CHARACTER DEVELOPMENT

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Game Rules Title page

RULES FOR CHARACTER CREATION

STATISTICS ROLL

The personal statistics of each character is the basis of all character development.There are a total of seven characteristics: STRENGTH, AGILITY, CONSTITUTION, INTELLIGENCE, WISDOM, PRESENCE, AND APPEARANCE.

The player rolls a d100 for each Stat and then an extra roll that can be used to exchange for any Statistic that the player wants to raise.

Referring to the RACIAL MODIFICATION TABLE any racial/cultural benefits are then added to the stat for its total value.The STATISTIC BONUS TABLE provides the bonuses(ex.An 85% AGILITY provides a bonus of +5% to all skills and rolls where AGILITY is the primary stat.)It is also at this time that the MISC. BONUSES or Resistance Rolls are computed.FEAR RR is based on the WI + PR Stat Bonuses.SPECIAL RR is based on the IG + WI + PR Stat Bonuses.There is a natural limit to most races with a Character Stat of 100 after modifications.

(Option:The player chooses a PRIME STAT that corresponds to given profession.Warrior = STR, Thief = AG, Mage=IG, Cleric=WI, Mentalist=PR, and Ranger/Paladin=CO.A 90% is then awarded to that PRIME STAT.)

BONUSES FOR UNUSUAL STATISTICS

Unusual personal characteristics such as high Agility or Strength can seriously affect the capabilities of a character.The list below provides the corresponding bonuses to be used on the Character Record Sheet.Also is Spell Point development numbers.Spell Points are necessary for all Spell Users, each with an applicable Stat. (Essence - Intelligence, Channeling (clerics) - Wisdom/Intuition, Mentalism - Presence) Hybrid Spell Users such as Witches or Mystics average their prime Statistics.

STATISTIC BONUS TABLE

1-100
Bonus d100
Bonus on d20
Spell Points
3d6*
102+
+35
+7
X6
20+
101
+30
+6
X5
19
100
+25
+5
X4
18
98-99
+20
+4
X3
17
95-97
+15
+3
X3
16
90-94
+10
+2
X2
15
85-89
+5
+1
X2
14
75-84
+5
+1
X1
16
60-74
0
0
0
12
40-59
0
0
0
10-11
25-39
0
0
0
9
15-24
-5
-1
0
8
10-14
-5
-1
0
7
5-9
-10
-2
0
6
3-4
-15
-3
0
5
2
-20
-4
0
4
1
-25
-5
0
3

*A 3-18 column is included to make the switch to this system easier.

BASE SKILL RANKS

After deciding on a Race/Culture for the character, the base skill picks are then awarded.Each skill level is worth +5% at the cost of one pick per level.It is possible to raise a skill level by two or +10%, but at a cost of three picks.Note: Any skill that has a level of “0” has a penalty of -25%.This list represents the players’ adolescents and is a one time only opportunity.

CHARACTER CLASS SKILL RANKS

The player then moves on to the picks from the CHARACTER CLASS SKILLS.It is now time to choose a profession.This list is returned to at every new experience level.Note: With the exception of the “Initial Background” pick.Skill Levels can only be applied on a one to one ratio within the assigned area of expertise.A Magic skill pick can be used for any Magic skill.

These skill levels are added to the BASE SKILL picks and the STAT BONUSES to provide the final Bonuses.As a limiting factor, skill levels offer a 5% value up to a total of 10 skill levels.After 10 picks (or ranks or levels) are taken in any one skill including body development, then it takes 2 skill levels to gain the 5% increase.

For example, a fourth level fighter has 10 skill levels in his one-handed blade weapon and he wants to put some of his new five weapon skills he gets at fifth level into the sword.Then for the next 5% or a total of 55% will cost him 2 weapon skill picks.The same goes for the Body Development Skill.After ten ranks in BD then each 5% will cost two ranks.

Increasing Skills by Criticals

A character’s skill levels can be increased between levels with the Skill-Critical rule.If a player rolls a critical, a natural 95 or higher, then at the end of that session he or she can make a Skill-Critical roll.A percentile die is cast, and the result must be higher than the character’s level in that skill.Only one roll can be made per skill per session, and it cannot be carried over into another game date.A Thief rolled a critical in his Pick Lock skill that he has at a 45%.At the end of that session he makes his Skill-Critical roll, which must be a 46 on a d100 roll.If he rolls higher, than the skill increases to 50% starting the next game.This is in addition to any level increases he gains due to Experience.

Transferring Skill Levels 

Skill Levels can be transferred to areas where there is no skill level at a four to one ratio.So a Mage can choose a Weapon Skill at a cost of four picks from other skills since he has no Weapon Skill picks.Any Skill that has a level out of a character’ area of expertise can be raised at a two to one ratio.

Background Picks (OPTION #1)

Provide a variety of choices.The player has the option of the BACKGROUND TABLE, THE MONEY TABLE, a choice of a SECONDARY SKILL, or an application to another skill rank.This includes Body Development, spell list chances etc.Secondary skills are a special 25% per level.

A new BONUS/PENALTY Table allows the player to select a Bonus Roll paid for by a Penalty Roll.This can easily be abused so only one trip to the joint table is recommended.

Background Picks (OPTION #2)

Instead of the tables mentioned above that create random background, a player may choose to rely on the VIRTUE and FLAW Tables.Divided into Lesser, Minor and Major Virtues, these tables provide benefits and bonuses to a character’s background.In turn, the player balances these benefits with her choices from the Minor, Major, and Greater Flaws Tables.This is a onetime trip, and the GM should approve the choices so that the game remains balanced.A flaw is no penalty if the character must never address the problem.

Developing Skills with Advancement

Character experience develops new skills during level advancement.While initial background skills apply only at Character creation, a player may still develop needed skills.In the previous system, players were encouraged to use their Picks from other skills to develop new skills.This rule continues to apply to all of the skills resolved by professional advancement.However, characters gain secondary skills upon level advancement based on INTELLIGENCE.

Perception and Armor Movement Skills 

These Skills are the only ones offered at a one to one transfer rate.Perception is the chance to notice clues, secret doors, ambushes and stalking.The Armor Movement skill modifies the amount of Movement Maneuver penalty suffered by a player. This is noted under the Movement Bonus.It is a good choice to select if you plan to adventure in armor.

Languages

One’s Intelligence Stat is affected by Race/Culture and affects the language skills.The KEMEN LANGUAGE TABLE provides which languages and at what level the character knows.New Languages and increased Levels are bought with a one to one transfer from some other area.

Languages are ranked on a five-rank/tier system.Each point raises the skill by one.(Think of each rank as 20% proficiency.)Reading requires a level of proficiency of Rank 5 or with the knowledge of the appropriate alphabet.

Races & Cultures

In addition to the cultural information, you will be able to tally up your language points.Remember some languages offer reductions to learning others.If you begin one language that provides some knowledge in another dialect, you start will all of those levels and then add to them based on the number of additional language picks you have from background, intelligence, and profession.

Language Ranks

RANK 1 - Basic verbal communication though simple phrases.(“Safe to eat? No!, Where is the bathroom?”) No reading.

RANK 2 - Allows speech on very simple subjects, if both parties speak slowly and clearly.Again no reading or writing ability.

RANK 3 - Average fluency, but not tonal qualities.Accent noticeable.Simple literacy if alphabet is known.

RANK 4 - As rank 3 with increased fluency and literacy.

RANK 5 - Absolute Fluency, little or no trace of accent.Able to pick up similar dialects at the dialect rating under the language list.

Language Bonus Table: 

Intelligence

Stat

Language

Points

Intelligence

Stat

Language

Points

102+
16
85-89
8
101
14
75-84
7
100
12
60-74
6
98-99
10
40-59
5
95-97
9
15-39
4
90-94
8
1-14
3

OPTION:

This Option allows for the progressive development of skills.If this is the case than the Language Bonus Table is not used.Instead a character starts with the languages awarded by culture and any increase is made at each experience level.

Profession Language Skills

Profession
Bonus
Warrior
1
Ranger/Pal 
1
Thief/ Rogue
1
Bard
2
Mage 
2
Mentalist
2
Cleric
2

FLESHING OUT THE CHARACTER

The final step is to decide upon appearance, personal characteristics, motivation and equipment.Racial guidelines will help.

THE RULES

These bonuses affect the player’s choice of profession and his skill picks.The number is placed on the Record Sheet beside the applicable abbreviation.These bonuses are combined with the Racial/Cultural Bonuses and any Special additions to modify all Rolls (Attack Rolls, Moving and Static Maneuver Rolls, etc....)

NOTE: No initial Stat can be above 100 with the Racial Bonus added.It can be raised later though.

CHARACTER BONUSES:

These are used to resolve various resistance rolls and adjustments on maneuver rolls. These are as follows:

MOVEMENT -(STR) This bonus/penalty is added to all Movement Maneuvers, such as Swimming, Riding, and Stalking.The Movement Bonus is based on the Armor Penalty if armor is worn and the moderated by any STRENGTH Bonuses.

INFLUENCE - (APP+PRE/2) - How one sways others.

DEFENSE -(AGI) This bonus is used only in combat.

CHANNELING RR -(WIS) Defense against spells from the Channeling Realm.

ESSENCE RR -(INT) Defense against spells from the Essence Realm.

MENTALIST RR-(PRE) Defense against spells from the Mentalist Realm.

POISON RR- (CON) Resistance against poisons must be rolled against the poison’s level.
DISEASE RR- (CON) Defense against catching a disease rolled against the Disease level.

FEAR- (PRE) A fear check is rolled against the creature’s level, or in when encountering a horrible event.A failed roll may correspond to a response on the Fear/Horror Table

RACIAL MODIFICATIONS TABLE:

Race
STR
AGI
CON
INT
WIS
PRE
Ess RR
Chan RR
Men RR
Pos RR
Dis RR
Halflings
-10
+10
+10
0
0
-5
+40
0
+30
+20
+15
Dwarves
+5
-5
+10
0
0
-10
+30
0
+30
+10
+10
Common Man
+5
0
0
0
0
0
0
0
0
0
0
High Man 

(Northern)

+5
0
+5
0
0
0
-5
-5
-5
+5
+5
Barb Man
+5
0
+5
0
0
0
-5
-5
-5
+5
+5
Half Elf
+5
+5
+5
0
0
0
-5
-5
-5
+5
+40
Wood Elf (Sylvan)
0
+10
0
0
0
+5
-5
-5
-5
+5
+90
Grey Elf (Sindarin)
0
+10
0
0
0
+5
-5
-5
-5