Campaign Levels
Jul 17, 2014 17:13:15 GMT
Post by tieshaunn on Jul 17, 2014 17:13:15 GMT
Just to make it clear, you should know the "The Dresden Files Roleplaying Game" ruleset, or at least the basic FATE ruleset, otherwise none of this will make much sense.
Characters start with Five to Ten Soul Points, depending on the campaign starting level. The three levels are:
Drowsy (5 soul points, 20 skill points, Lore cap at Good)
This is the recommended level to start a game - the Characters are new, having just Awakened to the secret world beyond the Masquerade and may have aquired some basic instruction in the art of Thaumaturgy. They cannot yet have any Refinement, nor should they have access to more than Lore spells. If they are part of the same circle or coven, then use /Lore x2 (average Lore among the group) in order to determine the amount of spells the group has access to at the beginning. A circle or coven may share a single School of Magic, in which case, use (^Lore +m)x2 (highest Lore of the group plus number of members) to determine their starting spells.
Fast Asleep (8 soul points, 30 skill points, Lore cap at Great)
At this point, the characters have already had experience with the Secret World, and have probably travelled to the Dreaming already - and emerged changed. They have already cemented their power, at least around their home(s), and their Circle has already made a name of its own that may be invoked during interactions with other practicioners and supernaturals. They will most certainly have at least one rank of Refinement, as well as have access to Lore x1.5 spells if on their own, or /Lore x3 spells if part of a group, and may already have /Lore bound servitors with up to 3 Soul Points each. If they share a magic school, then they may have (^Lore +m)x3 spells from the beginning and ^Lore bound servitors.
Lost in Dreams (10 soul points, 35 skill points, Lore cap at Superb)
At the highest recommendable starting level, the characters are already veterans of the magic world, travelling between the Material World and the Dreaming at will, and capable of braving most of the average threats that are in store for them in the Material World. They most likely rule over a small community of lesser or equal practicioners. An individual character may know up to Lore x2 spells, a circle/coven up to /Lore x4 spells total from up to three schools (1 Primary, 2 Secondary). They may also have up to /Lore+2 bound servitors with up 5 Soul Points each. If they share a magic school, then they may have (^Lore +m)x3 spells from the beginning and ^Lore+m bound servitors.
Characters start with Five to Ten Soul Points, depending on the campaign starting level. The three levels are:
Drowsy (5 soul points, 20 skill points, Lore cap at Good)
This is the recommended level to start a game - the Characters are new, having just Awakened to the secret world beyond the Masquerade and may have aquired some basic instruction in the art of Thaumaturgy. They cannot yet have any Refinement, nor should they have access to more than Lore spells. If they are part of the same circle or coven, then use /Lore x2 (average Lore among the group) in order to determine the amount of spells the group has access to at the beginning. A circle or coven may share a single School of Magic, in which case, use (^Lore +m)x2 (highest Lore of the group plus number of members) to determine their starting spells.
Fast Asleep (8 soul points, 30 skill points, Lore cap at Great)
At this point, the characters have already had experience with the Secret World, and have probably travelled to the Dreaming already - and emerged changed. They have already cemented their power, at least around their home(s), and their Circle has already made a name of its own that may be invoked during interactions with other practicioners and supernaturals. They will most certainly have at least one rank of Refinement, as well as have access to Lore x1.5 spells if on their own, or /Lore x3 spells if part of a group, and may already have /Lore bound servitors with up to 3 Soul Points each. If they share a magic school, then they may have (^Lore +m)x3 spells from the beginning and ^Lore bound servitors.
Lost in Dreams (10 soul points, 35 skill points, Lore cap at Superb)
At the highest recommendable starting level, the characters are already veterans of the magic world, travelling between the Material World and the Dreaming at will, and capable of braving most of the average threats that are in store for them in the Material World. They most likely rule over a small community of lesser or equal practicioners. An individual character may know up to Lore x2 spells, a circle/coven up to /Lore x4 spells total from up to three schools (1 Primary, 2 Secondary). They may also have up to /Lore+2 bound servitors with up 5 Soul Points each. If they share a magic school, then they may have (^Lore +m)x3 spells from the beginning and ^Lore+m bound servitors.