Character Points System:

A full-fledged character is probably not nearly as much of a weakling as a newborn character. Even a dragon must grow with time and experience. This system is written in an attempt to give people a little more control over the design of new characters, NPCs, and enemies.

Character Points have three basic uses:

1. To buy skills and base sides. For this purpose, one character point is equivalent to 50 XP.

2. To buy abilities and base dice. These things have a set cost as shown below.

3. To use during an adventure to assist a character. See below.

Buying Skills and Base Sides:

One character point is equivalent to 50 XP for these purposes. Remember, skills cost more than raising the first few sides of one's dice, but are more cost-effective in the long run.

Buying Abilities and Base Dice:

Character points may also be spent to earn a permanent increase in ability; this may be something as simple as telepathy or as useful as flight or as powerful as an extra die to add to one's repertoire. It also involves drastic modifications to a character's structure, or initial modifiers from the race of the individual.

Using to Assist a Character:

Spending one available character point can allow one of the following things:

1. Character may reroll his or her attack, damage, or defense dice, and take the best result. Additional points spent allow additional rolls.

2. An enemy may be forced to reroll his or her attack, damage, or defense dice, and take the result that is rolled. Additional points spent allow additional rolls.

3. Reduce a critical hit to a normal hit, a critical miss to a normal miss, a normal hit to a critical hit, or a normal miss to a critical miss.

4. Counteract any of the above.
 
 
 

Character Race Sample:

Elf:
CP Cost: 7 points
Medium size, 2d character. 0 CP / 0 CP = 0 CP.
Spellskill: (All) +d2 = 250 XP = 5 CP.
Weaponskill: (S: Long Sword) +d2 = 50 XP = 1 CP.
Weaponskill: (S: Bows) +d2 = 50 XP = 1 CP.

Dragon:
(Prehensile tails are optional, striker tails at least are recommended.)
Mature: CP Cost: 55 points
Medium size, 4d character. 0 CP / 20 CP = 20 CP.
Winged Flight = 5 CP.
Armor Scales (DR 4) = 20 CP.
Dragonbreath = 10 CP.

Young Adult: CP Cost: 40 points
Medium size, 3d character. 0 CP / 10 CP = 10 CP.
Winged Flight = 5 CP.
Armor Scales (DR 3) = 15 CP.
Dragonbreath = 10 CP.

Young: CP Cost: 15 points
Small size, 2d character. -10 CP / 0 CP = -10 CP.
Winged Flight = 5 CP.
Armor Scales (DR 2) = 10 CP.
Dragonbreath = 10 CP.

Hatchling: CP Cost: 0 points
Small size, 1d character. -10 CP / -10 CP = -20 CP.
Winged Flight = 5 CP.
Armor Scales (DR 1) = 5 CP.
Dragonbreath = 10 CP.

Chomp (Pirahna Plant):
Big Rooted:  22 points
Large size, 5d character. 10 CP / 30 CP = 40 CP.
Armor Flesh (DR 2) = 10 CP.
Innate Resistance (Fire) = 5 CP.
Innate Weakness (Ice) = -5 CP.
Innate Ability (Entangle) = 2 CP.
Cannot parry = -5 CP.
Speed Dice -100% = -20 CP.

Big Uprooted:  22 points
Large size, 4d character. 10 CP / 20 CP = 30 CP.
Armor Flesh (DR 2) = 10 CP.
Innate Resistance (Fire) = 5 CP.
Innate Vulnerability (Ice) = -15 CP.
Innate Ability (Entangle) = 2 CP.
Speed Dice -50% = -10 CP.
 

Vampire:
Hereditary:

The existing classes can also be tweaked for this:
Warrior: CP Cost:  20 points.
Weaponskill (All) +d5 = 1000 XP = 20 CP.
Yes, I know the originals got +d10. That's been bugging me. However, you can tweak it...

Swordsman: CP Cost:  25 points.
Weaponskill (G: Swords) +d10 = 1250 XP = 25 CP.
 

All right, compadres, a quick list of general ideas for abilities:

Characters would start with the following, perhaps:
Established Character = 100 CP
Beginning Character = 50 CP
'Normal' = 25 CP
Baby Character = 0 CP

Speed Dice + 10%:   2 CP.
Speed Dice - 10%:  -2 CP.
Panic Burst:  2 CP.  When scared, character always assumed to be accelerating at +40% whenever 'running normally'. 1 EP / second still burned.

For reference, although it will be posted elsewhere when I have significant time, character speed dice is roughly equivalent to (((Dice * (1 + Speed Bonus)) ^ 3) * (Sides / 10)). This means that a 2d20 character would run at 16 fps (just above 5 mph.) Slower characters could take the penalty... Also, size does matter - medium is considered 1/1 speed; small is 1/2; v.small is 1/3, x. small is 1/4, miniscule is 1/5; large is 2/1, and so on. So a kender or a child would be at about half speed for their experience level; growing up is a good thing in more ways than one.
Acceleration:  Characters run at their normal speed at a cost of 1/4 EP per second; half speed at 1/10 EP / sec, walking (10-20%) free.
Accelerating at +10% speed / sec = Normal. Additional +10% = 1/2 EP.
+20% of normal speed = 1/2 EP / turn.
+40% of normal speed = 1 EP / turn.
+60% of normal speed = 3/2 EP / turn.
+80% of normal speed = 2 EP / turn.
+100% of normal speed = 5/2 EP / turn.
 
 

DR 1:  5 CP: All conditions; 3 CP: Generic condition, 2 CP: Specific condition, 1 CP: UltraSpecific condition.
Gliding Flight:  2 CP.
Winged Flight:  5 CP.
Wingless Flight:  10 CP.
Dragonbreath:  10 CP - Character has an attack similar to the dragon's, an energy-storing weapon. See Dragon Rules.
Telepathy:  5 CP
Unable to recieve telepathy:  -5 CP
Cannot grip things (no hands):  -5 CP
Cannot grip things well (weak grip):  -2 CP
Cannot stand upright:  -5 CP
Cannot walk upright:  -2 CP
Cannot dodge:  -5 CP
Cannot parry:  -5 CP
Cannot block:  -5 CP
Prehensile Extra Limb:   +5 CP
Striking (non-prehensile) Extra Limb:  +2 CP.
Innate Ability:  2 CP per energy point the ability would normally cost, but said innate ability is free (or down by the CP spent.)
Example: Shidi could spend 10 CP to earn Healing as an Innate Ability - but she could use it at any time. Great for those damn Void folks.

Doesn't Require Food and Drink:  5 CP (3 CP if still requires something for sustenance)
 
 
 
 

Innate Resistance:  5 CP:  Generic condition, 3 CP: Specific condition, 2 CP: UltraSpecific condition. Character takes half damage from this element or force.
Innate Immunity:  15 CP:  Generic condition, 10 CP: Specific condition, 5 CP: UltraSpecific condition. Character takes no damage from this element or force.
Innate Absorption:  25 CP:  Generic condition, 15 CP: Specific condition, 10 CP: UltraSpecific condition. Character gains HP equal to damage from this element or force.
Innate Weakness:  -5 CP:  Generic condition, -3 CP: Specific condition, -2 CP: UltraSpecific condition. Character takes double damage from this element or force.
Innate Vulnerability:  -15 CP:  Generic condition, -10 CP: Specific condition, -5 CP: UltraSpecific condition. Character takes double damage from this element or force.

(Please bear in mind that unless a character in question is aware of these weaknesses or strengths, he cannot take advantage of them simply because of munnic knowledge. Temperature resistance costs 5 CP to be immune to normal conditions of weather (3 CP for only warm or only cold). Temperature immunity costs 15 CP (10 CP if in one direction.) and basically means the subject can safely ignore concerns for ambient temperature. Temperature absorption costs 25 CP (15 CP in one direction), and grants the holder full immunity to contacting even the coldest/hottest materials.)
 

Size:

Miniscule = -40 points
Extremely Small = -30 points
Very Small = -20 points
Small = -10 points
Medium = No Points
Large = 10 points
Very Large = 20 points
Extremely Large = 30 points
Massive = 40 points

Strength (Dice):

1d = -10 Points
2d = Zero Points
3d = 10 Points
4d = 20 Points
5d = 30 Points
6d = 40 Points
8d = 50 Points
10d = 60 Points

Dodge/Parry/Block (universal) +d1: 2 CP (Treated as an UltraGeneric skill)
Dodge/Parry/Block vs. (magic/element/phys. atks/only with weapon) +d1: 1 CP (Treated as a Generic skill)
Dodge/Parry/Block vs (fire magic/bladed weapons/only with sword) +d1:  .4 CP (Treated as a Specific skill)
Dodge/Parry/Block vs (Firefist/daggers only/only with longsword) +d1:  .2 CP (Treated as an UltraSpecific skill)
Dodge/Parry/Block bonuses, unlike skill bonuses, cannot go beyond +d10.

Perception +1 is considered the same as a +d2 skill, under whatever circumstances; Perception +10 would be considered the same as +d20 to skill, and would be the highest a character could attain - but he'd be daaaaamn good. Unlike skill bonuses, perception bonuses are not cumulative past the +10 mark.

Base sides, dodge/parry/block, perception, and skill can also be taken at penalties to denote ineptitude at a skill - CP paid is 1 per 100 XP the penalty is worth.