Character Generation Summary

From: Paul Andrew King <paul_at_...>
Date: Tue, 16 Mar 2004 20:53:04 +0000


Character generation in HQ isn't quite as clear as it could be - more from the volume of the relevant material than from any flaw in the writing. For my own use - and for anyone else who might find it useful, I have tried to sort out a summary to make things easier. I have included information from the FAQ

I believe that this summary is correct, but if there are any mistakes please correct me - and please include references for the correct information.

I haven't included any special notes for Wizardry because I'm not using it and I have not looked into it in sufficient detail yet. If anyone who has read up on Wizardry has anything to add, please do so.

  1. Standard Keywords (except magic)

All characters have a Homeland Keyword and an Occupation Keyword. These provide a collection of basic abilities all of which start at 17. In the absence of an explicit statement to the contrary (1) there is no benefit from duplicated abilities.

Personality traits and relationships are always optional.

Additional abilities may be included under a keyword if appropriate - this includes the relationships with the "typical followers" for a profession.

2) Abilities from list or narrative

All start at 13 unless they fit under a keyword with a higher rating
(as is the case for adding new abilities - HQ p59, but also see the
Errata). These abilities may be anything - some may not even be defined ("Ambiguous References" HQ p21).

3) Additional Keywords

Additional Keywords may be available (e.g. "Imperial Citizen" - ILH-1 p17). The abilities provided by these also start at 17 unless stated otherwise.

4) Improving Abilities

Under the standard rules 20 points are allocated to improve abilities. There is no increased cost for buying multiple levels
(e.g. an increase of +6 costs 6 points). No ability may be improved
by more than +10 (3)

Some of these points may have to be spent to pay for magical abilities - see 5) below.

5) Magic

There are special rules for magic. All characters may have one magic keyword. It is not unusual to have an appropriate Common Magic keyword and a Specialised Magic Keyword, but requires Narrator approval. Typically this should be granted unless the combination is very unusual and the player does not have an adequate explanation (4).

Concentrating Magic is free if the character has only one Magic Keyword or costs one of the points allocated for increasing abilities otherwise.

Many magic keywords include (mundane) skills, personality traits and relationships, just like Occupational Keywords. While the personality traits are optional, lacking them may hinder progress with that form of magic. A character would need a good reason not to have the Relationships listed.

'Advanced' Magic (e.g Devotee or Practitioner status) costs 3 of the points allocated for buying up abilities.

The ratings for the charms and fetishes an Animist starts with must be agreed

Characters do not always get all the abilities listed. The abilities given for Animist Practitioners include Spirit Ally and Practice Secret. A Spirit Ally must be listed explicitly - it is a special form of sidekick. Characters who qualify for the Practice Secret will start with it at the keyword level. However the usual requirement is to have three specific abilities at 1W2 (see HQ p138) so this clause only applies if characters start at a level where that is possible (see 'Advanced Experience' HQ p178).

(1) e.g. The Additional Native Ability for the Darjiini peoples - ILH-1 p32

(2) See the FAQ. It might be a reasonable option to allow 1 Retainer
for "free" from an Occupational keyword, but sidekicks always ought to be explicitly listed by name.

(3) This limit may - and probably should - be raised if more points
are allocated.

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