Character Generation

Three stats: Mind, Body, and Soul rated from 0 to 12 with 4 being adult human average.

You have selected a low to moderate-powered campaign so you will receive 25 points to split between your stats and attributes. You may have one stat at 12, but none of the others can go over 7 /or/ you can have none over 9 and have 9 as the max for all three stats.


Characters receive 30 skill points + 10 points/level of Highly Skilled. Remember, the more useful skills cost more points.



Skill Checks

Pretty much everything you do will be the result of rolling 2d6 and subtracting the levels of any appropriate skills in an attempt to get under the appropriate stat.

For example:

Johnathan wants to track the horses Leighton stole.

Johnathan has a Mind of 8 and a Tracking of 2 with a specialization in mountains. Since Leighton started out in the mountains, Johnathan rolls 2d6 and subtracts four from the roll. He also knows that one of the horses has a split hoof, adding an additional -2 modifier to the roll. He rolls an 11 and subtracts six, resulting in a 5, an minor success. He has no trouble tracking them out of the mountains.

Once there, though, he finds the horse with the split hoof, losing that bonus, and he’s now in the plains desert, not the mountains. He elects to reroll since his old roll would shift to being a 9, a failure since his skill adjustment switches to a -2 because he doesn’t have a specialization in either plains or desert tracking. He rolls again and gets a 9, subtracts 2 for his tracking skill, and is left with a 7, it’s slow going, but he’s able to continue tracking.

Stat Checks

Stat checks work much the same way as skill checks except no modifiers are applied to the roll for skills, only applicable attributes.


Combat is, at its base, a very complex interchange of skill checks.

Example Combat
Weapons Chart


Players will receive a mix of Advancement Points and Skill Points for playing.

Attributes and Skills cost the same to advance during play as they do during character generation.

An additional specialization in a skill can be purchased for one skill point, but does not increase the skill’s level.

Stats, on the other hand, are a bit more expensive as they represent a change in the pure basis of your character. They cost points based on their current rating:

Curr – Cost to Advance
1 – 1
2 – 1
3 – 1
4 – 1
5 – 2
6 – 2
7 – 2
8 – 3
9 – 3
10 – 3
11 – 4

it is possible to gain Attributes or defects through play. If an Attribute is gained ‘freely’ in this manner, it is more subject to the ravages of the GM than Attributes that have been paid for. However, a ‘freely’ gained Attribute can be paid for to protect it for 1/2 its normal price rounded up.

You can also buy off defects for the cost of double the BP they provided.


Rise (Fall?) of the West jaxxom87