![]() ![]() These are a little tricky different skills have different costs, ranging from 1 to 10 for one tally of skill. Skills are everything else: spotting things, chemistry, sewing, and so on. Interestingly, none of the purchasable skills are combat skills for combat, you’re rely on your stats and a talent or two, if you have the BP to purchase them. Hopefully you have a big stack of BP at this point… you’re going to need them. A quick d4 roll for HP and you’re essentially done with the easy part of character generation. This is useful for strongly discouraging a big pile of flaws. If you want multiple flaws, you can take a second or third… but the build point reward descends by five for each additional flaw. If you roll, you get full value, but results range from amputee to a love of food. If there’s a flaw you’d like to play you can pick it off the list– but for only half value. Much like older White Wolf games, quirks and flaws are flatly negative, but reward you with additional build points. Now you can roll or pick quirks and flaws. It can lead to a rich-get-richer problem, but that’s reality, right? Speaking of rich, it’s time to roll up starting cash. This is common throughout the system good rolls early improve things for your character all along the line. The more naturally talented your character is, the better their reputation, and the more build points you gain. (Among other things, the first print run omitted the table laying out the chance for characters to be legitimate…)įrom here, you calculate your Reputation, which is an average of your seven stats, modified by your looks and Charisma. If you do so, be sure to use the amended Chapter 6.5- there are a few troublesome errors in the printed books. ![]() We did so it’s a chunk of additional rolling, but can really help settle a character in your mind. If you like, you can take a detour and generate your family history and circumstances. (If you’d like inspiration, there’s a random table of birthplaces.) ![]() Now roll up an age, roll to see if you’re right handed, and decide where you want to come from. (Don’t spend all of your BP on stats– you’ll need them for skills and talents later!) Copy over your stat bonuses for your skills. Once your stats are all adjusted, you’re ready to move on. * Subject to diminishing returns after 20 BP, each BP buys you less. So, for 5 BP, I could raise my 11.77 Strength to 12.02. You can improve your stats by 0.05 per build point*, which is primarily used to cross the threshold to the next whole number when you’re close. At the start of character generation, you’re given a pool of 75 build points. We avoided the trade system, and instead purchased incremental improvement. You can trade stats down to raise others– usually at a 2:1 or worse ratio, unless you’re improving sub-seven stat rolls. Once you generate the raw stats, you can improve them a couple of ways. Probably too challenged to enjoy playing much. The other characters… would have been challenged by life on the Savage Frontier. Kev’s dice were cold, and he wound up generating four sets of raw statistics before finally coming up with one that looked fun to play. Our game is intentionally less heroic, so we rolled characters straight. Character creation is predicated on rolling 3d6– no funny business– but if you’re looking for a more talented bunch of characters you can reroll ones, roll 4d6 and drop the lowest, or whatever methods you’re familiar with from years of AD&D and similar systems. So a character might roll a strength of 11.77, an intelligence of 6.12, and so on. Each stat is the normal 3-18 range, but is also given a decimal percentage that is often truncated, but occasionally has a significant impact. Let’s dive in and look a little closer.Ĭharacters are built off a platform of seven randomly rolled stats: the six you expect from D&D, plus looks. (It feels particularly like Shadowrun when you’re going through long equipment lists.) But the randomness makes Aces and Eights a unique beast. The easiest analogy for character creation complexity, for me, is to older editions of Shadowrun. Character Creation: The ProcessĬharacter creation in Aces and Eights is detailed and proves to be an interesting mix of random with lots of options. We have played around with it a couple of times in the past– a couple of one shots and character creation sessions. After an extended and glorious fight two weeks ago, the D&D game reached a “chapter break” and we picked a new game to play for a few months while my brain recovers from high level D&D 3.5 prep. This weekend I sat down in the player’s chair again.
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