Okay well that one fails in many places -- how about we do this -- we just take it in steps and you can fill in the blanks from that last post you made and or combine both character concepts thus far and create one that can be used in this game. I did not do the fill ins as that last one just threw me as to what you are striving to achieve other than a Mad Scientist --- now you can do us both a favor by simply denoting the Step along with what you did in that Step -- I hope this makes it easier
Step 0: Race (this ones easy your Human as we do not currently have other options)
-- You get 1 Free Edge of your Choice
Step 1: Attributes
.... Agility ....... d4
.... Smarts ...... d4
.... Spirit ........ d4
.... Strength ... d4
.... Vigor ........ d4
Every character starts with a d4 in each attribute (as I have denoted above), and
has 7 points with which to raise them.
Raising a d4 to a d6, for example, costs 1 point. One is free to spend these points however they want with one exception:
no Attribute may be raised above a d10 using these points and one
can only start with one d10
Step 2: Skills
You have 23 skill points to distribute among your skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it is linked to (listed beside the skill in parentheses). If the skill exceeds the attribute, the cost becomes 2 points per die type. No skill may be increased above d12 and the character may only have one d12
[ +- ] Skills Available with Associated Attribute
Climbing (Strength)
Boating (Agility)
Driving (Agility)
Fighting (Agility)
Gambling (Smarts)
Guts (Spirit)
Healing (Smarts)
Investigation (Smarts)
Intimidation (Spirit)
Jumping (Strength)
Mad Science (Smarts)
Notice (Smarts)
Persuasion (Spirit)
Piloting (Agility)
Repair (Smarts)
Riding (Agility)
Running (Strength)
Shooting (Agility)
Skullduggery (Agility)
Stealth (Agility)
Streetwise (Smarts)
Survival (Smarts)
Swimming (Strength)
Throwing (Agility)
Taunt (Smarts)
Tracking (Smarts)
Language Skills
.... Spoken (Smarts)
.... Script (Smarts)
Available Languages (not comprehensive):
.... Anishinaabe, Blackfoot, Cherokee, Cree, Creole, Crow, English, French, Danish, Gaelic, German, Hopi, Italian, Japanese, Jewish, Mandarin, Mi'kmaq, Nahuatl, O'odham, Polish, Russian, Sioux, Spanish, and Swedish
Note: Northern American English and Southern American English are simply dialects of English and if you wish to speak a dialect by all means do so but the language will still be English you just get to post it butchered per y'awls way a speekkin.
Knowledge Skills (Smarts)
(The following is not a comprehensive list just a list of the more common knowledges within the Weird West -- further some are fairly general topics and others more specific the more specific the topic the more you know about that specific topic when making a knowledge check for instance someone with Knowledge-Chemistry will know more about Chemistry than someone with Knowledge-Physical Science)
.... Common (Smarts)
.... Battle (Smarts)
.... Chemistry (Smarts)
.... Cryptography (Smarts)
.... Demolitions (Smarts)
.... History (Smarts)
.... Law (Smarts)
.... Medicine (Smarts)
.... Physical Science (Smarts)
.... Occult (Smarts)
Step 3: Derived Abilities
....
Charisma: 0 .... Unless you have and Edge/Hindrance that adjusts this
....
Pace: 12 + Strength Die + Agility Die in feet per round
....
Parry: 2 + Fighting/2 + Any Bonuses for Shields and Certain Weapons.
....
Toughness: 2 + Vigor/2 + Armor Bonus (if any)
Step 4: Hindrances & Edges
.... May Take 1 Major Hindrance (2 pts)
.... May Take up to 2 Minor Hindrance (1 pt each)
With these points you can:
.... For 2 points:
• Raise an Attribute one die type (maximum d12)
• Choose an Edge
.... For 1 point:
• Gain another skill point
• Gain additional an additional $300 to starting funds
Please Note specifically all the choices made in this step as that makes it easier for me to understand what was done here
Step 5: Gear
Here you purchase all the gear your character is starting with as your character starts with absolutely nothing not even the clothes on their back. The character does start with $300 in resources plus any additional funds generated in the previous Step
Step 6:Background Details
Finish the character by filling in any history or background. Ask why the hero is where they are and what their goals are. Rough in some details of their life up to this point. The more you give me to work with the more I can lace into the game.
Still make sure the character concept being rendered is what you want to play. There is no point in being the party’s magical healer, for example, if that is not a role you are interested in playing. I will provide any necessary balance and/or use the imbalance as a story plot in and of itself.