Editing FANGS: Character Development

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[[Category:Character Development]]
 
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Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells.
 
Advantages such as two-weapon work are trainable, if the player character runs into someone with the ability. No points are needed to "pay" for the Advantage, just the approval of the GM. Other abilities like Night Vision might be gained through the use of magical artifacts, or spells.
 
==Measuring Advancement==
 
 
(optional rule)
 
 
After a character has made several advances in skills, either through experience or training, it is often hard to assess the character’s actual experience status vis a vis other characters. If Vince has made every experience roll and has a total of +30 in advances in various skills, and Rawn has been in the same party, gone through the same adventures, but his player has not made the rolls, there is a clear difference in their abilities, but there is no real way to track-at-a-glance which has profited most from experience and training and where a GM may need to make adjustments to keep the characters relatively even.
 
 
The answer to this question is Character Points. Every time a character makes a skill advance or otherwise gets better, add the appropriate # of points to the character’s starting Character Points.
 
 
:Example: ''Gru was built with 100 character points. In the course of his first year of adventuring, he gains three increases in Mace, four in Sword, two in Climb, one in Jump, five in Sword Parry, and increases his IN from 7 to 8. This is a total of 15 Skill increases (each of which would have been a 1 point in Character Creation) and increasing the cost of his IN from -20 to -10. This is a total gain of 25 Character Points (Gru now looks like a character built with 125 Character points). Gru’s player changes his Character Creation Points from 100 to 125.''
 
:''Of course, the player should be making these increases in Creation Points as Gru gets the increases, to keep a running record of Gru’s steady progress and to be able to compare Gru’s abilities to his compatriots at any time. Also, with the constant addition and erasure of skill checks on a character sheet, it is hard to remember whether a character started with a particular skill total or gained some of it through experience or training.''
 
 
In short, a player should increase the character’s Creation Point total for the following events:
 
 
 
<table border=1 cellspacing=1 cellpadding=3>
 
<tr>
 
<td style="background:#9CC;">'''Event'''</td>
 
<td style="background:#9CC;">'''Increase'''</td>
 
<td style="background:#9CC;">'''Notes'''</td></tr>
 
<tr>
 
<td style="background:FFF;">Increase of a Skill</td>
 
<td style="background:FFF;">+1</td>
 
<td style="background:FFF;">Experience or Training. If for some special situation the gain is two points, then two (2) new Creation Points are recorded.</td></tr>
 
<tr>
 
<td style="background:#FFC;">Addition of a Spell (Power)</td>
 
<td style="background:#FFC;">+1</td>
 
<td style="background:#FFC;">Each new spell (or in other genre games like superheroes – power) is a skill and would cost a point if acquired at the start. For games where powers or spells may be worth more than a point, the appropriate # of points should be added to the Creation Points.</td></tr>
 
<tr>
 
<td style="background:FFF;">Increase of Characteristics</td>
 
<td style="background:FFF;">Points = to those needed to gain the characteristic raise.</td>
 
<td style="background:FFF;">So if a characteristic goes from 11 to 12, the Creation Points addition is 5. If from 15 to 16, the addition is 50.</td></tr>
 
<tr>
 
<td style="background:#FFC;">Advantage or Disadvantage</td>
 
<td style="background:#FFC;">Points = to mirror the effect of the advantage or Disadvantage.</td>
 
<td style="background:#FFC;">Advantages and Disadvantages gained through the play of the game should be recorded to make sure the relative abilities of the characters are fully covered.</td></tr>
 
</table>
 
 
 
'''NOTE:''' This is NOT buying characteristics and skills with experience points. Experience is, in effect, buying the points, which are just used to compare the relative competencies of the characters.
 
 
GMs who find that some player characters have fallen gravely behind their compatriots may assign automatic increases in skills or characteristics to allow the player characters to achieve parity, signified by increasing the Character Point count.
 
 
Characters who have the same Character Point count are not guaranteed to be equal. What those points can be spent on is too varied for that to be true. But they should be closer than they would be otherwise.
 

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