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==Choose your Shtick== Your Shtick is the one thing which you're very good at. Generally a Shtick is a career description or a one-word summary of what your character is. In game terms, you draw 1 extra card during conflicts if you are working within your Shtick. There's no way of listing every shtick available - you're limited only be your imagination and the GM's say-so. The list below should give you some ideas though: * '''Barefist brawler''' - Most people can swing their fists, but you are in a different league. You're almost always the last one standing in a barfight. You've beaten professional boxers at their own game. You gain 1 extra card in tests of unarmed fighting of any sort. At the GM's discretion you might also gain the bonus card with tests of physical prowess or of courage or intimidation. * '''Cowboy''' - You've driven cattle across the breadth of America. You're a natural outdoorsman, you're good with a rope or lariat and you have a natural empathy for horses. Few can ride as well as you, or as hardy in the wild as you. Note that while you're probably physically quite fit (taking Physical as your top aptitude makes sense) you're not a professional fighter or shooter. * '''Ex-infantryman''' - You've stood in rifle-lines and faced down the enemy across corpse-strewn battlefields. You have the combined qualities self-discipline, ability to command and tactical wisdom that make a good soldier. While you're no pistolero fighting noon showdowns, you're deadly if you have a rifle, adequate cover, and ideally a squad of buddies backing you up. * '''Gunslinger''' - You're a pistol-toting gunfighter, deadly accurate and cool under pressure. You gain 1 extra card in gunfights, high noon showdowns, and just plain murdering people with your gun. At the GM's discretion you might also gain the 1 extra card in other circumstances, such as keeping your cool when being intimidated, recognising types of firearms, and other gunslinger-like activities. * '''Huckster''' - You're a smooth-talking hustler with fast hands and fast words. You can cheat your way to winning almost every gambling match, and talk your way out of trouble if you get caught. Failing all else, you can sell a little snake-oil, filch from pockets or pick the locks of the jail cells you get thrown in. * '''Indian Angry Brave''' - You are athletic, fast and skilled with traditional weaponry. You're likely deadlier with a hatchet then most men are with a gun. * '''Indian Wise Man''' - You may be old, but you are wise in the ways of the prairie. Whether dispensing sage advice, leading the tribe, brewing medicine or patching up the braves' wounds you show the sagacity of experience at every turn. * '''Oriental Boxer''' - You're a long way from home, thanks to slave work on the railroads, but you bust your way free with nothing but your bare hands and martial arts knowledge. Few are as a deadly as you in unarmed combat. * '''Preacher''' - Fire and brimstone are the tools of your trade, and when you're in the pulpit few can deny your charisma. As a man of the cloth you've become an expert at reading people and (guiltily) using your force of presence to get your own way. * '''Saloon Gal''' - You've worked as a "lady of negotiable affection" for a little while, and you've learnt the tricks of your trade. You're purtier than most, for sure, and you can get people to open up in all sorts of ways. You gain 1 extra card in tests of seduction, sweet-talking, calming angry clients and influencing the johns. at the GM's discretion you might also gain the bonus card when you drinking someone under the table, performing homebrew abortions, or carrying out other saloon-gal type activities. * '''Sawbones''' - A good surgeon is a precious commodity on the frontier, and you're definitely that. You've got a little medical knowledge, but your real skill lies with more physical work: you gain the extra card when you're amputating, bonesetting, digging out bullets, excising tumours and otherwise working with a blade to heal rather than harm. Whatever you pick, bear in mind that this will determine a great deal about the role your character will play in the story, as well as telling the GM what sort of game you want to play. Characters will tend to win most contests that relate to their shtick, even if they are at a disadvantage aptitude-wise. For a good story, it makes sense for players to cover a good range of shticks. A group that consists of five gunslingers might be great for shooting the hell out of mainstreet, but not much else. Part of the implied social contract of this game is that the GM '''will''' allow you to shine in at least a few scenes - after all it'd make a poor movie if a writer and director cast someone to be their "barefist brawler" then shot nothing but gunfight scenes. It's also worth bearing in mind synergy when you make your character: simply put its worth having an aptitude that matches your shtick. So if, for example, you want to be a snake-oil selling ''hustler'', you probably want a ''social'' or ''mental'' aptitude, depending on your style. In contrast, it'd be an odd ''cowboy'' who isn't working with a ''physical'' aptitude. <br><br>
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