Rosine: Difference between revisions
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==Notes== | ==Notes== | ||
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'''Skills''' | '''Skills''' | ||
Revision as of 08:57, 17 May 2010
Rosine of Lerenil
Character in RoadScholar's MRQ2 A Darker Age: wiki / IC / OOC
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- Female 27yo
- Homeland: Lerenil,
- Background: Civilised, Noblewoman
- Class Package: Courtly knight
- Birthsign:
- Magic: ?????
Characteristics and Attributes
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
Common (Base %) %
- Athletics (Str+Dex 26) #%
- Brawn (Str+Siz 22) #%
- Culture(Eastern Harn) (Intx2 30) +30 Civ#%
- Dance (Dex+Cha 32) #%
- Drive (Dex+Pow 28) #%
- Evade (Dex2 34) #%
- Evaluate (Int+Cha 30) +20 Civ #%
- First Aid (Int+Dex 32) #%
- Influence (Chax2 30) +20 Civ #%
- Insight (Int+Pow 26) #%
- Lore (Regional) (Intx2 30) +30 Civ#%
- Perception (Int+Pow 26) #%
- Persistence (Pow x2 22) #%
- Resilience (Con x2 26) #%
- Ride (Dex+Pow 28) #%
- Sing (Cha+Pow 26) #%
- Sleight (Dex+Cha 32) #%
- Stealth (Dex+Int 32) #%
- Swim (Str+Con 22) #%
- Unarmed (Str+Dex 26) #%
Advanced Skills (Magical below)
- Courtesy (Int+Cha 30) +50Civ #%
- Speak (Native) (Int+Cha 22) #%
3 from: Art (any), Craft (any), Language (any), Lore (any), Mechanisms, Play Instrument
Combat Styles & Weapons
Combat Styles (Base %) %
Civ: 1 of the folling @+10:
2H Spear, 2H Sword, Dagger, Polearm, Rapier, Spear and Shield, Spear, Sword and Shield
Bow, Crossbow,
3 from the following, with +10 each:
- 2H Axe (Str+Dex 26) #%
- 2H Hammer (Str+Dex 26) #%
- 2H Spear (Str+Dex 26) #%
- Axe and Shield (Str+Dex 26) #%
- Blowgun (DexX2 34) #%
- Bow (DexX2 34) #%
- Dagger (DexX2 34) #%
- Hammer and Shield (Str+Dex 26) #%
- Spear and Shield (Str+Dex 26) #%
- Staff (Str+Dex 26) #%
- 1H Sword (Str+Dex 26) #%
- Sword and Shield (Str+Dex 26) #%
| Weapon/Shield | Size | Reach | Damage | AP | HP | Combat % | Manoeuvres | Range | Load | ENC |
|---|---|---|---|---|---|---|---|---|---|---|
| weapon name | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
| weapon name | ... | ... | ... | ... | ... | ... | ... | ... | ... | ... |
- Total weapon ENC: #
Hit Points and Armour
| Location | Location Name | Armour types | A.P. | Max H.P. | Damage |
|---|---|---|---|---|---|
| 19-20 | Head | ... | 1 | 6 | -0 |
| 16-18 | Left Arm | ... | 1 | 5 | -0 |
| 13-15 | Right Arm | ... | 1 | 5 | -0 |
| 10-12 | Chest | ... | 1 | 8 | -0 |
| 07-09 | Abdomen | ... | 1 | 7 | -0 |
| 04-06 | Left Leg | ... | 1 | 6 | -0 |
| 01-03 | Right Leg | ... | 1 | 6 | -0 |
- Total Armour ENC = (Total AP)/5 = #/5 = #
- Armour Penalty =
Magic
- Common Magic (Pow+Cha 26) #%
- Spells:
- @@@
- @@@
- @@@
- @@@
6 points of common magic to buy
Cults:
- Initiate of xxxxx
- Dedicated Pow: #.
- Pact (xxxxx) (Cha+DedPow ?) #%
- Lore (xxxxx) (Intx2 30) #%
- Cult Skills:
- Specific duties:
- Gifts/Compulsions:
- Divine Spells:
Mount
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
- Attack Bonus/Minus: +/-%
- Parry Bonus/Minus: +/-%
- Aim Bonus/Minus: +/-%
| Attack | Damage | S.R. | Attack % |
|---|---|---|---|
| Bite | damage | sr | atk% |
| Kick | damage | sr | atk% |
| Rear and plunge | damage | sr | atk% |
Equipment
Arms
Armour
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
= 22.5s
Contacts, Friends, Enemies & Rivals
Family & Background
- Niece to the King
- Father is Lerenil
- Bastard half=brother = ????
Notes
Page 16 onwards
Skills
Cool, let me know when you decide. You get background [civilised] Profession [whatever you pick] and the noble package [Its up thread somewhere] as well as 350 points to spend, though 100% of it must go to your Profession.
Age 21-28
Experience 3rd category - veteran plus options to be of acolyte/shaman/sorceror status.
350% points of 'free' skills to throw around.
Class. 100% to be spread amongst skills mentioned in your profession only. remember, magic types can use more than one type of magic.
Noble class package.
Ride +25% Influence +10% Culture(Eastern Harn) Open +5%
Choose Two from one and one from the other [either open or +10% if already open] Courtly Knight: Courtesy, Language (other), Oratory. Border Knight: Survival, Combat style[may be missile], Track.
All: Gambling, Theology, Lore(Tactics), Sing, Play instrument or Teaching open two or 1 at +10%.
Take a RQII profession and background as well, then spread another 250% around.
Birthsign Tarael the Pentacle
Skills Common Skills - Sunsign bonus Evaluate Tar 10% Mas/Sko 5% First Aid Mas 10%, Tar/Sko 5% Influence Tai/Tar/sko 5% Insight Tai/Tar/sko 5% Lore (Regional) Tai 10% Perception hir/Tar 10% Persistence Tai 10%, Tar/Sko 5% Sleight sko/tai/Tar 10% Stealth Hir/Tar/tai 10% Combat styles - Bows hir/Tar/Nad 5% - flails/whip Hir/tar/nad 5% - Sling hir/Tar/Nad 5%
Advanced skills
Commerce Tar 10%, ara/fen/ula 5%
Courtesy hir 10% nad/tar 5%
Craft [many]
- Sketching/Drafting Tai 10%, Tar/sko 5%
- Bowyer/Fletcher Hir 10%, Tar/Nad 5%
Disguise sko/Tar/Tai 10% Lore [many] - astrology Tar 5% - Law Tar/Tai 5% - Philosophy Tai/Tar/sko 5% Oratory Tar 5% Teaching Tar/tai/sko 5% Track Hir/tar 10%
We get them all. For advanced skills that you don't have, do as follows: +15 skills gives you the skill at base +5% +10 skiils gives you the skill at base +5 skills. You can either pay 5 from your free points and open it at base (and I assume ad more points?), or ignore it. If you want it later in the game you get e discount.
Equip
Money = 4d6=17 x ???
Magic
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.
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.