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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.
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*[[x the unknown]] played by Julius Sleazer
*[[Arianha]] played by Stormraven.
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*[[y the also unknown]] played by Stormraven
*[[Guntholdt the Dwarf]] played by Mandacaru.
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*[[z the really unknown]] played by someone unknown.
*[[Severin Blackwater]] played by MonsterMash.
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*[[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.
  
==Attribute bonuses==
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==Dwarves as PC's==
*'''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.
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*'''Dexterity''' adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills.
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A dwarf is in no manner a RQ dwarf, more of a D&D style.
*'''Constitution''' adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types.
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*'''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.
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Stats
*'''Wisdom/power''' adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
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*Str 3d6+6
*'''Charisma''' governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.
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*Con 2d6 +7
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*Siz 2d4+4
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*Int 2d6+6
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*Pow 3d6
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*Dex 3d6
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*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.  
  
==Other Races as PC's==
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Dwarves get a modification of their innate abilities in 1st Ed AD&D.
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* +5% in all combat with Orcs or Goblinkind.
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* +1/+5% on all reistances to magic or poison effects per 4 points of Con [round up].
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* +20% on all defences when fighting Giants, Ogres, Trolls and their ilk.
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* +50% on all perception rolls to do with  depth underground or stonework traps
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* +66% to note sliding doors, hollow spaces
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* +75% to note slope, grade,and construction age.
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* Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet.
  
A [[Dwarf]] is in no manner a RQ dwarf, more of a D&D style.
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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.
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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]
 
==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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==Worship, the Great Forces, Priests and the Clericals==
 
==Worship, the Great Forces, Priests and the Clericals==
  
===The great forces===
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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].
*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'].
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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.  

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