Character Generation Summary

First Step: Background

Second Step: Stats

Divide all your stat dice among Acuity, Body, Heart, and Will, at least 2 dice in each.

Third Step: Traits

Divide all your trait dice among whatever traits you care to define. You can't mix dice sizes in the same trait (that is, 1d6 or 2d6 is fine, but 1d6+1d8 is not allowed.) Beginning limit is 1d10, 2d8, 3d6, or 4d4. You must take a trait "I would do anything for ______" something: Love, Rock, a Friend, whatever.
Put one die in a bond, "But I won't ______" something else: kill, cheat, lie, break my word, steal, marry, turn my back on a friend in trouble, whatever. You get your bond die in every conflict as long as it remains true.

Fourth Step: Relationships

Choose two or more people, places, emotions or organizations that are important to you (good or bad) and assign one or more dice to each; you can't mix dice sizes. One of them must be one of the other PCs that you have history with. You can take a relationship to your Vehicle or Guitar if you have one. You can take a free 1d6 relationship to anyone you've slept with. Write your remaining dice under -AVAILABLE- to be assigned in play.

Fifth Step: Belongings

Assign up to 3d4, 3d6, 3d8 to belongings that mean a lot to you. See -THINGS' DICE- on the character sheet for what dice to assign each item. Any left over dice can be added to Available Relationships.

Sixth and Final Step: Accomplishment

Define something that you hoped your character accomplished or learned in the past. This will be played out as the stakes of a conflict.

Dogs in the Vineyard © 2004 by D. Vincent Baker