Malie Hinapouri

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Revision as of 09:09, 19 April 2012 by 124.182.0.89 (talk) (Magic)
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The Motley Crew

Character Details

  • Name: Malie Hinapouri. ' Shark in the dark of the Moon'
  • Gender: Character gender goes here
  • Age:
  • Bloodline: Characters bloodline goes here
  • Career: This is where things like 'civilized fisherman'or 'Hunter' go.
  • Social class:
    • Wealth
    • Status
  • Background: (All from MRQII)
    • Background Events.

Background

Write a brief history of your PC here.


Characteristics

  • Str: Number: Brawn Roll x5.
  • Con: Number: Health Roll x5.
  • Siz: Number: Resist Roll x5.
  • Int: Number: Idea Roll x5.
  • Pow: Number: Luck Roll x5.
  • Dex: Number: Agility Roll x5.
  • Cha: Number: Appearance Roll x5.
  • Damage Bonus/Minus: +/- Damage Dice Use whatever system you rolled up in.
  • Hit Points: Siz+Con Averaged
  • Experience bonus: Int/2%
  • Encumbrance limit: Str+Siz
  • Magic Points: Equal to POW
  • Fatigue Points: Str+Con
  • Movement:

Skill Groups

Skill category modifiers are worked out this way. Every Primary (p) Atrribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.

Here's the modifiers:

  • Physical/Agility. Dex(p)Str,Con(s),Siz(n).
  • Mental/Knowledge. Int (p) Pow(s).
  • Manipulation. Int,Dex(p)Str(s).
  • Perception. Int(p)Pow,Con(s).
  • Communication. Cha(p), Int,Pow(s).

Skills. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you've opened them (at the listed %).

  • Physical Agility: +/-n%
    • Athletics (30%)
    • Dance (Regional) (30%)
    • Dodge/Evade (25%)
    • Pilot(Boat)(20%)
    • Ride(specify) (20%)
    • Stealth(25%)
    • Swimming(20%)
    • Acrobatics: (25%)

Mental Knowledge: +/-n%

  • Evaluate (30%)
  • First aid (20%)
  • Knowledge/Lore(Specify)
    • Regional Lore (Land Ends)(35%)
    • Other Lores (Specify) 20%
  • Navigation(10%)
  • Healing lore: (25%):-
  • Literacy (Own Languages Script) (50/20% or 0)
    • Literacy (Other Script) 20%
  • Martial Arts (15%)

Sense: +/-n%

  • Perception (25%)
  • Insight (25)
  • Navigate (20%)
  • Research (20%)
  • Tracking (20%)

Manipulation: +/-n%

  • Craft (Specify)(30%)
    • Craft (Another) (30%/10)%
  • Sleight of hand(20%)
  • Throw (25%)
  • Art(Specify) (20%)
  • Devices/Mechanisms (25%)
  • Engineering (25%)
  • Play (20%)
  • Shiphandling: (20%)


Communication: +/-n%

  • Influence (20%)
  • Sing (20%)
  • Speak Language
    • Native (Int x 5%)
    • Other (10):
  • Bargain/Commerce (20%)
  • Command (20%)
  • Disguise (20%)
  • Courtesy/Etiquette (25%)
  • Orate/Persuade (20%)
    • Perform(Specify) (25%)
    • Seduction (20%)
    • Streetwise (30%)
    • Teaching (20%)

Weapon Styles

  • Attack [manipulation] Bonus/Minus: +/-%
  • Parry [agility] Bonus/Minus: +/-%
  • Aim [perception] Bonus/Minus: +/-%

Strike Ranks: See the strike rank Table.

  • Siz:(n)
  • Dex:(n)
  • Int:(n)
Weapon Style Damage S.R. A.P. Attack % Parry % Range Enc.
style damage sr ap atk% pry% range enc
style damage sr ap atk% pry% range enc
style damage sr ap atk% pry% range enc
style damage sr ap atk% pry% range enc
style damage sr ap atk% pry% range enc
Dagger by type sr ap atk% pry% melee 0
unarmed 1d3 sr arm atk% pry% melee 0

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type number number number 19-20
Left Arm Armour Type number number number 16-18
Right Arm Armour Type number number number 13-15
Chest Armour Type number number number 12
Abdomen Armour Type number number number 09-11
Left Leg Armour Type number number number 05-08
Right Leg Armour Type number number number 01-04
  • Total Hit Points: nHP


Magic

  • Power:-
    • Current Characteristic POW:
    • Current Available MP:
    • Current Stored MP:
  • Common Magic:
    • List your Common Magic Spells here.
  • Magic:

Spirit tradition: Shark

Beast, Death and Spirit. You are the embodiment of the taker of life, shark who kills without pity. Seeing as you are on the path still, you will have 2 magic skills - Spiritwalking and binding. Magic is a seperate skill category, which I'll work out for you, once we have your character all in one place.

You dont get spells - you bind spirits. You learned your tradition through Shark Lodge and are the equivalent of a votary - someone who is accomplished at sensing the spirit world, but who has not succeeded in finding their fetch,totem or spirit guide yet. Shark lodge are unmarried warriors, many of whom leave the order as they find a partner and settle down. Only a few become full shaman of the order and they normally live apart until times of war or shark attack.

Your tradition gives you access to a limited range of spirits, some of whom will be friendly to you. From these, you come to terms of agreement. Or, you can bind less friendly spirits... For the moment, I'm thinking you probably have only friendly spirits bound - up to 3. You could also take up to 3 points of common magic instead of Talents/gifts.

(Note, you have to use Two talents up to open your magical skills, if you also want to be Talented in them (actually able to effect them with MP), thats two more Talents taken).

Equipment

  • Weapons:
    • List your weapons and shields here
  • Armour:
    • List you armour and clothing here
  • Other:
    • List everything else here.