Saturday, October 5, 2013

The Hopeful, The Hearty, and the Haggard

Now that I covered most of the things involved in making a character, (I know, I know, Aspects, I'll get to them next post) I'm going to give the stats for the three example characters discussed previously. I'm also going to go through each character and sort of explain how I determined these stats and why I picked this or that.

Annabelle Marie Rivers 

Annabelle is a woman in her prime. While not athletic, she is overall very healthy and has been her whole life. Anna makes a point to eat a varied diet, only drinks fresh clean water, has no outstanding bad habits such as smoking or drinking, takes regular walks in the country, and her marriage to an accomplished doctor means she rarely gets ill. In fact, Anna is one of the only people in Whitewash City to have been properly vaccinated, multiple times. Not only that but she has never spent time doing hard labor, sleeps a lot, and is often out of the sun even when outside. For these reasons and more, I have decided to give Anna a Guts score of 7. 

On the other hand, Anna is not very gritty at all. It's not really that she grew up in a city, but more that she just doesn't have a very rough and tumble personality nor a tough demeanor. Anna is easily startled, worries a lot, gets queasy at the sight of blood, doesn't like getting dirty and though she has a brutally barbed tongue she tries to avoid arguments and confrontation. Living with a doctor has its benefits, but also made Anna a bit wimpy. While most Westerners just "deal with it" when they have a headache, can't sleep, or get a cramp, Anna is more likely to take some medicine or ask her husband for help relieving whatever ails her. For these reasons and more, I have decided to give Anna a Grit score of a measly 2.

Swinging back the other way though, Anna has a thoroughly innocent soul. She has always tried to show respect and courtesy to everyone, and genuinely wishes no ill towards almost anyone. She is somewhat impatient but generous and welcoming, always making friends everyone she goes. Anna is gentle, loves children, and gets great satisfaction from teaching others. She abhors violence for any reason, and doesn't even mentally consider the possibility of committing any crimes.

Anna views her faith as something that should be kept very quiet and private, but she goes to mass without fail, donates to the needy, and volunteers at church events when she can. Though hardly perfect, with her waspish remarks and slightly racist views, Anna is undeniably pure of heart. For these reasons and others, I have decided to give Anna a Grace score of 6.

Skill time. Reading over my descriptions of Anna thus far and a few ideas rolling around in my head, this part should be pretty easy.
  • Anna is a piano teacher. That's her main profession and passion. However she hasn't practiced nearly as much as she probably should have lately. What with the move to Whitewash City, and leaving behind all her old students, and the small pool of new students available to her. Plus she has a new-found love of spending time in the country rather than in front of her piano, so her skills at both teaching and piano playing, while good, are rusty as of the opening to the Saga. So while at one point they would have been 3's, at the start of the Saga I've put 2 points each into the skills Piano Playing and Teaching. 11 left.
  • Anna hates blood but wants to help people in need, so her husband, being a doctor and all, taught her competent first-aid abilities. She can't diagnose an illness or perform any surgery, but she can treat the symptoms or act as an assistant, and she's a steady hand at stitching up a wound. So 2 points into First Aid. 9 left.
  • Anna is slowly teaching herself about the various flowers and herbs of the West, and she loves to press flowers. She is starting her own vegetable garden and has even picked up a few tricks about medicinal plants from Jonathan.  So 2 points into Herbalism and 1 point into Gardening. 6 left.
  • No amount of time in the Wild West could make Anna less of a girly girl. She just loves to dance, both the classical dances of the East Coast cities and the fun, spirited western dances she is learning now.  So 2 points into Dancing. 4 left.
  • All else aside Anna is basically a housewife at this particular moment in her life, and simply being an adult woman in the year 1878 implies a few realistic skills. So 1 point each into Cooking, Sewing, and Washing. 1 left.
  • Anna sometimes goes over her husband's medical records and accounts, since she has a much more naturally organized mind than he does. Outside of work related matters she keeps tabs on their finances plus takes care of all the shopping for the two except for the medical supplies. So 1 last point into Recordkeeping, finishing up Anna's Skills.
Possessions: Anna and her husband, while not "rich", are definitely upper class citizens of Whitewash City. They live in the two floors above Jonathan's office, which are spacious and well appointed, with real glass windows and colorful rugs. Anna's most prized possession of course is her beautiful piano, a gift from her late grandfather when she turned 21. She owns many other things though, from tailored dresses to numerous books to an old ivory chess set. Anna has a weakness for jewelry, much to Jonathan's chagrin. Anna keeps a couple bottles of high quality wine in a locked box in her closet, hidden under a folded blanket. She has taken to pressing flowers and framing them on the walls, and keeps fresh flowers all over the house.

A few things are technically Jonathan's but Anna has ready access to them. Anna would never touch them without asking but there are numerous medical equipment and supplies downstairs. The couple owns a wagon and a horse, which Jonathan uses to visit patients or pick up supplies and Anna uses to visit the countryside or friends. Though she doesn't know how to use any of them there are a working rifle and two pistols above the mantle. Aside from the things specifically listed here the couple has all the expected trappings of a well to do, young married couple in a small but growing Colorado city.

Aspects:
  • The Wildflower and the Rose.
  • A Westbound Breeze
  • A Flower Amid the Thorns
  • A Glint in the Night
  • A Wasp Among the Petals.
Basic Information: Anna is 23, almost 24. Her mid-back length brown hair is usually kept in a braid. Her eyes are light brown. She is 5'6" and about 115 lbs. She is Caucasian, with fair skin that she keeps away from the sun. Her parents and two younger brothers live in Philadelphia. Anna is married to Jonathan Rivers, a physician, and the couple live above Jonathan's office near the end of Main Street in Whitewash City, Colorado. Anna has a noticeable vertical scar on the left side of her back from a knife wound she sustained as a child.

Louis H. Tomes

Louis has always been a running stallion refusing to slow down. From before dawn 'till after the sun goes down, he is busy with one thing or another. He has a true veal for life and boundless enthusiasm. Years spent breaking in horses, pulling more than his own weight with the ranch work, and riding across the land have left him fit, strong, and robust. His reflexes are sharp, his vision keen, and it seems to others like the man never runs out of energy.

Though Louis doesn't hesitate to drink and is a mild smoker, he overall eats very well and exercises a vast amount. He's starting to feel the weight of years creeping into the corners of his eyes, but for now it has yet to hinder him. Louis is healthy as a wild mustang and I have decided to give him a Guts score of 6.

Louis was born and raised in a city, but he's a real man of the Wild West. He sets his shoulders and puts up with whatever the world throws at him. His hands are calloused, his jaw always covered in stubble, and he never, ever backs down from a challenge. Louis clawed his way to success with his ranching and neither man nor nature will ever take that away from him. He's well known to have a friendly smile and joking nature, but there's steel beneath that exterior.

Louis is a fighter, a gambler. He knows the risks and is willing to take them anyways. He is filled with a stubborn pride and strong bonds of loyalty. He believes every man should solve his own problems, whether that be thieving bandits or a broken spur. He is always armed, day and night, and though he never brags or boasts about it, Louis actually has killed three men thus far in his life. I have decided to give Louis a Grit score of 7.

That said, Louis isn't a very good example of God's Grace. He is very nice and friendly, but rarely kind. He's full of compliments for people that please him but undeniably arrogant. He doesn't hesitate to help those in need but he expects them to pay him back as a matter of course. Nothing he does is open-handed charity. He has a raged temper when provoked, and is not above taking advantage of the foolish or ignorant if Louis believes they deserve it.

Louis is overall hard to upset but once he is it takes a lot for him to forgive. He is totally tolerant of violence if he thinks the situation calls for it, and in regards to business he can be rather cutthroat. Though he treats his specific woman surprisingly well, Louis is actually both somewhat sexist and unashamedly racist. All this has led me to give Louis a Grace score of only 2. He is not a "bad" man. Really he is not, but the Grace of God just doesn't shine through him on a regular basis.

Skills:
  • Louis has made his mark on the quality of his horse-breeding and horse ranching. Considering he is completely self-taught, it's remarkable how gifted Louis is when it comes to horses and to business. So a solid 3 points each into Animal Husbandry and Horse-Ridding, 2 into Lassoing, and into Recordkeeping. 6 left.
  • Louis likes to hunt, and knows his way around revolvers, once even surviving a lethal duel.  Not only that, but he is ready and able to protect his herds and land from predators, four legged or two. So 2 points into Long Arms and 1 into Small Arms. 3 left.
  • Louis is an amateur artist and harmonica player. He carries a sketchbook around with him on trips, and often plays the harmonica when resting on his ranch. He is self taught in both, and slowly working on improving. So 1 point each into Harmonica Playing and Drawing. 1 left.
  • Louis has always been a scrapper. He knows his way around a fistfight. 1 point into Fisticuffs.

Possessions: Louis owns, operates, and lives on a successful horse ranch. As such, he is in possession of or can easily acquire everything related to the land, the animals, the buildings, and more. Louis is not rich, per say, but he has everything he needs to get by without ever depending on others.  He owns several guns, numerous tools, farm supplies, and business material. As he is the co-owner of a tack and saddle shop, he can easily get related items at little cost.

Louis likes to dress nicely, being especially fond of his one hat. He personally rarely spend much time indoors, let alone interior decorating, but his ranch home is spacious and well kept thanks to his long time girlfriend. He keeps a silver inlaid harmonica with him at most times, as well as a quality knife with a stag antler handle. He knows how to read but is not particularly fond of books, owning only a few. He is very proud of this one large, gorgeous painting of his ranch pastures he has hung in his main living room.

Louis' personal horse is a large black stallion named Thunder that nobody else is allowed to ride. There are several dogs around the ranch, and while they all listen to Louis' commands he doesn't actually consider them to be his personally. Louis actually loathes the sounds of chickens, so while there are chickens on the ranch, they are few in number, confined to a coop fa from the house, and lack any roosters. There are a smattering of other animals as relevant to life and work on the ranch. Louis has a bag of silver coins only he and his girlfriend know of buried in a clever place.

Aspects:
  • Wild Galloping Stallion
  • A Merry Tune on the Wind
  • Forever A Self-Made Man
  • Barely Breaking Even
  • Tranquil as the Thunderstorm
Basic Information: Louis is 29 years old. He is 5'11 and about 150lbs. He has messy brown hair and blue eyes. He's lean, and always stands with back straight and head held high. He is Caucasian but his skin is deeply tanned from constantly working outdoors. Louis lives on a large horse ranch a fair distance from Whitewash City. Close enough to leisurely ride there in one day, but too far for a trip there and back before dark. He has been romantically involved for over three years with Catherine Simmons, the daughter of a wealthy industrialist. He doesn't get along with her father. He considers the hands that work and live on his ranch to be like family. His parents live in Chicago, he is an only child. Louis is actually missing two toes from an accident early in his ranching, though barely anyone knows about this aside from his doctor, his woman, and a couple others.

Samuel Matters

The years have not been kind to Samuel. His joints ache, his eyes are blurry, and he just can't seem to stop coughing. All those years spent in the mines wore him down, grinding his body one day at a time. His hair used to be blonde, but now it's mostly all grey. He quit now, but back then he drank too much and smoked too often. Salted jerky and hardtack bring little joy to a delicate digestion, but that's just about all Samuel eats lately.

Still, there was a time when Samuel was a real bear of a man. He arms were like tree trunks, his fists like sledgehammers. That might fade, but never truly goes away; behind the wrinkles and liver-spots, Samuel is still unexpectedly strong. Indeed Samuel might even now be healthy, were it not for his cough. He doesn't know if it came from the dust of the coal-mine or the smoke of a tavern, but Samuel knows deep down that he is sick. He is cursed with a racking cough every day, and worse at night. Coarse, dry coughs, that water or rest do nothing to ease. Those popping-jay doctors are useless and overpriced, nothing they said or gave Samuel ever seems to work.

Samuel is a grey haired grizzly bear, but he's old. He won't ever admit it to anyone, but he is afraid his cough will kill him at any moment. Samuel was going to have a 2 in Guts, but I decided his strong build and leathery body bumped his score up to a 3. 

As stated above, Samuel is damn tough. He has seen it all. He has done it all. And he's lived through it all. Samuel is utterly fearless in the face of danger, and has a glare to make a grown man's knees quiver. His hands seem to be more scar tissue than skin now-a-days, and he just keeps chugging along like a rusty old steam engine. Samuel can eat anything, out-drink you all, and would walk through a blizzard just to prove he can.

He's seen his fair share of violence and suffering, and is stoic in the face of pain or loss. He once spent over a eight months in the mountains without any other human company, and he went day after day into the blackest parts of the underground for years. Samuel might be old as dirt, but dirt's what true grit is made of. Samuel has a Grit score of 8 and earned every point of it.

But there's more to Samuel than rawhide and rust. He had a family once, two actually, and they are his deepest regrets. He wishes he could see his children again, and apologize to their mothers for his mistakes. He looks back on his life and feels ashamed of himself, and made a promise to God that he would change his ways in the time he had left. He swore off the bottle for good, and quit chewing tobacco. He still is a vaguely violent man but he's not the bully he used to be, and stands up for the downtrodden whenever he comes upon them.

Samuel spent many years searching for gold, gems, and coal for greedy men, and it left him with a sour taste for wealth. Samuel is very altruistic and believes everything in moderation. He used to be a criminal in several ways but now he is a lawful man. Since he worked alongside them for many years, Samuel is thoroughly non-racist towards blacks or Asians, something unusual for the time-period. He likes kids and treats animals well, especially work animals like mules or oxen. Samuel figures he has a lot to answer for when he passes, but as of the start of the Saga has a Grace score of 4.

Skills:
  • Samuel is retired now, but he spent a long time the mines and you don't just forget. Samuel has 3 points in the Mining skill. 12 left.
  • Related to his mining expertise, Samuel was often present for or in charge of using explosives for both mining and military purposes. 2 points into Explosives. 10 left.
  • Samuel, in his youth, actually went through a term of service in the army, though he didn'y actively participate in the Civil War. Still, he kept his knowledge of guns fresh in his mind long after, using it for good and bad over his life. Samuel has 2 points in Long Arms and 1 in Small Arms. 7 left.
  • Samuel rubbed shoulders with a rough, hard crowd. It was basic necessity to be able to use both fists and knives. 2 points into Fisticuffs and 1 into both Knives and Wrestling. 3 left.
  • Samuel is experienced in fixing machines and making everything from an improvised hammer to homemade nails. 1 point each into Blacksmithing and Machine Repair. 1 left.
  • Samuel loves to fish. It's one of his only hobbies. 1 point into Fishing.  
Possessions: Samuel owns close to nothing. He has the worn out old cloths on his back plus another full set, equally rumpled. He has a few simple tools, an old fishing pole, a knife, and a dogeared Bible. That's just about it, aside from two gold nuggets, one in each boot, that he palmed from his last mining job.

Aspects:
  • These Tired Eyes Have Seen it All
  • Heart of Gold
  • Greyhaired Grizzly
  • Strip-mined Spirit
  • Family Full of Ghosts  
Basic Information: Samuel is 52 years old. He would be 6'1" if he was able to stand up completely straight, but stands about 5'10" normally. He weighs about 200lbs, partially his muscle and partially his big belly. He has pale blue eyes and a bushy grey beard. His hair on his head is mostly gone. He has arthritis, and a very serious unidentified lung problem. He has two sons, ages 30 and 24, and a daughter, who is 22, by two different woman, neither of whom he ever married. He hasn't seen any of them in over 19 years. If he has any other living relatives he doesn't know of them.

Samuel lives in a cheap boarding house on the edge of Whitewash City, keeping by on temporary manual labor jobs. His single room has a uncomfortable bed, a dresser with nothing in it, a cracked mirror, a rickety chair, and a small chest with all of Samuel's possessions in it.



Well, there they are. These three will be my example characters for the majority of this blog. I'll get around soon to showing a couple different condensed, non-explanatory layouts of character sheets.

Friday, October 4, 2013

The Nitty Gritty

Okay. Enough fluff and me rambling. Down to business. Here's how to create a character, from the very start to a finished, playable jumble of numbers and words. Lets take this one step at a time.

Step One: A concept.

Yeah, that seems so obvious, something a million people have said before. Well that's because it's really the most important part. This is a roleplaying game, the role you play is the whole point. This can be a difficult and complex thing to come up with though, so I'll talk briefly about it here and in more depth in a later post.

My best advice would be, "Either start really big, or start really small." By this I mean that, in my experience at least, creating interesting and enjoyable characters is easier if you start simply.

Lonely Renegade. Honorable Marshall. Greedy Banker. Grieving Mother.

All you have to do is read two words and your mind will automatically start filling in the details. This is a good thing! It is a natural human inclination, especially for people with good imaginations and a creative streak, like us roleplayer people! Hell, don't stress yourself out trying to think of a cool idea, let your subconscious do all the work. Start cobbling together some adjectives and nouns until your inner storyteller strikes gold.

He's lonely because his brother and partner in crime got captured so he could escape. Okay, good. Then what? Their escape went wrong because they were betrayed to the law for a reward. Okay, good. Then what? Who betrayed them? What crime were they trying to commit? Why was there a reward on them? What happened to the brother? What is the renegade doing now? Etc, etc.

Thinking along those lines will eventually result in you knowing enough about your character that filling in the numerical details rules wise will be both fast and easy.

The other way is to start small. Like, so small it's trivial. It's not even a character at this point it's a single random fact or tidbit of information.

Owns a blue rock. Is afraid of the sound of grasshoppers. Lights three matches every single night and lets the wind blow them out. Was teased as a child.

And just go from there. The blue rock is special because it was a gift from a shaman. Okay, good. Then what? The shaman gave it to you as he was dying. He said it was a guide to your destiny. You had no idea what he was talking about because you aren't Native American and the Shaman didn't speak very good English. So now you go around and ask every wise woman and shaman you can find about the blue rock.

See what I mean? Just start either very small and specific or very large and vague, and just keep going one step at a time until you are satisfied. Honestly, you don't need to write out a 20 page life history. Shucks, you don't have to write anything down. Just have this stuff in your head while doing the rest of the steps, and it will almost be like the character stats choose themselves.

Step Two: Guts, Grit, & Grace.

These three are the corners of your statistical triangle. At character creation every player has 15 points to spread between the three. All three have a minimum value of 2, so logically the highest possible number is 11. How you distribute them is mostly influenced by your character concept, the better you know your character the easier this should be to distribute, more or less. The following are descriptions of each.

  • Guts - Guts represents a character's overall physical health. It does not directly relate to muscle mass, so while a big, strong, fit character will probably have a decent or high Guts score, it is not automatic. Guts represents your resilience to disease, your stamina, your reflexes and coordination, your hearing, your eyesight, your ability to get hurt and keep going, and basically everything else related to the well-being and quality of your body. The average for all humans is 4 with about 90% of the population between 2 and 6, though of course people vary drastically, and Guts is not necessarily tied to gender or age or body weight.

    Guts goes up and down for a few different reasons, most commonly injury and recovering from said injuries, so it's important to keep track of your current Guts score and your maximum Guts score.

    Guts is connected, rules wise, to Physical Injury, Death and Dying, Disease, Poison, Starvation and Dehydration, Healing and Recovery, Running, Jumping, Hearing, Eyesight and "other things of a bodily nature not listed right here at this moment".
     
  • Grit - Grit is, in general, how tough you are and how hard or long you can push yourself to your limit.When everyone else is collapsing from the heat and the thirst and the many miles of walking, Grit is what keeps you on your feet. When you're hanging off a cliff by a rope, and your arms are screaming and your hands slipping, Grit is what keeps you holding on. Grit is also mental. When gunfire is crackling all around you, when you're drenched and weary and lost in the woods, when the bull is charging right towards you, that's the time Grit comes into play.

    Like Guts, a character's current Grit goes up and down. Unlike Guts though, Grit is spent at the choice and under the control of the player and is used to modify the results of dice rolls. A player may spend a point of Grit in one of two ways. They may add a +3 modify to a roll that has YET to be made, adding the three to whatever number comes up, or they may spend it AFTER a roll has been made but BEFORE the results of the roll are revealed by the Gamemaster, allowing them to re-roll the dice. You may not use multiple Grit to stack the +3 bonus's but you may keep re-rolling the dice as long as you have Grit to spend. You may also not use Grit to grant a re-roll if you also used Grit to provide a bonus for that same roll, though both forms may be used in a single turn on separate rolls.

         *The exception to the rule about only re-rolling before the results are revealed does not apply to opposed rolls, which are often made in Guts, Grit and Grace games. A player may elect to re-roll even after seeing the result of the opposition's dice.*

    Aside from spending it to modify dice results, Grit is also connected to, rules wise, Hunger, Fatigue, Intimidation, Alcohol, Fear, Dying, Injuries, Extreme Heat and Cold, and "other things of a similar nature not listed right here at this moment".
     
  • Grace -This is the Grace of God. Religion was taken very seriously in the West, and though people expressed their beliefs in different manners and amounts, faith was a powerful force in those times. But simply being a Christian is not enough to merit God's Grace. Someone must truly uphold the morals and behaviors of a pure soul. 

    Note that a character's Grace score is NOT a measure of how "good" they are. A person can be a kind, lawful, honest, and even outright heroic individual and still have little Grace. Grace is not a measurement of morality but rather a way of thinking and acting.

    Aside from being a core concept of the game on a stylistic and storytelling level, Grace has in-game uses and effects, as described below.
    • Grace may be used to automatically succeed at any one die roll so long as the action is not of a sinful nature. The character, if they choose to spend Grace, may do after seeing the result of their die roll and even after the GM has informed them they have failed, so long as they do so immediately after being informed of their failure but before the effects of failing have occurred.

      For example, a player that is drowning in a river may use Grace to automatically succeed at a Swimming roll to reach the shore. Regardless of the result of the die roll, that player subtracts one Grace from their current amount and their turn/overall play continues as normal.

      This automatic success may strictly not be used for any action which would kill another person, result in wanton destruction or pain, for personal gain of a selfish nature, to deceive someone, or anything else that is not clearly and obviously for virtuous aims.

      Though rare, there are a few situations in which violence may qualify, for example: You are ridding hard towards a villain who is about to push a helpless victim off a high ledge, and you will never reach them in time to stop the villain or save the victim, and they are too far away for an accurate shot, so you use a point of Grace to shoot the villain in the shoulder, delaying the victim from being pushed. These kinds of situations are the exception, and they should not regularly occur.

      *In general, Grace is not meant as an "I win button". If the Gamemaster feels a player is abusing the Grace system simply to succeed, they may veto the point, and that player does not lose the Grace point but does not automatically succeed. Also of important note, Grace may represent a miracle, but it's not supposed to allow people to do the impossible. Improbable and unlikely yes, but not impossible. You may not use Grace to leap across 30 foot gaps, recover perfectly in minutes, or other implausible things, even if those things are for a clearly virtuous goal.*
       
    • Grace can give a circumstantial modifier to rolls, if the Gamemaster believes Grace to be relevant. A character with high Grace might get a bonus to recovery rolls when recuperating inside a church, or a character with low Grace might receive a bonus to resisting alcoholism cravings if they make a specific point to sit down and read the bible instead of drink. These bonuses are on a per-situation basis and are at the discretion of the Gamemaster.
    • A high Grace score should influence the reactions and decisions of Non-Player Characters. The sheriff is much less likely to hurl a character with a high Grace score into jail based solely on questionable evidence than a character with a low Grace score. A butcher might offer reduced prices to a very poor woman if that woman has a high Grace, the local undertaker more likely to help a stranger if that person, through a high Grace score, gives him the impression of a trustworthy fellow.

       
Step Three: Skills

Skills and the points put into them represent the things a character has practice and experience doing. Everything from a hobby to a profession, if you have to study, practice, and work to get better at it, it is usually a Skill. Every character begins the game with 15 Skill points, which they can distribute among skills of their choosing. You may put up to 3 points in a single skill during character creation, with 5 as the maximum any skill may rise to. Below if a brief reference of what different skill levels mean. Note that skills do not represent what your character can DO, they represent what your character is GOOD at. Rank 0 does not imply your character is a clumsy, clueless incompetent, merely that they are not better then everyone else.  

  • Rank 0 - Greenhorn: If you can do it, anyone can do it. Rank 0 in a skill does not in any way mean you can't try, but if you succeed is as much a matter of luck as intentional effort. You have no proper training in this skill and while you may have done it before during your life, you are not practiced enough to make a difference.
  • Rank 1 - Handy: You aren't all that great at this but you know what you're doing and can hold your own. You're better than the average bear, with practice and knowledge, either self taught or trained.
  • Rank 2 - Steady: You can definitely pull your own weight when it comes to this skill. You are capable of directing and leading others in use of this skill, and you can act for long times independently without needing any assistance. Even to the untrained observer, you appear competent and reliable.
  • Rank 3 - Deft: You clearly know your stuff in regards to this skill. You are trusted by all to get the job done and done well, and people come to you with requests for help and ask you to teach them. You're publicly known to be good at this skill, and you succeed at it even under pressure and in tough situations.
  • Rank 4 - Master: No one doubts your skill and expertise. You are respected by your brethren in this skill and held as an example to others. People gladly work with you and under you, and you know you can drive a hard bargain for your services or aid. You are bored by the day to day use of this skill and always look for new things to challenge you.
  • Rank 5 - Legendary: You are a legend of the West for your abilities in this skill. Everywhere you go people tell tales of you and your accomplishments. You are one of the very best and your peers are few and far between. Your name and your deeds will be forever tied to this skill.
  •  
The numerical use of skills is explained in detail in a latter section, but for those that are concerned about their characters actions being limited, remember the following: a character receives a bonus to skill rolls made for a Rank 0 skill IF they have at least one Rank in a clearly connected or similar skill. For example: a man good at cards but unskilled at dice can apply at least some of the same concepts, and surely has at least peripheral experience being around dice. A professional furniture maker probably has never repaired a wagon wheel before but he knows about working with wood and putting things together. He's definitely still Rank 0, but it helps.

The following is a list of 70 example skills to pick from. These are NOT the only skills in the game, and if you wish your character to have something not listed here, just run it by the Gamemaster for approval and carry on. For those with an * you pick a specific focus when taking that skill, such as "Piano Playing" or "Gun Maintenance/Repair".




1.      Acrobatics
2.      Animal Husbandry
3.      Artillery
4.      Blacksmithing
5.      Bows
6.      Brewing
7.      Car Driving
8.      Card Playing
9.      Carpentry
10.  Cart/Wagon Driving
11.  Cartography
12.  Climbing
13.  Cooking
14.  Dancing
15.  Dicing
16.  Dog Handling
17.  Dollmaking
18.  Drawing
19.  Explosives
20.  Farming
21.  First Aid
22.  Fishing
23.  Fisticuffs
24.  Gardening
25.  Glass-making
26. Grappling
27.  Hatchet/Tomahawk
28.  Herbalism
29.  Herding
30.  Hiding
31.  Horse-riding
32.  Instrument Playing*
33.  Knives
34.  Knot Tying
35.  Lassoing
36.  Leatherworking
37.  Long Arms (Rifles/Shotguns/Etc.)
38.  Maintenance/Repair*
39.  Midwifery
40.  Mining
41.  Moving Stealthily
42.  Navigation
43.  Observation
44.  Orating
45.  Painting
46.  Photography
47.  Pickpocket
48.  Poetry
49  Preaching
50.  Quick Draw
51.  Recordkeeping
52.  Rowing
53.  Sabers
54.  Sailing
55.  Sewing
56.  Singing
57.  Sleight of Hand
58.  Small arms (Revolvers/Pistols)
59.  Spears
60.  Steamboat Piloting
61.  Surgery
62.  Swimming
63.  Teaching
64.  Tracking
65.  Train Operating
66.  Trapping
67.  Washing
68.  Whistling
69.  Woodcarving.
70.  Writing




Step Four:  Possessions

In Guts, Grit, and Grace it is assumed that characters own more than they literally carry around with them all the time. Some characters own more than others of course but most have homes, filled with everything from animals to books to cloths to food to keepsakes to whatever. People have money stored away in banks, or hidden on their land, or just kept in a jar by the bed. The point is you typically own a lot of things, far too many to literally list down every single item. Fortunately in Guts, Grit, & Grace you only need keep specific, detailed track of what you happen to have on you during times you are away from home, and even then not every single thing. 

During character creation, as you don't yet know where, when, etc, the Saga starts, you don't need to draw up a specific inventory. Just take a piece of paper and write down a general list of stuff, both vague and unique, that your character has access to and may use. Let the Gamemaster look over this list for approval, and that's enough for right now. Before the first encounter of the first game session, the Gamemaster will set the scene, and everyone will take a quick moment to work out, as a group and with the Gamemaster, what they happen to have on them at the time, as realistic for the opening scenario.

Inventory and Possessions are discussed in more elaborate detail in a later section.

Step Five *Optional*: Aspects.

Aspects are short one sentence blurbs about your character that speaks to an essential part of who they are and their lives up until the start of gameplay. They are partially a roleplaying guide for the character but can provide tangible benefits and penalties during play. They are the most difficult to explain piece of creating a character, as well as being 100% optional. Since they are strongly recommended but not mandatory to play, they will be described in full during a later section.

Since it is possible for one player to desire using aspects with their character during play and others to not, it is recommended that everyone, especially the Gamemaster, at least glance over the Aspect section of the rules. Note that Aspects give just as much grief and trouble as they do reward and benefit, so don't worry about your character being underpowered or less important during gameplay if you choose not to use them.

Step Six: Basic Information

Some of these things have no significant effect on gameplay, but players should take a moment and write down on their character sheet basic information about their characters, including but not limited to things such as:

Age, Gender, Height, Weight, Hair/Eye Color, Ethnicity, Distinguishing Features such as scars or tattoos, Family such as spouses, brothers, children, etc, the location of their Home, and "other things of a similar nature that may not come up often but are good to have written down and figured out before you start playing."


Whelp, thar' ya' hav' it. Making a character, more or less. A few things are doubtlessly going to be confusing or hard to understand at this moment, but rest assured those things will all be clarified, elaborated on, and discussed in upcoming posts and segments. Please also remember that this ENTIRE game is a work in progress, and thus it is all subject to modification at any point in the future. I would love to hear any questions you may have, just leave a comment. Trust me I gladly read them all and would be happy to answer queries and listen to advice/ideas. More nitty-gritty posts comming soon!