The power levels determine the number of points that a newly created character can allocate amongst their characteristics and any other elements that they choose to purchase for their character. The base power level is considered to be 'Delver' and it has been calculated by averaging the points you would get across the 'standard' kindred, including TARO.
There are power levels above and below this. It is expected that the Gamesmaster would advise their players of the power level for their campaign.
Peasant - 84 points (low powered, what you would expect to get with an all human, no TARO, average roll 3d6 generation system)
Citizen - 90 points (a good average system, assuming you discard sub par characters and allow TARO, everyone is still human)
Delver - 102 points (the average across the 6 classic kindred, including TARO, an ideal point for starting solos)
Talented - 110 points (for stronger than average characters)
Heroic - 120 points (for characters that are powerful from the start)
Legendary - 150 points (for characters that will already have power and renown)
Superheroic - 200 (for a high powered, Exalted play style)
Minimum by solo - where you want to generate a character to play a particular solo dungeon. 86 plus 1.5 x minimum adds as recommended points. Total adds after character generated cannot be higher than the scenario advised maximum.
The Kindred a player chooses will determine the range that the attributes of a character can be. Each point of an attribute costs 1 point, regardless of Kindred.
The minimum level for attributes applies at all power levels. The maximum for attributes applies at power levels up to and including Delver. Above Delver the characteristic can be as high as the player decides, providing they have enough points.
Humans - all attributes, Range 3 to 18 Dwarves - ST & CON - Range 6-36, LK - Range 2-12 IQ,WIZ,DX,SPD,CHR - Range 3-18 Elves CHR, WIZ - Range 6-36, IQ , LK - Range 5-27, SPD, STR ,SPD, DEX Range 3-18, CON - Range 2-12 Fairies DEX, LK, CHR, WIZ - Range 6-36, INT, SPD Range 3-18, STR, CON - Range 1-5 Hobbs CON Range 6-36, DEX, LK - Range 5-27, INT, CHR, WIZ, SPD - Range 3-18, STR - Range 2-9 Leprechauns DEX, INT, LK - Range 5-27, CON, CHR, WIZ, SPD - Range 3-18 , STR - Range 2-9
Last Edit: May 16, 2010 12:06:16 GMT -5 by zanshin
The rules assume that the standard types (Warrior, Rogue, Wizard) are the defaults. To be one of those costs 0 points .
Only exceptional Citizens are likely to choose a life of adventure. Accordingly Citizens get 5 bonus points to allot.
Specialists have focussed on one endeavour , to the detriment of other areas. They must have a 15 in their appropriate stat (DX for Rangers, Cha for Leaders, Wiz for specialist Wizards) and their training costs them 2 points.
Paragons have had to spend their whole lives excelling and training in the martial and magical. All of their stats must be 12 (or if non human, what 12x their racial multiplier is) and their training costs 5 points.
This is potentially the most abusable of the areas of point based character generation, but allows a framework so that kindreds non attribute abilities can be included. It is suggested that the GM be consulted regarding purchases in this area, and that they ensure that any points allocated reflect kindred they wish included and powers they wish that kindred to have. It may be that there are features (elf farsight perhaps) that some players would wish to have, but could nevertheless be ruled as pertaining to some or exceptional kindred, so making it available, but not compulsory.
Natural Armour = 2 points per Armour Point. Natural Weapons = 3 points per extra d6 unarmed damage Flight = 20 x Height Modifier points Spell Knowledge, Costs Wiz = 1 point/spell level Spell Like ability, occasional, no cost = Spell level + Wiz cost + uses/day Spell Like Ability, at will, no cost = Spell level x (Wiz Cost +2) Talent like ability = 3 points (eg farsighted, stealthy, stubborn) Damage Resistance = 1 point/resistance point, must be defined, eg Fire or Cold. Special Perception = 5 points eg Nightvision or supersmell. Transformation = 10 points. The character has 2 forms and may purchase attributes and powers for each differently eg Werewolf.The pool of points is the same for each form, but the 10 points for transformation must be paid in each pool. Background and Inheritance = 4 points/roll on table
Thanks for the comment, Mahrundl. Of course tastes and mileage may vary.
One of my principle aims with the system was to have a 'fair' way of creating characters for high level solos. Sometimes you want to just try out Castle Death without going through 4 or 5 other solos first (and losing 20 + characters along the way!)