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[[Category:Campaign Setup]]
 
[[Category:Campaign Setup]]
 
*Links:
 
**OOC [http://forum.rpg.net/showthread.php?t=533860]
 
**IC
 
**Recruitment
 
  
 
The Heros Paths
 
The Heros Paths
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=Characters=
 
=Characters=
*[[Julius Sleazers character]] played by Julius Sleazer.
+
*[[x the unknown]] played by Julius Sleazer
*[[Arianha]] played by Stormraven.
+
*[[y the also unknown]] played by Stormraven
*[[Guntholdt the Dwarf]] played by Mandacaru.
+
*[[z the really unknown]] played by someone unknown.
*[[Severin Blackwater]] played by MonsterMash.
+
*[[a the reasonably guessed at]] played by who knows?
 +
 
 
*[[a character sheet]]
 
*[[a character sheet]]
  
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*Ruling. People with magical parent occupations get the magic of their folks [sorcery will be as per MRQII], everyone else gets a roll on the special abilites table I have from the long lost game Thieves Guild. Roll d1000 and post with your character if you go that way.
 
*Ruling. People with magical parent occupations get the magic of their folks [sorcery will be as per MRQII], everyone else gets a roll on the special abilites table I have from the long lost game Thieves Guild. Roll d1000 and post with your character if you go that way.
 
==Attribute bonuses==
 
*'''Strength''' adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance.
 
*'''Dexterity''' adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills.
 
*'''Constitution''' adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types.
 
*'''Intelligence''' adds languages [that start at a base of 30%] equal to the additional languages. MU's and Illusionists gain extra spells and base their spell learning chances and maximum number of spells on Int.
 
*'''Wisdom/power''' adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
 
*'''Charisma''' governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.
 
 
==Other Races as PC's==
 
 
A [[Dwarf]] is in no manner a RQ dwarf, more of a D&D style.
 
  
 
==Local tongues==
 
==Local tongues==
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**[[The Assassin]]
 
**[[The Assassin]]
 
*[[The Monk]]
 
*[[The Monk]]
 
==Hero Points==
 
 
Hero points are acquired through the characters actions, over time. They are the currency of understanding and experience, and as they are earned they can be used to increase understanding in the characters HeroPath or paths.
 
 
*Earning hero points: Heropoints are earned per 'adventure' and generally range from 1 to 4 points gained, depending on difficulty of the task. Occasionally, extremely clever, astounding or characterful actions may earn an immediate hero point.
 
*Spending Hero points: Each HeroPath has several 'degrees' of commitment and understanding. These degrees are measured by the amount of hero points committed to them. Each HeroPath requires a number of Hero Points for each degree, though these vary by path and degree already attained.
 
 
*The hero points needed to attain each degree are listed in the HeroPaths. Note that the 1st degree has an initial cost [of 1-3 HeroPoints]
 
 
==Armour Tables==
 
 
Armour per full suit.
 
 
*Soft leather Enc 3.5 AP 1
 
*Padding Enc 3.5 AP1
 
*Stiff leather Enc 5 AP 2
 
*Padded Gambeson Enc 5 AP2
 
*Cuir [boiled leather] Enc 5 AP 3
 
*Bezaint/’Studded leather’/’ring’ Enc 6 AP 4
 
*Light Mail/ ‘RQIIIring’ Enc 10 AP 5
 
*Lamellar/’Banded’ Enc 18 AP6
 
*Scale Enc 20 AP6
 
*Mail/'Chain' Enc 20 AP7
 
*Plate Enc 25 AP8
 
 
==Encumberance==
 
ENC is thus: Str+Con = base enc. This is in pounds. You are unencumbered [no skill loss] if you remain under this limit. For each multiple of this up to 5, you become increasingly encumbered.
 
 
*No encumberance [up to (Str+Con) x 2 in lbs]: No effects
 
*Light [double]: -1 Strike rank. -1/5% ability checks [dexterity/agilty]
 
*Middling [triple]: 3/4 normal movement. -2 SR/ability checks
 
*Heavy [quadruple]: Half movement. -3 SR/ ability checks
 
*Very heavy [quintiple] : quarter movement. -4 SR/ ability checks
 
 
  
 
=Setting=
 
=Setting=
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The two enclaves are close allies but engage in constant friendly rivalry, including touneys and sporting/athletic events.  
 
The two enclaves are close allies but engage in constant friendly rivalry, including touneys and sporting/athletic events.  
 
every time in the last 300 years that one city has been attacked or warred upon, the other has come to its aid. Despite this, there has never ben any desire for the two to join as one.
 
every time in the last 300 years that one city has been attacked or warred upon, the other has come to its aid. Despite this, there has never ben any desire for the two to join as one.
 
==Worship, the Great Forces, Priests and the Clericals==
 
 
===The great forces===
 
*Nature
 
*Law
 
*Chaos
 
*Good
 
*Evil
 
*Balance
 
*Infinity [or pass-not]
 
*Entropy
 
*Fate
 
*Luck
 
*Mastery and
 
*Magic
 
 
are amorhpous forces in the world, rather than personified through gods. They congeal into sentience only in the Otherworlds, and hence create 'otherworldy' beings. [demons, devils and servants of 'higher' or 'deeper' powers].
 
 
===The worldy forces===
 
The six elements:
 
*air
 
*earth
 
*fire
 
*water
 
*light
 
*darkness
 
 
and
 
 
The powers:
 
*death/growth
 
*truth/illusion
 
*harmony/discord
 
*movement/stillness
 
 
are often claimed by gods as representing aspects of their divine strengths. However, to Clerics they are often aligned as secondary qualifiers [elemental or power 'forces'].
 
 
All gods are ancestor spirits writ large, and what they control of the otherworlds is what they wrest from it. Hence, worship and the promise of an afterlife within the gods otherworldy demense.
 
 
'''Priests''' generally worship a god or pantheon and gain divine magic from it. Their gods may have aspects of the various forces represented as part of their divine powers, but they are never its master, nor its sole user. There are many sun gods...
 
 
'''Clerics''' tap into a divine relationship with the great forces far more directly and personify, to some extent, these forces on the walking world [mundane plane].
 
Often an order of clerics will serve a nebulous collection of forces to a specific aim - though never one as petty as conquest [unless it is world domination] or money.
 
 
Each cleric or order can align with up to three forces, though they cannot chooses forces in oppostion. Thus, law, good and fate would be fine, but law, chaos and fate would not.
 
'''Druids''' tap directly into a divine pact with Nature and Balance, two sides of the same coin. They qualify their pact with the 'elemental' force.
 

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