.
LUCK ♣
Choose your Sort
Gambler♣
Gamblers live their lives based on risk and reward, laying everything on the line for huge
payoffs.
Outlaw ♣♠
Lawless agents of the cities of the west, Outlaws are masters of the multi-shot, dual wielding
weapons with supreme accuracy. Often anarchic and mercurial, the outlaws operate in
criminal organizations and guard the underbelly of civilization.
Witch ♣♡
Witches are the dark and occult magic users of the west, combining ancient evils with modern
revelations. Witches make deals with powerful entities to gain their powers, and control the
battlefield with hexes and spells.
Renegade ♣♢
Renegades are the ultimate survivors of the west, balancing a reactive defense with a
powerful offence. Renegades are easily excitable, but their durability keeps them
unconcerned of the destruction they so easily cause.
Blind Fire: Renegades may play attacks face down, and bluff the cards’ values
Go to Page 14
4
FORTITUDE ♢
Choose your Sort
Savage♢
Savages are strong and independent with incredible endurance and strong ties to nature.
Savages have a kinship with the soil and the wilds, which culminates in different ways.
Improved Foundation: Savages can play card to the top or bottom of their foundation stack
Go to Page 8
Marshal ♢♠
Marshals occupy the barrier between the wilds and civilization. They are capable, durable,
and accustomed to getting their hands dirty without scuffing their suit. They are able to see
weakness in their enemies, anticipating their actions and exploiting them.
Shaman ♢♡
Shamans are the mystics and medicinemen of the west, as wise and cruel as nature herself.
Shamans are supportive, while also being powerful strikers and magic users.
Renegade ♢♣
Renegades are the ultimate survivors of the west, balancing a reactive defense with a
powerful offence. Renegades are easily excitable, but their durability keeps them
unconcerned of the destruction they so easily cause.
Blind Fire: Renegades may play attacks face down, and bluff the cards’ values
Go to Page 14
5
TRADITION ♡
Choose your Sort
Wizard ♡
No one comes closer to mastering the chaotic nature of magic than wizards. A wizard learns
to aim the wild arcane forces that flow through and binds the world.
Improved Spellcasting: Unlike other spellcasters, Wizards have mastered all four sources of
magic.
Go to Page 7
Witch ♡♣
Witches are the dark and occult magic users of the west, combining ancient evils with modern
revelations. Witches make deals with powerful entities to gain their powers, and control the
battlefield with hexes and spells.
Shaman ♡♢
Shamans are the mystics and medicinemen of the west, as wise and cruel as nature herself.
Shamans are supportive, while also being powerful strikers and magic users.
Gambler ♣
Hand size: 5 Stats Base Foundation: 1
Weapon Proficiencies
The Gambler does not have any inherent weapons proficiencies. To become combat ready
you should use a Trait to gain proficiency in a weapon type.
♣Cheat Death
As a reaction, you may reduce incoming damage by discarding cards with the club suit. You
reduce the oncoming attack’s damage by one for each card discarded this way.
Aces Wild
Your indomitable luck allows you to steal victory from the most dire of circumstances. When
making an attack, adding to foundation, making a save or check, an Ace can be used as a
wildcard and can substitute for any card in the deck.
Traits
You gain Three Luck ♣ traits, to be chosen later
Equipment
Leather Baton | Savage Weapon | or Ol’ Faithful Pistol | Dust Implement |
Non-lethal 1 Barrel
Savage ♢
Hand size: 5 Stats Base Foundation: 2
Weapon Proficiencies
Savage Weapons - Traditional weaponry like melee weapons and bows
♢Withstand
As a reaction, you may reduce incoming damage by discarding cards with the Diamond suit.
You reduce the oncoming attack’s damage by one for each card discarded this way.
Improved Foundation
You can outlast anyone in a fight. You can play Foundation cards to the top or bottom of your
Foundation stack. Cards played on the bottom must be numerically higher and sequential to
the current bottom card.
Traits
You gain Two Fortitude ♢ traits, to be chosen later
Equipment
Sword of Striking | Savage Weapon | or Bloodthirsty Battleaxe | Savage Weapon
Kingslayer, Keen, Magic | Sweeping, Bleeding
Wizard ♡
Hand size: 5 Stats Base Foundation: 1
Weapon Proficiencies
Arcane Implements - Magical items of great power and utility
♡Spellcasting
Each day, you can draw for mana cards equal to your total character level plus 1. You regain
the use of all expended mana after a long rest. The mana cards drawn this way can be of any
source suit.
Improved Spellcasting
Unlike other spellcasters, you’ve mastered all four sources of magic. Starting at level 1, when
drawing for mana at the end of a Full Rest, you can take spells of any suit.
Traits
You gain Two Tradition ♡ traits, to be chosen later
Equipment
Orb of Arcane Assault | Arcane | or Illusory Scepter | Arcane Implement |
Multiattack, Curve, Transform Sensory Overload, Reverb, Create
Illusions
Cowboy ♠
Hand size: 5 Stats Base Foundation: 1
Weapon Proficiencies
Dust Implements - Firearms and grenades
♠Quickdraw
As a reaction, you may discard a Spade Suit card and make an attack on an enemy who
leaves Full Cover. You must play a set along with the discarded Spade, and the spade cannot
be included in the set.
Hold'em High
At the end of a full rest, the Cowboy draws a Hold'em, which can applied to any attack the
Cowboy makes this day. When the Cowboy plays a set, the Hold’em is treated as part of that
set, and will increase the damage of the attack if it can increase the size of the set.
Traits
You gain Two Grit ♠ traits, to be chosen later
Equipment
Tinkspark Trivolver | Dust Implement or Witchbane Fan Cannon | Dust
| 3 Barrels, Repeater, Sensitive Implement | 9 Barrels, Shotgun 3
Outlaw ♠♣
Hand size: 4 Stats Base Foundation: 1
Weapon Proficiencies
Dust Implements - Firearms and grenades
♠Quickdraw
As a reaction, you may discard a Spade Suit card and make an attack on an enemy who
leaves Full Cover. You must play a set along with the discarded Spade, and the spade cannot
be included in the set.
♣Cheat Death
As a reaction, you may reduce incoming damage by discarding cards with the club suit. You
reduce the oncoming attack’s damage by one for each card discarded this way.
Desperado
You account for the spray and recoil of your weapons, and deftly wield two weapons at once.
When using the Multi-shot feature, you can draw the multi-shot cards from the deck before
deciding on an attack card to pair with it.
Traits You gain One Grit ♠ and Two Luck ♣ traits , to be chosen later
Equipment
Tinkspark Trivolver | Dust Implement or Demagogue Pistol | Dust Implement | 6
| 3 Barrels, Repeater, Sensitive Barrels, Shotgun 6, Axe Hilt
Marshal ♠♢
Hand size: 4 Stats Base Foundation: 2
Weapon Proficiencies
Dust Implements - Firearms and grenades
Savage Weapons - Traditional weaponry like melee weapons and bows
♠Quickdraw
As a reaction, you may discard a Spade Suit card and make an attack on an enemy who
leaves Full Cover. You must play a set along with the discarded Spade, and the spade cannot
be included in the set.
♢Withstand
As a reaction, you may reduce incoming damage by discarding cards with the Diamond suit.
You reduce the oncoming attack’s damage by one for each card discarded this way.
Traits You gain One Grit ♠ and One Fortitude ♢ trait, to be chosen later
Equipment
Demagogue Pistol | Dust Implement | or Alchemical Lance | Savage Weapon |
6 Barrels, Shotgun 6, Axe Hilt Alchemical, Reach, Lightning Bolt
Weapon Proficiencies
Dust Implements - Firearms and grenades
Arcane Implements - Magical items of great power and utility
♠Quickdraw
As a reaction, you may discard a Spade Suit card and make an attack on an enemy who
leaves Full Cover. You must play a set along with the discarded Spade, and the spade cannot
be included in the set.
♡Spellcasting
You can draw for mana cards equal to your total character level plus 1. You regain the use of
all expended mana after a long rest. The mana cards drawn this way can be of any suit.
Counter Spell
You can use your reaction and discard a mana to disrupt a nearby spellcaster. When a target
you can sense casts a spell, you can remove one Mana from the spell being cast. If the spell
no longer has any mana, it is completely countered and has no effect.
Traits You gain One Grit ♠ and One Tradition ♡ trait, to be chosen later
Equipment
Orb of Arcane Assault | Arcane | or Witchbane Fan Cannon | Dust
Multiattack, Curve, Transform Implement | 9 Barrels, Shotgun 3
Witch ♣♡
Hand size: 4 Stats Base Foundation: 1
Weapon Proficiencies
Arcane Implements - Magical items of great power and utility
♣Cheat Death
As a reaction, you may reduce incoming damage by discarding cards with the club suit. You
reduce the oncoming attack’s damage by one for each card discarded this way.
♡Spellcasting
You can draw for mana cards equal to your total character level plus 1. You regain the use of
all expended mana after a long rest. The mana cards drawn this way can be of any suit.
Pact Magic
Witches make a deal with a powerful entity and may choose from the following:
Dust Pact, Devil Pact, and Dragon pact.
Traits You gain Two Luck ♣ and One Tradition ♡ trait, to be chosen later
Equipment
Thunder Cracker Rod | Arcane | or Illusory Scepter | Arcane Implement |
Lightning damage, Shock Sensory Overload, Reverb, Create
Illusions
Renegade ♣♢
Hand size: 4 Stats Base Foundation: 2
Weapon Proficiencies
Savage Weapons - Traditional weaponry like melee weapons and bows
♣Cheat Death
As a reaction, you may reduce incoming damage by discarding cards with the club suit. You
reduce the oncoming attack’s damage by one for each card discarded this way.
♢Withstand
As a reaction, you may reduce incoming damage by discarding cards with the Diamond suit.
You reduce the oncoming attack’s damage by one for each card discarded this way.
Blind Fire
When you make an attack, you may play the attack cards face down instead of face up. When
you do, declare the highest scoring set, including the highest value in the set. The declaration
does not need to be the truth. The target can either accept or challenge.
If accepted: Damage is taken as declared
If challenged and the declaration was true: Damage is doubled
If challenged and the declaration was a lie: Damage is halved
Traits You gain Two Luck ♣ and One Fortitude ♢ trait, to be chosen later
Equipment
Sacrificial Dagger | Savage | Bleed or Flail | Savage | Anticipate, Sweep
Shaman ♡♢
Hand size: 4 Stats Base Foundation: 2
Weapon Proficiencies
Savage Weapons - Traditional weaponry like melee weapons and bows
Arcane Implements - Magical items of great power and utility
♡Spellcasting
You can draw for mana cards equal to your total character level plus 1. You regain the use of
all expended mana after a long rest. The mana cards drawn this way can be of any suit.
♢Withstand
As a reaction, you may reduce incoming damage by discarding cards with the Diamond suit.
You reduce the oncoming attack’s damage by one for each card discarded this way.
Escalate Spell
You can mold the energies you control to flow into another's mana and form a new spell. If an
ally you can sense casts a spell, as a reaction you can add a mana card to that spell. The
spell becomes the new combination of mana, and can be of a higher tier than normally
available to the original spellcaster .
Traits You gain One Tradition ♡ and One Fortitude ♢ trait, to be chosen later
Equipment
Fire Warden Staff | Arcane | Flame, or Scepter of Glorious Lights | Arcane |
Extinguish, Fire Shield Glow, Lantern, Flash
Intuitive
You may add one mana to your mana pool. This mana must be of the Tradition suit. You are
proficient in Arcanic Implements.
Savage Tradition
After each full rest you gain a Hold’em, and may apply it to Savage Attacks. You are proficient
in Savage Weapons.
Traits You gain One Tradition ♡ and One Luck ♣ trait, to be chosen later
Dwarf
Speed: 30 feet Blacksight up to 60 feet
Breaker
When making a Savage Attack, the armor complication of the target is decreased by one tier.
Traits You gain One Grit ♠ and One Fortitude ♢ trait, to be chosen later
Halfling
Speed: 25 feet
Gut Magic
You can use Gut Magic. After Consuming 100 lbs of food, you can use a Gut Magic ability
that you have previously acquired.
Small Size
Your small stature makes you a hard target to hit. Enemies have a simple complication when
attacking you.
Traits You gain One Grit ♠ and One Luck ♣ trait, to be chosen later
Intuitive
You may add one mana to your mana pool. This mana must be of the Tradition suit. You are
proficient in Arcanic Implements.
Small Size
Your small stature makes you a hard target to hit. Enemies have a simple complication when
attacking you.
Traits You gain One Tradition ♡ and One Fortitude ♢ trait, to be chosen later
Half-Breed
Choose any two breeds as your parents
Speed: 30 feet
Linguist
You learn one additional Language.
Synergy
Any feature that both your parent breeds have, you have as well.
Traits You gain One Grit ♠ and One Luck ♣ trait, to be chosen later
Human
Speed: 30 feet
Linguist
You learn one additional Language.
Adaptable
You have two traits of any suit. Half-Breeds with at least one parent who
has this ability can take this in place of the traits they would normally gain from their breed.
Relentless
When you become wounded, you may immediately take an attack action as a reaction.
Savage Tradition
After each full rest you gain a Hold’em, and may apply it to Savage Attacks. You are proficient
in Savage Weapons.
Traits You gain One Grit ♠ and One Fortitude ♢ trait, to be chosen later
Ogre
Speed: 30 feet
Large
You are a large creature. Your backpack can hold 5 more items, and you are not affected by
an armour’s speed penalty that is 5 ft or under. You gain an additional Base Foundation.
Gut Magic
You can use Gut Magic. After Consuming 100 lbs of food, you can use a Gut Magic ability
that you have previously acquired.
Traits You gain One Grit ♠ and One Fortitude ♢ trait, to be chosen later
Goblin
Speed: 25 feet Blacksight up to 60 feet
Nasty
You gain a Hold'em in any battle in which you received a surprise round. This Hold'em is
discarded at the end of the battle.
Small Size
Your small stature makes you a hard target to hit. Enemies have a simple complication when
attacking you.
Traits You gain One Grit ♠ and One Luck ♣ trait, to be chosen later
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Orphan
Easy-going and practical, the Orphan is Everyman
sociable and friendly. They are “You fit in easily with crowds and are talented
comfortable and relaxed, possessing a at looking the part.”
familiarity that puts others at ease. They In groups of two or more, people will easily
rarely stand out from the crowd and are associate you with the crowd even if you
easily overlooked by authorities. wouldn't normally belong. This works well with
Orphans are often egalitarians, followers, but poor with renegades and leaders.
believing that the lowliest beggar and
highest king should be treated with the OR
same respect. They are inherently
democratic and diplomatic, and weigh Slippery
the interests of others alongside their “I’ve never seen that man before in my life!”
own. You know how to be unremarkable and
Orphans believe in sharing workloads, interact with people without distinguishing
responsibilities, and rights. They don't yourself. This works well with the unobservant,
believe in exceptionalism or flights of but poorly when you are distinct.
fantasy.
*Proceed to the Traits section (Page 27) after choosing your archetype.
22
The Warrior
Honorable and powerful, Warriors are Aggressive
champions. Warriors are filled with “Your outburst may have hurt their feelings,
determination in whatever they do. They but they won’t be coming back anytime soon.”
like to take on tasks as they come and You are more convincing when you're being
complete them before starting a new forceful or pushy. This works well with the timid,
task. Warriors are achievers and but poorly with the bold and brave.
motivators, men and women of action
who believe in immediate responses OR
over deliberation. However, they are not
reckless, and do not put their allies in Protector
danger by acting too soon or too rashly. “People tend to see a walking shield when
Warriors are honorable, and do not like they look at you.”
striking a foe while they are down. People are more likely to believe you are
Warriors often live by a code, such as there to help them, and that you have their
defending the Innocent and refusing to safety in mind. This works well for the weak and
kill women and children. vulnerable, but poorly for the strong and fearful.
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Saint
Trustworthy and patient, and a friend to Amnesty
the weak, the Saint is a caregiver, not “I promise this will never happen again, and
only to their allies but to all who are in that we’ll clean up the mess.”
need. They are compassionate and enjoy You are more easily able to ask for
helping others. The Saint is selfless and forgiveness. This works well on hopeful people,
generous, giving without any thought of but poorly on skeptics and people who have
how they could benefit, or even if the been betrayed.
recipient can repay them. The Saint
believes in mercy and forgiveness, even OR
when it's not convenient. They see
injured enemies as potential allies, and Mercy
will try to assist them even if there is no “To fight takes courage, but to surrender takes
reward. trust.”
The Saint believes in trust, and does not You are better able to get others to submit to
believe in cynicism. They believe in you, trusting in your sincere mercy. This works
second chances, and that no one is well for the frightened, but poorly against the
beyond redemption. prideful and the distrustful.
*Proceed to the Traits section (Page 27) after choosing your archetype.
23
The Explorer
Experienced, determined, and seeking Control Social Energy
adventure on new horizons, Explorers
“Let’s go! who’s with me?”
are independent and self-directed. They
You can better manipulate and sway an
are motivators of action.
already-present social energy. People who are
already excited, angry, or hysterical are more
Explorers do not enjoy getting likely to be convinced by you. This works well
sidetracked, and will do their best to steer in an angry mob, but very poorly within the
their allies towards their directed goal. quiet chambers of a council.
They enjoy deliberating, as long as they
remain on the task at hand. OR
Explorers are often pragmatists who
prepare for perceived obstacles and don’t Pioneering
fret over events that do not affect them or “Fortune favors the bold.”
that they cannot prevent. They are men You are better at convincing people of the
and women of action who enjoy benefits of being first, pioneering, and being a
uncertainty in the wild, but not among trailblazer. This works well with the expeditious,
their allies. but poorly with the passive and the cautious.
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Rebel
Restless and unruly, Rebels are free Dismantle
spirited, bold and adaptable. The Rebel is “The problems were already there, but you
an agent of change. They are constantly brought them into the light.”
dissatisfied with their current situation and People are more likely to argue and sabotage
are always seeking to dismantle the status their relationships when provoked by you.
quo. Rebels understand that each rule in a This works well on a loose group of distinct
society is a social construct, and always individuals, but poorly on tightly knit groups or
questions who is benefiting and who is groups with similar convictions.
being taken advantage of.
Rebels tend to be very emotional, and OR
they are often hot-headed. They like to
make arguments based on emotion, Appeal to Emotion
regularly using sadness and anger as “Won’t you think of the children?”
justification for action. You can better instill an emotional response
The Rebel believes in freedom, equality, to become more convincing. This works well
originality, and radical change. They do with the easily riled, but works poorly with
not believe in nepotism or discrimination. drifters and the apathetic.
*Proceed to the Traits section (Page 27) after choosing your archetype.
24
The Lover
Friendly and familiar, Lovers seek deep Bond
and lasting relationships. They are often “It’s not what was said, but who said it.”
willing to forgive others and salvage lost People are more likely to be swayed by you
and damaged relationships. They are if they are familiar with you. This works well
gracious, and make sure others feel on
people who like you, but poorly on
appreciated for what they have done. strangers and people who hate you.
Lovers care more about those that they
are already close to, and prefer to help OR
them instead of doing greater goods for
strangers. Lovers are less likely to think in Perspective
terms of universal ideas or principles, and “You know, from the thieves’ perspective,
more likely to think in terms of people and we're the bad guys.”
relations. You are better able to help others see from
Lovers are likely to believe in destiny and different points of view. This works well for the
fate, second chances, and favoritism. open minded, but poorly for the stubborn or
They do not believe in absolutes or entrenched.
cruelty.
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Creator
Brilliant and clever, the Creators are the Scheme
masters of creative solutions. They are often “If you think you're confused, imagine how
learned, either self taught or schooled, and the enemy will feel.”
have a deep craving for knowledge. They You are better at explaining and making
enjoy efficiency, and will experiment until arguments for intricate plans. This works
they have a set routine both in the morning well with the intelligent, but poorly on the
and on the battlefield. Creators like to solve inattentive or dimwitted.
problems, even if they aren’t “traditional”
problems, and will often spend a hundred OR
hours to save themselves five minutes
during their day. Clever
Creators are detail oriented, having plans “I offered you a beautiful ring, so allow me
and backup plans. A Creator would prefer to to ring this bell for you.”
spend a lot of time planning for the perfect People are more likely to honor the deals
solution, and precisely execute that solution. made by you that have alternate
Creators believe in patience, hard work, interpretations or applications. This is likely
efficiency. They do not believe in abstract to work well on the lawful, but not on
ideas, irrationality, or guessing. pragmatic or dishonest.
*Proceed to the Traits section (Page 27) after choosing your archetype.
25
The Comedian
The Comedian fully realizes the disparity Diversion
between morality, justice, and law; they act “Wait, I don't remember what we were
as living reminders of our absurd reality. talking about.”
They are often foolish, making light of People are more likely to let you distract
perilous situations, and adore the freedom them. This works well on the bored, but
of truth, often speaking other’s truths for poorly on the determined and calculated.
them. Comedians will try and show the truth
of others to demonstrate their folly, often OR
with extreme displays that can cross the
line. Invoke Group
Comedians are often altruists, Reputation
understanding that the difference between “ This is elven craftsmanship, and you know
ally and foe is simply circumstance. They what they say about elves…”
are likely to tend to an enemy’s ailment, and You are better able to invoke the reputation
at the same time comically berate an ally for of a group, culture, or breed. This works well
becoming wounded. Still, Comedians care for those who know of the group or of the
deeply for their allies, and are often the deeds of the group, but poorly for those who
voice of reason when others are forced to are unaware of them.
bargain and compromise.
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Sage
The Sage attempts to understand the Skeptic
truth about the world, others, and
“The honored knight seems trustworthy, but
themselves. They are seekers of
how can we know she’s trustworthy?”
knowledge and are often stoic or
You can make people question things and
repressed. They prefer to read, study, and
become more skeptical. This works well on
prepare rather than to act suddenly or
cynics, but poorly on the hopeful and
brashly.
optimistic.
Often very old, Sages have resolved
their personal quest, either through victory OR
or defeat, and now seeks to assist others
with their collected experience. Sages Mentor
want to create a better world, and will act “First you must watch and learn.”
as a mentor and guide to others so that People are more likely to be swayed by you if
they may follow in the Sage’s footsteps, they see you as a wise teacher or tutor. This
or so that they do not make the same works well on the young, but poorly on the
mistakes. prideful and willfully ignorant.
*Proceed to the Traits section (Page 27) after choosing your archetype.
26
The Visionary
Curious and mysterious, Visionaries Intrigue
search for meaning in the universe. They “I heard the Duke say something very
seek not only answers, but for the reasons interesting about you today.”
behind the answers. Through study, they You are better able to provoke a person’s
will find patterns and make predictions curiosity and interest. This works well on
about the future of persons, countries, or gossips, but poorly on the withdrawn and the
the universe. They then attempt to unconcerned.
manipulate the future based on their
prediction. OR
Visionaries see other people as
something to be studied and explored. Confound
They are immensely interested in the “ We'll have to be proactive to interrupt the
unique experience of each individual and paradigm shift before it escalates.”
discovering why they are who they are. You can easily confuse people with jargon.
Visionaries tend to be stealthy and This works well on the unintelligent, but
secretive to not affect the people they are poorly on the informed and the attentive.
studying.
*Proceed to the Traits section (Page 27) after choosing your archetype.
The Ruler
Rulers have to live by two sets of Value
morality: a personal, private code, and a “Where they see vagrants and street rats, you
public code. Rulers are able to put their see spies and informants.”
private moral code aside in order to You are better able to convince others of the
serve a public interest, and are capable
usefulness of undesirable people and
of doing what no good person can do.
organizations. This works well on the
Rulers dictate the laws, but do not
open-minded, but poorly on the pompous and
need to live by them. To a Ruler, laws
bigoted.
apply to certain people in certain
situations, and they generally don’t OR
abide by any they don’t set themselves.
A Ruler would say it is immoral to Appeal to Authority
murder, and then later hang a thief. “Gods, kings, or councils, everyone bows to
Rulers are natural leaders, and will something.”
always choose the most competent You are better able to influence people by
companions; The Ruler will find uses for appealing to an authority or commanding
those who are incompetent. organization. This works well with the lawful, but
very poorly with criminals or the uncivilized.
*Proceed to the Traits section (Page 27) after choosing your archetype.
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TRAITS
By now you should have 2 or 3 traits from your sort, and 2 from your breed. You also gain
one additional trait of any suit of your choice. After filling out your traits, go to page 32.
Weapon Proficiencies
♠Dust Implement Training ♢Savage Weapons Training
Below are basic traits of each suit. These are simple traits that are useful for any character.
Choose at least three of your Traits from the list of Simple Traits.
♠Vigor : You are strong and ♠Coercion : You are well versed ♠Judgement : You are a
well toned. You are in hostile forms of negotiation. good judge of character.
proficient in athletic feats, You are proficient in making You are proficient in seeing
including jumping, climbing, others do what you want through others’ moods and feelings,
grappling and swimming. force, threats, and intimidation. as well as discerning lies.
(Page 28 for more Grit Traits)
♣Furtive : You are sly and ♣Blandish : Embellishment is ♣Poise : You are well
shifty, with illegal methods. an artform. You are proficient balanced and composed.
You are proficient in hiding, in manipulation through You are proficient in
sleight of hand, picking locks, charm, flattery, and non acrobatics, balance, and
general thievery, skullduggery aggressive coaxing. moving around silently.
and up-to-no-goodery.
(Page 29 for more Luck Traits)
♢Observant: You quickly see ♢Mettle: Your body and mind ♢Mad Dog : You don’t
what others do not, with honed are accustomed to danger and need a weapon to be
senses able to detect all kinds stress. You are proficient in dangerous. You are
of subtleties. You are proficient withstanding poisons, illnesses, proficient in unarmed
in investigating for details, and prolonged external forces combat and improvised
searching, and spotting things. such as extreme weather. weapons.
♡Schooling: You are educated ♡Eldritch Lore: They don’t teach ♡Antiquarian: You know
and know much about the this stuff in school. You are the value of things, and
natural world. You are proficient in knowledge checks are proficient in the
proficient in Geography, relating to other planes of appraisal of common and
History, Zoology, Mathematics existence, monstrous creatures, uncommon worldly
and rudimentary Arcanics. You gods and demons. You also objects.
also learn one additional learn one additional language.
language.
(Page 31 for more Tradition Traits)
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♠Grit Traits
♠Dust Implement Training : You are ♠Vigor : You are strong and well toned.
proficient in using all Dust Implements. You are proficient in athletic feats, including
jumping, climbing, grappling and swimming.
♠Judgment : You are a good judge of ♠Coercion : You are well-versed in hostile
character. You are proficient in seeing forms of negotiation. You are proficient in
others’ moods and feelings, as well as making others do what you want through
discerning lies. force, threats, and intimidation.
♠Point Blank : You understand that the ♠Maneuver Master : You are deft and
“minimum required distance” is just a skilled in combat. You have advantage with
suggestion. Melee is considered prime combat maneuvers, including disarm,
range for your Dust Implements. shove, grapple.
♠Close Quarters Fighter : You thrive in the ♠Catch : Your hands are lightning fast. As
thick of battle. While fighting in melee with a a reaction, you are able to catch an object
melee weapon against an opponent who is thrown at you or within 5ft of you. If the
not using a melee weapon, their attacks object deals damage as part of an attack,
suffer a sensory complication. the damage is reduced by one. If you have
When an opponent moves while within your the Quickdraw ability, you can use it to
melee attack range, if you have the throw the object as part of the reaction,
Quickdraw ability, you can use it to make a making an attack against a target with the
melee attack on the enemy. weapon.
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♣Luck Traits
♣Musical Weapons Training : You are ♣Poise : You are well balanced and
proficient in Musical Implements. composed. You are proficient in acrobatics,
balance, and moving around silently.
♣Furtive : You are sly and shifty, with ♣Blandish : Embellishment is an artform.
illegal methods. You are proficient in hiding, You are proficient in manipulation through
sleight of hand, picking locks, general charm, flattery, and non-aggressive
thievery, skullduggery and up to coaxing.
no-do-goodery.
♣Cityslicker : You know how to survive in ♣Fan of Steel : If a weapon has the
cities and can intuitively navigate them. You Thrown and Light property, you can throw
are proficient in communicating with locals, three of them at once as an attack to ignore
any sensory complications on a target.
♣Coachman : More like a chauffeur of ♣Crouch : You know how to make yourself
destruction. You are proficient in a hard target. You are considered small and
maintaining and operating carts, trains and attackers suffer a simple complication
other vehicles. In addition to proficiency with against you in combat. This does nothing if
all vehicles, steering is now done as a you have the Small feature already.
bonus action.
♣Dive : Surviving means being a hard ♣Force Jam : Some people are just luckier
target. When using your Cheat Death ability, than others. When using your Cheat Death
you can immediately move up to 10ft. ability to reduce damage from a Dust
Implement, the attacker’s firearm jams if you
reduce the damage to nothing.
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♢Fortitude Traits
♢Savage Weapons Training: You are ♢ Mad Dog : You don’t need a weapon to be
proficient in all Savage Weapons. dangerous. You are proficient in unarmed
combat and improvised weapons.
♢Observant: You quickly see what others ♢Mettle: Your body and mind are
do not, with honed senses able to detect all accustomed to danger and stress. You are
kinds of subtleties. You are proficient in proficient in withstanding poisons, illnesses,
investigating for details, searching, and and prolonged external forces such as
spotting creatures. extreme weather.
♢ Wrangler : You are a bronco who is a ♢Animal Companion : You often have an
friend and protector of animals. You are animal sidekick who assists you. When you
proficient in making friends with and training have only one beast as a cohort, the beast's
beasts, which includes riding, training, and attacks are sent to the recycling pile. In
fighting on and alongside beasts. You do addition, the beast only requires verbal
not suffer a complication for being mounted commands to perform a basic task and loses
on a trained beast. the Uncoordinated trait.
♢ Pharmaceutics : You are trained in ♢Fury: You just don’t know when to quit,
non-magical healing and surgery. When you and continue to fight through pain and
take an action to stabilize a creature who injury. When you become wounded, you
has been reduced to 0 Foundation, the continue to draw hands, move, and take
check automatically succeeds. After a short attack actions until you are completely
rest, you can discard 10c to assist yourself exhausted. You cannot lay down
and others in recovering health. Creatures Foundation in this state until you regain a
restore twice the foundation for the same Base Foundation.
amount of cards discarded.
♢ Parry : Knock your enemy off balance with ♢Painful Resolve: Every wound is a
a preemptive strike. When you use the reminder of why you are fighting. When you
Withstand ability while in melee with the use the Withstand ability, you may remove 5
attacker, you ignore all damage from the random cards from your discard pile from
attack. the game, and then shuffle 5 random cards
from your discard pile into your deck.
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♡Tradition Traits
♡Arcanics : You are proficient in ♡Antiquarian: You know the value of
manipulating magical energies, using magic things, and are proficient in the appraisal of
devices, and using Arcanic Implements. common and uncommon worldly objects.
♡Schooling: You are educated and know ♡Eldritch Lore: They don’t teach this stuff
much about the natural world. You are in school. You are proficient in knowledge
proficient in Geography, History, Zoology, checks relating to other planes of existence,
Mathematics and rudimentary Arcanics. monstrous creatures, gods and demons.
You You also learn one additional language.
also learn one additional language.
♡Magic Resistance: You are especially ♡Cognizant: You gain the ability to end
good at resisting magical effects. When a magic spells that you have cast early. You
spell is cast on you, you can discard any can end the effects of any spell you have
suit with a value higher than the spell to cast as part of an action. You cannot use
ignore the spell’s effects. this to end your highest tier of spells early.
♡Summoner : You can conjure creatures to ♡Familiar : You gain the allegiance of a
your side. As a 10 minute ritual, you can spiritual entity, who is either a ghost or
discard a mana and mark a creature you otherworldly being who will assist you in
can touch. your journey. As an 8 hour ritual, the entity
As an action, you can discard one mana can be placed into the body of a small beast
and instantly teleport a creature you’ve or object. While in this form they have motor
marked to within 5ft of you. control over the creature or object and retain
their intelligence. They are able to speak if
provided with a mouth. When the creature
♡Gut Vision: Using your Gut Magic ability, dies or the object becomes sufficiently
for one hour you have the Gut Vision damaged, the spirit is released and must be
Sense. You can sense the caloric value of placed into a new body, or else stay in its
objects up to 60 ft away. spirit form. The familiar can also choose to
return to its spirit form. In its spirit form, the
familiar is not visible and cannot see or
interact with people or objects. The Familiar
acts as a cohort in battle.
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Odds and Ends
Your character is almost done! Just a little more
information to complete them. Fill out your
personal information, your gear pack (Chosen in
the Sort Section), and if neccissary you can
complete further research into your character.