Difference between revisions of "SamsRQ6 Chargen"

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*CHARACTER CONCEPT - What is the basic idea for your character?
 
*CHARACTER CONCEPT - What is the basic idea for your character?
 +
**Note that I will prefer theist characters as it will be easier for me to run.
 
**Are you human? If not, what and why?
 
**Are you human? If not, what and why?
 
**Are you Barbarian, Civilized (these two are preferred) or Nomad or Primitive?
 
**Are you Barbarian, Civilized (these two are preferred) or Nomad or Primitive?
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***Again, you may select a Combat style
 
***Again, you may select a Combat style
 
***You may add points to no more than 3 professional skills
 
***You may add points to no more than 3 professional skills
 +
 +
 +
*CULTS etc
 +
**You may be an initiate in up to two cults
  
  
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**We will assume you are 'Adult', whichever age your character is. This means you may now add 150 points to any skill, max. 15%
 
**We will assume you are 'Adult', whichever age your character is. This means you may now add 150 points to any skill, max. 15%
 
**You may include only 1 new professional skill or combat style
 
**You may include only 1 new professional skill or combat style
 +
**You may include the more advances magic skills as you wish - e.g. Exhort etc.
 +
 +
 +
*MAGIC
 +
**Take two points of Profession-relevant Folk magic (see table p. 195 or so?)
 +
**Take two points of Cult-relevant Folk magic (I will tell you what your cult can provide, probably using the MRQ2 Cults book as a guide.
 +
**Take two more advanced spells (or equivalent)
 +
**For priests etc, I think we simply add 1 divine spell or equivalent
  
  

Revision as of 05:59, 3 October 2014

I aim chargen to be swift, so that I am less reluctant to off your characters than I normally am.


  • CHARACTER CONCEPT - What is the basic idea for your character?
    • Note that I will prefer theist characters as it will be easier for me to run.
    • Are you human? If not, what and why?
    • Are you Barbarian, Civilized (these two are preferred) or Nomad or Primitive?


  • CHARACTER SHEET - Make a new character sheet on the wiki, using either your character's name or your rpgnet handle or similar
    • ...or ask someone else to do it for you


  • ATTRIBUTES - Allocate 90 points to your attributes, min. 10, max. 18. (Please don't sweat too much over it - if you feel you just need to up your STR a tad to get that damage bonus, note it at the foot of your character sheet and we can see if it happens in play.)
    • Also note that I will probably reduce the importance of CHA for learning but make CHA-based skills very important in the game.
    • If you really really want a characteristic down to 8, explain why this improves your character.
    • If you are non-human, please propose a point-buy setup that is similar to the above yet reflects your race.


  • BASE SKILLS
    • Put base values on your sheet for your Standard skills
    • IMPORTANT: I am doubling the contribution of attributes to all skills. E.g. You have Cha 14 and Pow 11, your base Sing rating is not Cha+Pow (25%), it is 2xCha + 2xPow (50%).
    • N.B. If we (or you) go East Wilds Orlanthi, riding will be taboo, so we can talk about this.


  • CULTURE
    • I will now give you two sets of rolls for culture, background, parents' profession etc. Pick one of these.
    • Add 100 points to skills relevant to your culture (min. 5%, max. 15%)
      • Leave the additions on the sheet for now; E.g. Sing (cha+pow) 50% +10
      • You may take a max of 1 combat style within this, but this will depend entirely on your social class, and I will suggest what it does or does not include
      • You may add points to no more than 3 professional skills
      • You get the Gloranthan +30% for Folk Magic and it is a standard skill
      • Note that you automatically get +20 for customs and language (+40 in the book, houseruled)
      • Don't forget to allocate points to Passions (you can define these later if you wish, no problem


  • PROFESSION
    • What is your (background) profession?
    • Add 100 points, as before (min 5, max 15)
      • Again, you may select a Combat style
      • You may add points to no more than 3 professional skills


  • CULTS etc
    • You may be an initiate in up to two cults


  • AGE BONUS
    • We will assume you are 'Adult', whichever age your character is. This means you may now add 150 points to any skill, max. 15%
    • You may include only 1 new professional skill or combat style
    • You may include the more advances magic skills as you wish - e.g. Exhort etc.


  • MAGIC
    • Take two points of Profession-relevant Folk magic (see table p. 195 or so?)
    • Take two points of Cult-relevant Folk magic (I will tell you what your cult can provide, probably using the MRQ2 Cults book as a guide.
    • Take two more advanced spells (or equivalent)
    • For priests etc, I think we simply add 1 divine spell or equivalent


  • EQUIPMENT
    • You may take the weapons that are appropriate to your combat style(s)
    • I will give you profession/background-appropriate armour.