Revenant's End Character Creation

From Caligo Mundi
Revenant's End
Revenant's End

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Why Y'all Comin' to Revenant?

Revenant’s End is a game about characters finding a place in the world. To facilitate this theme, we are asking players to create reasons for their characters to come to Revenant, even in the face of likely adversity. This town has already failed once before; so all characters are knowingly taking a risk to make it their home. The two main questions that we’d like you to answer while developing your character’s history are:

What has brought your character to Revenant?
This information is useful for both players and STs. For players it gives the character potential ties and some basic talking points at the start of the game. For STs it helps to identify aspects of the world or potential story that players want to see in the game.

Why can’t your character go back?

In a frontier town, adversity is a fundamental part of the game. Having the ability to leave and set up somewhere else as any situation gets tough will not make an interesting story, as it takes characters off-screen or out of the story altogether. This is why we are encouraging players to identify why the character can’t return East.


If you need help coming up with answers that might suit your character, you can find a list of suggestions here.

Buildin' Character


Revenant's End Character Sheet can be found HERE

You have 21 XP to spend at Character Creation that can be spent on Skills or Talents.

Each Skill can be bought up to level 3 sequentially & costs the value of the level in XP to buy (Level 1 = 1 XP, Level 2 = 2 XP Level 3 = 3 XP).
i.e. buying Wranglin’ 2 will cost a total of 3 XP, Wranglin' 3 costs 6 XP total.

At Level 2 in a skill you unlock your first Talent slot for that skill & you may buy a Talent for 1 XP. At Level 3 in a skill you unlock your second Talent slot. Characters may not have more Talents associated with a skill than they have Talent slots for that skill.

Skills

Players will be able and encouraged to draw on a skill regardless of the points they have purchased. The primary difference between having points and not having points in a skill for most draws is that the player will not have any extra points to add towards the final result of their card draw. This increases the risk of 'Going Bust'.

As this is a world with the supernatural and weird, some skills will have specific abilities. These abilities can only be used if the player has bought at least one point of that skill. See the Special Mechanics section for more details.

A more detailed description of how the skills function and when they might be used can be found here.

Skill Flavour Talents
Astoundin’ For making yourself a spectacle. Make an Entrance, Baffle & Confound, The Best There’s Ever Been, Never Let Them See You Sweat, Takes One to Know One
Barterin’ For buying and selling and getting a good deal. The Finest Snake Oil, I Know a Fella, Fetch That For Me, Eye for Bargain,
Brawlin’ For hurting things that are close to you. Go Down Swinging, Thrill of the Fight, Unleash the Beast, It’s Personal, Prize Fighter
Communin’ For speaking with the land or the things that are buried in it. Protected Ground, Ear to the Ground, What Was, Home Field Advantage, Communin…ity
Doctorin’ For fixing what ails others. Sawbones, This Might Not Taste Good, Placebo Effect, Nothing Wasted, I Read About That, Experimental Medicine
Gunslingin’ For hurting things that are far away. Winged ‘em, Quickdraw, Deadeye, Covering Fire, I’m Callin’ You Out, Trick Shot
Investigatin' For knowing what happened here. One Eye Open, I Got a Hunch, Appointment with the Judge, Where You Been Friend?, Somethin’ Ain’t Right
Lawyerin’ For knowing the law, making contracts and talking to government types. Filibuster, A Little Off the Top, Devil’s in the Details, Rule of Law, I am The Man, Planning Permission
Learnin' For bein' well-read and educated in various fields. Librarian, Ex Libris, Compelling Lecturer, Extremely Sane & Very Stubborn™, Hands-on Education, Academic Circles
Meddlin’ For playing with forces beyond your comprehension. That Looks Useful, Forbidden Knowledge, Better the Devil You Know, Blank Cheque, The Wild Card, The Whims of Fate 
Minin’ For digging up what is buried deep. That Was Buried for a Reason, My Own Canary, Cut the Wick, Eureka!, Cave Dweller, Breaker of Stone
Preachin’ For spreading faith and hope. Divine Guidance, Words of Fire and Brimstone, Shepherd of the Lost, State of the Flock, The Other Cheek
Prospectin’ For finding whats valuable in The Wild. A Nose For, A Gen-u-ine Dousing Rod, A “Lucky” Find, No Foolin’ Me, Always on the Look Out
Quick-Footin’ For being athletic and nimble Run ‘em Down, I Said Dance, Crag Tamer, Get Down!, Lightning Reflexes
Ridin’ For letting something else do the walking. Woah There, Giddy-up!, Bonded Steed, Beast of Burden, Hi Ho Silver
Sciencin’ For bending the laws of nature to your will. Maddeningly Simple, Simply Maddening, Subject Matter Expert, Efficiency, Combat Engineering, If It Can Fix An Oven - It Can Fix Me
Survivin’ For knowing the dangers of The Wild Ain’t From Round These Parts, Don’t Need No Map, Self Sufficient, It'll Take More Than That, Giftin’ your Wisdom, Fortunate Sort
Thievin’ For sneaking and stealing Pocket Fishin’, Leave No Trace, Escapologist, Steal the Mind, Incriminatin’, That's How I'd Do It
Witchcraftin’ For spellcasting, hexing and enchanting. Wisdom of the Crossroads, Haruspexy, Unpick Their Weave, Prickin’ of Your Thumbs, Blood Calls for Blood, Toil and Trouble
Workin’ For plying your trade & earning a dollar. Fruits of Your Labours, Hard as Nails, John Henry’s Iron, Sweat Off Your Brow, A Good Work Ethic, Heart of the Town, Multi Talented, Crafty
Wranglin’ For getting critters to behave. Horse Whispering, That’s Friend Shaped, Whistle Upon the Eastern Wind, Mastery of Slaughter, Rope n Tie, Move 'em Out Head 'em Up

Characters may have levels in only one of these skills at character creation.

Talents


Talents are special abilities that change the way that their associated skill can be applied.

When a character reaches level 2 in a Skill they have the option of buying one of the associated Talents for 1XP.
When they reach level 3 in a Skill they have the option of buying a second associated Talent for 1XP.

A character may only ever have 2 Talents associated with a Skill.

The list of available talents can be found with their associated skill descriptions HERE

Starting Ability

All characters start with the basic ability:

Well, that was weird.

Ability effect:
Once per session, if you would gain revelations from a source excluding Talents, you may choose not to take them.
This ability is overwritten if you take a level in either Preachin’, Witchcraftin’ or Sciencin'

Starting Resources


Players start with $4 and may spend money on items on the list. All the items in this table are available for purchase during character creation.

Item Description Cost
Derringer/Holdout Pistol 1dmg - Gunslingin' Pocket Sized $1.50
Basic Revolver 2dmg - Gunslingin' $2.50
Worn-down Rifle 2dmg - Gunslingin' $2.50
Knife 2dmg- Brawlin' $1.00
Whip 1dmg + reach - Wranglin' OR Brawlin' $1.50
Rope/Lasso May use Wranglin' to tie something up $1.00
Horse Untrained $1.50
Wagon Requires a horse. Travel at half speed, but bring additional passengers/cargo $1.50
Food Enough for 1 Downtime $1.50
Shot of whiskey Discard to remove 1 revelation $0.50
Fancy Clothing Discard to succeed on an Astoundin' check against NPCs $2.50
Lockpicks Discard to succeed at a Thievin’ check to pick a lock $1.00
Ledger A book to keep your accounting straight in $0.50
Ammunition Required to use ranged weapons Discard to succeed on 1 Gunslingin' Draw $1.00
The Shepherd's Pocket Book Discard to survive 1 hit, gain 1 revelation $2.50
Oracle's Orb Discard to use Communin' in place of one skill on any non-combat draw $2.50
Omen Charm Burn (Discard) to gain 1 revelation $2.50
Basic Tool Kit A set of simple items relevant to your job - Provides a minor improvement to your income $2.00
Medicine Use with Doctorin' to heal damage $2.50
Playing Cards Discard to indulge a vice (gambling) you may discard 1 revelation $0.50
Set of Dice Discard to indulge a vice (gambling) you may discard 1 revelation $0.50
Premium Spices Discard to improve a meal - you may discard 1 revelation $0.50
Wood Cutter/Pitch Fork/Hammer Use Workin' skill - 2 dmg obvious weapon $2.50
Pickaxe/Shovel Use Minin' skill - 2 dmg obvious weapon $2.50
Mangy Dog Unruly $1.00
Scruffy Cat Basically wild $1.00
2 Basic Resources (Lumber/Stone/Iron) Used for building in town $1.50
A Head of Cattle 10 Cows 1 Bull - middling stock line $2.50
Seeds and Saplings Enough to start a small farm $2.50
Flock of Hens A dozen hens of egg-laying age and 2 roosters - Travel Weary $2.50
Cauldron/Cooking pot Required for potions or stews $2.00
Premium Saddle & Horse Tack Discard to succeed in a Ridin’ check $2.50
Comfortable Boots Knock your heels together and discard to succeed a Quick-Footin’ check $2.50
Writing implements A few vials of ink and a Pen $1.00
Magnifyin’ Glass Discard to succeed at an Investigatin’ check $2.50


All the items in this table are unavailable for purchase during character creation. They are here as an indication of what might be available in the future. And how much these items may cost

Item Description Cost
Night of comfort with a Consort Discard to remember your comforts: discard all revelations Varies ($2.50+)
Plot of land Sight unseen $10.00
Plot of land Vetted Varies ($20+)
Big Iron (High Calibre Revolver) 3 dmg - The Peacemaker, .45 Long Colt, The Widowmaker $5.00
Carbine Rifle 3 dmg $5.00
Cavalry Saber 2 dmg (3 dmg while mounted) $5.00
Double-Barrel Shotgun 2 dmg (A successful hit may deal 2 dmg to a second target within melee range of the first target) $5.00


Grit

Grit represents the effort a character puts into an endeavor. This can often take the form of goods or money, but may also represent work put into establishing a business.

This means that things obtained by spending Grit are not always locked behind Grit. If you spend Grit to get some tools for your trade, someone may simply spend money to buy them from a store, or steal them from someone else.
Someone might convince a cadre of other players to invest in starting their business venture, compared to one made through Grit.

Conversely, this means Grit represents things that may be taken away or lost through player actions.
The herd of cattle your character has spent Grit on establishing may be stolen by rustlers. The gun they spent grit on maintaining may be struck and destroyed. The wagon that their grit built may catch fire and burn. The West is a dangerous place. Loss is all around, and nothing here is sacred.

There will always be opportunities to regain things that you have lost; it may not be as simple as spending Grit to get it back, or as easy as buying a new one. The West rewards those who work hard, who spend the sweat off their brow, and help those around them.

Like XP, Grit will be periodically awarded to characters around act breaks where it can be spent.

Characters get 3 Grit at character creation.

Item Cost
Established Business - You begin play with two of the following: A plot of suitable land, a simple building or a reasonable starting stock. It is likely you will be able to start having been in Revenant for a few months. 3 & ST Approval
Fledgling Business - You begin play with some starting stock and a large tent suitable for temporary commercial purposes. 2 & ST Approval
Trained Horse 2
Good Gun 2
Cattle Herd (11 (10 Cow + 1 Bull)) 2
Large Cattle Herd (22 double regular herd) 3
A Fist Full of Dollars ($2) ⋆ 1
A Few Dollars More ($10) ⋆
2
A small fortune ($25 and a land deed (Sight unseen)) ⋆
3
Fine Tools - A set of well made items relevant to your job - Provides a moderate improvement to your income 1
Loyal Dog 1
Refined Mouse Hunter (Cat) 1
Special Ammunition 1
Curiosities † 1 each
Long Bow 2dmg Gunslingin' - Primitive, Silent to fire but not compatible with the Talents: Quickdraw, Covering Fire, or I’m Calling You Out. Cannot be used in Duels, or from horseback & still requires Ammunition 1
Seeds, Saplings & some fertilizer 2

⋆ Unable to be spent at character creation

Business Levels: The specifics of the business levels provided on the Grit table have been expanded to clarify what benefits they provide. Note that Established and Fledgling businesses can be bought with Grit pooled by multiple players.

Curiosities are minor items with interesting effects or stories attached. You do not always get to pick the form this curiosity takes, but you may choose from one of the following themes: Adventure, Mystery, Dark
The STs will reveal the form of the curiosity to you at a later date
for example: a treasure map of an unknown location, a compass that doesn’t point north, a bone harmonica, a symbol for a god you don’t recognise, an unbreakable sphere the size of a peach pit.

Troubles

Some Troubles you just can’t shake, no matter how far you go.

Troubles are problems you actively want your character to have to reckon with, not just a part of their backstory, but issues they will have to deal with at session - often at the most inconvenient time.
Taking a Trouble will sign your character up for a problem that is not so easily solved. In return, you
will get 1 additional XP to spend at Character Creation. At an Act Break, if you choose to continue having your Trouble, you will receive 1 additional XP.
You may freely shift your Trouble at these points if you wish to redefine the problem your character will face. Troubles will recur or escalate if they are kept.
Your character may have many problems to deal with but may only ever have 1 Trouble.
Players will be free to add Troubles for their character later on down the road if they don’t take it now. The Bonus XP will only trigger at an Act Break.
Players are encouraged to be creative but brief with Troubles and provide some details so the GMs can (hopefully) create an interesting story around them.

The following scenarios & questions are designed as inspiration for your own Trouble making:

Wanted - There’s a bounty on your head & someone will come to collect. What crime did you commit?
Hunted - A supernatural creature is stalking you. What weird phenomenon heralds it’s coming? (Deep mist, the pervasive scent of blood, utter silence but for the call of whipoorwills etc)
Haunted - A lingering spirit is following you. Where did you first encounter the spirit?
White Whale - A ‘mundane’ creature pursues you relentlessly. What type of critter is it?
Lingering Debts - You owe someone a large sum of money. Was it a loan, gambling debts, an investment gone wrong etc? What happened to the money?
Get Stitches - You turned someone in, to the Law. Now their compatriots want a word. Who are their friends/gang/accomplices?
Sticky Fingers - You took something that wasn’t yours and the original owner wants it back. What did you take? (A prized stallion, a dangerous artefact, a notable relic etc)
Something Else - You tell us.

Character Progression


Still Brewin'