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=Character creation= Characters will be produced as per normal RQIII at around 21 years of age. However, layered over the top will be a Heropath or calling [essentially a character class or multiclass] that is part of the essential fantasy ‘magic’ of the setting. While there will not be levels per se, each path can be improved through heroic adventuring, fulfilling quests and objectives, etc. This will be modelled through ‘Hero points’ [similar to MRQ II], which, instead of granting heroic abilities, allow improvements in your Heropath. In terms of character creation it means that your background [civilized farmer, for instance] may have very little to do with the Heropath you are called to. You may find said farmer is called to the ways of the Cleric, even though he has had minimal dealings with any organised religion. This allows for the humble farmboy called to glory characters as well as the optimised barbarian warrior called to the Fighters or Rangers path. Any class benefits will be added to the character in addition to any RQ type skills or magics. The idea is that any benefit above that of a 0 level human [in D&D terms] will be translated into a bonus of some sort, with as much direct correlation as possible. *If you're a human, roll 4d6, keep best three, in order of RQIII stats. Remember, Siz and Int are 2d6+6,so roll 3dice and keep the highest two [or any mix you want for SIZ] for those stats. *You map swap one attribute. This would be restricted to swapping a 3d6 stat for another, or a 2d6+6 stat for another. *If you're going non human, let me know the race and I'll give you attribute dice to roll on. Allowable races are elf [high, wood and grey] dwarf [mountain or hill], gnome, halfling, half-elf and half-orc. *When choosing a class, the 1st AD&D multiclassing option is available for humans too [ treat as half-elf for choices] May I recommend the free OSRIC download as a reference if you dont have 1st Ed PHB. *When you get to RQIII backgrounds choose either culture [nomad, barbarian, etc] or profession [farmer, soldier, etc] roll the other one randomly. *Ruling. People with magical parent occupations get the magic of their folks [sorcery will be as per MRQII], everyone else gets a roll on the special abilites table I have from the long lost game Thieves Guild. Roll d1000 and post with your character if you go that way. ==Attribute bonuses== *'''Strength''' adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance. *'''Dexterity''' adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills. *'''Constitution''' adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types. *'''Intelligence''' adds languages [that start at a base of 30%] equal to the additional languages. MU's and Illusionists gain extra spells and base their spell learning chances and maximum number of spells on Int. *'''Wisdom/power''' adds a mental resistance bonus for all heros, and cleric types gain extra spells from it. *'''Charisma''' governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses. ==Other Races as PC's== A [[Dwarf]] is in no manner a RQ dwarf, more of a D&D style. ==Local tongues== Gaultish: Default home tongue for the map.''' Goltish: a dialect. Used by the nearby barbarian nomads. You have it at 50% of your Gaultish.''' Gotz: The old tongue. The settings 'latin', of the educated classes.''' Elvish: [high and low] Low elvish is the tongue of poetry and romance, many loan words to gaultish.''' Dwarvish: [high and low] Low dwarvish is the language of engineering, craft and measures.''' The dark tongue: Orcs and ogres, trolls and others share this tongue. Each type is a dialect, spoken at 50% for other tribes/types.''' The black tongue. The tongue of Evil.''' Giantish: Different dialects for each subtype are spoken at 50% of normal.''' Goblin: Shared by goblinkind. Also known as underspeech.''' Tradetongue: A creole of gaultish, goblin, elvish and dwarven. commonly used as a second language in most civilized places.''' The high tongue. The language of Good.''' Gnomes speak a dialect of Dwarvish. Halflings have no 'owned' language.''' ==HeroPaths== *[[The Fighter]] **[[The Paladin]] **[[The Ranger]] *[[The Cleric]] **[[The Druid]] *[[The Magic User]] **[[The Illusionist]] *[[The Thief]] **[[The Assassin]] *[[The Monk]] ==Hero Points== Hero points are acquired through the characters actions, over time. They are the currency of understanding and experience, and as they are earned they can be used to increase understanding in the characters HeroPath or paths. *Earning hero points: Heropoints are earned per 'adventure' and generally range from 1 to 4 points gained, depending on difficulty of the task. Occasionally, extremely clever, astounding or characterful actions may earn an immediate hero point. *Spending Hero points: Each HeroPath has several 'degrees' of commitment and understanding. These degrees are measured by the amount of hero points committed to them. Each HeroPath requires a number of Hero Points for each degree, though these vary by path and degree already attained. *The hero points needed to attain each degree are listed in the HeroPaths. Note that the 1st degree has an initial cost [of 1-3 HeroPoints] ==Armour Tables== Armour per full suit. *Soft leather Enc 3.5 AP 1 *Padding Enc 3.5 AP1 *Stiff leather Enc 5 AP 2 *Padded Gambeson Enc 5 AP2 *Cuir [boiled leather] Enc 5 AP 3 *Bezaint/’Studded leather’/’ring’ Enc 6 AP 4 *Light Mail/ ‘RQIIIring’ Enc 10 AP 5 *Lamellar/’Banded’ Enc 18 AP6 *Scale Enc 20 AP6 *Mail/'Chain' Enc 20 AP7 *Plate Enc 25 AP8 ==Encumberance== ENC is thus: Str+Con = base enc. This is in pounds. You are unencumbered [no skill loss] if you remain under this limit. For each multiple of this up to 5, you become increasingly encumbered. *No encumberance [up to (Str+Con) x 2 in lbs]: No effects *Light [double]: -1 Strike rank. -1/5% ability checks [dexterity/agilty] *Middling [triple]: 3/4 normal movement. -2 SR/ability checks *Heavy [quadruple]: Half movement. -3 SR/ ability checks *Very heavy [quintiple] : quarter movement. -4 SR/ ability checks
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