Campaign:End-World: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Oinoloth
(New page: The Dark Tower by way of Dogs in the Vineyard. For now the game channel is #DarkTower on suptg. == Character Generation == === First Step: Background === Pick one of the follow...)
 
1d4chan>Oinoloth
No edit summary
Line 30: Line 30:


=== Third Step: Traits ===
=== Third Step: Traits ===
Divide your Trait Dice among whatever traits you care to define. i.e. "Horsemanship 2d4", "I can't see well without my glasses 2d10", etc. "I'm a Dog" is a recommended trait.
 
Traits are personal characteristics like a biting tongue, a lightning draw, or the double-edged sword of the Touch. Traits are not all "special powers" - weaknesses or character flaws can be just as important as skills or craft.
 
Divide your Trait Dice among whatever traits you care to define. i.e. "'''Horsemanship 2d4'''", "'''Telekinetic Breaker 2d10'''", "'''Can't see without my glasses 2d8'''", etc.  
 
"'''I'm a Gunslinger'''" is a recommended trait for Gunslingers.
 
If you can't think of any Traits to start with, start with "I'm a good shot"; add one based on where and how your character learned how to shoot; then add one unrelated but opposed like "I'm a good cook" or "I'm well-read".  
If you can't think of any Traits to start with, start with "I'm a good shot"; add one based on where and how your character learned how to shoot; then add one unrelated but opposed like "I'm a good cook" or "I'm well-read".  


Remember that no one likes a stewing-mary.


----
----
Line 38: Line 45:


=== Fourth Step: Relationships ===
=== Fourth Step: Relationships ===
Divide some of your Relationship Dice among other PCs or whatever NPCs you care to define. Don't create very many, and leave most of the dice unassigned.  
These are people that you know from your past or present that have some impact on you. You can call on these dice by invoking a relationship in a way that is significant to the moment. Eddie Dean's brother Henry is a monumental figure in his life, and someone he invokes frequently - if not always willingly - in times of stress.
 
Divide some of your Relationship Dice among other PCs or whatever NPCs you care to define. Don't create very many, and leave most of the dice unassigned. This way, you can call up relationships from your past or form a bond with someone in the present.




Line 45: Line 54:


=== Fifth Step: Belongings ===
=== Fifth Step: Belongings ===
Freely define whatever belongings you care to define for your character. A Dog generally owns at least a horse, a coat, a copy of the Book of Life, a small jar of consecrated earth, and a gun. Other possessions may be defined as needed, with dice according to the following:
Freely define whatever belongings you care to define for your character. A Gunslinger generally owns nothing but a pair of shooting irons, a horse, and the clothes on his back, though one who expects to be travelling will likely have a small pack of useful supplies. Other possessions may be defined as needed, with dice according to the following:
     Normal: 1d6
     Normal: 1d6
     Big: 1d8
     Big: 1d8
     High Quality: 2d6
     High Quality: 2d6
     Big & High Quality: 2d8
     Big & High Quality: 2d8
     Crap: 1d4
     Shit: 1d4
     Guns: +1d4  
     Guns: +1d4  



Revision as of 01:06, 13 February 2009

The Dark Tower by way of Dogs in the Vineyard. For now the game channel is #DarkTower on suptg.

Character Generation

First Step: Background

Pick one of the following:

  • Well-Rounded
         17d6 Stat Dice; 1d4 4d6 2d8 Trait Dice; 4d6 2d8 Relationship Dice
  • Strong History
         13d6 Stat Dice; 3d6 4d8 3d10 Trait Dice; 1d4 3d6 2d8 Relationship Dice
  • Complicated History
         15d6 Stat Dice; 4d4 2d6 2d10 Trait Dice; 5d6 2d8 Relationship Dice
  • Strong Community
         13d6 Stat Dice; 1d4 3d6 2d8 Trait Dice; 4d6 4d8 3d10 Relationship Dice
  • Complicated Community
         15d6 Stat Dice; 6d6 2d8 Trait Dice; 4d4 2d6 2d8 2d10 Relationship Dice




Second Step: Stats

Divide your Stat Dice among the four stats: Acuity, Body, Heart, and Will.




Third Step: Traits

Traits are personal characteristics like a biting tongue, a lightning draw, or the double-edged sword of the Touch. Traits are not all "special powers" - weaknesses or character flaws can be just as important as skills or craft.

Divide your Trait Dice among whatever traits you care to define. i.e. "Horsemanship 2d4", "Telekinetic Breaker 2d10", "Can't see without my glasses 2d8", etc.

"I'm a Gunslinger" is a recommended trait for Gunslingers.

If you can't think of any Traits to start with, start with "I'm a good shot"; add one based on where and how your character learned how to shoot; then add one unrelated but opposed like "I'm a good cook" or "I'm well-read".

Remember that no one likes a stewing-mary.



Fourth Step: Relationships

These are people that you know from your past or present that have some impact on you. You can call on these dice by invoking a relationship in a way that is significant to the moment. Eddie Dean's brother Henry is a monumental figure in his life, and someone he invokes frequently - if not always willingly - in times of stress.

Divide some of your Relationship Dice among other PCs or whatever NPCs you care to define. Don't create very many, and leave most of the dice unassigned. This way, you can call up relationships from your past or form a bond with someone in the present.




Fifth Step: Belongings

Freely define whatever belongings you care to define for your character. A Gunslinger generally owns nothing but a pair of shooting irons, a horse, and the clothes on his back, though one who expects to be travelling will likely have a small pack of useful supplies. Other possessions may be defined as needed, with dice according to the following:

   Normal: 1d6
   Big: 1d8
   High Quality: 2d6
   Big & High Quality: 2d8
   Shit: 1d4
   Guns: +1d4 




Sixth and Final Step: Accomplishment

Define something that you hoped your character accomplished during initiation as a Dog. This will be played out as the stakes of a conflict.