Wild West Character Classes for Cinemechanix

Category: Cussin' In Tongues
Created on Friday, 09 March 2018 Written by Steve

The City of Kish is on hold for now. I got attached to an idea that requires dicking around with the drawing and haven’t heard back from Kish yet (though he has told me he intends to respond), so for now I’m going to move on to other things. I recently revamped my patron perks on Patreon, and one of the new perks is that I’m going to write a short Patron-exclusive  mini-game every quarter. In a recent poll, the Patrons chose The Six Gun Seven (a weird west game set-up) as the first mini-game. Even though only Patrons will get to see the full game, I decided to post the character classes section of it here. 

Class is an optional Concept Trait that a character with the proper abilities can choose to take. In order to take a Class, the character must either have a Role from the “[Class] Roles” list OR at least 3 Trademark Boosts in skills from the “[Class] Trademarks” list. If a Trademark is marked with “*”, a character without a [Class] Role MUST have at least one Boost in that Trademark. Additional Roles and Trademarks may count toward a Class with the GM’s approval. Characters can only have one Class. 

All characters who belong to the Class get the Class Ability. Class members with a Hero Factor of 3 or higher get the Expert Ability, and characters with a Hero Factor of 5 or higher get the Master Ability. 


The Buckaroo is a skilled horseman who can break the meanest bronc, keep his horse calm in even the most dangerous situations, and perform riding stunts that most people wouldn’t even attempt. 

  • Buckaroo Roles: Cowboy, Cavalry Soldier, Pony Express Rider, Rustler 
  • Buckaroo Trademarks: Riding*, Animal Handling, Bronco Busting, Farrier, Horse Racing, Longrider, Riding Herd, Rough Rider, Rustling, Steelplechase, Train Robbery, Trick Riding
  • Class Ability: The Buckaroo gets an Effect Bonus equal to his Hero Factor to all horse-related rolls. 
  • Expert Ability (Hero Factor 3): The Buckaroo may establish a Bond of 1 with any unbonded horse by winning a contested roll against the horse. The Bond lasts until the end of the current adventure.  [Bonds basically turn your horse into a Hero Prop]
  • Master Ability (Hero Factor 5): Once per Episode, the Buckaroo can take an automatic success on any horse-related roll. The value of the roll, if needed, is equal to the character’s maximum roll for the action (not counting exploding dice). 

Eagle Eye

The Eagle Eye is naturally perceptive and is able to notice things most people would miss and can extrapolate useful information from his observations. 

  • Eagle Eye Roles: Bounty Hunter, Bunko Artist, Gambler, Hunter, Lawman (Sheriff, Texas Ranger, U.S. Marshall, etc.), Newsman, Scout, Pinkerton, Thief 
  • Eagle Eye Trademarks: Can Smell A Lie, Keen Eyesight, Good Ears, Intuition, Perceptive, Reading People, Tracking   
  • Class Ability: The Eagle Eye gets an Effect Bonus equal to his Hero Factor to all rolls involving perception or observation. 
  • Expert Ability (Hero Factor 3): Once per game, the character can reveal that he knows where to find a particular resource (fresh water, a covered wagon, a hired gun) based on something he’s seen or heard. The resource must be something that would reasonably be available in the character’s current surroundings and that the character could intuit the location of based purely on observation. If the GM determines that the item is not available, the character will believe that he knows where the resource can be found, but will eventually discover he’s wrong. Such bad hunches do not count as the Eagle Eye’s use of this ability. 
  • Master Ability (Hero Factor 5): Once per game, the character may choose to Read The Scene. When he does this, the GM must reveal a number of useful facts about the scene equal to the character’s Hero Factor. The information provided should not be readily apparent, but must be things that the character can pick up through simply paying close attention to his surroundings. Examples include the presence of concealed weapons, subtle NPC emotions, strategically advantages positions, likely hiding places for valuables, subtle clues about the scene or NPCs, and potentially useful resources. 

Fancy Talker 

The Fancy Talker is a character who, to paraphrase Slim Pickens, can use his tongue prettier than a twenty-dollar whore. Most Fancy Talkers use their gift of gab to sell a story that will make them some quick cash or get them out of a bind, but some use their eloquence to sell higher-minded ideals like religion or politics. Fiery speeches, elegant appeals to logic, and mostly believable lies are all within the Fancy Talker’s wheelhouse. 

  • Fancy Talker Roles: Bunko Artist, Dance Hall Girl, Dry Crusader, Gambler, Horse Trader, Preacher, Prohibitionist, Snake Oil Salesman, Wild West Show Proprietor
  • Fancy Talker Trademarks: Acting, Draw A Crowd, Fast Talker, Fire & Brimstone, Hawking Goods, Inspirational Speaking, Patter, Persuasion, Seduction, Storyteller, Suggestions, Talk In Circles, Win You Over  
  • Class Ability: The Fancy Talker gets an Effect Bonus equal to his Hero Factor to all persuasion rolls. 
  • Expert Ability (Hero Factor 3): Once per Scene, the Fancy Talker can issue a simple command with such conviction that any NPC with a lower Hero Factor will immediately follow the order. For a number of rounds equal to the Fancy Talker’s Hero Factor minus the victim’s, the victim will continue to follow the order (for things like “RUN!” or “Stay here”) or continue to believe that following the order was the right call (for something like “Give me your horse”). The character can use this ability against multiple NPCs as long as the total of the victims’ Hero Factors doesn’t exceed the Fancy Talker’s. This ability can’t be used during Combat Scenes or against an openly hostile NPC. 
  • Master Ability (Hero Factor 5): Once per Episode, the Fancy Talker can raise up a mob of NPCs and goad them to action (form a posse, raise a barn, riot in the streets, rescue a prisoner from the town jail, etc). The crowd will continue to pursue the course of action until the task is complete or for a number of days equal to the Fancy Talker’s Hero Factor, whichever comes first. If the mob breaks up before the the task is complete, the Fancy Talker can attempt to persuade the NPCs to continue, but will have to win the appropriate rolls. The size of the mob depends on the local population: camp/outpost/village: Fancy Talker’s Hero Factor; small town: Fancy Talker’s Hero Factor x 2; average town: Fancy Talker’s Hero Factor x 3; large town or city: Fancy Talker’s Hero Factor squared. 

Gun Fighter

Gun Fighters make their living through their skill with firearms. The most celebrated Gun Fighters of the Old West were lawmen and outlaws, but there were also plenty of hired guns who fell somewhere in between. 

  • Gun Fighter Roles: Bodyguard, Bounty Hunter, Gunslinger, Hired Gun, Hunter, Kid, Lawman (Sheriff, Texas Ranger, U.S. Marshall, etc.), Outlaw (Bank Robber, Highwayman, Rustler, etc.), Soldier, Trick Shooter
  • Gun Fighter Trademarks: Shooting*, Both Guns Blazing, Rifleman, Shotgun, Six-Shooter, Trick Shooting 
  • Class Ability: The Gun Fighter gets an Effect Bonus equal to his Hero Factor for all firearms-related rolls. 
  • Expert Ability (Hero Factor 3): A Gun Fighter who has not acted yet during the current combat round can steal the initiative from any character (including the first person to act during a combat scene) in order to take a shot. Once the Gun Fighter’s attack is resolved, he must pass the initiative back to the character he stole it from. If multiple Gun Fighters attempt to steal the initiative form the same character, they act in order of descending Hero Factor. If two Gun Fighters with the same Hero Factor attempt to steal the initiative, have both player’s roll. The attack with the highest roll is resolved first. 
  • Master Ability (Hero Factor 5): When attacking with a gun (or guns), the character can either attack twice during the round (each attack is treated as a separate action and they do not have to be taken consecutively) OR make a rapid-fire Area Attack against a number of targets equal to one-half his Hero Factor.  


The Healer is a character who knows how to patch people up when they get shot, stabbed, or otherwise injured. Whether the Healer accomplish this through the use of home remedies, spirit magic, or peer-reviewed science is a matter of personal preference. 

  • Healer Roles: Doctor, Faith Healer, Herbalist, Medicine Man, Nurse, Sawbones, Witch
  • Healer Trademarks: First Aid*, Anatomy, Accupuncture, Chiropracty, Combat Medic, Herbalism, Home Remedies, Medicine, Root Working, Tribal Medicine
  • Class Ability: The Healer gets to add his Hero Factor as an Effect Bonus to all healing rolls. 
  • Expert Ability (Hero Factor 3): The Healer is considered a professional healer when he treats a patient. 
  • Master Ability (Hero Factor 5): The Healer can temporarily halt the spread of poison, drugs, infections, and other toxins and administer cures that allow the patient to temporarily ignore the negative effects of Dramatic Injuries, illnesses, and other medical afflictions. This ability can be used once per Episode and the effects last a number of hours equal to the Healer’s Hero Factor.  


A Scrapper is a born fighter. Some are highly skilled in the use of melee weapons, others use their own body as a weapon.

  • Scrapper Roles: Bear Rassler, Bodyguard, Brave, Cutthroat, Hired Muscle, Lumberjack, Martial Artist, Mountain Man, Pugilist  
  • Scrapper Trademarks: Axe, Boxing, Brawling, Carries A Big Stick, Dodge, Fights Dirty, Knife Fighting, Kung Fu, Rasslin, Tomahawk 
  • Class Ability: The Scrapper gets an Effect Bonus equal to his Hero Factor to all melee attack and defense rolls.  
  • Expert Ability (Hero Factor 3): Once per combat Scene, the Scrapper can take double the amount of Stamina he regains from a single Recovery Round.
  • Master Ability (Hero Factor 5): The Scrapper can make two attacks during each Melee round. Each attack is treated as a separate action and they do not have to be taken consecutively. 


The Sneak is skilled at not being noticed, either by finding a good hiding spot, creeping around quietly, or just blending in. 

  • Sneak Roles: Burglar, Highwayman, Hunter, Investigator, Newsman, Scout, Smuggler, Spy, Pickpocket
  • Sneak Trademarks: Stealth*, Ambush, Blend In With The Crowd, Camouflage, Disguise, Eavesdropping, Hiding, Keep a Low Profile, Snooping 
  • Class Ability: The Sneak gets an Effect Bonus equal to his Hero Factor on all rolls to avoid being noticed.   
  • Expert Ability (Hero Factor 3): When the Sneak makes a surprise attack, he gets a Roll Bonus equal to his Hero Factor. If the Sneak’s surprise attack is the very first attack of the combat Scene, double the bonus. 
  • Master Ability (Hero Factor 5): A Master Sneak can blend into any group with more than (30 - Sneak’s Hero Factor) members by simply looking like he belongs there (this is traditionally accomplished by waylaying a member of the group and stealing his clothes). As long as the Sneak doesn’t do anything to draw attention to himself, everyone will just assume he’s supposed to be there. If the Sneak does something to attract the attention of someone who might recognize who he really is (a gang member the PCs fought earlier, for example), he must win a contested roll to avoid being recognized. If the PC attracts the attention of someone in a position to know without a doubt that the Sneak doesn’t belong (the cult leader, the paymaster, etc.), he’ll have to convince them otherwise to avoid being outed.

©2012 by Hex Games
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