Editing Samsara:Character generation

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=CHARACTER GENERATION=
 
=CHARACTER GENERATION=
 
==Classical Mode: Point-buy method==
 
==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.
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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.
 
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.
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*Bold Adventurer: 10 Pts.
 
*Bold Adventurer: 10 Pts.
<i>This would build a character with 1 in six attributes and 1 in four abilities. </i>
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<i>This would build a character with +1 in six attributes and +1 in four abilities. </i>
 
*Competent Adventurer: 30 pts.
 
*Competent Adventurer: 30 pts.
<i>This would build a character with 2 in six attributes and 2 in four abilities. </i>
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<i>This would build a character with +2 in six attributes and +2 in four abilities. </i>
 
*Hero: 72 pts.
 
*Hero: 72 pts.
<i>This would build a character with 3 in six attributes and 3 in 6 abilities. </i>
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<i>This would build a character with +3 in six attributes and +3 in 6 abilities. </i>
 
*Great Hero: 120 pts.
 
*Great Hero: 120 pts.
<i>This would build a character with 4 in six attributes and 4 in 6 abilities. </i>
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<i>This would build a character with +4 in six attributes and +4 in 6 abilities. </i>
 
*Super-Hero: 210 pts.
 
*Super-Hero: 210 pts.
<i>This would build a character with 5 in six attributes and 5 in 8 abilities.</i>
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<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.
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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.
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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===
 
===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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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.
  
 
==Romantic Mode: Themes==
 
==Romantic Mode: Themes==
In the Romantic Mode, each character has a number of Themes.  These could be professions, backgrounds, or just stylistic descriptions.  The character can be assumed to possess any attribute, ability, and Motive relevant to that Theme with a modifier equal to his theme modifier.  Thus “Brash Pilot 1” can be assumed to have piloting skills, knowledge of his ship, PER, DEX, QWK, and maybe some general athleticism, as well as a propensity for barging into situations instead of thinking them out (Motive); all of which function at 1.  Some more examples:
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In the Romantic Mode, each character has a number of Themes.  These could be professions, backgrounds, or just stylistic descriptions.  The character can be assumed to possess any attribute, ability, and Motive relevant to that Theme with a modifier equal to his theme modifier.  Thus “Brash Pilot +1” can be assumed to have piloting skills, knowledge of his ship, PER, DEX, QWK, and maybe some general athleticism, as well as a propensity for barging into situations instead of thinking them out (Motive); all of which function at +1.  Some more examples:
  
 
   
 
   
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The GM and the players will decide how many themes each character has and the general level of competence for the characters.  The Theme modifier will be set by the competency level of the game.  For example:
 
The GM and the players will decide how many themes each character has and the general level of competence for the characters.  The Theme modifier will be set by the competency level of the game.  For example:
  
*Bold Adventurer: 1 Theme at 1
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*Bold Adventurer: 1 Theme at +1
*Competent Adventurer: 2 Themes at 2
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*Competent Adventurer: 2 Themes at +2
*Hero: 3 Themes at 3
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*Hero: 3 Themes at +3
*Great Hero: 4 Themes at 4
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*Great Hero: 4 Themes at +4
*Super-Hero: 5 Themes at 5
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*Super-Hero: 5 Themes at+5
  
If the GM allows 3 themes in a hero game, then each theme is at 3.  If a player elects to take a theme more than once, each addition adds 1 to the modifier.  This is a potentially tricky option and should be considered deeply.  For instance, “Super-badass” taken four times to the exclusion of all else might be problematic in many games.
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If the GM allows 3 themes in a hero game, then each theme is at +3.  If a player elects to take a theme more than once, each addition adds +1 to the modifier.  This is a potentially tricky option and should be considered deeply.  For instance, “Super-badass” taken four times to the exclusion of all else might be problematic in many games.
  
 
===Variation: Point-buy Themes===
 
===Variation: Point-buy Themes===
A type of mixing between the two methods would be to allow the characters a pool of points to be spent on themes howsoever they like.  This will give greater variety to the modifiers and to the number of themes.  Thus, a particularly socially-mobile character might have “Ex-Gladiator 3”, “Cunning Merchant 2”, and “Rising Politician 1”.  The size of the pool can be determined by competency level.  For example:
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A type of mixing between the two methods would be to allow the characters a pool of points to be spent on themes howsoever they like.  This will give greater variety to the modifiers and to the number of themes.  Thus, a particularly socially-mobile character might have “Ex-Gladiator +3”, “Cunning Merchant +2”, and “Rising Politician +1”.  The size of the pool can be determined by competency level.  For example:
  
 
*Bold Adventurer: 1 pt.
 
*Bold Adventurer: 1 pt.

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