
| SOCIAL STATUS |
| ELF |
| Social status represents the characters family status and profession in the society of origin. Social status will determine the characters wealth and may influence his starting experience. |
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| FATHER'S PROFESSION |
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| Beginning characters start with a certain amount of experience as they start their adventuring career. How much experience they have depends upon their social status and birth. Bastards start with 50% more experience than characters with legitimate birthright. First born characters start with 50% less experience because of their sheltered life. Bastards receive only half of their starting money. First born receive double their starting money. |
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| Gentlefolk: 1000 starting experience points Farmer:1100 starting experience points Merchant: 800 starting experience point Merchant Prince: 900 starting experience points Craftsman:1100 starting experience points Bandit: 1200 starting experience points Lesser Noble: 900 starting experience points Greater Noble: 800 starting experience points Royalty: 800 starting experience points |
| DROW SOCIAL STATUS |
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| Elf: 1-8: very fair pale skin 9: very light tan 10: golden tan Drow: 1-5: black 6-7: dark grey 8-9: light grey 10: ivory white |
| Skin Coloration |
| Although a person's aspect does not greatly effect his life it can make the difference between success and failure in some instances. Seasonal aspected characters add 5% to all their percentages during their season of birth. They add 10% to all their percentages an hour before and after high noon and midnight. These bonuses are applied negatively during the opposite season in which the character was born. Solar aspected characters add 5% during the day in any season, and add 10% one hour before and after high noon. At night the modifiers are applied negatively. Lunar aspected characters apply their bonuses in a opposite manner. Death aspected characters receive a 10% bonus to percentages anytime a human or semi-human dies within 50 feet of them. This duration last for one minute and are not applied in a cumulative manner. 01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn 81-87: Solar 88-95: Lunar 96-100: Death. |
| Aspects |
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| For the character whose eyes change color this chart is available: Blue: ordinary experience Green: Excited or anticipating Red: Angry or intimidating Yellow: Frightened or fearful Brown Tired or injured |