Character Generation
Starting characters start out with 100 points to spread in between stats, skills and advantages.
Stats
In our game we have four stats
Strength
Agility
Mind
Health
What follows is a small table listing point costs for what it takes to purchase each stat. An average stat is a 10.
|
Stat |
Point cost |
|
1 |
1 |
|
2 |
2 |
|
3 |
3 |
|
4 |
4 |
|
5 |
5 |
|
6 |
7 |
|
7 |
9 |
|
8 |
11 |
|
9 |
14 |
|
10 |
17 |
|
11 |
20 |
|
12 |
24 |
|
13 |
28 |
|
14 |
32 |
|
15 |
36 |
|
16 |
41 |
|
17 |
46 |
|
18 |
51 |
|
19 |
56 |
|
20 |
60 |
So for example, if you want a 16 in strength, it will cost you 36 points.
(putting a 10 in each stat would cost 48 points)
Skills
Currently most skills work in three levels of proficiency
"novice"
"average"
"master"
To learn a skill at novice costs 2 points, to learn it at average costs 4 points, and master skill costs 6 points.
However, there are some skills that are ridiculous to classify in this way, these base skills only cost one point, and include things such as literacy and swimming.
Furthermore, some skills will have prerequisites. For example, you cannot learn some skill like speed reading without first knowing literacy! We shall strive for a sensible approach for skills and pre requisites (there will be no skills that require underwater basket weaving as a prerequisite for example)