Editing Motley Crew Character Sheet

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* Name: '''Character Name goes here'''
 
* Name: '''Character Name goes here'''
 
* Gender: '''Character gender goes here'''
 
* Gender: '''Character gender goes here'''
* Age:
 
 
* Bloodline: '''Characters bloodline goes here'''
 
* Bloodline: '''Characters bloodline goes here'''
 +
* Background: '''This is where things like 'xxx'  go'''
 
* Career: '''This is where things like 'civilized fisherman'or 'Hunter' go.'''
 
* Career: '''This is where things like 'civilized fisherman'or 'Hunter' go.'''
* Social class:
+
* Age:
** Wealth
 
** Status
 
 
 
* Background: (All from MRQII)
 
** Family Ties.
 
** Family Reputation.
 
** Family Connections.
 
** Background Events.
 
  
 
==Background==
 
==Background==
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==Characteristics==
 
==Characteristics==
*Str: '''Number''': Brawn Roll x5.
+
Str: '''Number''', Con: '''Number''', Siz: '''Number''', Int: '''Number''', Pow: '''Number''', Dex: '''Number''':, Cha: '''Number'''.
*Con: '''Number''': Health Roll x5.
+
*Damage Bonus/Minus: '''+/- Damage Dice'''Str and Siz based. (MRQII)
*Siz: '''Number''': Resist Roll x5.
 
*Int: '''Number''': Idea Roll x5.
 
*Pow: '''Number''': Luck Roll x5.
 
*Dex: '''Number''': Agility Roll x5.
 
*Cha: '''Number''': Appearance Roll x5.
 
 
 
*Damage Bonus/Minus: '''+/- Damage Dice''' Use whatever system you rolled up in.
 
 
*Hit Points: '''Siz+Con Averaged'''
 
*Hit Points: '''Siz+Con Averaged'''
*Experience bonus: '''Int/2%'''
+
*Experience bonus: '''+/-%'''
*Encumbrance limit: '''Str+Siz'''
+
*Encumbrance limit:  
 
*Magic Points: '''Equal to POW'''
 
*Magic Points: '''Equal to POW'''
 
*Fatigue Points: '''Str+Con'''
 
*Fatigue Points: '''Str+Con'''
*Movement:
+
*Movement:  
  
 
==Skill Groups==
 
==Skill Groups==
 +
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 +
*'''Agility: +/-n%'''
 +
**Dance (30%):
 +
**Dodge/evade (15%): n%
 +
**Climb (25%): n%
 +
**Jump (25%): n%
 +
**<u>Acrobatics</u>: (10%):-
  
Skill category modifiers are worked out this way. Every Primary (p) Atrribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.
+
*'''Aim: +/-n%'''
 +
**Throw (25%): n%
 +
** Hurled Weapon Style [specify]: n%
 +
** Missile Weapon Style [specify]: n%
  
Here's the modifiers:
+
*'''Knowledge: +/-n%'''
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).
+
**Evaluate (10%):-
* Mental/Knowledge. Int (p) Pow(s).
+
**Read/Write Language (10/0%):-
* Manipulation. Int,Dex(p)Str(s).
+
***Language Name: n%
* Perception. Int(p)Pow,Con(s).
+
***Language Name: n%
* Communication. Cha(p), Int,Pow(s).
+
***Language Name: n%
 +
**Animal Lore (5%):-
 +
**Folk Lore (30%) By culture/race.: n%
 +
**Mineral Lore (5%):-
 +
**Plant Lore (5%):-
 +
**World lore (5%):-
 +
**<u>Healing lore</u>: (10%):-
 +
**<u>Martial arts </u>(0%): n%
 +
**<u>Star lore </u>(Navigation)(10%):-
  
'''Skills'''. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you've opened them (at the listed %).
+
*'''Manipulation[ Whole Body]: +/-n%'''
 +
**Boating (10%): n%
 +
**<u>Sailing</u> (5%): n%
 +
**Craft, Physical (30%/10%) Sp:-
 +
**Shiphandling: n%
 +
**Swimming (15%): n%
 +
**Riding (5%): n%
 +
**Drive Cart/wagon (15%): n%
 +
** Melee Weapon Style [Specify]: n%
 +
** Melee Weapon Style [Specify]: n%
 +
** Melee Weapon Style [Specify]: n%
 +
** Melee Weapon Style [Specify]: n%
 +
 +
*'''Manipulation[Fine]: +/-n%'''
 +
**First aid (10%): n%
 +
**Treat disease/poison (5): n%
 +
**Sleight of hand (15%):-
 +
**Craft, Fine (30%/10)% Sp:-
 +
**Devices (5):-
 +
**<u>Play Instrument</u> (Var): n%
  
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
+
*'''Perception: +/-n%'''
 +
**Listen (25)%: n%
 +
**Scan (25)%: n%
 +
**Search (25):-
 +
**<u>Tracking</u> (10%): n%
  
*'''Physical Agility: +/-n%'''
 
  
**'''Athletics''' (30%)
+
*'''Stealth: +/-n%'''
**'''Dance''' (Regional) (30%)
+
**Hide (15%): n%
**'''Dodge/Evade''' (25%)
+
**Move quietly (15%): n%
**'''Pilot(Boat)'''(20%)
+
**Ambush (5)%: n%
**'''Ride'''(specify) (20%)
+
**<u>Shadowing</u> (10%): n%
**'''Stealth'''(25%)
 
**'''Swimming'''(20%)
 
**Acrobatics: (25%)
 
**Drive(Specify)(25%)
 
  
'''Mental Knowledge: +/-n%'''
+
*'''Communication: +/-n%'''
 
+
**Bargain (10%): n%
*'''Culture'''(Local) 30%
+
**Orate (10%): n%
*'''Culture'''(Other) 30% +5
+
**Fast talk (20%): n%
*'''Evaluate''' (30%)
+
**Sing (5%): n%
*'''First aid''' (20%)
+
**Speak Language:-
*'''Knowledge/Lore'''(Specify)
+
***Native (Int x 5): n%
**'''Regional Lore (Land Ends)'''(35%)
+
***Other (00): n%
**Other Lores (Specify) 20%
+
***Other (00): n%
*'''Navigation'''(20%)
+
***Other (00): n%
*Gaming (20%)
+
***Other (00): n%
*Healing lore: (25%)
 
*Literacy (Own Languages Script) (50/20% or 0)
 
**Literacy (Other Script) 20%
 
*Martial Arts (15%)
 
*Meditation (20%)
 
*Strategy (20%)
 
*Survival (20%)
 
 
 
'''Sense: +/-n%'''
 
 
 
*'''Perception''' (25%)
 
*'''Insight''' (25)
 
*Research (20%)
 
*Tracking (20%)
 
 
 
'''Manipulation: +/-n%'''
 
 
 
*'''Craft (Specify)'''(30%)
 
**Craft (Another) (30%/10)%  
 
*'''Sleight of hand'''(20%)
 
*'''Throw''' (25%)
 
*Art(Specify) (20%)
 
*Devices/Mechanisms (25%)
 
*Engineering (25%)
 
*Play (20%)
 
*Shiphandling: (20%)
 
  
 +
</div>
  
 
'''Communication: +/-n%'''
 
 
*'''Influence/Fast Talk''' (20%)
 
*'''Orate/Persuade''' (20%)
 
*'''Sing''' (20%)
 
*'''Speak Language'''
 
**'''Native''' (Int x 5%)
 
**Other (10):
 
*Bargain/Commerce (20%)
 
*Command (20%)
 
*Disguise (20%)
 
*Courtesy/Etiquette (25%)
 
*Perform(Specify) (25%)
 
*Seduction (20%)
 
*Streetwise (30%)
 
*Teaching (20%)
 
 
</div>
 
  
 
==Weapon Styles==
 
==Weapon Styles==

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