Character Generation

Statistics

I use different stats to the RQ3 standard.  These are designed to reflect the physical and mental differences between males and females.
 
HUMAN STR CON SIZ DEX INT POW APP CHA SAN
MALE 2d6+6 3d6 2d6+6 2d6+4 3d6 3d6 3d6 SIZ+POW+APP INT+POW+1D6
FEMALE 2d6+3 2d6+6 2d6+4 2d6+6 3d6 2d6+6 2d6+6 INT+POW+APP INT+POW+1D6

Starting experience

  1. The PC gets experience from his/her parents from the age of five up to initiation/adulthood (in my game, these are one and the same).
This emulates the child being brought up within his/her native community and being put to work by his/her parents around the family business/home.  This method could also be used to reflect indentured service, slavery or apprenticeship.
  1. The PC's age (since initiation) is rolled on a D10
  2. They then get Initiate experience plus experience from the PC's chosen occupation for up to two years less than the age that they have rolled
This reflects the character's initiation into their chosen cult, plus the experience gained from their working "adult" life.
  1. The PC then gets two year's worth of development at the Player's descretion
To reflect personal tastes of the player, and to lend a little more background to the PC.  Where/when did he pick up these extra skills?  Who from? etc.
  1. I then take into consideration the PC's background, where he/she comes from etc., and make adjustments. This avoids creating carbon copy PCs.

Skills

  1. First of all, the skill modifiers (Agility, Knowledge, Communication, etc) are kept separate from the skill totals (base + experience + training). This is because these two figures change at different rates, especially when stats are affected, and it makes book-keeping easier. When a skill roll is required, the player simply adds the two figures together.
  1. I have introduced a new skill. It comes under Knowledge and is called 'Cult Lore'. This starts at a base of 20. Initiates of a cult recieve 2 points/year (from initiation), laymen 1 point/year. It is a measure of how well versed the PC is with his/her cult's doctrine. This may effect encounters with NPC's, reactions to the actions of other PCs, superstition, rumours and so on.