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==='''''Character Generation'''''=== These are all under consideration and are not finalized. Players start off with 250 pips. Max good stuff is 5. Max bad stuff is 10. Stored points can be spent if dire need arises. All standard powers will be available when realm appropriate. Chaosians must take shape-change for 35. Amberites, Rebmans, and Avalonians better have a good reason for not taking Pattern and better squirrel away points for it. Shapechange-35. Pattern 50. Power words- I view each power word as a unique bit of esoteric knowledge that a player may have learned despite not being a professional student of sorcery. As such a power word maybe be purchased specifically for one pip. If learned in this manner it is worth figuring out how the character gained it in a RP setting. I have toyed with the idea that learning power words is also part of the process of learning sorcery. My reasoning would be that once a person has gained 15 power words they are able to do complex sorcery having gained enough of a feel for the craft. In this method a person having gained 15 power words would then have the Sorcery Power and be able to use it as such, while also using the less complicated and less powerful power words. Rebmans have a slight shapechange for air-breathing and water breathing. They will pay 5 pips less for shapechange. Much of Rebma and its surrounds are accessible by air breathers. Characters from Aztlan should read the heck out of Aztec mythology. However i'm not using any set of Aztec mythology as Canon. My arrangements will be distinctly different. I can direct you if you like and am open to suggestions. I am at this writing toying with dividing points a bit. Players will start with 250 pips for stats, powers and the special auction. No more than 20 for Special Knowledge Sources. Ranks as defined by ADRPG are a tiny influence, but often every bit helps. The Rank system in ADRG always confused me a little bit. ----
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