Difference between revisions of "Rosine"

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(Magic)
(Notes)
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'''Magic'''
 
'''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.
 

Revision as of 17:31, 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

  • Enchanting magic (key skill courtliness)
  • Spells:
    • Mindlink 1
    • 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