Rule of X: 18
Dwarf Package: 12 pts.
+1 CON (5) | -1 DEX (-5) |
Long Life (2) | Cannot Swim (Infequent, Severe, Greater Impair) (-10) |
Density Increase (2x mass, +1 STR, +1 PD, +1 ED, -2 m knockback, No END) 25 | Distinctive (Not Concealable) (-15) |
50% Damage Resistance vs. Crushing attacks (15) | Can not use Wizard, Magician or Bard Casting Systems (Infrequent, Severe, Major) (-10) |
Thermal Vision (5) |
Elf Package: 20 pts.
+1 MENTAL (15) | -1 PHYSICAL (-15) |
+1 COMBAT (15) | Feared (Frequent, Strong, Major) (-10) |
Night Vision (3) | Distinctive Features (Not Concealable) (-15) |
Immortal (5) | |
Beautiful (3) | |
Light Sleeper(3) | Move unimpeded in any terrain (3) |
Gain +3 to WILL vs. Mental spells (3) | Wizardry Potential (20) (Doesn't require a bloodline to be a Wizard) |
Half-Elf Package: 20 pts.
+1 INT (5) | +1 DEX (5) |
Night Vision (3) | 1 PHYSICAL (-15) |
Beautiful (3) | Distinctive (Easily Concealed) (-5) |
Very Long Life (3) | |
Gain +1 to WILL vs. Mental spells (1) | Wizardry Potential (20) (doesn't require a bloodline to be a Wizard) |
Halfling Package: 11 pts.
+1 DEX (5) | -1 STR (-5) |
+1 to Slings and Throwing skills (2) | |
+1 WILL (5) | Distinctive Features (Not Concealable) (-15) |
Enhanced senses, Shadow World (Sense Undead, Necromantic Magic, Shadow Portal) (9) | Shadow Walk (Extra-dimensional movement to Related pts, 1 Dimension, 6pts. Travel at rate of up to 42 mph for 10 hrs. 3 x per week, take up to 4 people, must be near Portal) (5) |
Teleport up to 320 m (takes 1 extra phase, charges 3 x per week, must be near Portal) (5) |
HUMANS ALL TOTAL 0 PTS.
Anuirean: | +1 WILL (5) | -1 DEX (-5) |
Brecht: | +1 DEX (5) | -1 WILL (-5) |
Khinasi: | +1 INT (5) | -1 CON (-5) |
Rjurik: | +1 CON (5) | -1 PRE (-5) |
Vos: | +1 STR (5) | -1 INT (-5) |
The suggested character types outlined below may provide you with some character ideas. The Skills, Options, and Equipment listed with the various character types are suggested starting points. Obviously a Warrior may wish to pick up skills in a variety of melee weapons, or even Hand to Hand, but all Warrios tend to have certain traits in common. If you have enough option points, you might even combine the character types below to come up with Warrior Wizards, Mercenary Priests, and more!
WARRIOR
This is a basic fighting character type. Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Swords, Melee Evade, Riding(horse)
Options: Combat Sense, Renown
Equipment: Sword, Armor, Shield
SOLDIER
A soldier is a professional fighter. This type of character tends to be even more specialized in fighting than the Warrior. Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Swords, Melee Evade, Riding(horse), Tactics
Options: Combat Sense, Blind Fighting, Ambidexterity
Equipment: Sword, Chain Armor, Shield
MERCENARY
A Mercenary may have started out as a soldier, but now she works for highest bidder. Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Swords, Melee Evade, Riding(horse)
Options: Combat Sense, Renown, Contact, Reputation(Complication)
Equipment: Sword, Armor, Shield
KNIGHT
This highly skilled professional may come from blooded nobility (scions) or wealthy commoners can purchase a knighthood, depending on the kingdom. Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Swords, Melee Evade, Riding(horse), Noble Lore
Options: Combat Sense, Ambidexterity, Wealth, Membership in Knighthood (e.g. Avanil's Cerulian Order)
Equipment: Sword, Full Plate armor
RANGER
A ranger has skills that enable him to survive both nature, and nature's creatures! Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Sword, Archery, Melee Evade, Ranger, Stealth
Options: Acute Sense, Direction Sense, Night Vision
Equipment: Sword or Bow, Leather Armor
THIEF
A thief specializes in stealth, cunning and luck to succeed in his profession. Use any weapon skill in the skill list for Birthright in place of the Small Blades skill.
Skills: Small Blades, Gambling, Lockpicking, Sleight of Hand, Stealth, Streetwise
Options: Common Sense, Double Jointed, Membership in Theive's Guild (note that a vassal or regent is assumed to already have membership as a lieutenant or regent of a Guild).
Equipment: Small blades, Partial Leather, Lockpick
WIZARD or MAGICIAN
A character must have elven heritage or divine blood to use the Wizard Casting Systems, but any race may become a Magician (which are Illusionists and Divinationists).
Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Sleight of Hand
Options: Eidetic Memory, Scholastically Gifted, Wealth, Membership in Magician's Guild.
Equipment: Staff, robes
PRIEST
There are a variety of priests in Cerilia, each with access to the spell categories determined by the specific dieties they follow. There are no general clerics in the land, but the following can be used as a starting point.
Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Profesional Skill (Religion)
Options: Intuition, Membership in Religious Order (vassals and regents are assumed to already be heads of their order)
Equipment: Diety-approved weapon and armor
MERCHANT
A merchant specializes in the sale. A good merchant can be an explorer or an entrepreneur as well.
Skills: Bribery, Professional Skill(Business), Persuasion, Small Weapons (to defend against "bargain shoppers")
Options: Common Sense, Contact, Favor, Wealth, Membership in Theives Guild (vassals and regents are assumed to already be heads of their guild)
Equipment: Small Weapon, fine clothes, jewelry
NOBLE
A noble is often also blooded, but not necessarily. Some noble lines --not ruling lines--are even descended from hero commoners. Use any weapon skill in the skill list for Birthright in place of the Swords skill.
Skills: Swords, Acting, Noble Lore, Interaction, Persuasion, Leadership, Courtier
Options: Bloodline, Beautiful/Handsome, Wealth
Equipment: Any. +200 gold pieces minimum (2 option points)