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Advanced Skills  
 
Advanced Skills  
 
*'''Commerce''' (Int+Cha 30) '''30%'''
 
*'''Commerce''' (Int+Cha 30) '''30%'''
*'''Courtesy''' (Int+Cha 30) '''100%'''
+
*'''Courtesy''' (Int+Cha 30) '''95%'''
 
*'''Craft (Sewing) (Dex+Int 32) '''32%'''
 
*'''Craft (Sewing) (Dex+Int 32) '''32%'''
 
*'''Disguise''' (Int+Cha 30) '''30%'''
 
*'''Disguise''' (Int+Cha 30) '''30%'''
 
*'''Language (Native)''' (Int+Cha 32) '''82%'''
 
*'''Language (Native)''' (Int+Cha 32) '''82%'''
*'''Language (Old Tongue)''' (Int+Cha 32) '''32%'''
+
*'''Language (???)''' (Int+Cha 32) '''32%'''
 
*'''Lore (Heraldry) (Int x2 30) '''45%'''  
 
*'''Lore (Heraldry) (Int x2 30) '''45%'''  
 
*'''Lore (Tactics)''' (Int x2 30) '''55%'''  
 
*'''Lore (Tactics)''' (Int x2 30) '''55%'''  
 
*'''Oratory''' (Pow+Cha 26) '''51%'''  
 
*'''Oratory''' (Pow+Cha 26) '''51%'''  
 
*'''Track''' (Int+Con 28) '''28%'''
 
*'''Track''' (Int+Con 28) '''28%'''
*'''Wear Armour (Con x2 26) '''31'''
 
  
 
==Combat Styles & Weapons==
 
==Combat Styles & Weapons==
Line 72: Line 71:
 
*'''Dagger''' (DexX2 34) '''54%'''
 
*'''Dagger''' (DexX2 34) '''54%'''
 
*'''Sword and Shield''' (Str+Dex 26) '''76%'''
 
*'''Sword and Shield''' (Str+Dex 26) '''76%'''
*'''Pollaxe''' (Str+Dex 26) -10 Str '''56%'''
+
*'''Poleax''' (Str+Dex 26) -10 Str '''46%'''
 
*'''Lance and Shield''' (Str+Dex 26) '''46%'''
 
*'''Lance and Shield''' (Str+Dex 26) '''46%'''
  
Line 89: Line 88:
 
!width="50"|ENC
 
!width="50"|ENC
 
|-
 
|-
|War Sword|| M || M || 1D8+1d2 || 6 || 10 || 76% || Bleed, Impale || ...  || ... || 2
+
|weapon name|| ... || ... || ... || ... || ... || ... || ... || ...  || ... || ...
 
|-
 
|-
|Dagger|| S || S || 1D4+1+1d2 || 6 || 8 || 54% || Bleed, Impale || ... || ... || -
+
|weapon name|| ... || ... || ... || ... || ... || ... || ... || ... || ... || ...
|-
 
|Poleaxe|| L || L || 1d8+2+1d2 || 6 || 10 || 56% || Impale, Stun Location, Sunder || ... || ... || 2
 
|-
 
|Lance|| H || VL || 1d10+2+1d2 || 4 || 10 || 46% || Impale, Sunder || ... || ... || 3
 
|-
 
|Short Bow|| - || - || 1d6+1d2 || 4 || 4 || 79% || Impale || 80m || 1 || 1
 
|-
 
|Target Shield|| L || S || 1d6+1d2 || 4 || 12 || 76%,46% || Impale || ... || ... || 2
 
 
|}
 
|}
 
*Total weapon ENC: #
 
*Total weapon ENC: #
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!width="70"|Damage
 
!width="70"|Damage
 
|-
 
|-
|19-20 || Head ||Open helm, chain coif and padding|| 13 || 6 || -0  
+
|19-20 || Head || ...|| 1 || 6 || -0  
 
|-
 
|-
|16-18 || Left Arm ||Padded sleeve & gauntlet || 6 || 5 || -0
+
|16-18 || Left Arm ||...|| 1 || 5 || -0
 
|-
 
|-
|13-15 || Right Arm ||Padded sleeve & gauntlet || 6 || 5 || -0   
+
|13-15 || Right Arm ||...|| 1 || 5 || -0   
 
|-
 
|-
|10-12 || Chest ||Chain hauberk, padded surcoat|| 7 || 8 || -0   
+
|10-12 || Chest || ...|| 1 || 8 || -0   
 
|-
 
|-
|07-09 || Abdomen ||Chain hauberk skirt, padded surcoat & trews|| 7 || 7 || -0
+
|07-09 || Abdomen || ...|| 1 || 7 || -0
 
|-
 
|-
|04-06 || Left Leg ||Padded trews & leather boot|| 1 || 6 || -0  
+
|04-06 || Left Leg || ...|| 1 || 6 || -0  
 
|-
 
|-
|01-03 || Right Leg ||Padded trews & leather boot|| 1 || 6 || -0  
+
|01-03 || Right Leg || ...|| 1 || 6 || -0  
 
|}
 
|}
 
*Total Armour ENC = (Total AP)/5 = #/5 = '''#'''
 
*Total Armour ENC = (Total AP)/5 = #/5 = '''#'''
 
*Armour Penalty =
 
*Armour Penalty =
 
*Open Helm [head - ap6 enc 3]
 
*Chain coif [head - ap5 enc3]
 
*Padding [hood] [head ap2 enc 1]
 
*Padded surcoat w'sleeves [chest, abd, hips, arms. ap2, enc 4]
 
*Padded Trews [hips, thighs,lower legs. ap2, enc 3]
 
*Chain hauberk w'skirt [chest, abd, hips, thighs, 1/2 arm] ap5[3arms] enc 14.25
 
*Leather boots [lower leg, ap2, enc1.5]
 
*Gauntlets [arms (1/2 armour) ap1, enc 0.75]
 
 
*Total enc = 30.5 = 15 when worn. [-3SR]
 
*Head 13ap
 
*Chest 7ap
 
*Arms 6ap
 
*Abdomen 7ap
 
*hips 9ap
 
*Thighs 7ap
 
*lower leg 4ap
 
  
 
==Magic==
 
==Magic==
*'''Enchanting magic''' (trigger skill Courtliness)
+
*'''Enchanting magic (key skill courtliness)
*Spells:  
+
*Spells:
** Detect Human (1)
+
** Mindlink 1
** Light (1)
+
** Pierce 1
** Mindspeech 1
+
** @@@
** Pierce (1)
+
** @@@
** Push/Pull (1)
+
** @@@
** Thunder’s Voice (1)
+
6 points of common magic to buy
  
 
==Mount==
 
==Mount==
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==Equipment==
 
==Equipment==
 +
1700s
 +
 
*Riding Horse (Enc capacity ?)
 
*Riding Horse (Enc capacity ?)
 
*Bit & bridle Enc 1
 
*Bit & bridle Enc 1
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*Horseshoes Enc 1
 
*Horseshoes Enc 1
  
1700s
+
 
 
*Baldric 2s
 
*Baldric 2s
 
*Riding boots 10s
 
*Riding boots 10s
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*Cape 3s
 
*Cape 3s
 
*Fancy dress 5s
 
*Fancy dress 5s
*Noble dress free
+
*Noble dress 150s
 
*Common gloves 0.5s
 
*Common gloves 0.5s
 
*Fancy shoes 6s
 
*Fancy shoes 6s
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*Fancy shirt 2s
 
*Fancy shirt 2s
  
1700-42.5=1657.5s
+
=172+6.5+14=190.5
 +
Leaves 1054.5s
  
 
*Bedroll 1s Enc 1
 
*Bedroll 1s Enc 1
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*Wax block 0.2s Enc 1
 
*Wax block 0.2s Enc 1
 
*Writing kit 45s Enc 1
 
*Writing kit 45s Enc 1
 +
*Tent (4 person) 10s Enc 2
  
1657.5-159.2=1398.3s
+
=13.5+145+0.7+10=14.2+145+10=169.2
 +
Leaves 885.3
 +
 
 +
*Short bow 1D6+1d2 Y 80m 1 9/11 L Impale 1 4/4 75 SP
 +
*Arrow, bodkin (10) 1/1 — 1 SP
 +
*Arrow, bodkin (10) 1/1 — 1 SP
 +
*Quiver 2sp
 +
= 79s
 +
Leaves 806.3
 +
 
 +
*War sword 1D8 9/7 M M Bleed, Impale 2 6/10 175 SP
 +
*Dirk 1D3+2 –/– S S Bleed, Impale — 6/6 50 SP
 +
*Poleaxe 1D8+2 11/9 L L Impale, Stun Location, Sunder 2 6/10 150 SP
 +
=375ss
 +
 
 +
Leaves 431.3s
 +
 
 +
*Head helm (see Drifter’s post) 120s
 +
*Linen cuirass (Chest) 75s
 +
*Soft leather trews (Abd & Legs) 150s
 +
=345s
 +
 
 +
Leaves 86.3s
 +
 
 +
Armour
 +
 
 +
Arms
 +
 
 +
Armour
 +
*
  
 
Equipment
 
Equipment
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*2 waterskins Enc 2 1s
 
*2 waterskins Enc 2 1s
  
=1398.3-22=1376.3s
+
= 22.5s
 
 
*Short bow 1D6+1d2 Y 80m 1 9/11 L Impale 1 4/4 75 SP
 
*Arrow, bodkin (10) 1/1 — 1 SP
 
*Arrow, bodkin (10) 1/1 — 1 SP
 
*Quiver 2sp
 
 
 
1376.3-79=1297.3s
 
 
 
 
 
Knights sword.
 
 
 
*War sword 1D8 9/7 M M Bleed, Impale 2 6/10
 
*Dirk 1D3+2 –/– S S Bleed, Impale — 6/6 50 SP
 
*Poleaxe 1D8+2 11/9 L L Impale, Stun Location, Sunder 2 6/10 150 SP
 
*Target 1D6 9/– L S Impale 2 4/12
 
 
 
1297.3-200=1097.3s
 
 
 
*Open helm, chain coif and padding.
 
*Padding or leather sleeved surcoat and trews.
 
*Chain hauberk w skirt and half sleeves.
 
*Boots and gauntlets, leather.
 
  
 
==Contacts, Friends, Enemies & Rivals==
 
==Contacts, Friends, Enemies & Rivals==
  
 
==Family & Background==
 
==Family & Background==
King Verlid has been married twice. The first time was to his childhood match, Ergyn Afaelin, daughter to Baron Afaelin. She died six years later during labour. Her younger sister is married to the Baron of Andazyn and Rosin is her daughter. Daegmund is one the Baron's bastards, and thus a half-brother to Rosin.
+
*Niece to the King
 +
*Father is Lerenil
 +
*Bastard half=brother =
  
The king later married Lady Ysibet's mother [Nevelyn Linfar of Hieath keep in burzyn], a widow at the time [of the previous lord of Erenes a landed knight in Burzyn] and now the queen. She had two daughter's in her previous marriage, one of whom is Lady Ysibet, Aelfric's mother. The other is now Taowyn Legith, wife of the seneschal.
+
==Notes==
  
Lady Ysibet married Baron Roberic of Clan Mernii in Thay and has three children with him, the heir Balwyn, Lady Maeri and Aelfric.
+
Equip: 1700s
  
*Major holdings of Chybisa
+
You own a riding horse, a mule, a pavillon, a retainer and escort.
  
Burzyn. Seat of the King, Verlid II.
+
'''Magic'''
  
Onden. Seat of the Kings older sister. Her Seneschal is the crown prince Balesir.
+
Remember, you are 21-28, and have common magic only if you follow some divine/spirit/sorcery type path. Instead, pick your common magic as if you were sarting with it [6pts], and this will be converted into innate abilities.Choose common magic - assume 4 points. Non magic types will have their choices changed to abilities.
  
Lerenil, Seat of the kings younger brother. Salagys Legith is Seneschal. His wife is Aelfrics Aunt.
+
Going no magic gets you some innate abilities to substitue for the loss of common magic. Weirdly enough, the best way for me to work this out is to go ahead and pick common spells as if you were starting with them. This gives me a template of what you would 'enhance' if you were magically able to. Assume 6 points of common magic.
  
Andazyn, seat of the Kings sister in law [by his first wife]. Baron Vastair. This is Rosines family.
 
  
==Notes==
+
Detect Magic: Gives the location of enchanted items, magical
 +
creatures or active spells.
 +
Detect Species: Each unique Detect Species spell will give the
 +
location of members of the specifi ed species. Examples of this spell
 +
include Detect Duck, Detect Rhino or Detect Trollkin.
 +
Detect Substance: Each unique Detect Substance spell will give the
 +
location of substances of the specifi ed type. Examples of this spell
 +
include Detect Coal, Detect Gold or Detect Wood.
 +
The Games Master should provide the rough power of the detected
 +
subject (‘weak magic’ or ‘rich gold lode’) and require further
 +
Common Magic tests for more detailed information.
  
Equip: 1700s
+
Fate
 +
Instant, Magnitude 1, Progressive, Touch, Resist (Persistence)
 +
This spell allows the caster to infl uence fate, either for the good
 +
or ill of the target. The caster can increase or decrease the target’s
 +
next Skill Test by 10% for each point of the spell’s Magnitude. The
 +
caster must choose at the time of the casting whether to increase
 +
or decrease the target’s chances – allowing him to give his friends
 +
an advantage or hobble his enemies. Only the next Skill Test made
 +
after (resisting) the spell’s casting is affected.
  
You own a riding horse, a mule, a pavillion, a retainer and escort.
+
Frostbite
 +
Instant, Magnitude 2, Ranged, Resist (Resilience)
 +
This attack spell allows the caster to freeze his opponent, dealing
 +
1d3 points of damage (rolled once) to all Hit Locations, ignoring
 +
any Armour Points. Magical effects that protect against cold
 +
damage can block this effect but mundane items (such as cold
 +
weather gear) are ineffective.
  
Rosin will have an escort, a man[or woman] at arms, trained to ride. She also has a retainer, a servant come maid, always female.
+
Glamour
 +
Duration 5, Magnitude 1, Progressive
 +
For every point of Magnitude of this spell, the caster’s CHA score
 +
increases by +2. This may have an additional effect on his skills.
 +
The caster cannot increase his CHA in this way to more than twice
 +
its original value.
  
Rosine's escort Oswin:
 
STR 12 CON 12 POW 7 DEX 6 CHA 12
 
SIZ 16 INT 10
 
  
Rosine's maid Ydene:
+
Heal
STR 10 CON 11 POW 12 DEX 10 CHA 18
+
Instant, Magnitude 1, Progressive, Touch
SIZ 11 INT 9
+
For every point of Magnitude of this spell, the caster can repair
 +
one Hit Point of damage to an injured Hit Location. Casting
 +
this spell on creatures of a different species will have half the Hit
 +
Points restored.
 +
This spell cannot re-attach a severed limb, or heal a maimed one.
 +
Such wounds require stronger magic.
  
  
 +
Light
 +
Area Special, Duration 5, Magnitude 1, Ranged
 +
When cast on an inanimate object, this spell produces a steady
 +
radiance which extends 1 metre per point of Magnitude. The
 +
area is considered to be illuminated. Note that only the specifi ed
 +
area is illuminated – everything outside the area of effect is not.
  
The Flame of Temperance.
+
Mindspeech
 +
Duration 5, Magnitude 1, Progressive, Ranged
 +
This spell affects one target for every point of Magnitude. It
 +
allows telepathy between the caster and any target, though
 +
targets will not have telepathy with one another. The words
 +
transmitted by telepathy must be whispered and will be heard
 +
directly in the head of the recipient, in the same language in
 +
which it was spoken.
  
A female monastic (?) order to which Rosine belongs - Drifter, tell me if it's okay
 
  
Some six centuries ago, the Church of the Child of Light was rife with ecstatic worship. In this climate, the monk and visionary Abelard of Tine wrote his Treatise on Temperance. In this, he expounded the worth of moderation, meditative prayer and introspection. In particular, he explained how the virtue of Temperance was one of Mankind's greatest shields against the Great Evil. He recognised that men in particular were vulnerable and so it was women who must reign in man's impulses and her own. By remaining pure and unwed until a considerably later age than was customary, they would be able to reflect upon desire and gain mastery of it. When the time came to wed, they would be able to instil in their own children the virtue of Temperance.
+
Pierce
 +
Duration 5, Magnitude 1, Progressive, Touch
 +
This spell can be cast on any weapon with a blade or point. For
 +
every point of Magnitude, it ignores two Armour Points when it
 +
strikes an armoured location, including magical Armour Points.
 +
A weapon under the effects of Pierce cannot benefi t from other
 +
damage enhancing spells such as Bladesharp or Fireblade.
  
The idea was adopted, at first as doctrine, and quickly swept across the lands of the Child. For the first time, women were given control of their destinies. Yet, as with all revolutionary ideas, it led to disaster in some instances and was eventually abandoned as doctrine, though it has affected society deeply.
+
Protection
 +
Duration 5, Magnitude 1, Progressive
 +
For every point of Magnitude of this spell, one Armour Point is
 +
added to every Hit Location of the caster. This stacks with any
 +
existing armour and is treated in the same manner.
  
Today, the most visible mark left by the Treatise is the Flame of Temperance, a holy order almost whose members are almost exclusively women. The order is (naturally) moderate, with varying degrees of commitment required of its members. All members take vows of chastity, among others, but these are renewed (or not) annually. The Flame is typically represented as the flame of a candle - desires are recognised and may even be nourished in small ways, but are not allowed to take hold.
+
Push/Pull
 +
Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)
 +
This spell allows the caster to move an item of up to 1 SIZ or
 +
ENC per point of Magnitude either towards or away from the
 +
caster in a straight line, as if pushed suddenly from one direction
 +
or the other. The item is not moved with signifi cant enough force
 +
to infl ict damage unless it is naturally damaging (a bottle of acid,
 +
for instance) and the caster has no control over the distance pushed
 +
or pulled; as this depends on the location of the item or the surface
 +
it rests on. Living creatures targeted by this spell are allowed a
 +
Resilience roll to resist.
  
In practical terms, the organisation serves several roles for girls or women in different situations, and society's social hierarchy is reflected in this:
+
Repair
 +
Instant, Magnitude 1, Progressive, Touch
 +
Every point of Magnitude of this spell repairs one Hit Point of
 +
damage to a non-living target. The marks of repair remain visible,
 +
probably reducing the target’s market value, unless an appropriate
 +
Craft test is made at the time of casting.
  
Orphans. As the Flame of Temperance explicitly adopts a maternal and sagacious stance (and is not short on resources), it is an obvious repository for unwanted children. Many of these girl will remain in the order, effectively as servants, for life.
+
Second Sight
 +
Duration 5, Magnitude 3, Ranged
 +
Second Sight allows the caster to gauge the POW aura of every
 +
creature and magic item within range, which is not blocked from
 +
his vision. The caster will know if each aura is less than his own
 +
POW, within three points of his own POW or greater than his
 +
own POW.
 +
Second Sight also reveals invisible entities, such as spirits or ethereal
 +
undead, though only a hazy image will show (treat such targets as
 +
partially obscured).
  
The Afflicted. People not of sound mind are usually considered to have succumbed to some remnant of the Great Evil. Within the order, such people are kept under a particular strict regimen, in order to purify their souls of past misdeeds.
 
  
Bastard Daughters. A man's own intemperance is usually overlooked when he seeks to place a bastard daughter within the Order, as he will be asked to pay a substantial stipend for the upkeep of his offspring.
+
Thunder’s Voice
 +
Duration 5, Magnitude 1, Progressive
 +
This spell grants the caster a thunderous voice of command. For
 +
every point of Magnitude of this spell, the caster has +10% added
 +
to his Infl uence skill and can also be heard at up to the spell’s
 +
Magnitude x 100 in metres.
  
Nobility. Women of great means who wish to seek their own way in the world will happily take the vows for several years so as to keep suitors from calling. Noblewomen who might lay claim to great inheritances may also adopt this measure as a sign that they will not, at least while their vows last for the present year, act upon this. This is Rosine's situation.
+
Warmth
 +
Duration 5, Magnitude 1, Progressive
 +
This spell keeps the caster warm and comfortable in a bitter cold
 +
environment. He suffers no penalties to Fatigue tests from a cold
 +
environment while this spell is functioning. Warmth also protects
 +
the caster from one point of cold damage (magical or mundane)
 +
for every point of Magnitude.

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