Editing Texas: Character Generation

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=Overview=
 
=Overview=
1) Select your Aptitude
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1) Prioritise your Aptitudes
  
 
2) Choose your Shtick
 
2) Choose your Shtick
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4) Create the character!
 
4) Create the character!
 
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==Select your Aptitude==
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==Prioritise your Aptitudes==
  
 
This bit is simple enough - you need to decide where your character's natural aptitudes lie.
 
This bit is simple enough - you need to decide where your character's natural aptitudes lie.
  
There are three Aptitudes: '''Physical''', '''Mental''' and '''Social'''.  
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There are three sorts of Aptitudes: '''Physical''', '''Mental''' and '''Social'''. A higher rating indicates a higher level of aptitude. In game terms, your Aptitude sets how many poker chips you start each conflict with.
  
Your character gets to be good at one of these. Pick one and record it on your character sheet.
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Select which Aptitude you want to be best at: this has a rating of 12.
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Then select which Aptitude you want to be second best at: this has a rating of 10.
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The remaining Aptitude is the one you want to be weakest at: this has a rating of 8.
  
In game terms, your Aptitude sets how many poker chips you start each conflict with.
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For example if you want to play someone who is very physically adept, fairly social but not too bright, you'd go '''Physical 12, Social 10, Mental 8'''.
 
 
For example if you want to play someone who is very physically adept you'd pick '''Physical ''' as your Aptitude.
 
 
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==Choose your Shtick==
 
==Choose your Shtick==
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* '''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.
 
* '''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.
 
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.
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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.
 
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.
 
 
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* '''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.
 
* '''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.
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* '''Cautious''' - You bide your time and wait your moment, taking no unnecessary risks. It seems to work. Once per conflict after receiving your hand but before the flop, you can fold and take back your ante.  
  
 
* '''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.
 
* '''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.
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* '''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.
 
* '''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.
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* '''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.
 
 
* '''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.  
 
* '''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.  
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* '''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.
 
* '''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.
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* '''Proud''' - You know your weaknesses but refuse to admit to them. You're always willing to be flexible. At the start of a conflict, if you have less chips than any other participant 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.
 
* '''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.
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* '''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.
  
 
* '''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.
 
* '''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.
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==Create the Character!==
 
==Create the Character!==
 
Alright, so we now have three descriptors - enough for a character sheet in one line. For example:
 
 
''He's a '''GUNSLINGER''' with an aptitude for '''PHYSICAL''' things, known for being '''CAUTIOUS'''.''
 
 
Easy, right?
 
 
The next step is to add a little more meat to the above line - turn it into a paragraph.
 
 
Things you may or may not want to include:
 
 
* '''A Name:''' Not actually as essential as you might think - after all, Clint Eastwood got away with playing ''The Man With No Name'' three times. On the other hand, if you have a whole ''posse with no name'' it gets kind of silly, so a nickname can be handy, even if its just "stranger" or "traveller". You can get a lot of characterisation out of a name though - consider the difference between ''John Oak'' and ''Joshua Worthington III'', and the sort of characters that might have these names.
 
 
* '''A description:''' This can be as florid or as short as you like, but its nice to have enough details that the other players can paint a mental picture. Remember that this is a spaghetti western, so most protagonists are rough and dirty looking (like Clint Eastwood) rather than being white hats with clean shaven chins (like John Wayne). On the other hand, a little contrast can be good, so if you want your character to be a greenhorn from out east with a dapper suit, shiny ivory-handled guns that have never been fired and a twinkle in his eye, then go for it!
 
 
* '''Some history:''' Don't go overboard here - its not that sort of game. As a rule of thumb, add history only if it makes your character more interesting or gives the GM nice plot hooks. For example, we're deadly interested if your Sioux brave had his tribe massacred by Mexican bandidos (fundamental knowledge of real life political geography is not mandatory) but its less useful to know that your huckster once won a bridge tournament in mississipi - unless of course he cheated and has an angry debtee on his tail.
 
 
* '''A goal:''' In Spaghetti Westerns, the protagonists don't normally start with much motivation, and their goals settle on them during the movie. This isn't obligatory though, and its a rare GM that doesn't appreciate having his story-writing workload shared. If he knows what your character's motivations are, its much easier for him to make you feel engaged with the story.
 
 
So here's the expanded version of the above character paragraph. Note that the keywords are still in bold, for ease of reference:
 
 
''He was a mousy haired fellow, nothing impressive to look at, but "Holster-stuck Joe" was famous across several states. His nickname came about on account of the fact that his smokewagons were rarely drawn: it was meant to be an insult, but Joe took to liking it. It was his '''CAUTIOUS''' nature - he'd seen too many of his friends and family getting shot down for being too hasty to fight, and he'd learnt to be a man of peace. What others didn't know was that when Joe backed down from a fight, he wasn't being a coward - he was saving his enemy's life. After all, Joe was probably the fastest '''GUNSLINGER''' in all Texas, a man who had the ability (though not the inclination) to solve all problems in a quick and '''PHYSICAL''' fashion. He rode into town looking to not use his guns, and looking to get away both from all the young guns that followed him all the time, meaning to challenge him and all the lawmen blaming him for the actions of his old gang. He figured if he could outrun his rep, he could find peace. He figured wrong.''
 
 
 
And that's a wrap!
 
 
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