CHARACTER CREATION THREAD
Step 1: Choose if you want to be HUMAN or a THUNDERHEART.
Step 1a: If Thunderheart, choose WHICH KIND OF THUNDERHEART YOU WANT TO BE: ONE OF THE 11 TYPES THAT ALREADY EXIST, OR SOMETHING YOU MAKE UP WITH THE GM?
Step 2: Now choose which of the three broad character types you want to be:
--FIGHTER,
--FRONTIERSMAN (includes women, or anything else),
--HOLY
Step 3: Now that you've got that narrowed down, choose a background, using the Backgrounds thread.
Step 4: Assign your 4 scores: +2, +1, 0, -1
__ Grit: Your meanness; your hard core; your spine, your fire. Your grit is good for hardening your resolve and not faltering, no matter how rough or unsavory the course ahead is.
__ Rattle: Your cool head under pressure; your steady hand; your calm nerves. Your rattle is good for keeping calm and taking your time to do it right when it counts.
__ Shine: Your smooth talk; your charming personality; your people skills. Your shine is good for dealing with people,
understanding what they’re after and getting em to do things.
__ Wits: Your smarts; your attention to details; your understanding. Your wits are what you know and how you use it. They’re good for piecing together the bigger picture.
Step 5: Fighters get 3 Character Creation Points (CPPs) to choose moves from the MOVES thread. (Each move costs 1 point unless it says otherwise). Frontiersmen and Holy Folks get 5 CCPs.
Frontiersmen and Holy Folks also get this free move:
--Survival Is Always Interesting: Mark 1 extra XP at the end of any Chapter where someone takes damage.
Also, if you are a recently-arrived immigrant, a few of your old, non-magical moves might still work... ask the GM.
Step 6: Figure your base damage. Fighters get 1d10. Everyone else gets 1d6.
Step 7: Figure your HP. Fighters and Thunderhearts get 12 plus their Grit modifier (Thunderheart fighters do not get extra). Everyone else gets 10 plus their Grit modifier.
Step 8: Choose your gear. Fighters get 4 CPP to choose their gear. Everyone else gets 5 CPP. All gear (except the money) costs 1 point unless it says otherwise. Everyone can carry a maximum of 6 weight plus their Grit modifier.
You start with 5 dollars (0 weight) and things you choose from this list:
__ A horse named _____. (Can carry you and 2 weight, or 6 weight without you)
__ A mule or burro named _____. (Can carry you and 6 weight, or 8 weight without you)
__ A special horse (extra large and/or extra well-trained somehow) named _____. (worth 2 CPPs)
__ A dog named _____. (worth 2 CPPs, talk to your GM about the details of having a dog)
__ 2 pistols (2 weight. Comes loaded, with 3 extra ammo)
__ a rifle (2 weight. Comes loaded, with 3 extra ammo)
__ a pistol (1 weight. Comes loaded, with 3 extra ammo)
__ shotgun (2 weight. Comes loaded, with 3 extra ammo)
__ a small, easily-concealable derringer (0 weight. Comes loaded, with 1 extra ammo)
__ a fine shiv (0 weight)
__ a tomahawk (1 weight)
__ a week’s rations (7/7 uses, 0 weight)
__ wrangler’s clothes (0 weight)
__ Some nice clothes (0 weight)
__ prospecting gear (2 weight)
__ holy book/holy symbol (1 weight)
__ engineering tools (2 weight)
If you don't see something you want, just ask the GM
Step 9: Choose one Path. At the end of a Chapter, if you fulfilled your Path, mark 1 XP.
Fighters only:
--Lawful: Best an opponent in a fair fight.
--Neutral: Defeat a worthy opponent.
--Protector: Protect the weak or helpless.
Anyone (including Fighters):
--Restless: Jump into danger without a plan.
--Chaotic: Make someone else question their beliefs
--Wise: Help someone else grow and/or change for the better as a person.
--Be the Best: Embarrass your competition or otherwise prove your superiority.
--Good: Defeat, or help defeat, something bad, thereby making the world safer.
This message was last edited by the GM at 21:48, Sun 16 Sept 2018.