Okay, second draft for character creation. Nothing much has changed, really, just a couple little refinements and adding magic points (calculated in much the same way as hit points, but using Level Bonus instead of Level, and the modifier for Iron Will on magic points is smaller than the one for Great Fortitude on hit points).
It’s pretty simple overall:
- Come up with a character concept;
- Choose cornerstone talents that suit the concept;
- Choose common talents that suit the concept;
- Choose capstone talents that suit the concept;
- Choose gear (I usually give starting characters gear that matches their talents);
- Choose descriptive elements like height, weight, alignment.
I’ve also started a document containing new talents (just updated), including a couple cornerstone talents.
Already I have errata. Capstones are ‘shaped’ more like standard talents, including potentially having multiple tiers and being cumulative in their effect and ‘upgradeable’. The ‘bottom’ tier, like any other talent with limited range, is expected to be as good as that tier is for any other talent — which is to say, it has as much ‘good stuff’ in total as other talents will have accumulated by that tier.
Thinking about how I phrased cornerstones last night clarified this for me and should hopefully sort out a problem I was having with capstone design. It also suggests that if a talent has a gap and is missing tiers, the extra mojo should be stacked into the next tier available.