Difference between revisions of "Rosine"
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==Notes== | ==Notes== |
Revision as of 21:46, 17 May 2010
Rosine of Lerenil
Character in RoadScholar's MRQ2 A Darker Age: wiki / IC / OOC
Jump to char char char char char
- Female 27yo
- Homeland: Lerenil,
- Background: Civilised, Noblewoman
- Class Package: Courtly knight
- Birthsign: Tarael the Pentacle
- Magic: ?????
Contents
Characteristics and Attributes
STR 9 CON 13 SIZ 13 INT 15 POW 11 DEX 17 CHA 15
- Combat Actions 3
- Damage Modifier +1D2
- Improvement Modifier +1
- Movement ?
- Dedicated POW 0
- Magic Points 11
- Strike Rank (16-#AP)=?
- Hero Points: 3
Skills
Common (Base %) %
- Athletics (Str+Dex 26) 26%
- Brawn (Str+Siz 22) 22%
- Culture(Eastern Harn) (Intx2 30) 65%
- Dance (Dex+Cha 32) 52%
- Drive (Dex+Pow 28) 28%
- Evade (Dex2 34) 34%
- Evaluate (Int+Cha 30) 60%
- First Aid (Int+Dex 32) 37%
- Influence (Chax2 30) 75%
- Insight (Int+Pow 26) 31%
- Lore (Eastern Harn) (Intx2 30) 60%
- Perception (Int+Pow 26) 36%
- Persistence (Pow x2 22) 82%
- Resilience (Con x2 26) 26%
- Ride (Dex+Pow 28) 78%
- Sing (Cha+Pow 26) 26%
- Sleight (Dex+Cha 32) 42%
- Stealth (Dex+Int 32) 42%
- Swim (Str+Con 22) 22%
- Unarmed (Str+Dex 26) 26%
Advanced Skills
- Commerce (Int+Cha 30) 30%
- Courtesy (Int+Cha 30) 95%
- Craft (Sewing) (Dex+Int 32) 32%
- Disguise (Int+Cha 30) 30%
- Language (Native) (Int+Cha 32) 82%
- Language (???) (Int+Cha 32) 32%
- Lore (Heraldry) (Int x2 30) 30%
- Lore (Tactics) (Int x2 30) 40%
- Oratory (Pow+Cha 26) 51%
- Track (Int+Con 28) 28%
Combat Styles & Weapons
Combat Styles (Base %) %
- Bow (DexX2 34) 49#%
- Dagger (DexX2 34) #%
- Sword and Shield (Str+Dex 26) 46%
Weapon/Shield | Size | Reach | Damage | AP | HP | Combat % | Manoeuvres | Range | Load | ENC |
---|---|---|---|---|---|---|---|---|---|---|
weapon name | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
weapon name | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
- Total weapon ENC: #
Hit Points and Armour
Location | Location Name | Armour types | A.P. | Max H.P. | Damage |
---|---|---|---|---|---|
19-20 | Head | ... | 1 | 6 | -0 |
16-18 | Left Arm | ... | 1 | 5 | -0 |
13-15 | Right Arm | ... | 1 | 5 | -0 |
10-12 | Chest | ... | 1 | 8 | -0 |
07-09 | Abdomen | ... | 1 | 7 | -0 |
04-06 | Left Leg | ... | 1 | 6 | -0 |
01-03 | Right Leg | ... | 1 | 6 | -0 |
- Total Armour ENC = (Total AP)/5 = #/5 = #
- Armour Penalty =
Magic
- Common Magic (Pow+Cha 26) #%
- Spells:
- @@@
- @@@
- @@@
- @@@
6 points of common magic to buy
Cults:
- Initiate of xxxxx
- Dedicated Pow: #.
- Pact (xxxxx) (Cha+DedPow ?) #%
- Lore (xxxxx) (Intx2 30) #%
- Cult Skills:
- Specific duties:
- Gifts/Compulsions:
- Divine Spells:
Mount
Str: Number, Con: Number, Siz: Number, Pow: Number, Dex: Number.
- Damage Bonus/Minus: +/- Damage Dice
- Hit Point Bonus/minus: +/-HPs
- Move Rate:
Location Name | Armour types | H.P. | A.P. | Enc. | Location |
---|---|---|---|---|---|
Head | Armour Type | number | number | number | 17-20 |
Left Foreleg | Armour Type | number | number | number | 14-16 |
Right foreleg | Armour Type | number | number | number | 11-13 |
Forequarters | Armour Type | number | number | number | 08-10 |
Hindquarters | Armour Type | number | number | number | 05-07 |
Left Hindleg | Armour Type | number | number | number | 03-04 |
Right Hindleg | Armour Type | number | number | number | 01-02 |
- Total Hit Points: nHP
- Attack Bonus/Minus: +/-%
- Parry Bonus/Minus: +/-%
- Aim Bonus/Minus: +/-%
Attack | Damage | S.R. | Attack % |
---|---|---|---|
Bite | damage | sr | atk% |
Kick | damage | sr | atk% |
Rear and plunge | damage | sr | atk% |
Equipment
Arms
Armour
Equipment
- Clothes worn and a set of spares.
- Some personal mementoes, good-luck charms, talismans or similar.
- 1 week’s worth of food, either fresh or preserved.
- Whistle 1s
- Backpack Enc 1 5s
- Bedroll Enc 1 1s
- Flint & tinder 0.5cp
- Quiver 2sp
- Rope 10m Enc 2 10sp
- 5 torches 2s
- 2 waterskins Enc 2 1s
= 22.5s
Contacts, Friends, Enemies & Rivals
Family & Background
- Niece to the King
- Father is Lerenil
- Bastard half=brother =
Notes
250 points free to spend
Magic: 6 points common magic
Equip: 1700s
Magic
Remember, you are 21-28, and have common magic only if you follow some divine/spirit/sorcery type path. Instead, pick your common magic as if you were sarting with it [6pts], and this will be converted into innate abilities.Choose common magic - assume 4 points. Non magic types will have their choices changed to abilities.
Going no magic gets you some innate abilities to substitue for the loss of common magic. Weirdly enough, the best way for me to work this out is to go ahead and pick common spells as if you were starting with them. This gives me a template of what you would 'enhance' if you were magically able to. Assume 6 points of common magic.