When I write vignettes, I tend to write very little about the central protagonist, they are after all the point of view by which I want to show the world I am writing about, and generally the camera cannot see itself. Character and motivations can be inferred from how they speak and what they do in the scene, but I don’t spend time and effort to describe them physically and rarely do I state any overt motivation. I prefer show don’t tell. This allows the reader to project themselves and their ideas about the POV character. John Scalzi did something rather clever with his Lock In series’ main character (which if you haven’t read, I won’t spoil things here. GO READ THEM) but I’m not attempting that level of writing talent. I like writing the short teasers and paragraph intros that begin a chapter, give you a taste of the world and context before diving into the mechanics of a game.
Having said all that, I do need to work on my characterizations. So here’s some write ups about some characters concepts from the Weird West setting, including some from the teaser post. I’m also going to try and write in the vernacular and ‘voice’ of the people of this setting, as if they were describing each other in their own way. No game stats here, but I instead provide qualitative statements about their abilities and talents which should be easily translatable into whatever game engine they could appear in.
Malcolm Solomani, Arcanist and Wayfarer
Malcolm has been a wanderer his entire life. His earliest memories are of riding in the back of a wagon train and never seeing the same town twice. He remembers his guardian, whom he called ‘Grandfather,’ teaching him rituals and arcane secrets. His last memory of Grandfather was helping with a ritual and something going very wrong. Wrong as in explosions, memory loss, and waking up alone somewhere entirely different. Malcolm has been searching for answers to what happened since.
Malcolm is a talented Arcanist, and Wayfarer. He is a seasoned traveller, camper and rider. He has a talent for languages and has traveled far and wide across the Territories. He has a strong sense of right and wrong and hates injustice.
Grunner Brock, the Sturmgunner
Grunner is a recent emigree to the new world, but things he has said imply his native lands are not the same old world that most other people know of; His skill with exotic Volt-based technologies surpass just about anyone else’s yet he claims only mediocre knowledge of the science. When he speaks of his past, which is rare, he’ll sometimes mention a recent war that doesn’t match up with common knowledge of history; That he was a soldier in that war, and it was in that conflict he learned to tinker with sturmtech as he calls it. Grunner is large man of germanic descent, his speech is thick with a Deutchlander accent and he often slips fully into his native tongue. He can initially come off as standoffish, but warms up considerably once he has learned to trust someone. He travels the Territories hunting, prospecting for minerals and crystals, and helping those he deems in need. His compatriots gather in their travels with him that Grunner is eternally seeking redemption for something that happened in the past, but he has never spoken of what that event (or events) were.
Grunner has a soldier’s field skills for camping and survival. He is an excellent marksman, especially with his charge-rifle, and is constantly tinkering with various Volt-tech devices which he can cobble together into useful gadgets.
Red Feather, the shifter scout
Red Feather comes from a tribe of semi-nomadic people who regularly travel between a small range of Territories as the seasons change. Red Feather is a Shifter; he can turn into animals that he has formed a special bond with via ritual taught to him by the medicine people of his tribe. He is on his Wandering, which is a coming-of-age experience for youths of his people: he is to travel far and wide and return when he has learned something profound to bring back to his people. Red Feather is young, energetic and occasionally reckless, but always well meaning and positive in attitude. He loves good stories and is learning to write with the intent of bringing back not only literacy to his people, but also many more good stories to tell around the campfires.
Red Feather is young, but already an excellent scout, rider and hunter. His preferred tools are bow and spear, but he’s learning how to use firearms.
Irinia Gardenia, former farmer with a grudge
Irinia Gardenia has what she thought of as an ideal life. She had married an earnest man who offered her the challenge of raising a farm and family in a new settlement. It had been hard but rewarding work, and the addition of their first child was a welcome complication. Then the war happened, and their Territory became a battleground. Soldiers occupied their farm, did unspeakable things before she blacked out.
When she awoke the farm house had been burned to the ground but it seemed to have happened a long time ago. Now there is a voice in her head, urging her to find those responsible. Promising to help her make them pay. Whispers secrets to her. When she does what the voice wants, she gets stronger. Weirder.
To all appearances, Irinia looks like an average young frontier woman. She’s had experience raising animals and keeping a household in order, but little beyond that. However in truth she’s made a pact with a spirit of vengeance, which grants her tremendous strength and speed when it wishes to, among other dark powers. The more she uses these powers, and gives in to its insidious goading, the stronger it gets. One day she will come to a line in the sand: will she retain any shred of humanity left and turn against this demon within her, or will she give in and be destroyed in the process.
Kerrigan “Kerry” Goodhand, Gambler and trickster
“Kerry” has a long history of trouble. With family, with the law, with the laws of probability itself it seems. To get out of a forced marriage, Kerrigan Godfry became ‘Kerry Goodhand’ and stole away on a caravan from New London deeper into the Territories. ‘He’ soon discovered he had a talent for playing card games, games of chance, really anything that involved luck and has made a living as a gambler and con artist since. There’s actually a bounty to return “Kerrigan” home, but he has changed looks so often he doesn’t recognize the portrait in the wanted posters.
“Kerry” presents as a svelte man, impeccably dressed. Kerry is an expert gambler and experienced traveler. He knows how to fight with fists and knives, and while can use guns doesn’t like them. They are also skilled at disguise and fashion.
Kerry’s Gift is that he has incredible luck. When he concentrates, he can pretty much dictate the outcome of the roll of dice, or draw of cards. It’s exhausting and the more he uses this power, the worse the karmic balance comes later to bite him on the ass.
Padre Esteban, Buckshot priest
Esteban Villenova always believed. He left home early to pursue seminary and returned home an ordained padre. However the home he returned to was now beset by horrors and unnatural happenings. One night as he led his congregation in prayers for protection from the things clawing at the church’s doors, he had a vision of an angel of the creator who handed him a gun. Awakening from his enlightenment, Padre Esteban got himself two shotguns just in time as the walking dead broke down the church’s doors. Padre Esteban learned that day that faith and prayer will get you far, and for the rest you need double-o buckshot.
Padre Esteban is a stoic and supportive person, freely offering benediction and jovial advice together. He possesses a righteous fury however, and fearlessly rightens wrongs, choosing to send unrepentant sinners and threats to his community ‘to the creator, so they can be judged.’
Esteban’s gift is his faith. He honestly and truthfully believes in a benevolent creator who acts through boons to the faithful and answers prayers. He alone can invoke some impressive effects, but when he gets a congregation to pray together, miracles can and have happened. It’s a difficult path he walks, but he does it proudly.
Hazel Moonseer, Planeswitch with a ferncat familiar
Hazel comes from a long line of witches. Her family just happens to have moved out to the frontier Territories instead of staying back east with the established covens. She’s old enough that her elders are starting to pressure her to settle down and start the next generation. Hazel isn’t sure she’s ready for her Matron years. Having finally come of age and level of skill she thinks she’s ready to experience the world beyond her home plots and make a difference. After all, if her ancestors could thrive in these wild lands, how is she going to show her worthiness?
Hazel is a young and talented arcanist and herbalist. She’s experienced with frontier life and can hunt and shoot and camp. She prefers pants and vests over dresses, and her grimoire and herbalist kit are never far from her grasp.
Willowisp, her ferncat familiar, is a green feline about the size of a Serval cat (up to 24” tall and 20 to 40 lbs. in weight ). Ferncats aren’t plants, but their luxurious green fir naturally forms fern-like structures and thus their name was given. Willowisp is very clever and sociable, but is also a cat, so don’t expect human-rational responses. Willowisp is an excellent hunter, guardian and scout. She’s very intelligent and can understand the intent of human speech, but not complex ideas (she’ll understand ‘Fetch the red bag,’ but not ‘Go get the dynamite and blasting caps.’). Hazel and Willowisp know where each other is at all times, and they constantly know each other’s emotional and physical well being as well. When Hazel concentrates, she can sense what Willowisp can.
Vernian Wells, Wandering Hexorcist
Vernian is a wandering hex breaking exorcist. He could teach volumes on what he knows about supernatural evils and how to defeat them at the major religious institutes, if he weren’t ex-communique for breaking their rules. Vernian doesn’t give a damn, he’s got work to do. The scar-like patterns branded into his arms itch and burn and glow in the presence of evil spirits and demons. Ghosts from his past drive him to keep scouring the Territories and he cannot stop while he feels the itch in his scars. Hunting and destroying evil magic and spirits is both his curse, and his salvation.
Vernian Wells appears as a gaunt man in well worn travel clothes. While skilled at shooting and fighting his best skills are in knowledge of the supernatural, rituals of binding and breaking spells and hexes, and making fetishes and trinkets for protection and utility against non-human threats.
Tisiphone “Tish” Allegloria, Frontier Alchemist and brewmeister
The Allegloria’s are a famous, if small, family of brewmeisters and vinters. “Tish” is the prodigal daughter of the family, having left the comforts of Nuova Toscana to bring the family's products and name brand to the new world. She’s also on a personal mission to discover what herbal and floral opportunities lay unknown in the Territories. She's eager to uncover their potential uses, both alchemical and alchoholic. Tish is a glorious being of energy and reckless enthusiasm. Seemingly irrepressible in spirit, even her ‘low’ moments are soon replaced with joyous highs that the future hold for her. Tish is not only a skilled brewmaster and vinter, but also a very talented alchemist. She's never without a pouch of tinctures, potions, and brews. She’s new frontier life, but she’s got the financial backing of her clan so is always prepared, even if she doesn’t know one end of a rifle from the other.