Race
Characters are not normally limited to humans. See bestiary for details of other races.
Elf Character | 0 cp |
Dwarf Character | 0 cp |
Attributes
Basic Attributes
Standard basic attributes are strength, endurance, agility,
awareness and willpower
superb (+2) | 6 cp |
good (+1) | 2 cp |
poor (-1) | -2 cp |
inferior (-2) | -4 cp |
Halve costs for attribute subclasses
like balance, sight, mind resistance etc.
Other Attributes
Mental Problem | |
| standard | -1 cp |
| severe | -2 cp |
Moral |
| weak | -1 cp |
| strong | -2 cp |
| very strong | -3 cp |
Physical Disadvantage | |
| missing arm | -3 cp |
| missing leg | -5 cp |
Magical Powers | |
| magically attuned | 3 cp |
| limited magic | 3 cp* |
| innate powers | 4 cp** |
| consume self | 2 cp |
*includes free 2 CPs in magics
**and cost of highest power (1, 2, 4 or 7)
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Skills
For skills, note that character must have at least as many skilled
(level 1) skills than any other, excluding free skills, and at least
as many expert (level 2) skills than higher and so on. In addition,
character must have at least 5 CPs in primary/secondary skills.
Primary Skills
Skills like acrobatics, bow, con, healing, melee,
read/write, sleight of hand, stealth and throw.
Skilled (1) | 1 cp |
Expert (2) | 4 cp |
Master (3) | 9 cp |
Note: Melee costs 2, 6 and 12, respectively.
Secondary Skills
Skills like area knowledge, bestiary (spec), climbing,
etiquette, language (spec), riding and tracking.
Skilled (1) | 0.5 cp |
Expert (2) | 1 cp |
Master (3) | 3 cp |
Magical Skills
Skills to use magics are mana control, ritual, innate control and
sorcery. All them are primary skills, and cost same.
Major magics are dark, elemental, force, mind, nature and
primal. Note that special magics are also possible.
Level 1 (initiate) | 1 cp |
Level 2 (practioner) | 2 cp |
Level 3 (master) | 4 cp |
Level 4 (grand master) | 7 cp |
Prelearned spells cost 0.5 cp per 3. Note that you do
not need these, all spells can be improvised!
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Background Options
Most background options are similar to Syndicate except that different
names are used. Note that 'agent'-type options are normally linked to
local authorizations or churches, or character may have sold his or her
soul to some demon, gaining infernal powers in deal.
Dependent | -2 cp |
Exotic Item | .25 cp or more |
Mana Focus | .25 cp per mana point |
Forced Pawn | |
| standard | -2 cp |
| suicidal | -4 cp |
Authorized Person | |
| normal | 1 cp |
| strong | 2 cp |
Powerful Enemy | |
| infrequent | -1 cp |
| frequent | -2 cp |
Stranger | -2 cp* |
*speaks non-local language as native. Only for humans.
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Optional Stuff
Lucky |
| standard | 1 cp |
| very lucky | 4 cp |
Contributions |
| campaign log | -2 cp |
| personal diary | -2 cp |
Free Stuff
For free, all characters have following:
- Native language at master (3) level
- Local area knowledge and contacts
- Any number of free skills (with common sense, good limit is age of
the character)
- Any standard equipment, with horse and plate mail if appropriate
Of course, this depends on gamemaster and campaign, but this is
standard list.
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