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Coyote Trail Character Evolution
Growing characters for Coyote Trail
Contributor: Precis Intermedia *Created: Feb 14, 2007Modified: Jan 14, 2019System: Coyote Trail

These optional rules for creating Coyote Trail characters add a little more depth to their lives and personalities. Feel free to adjust them to fit your needs and play style. The Coyote Trail Expanded Edition PDF or Softcover is required for some gimmicks and skills. Step 1: Background
Choose character background. Step 2: Ability
Divide ten (10) points among abilities. Allocate an extra one to four points for more heroic games. Step 3: Early Education
Roll on the Early Education table for the character’s background a number of times equal to half the roll of one die (round down). Increase the level of the indicated skill by one. This represents skills learned during the character’s youth.
 Background  Early Education Table 
 clergy  lower class 
 foreigner  foreign 
 immigrant  lower class 
 native  native 
 orphan  orphan 
 slave   
 woodsman  woodsman 
 socialite  upper class 
Step 4: Higher Education
Roll on the Higher Education table for the character’s background a number of times equal to the roll of one die. Increase the level of the indicated skill by one. This represents skills learned during the character’s schooling years. * Immigrants and foreigners must first roll an additional die—they can then only roll on the Higher Education table if this result is a 5 or 6.
 Background  Higher Education Table 
 clergy  clergy 
 foreigner  clergy or bachelor* 
 immigrant  bachelor* 
 native   
 orphan   
 slave   
 woodsman   
 socialite  bachelor 
Step 5: Early Employment
Roll on the Early Employment table a number of times equal to the roll of one die, up to a maximum number equal to the value listed below for the character’s background. Increase the level of the indicated skill by one. This represents skills learned during the character’s early adult life.
 Background  Maximum Rolls 
 clergy  2 
 foreigner  6 
 immigrant  6 
 native  1 
 orphan  6 
 slave  3 
 woodsman  2 
 socialite   
Step 6: Vocational Training
Choose character vocation. Allocate twenty-five (25) points among skills. Non-vocational skills require the double the amount to be allocated to them. Allocate an extra five to ten for more heroic games. Step 7: Gimmicks
Note all gimmicks required by the chosen vocation. Optional gimmicks may be chosen for the character, but each one reduces an ability by one (1) point or a skill by three (3) points. Detrimental and corruptive gimmicks provide one (1) extra point for abilities or three (3) for skills. A required virtuous gimmick may be dropped if a corruptive one is chosen in its place. Optional
Roll one die and consult the table below. Then roll on the Events table, referencing the appropriate column. * Slaves and natives may not roll on the Politics table.
 Roll  Event 
 1  war 
 2  crime 
 3  travel 
 4  politics* 
 5  faith 
 6  a quiet life—no roll is made 

Early Education
 Roll  Lower Class  Upper Class  Foreign  Native  Orphan  Woodsman 
 1  street cred  literacy  crafts  archery  finesse  athletics 
 2  carpentry  design  design  stealth  streetwise  boating 
 3  general knowledge  general knowledge  music  legends  street cred  stealth 
 4  legends  music  animal handling  tracking  negotiation  tracking 
 5  academics  academics  negotiation  crafts  composure  composure 
 6  commerce  commerce  commerce  ceremony  disguise  survival 

Higher Education
 Roll  Clergy  Bachelor 
 1  academics  literacy 
 2  general knowledge  music 
 3  music  academics 
 4  performance  business 
 5  street cred  commodities 
 6  literacy  sciences 

Early Employment
 Roll  Early Employment 
 1  riding 
 2  commerce 
 3  crafts 
 4  design 
 5  animal handling 
 6  blacksmithing 

Events
 Roll  War  Crime  Travel  Politics  Faith 
 1  Promotion: character gains the military rank gimmick  Falsely accused: character gains the criminal gimmick  World tour: character gains the multilingual gimmick (choose a selection of common languages)  U.S. marshall, commissioner, or judge: character gains the federal authority gimmick  Spiritual leader: character gains the famous and pious gimmicks (natives gain the spiritual guidance gimmick) 
 2  Advanced training: allocate five extra points among athletics, brawling, firearms, composure, and survival  Suspected criminal: character gains the infamous gimmick  American tour: allocate five extra points among general knowledge, legends, streetwise, and western lore  State marshall, governor, congressman, or judge: character gains the territorial authority gimmick  Spiritual seeker: character gains the pious, compassionate, or charitable gimmick 
 3  Decorated: character gains the famous gimmick  Victim: character gains the intolerant gimmick (he is intolerant towards the nationality, vocation, or social class that perpetrated the crime)  Stage accident: character receives the ugly gimmick  Local magistrate, sheriff, committeeman, or mayor: character gains the town authority gimmick  Missionary: character gains the overzealous gimmick 
 4  Wounded in action: character gains the clumsy, poor hearing, or reduced stamina gimmick  Serial killer: character gains the sadist gimmick  Sought comfort: character receives the alcoholic or opium addict gimmick  Major contributor: character has a major U.S. politician as a connection  False prophet: character gains the greedy or lecherous gimmick 
 5  Traumatized: character gains the cowardly gimmick  Accomplished thief: character gains the wealth gimmick  Tribal stay: character gains the tribal distinction gimmick  Major contributor: character has a major state politician as a connection  Dabbler of the occult: character gains the superstitious gimmick 
 6  Court-martialed: character gains the infamous gimmick  Former member of a gang: character gains the enemies gimmick  Tribal attack: character gains the intolerant gimmick (he is intolerant towards natives)  Disgraced congressman, judge, or cabinet member: character gains the infamous gimmick  Outlawed faith: character gains the criminal gimmick 

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