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Samsara:Character generation
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==Classical Mode: Point-buy method== The players are given a pool of points appropriate to the level of ability desired for the game. The cost of attributes and abilities is equal to the sum of the numbers that comprise it. Thus, a 3 anything costs (3 2 1=) 6 points. Negative modifiers add that many points to the starting pool. If no points are spent, the modifier is 0. Motives, as both plus and minus numbers, cost nothing. Each character should have at least one, but probably no more than three, unless you want extremely conflicted characters. Similarly, the player and the GM should work out the motive modifier; as mentioned before, this can be seen as a type of tactical choice. A character with a high motive will be driven strongly and grandly passionate, while one with more modest motives will be of a cooler temperament. Below are some suggested starting point totals, tied to a description of competency, and a suggested spread of those points for a character with the default 12 attributes (the numbers will need to be changed if you use the more simplified attribute schemes): *Bold Adventurer: 10 Pts. <i>This would build a character with 1 in six attributes and 1 in four abilities. </i> *Competent Adventurer: 30 pts. <i>This would build a character with 2 in six attributes and 2 in four abilities. </i> *Hero: 72 pts. <i>This would build a character with 3 in six attributes and 3 in 6 abilities. </i> *Great Hero: 120 pts. <i>This would build a character with 4 in six attributes and 4 in 6 abilities. </i> *Super-Hero: 210 pts. <i>This would build a character with 5 in six attributes and 5 in 8 abilities.</i> The point-spreads are very tentative. A game emphasizing skills might require more points. A game deemphasizing skills, would allow more points to go toward attributes, so that the Hero might have only two abilities, each at 3, with three attributes at 2, six attributes at 3, and one at 5. Also remember that the cost of modifier increases exponentially, so that it is much easier to buy numerous, small modifiers. 10 points will buy ten, 1 modifiers, but only one 4 modifier. The point totals given are merely a starting place. ===Variation: Straight Numbers=== To create more powerful, more flexible characters, the cost of modifiers could be changed to equal only the cost of the modifier itself. Thus a 4 would cost 4 points, rather than 10. This will not only make the points go much farther, but it will also encourage higher modifiers, because the curve is gone. It also makes character generation a lot simpler, for the math-shy.
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