Difference between revisions of "Rosine"

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(Hit Points and Armour)
 
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Advanced Skills  
 
Advanced Skills  
 
*'''Commerce''' (Int+Cha 30) '''30%'''
 
*'''Commerce''' (Int+Cha 30) '''30%'''
*'''Courtesy''' (Int+Cha 30) '''95%'''
+
*'''Courtesy''' (Int+Cha 30) '''100%'''
 
*'''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 (???)''' (Int+Cha 32) '''32%'''
+
*'''Language (Old Tongue)''' (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 71: Line 72:
 
*'''Dagger''' (DexX2 34) '''54%'''
 
*'''Dagger''' (DexX2 34) '''54%'''
 
*'''Sword and Shield''' (Str+Dex 26) '''76%'''
 
*'''Sword and Shield''' (Str+Dex 26) '''76%'''
*'''Poleax''' (Str+Dex 26) -10 Str '''46%'''
+
*'''Pollaxe''' (Str+Dex 26) -10 Str '''56%'''
 
*'''Lance and Shield''' (Str+Dex 26) '''46%'''
 
*'''Lance and Shield''' (Str+Dex 26) '''46%'''
  
Line 88: Line 89:
 
!width="50"|ENC
 
!width="50"|ENC
 
|-
 
|-
|weapon name|| ... || ... || ... || ... || ... || ... || ... || ...  || ... || ...
+
|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 || ... || ... || -
 +
|-
 +
|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: #
Line 103: Line 112:
 
!width="70"|Damage
 
!width="70"|Damage
 
|-
 
|-
|19-20 || Head || ...|| 1 || 6 || -0  
+
|19-20 || Head ||Open helm, chain coif and padding|| 13 || 6 || -0  
 
|-
 
|-
|16-18 || Left Arm ||...|| 1 || 5 || -0
+
|16-18 || Left Arm ||Padded sleeve & gauntlet || 6 || 5 || -0
 
|-
 
|-
|13-15 || Right Arm ||...|| 1 || 5 || -0   
+
|13-15 || Right Arm ||Padded sleeve & gauntlet || 6 || 5 || -0   
 
|-
 
|-
|10-12 || Chest || ...|| 1 || 8 || -0   
+
|10-12 || Chest ||Chain hauberk, padded surcoat|| 7 || 8 || -0   
 
|-
 
|-
|07-09 || Abdomen || ...|| 1 || 7 || -0
+
|07-09 || Abdomen ||Chain hauberk skirt, padded surcoat & trews|| 7 || 7 || -0
 
|-
 
|-
|04-06 || Left Leg || ...|| 1 || 6 || -0  
+
|04-06 || Left Leg ||Padded trews & leather boot|| 1 || 6 || -0  
 
|-
 
|-
|01-03 || Right Leg || ...|| 1 || 6 || -0  
+
|01-03 || Right Leg ||Padded trews & leather boot|| 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 (key skill courtliness)
+
*'''Enchanting magic''' (trigger skill Courtliness)
*Spells:
+
*Spells:  
** Mindlink 1
+
** Detect Human (1)
** Pierce 1
+
** Light (1)
** @@@
+
** Mindspeech 1
** @@@
+
** Pierce (1)
** @@@
+
** Push/Pull (1)
6 points of common magic to buy
+
** Thunder’s Voice (1)
  
 
==Mount==
 
==Mount==
Line 178: Line 205:
  
 
==Equipment==
 
==Equipment==
1700s
 
 
 
*Riding Horse (Enc capacity ?)
 
*Riding Horse (Enc capacity ?)
 
*Bit & bridle Enc 1
 
*Bit & bridle Enc 1
Line 191: Line 216:
 
*Horseshoes Enc 1
 
*Horseshoes Enc 1
  
 
+
1700s
 
*Baldric 2s
 
*Baldric 2s
 
*Riding boots 10s
 
*Riding boots 10s
Line 197: Line 222:
 
*Cape 3s
 
*Cape 3s
 
*Fancy dress 5s
 
*Fancy dress 5s
*Noble dress 150s
+
*Noble dress free
 
*Common gloves 0.5s
 
*Common gloves 0.5s
 
*Fancy shoes 6s
 
*Fancy shoes 6s
Line 204: Line 229:
 
*Fancy shirt 2s
 
*Fancy shirt 2s
  
=172+6.5+14=190.5
+
1700-42.5=1657.5s
Leaves 1054.5s
 
  
 
*Bedroll 1s Enc 1
 
*Bedroll 1s Enc 1
Line 214: Line 238:
 
*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
 
  
=13.5+145+0.7+10=14.2+145+10=169.2
+
1657.5-159.2=1398.3s
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
Line 260: Line 254:
 
*2 waterskins Enc 2 1s
 
*2 waterskins Enc 2 1s
  
= 22.5s
+
=1398.3-22=1376.3s
 +
 
 +
*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==
*Niece to the King
+
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.
*Father is Lerenil
 
*Bastard half=brother =
 
  
==Notes==
+
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.
  
Equip: 1700s
+
Lady Ysibet married Baron Roberic of Clan Mernii in Thay and has three children with him, the heir Balwyn, Lady Maeri and Aelfric.
  
You own a riding horse, a mule, a pavillon, a retainer and escort.
+
*Major holdings of Chybisa
  
'''Magic'''
+
Burzyn. Seat of the King, Verlid II.
  
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.
+
Onden. Seat of the Kings older sister. Her Seneschal is the crown prince Balesir.
  
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.
+
Lerenil, Seat of the kings younger brother. Salagys Legith is Seneschal. His wife is Aelfrics Aunt.
  
 +
Andazyn, seat of the Kings sister in law [by his first wife]. Baron Vastair. This is Rosines family.
  
Detect Magic: Gives the location of enchanted items, magical
+
==Notes==
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.
 
  
Fate
+
Equip: 1700s
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.
 
  
Frostbite
+
You own a riding horse, a mule, a pavillion, a retainer and escort.
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.
 
  
Glamour
+
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.
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
  
Heal
+
Rosine's maid Ydene:
Instant, Magnitude 1, Progressive, Touch
+
STR 10 CON 11 POW 12 DEX 10 CHA 18
For every point of Magnitude of this spell, the caster can repair
+
SIZ 11 INT 9
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.
 
  
Mindspeech
+
The Flame of Temperance.
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
  
Pierce
+
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.
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.
 
  
Protection
+
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.
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.
 
  
Push/Pull
+
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.
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.
 
  
Repair
+
In practical terms, the organisation serves several roles for girls or women in different situations, and society's social hierarchy is reflected in this:
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.
 
  
Second Sight
+
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.
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.
  
Thunder’s Voice
+
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.
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.
 
  
Warmth
+
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.
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.
 

Latest revision as of 04:26, 4 July 2010

Rosine of Lerenil

Character in RoadScholar's MRQ2 A Darker Age: wiki / IC / OOC

Jump to char char char char char

  • Female 27yo
  • Homeland: Lerenil,
  • Background: Civilised, Noblewoman
  • Class Package: Courtly knight
  • Birthsign: Tarael the Pentacle

Characteristics and Attributes[edit]

STR 9 CON 13 SIZ 13 INT 15 POW 11 DEX 17 CHA 15

  • Combat Actions 3
  • Damage Modifier +1D2
  • Improvement Modifier +1
  • Movement ?
  • Dedicated POW 0
  • Magic Points 11
  • Strike Rank (16-#AP)=?
  • Hero Points: 3

Skills[edit]

Common (Base %) %

  • Athletics (Str+Dex 26) 46%
  • Brawn (Str+Siz 22) 22%
  • Culture(Eastern Harn) (Intx2 30) 65%
  • Dance (Dex+Cha 32) 52%
  • Drive (Dex+Pow 28) 28%
  • Evade (Dex2 34) 34%
  • Evaluate (Int+Cha 30) 60%
  • First Aid (Int+Dex 32) 37%
  • Influence (Chax2 30) 75%
  • Insight (Int+Pow 26) 51%
  • Lore (Eastern Harn) (Intx2 30) 60%
  • Perception (Int+Pow 26) 56%
  • Persistence (Pow x2 22) 82%
  • Resilience (Con x2 26) 46%
  • Ride (Dex+Pow 28) 88%
  • Sing (Cha+Pow 26) 26%
  • Sleight (Dex+Cha 32) 42%
  • Stealth (Dex+Int 32) 42%
  • Swim (Str+Con 22) 22%
  • Unarmed (Str+Dex 26) 26%

Advanced Skills

  • Commerce (Int+Cha 30) 30%
  • Courtesy (Int+Cha 30) 100%
  • Craft (Sewing) (Dex+Int 32) 32%
  • Disguise (Int+Cha 30) 30%
  • Language (Native) (Int+Cha 32) 82%
  • Language (Old Tongue) (Int+Cha 32) 32%
  • Lore (Heraldry) (Int x2 30) 45%
  • Lore (Tactics) (Int x2 30) 55%
  • Oratory (Pow+Cha 26) 51%
  • Track (Int+Con 28) 28%
  • Wear Armour (Con x2 26) 31

Combat Styles & Weapons[edit]

Combat Styles (Base %) %

  • Bow (DexX2 34) 79%
  • Dagger (DexX2 34) 54%
  • Sword and Shield (Str+Dex 26) 76%
  • Pollaxe (Str+Dex 26) -10 Str 56%
  • Lance and Shield (Str+Dex 26) 46%


Weapon/Shield Size Reach Damage AP HP Combat % Manoeuvres Range Load ENC
War Sword M M 1D8+1d2 6 10 76% Bleed, Impale ... ... 2
Dagger S S 1D4+1+1d2 6 8 54% Bleed, Impale ... ... -
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: #

Hit Points and Armour[edit]

Location Location Name Armour types A.P. Max H.P. Damage
19-20 Head Open helm, chain coif and padding 13 6 -0
16-18 Left Arm Padded sleeve & gauntlet 6 5 -0
13-15 Right Arm Padded sleeve & gauntlet 6 5 -0
10-12 Chest Chain hauberk, padded surcoat 7 8 -0
07-09 Abdomen Chain hauberk skirt, padded surcoat & trews 7 7 -0
04-06 Left Leg Padded trews & leather boot 1 6 -0
01-03 Right Leg Padded trews & leather boot 1 6 -0
  • Total Armour ENC = (Total AP)/5 = #/5 = #
  • 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[edit]

  • Enchanting magic (trigger skill Courtliness)
  • Spells:
    • Detect Human (1)
    • Light (1)
    • Mindspeech 1
    • Pierce (1)
    • Push/Pull (1)
    • Thunder’s Voice (1)

Mount[edit]

Str: Number, Con: Number, Siz: Number, Pow: Number, Dex: Number.

  • Damage Bonus/Minus: +/- Damage Dice
  • Hit Point Bonus/minus: +/-HPs
  • Move Rate:
Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type number number number 17-20
Left Foreleg Armour Type number number number 14-16
Right foreleg Armour Type number number number 11-13
Forequarters Armour Type number number number 08-10
Hindquarters Armour Type number number number 05-07
Left Hindleg Armour Type number number number 03-04
Right Hindleg Armour Type number number number 01-02
  • Total Hit Points: nHP
  • Aim Bonus/Minus: +/-%
Attack Damage S.R. Attack %
Bite damage sr atk%
Kick damage sr atk%
Rear and plunge damage sr atk%

Equipment[edit]

  • Riding Horse (Enc capacity ?)
  • Bit & bridle Enc 1
  • Riding saddle Enc 3
  • Horseshoes Enc 1
  • Mule
  • Bit & bridle Enc 1
  • Riding saddle Enc 3
  • Saddlebags (Carries 2x15Enc) Enc 4
  • Horseshoes Enc 1

1700s

  • Baldric 2s
  • Riding boots 10s
  • Fancy belt 2s
  • Cape 3s
  • Fancy dress 5s
  • Noble dress free
  • Common gloves 0.5s
  • Fancy shoes 6s
  • Emblazoned Tabard 10s
  • Fancy tunic 2s
  • Fancy shirt 2s

1700-42.5=1657.5s

  • Bedroll 1s Enc 1
  • 2 x 6hr candle 12s Enc 2
  • Papyrus 0.5
  • Seal (ring) 100s
  • Waterskin 0.5s Enc 1
  • Wax block 0.2s Enc 1
  • Writing kit 45s Enc 1

1657.5-159.2=1398.3s

Equipment

  • Clothes worn and a set of spares.
  • Some personal mementoes, good-luck charms, talismans or similar.
  • 1 week’s worth of food, either fresh or preserved.
  • Whistle 1s
  • Backpack Enc 1 5s
  • Bedroll Enc 1 1s
  • Flint & tinder 0.5cp
  • Quiver 2sp
  • Rope 10m Enc 2 10sp
  • 5 torches 2s
  • 2 waterskins Enc 2 1s

=1398.3-22=1376.3s

  • 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[edit]

Family & Background[edit]

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.

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.

Lady Ysibet married Baron Roberic of Clan Mernii in Thay and has three children with him, the heir Balwyn, Lady Maeri and Aelfric.

  • Major holdings of Chybisa

Burzyn. Seat of the King, Verlid II.

Onden. Seat of the Kings older sister. Her Seneschal is the crown prince Balesir.

Lerenil, Seat of the kings younger brother. Salagys Legith is Seneschal. His wife is Aelfrics Aunt.

Andazyn, seat of the Kings sister in law [by his first wife]. Baron Vastair. This is Rosines family.

Notes[edit]

Equip: 1700s

You own a riding horse, a mule, a pavillion, a retainer and escort.

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.

Rosine's escort Oswin: STR 12 CON 12 POW 7 DEX 6 CHA 12 SIZ 16 INT 10

Rosine's maid Ydene: STR 10 CON 11 POW 12 DEX 10 CHA 18 SIZ 11 INT 9


The Flame of Temperance.

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.

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.

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.

In practical terms, the organisation serves several roles for girls or women in different situations, and society's social hierarchy is reflected in this:

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.

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.

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.