From: [s--s] at [io.com] (Steffan O'Sullivan)
Newsgroups: rec.games.frp.misc
Subject: Lace & Steel character generation
Date: 25 May 1996 13:14:40 -0500

All right, I went on a bit too long on the Feng Shui color issue.
Sorry, I'm done now.  In order to make up for it, here's some solid,
potentially useful information on another game.

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Point Allocation Character Generation (non-random) in Lace & Steel

Copyright 1996 by Steffan O'Sullivan. Permission is given to copy for
personal use, but not for publication.

Those who dislike random character generation can still use Lace &
Steel quite easily.  Use the following rules instead of the listed
rules.

P. 16: Rolling a Character

Stage One: unchanged.

Stage Two: Instead of rolling for Strength, Dexterity, Endurance,
   Reason, Intuition, Drive, Charisma, and Magical Aptitude, players
   distribute 80 points among the eight characteristics as they
   please.  (For more cinematic games, the GM may increase this to 85
   points or even more.)  There are only a few restrictions on how the
   points may be spent:

   A) The minimum score for any characteristic is 5.
   B) The maximum score for Magical Aptitude is 20.
   C) The maximum score for any other characteristic is 15.
   D) Certain races have different maximums and minimums as follows:
      Pixies: Only 78 points to spend on characteristics.  Strength
              between 2 and 6, inclusive.  Dexterity and Intuition may
              be as high as 16.
      Satyrs: limits as listed.
      Modifications to Half-Horse characteristics are unchanged.

Stage Three: unchanged.

Stage Four: P. 30.  The GM will tell the players which Social Classes
   their characters may be from.  The players will then choose the
   Social Class they wish to play from this range.  Follow the skill
   rules exactly using this information.

Other rules that need to be addressed:

Experience points: unchanged.  Each player has (Reason+Drive)
   experience points at character creation to spend on either
   characteristics or skills.  Each five experience points spent on a
   characteristic raises it one level, as stated on p. 16.  Skills may
   be purchased as listed in the table on p. 32.

Significators: allow the player to choose a card from the list as
   his/her character's significator.  If the card refers to a "bonus"
   or "slight" in a given characteristic, the character receives no
   actual bonus or penalty.  Instead, this simply means that any
   characteristic labelled as a bonus *must* be higher than ten, and
   any labelled as a slight *must* be lower than ten.  If the player
   doesn't wish to set the appropriate characteristic to these levels,
   he or she must choose a different card as significator.

   Note that the Significator chosen also has an effect on Disposition
   - see p. 44.

Starting Tie/Antipathy Experience: instead of 2D3 as listed on p. 45,
   use four levels to distribute among starting ties.  The GM may vary
   this number, of course, granting each player five or even six levels
   of ties, for example.

-- 
 -Steffan O'Sullivan     [s--s] at [io.com]   http://oz.plymouth.edu/~gaming/
  "Lose no chance of doing service, wherever you may find it; and if
   you should see sorrow, pass not by until the sorrow be lightened."
                        -Rhiannon's advice to Pwyll, _The Mabinogian_