They of Borrowed Names
I
The bandits of the west, the Hallowick are one of two cultures that formed when the Kingdom of Calderaña dissolved only a few decades into the drought. Notable for their leather chaps and wide brimmed hats, Hallowick men are only outpaced in fierceness and esteem by their women. Prior to the drought, they had been a herding culture who now live wild lives in the Wastes. Bonded to either the Dryosauridae or Noasauridae, they are chivalrous but not afraid to draw their trusty six-shooters on those that impose themselves too strongly.
II
- A Hallowick man with white-streaked hair was recently killed at the behest of the King of Averon
...to be continued...
III
The Quick Draw
A disciplined quick-shot trained in patience as much as reflex. Deadeyes favor careful positioning and lethal calm, often waiting far longer than their Morradan cousin to fire, but missing far less often.
Starting Abilities
Take a Breath
If you delay your attack for a full round while maintaining line of sight, your next shot is taken with advantage.
Sightline Discipline
You ignore penalties from wind, smoke, or distance when granted edge.
Ritual Maintenance
You have a personal cleaning routine for your weapon. This can be performed during a long rest and can restore 1 morale to your posse if performed with others.
Heavy Hitters of the West
A trench fighter and door-kicker, the ironbreaker wields shotguns, trained to hold ground and advance through chaos. They are stubborn and lethal when allowed to get close.
Starting Abilities
Hold the Line
Allies within 10ft of you gain 1 AR while you remain standing.
Advance Under Fire
Once per long rest, you may choose to move during your turn without provoking opportunity attacks or reactions.
Breaker's Reputation
You gain advantage on all Charisma encounters with non-Hallowick or Morrada.
Marshal's Men
The laws of the Wastes don’t keep themselves. Ropewardens specialize in pursuit and capture, using lassos to bring in targets alive.
Starting Abilities
Crowd Control
You can move lassoed enemies up to 15 feet as a free action during your turn.
Read the Guilty
You have advantage on checks made to tell if someone is lying.
Badge of Office
In settled regions, civilians are more likely to assist or defer to you.
The Touched
A branded spell-gunner, blackmarks bind magic through their pistols. Those who inherit magic naturally are held in high esteem, and those who acquire it via… unnatural means are often pushed to the fringes.
Starting Abilities
Outcast's Appraisal
You can identify enchantments, curses, or other magical residue left on people or objects.
Caster
You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Six-Shooter Revolver.