Step 1: Concept
The first step in making your character is coming up with a concept that you would like to play. You might find that you want to change your concept later or opt for one of the lovely random tables in this game that will kick your original concept in the yarbles so keep things loose.
I’ve thrown together a list of basic concepts and suggestions you can use here , if you have questions talk to your helpful GMs.
(insert bit about what would be good for the campaign)
(insert bit about character questions)
Step 2: Draw Cards for your Traits
We’ll do this as a group, but I’ll give you the rundown right now. Characters have five mental and five physical attributes. Attributes are expressed in the form of a number of dice like 4d8; they have a Trait which is the die type, and a Trait Level which is the number of dice. Attributes have two parts You’ll draw 12 playing cards from a full deck, leave the Jokers in, you want a red and black joker, discard two and assign the rest to your ten attributes. The suit and card determine your Trait and Trait Level
*Cannot be discarded
If you drew a Joker tell the GM cause you’re going to take a trip to the magical kingdoms of hidden tables to determine what happens to you. This is also a good time to mention if you want to play a Veteran of the Wasted West as its in the same section and saves time. Also if your mysterious past upsets your original concept
Red Jokers are mysterious pasts, it means there is something in your character’s background which is special or unusual.
Black Jokers mean your character got a bit more radiation then he expected and is a mutant, you get to draw a card and work out a mutation with a GM.
If you draw a Joker you’ll need to draw another card from the deck to put over it to determine it’s Trait Level.
My character’s name is Derp
If you don’t draw at least one d12 attribute or you have more than one d4 you can redraw your entire hand. I also might be persuaded to let you redraw if you don’t have any face cards. That is unless you’d really like to experience playing average man or his retarded brother.
Step 3: Calculate Secondary Traits
Grit is your character’s natural resistance to fear, it starts at zero but will go up to a maximum of 5 as you play. Once you’ve faced and defeated your first your first
Cloud of sentient blood that eats people’s souls or Squidgy tentacle thing that only exists just out of your vision it will go up. You add your Grit to Guts checks to resist fear.
Your Pace is your Nimbleness die type, if your Nimbleness Trait is d10 you have a Pace of 10. Your Pace can be modified by Edges, Hindrances or gear.
Your size is 6, unless your character is Scrawny, Brawny, a Big’un, or a Kid.
Wind is the rough measure of shock and exertion your character can expect. Each wound you take deals 1d6 wind (this die explodes) meaning you can be knocked out long before you suffer a killing number of wounds.
Wind is the combination of both Spirit or Vigor Traits, if you have a 3d8 Spirit and 2d12 Vigor you have a Wind of 20. Edges and Hindrances can modify the amount of Wind you have.
Step 4: Buy Aptitudes
Aptitudes are skills that are attached to your Traits, when you test for an Aptitude you roll a number of dice equal to the Aptitude with the die Type equal to the associated Trait. So if Shootin’ is based off of Deftness, and you have a Shootin’ of 4 and Deftness of 2d12 you would roll 4d12.
Aptitudes have the following levels:
The highest level you can have at Character creation is 5.
The number of points you get to spend on Aptitudes, and Edges is equal to the sum of your Cognition, Smarts, and Knowledge traits. If your Cognition is 3d10, Smarts 1d6, and Knowledge 4d4; the sum of that is (10+6+4) 20. So you would get 20 points to spend on Aptitudes if you have any left over Edges.
There are a few skills everybody gets a few default points in: Climbin’ 1, Search 1, Sneak 1, Area Knowledge (Home Area) 2.
Some skills, like Shootin’ or Academia, represent large bodies of knowledge or areas of training and are broken down into sub skills called concentrations, for example Shootin’ Pistol is a concentration of Shootin’. When you take a skill that has concentrations you must choose one.
You may learn additional concentrations during character creation for 1 Aptitude Point, or after for a flat 3 Bounty Points.
Step 5: Edges and Hindrances:
Edges and Hindrances are bonuses and drawback your character has. Edges are good things and cost Aptitude Points, Hindrances are negative things and you gain Aptitude points for taking them.
You’re limited to 10 points worth of Hindrances, if you go one or two points over you don’t get any points over 10. If you took an Edge or Background that requires you to take Hindrances you can increase your Hindrance limit by half the value of the ones you are forced to take. You don’t have to take any Hindrances if you don’t want to but they are good for rounding out a character.
There is no limit on the number of Edges but try and be reasonable.
(insert section on roleplaying hindrances)
Gaining and Loosing Edges and Hindrances
Hindrances can be bought off for three times their level in Bounty points, new Edges can be purchased for the same. The GM has authority on gaining or loosing Hindrances.
Step 6: Go Shopping
Each character starts with $250 worth of equipment, since money is worthless you better spend it all or put the remaining amount into a liquid resource. If you took the Dinero Edge or Belongin’s you have more to spend, if you took Poverty you have less.