OK I have added character sheets to everyone's profile.
Here is how we are going to do this, 3rd edition rules with some tweaking.
First up, roll your age, 12 + 3d10, good chance this will have a bearing on how you write up your background. No secret rolls for character generation folks, everyone gets to see everyone's rolls.
Then roll your ability score in the order they are on your sheet, I have put the dice rolls on your sheet as per 3rd edition rules.
Sorry folks, I missed the modifiers to your rolls...
Dice Roll | Modifier |
---|
2-5 | +5 |
6-10 | +3 |
11-14 | +2 |
15-17 | +1 |
18-20 | +0 |
For those of you who have a copy of 3rd edition, you can work out how many skills you get from there. If you don't have 3rd edition, not to worry we can figure it out as we go. PM me about your skills if you you are unsure about anything.
Everyone will start with the same gear, no exceptions. 1 set of clothes, as written on your character sheet. $5 starting money, everyone is dirt poor. 1 knife and 1 cap and ball revolver with holster and 24 bullets each.
The year is 1869 and weapons available will be as per the 2nd edition rules, so new weapons available next year (1870).
You will all be starting the game on the train heading 'West'.
As I explained earlier, this is a fictitious setting so there will be no reference to real life people or places. Nobody will have any advantages by trying to say they knew such and such from somewhere else. You are all effectively nobodies until you earn your 'reputations' in the Wild West.
You are heading 'West' from either 'Back East', or somewhere not quite as far 'West' as you are now.
If you agree to these guidelines then make a post in this thread showing you agree and list your character skills here so the rest of the team knows what skills we have as a group.
When you have written your back ground and a description, please add both to the 'description' page of your character and please add an avatar.
I will award Experience to players who have all three of these things done before we start playing.
Initial Skills |
---|
Total Attribute Scores | Number of Initial Skills |
---|
27-40 | 10 |
41-62 | 8 |
63-80 | 6 |
At least half of these initial skills must be work skills. They can all be work skills if the player wants, but no more than half can be weapon skills. A weapon skill can be taken more than once to get a higher score, but each time counts as one skill. New skills can be learned during the course of play, and old skills can have their scores increased, if the player spends experience points for the skill.
Skill Scores
Like an attribute, each skill has a score. To determine the score for a work skill, follow the same procedure as determining an
attribute score: roll two 10-sided dice, add them together, and modify the result. Weapon skills always begin with a score
of 1. A character can, however, choose a weapon skill more than once and add 1 to his score each time. Choosing Pistol skill twice,
for example, gives the character a score of Pistol 2.
This message was last edited by the GM at 10:35, Sun 04 Feb.