Exemplar RPG
The Character

This page concerns creating a character for use in a game of Exemplar.  This involves a creation system using points such that you are able to build the character you want (as best possible) rather than rely on the fall of the dice.  A new character in a new game begins with 30 points.  Once the game has begun, new characters will enter with increasing amounts (to help them catch up).  Also, replacements for those killed will be given an additional amount depending on the heroic nature of their death.

Attributes:
An attribute helps to describe a natural ability or aptitude for a group of related skills.  For instance, someone who is good at mathematics is also likely to be good at science since both of these typically require good logic and problem solving.  In game terms, an attribute is added to the bonus of any of its related skills.  Also, the base attribute itself is sometimes important (for instance, your Strength determines how much you can carry).   An +0 is average, so negative attributes are less than average and positive attributes are greater.  In scale, attribute levels are exponential, a +1 is still significant, but a +5 is approaching superhuman.  This is best shown on the AttributeScale chart.  There is no set list of attributes.  If you can explain a new attribute (for instance creativity has been suggested), and agree upon it with your GM  (keeping in mind the game mechanics and balance), there is no reason not to include it.  However, for those who are looking for some of the standard ones, I have made a list of sample Attr/Skills.

Attributes cost a number of points equal to two times each level purchased cumulatively (total: 2, 6, 12, 20, 30...) So changing a +3Attr to a +4 would cost 8 points (4*2=8).  The exception is Size since it is directly related to Strength and Toughness which are measured independently.  For this reason, Size costs a number of points equal to each level cumulatively that it is lower than Strength (total: 1, 3, 6, 10...) and then the same again for Toughness (example: a +1 Size with +4Strength, +2Toughness, is  6+1=7 points).  As a limiter, the maximum level for any normal human attribute is +6.  A quick study will note that buying up an Attribute can get expensive!  In many cases, it is much cheaper to purchase an additional level in all of the related skills.  However, at higher levels, skills become more expensive, making Attributes more reasonable once again.

Skills:
Skills are divided into skills, subskills and specialties.  A skill denotes a fairly wide field of study, a subskill a narrower, while a specialty even more so.  In game mechanics, each of these divisions (as well as the associated attribute) is additive to the effect.  So +1skill, +1subskill, and +1specialty would give a total bonus of +3.  However, in situations where the subskills or specialties do not apply, the bonus would likewise fall.  For some sample skills, subskills, specialties, and associated Attributes, I have made a Attribute/Skill list.  Note that these are only examples as the system is open-ended.  If you want a skill which is not listed, talk to your GM.  The skill might already be included under something else, but just as likely, you will be adding new information to the game.

Skills, subskills, and specialties each cost a number of points equal to that of each level purchased cumulatively (total: 1,3,6,10,15...)  So changing a +3Skill to a +4 would cost 4 points.  To encourage well-rounded characters, the first level of each skill purchased during creation comes with a free subskill and specialty chosen by the player.  Additional subskills purchased during creation are also given a free specialty as well.  Note that a known skill, subskill, or specialty that is used under pressure (as appropriate to the action in the game) is individually given bonus experience.  Thus, a wider skill base has better odds for free advancement points.  This bonus also helps to reflect that skill areas that have been challenged are more likely to improve.

Advantages:
If you would like to put points into more a descriptive advantage, once again, you will need to work this out with your GM.  Many ideas would actually be more fitting as skills (such as direction sense, poison resistance, etc...)  Example advantages include allies, contacts, unusual equipment and so on.  Expect the value of the chosen advantage to be similar to the amount of points spent on it.

Disadvantages:
A disadvantage is a trait, vulnerability, or weakness which will effect the character through the influence of events or role-play during the game.   Some examples of this are addictions, allergies, dependents, eccentricities, enemies, goals, habits, loyalties, morals, phobias, requirements, responsibilities, and so on.  For each of these, you will need to discuss with your GM to determine specifics.  Another version of a disadvantage is a penalty to an attribute or an aversion to learning a certain skill.  Be careful of the "I'm strong,  I don't need brains" attitude.  As noted above, attribute levels are exponential in scale.  It's very, very easy to get very, very stupid.

In return for taking a disadvantage, no points are granted.  Rather, if later in the game it has a potentially harmful effect on your character or mission, it will at that time give bonus experience. Accordingly, if the chosen disadvantages are ignored by the player (when it is possible), earned experience will be penalized.  If so desired, disadvantages can be rated by seriousness by comparison to points of attribute reduction.  In many games, characters are required to take a set amount of disadvantages in order to make them a little more interesting.

Languages:
Knowledge of a language group is a skill (language a subskill, and dialect a specialty) which is why they are listed on the sample skills.  The only reason they are mentioned again here is that characters will typically start with one or more languages at no cost.  (For most Americans, this would be +3Anglic, +3English, +3 American)

Equipment:
Characters are typically assumed to start with standard equipment to go with the skills they have picked as well as a little money.  The player and GM should work together to determine exactly what the character owns.

Attributes and Skills

(listed by suggested attribute followed by skill - subskill - specialty)
(those in parentheses are suggested categories to be specified)
(all are listed only as examples, feel free to add more specifics)

Size - a simple measure of body mass (0 Size = 150 lbs)
Strength - physical power  (0 Strength = 75 lbs carry, 150 lbs lift)
    Armor - Hard / Soft - (Type / Piece)
    Wrestling - Escapes / Holds / Pins / Throws - (Style)
    Feat of Strength - Bend / Break / Carry / Lift / Push - (Material / Position)
Toughness - health, durability, resistance, fitness, endurance
    Poison Resistance - Tissue / Blood / Muscle / Nerve / Respiratory- (Source / Entry)
    Damage Endurance - Impact / Slash / Pierce / Velocity - (Location / Damage / Effect)
    Disease Resistance - Digestive / Immune / Respiratory / Tissue - (Source / Entry / Effect)

Agility - balance, coordination, ease of movement
    Athletics - Acrobatics / Climbing / Running / Swimming - (Activity / Purpose)
    Melee Attack - (Weapon Group) - (Attack / Weapon)
Dexterity - manual precision, hand-eye coordination
    Ranged Attack - (Weapon Group) - (Attack / Weapon)
    Craft - Cloth / Cooking / Medical / Metal / Stone / Wood - (Item / Purpose)
    Control - Drive / Steer / Pilot / Operate - (Machine / Vehicle)
    Prestidigitation - "Magic" / Palm / Lockpicking / Pick Pocket / Pilfer - (Activity / Trick)
Quickness - reflexes, reaction speed, response time
    Melee Defense - Defend / Dodge / Parry - (Defensive Weapon / Item)
    Ranged Defense - Defend / Dodge / Parry - (Defensive Item)

Intelligence - logic, reason, memory, learning speed
    Knowledge - Appraisal / Heraldry / History / Law / Literature / Lore - (Specific)
    (Language Group) - (Language) - (Accent / Region)
    (Language) Alphabet / Glyphics -  Literacy - (Dialect)
        (for alphabet, understanding requires a test of language skill)
        (for glyphics, undestanding repeats skill test, but cost is doubled)
    Numeration - Mathematics - Counting / Algebra / Trig / (Specific)
    Operation - (Computer / Mechanism) - (Purpose)
    Philosophy - Psychology / Religion / Sociology - (Specific)
    Science - Astronomy / Biology / Chemistry / Medicine / Physics - (Specific)
Intuition - awareness, perception, instinctive reactions
    Animal - Care / Interaction / Riding / Training - (Animal)
    Artistry - Drama / Drawing / Music / Paint / Sculpture / Prose - (Specific)
    Focus - Sight / Sound / Smell / Touch / Taste - (Subject / Medium)
    Plant - Care / Identification / Location - (Plant)
    Scene - (Setting) - (Activity / Familiarity)
    Stealth - Concealment / Hide / Sneak - (Setting / Purpose)
Will - force of mind, clarity, concentration, self-control
    Drug Resistance - (Drug Effect) - (Specific Drug)
    Magic Resistance - (Magic Effect) - (Specific Magic)
    Pain Resistance - Impact / Slash / Pierce / Velocity - (Location / Damage / Effect)
    Psi Resistance - (Psi Effect) - (Specific Psi)

Charm - appearance, beauty, form, magnetism, notability
    Style - (Social Class / Clothing) - (Desired Effect)
Leadership - assertiveness, confidence, composure, dominance
    Command - Administrative / Military / Police - (Situation)
    Control - Bluff / Conceal / Interrogate / Intimidate - (Setting / Situation)
    Presentation - Act / Debate / Speak / Teach - (Subject)
Personality - empathy, fellowship, rapport, friendly interactions
    Conversation - Etiquette / Gossip / Rapport - (Social Class / Purpose)
    Influence - Persuade / Request / Taunt - (Motivation / Subject)
    Perception - Character / Emotion / Motivation - (Specific Condition)

*Speed - movement rate (may not be raised, but may be lowered)
    (0 = 5 yds / sec sprint, 2 yds / sec walk, 10 mph sprint, 4 mph walk)

The Attribute Scale

The chart below is used to show the ratio of a given attribute to average.  Since a +0 is average, its ratio is 1.  Accordingly, to define the limits, a -20 is nothing, and a +20 is infinite.  To use this chart, reference the attribute in question to find the ratio as it is compared to the average.  Where a numerical amount is more applicable, it is possible to multiply this by the average statistic given.  The example column shown below correlates the Size attribute to character weight.

For our curious mathematicians, the formula to determine the scale of any given attribute is split for positive and negative numbers.  The positive is actually just the inverse of the negative.  This results in the double assymptote where a -20 is nothing, a +20 is infinite, and a 0 is average.

Negative Attr: [(20+Attr)/20]4
Positive Attr: 1/[(20-Attr)/20]4
 
Attribute: 
 -20 
-19 
-18 
-17 
-16 
-15 
-14 
-13 
-12 
-11 
-10 
-9 
-8 
-7 
-6 
-5 
-4 
-3 
-2 
-1 

+1 
+2 
+3 
+4 
+5 
+6 
+7
+8 
+9 
+10 
+11 
+12 
+13 
+14 
+15 
+16 
+17
+18 
+19 
+20
Ratio to Average:
 
0.00000625 
0.0001
0.00050625 
0.0016 
0.00390625 
0.0081 
0.01500625 
0.0256 
0.04100625 
0.0625 
0.09150625 
0.1296 
0.17850625 
0.2401 
0.31640625 
0.4096 
0.52200625 
0.6561 
0.81450625 

1.227737663 
1.524157903 
1.915685875 
2.44140625 
3.160493827 
4.164931279 
5.602044746 
7.716049383 
10.92821529 
16 
24.38652644 
39.0625 
66.63890046 
123.4567901 
256 
625 
1975.308642 
10000 
160000 
Infinite
(Example: Defined Avg Weight = 150 lbs) 
 
0.0009375 
0.015 
0.0759375 
0.24 
0.5859375 
1.215 
2.2509375 
3.84
6.1509375
9.375 
13.7259375 
19.44 
26.7759375 
36.015 
47.4609375 
61.44 
78.3009375 
98.415 
122.1759375 
150 
184.1606495 
228.6236854 
287.3528813 
366.2109375 
474.0740741 
624.7396918 
840.3067119 
1157.407407 
1639.232293 
2400 
3657.978967 
5859.375 
9995.835069
18518.51852 
38400 
93750 
296296.2963 
1500000 
24000000 
Infinite

Sample Characters

Tough Guy with Big Sword (50 pts)
+2Size = 1
+2Strength = 6
    +1Feat of Strength/+1Break/+1Wood = 1
+3Toughness = 12
    +2DamageEndurance/+1Impact/+1Superficial = 3
    +2Melee/+1TwoHandWeapons/+1BigSword = 3
        /+1Unarmed/+1Punching = 1
    +1Craft/+1Cooking/+1Fish = 1
    +1Knowledge/+1History/+1Revolutions = 1
    +3(Language Group)/+3(Language)/+3Accent = free
    +2(Language)Glyphics/+1Literacy/+1(Dialect) = 3 * 2 = 6
    +1Focus/+1Visual/+1People = 1
    +1Scene/+1Urban/+1Streetwise = 1
        /+1Water/+1Fishing = 1
+2Will = 6
    +1DrugResistance/+1Depressant/+1Alcohol = 1
    +1PainResistance/+1Impact/+1Superficial = 1
    +1Style/+1Gangster/+1"You don't want to mess with me"
    +1Control/+1Intimidate/+1Civilians = 1
    +1Influence/+1Request/+1BorrowMoney =1
    +1Perception/+1Character/+1Profession = 1

Friendly Neighborhood Doctor Lady (50 pts)
-2Size = 0
-2Strength = -3
-2Toughness = -3
    +2Craft/+2Medical/+1BoneSetting = 5
+1Intelligence = 2
    +2Knowledge/+1History/+1Medicine = 3
        /+1Lore/+1Herbalism = 1
    +3(Language Group)/+3(Language)/+3Accent = free
    +3(Language)Glyphics/+2Literacy/+2(Dialect) = 10 * 2 = 20
    +2Numeration/+2Mathematics/+1Measurement = 5
    +3Science/+2Medicine/+2Drugs = 10
    +1Drug Resistance/+1Depressants/+1Alcohol = 1
+1Charm = 2
    +1Style/+1UpperClassKimono/+1Interest = 1
    +1Command/+1Medical/+1InjuredPerson = 1
    +1Control/+1Conceal/+1Motivations =1
+1Personality =2
   +1Influence/+1Taunt/+1Women = 1
        /+1Request/+1"SaveMe" = 1

Friendly Neighborhood "Executioner" (200 pts)
-1 Size =  20
+2 Strength = 6
+2 Toughness = 6
    +1DamageEndurance/+1Slashing/+1"I should be dead" = 1
+3 Agility = 12
    +2Athletics/+2Running/+2Charge = 7
        /+2Leaping/+1HighJump = 3
    +5MeleeAttack/+5Sword/+4Katana = 38
    +1Craft/+1Cooking/+1Rice = 1
+3 Quickness = 12
    +5MeleeDefense/+5Parry/+4withSword = 38
        /+1Defend/+1withSaya  = 1
    +3RangedDefense/+3Dodge/+1vsGuns = 11
+1 Intelligence = 2
    +2Knowledge/+1History/+1Politics = 3
    +3(Language Group)/+3(Language)/+3Accent = free
    +2(Language)Glyphics/+2Literacy/+2Dialect = 7 * 2 = 14
    +1Numeration/+1Mathematics/+1Counting = 1
+1 Intuition = 2
    +3Scene/+2Urban/+2Awareness = 10
        /+1Forest/+1Travel = 1
        /+1Road/+1Travel = 1
        /+2Water/+1Fishing = 3
+1 Will = 2
    +1DrugResistance/+1Depressant/+1Alcohol = 1
    +1PainResistance/+1Slashing/+1"I get back up" = 1
+1Charm = 2
    +1Style/+1Samurai/+1"I'm not important" = 1
+1Leadership = 2
    +1Control/+1Intimidate/+1"I invert colors" = 1
        /+1Conceal/+1"Oro" = 1
+1 Personality = 2
    +1Conversation/+1Rapport/+1"After I win, let's be friends" = 1
         /+1Gossip/+1FindOutEvilPlans = 1
         /+1Etiquette/+1asServant =1
    +1Perception/+1Character/+1Morality = 1

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