SamsRQ6 Chargen
I aim chargen to be swift, so that I am less reluctant to off your characters than I normally am.
- CHARACTER CONCEPT - What is the basic idea for your character?
- Note that I will prefer theist characters as it will be easier for me to run.
- Are you human? If not, what and why?
- Are you Barbarian, Civilized (these two are preferred) or Nomad or Primitive?
- CHARACTER SHEET - Make a new character sheet on the wiki, using either your character's name or your rpgnet handle or similar
- ...or ask someone else to do it for you
- ATTRIBUTES - Allocate 90 points to your attributes, min. 10, max. 18. (Please don't sweat too much over it - if you feel you just need to up your STR a tad to get that damage bonus, note it at the foot of your character sheet and we can see if it happens in play.)
- Also note that I will probably combine the CHA-based learning (including getting new magic) from the rules with RQ2/3-style tick-and-roll learning of skills, with an INT bonus.
- If you really really want a characteristic down to 8, this will bw a major feature of your chracter - please explain why this improves your character.
- If you are non-human, please propose a point-buy setup that is similar to the above yet reflects your race.
- BASE SKILLS
- Put base values on your sheet for your Standard skills
- IMPORTANT: I am doubling the contribution of attributes to all skills. E.g. You have Cha 14 and Pow 11, your base Sing rating is not Cha+Pow (25%), it is 2xCha + 2xPow (50%).
- N.B. If we (or you) go East Wilds Orlanthi, riding will be taboo, so we can talk about this.
- CULTURE
- I will now give you two sets of rolls for culture, background, parents' profession etc. Pick one of these.
- Add 100 points to skills relevant to your culture (min. 5%, max. 15%)
- Leave the additions on the sheet for now; E.g. Sing (cha+pow) 50% +10
- You may take a max of 1 combat style within this, but this will depend entirely on your social class, and I will suggest what it does or does not include
- You may add points to no more than 3 professional skills
- You get +20% for Folk Magic and it is a standard skill
- Note that you automatically get +20 for customs and language (+40 in the book, houseruled)
- Don't forget to allocate points to Passions (you can define these more clearly later if you wish, no problem)
- PROFESSION
- What is your (background) profession?
- Add 100 points, as before (min 5, max 15)
- Again, you may select a Combat style
- You may add points to no more than 3 professional skills
- CULTS etc
- You may be a member of one organisation (Cult, School, Brotherhood etc) - we will need to discuss this
- AGE BONUS
- We will assume you are 'Adult', whichever age your character is. This means you may now add 150 points to any skill, max. 15%
- You may include only 1 new professional skill or combat style
- You may include the more advances magic skills as you wish - e.g. Exhort etc.
- MAGIC
- Take two points of Profession-relevant Folk magic (see table p. 195 or so?)
- Take two points of Cult/School etc-relevant Folk magic (I will tell you what your cult can provide, probably using the MRQ2 Cults book as a guide).
- You may take more advanced spells (or equivalent) according to your rating in the relevant skill (e.g. for sorcery, each 20 points of Invocation grants a spell at chargen)
- EQUIPMENT
- You may take the weapons that are appropriate to your combat style(s)
- I will give you profession/background-appropriate armour.
- I honestly don't want to be tracking equipment. How about you can 'produce' (cartoon-character style), up to 4 items like mirrors or whatever and can subsequently exchange these if you wish.