Difference between revisions of "Rosine"

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(Equipment)
(Notes)
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subject (‘weak magic’ or ‘rich gold lode’) and require further
 
subject (‘weak magic’ or ‘rich gold lode’) and require further
 
Common Magic tests for more detailed information.
 
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
 
Fate
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an advantage or hobble his enemies. Only the next Skill Test made
 
an advantage or hobble his enemies. Only the next Skill Test made
 
after (resisting) the spell’s casting is affected.
 
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
 
Frostbite
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its original value.
 
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
 
Heal
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Such wounds require stronger magic.
 
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
 
Light
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which it was spoken.
 
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
 
Pierce
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partially obscured).
 
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
 
Thunder’s Voice
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the caster from one point of cold damage (magical or mundane)
 
the caster from one point of cold damage (magical or mundane)
 
for every point of Magnitude.
 
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.
 

Revision as of 17:24, 31 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.

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.

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.


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.


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.


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).


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.