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- Origins:
- Drop-In: Free You literally drop in from the sky, and land face-first into a barn. After being chased out by a shotgun-wielding farmer
- ranting something about aliens, you spot some horse tracks and follow them for a few miles until you see a town.
- City Slicker: You talk fast, walk fast, and are generally used to the rush-and-rumble of the big city. You somehow fell asleep on your
- train and ended up in the West with nothing, save for a small suitcase filled with law books and medical journals.
- However, being the smartest man in town does have it's advantages.
- "Alleged" Witchdoctor: You are a celebrity in New Orleans, famous for being a rumored Voodoo practitioner, though you may just be a
- fraud. After deciding to retire out West, things took a turn for the worst when your train departed early, and you had
- to leap onto it without most your luggage while it was moving. As you looked inside, you noticed it was being robbed
- as well.
- New Sheriff in Town: A former gunslinger feared as one of the "Quickest Draws in the West", you are now a recently released convict
- charged with protecting a small town with only a six-shooter, a badge, and the title of Sheriff.
- While you have many contacts in the more seedier lines of employment, you are also burdened with the
- protection of an entire town, and with catching up with the times after 10 years on the inside.
- Exiled Chief: A long-standing chieftain of a small-yet-powerful subset of the Lakota tribe, you were elected chief at a young age when
- it was discovered you were an extremely powerful medium. You have been informally banished for wanting to modernize
- tribe traditions while keeping the spirit of the ancient laws and customs. However, most members of your tribe still
- respect you, and you are quite the local celebrity.
- Civil War Hero: A former Officer of the Union,now suffering from "the vapors" you were key to the end of the War of Southern
- Secession. You decided to live out the rest of your life in the comfort of the West and enjoy your weekly stipend from
- the government. Unfortunately, this is a very anti-Union town, and if they ever found out the extent to which you were
- involved with the Union's victory, they'd quarter you in the street.
- Main Attraction: You were the star of Fast Eddie Spaghetti's Superb Wild West Shows, due to either your gun skills or racially-charged
- Chinaman impression. After a pay dispute, you were dumped off in the middle of the desert with nothing but
- the clothes on your back and some fancy pistols, plus a chest filled with some trinkets you took as a pay-raise.
- ------------------------------------------------------------PERK TIME------------------------------------------------------------------
- Soundtrack: Free! You get a western-themed soundtrack that's really good and never gets repetitive. Can turn on and off at will.
- Parlor Trick: 100 CP (Free Witchdoctor) You are really good at entertaining guests, and have a flair for the dramatic.
- You can also do really cool magic tricks.
- Regal Bearing: 100 CP (Free Witchdoctor) You carry yourself with all of the poise and flair of someone who knows what he is doing,
- even when you don't. Expect others to trust you more easily, but also want you to do favors for them.
- Gun Hand: 100 CP (Free Sheriff) You are skilled with the revolver and rifle, and can hit a man-sized target at however
- far you can see.
- Quickdraw: 100 CP (Free Sheriff) You are one of the fastest draws in the West, capable of drawing and firing your gun faster than the
- average person could react. If your gun is on you, chances are it will be in your hands when you need it.
- Omnidisciplinary Scientist : 200 CP (Free City Slicker) You are absurdly knowledgeable( for the time period )in several fields of
- mathematics, chemistry, law, mechanical engineering and botany, and can speak with really big words
- when talking about them. This is only book knowledge, mind you. You have no practical experience in
- any of the above.
- Ancestor's Guidance: 200 CP (Free Exiled Chief) Once a day, you can call on the souls of the dead to give you advice, or to
- just talk about whatever. They have to answer your questions, but they don't have to be
- straightforward about it.
- Enviro-Mentalist: 200 CP (Free Drop-In) You excel at using your surroundings to your advantage, giving you an edge when fighting
- indoors, whether it be a barfight or shootout. The more things within arm's reach, the better.
- Trapping and Tracking: 200 CP You can tell the direction, speed size, age, health and gender of any animal or person from just their
- tracks, and can tell what happened in a shootout by just gazing at the scene.
- Hard Drinker: 400 CP You can drink absolutely anything without feeling the effects until morning, and your tolerance for toxins and
- poisons is 10 times that of a normal elephant. Useful for drinking anyone underneath the table, or for scaring
- the piss out of people who attempt to poison your whiskey, only to see you down the entire bar's supply. You
- can also live on a diet of whiskey and bar peanuts alone.
- Human Resources: 400 CP You now know how to kill and properly harvest from other humans in order to get the reagents for a spell.
- Each person gives enough reagents for six weak hexes. See notes for details.
- Rider: 400 CP You can fire a gun from a horse or moving object with no loss in accuracy so long as you are the one controlling it. You
- are also an expert at bringing wild animals under your command, and have a natural feel for what they are thinking.
- Medicine Man: 400 CP You can stitch up almost any wound or ease any pains with nothing but the plants around you. It will take time,
- but so long as there's some sort of vegetation, you can cure diseases or treat any wounds short of
- dismemberment, in any species. Takes about a week for bullet wounds.
- Tin Star: 600 CP (Discount Sheriff) It may be tin, but it still feels real, so long as the overwhelming majority of citizens accept
- you as their protector. You know your town like you know your own hands, and can protect it as if it was an
- extension of your body. Furthermore, you can sense threats to your town and are always there in time to punish
- those responsible, as you can traverse it in half the time it takes the average vehicle of the setting at top
- speed.
- Ghost Dance: 600 CP (Discount Exiled Chief) With the better part of a year's preparation and energy, you can raise the spirits of the
- departed to assist you in battle. The spirits strike fear into the hearts of the enemy, causing any animals
- and the weak-willed to flee in terror, while weaker still drop dead out of fear. Each spirit summoned gives
- it's skills and combat experience to any living troops. Lasts three hours.
- Voodoo Practitioner: 600 CP (Discount Witchdoctor) You are skilled in the Voodoo arts, and can make potions, cast hexes, curses and
- spells, and bind the dead to inanimate objects, so long as you have the (relatively rare) reagents.
- See notes for details.
- True Grit: 600 CP (Discount Drop-In) As one man once said, "Rage is one hell of an anesthetic." When someone or something has harmed
- someone close to you, you gain the willpower to hunt them down to the ends of the earth, the toll on
- your body be damned. While other men give up, something inside you allows you to keep going,
- something lusting only for for REVENGE, something letting you track men for months across thousands of
- miles, with almost no sleep or food, just to get back at them.
- Regale: 600 CP (Discount Civil War Hero) You are a master tactician and planner, and can train an mob of villagers with sticks into a
- professional army in just weeks. Furthermore, any army you lead will never need new clothing or equipment, and their
- food needs will be so greatly simplified that as long as they eat a filling meal, their nutritional needs will be met
- with no ill effects.
- Insane Inventor: 600 CP (Discount City Slicker) The only thing that moves as fast as your mind is your mouth, and you can put both to
- good use. People tend to believe whatever you say, so long as you say it fast enough and pepper it
- with enough technical jargon as to be unrecognizable to all but your equals in the field. Having
- trouble with the law? Spout a rambling sentence on the injustices and flaws in the legal system and
- you're free to go. Furthermore, you now have the ability to make and modify steam-powered technology,
- and can do so without the risk of ruining the item for good.
- ------------------------------------------------------------ITEMS GET LOVE TOO----------------------------------------------------
- Garish Outfit: 50 CP (Free for Main Atraction) You start off wearing either a ridiculous carnival outfit or the costume of any hero
- from a western movie. Your choice.
- Ten-Gallon Hat: 50 CP (Free for everyone but Witchdoctor and City Slicker) A very large hat. Can hold 10 gallons of water.
- Typewriter: 50 CP (Discount Main Attraction and City Slicker) A typewriter with infinite ink. Comes with a carrying case so you can
- type just about anywhere.
- Provisions Kit: 100 CP Consists of a deep frying pan, a tin mug, a metal spork and knife, and a tinder kit. Gives you the ability to
- cook food just about anywhere.
- Badge: 100 (Free for Sheriff) It's a tin badge identifying you as some sort of lawman. Does nothing if people think it's fake.
- Spellcraft Supplies: 100 CP Enough supplies for 6 Love Potions or Poisons, 3 Blank Voodoo dolls, or one seance and summoning. If one
- has the knowledge, can be used just about anywhere.
- Swindler's Cards: 100 CP (Discount Main Attraction) A deck of normal looking playing cards to the unwitting observer, their owner is
- able to sense the location and type of the cards at any time, giving them an unfair advantage in your average
- poker game.
- Throwing Knives: 100 CP (Discount Main Attraction) A set of ten throwing knives used by a carnival actor.
- Colt Peacemaker: 100 CP A six-cylinder cap-and-ball revolver. Was crafted by a master gunsmith, and when properly wielded, fires exactly where aimed within its effective range. Gives you the ability to shoot at anything just about anywhere.
- Gilded Peacemaker: (Discount Main Attraction) For 100 CP more, it comes with cool engravings and is
- plated in gold and platinum.
- Either way, Main Attraction gets one Gilded Peacemaker free.
- Flask of Plenty: 100 (Discount Main Attraction) A hip flask that never runs out of whiskey. Cannot be poured, only drank from. Allows
- you to get drunk just about anywhere.
- Potion: 100 CP A weaker version of a love potion, this lasts only two hours instead of two months. All it needs is a hair of the
- target to be ready. If consumed, the victim will fall in love with the potion's target just about anywhere.
- Winchester Repeating Rifle: 250 CP A repeating rifle. Holds 8 shots in an internal magazine, lever action. Has a higher maximum
- effective range than the revolver, and also fires exactly where aimed when properly wielded.
- Gives you the ability to shoot more rounds from farther away just about anywhere.
- Gilded Winchester: (Discount Main Attraction) For another 100 CP, comes plated in gold and platinum and has gems
- embedded in it, as well as cool engravings.
- Gravity Hammer: 200 CP (Discount Main Attraction) Either a gift from a thankful Chinese blacksmith or a trinket you swiped from a
- circus, you now have an antique gravity hammer that is as much a masterpiece weapon as it is an art piece.
- Steam Cannon: 300 CP A very powerful, three shot steam rifle. Uses pressurized air to fire rounds, and thus requires a large steam
- reservoir to be carried on the back. However, can fire anything that can fit inside the barrel powerfully and
- accurately, and can be fired just about anywhere.
- Motorcar: 300 CP A 1900's era motorcar. Unfortunately, only allows you to drive on roads and not just about anywhere.
- Stallion: 300 CP A really good horse. Can go for days without resting or eating, but needs double the time to rest up after. Can go
- wherever a horse can, and acts just like a really smart horse just about anywhere.
- The Ranger's Badge: 400 CP Once a Jump, the badge will stop an otherwise lethal projectile from killing you. If used up, will be
- replaced by a new one next Jump. Can be worn just about anywhere.
- "Iron Horse": 500 CP The bastard child of a horse, motorcar and steam train. Is ridden like a horse, but at it's widest, is as large
- as a train-car and just as long. Can reach speeds of 100 miles per hour off a train track, and 200 when on.
- Has the brain of a horse inside it, and acts like one when it can. Can go just about anywhere.
- Soul Battery: 500 CP A device the size of a large backpack that can store and harness the power of a human soul. Harnessing it somehow
- allows for a single devastating shot that is large as a building and attacks the soul directly. Can be
- refilled, but needs a particular month-long ritual only the best of witchdoctors know. That means not you. Can
- be transported just about anywhere.
- ---------------------------------------------------------------- NEEH DRAWBACKS------------------------------------------------------
- Vintage: 0 CP Whenever you explain or talk about your past, you have a flashback which is inexplicably in sepia. Your voice is also
- re-dubbed, so it is always off sync with your lips and sounds as if you ate a fist-full of gravel.
- Beans: 100 CP The only food you will ever find are kidney beans and rotten kidney beans. For 10 years, you must survive on a baked bean-only diet, with the only toppings allowed being barbeque sauce, sawdust, or sugar, which you must provide yourself.. Your anus will hate you after the first year.
- The Red Ghost: 200 CP You are hunted by a 30-foot tall bulletproof camel and it's skeleton rider. The skeleton is an expert marksman
- and can split a hair from miles away, while the camel can run faster than any steam train. Both are
- masters of stealth, and are able to move silently at top speed and can vanish when out of sight.
- To your benefit, the skeleton rider cannot dismount, and knocking him off his steed causes him to fall
- to pieces. However, he cannot be killed and will thus always reform so long as the camel lives.
- Terrorist Train Tycoon: 300 CP You've meddled in the plans of a train tycoon one too many times, or simply took the blame.
- Either way, he is sending an... odd mercenary after you. A master of the era's technology with
- a massive, steam-powered spider as both base-of-operations and attack-platform.
- Narrator: 300 CP You get a narrator with a voice that does not fit the setting. Everyone else can hear him, and he will constantly
- state your personal thoughts and actions aloud, as well as any other embarrassing facts he can think
- off. Furthermore, he constantly makes you doubt yourself by stating how something could have been just
- a little bit better, or how stupid something was. He also gives you a soundtrack, but sings all the
- instrument parts, and is really bad at it.
- Done Fucked Up: 600 CP For the duration of the jump, everyone will act as exaggerated stereotypes from the 1800s. Native Americans
- will be both evil, bloodthirsty savages as well as magical holier-than-thou, mystical warriors that can
- perform world-changing ceremonies during full moons, cowboys are genocidal rampaging thieves and rapists as
- well as nigh-immortal bullet-spongy juggernauts of death, and Non-Whites are out to destroy the white race
- with their Voodoo/Oriental Magic/Bitchin' Sombreros that can corrupt entire towns. This applies to everyone,
- except for you. You get nothing of the above, and instead get a looping piano soundtrack and a nerf to all
- outside active powers.
- For 100 CP more, "Legends" will occasionally appear that are stereotypes of famous Western stereotypes and figures. A dastardly villain who is beloved by everyone and is immune to the law despite being an active serial killer, an Injun' Chief who can raise a spirit army and whom bullets avoid like the plague, or a Lawman who has set his heart on murdering you, and that recovers from almost any wound.
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