Well, at least you won’t lose your shirt! You’re really good at gambling. You know every card, dice, and other chance game in the West (even the ones invented five minutes ago to fleece a poor civilizee of his last dollar), and have uncanny luck at any such pastime. If that’s not enough, you can rook better than any chisler you’ve ever heard of, and are sure to catch anyone else who plans to cheat against you.
100cp Barfly
Your hours on a stool have taught you some serious lessons. In addition to nigh-immunity to the excesses of drink and drug, you’re a master of bar brawls, able to knock out even the toughest hands with a single smash from a chair. You know just how to break a bottle to make a weapon and not cut your hand, and when to use a bar mirror to time your strikes. While your battles might leave a mark on your tab, they probably won’t leave one on you.
200cp Kung Fu
After being trained by a wandering Shaolin master (who kept calling you “grasshopper” for some reason), you are now an able practitioner of Shaolin-style Kung Fu. In addition to the obvious benefits of mastering a lethal style of unarmed combat, you have a very strong sense of dignity, and can easily keep calm through pain. The obvious markings of your rank (dragon-shaped burns on your forearms) will also serve as an excellent character reference for the thousands of Chinese immigrants working the railroads.
200cp Hands As Fast As Lightning
The best way to win a gunfight, especially in the cramped environments you’re accustomed to, is to be the one who shoots first. And that’s always you. You’re so fast you can draw and fire six shots single action before another man’s hands touch leather, and without the inaccuracy most would expect. This has some nonviolent uses, as well; your card tricks must be seen to be believed, and you can make a draw or a simple cylinder check into a work of art.
500cp Just Good At Killing Things
Draw. Aim. Fire. Aim. Fire. Aim. Fire. And three men are dead on the floor. That’s your talent; killin’ folk. You know exactly how to ignore all the fancy bits, whether that’s a fancy gun-twirling draw or a silly kung-fu stance, and get down to the barebones by shaving off the unnecessary bits (even the ones some other people think they need). It may not be quite as efficient, but it’s sure effective.
Items
00cp Texas Prayer Book
While they may suspect, when using this deck of cards (which oddly seems to change shape, artwork, and even size, to fit the game in question) you can never be PROVEN to have cheated. No matter how carefully they check, there are only four kings in the deck. Just how you drew all of them… must have been luck, huh? Also guaranteed you’ll never end up with the Dead Man’s Hand!
50cp Katana
Somehow imported from the mysterious Land of the Rising Sun, nobody else around here has one of these. A long sword, this weapon is good enough to cut through gunmetal with a little effort and, if you’re really lucky, deflect a bullet or two. It also seems to drop the temperature a few dozen degrees when you draw it. This also serves as a great method of deterrence; who’s gonna start a barfight against a guy with a sword?
50cp LeMat Revolver
In addition to serving as an excellent 9-shot revolver, this pistol has a second barrel that can fire a 20-gauge shotgun round or more exotic projectiles. While reloading the second barrel is usually a problem, this particular example (owned by a famed Confederate cavalryman) seems to reload itself from shells in your pockets, on your belt, or in a bandolier, if given a few moments.
100cp Star [US Marshal]
This emblem of the law proclaims you as a U.S. Marshal, a Mountie, a sheriff, or another legal agency. The star shines so brightly your jurisdiction can never be doubted; though people may not bow to it, they’ll know you are the long arm of the law here at last, whether in the Indian Territories or even farther afield. When someone does draw down on you, the star flashes in the sun in a way that seems to often blind people aiming in your direction, giving you an extra second to draw yourself.
100cp Longarm
As a Winchester '73 (Octagonal barrel optional) this longarm is perfectly suited to sharpshooting work out on the prairie. While it’s good for shooting people, this lever-action rifle is even better for shooting other things; in fact, the bullet seems to strike unerringly at targets other than humans. If you want to shoot a gun out of a man’s hand at a mile, or kill his horse at two, this is the gun for you, and there’s no chance of either causing any damage to the actual person involved. Somehow.
300cp Devi’s Right Hand [Colt]
Shooting fast as lightning and true as thunder, you have an example of one of the guns that won the West. Whether a Peacemaker, a Single Action Army, an old cap and ball Navy model, or something more obscure, it’s probably a Colt, and it’s certainly lethal. It’s even more dangerous than most on the draw; as you fill your hand time slows down, allowing you two to five seconds where you can perfectly plan your following shots and make sure you’re as effective as possible.
Drawbacks and Additional CP
+1000cp Jump Stipend
Points just for visiting
+50cp PPPPP
Anything that isn’t actually inside your Warehouse at Jump’s end is left behind for good.
Chain Only. You gain a one time bonus of +10 Warehouse Points. If you have properties that follow you, they count as Warehouse for purposes of this drawback, as does anything you’re actually carrying or wearing. Pronounced P5. If you don’t know what it means, you are unworthy. This specifically does include CP backed items. The value of this is increased to +100 if you also have Semper Preparatus.
+50cp Remember The Little People
This includes your Companions. They have to beinside one of your properties or in direct contact with you or they get left behind. This is worth +100 if you also have Semper Preparatus, and if you do, your companions gain +50CP when imported. Requires PPPPP
+100cp Refresher Course
Are you afraid that you’ll drift away from who you were? At the end of every jump, your
personality will reset to what it was when you left your homeworld. Your memories won’t be removed, but you’ll
feel like you just played a really in-depth video game for ~10 years or so. This will mildly hamper skill retention
(expect to lose between 5 and 10% of any progress gained over the course of an individual jump) and effects like
Astral Layers from Psychonauts which spin off new personas or layers per jump will not work as advertised.
+200cp - Earlier Beginning
You begin each jump at age four, or the nearest equivalent, and remain until the jump’s normal start date. Your memories, personality, and experiences are fully intact from the beginning. Local powers mature naturally as you grow. Out-of-jump powers return at 2% per year until puberty and 12% per year thereafter, scaled proportionally for species with different maturation rates. Power returns qualitatively rather than absolutely. You retain only two years of plot armor against random childhood misfortune. Imported Companions receive the same effects. Your warehouse and any unimported Companions become available at the jump’s normal start date.
+200cp - One Life to Lose
Death is no longer a revolving door for your Companions. If a Companion dies beyond the point of medical recovery, they are removed from the Chain and returned to their reality of origin, though Undead Companions use an equivalent definition of death. Once lost, a Companion may only be reclaimed through Return, a continuity toggle in a later Jump to the same setting during that Companion’s lifespan, or by earning your Spark. Respawn mechanics, resurrection powers, 1-Ups, recovery items, and similar abilities cannot restore a dead Companion. Powers, Perks, and Items may still prevent death before it occurs. To prevent arbitrary losses, Companions will not die from random accidents, casual illness, age-related complications, or similarly insignificant causes. Only deliberate action or major plot-level threats can kill them. Each Companion gains an additional 600 CP at the beginning of every Jump while this Drawback is active, while the Jumper gains +200 CP. Companions who are not imported cannot receive Origins, freebies, or other import benefits.
Generic Western
Perks
Items
Drawbacks and Additional CP