Difference between revisions of "Texas: Character Generation"

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(Choose your Shtick)
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* '''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.
 
* '''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.
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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.
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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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==Select Your Finesse==
 
==Select Your Finesse==
 
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==Create the Character!==
 
==Create the Character!==
 
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Revision as of 09:05, 24 October 2008

Texas: Main Page --> Texas: Character Generation

Overview

1) Prioritise your Aptitudes

2) Choose your Shtick

3) Select your Finesse

4) Create the character!


Prioritise your Aptitudes

This bit is simple enough - you need to decide where your character's natural aptitudes lie.

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.

Select which Aptitude you want to be best at: this has a rating of 12. Then select which Aptitude you want to be second best at: this has a rating of 10. The remaining Aptitude is the one you want to be weakest at: this has a rating of 8.

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.

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:

  • 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.
  • 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.

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.

Select Your Finesse



Create the Character!