Rosine

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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:
  • 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 +5 Nob#%
  • 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 +10 Nob +10 Nob #%
  • Insight (Int+Pow 26) #%
  • Lore (Regional) (Intx2 30) +30 Civ#%
  • Perception (Int+Pow 26) #%
  • Persistence (Pow x2 22) +5 Nob#%
  • Resilience (Con x2 26) #%
  • Ride (Dex+Pow 28) +5 Nob +25 Nob#%
  • 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 +10 Nob#%
  • Lore (Tactics) (Int x2 30) #%
  • Oratory (Pow+Cha 26) #%
  • Speak (Native) (Int+Cha 22) #%

Civ: 3 from: Art (any), Craft (any), Language (any), Lore (any), Mechanisms, Play Instrument Nob: 2 from: Courtesy, Culture (Other), Dance, Language, Lore (Any), 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, Nob: +10 sword

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

Professions - Rakil done Rosine: Noble Sword +10%, Infl uence +10%, Persistence +5%, Riding +5% Select Two Courtesy, Culture (Other), Dance, Language, Lore (Any), Play Instrument

P17.

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.