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== Part I: 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. The minimum for each Stat is 2d6; there’s no maximum. *'''Acuity''': More dice in Acuity means a character who’s perceptive, alert, educated, clever, savvy or well-read. *'''Body''': More dice in Body means a character who’s big, healthy, strong, wiry, muscular, tall, graceful, quick, or steady. *'''Heart''': More dice in Heart means a character who’s compassionate, attractive, charming, gentle, courageous, enduring, faithful, or likable. *'''Will''': More dice in Will means a character who’s tenacious, aggressive, confident, unflinching, strong-willed, or unshakable. You won’t usually roll any Stat alone. Usually you roll them in pairs: *If your character’s speaking, roll Acuity and Heart *If your character’s doing something physical but not fighting, roll Body and Heart *If your character’s fighting hand to hand, roll Body and Will *If your character’s gun fighting, roll Acuity and Will [[Image:Dogs wheel.gif]] ---- === 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. Note that d4 traits aren't necessarily indicative of aptitude — “'''I’m a good shot 2d4'''” means that yes, your character’s a good shot, but when guns come out, your character’s life gets even more complicated than usual. Divide your Trait Dice among whatever traits you care to define. i.e. "'''Can do the Howken 2d6'''", "'''Telekinetic Breaker 2d10'''", "'''Heroin Junkie 2d8'''", etc. "'''Warrior of the White'''" 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-learned". 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. Unlike the traditional DitV approach of knowing a lot of people, consider taking dice in different aspects of a relationship. In times of stress Mean Henry comes to the surface, but in times of joy or exultation the loving brother emerges. Roland often remembers Cort's bludgeoning and badgering, but also his philosophies and wisdom. ---- === 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 All guns receive an extra 1d4 die, so a normal pistol would be 1d4+1d6, a normal rifle would be 1d4+1d8, a runout would be 1d4+1d4, etc. Something that's big and shit is still just 1d4. ---- === Sixth and Final Step: Accomplishment === Define something that you hoped your character accomplished during their entry into the shadow of ''ka''. This will be played out as the stakes of a conflict. ----
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