BDH: Chargen
Prime Trait Sets
Building your Big Damned Hero starts with selecting their Primary Traits. One die from each primary trait should be included every roll. Add one die each from Role, Attribute, and Distinction sets to form the base of every dice pool.
Distinctions 
Distinctions are the first set of Prime Traits and thematically define aspects of each character to paint a clear picture of who they are as a whole. Distinctions determine whether a particular facet of who they are helps or hinders the character in accomplishing a chosen action. Include one (1) Distinction die with every roll either rated at
(helps) or
(hinders).
Each character is ranked in three (3) Distinctions:
| PROFESSION | BACKGROUND | QUIRK |

Profession 
What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?
Background 
Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?
Quirk 
What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?
Attributes

Attributes define your character's abilities outside any specific training. Attributes are your character's second prime set, and one (1) Attribute die is added to every roll
Each character is ranked in four (4) Attributes.
| GUILE | NERVE | REFLEXES | SAVVY |
Guile: Guile rates a character's innate facility with charm, persuasion, and trickery.
Nerve: Sometimes you just gotta white-knuckle your way through. Nerve defines how adroit the character is at holding their grit in tense and stressful situations.
Reflexes: How quick are you? How accurate? Reflexes are all about agility, dexterity, balance, and aim.
Savvy: Savvy is a solid measure of a character's knowledge and understanding of the verse around them, its peoples, places, laws, customs, and etiquette.