Editing
Texas: Character Generation
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Select Your Finesse== Your Finesse Trait is both a personality trait and a "cheat" that you can use in the game. Your choice of Finesse should primarily be roleplaying based - it tells the GM and the other players what sort of personality they should expect to see. Try not to worry too much about the maths - probability analysis will likely tell you some traits are much stronger or weaker than others. Just go with what you want to play! Likewise, the list isn't limited to whats here. Feel free to collaborate with the GM to create and add new traits. As with shticks, its probably best to try to get a nice range of finesses across the group, if only to make the story more interesting. * '''Arrogant''' - You believe you can win under any circumstances, and are truly surprised when this turns out not to be the case. Once per conflict, after hands have been dealt (and looked at) but before the flop you can choose to place your cards face up in front of you. You can then immediately throw in up to three extra chips into the pot, which every one else in the contest is forced to match. The round then proceeds as normal, but your hand remains in clear view of everyone else. * '''Cautious''' - You bide your time and wait your moment, taking no unnecessary risks. It seems to work. Once per conflict you can make a "cautious fold". You can only do this if you have so far put no chips into the pot apart from your ante. When you make a "cautious fold", you fold your hand and can take one chip from the pot back into your pool. * '''Desperate''' - When the chips are down and everything is on the line, you are at your best. Once per conflict after opting to go "all in" you can activate this finesse, immediately drawing another card into your hand. Once you've drawn that card you're committed - you can't take back your bet. * '''Domineering''' - You believe other people should follow your lead, because you're normally right. At the start of a conflict other participants in the combat can choose to give you any number of chips. This is not obligatory in any way, and you can't use in-game mechanics (such as a social conflict) to force a player (or the GM) to have their character pass you chips. * '''Exultant''' - You just love winning, and you feel far more confident when things are going your way. Once per conflict, at the start of a round where you have the most chips out of any participant you can gain +2 chips. You cannot use this finesse on the first round of the conflict. * '''Faith-driven''' - You believe in a higher power, and when things are bad that gives you the hope and self belief to keep going. At the end of a round when you have zero chips, you regain one chip. You can only gain this benefit once per conflict, however. * '''Fiery''' - The best defence is a good offence. You are naturally aggressive, pushing to get your way and damn the consequences. Once per conflict, at the start of any round ''and'' before cards have been dealt, you can activate this finesse to force everyone (including yourself) to throw in one extra chip into the ante pot. * '''Obsessed''' - You're the best at what you do - that's all there is to you. At the start of any conflict where you are able to use your Shtick, you gain +2 chips. * '''Perceptive''' - You are quiet and watchful, expert on reading other people. Once per conflict, after hands have been dealt (and looked at) but before the flop you can choose to activate this finesse. When you do so pick one other player. That player must immediately show you (and just you) one of the cards in his hand. * '''Proud''' - You know your weaknesses but refuse to admit to them. At the start of a conflict, if you have less chips than all other participants you immediately gain enough extra chips to take you to the same number as the next lowest participant. * '''Self-sacrificing''' - You are a martyr to any cause that will take you. At the start of a conflict you can choose to give any number of chips to another participant in the combat. * '''Stubborn''' - You get knocked down, and you get back up again: no-ones gonna keep you down. Once per conflict, at the start of a round where you have the least chips out of any participant you can gain +2 chips. You cannot use this finesse on the first round of the conflict. * '''Wild card''' - You take mad, stupid risks - but somehow come out on top. Once per conflict immediately after your hand has been dealt to you, you can opt to not look at your cards and instead place them face down in front of you. If you do so you are immediately dealt an additional card (also face down). You cannot look at these cards during this round of betting. <br><br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information