Editing Heros Paths.
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[[Category:Campaign Setup]] | [[Category:Campaign Setup]] | ||
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The Heros Paths | The Heros Paths | ||
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=Characters= | =Characters= | ||
− | *[[ | + | *[[x the unknown]] played by Julius Sleazer |
− | *[[ | + | *[[y the also unknown]] played by Stormraven |
− | *[[ | + | *[[z the really unknown]] played by someone unknown. |
− | *[[ | + | *[[a the reasonably guessed at]] played by who knows? |
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*[[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. | ||
− | == | + | ==Dwarves as PC's== |
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− | * | + | A dwarf is in no manner a RQ dwarf, more of a D&D style. |
− | * | + | |
− | * | + | Stats |
− | + | *Str 3d6+6 | |
− | + | *Con 2d6 +7 | |
+ | *Siz 2d4+4 | ||
+ | *Int 2d6+6 | ||
+ | *Pow 3d6 | ||
+ | *Dex 3d6 | ||
+ | *Cha 3d6-1 | ||
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+ | Roll each characteristic in order using one extra die, then discarding lowest. | ||
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+ | You may swap one stat, but with dwarves it is tricky...only str, pow, dex and cha may be swapped, or con and int. Remember to swap the die roll totals before adding fixed mods. | ||
− | + | Dwarves get a modification of their innate abilities in 1st Ed AD&D. | |
+ | * +5% in all combat with Orcs or Goblinkind. | ||
+ | * +1/+5% on all reistances to magic or poison effects per 4 points of Con [round up]. | ||
+ | * +20% on all defences when fighting Giants, Ogres, Trolls and their ilk. | ||
+ | * +50% on all perception rolls to do with depth underground or stonework traps | ||
+ | * +66% to note sliding doors, hollow spaces | ||
+ | * +75% to note slope, grade,and construction age. | ||
+ | * Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet. | ||
− | + | You are restricted to 1st ed AD&D type heropaths, so a dwarf can multiclass, but has access to fighter, cleric, paladin[hard to do], thief, assassin and bard. no M-U's, illusionists, druids or rangers. Monk is just silly. | |
+ | Use the backgrounds in the RQIII monsters book. | ||
==Local tongues== | ==Local tongues== | ||
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*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] | *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] | ||
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=Setting= | =Setting= | ||
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==Worship, the Great Forces, Priests and the Clericals== | ==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]. | |
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− | 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]. | ||
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− | 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']. | + | The worldy forces [the six elements [air, earth, fire, water, light and 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. | 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. |