1.4 Starting cp value
When the referee okays a character concept,
he/she will tell the player what starting cp value to use for the
character. The starting cp value (plus any background bonuses) represents
the limit on the total character point (cp)
value of all the character's attributes.
Based on the starting cp value, there will be a limit on:
- the total amount of cps that a player can spend on his/her
character's characteristic scores;
- the maximum number of optional talents that
a character can have (note - this does not include talents that the
character is required to have because of his/her race);
- the maximum number of extra cps that a player can allocate to any
single skill at the start of the game, above the number of cps required
as a result of his/her background. He/she can allocate up to this amount
to as many skills as he/she wants.
The referee decides the starting cp values and limits. Usually, the
starting cp value will depend on the campaign level that the referee wants
to run, as follows:
Campaign level |
Starting cp value |
Maximum total cps on
characteristics |
Maximum # of optional
talents |
Maximum "extra"
cps on any single skill |
Low -
Characters are about the same as normal people |
10
|
6
(av. CS = +1/2) |
1
|
1
|
Average
- Characters are slightly better than normal characters |
25
|
12
(av. CS = +1) |
2
|
2
|
Heroic
- Characters are major heroic figures, very much better than normal
characters |
50
|
24
(av. CS = +2) |
4
|
4
|
Superheroic
- Characters are superheroes, able to routinely do things that normal
humans would find virtually impossible |
75
|
36
(av. CS = +3) |
6
|
6
|
Demigod
- Characters are almost god-like in the amount of power they wield
|
100 |
No limit
|
No limit
|
No limit
|
The referee may choose to give a player a higher starting cp value, for
a number of possible reasons:
- Conversions from other role-playing games. Where an existing
character from another game system is converted to Age of Magic,
the referee should allow an appropriate Starting cp value to represent
that character's previous experience.
- Retirement of previous character. Sometimes, a player will
retire a previous character, who was significantly experienced, while
the other players in the group keep their equivalently experienced
characters. If this happens, the referee may decide to allow the player
to start his/her new replacement character with a higher Starting cp
value than usual, so that the new character is not significantly less
powerful than the other characters. Note that "retirement" may
include situations where a character died acting in character.
- Unable to balance a character. A player may have a very clear
character conception and idea of the level of the character's ability
scores. Sometimes, no matter how hard the player tries, he/she cannot
make the character balance without compromising the character
conception. In those circumstances, the referee should consider
increasing the Starting cp value to balance the character. The referee
should give this award only where he/she is very keen on the player's
character conception. The referee should also claw back the additional
Starting cp value awarded, by making a deduction from future experience
awards to the character.
- Non-player characters. An NPC may well have had previous
adventures before the point at which the player characters meet him/her.
The referee should feel free to reflect this in his/her Starting cp
value, when generating the NPC.
See also: