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Since the story being told by this particular game revolves around the characters being played by you and your friends creating those characters is especially important. Is your character strong, brave, and a champion of good? Or are they craven and cowardly? Can they ride a horse, shoot a can off a fence post at fifty yards, or mend a torn shirt or even a broken heart? How you make your character helps to establish how well they can accomplish their goals and whether they can help or hinder those around them.

Creating your character is pretty simple. You should have a copy of the Character Sheet, a pencil, and maybe some scratch paper if you need to do some math. Once you have those things ready we'll start with the basics...
Step One:
Describe your character. What is their name? How tall are they? What color is their hair? What would they typically be wearing? What do they do for a living? This will help during the next few steps.
Step Two:
Next the Dealer will assign all the players a number of Aspect Points to be used to build their Character. Divide the alloted Aspect Points, usually 18, between the three Major Aspects. An average person has 12 Aspect Points: Player-Characters are already assumed to be better than average. The Dealer might want to increase or decrease this number depending on the story you are going to be telling but 18 is the default. While not required it is strongly suggested that the Dealer set a minimum limit of 4 in any Major Aspect and a maximum of 9. All characters must have at least 2 in every Major Aspect.
Major and Minor Aspects:
Every character has three Major Aspects and six Minor Aspects that determine much of their Physical, Intellectual, and Emotional capabilities. These Aspects determine how good or bad a Character is at the basics; We'll get to the more advanced stuff later.
Major Aspect: Intellectual
With it's Minor Aspects this indicates how smart your Character is. This also determines the Character's Intellectual Resilience: How well and how long they can handle themselves in an intellectual confrontation like a game of chess or a public debate.

Minor Aspect: Knowledge - The fact or condition of knowing something with familiarity gained through experience or association.
Minor Aspect: Reason - The power of comprehending, inferring, or thinking especially in orderly rational ways.

Major Aspect: Physical
Together with it's Minor Aspects this determines how good the Character is at the more physical parts of life. It also determines their Physical Resilience: How much and how long they can be knocked around before succumbing.

Minor Aspect: Strength - The quality or state of being strong: capacity for exertion or endurance.
Minor Aspect: Dexterity - Readiness and grace in physical activity.

Major Aspect: Emotional
Combined with it's Minor Aspects this indicates both how much the character is in control of their own emotions and how good they are at manipulating the emotions of others. It also determines the character's Emotional Resilience: How much and how long they can have their ego bruised and emotions trampled before breaking down.

Minor Aspect: Will - The power of control over one's own actions or emotions.
Minor Aspect: Charisma - A special magnetic charm or appeal.

Step Three:
Divide the Aspect Points alloted to the Major Aspects between their indicated Minor Aspects. These points are used to determine both how many Skills a Character has that are centered around a certain Minor Aspect as well as how good they are at them to start.
Step Four:
Pick Skills for each of the Minor Aspects. You are limited to a number of Skills equal to the number of points you put in the Aspect but you also don't have to use all the points. Each Skill you purchase costs one point. For each Skill record the name of the Skill and the number of Points in it's associated Minor Aspect. Any points you do not spend can be used to purchase Traits but they cannot be used to purchase Skills in other Aspects.

For Example: You want your character to be smart and charismatic so you put 8 Aspect Points in Intellectual, 6 in Emotional, and 4 in Physical. After dividing up the points between Knowledge and Reason you have a 5 in Knowledge and a 3 in Reason. You only have 4 Skills that you want to purchase in Knowledge and 2 in Reason which leaves two points that can be used later to purchase Traits. These points cannot be used for any other purchase but these spare points can be combined together to purchase more expensive Traits.

Some Skills are limited to specific settings for obvious reasons and are thus coded by a specific color. Characters can acquire additional Skills during play but these always start at 1; see the Skill section for more details on restricted Skills and gaining new Skills during play.

Skills (and Aspects) can increase during play! If the absolute maximum possible is rolled - all sixes on all dice - then the Skill rolled increases by 1. If the Character manages to get a Skill equal to the Major Aspect it is based under then again rolls maximum - all sixes on all dice - the Major and Minor Aspects both increase by 1. If this occurs then the Skill does not increase, just the associated Aspects.
Step Five:
Pick some Traits, both positive and negative, and record them on your sheet. Each Character is limited to three Traits although again the Dealer might change this. A good rule of thumb is that the number of Traits should be limited to the number of total Aspect Points divided by six.

Traits are things like special backgrounds, additional resources, and specific advantages that a Character might have. They either cost a fixed number of points or have five 'Ranks' with additional bonuses for the Rank purchased. Player-Characters can only purchase the first three Ranks with the next two being for especially powerful Non-Player Characters. There are also Negative Traits that give the Character more points to work with. These have the same restrictions as Positive Traits and count towards the total number of Traits the Character can have.
Step Six:
Grab some gear. It's good to know what you have on hand in case you start the story in the middle of a raging gunfight or a wild stampede. There are Skills and Traits that give you cash to buy stuff but remember sometimes a gun isn't the most important thing to have on hand. Everyone starts with cash equal to their Reason and Charisma Minor Aspects.

All Finished!

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