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Basically, the HQ starting character is sort of a throwback to the earlier style of RPG where characters start out rather inexperienced. It does this well, actually, making the characters still competent - just not as competent as those who're more experienced. Also, people keep coming up with character concepts that are not "beginners."

So what's evolved over time was the idea of each character having some bonus to the normal chargen that allowed the characters to be, if not precisely what the player wanted, much more like it.

Here are some examples of "special abilities," (some potential and some actually used in play already):

  • Additional Keyword at the same level as the "main" - Could be bi-cultural, dual occupation, dual magic, additional religion, etc.
  • Boost a Keyword to 4W (instead of the original 17) - represents about 7 to 10 extra years of experience in that field or so, or just a lot of natural talent
  • Extraordinary Ability - a single ability that starts around 10W2
  • Extrememly Broad Ability - for example, Luck 17 (applicable augment to just about every roll)
  • Powerful Magic Item Keyword -- like a beefed-up Sidekick as an item
  • Shaman (or other) Keyword -- automatically meeting the requirements for Specialized Magic
  • Special Species Keyword (Giant, Fey, Demon, Construct, etc.)
  • Anything else that makes a concept fit into the rules (limited in such a way as to not make the character out of scope with the other P Cs in terms of ability).

BTW, to be pedantic, this isn't really a House Rule; it's merely an extension of the rules on Advanced Experience in the HQ rule book. All quite "legal," by the rules as written.

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Page last modified on April 19, 2007, at 04:11 PM by DoyceTesterman

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