Steampunk Western — Getting Ready for October

Do you have a character with depth?  Here are a few steps to follow to help us have a rich and immersive event.

If you send the details of your character to Stryder at least 7 days before the next event, I’ll weave you into the details of Falton society,  which will maximize your enjoyment, and the enjoyment of others.

Check out http://www.incidentalcomics.com/2017/05/character-development.html for some inspiration

On your mark… get set… go!

Step 1: Choose a Culture

Every character comes from somewhere, and is raised and reared according to a set of beliefs and practices.  A character’s culture defines what he believes and how he views the world.

All cultures are based on 1840 nationalities.  Players should not have a character based on mythical/fantasy/nor alien creatures.   The one exception to this is that you could be a robot.

Step 2a: Choose one skill

Chose one skill in which you character is significantly better (state champion level) than most people actually are in real life.    This could be a talent you developed through practice, it could be a gift from God, or it could be made possible by a cool gizmo that you purchased or invented.  A skill may be something like:

  • Runs fast
  • Puzzle solver
  • Charming
  • Funny
  • Good fighter
  • Marksman
  • Mesmerizing storyteller

How this works is, if you are charming and you want the opportunity to dance with someone in particular, simply go up to that person and say something like, I know you find me charming.  May I have this dance?  (Of course, if a charming person asks you for a dance, please oblige them and admire how charming they are.  Or if you a chasing a fast runner, and they alert you to this fact, allow them to leave you in the dust.)

Step 2b:  Choose your deficiency

Consider what your character is lousy at.  This doesn’t mean you can’t do it, you just do it worse than most people.  Perhaps this is what you character was made fun of by their siblings, or what kept them from getting their first apprenticeship.

If a situation comes up where you need to use the talent you are deficient in, just attempt it embarrassingly, and make sure you are unlikely to succeed.  If you do succeed – dance for joy because you’ve always wanted to be able to do that, and never could, and now you just did!  Possible deficiencies:

  • Are a lousy negotiator
  • You have body odor, and you know it
  • Can’t dance, but you love to try
  • Are cripplingly shy
  • Are outrageously loud
  • Can’t shoot a target to save your life
  • Can’t do math
  • Can’t read a map
  • Can’t follow instructions

 Step 3:  Choose you trade.  Possible examples include:

The Aristocrat is a character of wealth and power born into a life of privilege and command.  They tend to carry themselves with dignity and radiate pride; as such they are often natural leaders who inspire those around them.  Aristocrats tend to dress in the finest garb available to their culture.

Alchemists are a breed of fighters and adventurers who rely on chemical formulas.  As such, alchemists usually wear or carry protective gear such as gas masks and air filters, gloves, goggles, and aprons. In addition, alchemists carry their chemicals with them in sealed tanks, powder pouches, glass globes and other contrivances.

Marksmen specialize in ranged combat using bows, crossbows and/or firearms.  Marksmen usually dress as befits their culture of origin. They tend to carry quarrels and ammo pouches and wear light armor so they can quickly move or flee as needed. Archers in particular wear bracers and gloves to protect their hands and wrists from snapped bowstrings.

Mechanics have honed their understanding of physics and mechanical devices in order to become warriors and adventurers on par with those who use their own natural abilities. They use devices to keep themselves safe in combat.   Some Mechanics have mechanically augmented arms, tools or weapons. Many display this equipment proudly on their persons. At the very least they carry a multitude of tools, instruction manuals, and replacement parts in case the machines they rely upon become damaged.

Standard bearers, poets, and musicians possess strong will and a courageous attitude which inspire those around them.  This may serve well in troop combat, or they may sit and watch, acting as historians, messengers, and loremasters.  One might tell stories and rhymes, while another might play an instrument. Rarely are they found without their tools of the trade, musical instruments, masks, etc.

Physicians are healers and scientists who understand the functions of the human body and specialize in the treatment of disease and injury.  Most healers carry packs of some kind that contain the potions, herbs and tools of their trade.

Adventurers draw upon a combination of fleetfootedness, wits and knowledge to safely navigate the wild or foreign places. They succeed through a combination of combat and charisma.  Some adventurers search for relics or treasure.  They tend to favor leather armor as it affords them protection, warmth and mobility, though they may be dressed in a variety of fashions depending on their mission and where they are travelling.

Soldiers are trained to fight. They tend to favor standard melee weapons above firearms, chemicals, or magic. They may have a background with a national military, or may simply be mercenaries.  Most wear armor and carry spare weapons or shields.  They may dress in uniform. Many carry trophies of battle, coats of arms, or other marks of rank and origin.

Thieves are rogues and scoundrels whose primary means of sustaining themselves is illegal activity.  Most come by their skills as a result of necessity as they tend to come from poor backgrounds.  Many Thieves pursue their skills voluntarily as explorers of trap-ridden dungeons, stealthy messengers, and informants.  Most thieves dress like normal people – their trade often depends on going undetected. Gutter Thieves may tend toward shabby clothing, while Burglars and Housebreakers tend to favor darker garb. Thieves’ clothing often features hidden pockets, cloaks to use as decoys when fleeing or fighting, and all manner of other contrivances that make them harder to spot and capture.

Step 4: Choose your Objectives

Why do you exist?  What drives you?  What do you want to achieve during the next game?  Possibilities include:

  • Rob highborn travelers
  • Start a rumor
  • Challenge someone to a duel
  • Disrupt the judicial system
  • Start a fight
  • See that Justice is served.
  • If there is an actor you don’t know, have your character engage with their character.
  • Help on other character achieve their objective.  Learn of their character while staying in character.
  • Make friends with someone you didn’t arrive with.
  • See that Justice is served.
  • Lobby to change the name from FaltIron to Gordonville.

Step 5: Submit your Character

Send Stryder your Character info at least 7 days before the next event.  This will allow us to draw you into the plotline and keep you entertained.   You know my address: (first initial)+(last name)+(subtract one from the number of people in my family)+(the number of dogs we have)[email protected].

Oh yes.  This will be a fine time!!!