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Malie Hinapouri
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[[The Motley Crew]] You can choose up to 6 talents/gifts/spells. Magic skill(s) +75% 4pts of magic. (We will discuss) ==Character Details== * Name: '''Malie Hinapouri. ' Shark in the dark of the Moon'''' * Gender: '''Female''' * Age: * Bloodline: '''Characters bloodline goes here''' * Career: ''Spirit Warrior''' * Social class: Primitive ** Wealth ** Status * Background: (All from MRQII) ** Background Events. ==Background== Write a brief history of your PC here. ==Characteristics== *Str: '''19*''': Brawn Roll x5. 95% *Con: '''14*''': Health Roll x5 70%. *Siz: '''19''': Resist Roll x5 95%. *Int: '''17''': Idea Roll x5 85%. *Pow: '''13''': Luck Roll x5 65%. *Dex: '''13''': Agility Roll x5 65%. *Cha: '''09''': Appearance Roll x5 45% . *Damage Bonus/Minus: '''+D6''' +2d6 when using Shark Frenzy spell. *Hit Points: '''17''' *Experience bonus: '''9%''' *Encumbrance limit: '''38''' *Magic Points: '''14''' *Fatigue Points: '''33''' *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).+1% * Mental/Knowledge. Int (p) Pow(s) +9%. * Manipulation. Int,Dex(p)Str(s) +15%. * Perception. Int(p)Pow,Con(s) +11%. * Communication. Cha(p), Int,Pow(s) +4%. '''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 %). <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"> *'''Physical Agility: +1%''' **'''Athletics''' (30%)61% **'''Dance''' (Regional) (31%)31% **'''Dodge/Evade''' (25%)56% **'''Pilot(Boat)'''(20%)56% **'''Ride'''(specify) (0%) **'''Stealth'''(25%)46% **'''Swimming'''(65%)66% **Acrobatics: (25%)26% **Drive(Specify)(0%) '''Mental Knowledge: +9%''' *'''Culture'''(East Islands) (30%)69% *'''Culture'''(Trade Routes) (30%)64% *'''Evaluate''' (30%) 39% *'''First aid''' (20%)54% *'''Knowledge/Lore'''(Specify) **'''Regional Lore (Land Ends)'''(35%)44% **Other Lores (Sea Lore) 20% 64% **Other Lores (Herbs and plants) 20% 34% *'''Navigation'''(10%)24% *Gaming (20%) *Healing lore: (25%) *Literacy (Islander Pictographs) (50%)59% **Literacy (Low Gault) (20%)29% *Martial Arts (15%)- *Meditation (20%)- *Strategy (20%)- *Survival (20%)49% '''Sense: +11%''' *'''Perception''' (25%)81% *'''Insight''' (25)51% *Research (20%)- *Tracking (20%)36% '''Manipulation: +15%''' *'''Craft (Fishing)'''(30%)60% **Craft (boatbuilding) (30%)60% *'''Sleight of hand'''(20%) *'''Throw''' (25%)75% *Art(Specify) (20%)- *Devices/Mechanisms (25%)- *Engineering (25%)- *Play (20%)- *Shiphandling: (20%)65% '''Communication: +4%''' *'''Orate/Persuade''' (20%)24% *'''Influence''' (20%)24% *'''Sing''' (20%) 34% *'''Speak Language''' **'''Islander''' (89%) **Trade (30): 34% **Golt (30): 34% *Bargain/Commerce (20%)24% *Command (20%)24% *Disguise (20%) *Courtesy/Etiquette (25%) **Perform(Specify) (25%) **Seduction (20%) **Streetwise (30%) **Teaching (20%) </div> ==Weapon Styles== * Attack [manipulation] Bonus/Minus: +15% * Parry [agility] Bonus/Minus: +1% * Aim [perception] Bonus/Minus: +11% '''Strike Ranks:''' See the strike rank Table. *Siz:(n) *Dex:(n) *Int:(n) {| border="1" cellpadding="2" !width="200"|Weapon Style !width="150"|Damage !width="50"|S.R. !width="50"|A.P. !width="60"|Attack % !width="60"|Parry % !width="100"|Range !width="50"|Enc. |- |Islander (Spear/club based) 60%* || damage 1d6+1/1d8+1 || sr || ap || atk 75% || pry 61% || range || enc |- |A missile or hurled style || 45% damage || sr || ap || atk 56% || 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 40% || by type || sr || ap || atk55% || pry41% || melee || 0 |- |unarmed 45% || 1d3 || sr || arm || atk60% || pry46% || melee || 0 |- |} ==Hit Points and Armour== {| border="1" cellpadding="2" !width="200"|Location Name !width="300"|Armour types !width="50"|H.P. !width="50"|A.P. !width="50"|Enc. !width="100"|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== Gifted Str and Con Two magical skills Talented skills: Fighting style, perception. *'''Power:-''' ** Current Characteristic POW:13 ** Current Available MP:13 ** Current Stored MP: *'''Common Magic:''' ** Sharks frenzy: combines Strength,Fanaticism and Bladesharp 2. cost 4mp to cast, lasts 10 melee rounds. * ''' Magic:''' '''Magic Skills ''' *Spiritwalking* (Sense category) 61% *Spiritbinding* (Communication Cat) 69% '''Bound/allied spirits''' *1 Shark spirit Old Bull - Dominate/posses shark. *2 Shark spirit - Black Tip - Swim + 50%, running speed in water. *3 Guardian spirit - Grey Nurse. '''Spirit tradition: Shark'''You are a Spiritwalker, but not a Shaman. You have no fetch. '''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.
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