If anyone is finding character generation hard or confusing here are some premades. http://www.rockymountainsavages.com/deadlandstl/Pregenerated+Characters In the interests of helping out a bit more I'll copy/paste some of the more common types here, they're not at starting level but it'll give a bit of a template. A lot of the information won't be all that useful for this story but maybe it'll help a bit. Explorer [hider] Attributes: Agility 6, Smarts 6, Spirit 6, Strength 6, Vigor 6 Skills: Climbing, Fighting, Guts, Healing, Notice, Riding, Shooting, Stealth, Streetwise, Survival, Swimming, Tracking Gear: Unarmed Strike Hindrances: •Big Mouth: Can't keep secrets; Discloses plans and info •Habit (Tobacco): Annoying and constant habit •Overconfident: Believes he can do anything; Accepts all challenges Edges: •Knack: Seventh Son: Any time a Fate Chip is used in his presence, he can discard a like-colored chip to negate its effect. •Scout: You are expert at avoiding or detecting hazards. [/hider] Huckster [hider] Attributes: Agility 6, Smarts 8, Spirit 8, Strength 4, Vigor 6 Skills: Fighting, Gambling, Guts, Notice, Persuasion, Riding, Shooting, Spellcasting (Arcane) Gear: Unarmed Strike, Derringer, Brass Knuckles Hindrances: •Bad Eyes (minor): -2 to shoot or notice distant targets w/o glasses •Cautious: Plot things out in detail before any action •Lame: -2 Pace; Roll d4 for running Edges: •Arcane Magic: Gain the Magic arcane background •Card Sharp: Only get's caught cheatin' when he rolls snake eyes; people are at -2 to notice Huckster. •Dealer's Choice: Spend Fate Chip to redraw a card. •True Grit: +1 Grit [/hider] Indian Brave [hider] Attributes: Agility 8, Smarts 4, Spirit 6, Strength 8, Vigor 8 Skills: Climbing, Fighting, Guts, Healing, Intimidation, Notice, Riding, Shooting, Stealth, Survival, Tracking Gear: Unarmed Strike, Bow, Bladed War Club, Twin Tomahawks Hindrances: •Bloodthirsty: Never take prisoners; -4 Charisma if known •Lyin' Eyes: -2 to Intimidation and Persuasion when he lies; -2 to Gamblin' when Bluffin' •Stubborn: Always wants his way; Never admits he's wrong Edges: •Fleet-Footed: +2 Pace; Roll d10 when running •Steady Hands: Ignore penalty for firing from moving platform [/hider] Law Dog [hider] Attributes: Agility 8, Smarts 6, Spirit 6, Strength 6, Vigor 6 Skills: Fighting, Guts, Notice, Riding, Shooting, Stealth, Streetwise, Survival Gear: Unarmed Strike, Twin Colt Peacemakers, Brass Knuckles, Boots, Clothing (Normal), Quick-Draw Holster, Stetson Hindrances: •Cautious: Plot things out in detail before any action •Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc. •Doubting Thomas: Rationalizes all weird or supernatural events Edges: •Danger Sense: Notice roll at -2 to sense an imminent surprise •Knack: Born on Christmas: See text. •Quick: Redraw initiative cards of 5 or lower •Quick Draw: Ignore -2 penalty to attack after drawing; +2 on draw [/hider] Soldier [hider] Attributes: Agility 8, Smarts 6, Spirit 6, Strength 6, Vigor 8 Skills: Climbing, Fighting, Gambling, Guts, Healing, Intimidation, Notice, Riding, Shooting, Streetwise, Survival Gear: Colt Army, Unarmed Strike, Winchester '73, Knife, Bedroll, Canteen Hindrances: •Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc. •Loyal: Will never leave a man behind •Vow (Minor: Follow orders): Vow causes problems Edges: •Command: Allies +1 on Spirit rolls to recover from Shaken •Nerves of Steel: Ignore 1 point of wound penalties •Soldier (NCO): You are a Non-Commissioned Officer in the Army. [/hider]