The Trade Ranks determined while creating a character were then used to determine the characters’ starting SL’s, and a similar process used to determine the SL’s of Life Skill Bundles. This is turned around 180° once a character is brought into play.
Characters are created in such a way that their Trade Skill SL’s for each Trade start out averaging the same as the TR of the Trade from which they are derived.
Once a character has a few new SL’s under his belt, it is the average of the Trade Skill SL’s for each Trade that determines its TR.
Again: the TR of any Trade is equal to the average of the Trade Skills that comprise it.
IF the average ends in .5 or more, round it up to the next whole number.
Character Ranks (CR’s)
From time to time it is necessary to be able to compare and contrast each character’s knowledge, training, and experience not in his individual Trade(s), but generally.
To get a true and fair measure of each character’s knowledge and ability relative to those of his fellows in the game world, they must be in some way quantified and placed on an even footing and the same measuring stick or point of reference used to judge them.
For the purposes of RoM, the measuring stick used for measuring the characters’ knowledge, training, and experience generally is a series of progressive (yet essentially arbitrary) numerical ratings called Character Ranks (CR’s).
Character Ranks provide a scale against which all the characters can be evaluated relative to one another at a glance.
CR’s can be determined for any character, but they are most important for characters that have more than one Trade and best used to track the the progress of a characters’ general standing AFTER he has accumulated multiple Trades (if they hadn’t had them originally) and TR’s, once the characters have been active in the game for a while.
A CR is actually expressed as a pair of numbers separated by a slash.
To the right of the slash is the number of trades the character has.
To the left of the slash is the average TR of those trades.
Take the number of character attribute scores that are greater than 13 and subtract the number of scores that are below 13 (as applicable).
Compare the result to the att. mod. for the character’s highest score.
Add whichever of the two is greater.
Add the DF’s of all layers of armor worn, for all BP areas (as applicable), and average them. Divide the result by 10 and add the result. This represents how hard he is to hurt.
IF the character is a full Druid (“True”) or Druid Smith, Wizard, Witch, Alchemist (“True”) or Living Saint, add TR to reflect the additional danger his abilities represent.
IF the character is any other Druid trade (excepting Fiana), Hedge/Hearth Alchemist, Wizard or Witch, or Beatific Mystic, add 1 per 2 TR’s to reflect the additional danger his abilities represent.
IF the character is a Druid-Fiana, Cunning Man/Wise Woman Alchemist, Wizard or Witch, or Beatific Mystic, add 1 per 4 TR’s to reflect the additional danger his abilities represent.