Difference between revisions of "Rosine"

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(Notes)
(Equipment)
Line 179: Line 179:
 
1700s
 
1700s
  
*Poor Quality Riding Horse 350 (Enc capacity 40)
+
*Riding Horse (Enc capacity ?)
*Bit & bridle 15s Enc 1
+
*Bit & bridle Enc 1
*Riding saddle 60s Enc 3
+
*Riding saddle Enc 3
*Saddlebag (Carries 15Enc) 20s Enc 2
+
*Horseshoes Enc 1
*Horseshoes 10s Enc 1
+
 
=365+60+30=455s
+
*Mule
 +
*Bit & bridle Enc 1
 +
*Riding saddle Enc 3
 +
*Saddlebags (Carries 2x15Enc) Enc 4
 +
*Horseshoes Enc 1
  
Leaves 1245s
 
  
 
*Baldric 2s
 
*Baldric 2s

Revision as of 14:31, 28 May 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

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) 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) 95%
  • Craft (Sewing) (Dex+Int 32) 32%
  • Disguise (Int+Cha 30) 30%
  • Language (Native) (Int+Cha 32) 82%
  • Language (???) (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%

Combat Styles & Weapons

Combat Styles (Base %) %

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


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:
    • Pierce 1
    • @@@
    • @@@
    • @@@

6 points of common magic to buy

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
  • Aim Bonus/Minus: +/-%
Attack Damage S.R. Attack %
Bite damage sr atk%
Kick damage sr atk%
Rear and plunge damage sr atk%

Equipment

1700s

  • 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


  • Baldric 2s
  • Riding boots 10s
  • Fancy belt 2s
  • Cape 3s
  • Fancy dress 5s
  • Noble dress 150s
  • Common gloves 0.5s
  • Fancy shoes 6s
  • Emblazoned Tabard 10s
  • Fancy tunic 2s
  • Fancy shirt 2s

=172+6.5+14=190.5 Leaves 1054.5s

  • 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
  • Tent (4 person) 10s Enc 2

=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

  • 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

Equip: 1700s

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

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.


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.

Disruption Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience) A particularly grisly offensive spell, Disruption literally pulls a target’s body apart. For each point of Magnitude the target suffers 1D3 points of damage to a random Hit Location, ignoring any Armour Points.

Dragon’s Breath Instant, Magnitude 2, Ranged, Resist (Evade) With this spell, the caster spits a stream of fi re at his target. If the fi re is not evaded, it infl icts 1D10 points of heat damage to a random location. Armour Points are effective against this damage and it counts as both magical and fi re damage.

Dullblade Duration 5, Magnitude 1, Progressive, Ranged This spell can be cast on any weapon but will not affect unarmed attacks or natural weaponry. For every point of Magnitude, it reduces the damage dealt by the targeted weapon by two.

Endurance Instant, Magnitude 1, Progressive, Touch For every point of Magnitude, this spell restores one level of Fatigue that the target is currently suffering from.

Extinguish Instant, Magnitude 1, Progressive, Ranged This spell instantly puts out fi res. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a Small Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno (see page 58).

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.

Firearrow Instant 1, Magnitude 1, Touch, Trigger Casting this spell on a missile weapon (such as an arrow, bolt, rock or dart) will cause it to burst into fl ame when it is fi red or thrown. When it hits a target, the missile will deal an extra 1D6 points of magical fi re atop its normal damage. A missile under the effects of Firearrow cannot benefi t from Multimissile or Speedart.

Fireblade Duration 5, Magnitude 3, Touch By touching a cutting or impaling weapon, the caster causes its blade to burst into fl ame. For the duration of the spell, this weapon will deal an extra 1D6 points of magical fi re damage atop of its normal damage. A weapon under the effects of Fireblade cannot benefi t from other damage enhancing spells such as Bladesharp or Pierce.

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.

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.

Golden Tongue Duration 5, Magnitude 1, Progressive The caster gains a bonus to any Commerce, Evaluate or Infl uence test equal to +5% x the Magnitude of the spell. This bonus only applies when a character is evaluating, buying or selling goods or equipment.

Hand of Death Instant, Magnitude 4, Resist (Resilience), Touch, Trigger This fearsome spell allows the caster to deal an awful wound with the merest touch. Casting the Hand of Death, charges his body with the spell. Touching an unsuspecting target, or succeeding at an Unarmed attack against a wary target, releases the spell’s effect. If the Resilience test to resist the effect is failed, the Hit Location touched immediately suffers enough damage to cause a Major Wound. If the Resilience test is a success, the target only loses 1d3 Hit Points. Armour does not protect against this damage.

Heal Instant, Magnitude 1, Progressive, Touch 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.

Ignite Instant, Magnitude 1, Ranged, Resist (Resilience) Ignite sets fi re to anything fl ammable within range, creating a Flame (see page 58). Living creatures cannot be ignited and if the target is worn or held by a living being (such as clothing) then the wearer/wielder may resist.

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 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.

Mobility Duration 5, Magnitude 1, Progressive, Touch For every point of Magnitude of this spell, the target’s Movement score is increased by one metre.

Multimissile Instant, Magnitude 1, Progressive, Touch, Trigger Cast on a missile weapon (such as a knife, arrow, javelin or rock), this spell is triggered when it is fi red or thrown. Multimissile creates one additional magical missile for every point of Magnitude. Each magical missile’s attack is rolled for separately and compared against the target’s single Evade or (shield) Parry roll. They use the same dice of damage as the original but will not benefi t from the fi rer’s Damage Modifi er. The additional missiles created through Multimissile will affect creatures that can only be hurt by magic. A missile under the effects of Multimissile cannot benefi t from Firearrow, Pierce or Speedart.

Parry Duration 5, Magnitude 1, Progressive, Touch Parry improves the caster’s defences whilst parrying with the targeted weapon or shield. Each point of Magnitude increases his parry chance by +5% and the Armour Points of the weapon by 1.

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.

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.

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.

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.

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).

Skybolt Instant, Magnitude 3, Ranged, Resist (Evade) The caster summons a lightning bolt from the heavens regardless of the weather. The target must be outdoors in plain view. Skybolt infl icts 2D6 points of damage to a single chosen location. Only magical Armour Points offer protection against this damage.

Slow Duration 5, Magnitude 1, Progressive, Ranged, Resist (Resilience) For every point of Magnitude of this spell, the target’s Movement score will be decreased by one metre. A target’s Movement may not be reduced to below one through use of this spell.

Speedart Instant, Magnitude 1, Progressive, Touch, Trigger Cast on a missile weapon (such as a knife, arrow, javelin or rock), this spell is triggered when it is fi red or thrown. Attempts to parry or evade the missile suffer a –5% penalty per Magnitude of the spell and damage is increased by one point per Magnitude. A missile under the effects of Speedart cannot benefi t from Firearrow, Multimissile or Pierce.

Spirit Bane Area Special, Duration 5, Magnitude 1, Progressive, Resist (Persistence) This spell creates a zone with a radius of 1 metre per point of Magnitude, which spirits fi nd exceptionally hard to enter. Any spirit with a POW less than the caster’s attempting to enter the protected area must resist the spell in order to do so. Spirits within the zone at the time of its creation must resist it or be compelled to leave as quickly as possible.

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.

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.

Water Breath Duration 5, Magnitude 2, This spell allows the caster to breathe water for the duration of the effect. Water Breath has no effect on the target’s ability to breathe air.