Rosine

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Rosine of Lerenil

Character in RoadScholar's MRQ2 A Darker Age: wiki / IC / OOC

Jump to char char char char char

  • Female 27yo
  • Homeland: Lerenil,
  • Background: Civilised, Noblewoman
  • Class Package: Courtly knight
  • Birthsign: Tarael the Pentacle
  • Magic: ?????

Characteristics and Attributes

STR 9 CON 13 SIZ 13 INT 15 POW 11 DEX 17 CHA 15

  • Combat Actions 3
  • Damage Modifier +1D2
  • Improvement Modifier +1
  • Movement ?
  • Dedicated POW 0
  • Magic Points 11
  • Strike Rank (16-#AP)=?
  • Hero Points: 3

Skills

Common (Base %) %

  • Athletics (Str+Dex 26) 26%
  • Brawn (Str+Siz 22) 22%
  • Culture(Eastern Harn) (Intx2 30) 65%
  • Dance (Dex+Cha 32) 52%
  • Drive (Dex+Pow 28) 28%
  • Evade (Dex2 34) 34%
  • Evaluate (Int+Cha 30) 60%
  • First Aid (Int+Dex 32) 37%
  • Influence (Chax2 30) 75%
  • Insight (Int+Pow 26) 31%
  • Lore (Eastern Harn) (Intx2 30) 60%
  • Perception (Int+Pow 26) 36%
  • Persistence (Pow x2 22) 82%
  • Resilience (Con x2 26) 26%
  • Ride (Dex+Pow 28) 78%
  • Sing (Cha+Pow 26) 26%
  • Sleight (Dex+Cha 32) 42%
  • Stealth (Dex+Int 32) 42%
  • Swim (Str+Con 22) 22%
  • Unarmed (Str+Dex 26) 26%

Advanced Skills

  • Commerce (Int+Cha 30) 30%
  • Courtesy (Int+Cha 30) 95%
  • Craft (Sewing) (Dex+Int 32) 32%
  • Disguise (Int+Cha 30) 30%
  • Language (Native) (Int+Cha 32) 82%
  • Language (???) (Int+Cha 32) 32%
  • Lore (Heraldry) (Int x2 30) 30%
  • Lore (Tactics) (Int x2 30) 40%
  • Oratory (Pow+Cha 26) 51%
  • Track (Int+Con 28) 28%

Combat Styles & Weapons

Combat Styles (Base %) %

  • Bow (DexX2 34) 49#%
  • Dagger (DexX2 34) #%
  • Sword and Shield (Str+Dex 26) 46%


Weapon/Shield Size Reach Damage AP HP Combat % Manoeuvres Range Load ENC
weapon name ... ... ... ... ... ... ... ... ... ...
weapon name ... ... ... ... ... ... ... ... ... ...
  • Total weapon ENC: #

Hit Points and Armour

Location Location Name Armour types A.P. Max H.P. Damage
19-20 Head ... 1 6 -0
16-18 Left Arm ... 1 5 -0
13-15 Right Arm ... 1 5 -0
10-12 Chest ... 1 8 -0
07-09 Abdomen ... 1 7 -0
04-06 Left Leg ... 1 6 -0
01-03 Right Leg ... 1 6 -0
  • Total Armour ENC = (Total AP)/5 = #/5 = #
  • Armour Penalty =

Magic

  • Common Magic (Pow+Cha 26) #%
  • Spells:
    • @@@
    • @@@
    • @@@
    • @@@

6 points of common magic to buy

Cults:

  • Initiate of xxxxx
    • Dedicated Pow: #.
    • Pact (xxxxx) (Cha+DedPow ?) #%
    • Lore (xxxxx) (Intx2 30) #%
    • Cult Skills:
    • Specific duties:
    • Gifts/Compulsions:
    • Divine Spells:

Mount

Str: Number, Con: Number, Siz: Number, Pow: Number, Dex: Number.

  • Damage Bonus/Minus: +/- Damage Dice
  • Hit Point Bonus/minus: +/-HPs
  • Move Rate:
Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type number number number 17-20
Left Foreleg Armour Type number number number 14-16
Right foreleg Armour Type number number number 11-13
Forequarters Armour Type number number number 08-10
Hindquarters Armour Type number number number 05-07
Left Hindleg Armour Type number number number 03-04
Right Hindleg Armour Type number number number 01-02
  • Total Hit Points: nHP
  • Attack Bonus/Minus: +/-%
  • Parry Bonus/Minus: +/-%
  • Aim Bonus/Minus: +/-%
Attack Damage S.R. Attack %
Bite damage sr atk%
Kick damage sr atk%
Rear and plunge damage sr atk%

Equipment

Arms Armour Equipment

  • Clothes worn and a set of spares.
  • Some personal mementoes, good-luck charms, talismans or similar.
  • 1 week’s worth of food, either fresh or preserved.
  • Whistle 1s
  • Backpack Enc 1 5s
  • Bedroll Enc 1 1s
  • Flint & tinder 0.5cp
  • Quiver 2sp
  • Rope 10m Enc 2 10sp
  • 5 torches 2s
  • 2 waterskins Enc 2 1s

= 22.5s

Contacts, Friends, Enemies & Rivals

Family & Background

  • Niece to the King
  • Father is Lerenil
  • Bastard half=brother =

Notes

Equip: 1700s 250 points free to spend

Magic: 6 points common magic Remember, you are 21-28, and have common magic only if you follow some divine/spirit/sorcery type path. Instead, pick your common magic as if you were sarting with it [6pts], and this will be converted into innate abilities.Choose common magic - assume 4 points. Non magic types will have their choices changed to abilities.

Going no magic gets you some innate abilities to substitue for the loss of common magic. Weirdly enough, the best way for me to work this out is to go ahead and pick common spells as if you were starting with them. This gives me a template of what you would 'enhance' if you were magically able to. Assume 6 points of common magic.