Editing Tamur e'Milek

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DEX SR 2 SIZ SR 1 Melee SR 3<br>
 
DEX SR 2 SIZ SR 1 Melee SR 3<br>
 
Damage Modifier +1d4<br>
 
Damage Modifier +1d4<br>
Move 4<sup>3</sup><br>
 
  
'''Agility +3%'''<br>
+
Jump - 33<br>
Boat - 08<br>
 
Climb - 43<br>
 
Dodge - 08<br>
 
Jump - 38<br>
 
 
Ride - 68<br>
 
Ride - 68<br>
Swim - 18<br>
 
 
Throw - 47<br>
 
Throw - 47<br>
  
'''Communication +9%'''<br>
+
Animal Lore - 47<br>
Fast Talk - 14<br>
 
Orate - 21<br>
 
Sing - 14<br>
 
Speak Desert tongue - 39<br>
 
  
'''Knowledge +6%'''<br>
 
Animal Lore - 47<br>
 
Craft (leather) - 16<br>
 
Evaluate - 11<br>
 
 
First Aid - 28<br>
 
First Aid - 28<br>
Human Lore - 11<br>
 
Mineral Lore - 11<br>
 
 
Plant Lore - 28<br>
 
Plant Lore - 28<br>
Read/Write Desert Tongue - 18<br>
 
 
World Lore - 28<br>
 
World Lore - 28<br>
  
'''Manipulation +15%<br>
 
 
Conceal - 32<br>
 
Conceal - 32<br>
Devise - 20<br>
 
Sleight - 20<br>
 
  
'''Perception +14'''<sup>1</sup><br>
+
Listen - 50<br>
Listen - 56<br>
+
Scan - 74<br>
Scan - 80<br>
+
Search - 52<br>
Search - 68<br>
+
Track - 49<br>
Track - 55<br>
 
  
'''Stealth +10%'''<sup>5</sup><br>
+
Hide - 37<br>
Hide - 47<br>
+
Sneak - 37<br>
Sneak - 47<br>
 
  
'''Magic +10%'''<br>
+
Fist Attack - 52<br>
Ceremony - 34<br>
+
Dagger Attack - 42<br>
 +
1h Spear Attack - 59<br>
 +
Bow - 66<br>
 +
Buckler Parry - 57<br>
  
'''Weapon Attack +15/Weapon Parry +3'''<br>
+
The extra 50% were spent on Hide and sneak each 20 and Buckler 10.
1H axe 35//23<br>
 
1H sword 35//23<br>
 
1H mace 35//23<br>
 
1H spear 49//23<br>
 
Lance 45//08<br>
 
Bow 66//08 +1 dam<sup>2</sup><br>
 
Javelin 45//23(par as 1h spear)<br>
 
Buckler 20//47<br>
 
Target Sh 20//23<br>
 
  
----
+
Leather armour for 1 point all over, except for head which has a 2 point hood
Leather armour for 1 point all over, except for head which has a 2 point hood<br>
 
Knife, Comp. bow, Horse Red Mane,
 
 
 
----
 
The extra 50% were spent on Hide and sneak each 20 and Buckler 10.<br>
 
  
<sup>1</sup> Farsee 2 +10% to search, -10% on distance modifiers, +5% to all perception.<br>
 
<sup>2</sup> Speedart. +5% all missiles, +10% and +1 Dam Bow<br>
 
<sup>3</sup> Mobility +1m to movement<br>
 
<sup>4</sup> Detect Water. See signs of water on a successful Search roll.<br>
 
<sup>5</sup> Blend in. Adds +10% to the stealth category, and allows a POW roll to blend your movements to the terrain you are in. This can negate sight/sound modifiers, and effects Others abilities to see/hear you. A basic POW X 5 roll negates half the normal penalties and for every successful mod below that (POW X 4, etc) removes 10% from opposing rolls.<br>
 
 
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He also has a fine horse he stole from enemies last year. One of those fat merchants from the coast cities. He's heard that the city people give their animals names, but that is wrong. Animals only have a body soul and only beings with person souls can have names. So when you hear Tamur call his horse Red Mane you know it's not a name, just a description.
 
He also has a fine horse he stole from enemies last year. One of those fat merchants from the coast cities. He's heard that the city people give their animals names, but that is wrong. Animals only have a body soul and only beings with person souls can have names. So when you hear Tamur call his horse Red Mane you know it's not a name, just a description.
  
Like every sensible man he doesn't much like the city people, they are like children and not very smart. Cunning though and liable to cheat you trading unless you are on your guard.
+
Like ever sensible man he doesn't much like the city people, they are like children and not very smart. Cunning though and liable to cheat you trading unless you are on your guard.
  
 
There are lots of strange peoples and beasts and you sometimes have to fight them. All except the Ahram. They almost never leave the deep desert but when they do you must always help them. Tamur isn't sure why, but the old men claim it's an old pact of sorts and that you must never harm one of the gray skins. He's never seen one himself, but the older men remember going to their cities to trade. Tamur hopes he will be selected to go when he has proven himself worthy.
 
There are lots of strange peoples and beasts and you sometimes have to fight them. All except the Ahram. They almost never leave the deep desert but when they do you must always help them. Tamur isn't sure why, but the old men claim it's an old pact of sorts and that you must never harm one of the gray skins. He's never seen one himself, but the older men remember going to their cities to trade. Tamur hopes he will be selected to go when he has proven himself worthy.
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Main page for the game [[Time of the Mists]]
 
Main page for the game [[Time of the Mists]]
  
[[User:Jarulf|Jarulf]] 09:38, 13 April 2008 (PDT)
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[[User:Jarulf|Jarulf]] 06:33, 12 April 2008 (PDT)

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