Majorca Character Design

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