A ninth level character is expected to develop (5) Feats, as well as the (2) traits starting characters start with.
During character generation, this character potential is available as form of currency to purchase 'Character Hooks', which allow a player options to develop their characters not normally available. A 'trait' is worth (1) pt Hook. A 'feat' is worth (2) pt Hook.
Some standard considerations for Plot Hooks are as follows...
Race:
Human (Low) - Characters are all 'human' and start with the native language of Human (Euro) {no additional languages}, they also start with a free skill rank in the profession of their choice.
Human (High) cost 1 point - The character is a descendant of old heroes, and the blood hasn't thinned to the point of uselessness. They have the additional stat of 'Mana Points'. Replacing the free profession, they may also select (2) of the following for racial abilities
Flexible Skill Training - Pick a Skill, this skill is always considered a Class skill for the character
Spell Like ability - Pick a first level spell. You may cast it (1/Day). You may expend (2) Mana Points to cast this spell additional times
Spell Like ability - Pick (2) Cantrips or Orisons. You may cast them (1/Day + Cha {or spell} modifier *). You may expend (1) Mana Point to cast a spell an additional time.
Half Human cost 2 point - Your character is a mutt of mixed parentage. You had a rough time going up in a human community but your childhood friends seem to accept you. You may expend up to (6 racial points) from traits typical of a non-human race. Your difficult upbringing denies you the full benefits a normal human character has, and you only retain either Skilled or Flexible feat.
Barely Human cost 4 points - Your character can barely be considered human. With no where else to go you were raised in a human community where you were shunned. Your childhood friends are all the family you ever known. Select a non-human race. You may select (10) racial points from this race.
I use the point buy system for ability scores. The campaign starting point is 'low fantasy' and as such, a starting character has (10) character points to spend for starting abilities.
Ability is either something you have or don't.
Inept (-1 character point) - gain (1) point
Talented (+1 character point) - cost (1) point
Heroic (+2 character point) - cost (2) point
Level:
Base Character Level is one and base age is 16. Characters have leeway for a starting point here.
Apprentice - gain (1) point {Character is level 1/2 and still in the midst of class training} - 1 Year Younger
Experienced- cost (2) points {Character is level 2} - 1 Year Older - +200gp for Magic Item
Veteran - cost (3) points {Character is level 3} - 2 Years Older - +400gp for Magic Item
Class:
Magic talent is RARE in this campaign, and characters typically may not select a class that uses 'magic'. Classes selection are not allowed familiars or 'pets'
Character is limited to NPC Classes - gain (2) point
Character class may learn some magic later {ie Rangers and Paladins} - cost (1) point.
Character class starts with Divine Spells - cost (2) points
Character class starts with Arcane Spells - cost (3) points
Character wants to use Non-Combat Mounts/Pets - cost (1) point
Character wants to use Summon Spells - cost (2) points
Character wants to use Combat Companions - cost (4) points
Alignment:
Characters are not allowed to be chaotic or evil. I will listen to a players appeal and reasoning, and if i agree i MAY allow some leeway on this rule. If so there is a cost to be applied
Chaotic - cost (1) point
Evil - cost (2) point
Chaotic and Evil - cost (3) points
Social:
A reflection of your social station. Most characters are typical citizens and neither renown or infamous.
Not Human gain 1 point - Your character is well known for not being 'human'. As such this is often held against you. You will often be considered a second class citizen and take negative modifiers for human social interaction.
Good for nothing gain 1 point - Your character has a negative reputation from past bad behaviour or being associated with a family with a infamous reputation.
Model Citizen cost 1 point - Your character has a positive reputation from past deeds ore being associated with a family of good reputation.
Noble cost 1 point or more - You're a blue blood. It is what it is. How great a noble you are and how many siblings you have will affect the perks and cost of this character hook.
Miscellaneous:
Character hooks are used to 'bend or outright break the rules'. A cost is applied to it. I'm not looking for silly or power gaming loopholes here, but a means to control or reward interesting aspects that aren't usually accounted for in the rules.
Miscellaneous 'covers' these aspects
Sample -
Character has poor vision and wears glasses, being nearly blind without them.
Game effect - The character is required to have vision adjustment eye wear of some sort to function normally. Without them it is impossible to make out fine detail beyond an arms length. Incurring illiteracy and a -10 (visual) perception check without them. Gain (1) point.
Handle Poison - Character wants to be able to safely handle premade poison. Cost (1) point.
Handle and direct trained Wardogs - Cost (2) points
This message was last edited by the GM at 15:32, Mon 10 Apr 2023.