Design Sequence
1. Introduction
2. Stats
3. Skills
4. Equipment
5. Disadvantages
6. Contacts
7. Spells
8. New Characters
1. Introduction
Since the world is still in a building stage, the characters
will begin the campaign as the younger members of the
Lamberti family. As the world matures and as the players
learn more about the family and situation, the campaign
will transition to older characters or fast forward
with the current characters.
Each character has 8 CP to use for designing a character. Pick a family member who is 25 years old or less and start the design sequence below.
2. Stats
14 in all stats, except size which is 2d6+6. Add 6 total
points to stats, additional points can be
gained by subtracting two points from DEX or APP and
adding one to another. Another option,
if SIZ is less than STR/CON, is to lower both STR and
CON one and add one to chosen stat.
After all points are allocated, all characters are fully
trained. No stat can be above racial maxes before the
game starts.
3. Skills
All skills percentages listed below are the total percentage
including base+bonus+experience. Each template gets
one skill at 55% (non-combat only), two at 45%, three
at 35%, four at 30%, and five at 25%. Only two skills
that start at zero can increased. All players get the
following skills at 5%: R/W Galeric (Imperial), R/W
Tunid (Southern Trading Kingdom), Speak Tunid 10%
1 CP: +10% to Non-Combat Skills
4. Equipment
0 CP: Basic Equipment
Any weapons the character has above base skill.
Bezainted armor with leather padding (5 AP)
Mundane Equipment: choose any desired simple equipment
Magical Equipment: create or choose from below
1 CP: 10 x Healing Herbs (1d6 each), Plant Lore 20%, Brew Heal Potion 20%
1 CP: 3 MP Storage Matrix
2 CP: 7 MP Storage Matrix
1 CP: 1d3 Extra Total HP
2 CP: 2d3+1 Extra Total HP
3 CP: Lamberti PSBE with 10 POW, Control POW Spirit
2 CP: Lamberti Fireblade matrix (4) with 4 MP charging crystal
Note: Charging Crystal is like MP matrix but MP use limited to item's spells
5. Disadvantages
Disadvantages allow the player extra CP to spend on
other areas. Most of
these are not immediately perilous, but will cause problems
for the
character. Most characters will have not disadvantages
and the character or two that does will have one or
two at most.
+1 CP: Bad reputation with local Majorca islanders (ie.
killed someone or known bully)
+1 CP: Clumsy, automatic if DEX is less than 13 after
all training, etc.
+1 CP: Stupid, automatic if INT is less than 11 after
all bonuses, etc.
+2 CP: Vice, figure out a vice to have such as addict,
womanizer, slothful,
drunkard, etc.
+X CP: Others, feel free to design other options and
let me know
6. Contacts
Each player should choose at least one or two contacts. A contact is a person that the character knows and will go out of their way to assist the player (usually only when asked.) Items to decide about a contact listed below. Free Contact: (0 CP) Parents including new or adoptive parents.
See Lamberti Family and Associates and Other People and Families for examples of contacts and specific costs.
7. Spells
Spirit Magic: (anyone)
0 CP: one of Heal 2 or Bladesharp 2, or Protection 2
1 CP each: Heal 2 or Bladesharp 2 or Protection 2 or
Demoralize (2) or two
one point spells: Disruption (1) or Detect Enemy (1)
or Speedart (1)
Divine Magic:
1 CP per point of divine for initiates only (usable
once per year)
Check with referee for specific spells for right now
Other than Spirit or Divine: check with me before play, see cult list above also.
8. New Characters
1% will be added to each of the starting percentages
for each
adventure since the beginning of the campaign. More
skills will be added to the bottom
percentages, if necessary.
|
Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 5 APR 02 |