| Character Level-up System | [19OCT07] charlev.htm |
This system is to generate skills for characters created at higher than first level, or who increase in level outside normal play.
(1) If the character is being created, first create them at
1st level using the usual Character Generation System. And then...
(2) For each level to be raised above 1st, choose a number
of skills equal to INT and give each skill a number of increases:
| Current Skill %: | 0%+ | 25%+ | 50%+ | 75%+ | 100%+ |
| No. of Increases: | 4.5 | 3 | 2 | 1 | 0.5 |
The amount of each increase depends skill Difficulty, as per the Experience System: DF1=+5%, DF2=+3%, DF3=+2%, DF4/5=+1%.
The first skill chosen is the "Primary" skill, which gains a full complement of 5 increases automatically. (Usually Defence, gaining +10% per level as DF3. Alternatively Magic or Holiness might be used as the primary, to create a Mage or Priest of a pre-determined skill-level).
[Also roll for scars etc...?]
CONVERTING CHARACTERS FROM AD&D:
Calculate Decimal Level* = Level + proportion through level due to experience
Calculate Fighting Level* = Decimal Level x 1 for Fighters (inc. Paladins, Rangers)
Decimal Level x 2 / 3 for Clerics (inc. Druids, Monks but not Healers)
Decimal Level x 1 / 3 for Thieves (inc. Assassins, Bards)
Decimal Level x 1 / 6 for Mages (inc. Illusionists, but also Healers)
( * For multi-classed characters, calculate for every class separately and take the maximum. )
Damage Bonus = from Stats Table.
Encumber Maximum = Body Weight x (10 + STR) / 20 (in pounds)
Experience Modifier = INT - 10 per 'class'
Memory Factor = INT / 4 (RETAIN fractions) (applies to Mages only)
Miracle Roll = WIS x 5% (Clerics/Bards only)
Power Factor = WIS / 4 (RETAIN fractions) (applies to Mages and Clerics/Bards)
Agility Bonus = DEX - 10 (?) (Handedness, instead?)
Initiative Modifier = See Stats Table
Size Factor = Derived from Height/Weight and STR/CON (if necessary)
Deaths So Far = Number of deaths character has suffered (if known)
Reaction Bonus = See Stats Table
Maximum Hemchmen = See Stats Table
HIT POINTS = Weight in Stone / 2 (rounded up)
DEFENCE = Decimal Level x 10% + DEX bonus
WEAPON SKILLS = Weapon Base + STR bonus + 10 x Fighting Level + 10 [ only weapons of proficiency]
OR Weapon Base + STR bonus + 5 x (Base Attack Bonus + Proficiency Bonus)
(Use the best value for weapons now in the same Skill Category)
SHIELD (etc) SKILL = Shield Base + STR bonus + 10 x Fighting Level
MAGE
CAST SPELL = INT + Mage Level x 10%
LEARN SPELL = (INT - 5) + Mage Level x 5%
INTENSIFY SPELL = (INT + 5) + Mage Level x 5%
MEMORY = Memory Factor x (Learn / 10*) * Round down after division by 10.
POWER = Power Factor x (Intensify / 10*)
Fetish? Familiar(s)?
CLERIC
HOLINESS = WIS + Cleric Level x 10%
PIETY = Power Factor x (Holiness / 20*) * Round down after division by 20.
Cult Skills - Clerics must have three out of their four cult skills at "Max. Miracle Level" x 20 or more.
THIEF
Sleight (Pick Pockets) = Base (5% + DEX bonus) + 10 + 5 x Level
Devise (Open Locks) = Base (5%) + DEX bonus) + 10 + 5 x Level
Search (Find Traps) = Base (25% + INT bonus) + 10 + 5 x Level
Sneak (Move Silently) = Base (10% + DEX bonus) + 10 + 5 x Level
Hide (Hide in Shadow) = Base (10% + DEX bonus) + 10 + 5 x Level
Climb (Climb Walls) = Base (25% + CON bonus) + 20 + 5 x Level
Backstab :- Number of extra attacks = Sleight / 20, rounded down.
ASSASSIN
As thief, plus...
Poisoning = Base (5% + INT bonus) + 10 + 5 x Level
Disguise = Base (5% + INT bonus) + 10 + 5 x Level
BARD As thief, plus...
Play (Instrument) = Base (0% + DEX bonus) + 10 + 5 x Level
Dancing = Base (?)
Etiquette = Base (?)
Speak Own Language = Language Rating x 25 + INT bonus OR INT x 5
Read/Write Own Script = Language Rating x 20 + INT bonus OR ( INT - 5 ) x 5
Scan (Spot Hidden) = Base (25%) + INT bonus + (Decimal Level - 1) x 5 / 3 [+ any racial/inborn bonuses]
Listen (Hear Noise) = Base (25%) + INT bonus + (Decimal Level - 1) x 5 / 3 [+ any racial/inborn bonuses]
[characters with Hear Noise skill also add the amount by which they have increased it].
Ride = Base (5%) + CON bonus + (Decimal Level - 1) x 5 x Usage Factor*
Swim = Base (15%) + CON bonus + (Decimal Level - 1) x 5 x Usage Factor*
First Aid = Base (10%) + WIS bonus + (Decimal Level - 1) x 5 / 2 x Usage Factor*
Other Language/Script = Language Rating x 20 + INT bonus OR INT x 3
( * Usage Factor = 0 or 1 or 2 depending how suitable the skill is to the known history of the character)
Other Skills - Decimal Level x 10% to divide between suitable skills (+ base + bonuses). [divide by Difficulty Factor]
e (Hide in Shadow) = Base (10% + DEX bonus) + 10