General Character Stuff: Characters must be humans in the age range of 14-16. They may be of virtually any nationality, but should speak, read, and write English. Background is very important, and exceptional ability scores should be evident, as should feat choices and important skills. Use the character sheet template at http://besm.sandwich.net/EW2/template.txt Race: All characters start as human, and therefore gain the human racial traits of +1 skill point per level (+4 at level 1), a bonus feat at level 1, and a variable favored class. Ability Scores: Abilities will be purchased according to the following table. You are allowed 28 points, total, from which you must purchase all six primary ability scores. Costs are not cumulative. Feats: All SRD feats are allowed, and feats from the Net Book of Feats may be allowed. Feats from any published d20 book may be considered. Characters may start with a single simple weapon proficiency of their choice, and if justified, may spend feats on other simple, martial, or exotic weapons. Ability Value: Point Cost: 8 or less 0 9 1 10 2 11 3 12 4 13 5 14 6 15 8 16 10 17 13 18 16 Vitality: Vitality is a system designed to make low level characters more likely to survive, and to make high level characters less invulnerable. All characters have a number of hit points equal to their Constitution score. Characters also have a vitality score, determined by class levels and Con bonus. In normal cases, all damage is charged against vitality, until vitality is gone, at which time Hit Points start being damaged. The main exception to this rule is a critical hit. When a person is successfully critted, the weapon damage is done straight to their Hit Points. Certain other effects can also cause vitality to be ignored, but these are rare. Starting Money: Characters will start with some mostly insignificant amount of pocket change, and some amount of personal gear. You may make a list of things that you want. These items should be either intuitively obvious, or justified via your background. Classes: Charismatic Hero 0 Base Attack, +1 Fort, +1 Will. Gather Information Class Skills: Animal Empathy, Bluff, Craft, Diplomacy, Disguise, Drive, Gather Information, Handle Animal, Intimidation, Knowledge, Perform, Profession, Read/Write Language, Speak Language, Spot. Skill points at level 1: (4+Int Bonus) x4 Gains Skill Emphasis in Diplomacy and Gather Information. Vitality: 1d4 + Con Bonus Dedicated Hero 0 Base Attack, +1 Fort, +2 Will. Skill Emphasis. Class Skills: Computer Use, Craft, Decipher Script, Drive, Knowledge, Listen, Perform, Profession, Read/Write Language, Sense Motive, Speak Language, Spot, Survival, Heal. Skill points at level 1: (4+ Int Bonus) x4 Free Skill Emphasis feat. Vitality: 1d6 + Con Bonus Fast Hero 0 Base Attack, +2 Reflex. Lucky 1/day. Class Skills: Balance, Craft, Drive, Escape Artist, Hide, Jump, Knowledge, Move SIlently, Open Lock, Perform, Pick Pocket, Pilot, Profession, Read/Write Language, Ride, Speak Language, Spot, Tumble. Skill points at level 1: (4+ Int Bonus) x4 1/day, Reroll any one of your d20 rolls. You must keep the reroll. Vitality: 1d6 + Con Bonus Smart Hero 0 Base Attack, +1 Reflex, +2 Will. Research Class Skills: Appraise, Computer Use, Craft, Decipher Script, Demolitions, Disable Device, Drive, Forgery, Knowledge, Perform, Profession, Read/Write Language, Repair, Search, Speak Language, Spot, Heal. Skill points at level 1: (8+ Int Bonus) x4 +1 to all Knowledge skill rolls when research material is available. Vitality: 1d4 + Con Bonus Strong Hero 0 Base Attack, +2 Fort, +1 Reflex. Bonus Fighter Feat. Class Skills: Climb, Craft, Drive, Jump, Knowledge, Perform, Profession, Read/Write Language, Ride, Speak Language, Spot, Survival, Swim. Skill points at level 1: (2+ Int Bonus) x4 Gains a bonus feat from the Fighter list. (See Fighter in the d20 System Reference Document) Vitality: 1d8 + Con Bonus