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WIW Character Sheets
WIW Character Sheets
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Before heading out west, be sure to download these free Wild Imaginary West RPG character sheets. There’s a unique, double-sided pdf for each of the seven trades, including the Doctor, Gunslinger, Hunter, Marshal, Mechanic, Prospector, and Trapper. The majority of the information is consistent across character sheets with the exception of the trade abilities and recommended skill dice should you want a quick-build option.
Typically, a character starts at 0 Prestige and acquires more Prestige as they progress through each session. However, the Warden, or game master, may want their players to start at a higher level of Prestige in which case they may reference page 33 of the WIW Official Guidebook for details outlining that process. Either way, you’ll want to select a trade for your character that resonates with you and your goals. Here’s a little about each trade to help you find the best fit.
THE DOCTOR
The Doctor is a skillful expert in the ever-necessary art of healing.
As a Doctor, you can shift the tide of a battle. In the moments that matter most, you act with a clear head and a strong will to keep your posse alive. You might deal out as much damage as you do healing. Entering dangerous situations feels at least somewhat safer with you by their side.
THE GUNSLINGER
The Gunslinger’s marksmanship and quick-draw are unmatched.
You practice discipline with your weapon so that when the moment comes your aim can be true and your enemies overcome. Armed with speed and precision, the Gunslinger is a dangerous foe. Sure, you’ll miss your mark here and there, but everyone would rather have you as a friend than an enemy. Your enemies have a shorter life ahead of them.
THE HUNTER
The Hunter has a gift for understanding the West’s dangerous inhabitants.
While most would flee the creatures that stalk their trails, you turn around and face the danger; even seeking to understand it. Your respect for nature is based out of both awe and fear. You know better than most how quickly an encounter with a beast can change from serene observation to deadly combat. When a monster locks eyes with you, you know it’s time to decide how you’ll survive.
THE MARSHAL
The Marshal inspires allies to triumph even when faced with the impossible.
In a world filled with danger in every crevice, a leader is sorely needed to provide hope, motivation, and inspiration. When others would cower or surrender, you lead by example towards victory. Even when the posse gets kicked down, you lift them back up, again and again.
THE MECHANIC
The Mechanic’s inventions can lead to new opportunities in the west.
Others are stuck marveling at the potential of technology while you’re putting the finishing touches on a mech upgrade. Any posse is lucky to have a mechanic not only for general repairs, but for making the best use of Forstalls and mechs. Your preparation before battles instills the confidence needed to survive.
THE PROSPECTOR
If there are treasures to be found, the Prospector uncovers them. If not, well, there’s always joy in an explosion.
You’re no stranger to hard work and certainly no stranger to explosives. The only thing better than watching the explosion is finding the treasures beneath. Light your fuse and take cover. You’ll be appreciated by your friends for finding riches.
THE TRAPPER
The Trapper’s knowledge of monster country keeps them one step ahead.
You use traps as a means to an end, one that requires patience, care, and precision. That doesn’t mean you underestimate the use of weaponry though. Rather, your traps help set the stage for the battle, giving you and your posse the upper hand. Sometimes, you’ll even use a trap in the middle of a battle to change the tides. Inflicting Statuses on enemies can be a huge boon.
WHAT'S INCLUDED ON THE CHARACTER SHEET?
If you’re wondering what’s exactly provided on the character sheet, here’s a list of WIW terminology you’ll encounter along with their definitions.
Front Side
- Health - How much damage you can take before you’re down.
- Defense - The dice you roll to avoid or reduce incoming attacks.
- Skills - Your dice pools for Charm, Finesse, Intuition, and Nerve.
- Grit - The action points you spend each turn during combat to move, attack, and act.
- Statuses - Conditions that negatively affect you, like Dazed, Trapped, or Burned.
- Weapons - The tools you use to attack enemies, including their dice pools and Grit cost.
- Abilities - Special actions by trade that give you unique advantages.
Back Side
- Prestige – Your level of experience and overall influence in the West.
- Talents – What you’re especially good at, increasing the odds of success.
- Disposition – Your character’s personality and how they tend to act.
- Appearance – What you look like and how others recognize you.
- History – Your backstory and the path that brought you here.
- Inventory – Everything you’re carrying that isn’t actively equipped.
- Reputation – How people, factions, or entities feel about you based on previous experience.
- Gear Items – Equipment that provides utility or situational benefits.
- Horse – Your trusty mount, including its breed and bone.
- Forstall – Your personal monster-deterring device that can be turned on/off at will.
- Mech – A kitbashed, wagon-like machine you drive for extra protection along the trail.
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