Ok. Here we go. My rolls are:
As you can see, the dice interface is just shit. And if I can´t assign results between Skills freely, this carácter will hardly be a good gunslinger (or a gunslinger at all) :P.
Up to you,GM.
Regards.
Motivo: Strength
Tirada: 3d6
Resultado: 16
Motivo: Strength*
Tirada: 1d100
Resultado: 51
Motivo: Intelligence
Tirada: 3d6
Resultado: 11
Motivo: Intelligence*
Tirada: 1d100
Resultado: 25
Motivo: Wisdom
Tirada: 3d6
Resultado: 6
Motivo: Wisdom*
Tirada: 1d100
Resultado: 53
Motivo: Dexterity
Tirada: 3d6
Resultado: 9
Motivo: Dexterity*
Tirada: 1d100
Resultado: 2
Motivo: Constitution
Tirada: 3d6
Resultado: 17
Motivo: Constitution*
Tirada: 1d100
Resultado: 3
Motivo: Looks
Tirada: 3d6
Resultado: 7
Motivo: Looks*
Tirada: 1d100
Resultado: 89
Motivo: Charisma
Tirada: 3d6
Resultado: 17
Motivo: Charisma
Tirada: 1d100
Resultado: 81
OK, very high CON and CHA, and high STR. But not very good Dexterity and Wisdom which are important for a gunslinger.
Wisdom+Dexterity => affect the Speed
Intelligence+Dexterity => affect the Accuracy
But you can modify the Abilities as follows:
Depending on the current value of the Ability, the cost for the trade up is different:
7 or less => 1 for 1 (so if you wish to increase WIS to 07, you can deduct 1 point from any Ability except Looks)
8-10 => 2 for 1
11-13 => 3 for 1
14-16 => 4 for 1
17-20 => 5 for 1
21+ => 10 for 1
A value of 10-11 has no negative (nor positive bonuses). So I would try to get WIS and DEX around there at least.
This option does not spend BP which is good. For instance, you could sacrifice Strength and Constitution to increase Wisdom etc.
2) Generate Building Points => BP are used to purchase skills and talents later on. You can sacrifice Ability scores to get additional BP, probably not something you are looking for now.
3) Spend Starting Building Points => you can raise the fractional ability. The cost is one BP per five fractional ability points (note that the fractional ability is simply to measure how close you are to gaining an extra point in your Ability). So for you could raise Wisdom 1 up by spending 10 BP (for a +50%).
The positive thing is that you have some very high values, so you have Ability scores to "spend". At least not to have a big negative modifier for Speed or Accuracy. To get Dexterity 14 for instance, you would need to lower other Abilities by 15 points.
Then maybe a good Talent to boost the gunfighting capabilities.
See if you can adjust the values, the other options is to roll again (10 BP points to reroll all abilities), but there are some very high values like Charisma that are useful so I would give it a try.
Ok. I will do it tomorrow ;).
Regards.
This is what happens when everything is random and I'm a jinx. I always prefer purchase systems... In other games with rolls 3d6 for features, I'm used to throw 4d6 and remove the worst, and nevertheless keep getting ground rather mediocre features.
I hope we can change these rolls. Pretty please 0:-)
Motivo: Strength
Tirada: 3d6
Resultado: 13
Motivo: Intelligence
Tirada: 3d6
Resultado: 6
Motivo: Wisdom
Tirada: 3d6
Resultado: 14
Motivo: Dexterity
Tirada: 3d6
Resultado: 4
Motivo: Constitution
Tirada: 3d6
Resultado: 10
Motivo: Looks
Tirada: 3d6
Resultado: 9
Motivo: Charisma
Tirada: 3d6
Resultado: 9
Motivo: Strength
Tirada: 1d100
Resultado: 68
Motivo: Intelligence
Tirada: 1d100
Resultado: 50
Motivo: Wisdom
Tirada: 1d100
Resultado: 86
Motivo: Dexterity
Tirada: 1d100
Resultado: 32
Motivo: Constitution
Tirada: 1d100
Resultado: 67
Motivo: Looks
Tirada: 1d100
Resultado: 25
Motivo: Charisma
Tirada: 1d100
Resultado: 100
Ok, then. These are my new rebuild stats. What do you think?
Motivo: Strength
Tirada: 3d6
Resultado: 11
Motivo: Strength*
Tirada: 1d100
Resultado: 51
Motivo: Intelligence
Resultado: 11
Motivo: Intelligence*
Resultado: 25
Motivo: Wisdom
Resultado: 10
Motivo: Wisdom*
Resultado: 53
Motivo: Dexterity
Resultado: 11
Motivo: Dexterity*
Resultado: 2
Motivo: Constitution
Resultado: 11
Motivo: Constitution*
Resultado: 3
Motivo: Looks
Resultado: 7
Motivo: Looks*
Resultado: 89
Motivo: Charisma
Resultado: 15
Motivo: Charisma
Resultado: 81
Not bad. You have raised WIS +4 (need to deduct 7 points from other Abilities) and DEX +2 (5 points), but I see you have deducted a total of 13 points so you can raise STR, CON or CHA by one. My suggestion: Charisma.
Hmm not the best rolls I admit :) The system allows for modifications, but this one is a bit tricky. Let´s see. You can modify the Ability scores as follows:
You can trade and lower one Ability to raise another (except Looks). Depending on the current value of the Ability, the cost for the trade up is different:
7 or less => 1 for 1 (so if you wish to increase INT to 07, you can deduct 1 point from any Ability except Looks)
8-10 => 2 for 1
11-13 => 3 for 1
14-16 => 4 for 1
17-20 => 5 for 1
21+ => 10 for 1
A value of 10-11 has no negative (nor positive bonuses). So I would try to get INT and DEX around there, or at least one of them. For gunfights:
Wisdom+Dexterity => affect the Speed
Intelligence+Dexterity => affect the Accuracy
You have good WIS but DEX and INT are a bit crap, and you have no high values to use either. Hmm, if you lower Strength to 10 or less, you can raise DEX. But some Abilities are bound to have values below 10 with these throws.
Other options so you know:
2) Generate Building Points => BP are used to purchase skills and talents later on. You can sacrifice Ability scores to get additional BP, probably not something you are looking for now as the scores are low :)
3) Spend Starting Building Points => you can raise the fractional ability. The cost is one BP per five fractional ability points (note that the fractional ability is simply to measure how close you are to gaining an extra point in your Ability). So for you could raise Wisdom 1 up by spending 3 BP (for a +15%).
Have a play with the values, and if you feel that whatever you do they are still bad, you can reroll everything by spending 10 BP.
Motivo: Strength
Tirada: 3d6
Resultado: 11
Motivo: Strength*
Tirada: 1d100
Resultado: 51
Motivo: Intelligence
Resultado: 11
Motivo: Intelligence*
Resultado: 25
Motivo: Wisdom
Resultado: 10
Motivo: Wisdom*
Resultado: 53
Motivo: Dexterity
Resultado: 11
Motivo: Dexterity*
Resultado: 2
Motivo: Constitution
Resultado: 11
Motivo: Constitution*
Resultado: 3
Motivo: Looks
Resultado: 7
Motivo: Looks*
Resultado: 89
Motivo: Charisma
Resultado: 16
Motivo: Charisma
Resultado: 81
Done ;)
I'll roll the dice again... (-10BP)
Ok, that's more like it. But the lowest ability is Dex, for Pete's Sake!!! ¬ ¬
Can I simply exchange Charisma and Dexterity in some way. Like 10BP more, as if I want to roll all again, but just to exchange one for the other. I say it because now the rolls are pretty good, but, if I try to get Dex to a good score, any other ability will go down a lot...
Motivo: Strength
Tirada: 3d6
Resultado: 13
Motivo: Intelligence
Tirada: 3d6
Resultado: 12
Motivo: Wisdom
Tirada: 3d6
Resultado: 15
Motivo: Dexterity
Tirada: 3d6
Resultado: 9
Motivo: Constitution
Tirada: 3d6
Resultado: 11
Motivo: Looks
Tirada: 3d6
Resultado: 15
Motivo: Charisma
Tirada: 3d6
Resultado: 17
A lot better, yes. I do not recommend spending more BP at this moment, and swapping one Ability for another is not allowed.
You have a good INT and good WIS which are important for gunfighting. Simply drop 2 points of CHA or maybe even better, 2 points of STR to raise 1 point DEX and that way you have no negative modifiers.
Also roll the 1D100 for each Ability please, with a bit of luck you get a few high ones that can be used to increase an Ability by spending just a few BPs.
Motivo: Strength
Tirada: 3d6
Resultado: 8
Motivo: Intelligence
Tirada: 3d6
Resultado: 10
Motivo: Wisdom
Tirada: 3d6
Resultado: 15
Motivo: Dexterity
Tirada: 3d6
Resultado: 9
Motivo: Constitution
Tirada: 3d6
Resultado: 8
Motivo: Looks
Tirada: 3d6
Resultado: 11
Motivo: Charisma
Tirada: 3d6
Resultado: 11
I suppose that I've to roll the dices here, isn't it? Can you help me to understand the "fractional ability"?
Yes the dice are rolled here. The 3d6 rolls you just did are the Ability score. The fractional ability is 1d100 and it tells you how close you are to having a higher Ability score. For instance: Strength (STR) you rolled 8. If you roll a fractional 1d100 for example 40, your STR would be 8 / 40, which means that you have a value of 8 and 40/100, so with 60 points more in the fractional you would have STR 9. For bonuses, it makes no difference to have 8/05 or 8/95, but with 95% you are very close to having 9/00.
You can spend BP later to increase the fractional ability score.
Please roll 1d100 for each Ability.
OK let´s move on, the next steps are mostly rolling dice for background stuff so I can do it to go faster.
Origin: one of the South states, Arizona for instance. From a rural background. Both parents living. Third of eight siblings (six girls and two boys) all sisters dead due to different illnesses, but the youngest brother who is still alive. The relationship with all of them was very good, especially with one sister who died in a horrific accident.
Maybe due to the misfortune, your parents felt very indifferent about you. You were almost considered a burden. This upbringing left a mark on your behavior, you became more introverted. This is a Quirk (that gives you some extra BPs)
Daunsy (5BP): this quirk may be caused by a chemical imbalance in the brain or a significant past event. Either way, this character always seems depressed and never sees the positive side of things. His bottle is always half empty. Each day, a daunsy character has a 20% chance of having an episode where they refuse to move or act in any way for 30 minutes.
This could fit in nicely with the story of the sister you felt devotion for and who died in a tragic accident.
Age: 22, Right handed, 152 lbs, 70" and 22 HP (I left these as you had rolled them)
Social Class: ULC (Upper Lower Class), more specifically farm hands.
You start off with $17 starting money.
At this moment, you have 105 BP to spend on skills. You had not chosen any Talents, but you can do if you wish. I will have a look at the skills you marked and post again.
Motivo: Urban/Rural
Tirada: 12d100
Resultado: 641
Motivo: Urban/Rural
Tirada: 1d100
Resultado: 29
Motivo: Birth/parental
Tirada: 2d100
Resultado: 35, 47
Motivo: siblings-relation
Tirada: 11d20
Resultado: 20, 19, 5, 8, 13, 5, 13, 7, 11, 1, 5
Motivo: siblings-relation
Tirada: 1d20
Resultado: 16
Motivo: siblings-sex
Tirada: 7d6
Resultado: 5, 6, 5, 6, 4, 5, 3
Motivo: siblings-status
Tirada: 7d100
Resultado: 22, 28, 37, 34, 44, 21, 85
Motivo: siblings-order
Tirada: 12d8
Resultado: 3, 8, 5, 2, 7, 4, 1, 4, 5, 3, 3, 5
Motivo: siblings-order
Tirada: 1d8
Resultado: 3
Motivo: siblings
Tirada: 14d12
Resultado: 11, 6, 3, 10, 2, 11, 3, 5, 8, 11, 1, 12, 3, 8
Motivo: Upbringing
Tirada: 12d100
Resultado: 60, 80, 93, 68, 23, 89, 29, 60, 95, 71, 100, 16
Motivo: Upbringing
Tirada: 1d100
Resultado: 98
Motivo: Quirk: introverted
Tirada: 1d100
Resultado: 23
Motivo: social class-money
Tirada: 2d100
Resultado: 59, 49
Motivo: social class 2
Tirada: 1d100
Resultado: 39
Motivo: money
Tirada: 1d6
Resultado: 2
With these skills:
Animal Empathy* (2nd purchase) => 3 BP => 64%
Animal Herding Cattle (3rd purchase) => 6 BP => 53%
Animal Herding Horses (3rd purchase) => 6 BP => 53%
Animal Lore (3rd purchase) => 6 BP => 61%
Cooking => 1 BP => 72%
Gaming => 1 BP => 76%
Hunting => 5 BP => 76%
Language (Spanish) => 5 BP => 95%
Observation => 6 BP => 76%
Resist Persuasion => 2 BP => 75%
Riding (2nd purchase) => 9BP => 60%
Slaughter => 2 BP => 82%
Survival => 7 BP => 78%
Swimming => 1 BP => 85%
Tracking => 9 BP => 79%
You still have 42 BP left. Important to take also this skill:
Rope Use => 2 BP for 1st purchase, 4 BP for 2nd. Cowboys need to know 3 things: Animal Herding, Riding and Rope Use.
Have a look at the skills again to spend BPs, or the talents. For instance, Greased Lightning (20 BP) gives you -1 Speed modifier for one type of gun (same as having better Dexterity). Or Hip Shooter or Fan Firing to be able to use these techniques without too many negative modifiers. Any of these would give that special edge that would explain why he wants to become a gunfighter.
Motivo: Strength FA
Tirada: 1d100
Resultado: 81
Motivo: Intelligence FA
Tirada: 1d100
Resultado: 83
Motivo: Wisdom FA
Tirada: 1d100
Resultado: 98
Motivo: Dexterity FA
Tirada: 1d100
Resultado: 12
Motivo: Constitution FA
Tirada: 1d100
Resultado: 8
Motivo: Looks FA
Tirada: 1d100
Resultado: 55
Motivo: Charisma FA
Tirada: 1d100
Resultado: 41
Oooooh! I've understood. Thank you so much! :D
Very well, then I would spend 2BP Strength and another 2BP in Charisma, so I get them to 14(05) and 18(01) respectively.
The next step would be to trade up 2 points from Strength (14 to 12) and raise 1 point in Dexterity (9 to 10). 2 points from Charisma would raise Dex to 11 and 3 more would get Dex to 12. 3 more and Charisma would be 10, whereas that Dex would get to an "astonishing" 13. A lot better than that initial 9...
Motivo: Strength
Tirada: 1d100
Resultado: 95
Motivo: Intelligence
Tirada: 1d100
Resultado: 82
Motivo: Wisdom
Tirada: 1d100
Resultado: 50
Motivo: Dexterity
Tirada: 1d100
Resultado: 24
Motivo: Constitution
Tirada: 1d100
Resultado: 66
Motivo: Looks
Tirada: 1d100
Resultado: 88
Motivo: Charisma
Tirada: 1d100
Resultado: 91
Abilities are done then. A bit of good news. When you raise CHA to 18, it actually goes up to 20. Not sure why, I could not find a specific reference for this in the rulebook but I guess as the maximum natural roll is 18, if you manually raise an Ability to 18, it goes to 20 instead. So that means your final CHA is 12.
You have 61 BPs left.
I will do the background rolls now. Place of origin Nebraska as per your story, Urban surroundings (small town fits well). Both parents still alive. 6 siblings, you are 4th. All male (7 brothers hehe). Oldest and number 5 are still alive, the rest died from: childhood diarrhea, infancy infectious disease, tuberculosis and cholera. This was unfortunately very common in the West. As brothers had some arguments, but in general you stuck together. You have special devotion and love for the one who was born just after you (and is still alive), and natural relationship with the oldest. Your parents were well-intentioned but poor.
If you feel that it is important for the back story for you to be the eldest son, it is OK with me.
26 years of age, right-handed, 74" tall and 175 lbs (tall and slim).
The Social Class BLC (Below Lower Class) is for slaves, military deserters and such. It does not fit your family background, but it suits your personal social class. These are rolled separately. So your social class is BLC (Deserter, fled after enrollment). Your family was Upper Lower Class (Laborer, hunter). Not rich or landowners, but working class.
Next step: Quirks/Flaws and Talents. Please have a look at the list in the Tutorial scene if you can see any that are interesting. Also Flaws are normally done random, and give extra BPs. Then the Skills. I will post a list of skills and the costs. You have 78 BP for skills (some high Ability scores give extra BPs for skill purchases).
Motivo: Origina-Urban/Rural
Tirada: 2d100
Resultado: 90, 82
Motivo: birth/parental
Tirada: 2d100
Resultado: 86, 13
Motivo: siblings
Tirada: 12d20
Resultado: 10, 9, 11, 18, 20, 20, 14, 10, 2, 16, 13, 19
Motivo: siblings
Tirada: 1d20
Resultado: 10
Motivo: siblings-position
Tirada: 1d8
Resultado: 4
Motivo: siblings-sex
Tirada: 6d6
Resultado: 3, 3, 3, 1, 1, 3
Motivo: siblings-status
Tirada: 6d100
Resultado: 80, 29, 24, 99, 45, 56
Motivo: siblings-relation
Tirada: 12d12
Resultado: 8, 2, 2, 6, 4, 8, 11, 11, 3, 5, 12, 8
Motivo: age
Tirada: 1d12
Resultado: 12
Motivo: Handedness-Height
Tirada: 2d100
Resultado: 58, 97
Motivo: weight
Tirada: 1d20
Resultado: 9
Motivo: HP
Tirada: 1d4
Resultado: 1
Motivo: social-money
Tirada: 2d100
Resultado: 1, 98
Motivo: upbringing
Tirada: 1d100
Resultado: 61
Motivo: social class family
Tirada: 3d100
Resultado: 59, 43, 23
Motivo: money
Tirada: 1d6
Resultado: 4
Possible skills and costs:
Animal Empathy => 2nd => 1 BP
Animal Herding => 3rd => 1 BP
Animal Husbandry => 2nd =>2 BP
Camouflage => 2 BP
Climbing => 2 BP
Culture (German) => 2 BP
Fast Talking => 2nd => 2 BP
Fishing => 3rd => 2 BP
Gambling => 2 BP
Gaming => 2nd => 2 BP
Hiding => 2 BP
Hunting => 1 BP
Joke Telling => 2nd purchase => 2 BP
Language (German) => 4 BP
Listening => 1 BP
Nursing => 2nd => 5BP
Observation => 2 BP
Oration => 2nd => 4 BP
Primitive Range Weapon (bow) => 4 BP
Riding => 5 BP
Rope Use => 2 BP
Set Traps => 10 BP
Skinning/Tanning => 5 BP
Survival => 2 BP
Swimming => 1 BP
Tracking => 5 BP
Weather Sense => 5 BP
Each skill can be selected more than once, the cost is normally double for the 2nd selection but certain ability scores can lower that cost.
When it says "2nd purchase" it means that you have a high ability score and you learn directly to the level of 2nd purchase.
If you put the Ability scores in the Excel sheet, and the go to Skills, you should see these costs on the sheet. Have a look and let me know if any problems.
Now that you have rolled the Ability scores, you can spend Building Points (BP) to modify the values.
1) You can trade... lower one Ability to raise another. Depending on the current value of the Ability, the cost for the trade up is different:
7 or less => 1 for 1 (all your Abilities are above 8 so does not apply)
8-10 => 2 for 1 (for instance, if you wish to increase Strength by 1, you can do this by lowering Charisma by 2)
11-13 => 3 for 1
14-16 => 4 for 1
17-20 => 5 for 1
21+ => 10 for 1
A value of 10-11 has no negative (nor positive bonuses). So I would try to get DEX there as it affects shooting. But it is not mandatory, and you do not have too many high values. WIS is very useful also, I would keep it high.
2) Generate Building Points => BP are used to purchase skills and talents later on. You can sacrifice Ability scores to get additional BP, probably not something you are looking for now.
3) Spend Starting Building Points => you can raise the fractional ability. The cost is one BP per five fractional ability points (note that the fractional ability is simply to measure how close you are to gaining an extra point in your Ability). So you could raise STR by 1 if you spent 4 BP (+20%), or INT +1 for 4 BP, or WIS +1 by spending just 1 BP. If I were you, I would spend 9 BP here to raise these values for sure. Maybe also raise DEX +1 by lowering another Ability by 2.
Up to you, please let me know the adjustments.
If you feel that it is important for the back story for you to be the eldest son, it is OK with me.
Not really important, but I'll prefer it that way, so, as it hasn't any mechanics problem, I'll take it. I'm the firtsborn.
Next step: Quirks/Flaws and Talents. Please have a look at the list in the Tutorial scene if you can see any that are interesting. Also Flaws are normally done random, and give extra BPs
I find interesting Hardcase (5BP), Superstitious (15), Lusty (20), Crude (20), Hayseed (20), Thick Accent (10) and Straight Shooter (40)
Hard of Hearing (15) and Stone Deaf (30) seems interesting too (as Flaws). Too many shoots or being too near from a canon can get you deaf...
What do you recommend?
I'm taking a look of the skills stuff this afternoon, but nursing? bow?...
I'll keep you informed.