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Uroxi Chargen
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=Attributes= *2d6+6 for each or a 90 point build. *Roll for an increase in attributes: str, con, dex, pow and cha p 104 RQII rulebook. *Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. *Take your R/W skill (Including natural bonus) and redistribute elsewhere. "You read? say what?" *Start spells for free: Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1. (I will allow healing 3 if you lose detect enemies and dispel magic from the list) Stat your character *and then either choose five years as a Foot barbarian or mounted Barbarian *For spells you get 4 points chosen from the list, (If you take protection 2 it only costs one point as you already have one point above, same with fanaticism 2). That works out as 1pt per year of initiate, with those above. *Lets have one unarmed skill that covers everything: Dex +Str x 2. You're a bunch of brawling Uroxi.... Damage will depend on what you use: Fist, Head Butt, kick, stomach smash..... This will cover grapple too. *Riding is a flat 90% to take in the following mounted mercenary. choose 6 skills at 40% plus bonus the rest are at 30% plus bonus. just use the foot barbarian's skill list, but add swimming and listen too. *Choose your weapons: Your signature weapon , including bonuses,will be attack 90% Parry is 45% including bonus.(Not to be increased further), your other two will be at 20% plus bonuses for both atacck and parry. *1d4 defence increases: INT as a percentage on 1d100 *Money is 1000 lunars. *Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. Once that is done. *Take 5 years as a mounted mercenary: Light Cavalry. *Choose your weapons combos. Main weapon will be attack 60% plus bonus and parry 30% (make sure it is different from your 90% weapon above). For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. For both attack and parry. *Take 1d6 defence increases: INT as a percentage on 1d100 *choose magic *Money INT x 100L *Skills. *One skill from the list below, at +25% to your current skill, all the others +15% to your current skill *Camouflage *Hide in cover *Spot Hidden *Spot Traps *Tracking *Credit: Take the max offered. You have paid it back or it was offered in payment. So you can take POWx100l in magic from your cult, Strx200L for weapons. Dex x100l from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult. *You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points. *You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.
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