300
Point Character Creation guidelines.
Please
use this as the guideline to create a 300-point PC for our group.
Creation
of a 300 point PC is a two- (2) step process.
You first need to create a 175 point character, then you �add in� 125
points as if you had been role-playing it the entire time.
A GM must review and approve your character prior to play.
You must submit a copy of your 175-point version of the PC, and a copy of
the 300-point version of the PC, and your Starting equipment list to the GM for
review.
After
the first time you play the PC, you can �tweak� it however you want, but it
should be a �similar character� (i.e., an Orc Shaman should still be an Orc
Shaman, but his grimoire of spells can change). This is due to the fact some player do not realize exactly
what they got themselves into (for example, some players create a highly social
creature who can not fight his way out a paper sack, because the player thought
we just �role-played�)
In
effect, the 175 point PC should be a complete and playable character.
Please do not create a rough frame of a PC and then try to add 125 points
of new skills.
Basic
creation rules for the 175.
175
total points
Up
to 40 points of Disadvantages (for player selected)
Up
to 5 Quirks (total)
Any
Racial Package defined in Fantasy Folk is acceptable (although some are not
really worth playing). Note: Racial
Disadvantages that are part of the racial package do NOT count towards the 40
points of total Disadvantages.
No
Cinematic, Super, Occult, or Silly advantages/skills.
Racial
Disadvantages/Advantages can only be taken if it part of the Racial Package for
the character selected.
No
Trained by a Master, Weapon Master, Time-Jumper, World Jumper or Fugue or
similarly �unbalancing� Advantages (Eidetic Memory requires a VERY good
reason to have).
No
Wealth (except racial ones, which MUST be bought off) advantages or
disadvantages are allowed. See the
Equipment section for explanation.
Players
are expected to create an idea of uniformity.
The PC should follow some sort of �plan.� For example, if you create a Barbarian Warrior, he should NOT
have skills in Artwork, Bull Dancing, Intelligence Analysis or Fashion Design.
(For
simplicity �Skills� mean both Skills and Spells)
You
must spend at least one (1) point on all Starting Skills and Spells, except
Native Language. No Zero Point or
1/2 point skills, You can use the Default of any skill at any time during play,
but you can not easily add a skill into your repertoire (per Learning New
Skills, Basic p 82, Compendium I, page 116-117).
PCs
must �specialize� in some skill set. To
achieve this we use a �3-2-12 rule.� This
means you must have at least three (3) skills with at least two (2) points in
each so the total of the three is twelve (12).
You can do more than that (more skills, more points, etc.), but can do no
less.
300
point creation
Spend
125 more points as if the character had been played the whole time.
This means you can increase any Attribute for twice the cost (i.e., to
increase IQ from 12 to 13 cost 20 additional points instead of 10).
You
can buy off any Disadvantage(s) without role-playing them off, but you cannot
add in new ones. Buying �down�
a Disad MAY be possible, speak to the GM prior to doing such.
New
Advantages are few. Per the rules
in Basic (start of the Advantages section, Basic page 19, I think), no new
advantages can be added after the character has been put into play.
But exceptions are allowed with GM approval.
We do allow �certain� advantages to be bought after the fact, but ask
me if you have something specific in mind.
You
can add up to 10% of your starting skill set (for the 175) as new skills.
Round up. For example, if
you had 47 skills as a 175 point PC, you can add up to 5 new skills (assuming
you have any prerequisite needed).
Your
PCs Age will be determined as a minimum of � the number of skills the 300 point
has. Using the example above, a PC
with 47 skills MUST be at least 24 year old; a PC with 52 skills must be 26
years old. You can make the PC
older if desire. Early Maturation
Disad will be worked out with the GM, since it causes �special� problems.
Height
and Weight are calculated using Basic page 15 under Appearance.
Remember at this Tech level, ALL
HUMANS ARE 3 INCHES SHORTER THAN THE LISTED HEIGHT.
This carries over for other races, as many use Humans as a guideline. Any Advantage/Disadvantage regarding height and weight will
be calculated after the above is done.
If
you want to utilize the �Unlimited Magery� option we allow, let me know and
I will run down the restrictions/requirements for your PC.
Equipment
Since
you would have been adventuring for a while, it is assumed you have acquired
some money/gadgets. You get to
spend
$20,000
copper (one copper equals $1 when reading the equipment lists) as a General
fund. You can spend it however you
want.
$20,000 copper to spend on a single �Big Item.� This means �item� not necessarily enchantment, so you can put multiple enchantments on a single item. This is a Use it or Lose it situation. If you only spend $10,000 on a Big Item, you lost the extra 10,000. If you want you can spend additional money from your starting $20,000 of your General Fund towards your "Big Item". Effectively you could purchase a $40,000 item but that would leave you no money to purchase anything else. We strongly recommend you don't do that.
For
enchantments, we follow rules of Magic and Magic Items 1.
Meaning, you need to indicate the Power of any item.
For higher Powers, the energy costs increases according to Magic page 22.
Finally
(and this screws up everyone), the costs listed in Magic are the cost to Create.
If your PC is the enchanter that is the amount of money you must spend.
If
you are buying the item in a Retail market, it will cost twice as much.
For example, if you were to enchant a chest with the Lighten spell 25%
(100 energy to enchant), it would cost you $100.
If you were to pay someone to enchant the chest in the exact same manner,
it would cost you $200. This adds
up very fast for larger items (an enchanted weapon with Accuracy +1 [250 energy]
cost the weapon cost + [4510 x 2] $9020). This
is not a house rule, this is documented in Magic Items 1.
Also,
we STRONGLY recommend that you purchase some sort of transportation (i.e. horse,
wagon, etc.).
In
closing, let us assume that you create a PC that can work within a group (of
diverse beings). I will make you
play your Disads. If you create a
being with Intolerance for Dwarves, and there is a Dwarf in the party, one of
you (PC that is) is going to have leave or die.