Creating an Adventurer SRD

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Contents

Creating an Adventurer

This section is designated as Open Content.

Character Creation Checklist

Follow this checklist when creating a new character.

  1. Determine the character’s Characteristics.
  2. Determine the character’s Attributes.
  3. Determine the character’s Basic skill scores.
  4. Determine the character’s Previous Experience.
  5. Determine the character’s General Information.
  6. Outfit the character with Starting Equipment.

Characteristics

All characters and creatures have seven Characteristics.

Strength (STR): A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Constitution (CON): A measure of the character’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.

Size (SIZ): This is an indication of the character’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.

Intelligence (INT): A character’s ability to think around problems, analyse information and memorise instructions. It is a very useful Characteristic for characters interested in becoming accomplished spellcasters.

Power (POW): Perhaps the most abstract Characteristic, Power is a measure of the character’s life force and his personal force of will.

Charisma (CHA): This quantifies a character’s attractiveness and leadership qualities.

Determining Characteristics

Players will need a number of six-sided dice to generate their characters’ Characteristics. Roll the following dice to determine an adventurer’s Characteristics:

Strength (STR): Roll 4D6, drop the lowest die and total the remaining dice.

Constitution (CON): Roll 4D6, drop the lowest die and total the remaining dice.

Dexterity (DEX): Roll 4D6, drop the lowest die and total the remaining dice.

Size (SIZ): Roll 2D6 and total the dice. Add 6 to the result.

Intelligence (INT): Roll 2D6 and total the dice. Add 6 to the result.

Power (POW): Roll 4D6, drop the lowest die and total the remaining dice.

Charisma (CHA): Roll 4D6, drop the lowest die and total the remaining dice.

The Games Master may also allow players to assign their rolls to specific Characteristics, so that a player who wants to play a burly warrior can move a rolled 15 from CHA to STR, for example. Players should not be allowed to move rolls from INT or SIZ to any of the other five Characteristics, however.

Attributes

These are a set of secondary scores that define exactly what the character is capable of.

Combat Actions (CA): This is the number of actions a character can perform in each combat round.

Combat Actions
DEX Combat Actions
6 or less 1
7–12 2
13–18 3
19 or more 4

Damage Modifier (DM): The Damage Modifier applies whenever the character uses a melee or thrown weapon.

Damage Modifier
Total of STR and SIZ Damage Modifier
1–5 –1D8
6–10 –1D6
11–15 –1D4
16–20 –1D2
21–25 +0
26–30 +1D2
31–35 +1D4
36–40 +1D6
41–45 +1D8
46–50 +1D10
51–60 +1D12
61–70 +2D6
71–80 +2D8
81–90 +2D10
91–100+2D12
101–120+3D10
121–140+3D12
141–160+4D10
161–180+4D12
181–200+5D10

Hit Points (HP): These determine how much damage the character can sustain before reaching unconsciousness or death. Hit points are located in certain areas of the character’s body, representing exactly how much damage he can sustain.

Hit Points
Location
Total SIZ + CON
1–5 6–10 11–15 16–20 21–25 26–30 31–35 36–40 +5
Each Leg12345678+1
Abdomen 2 3 4 5 6 7 8 9 +1
Chest345678910+1
Each Arm 1 1 2 3 4 5 6 7 +1
Head12345678+1

Magic Points (MP): These are used to activate any spells the character knows. The character’s starting Magic Points will be equal to the character’s POW.

Strike Rank (SR): This determines how quickly the character acts in combat. Strike Rank is determined by adding together the character’s INT and DEX, and halving the result.

Basic Skills

Every character has a range of Basic skills that allows him to perform a variety of actions with varying degrees of expertise.

Each Basic skill is set by the total of one or more Characteristics. Some skills will also suffer a penalty from other Characteristics.

The Starting Skills table lists all the Basic skills every character possesses and the Characteristics used to determine the skill’s base score. If a Characteristic is listed as a penalty, deduct it from the skill’s base score.

Starting Skills
Basic Skills Bonus Penalty
Acrobatics DEX
Athletics STR+DEX
Boating STR
Dodge 10+DEX–SIZ
Drive 10+POW
Evaluate INT
First Aid INT
Influence 10+CHA
Lore (Animal) INT
Lore (Plant) INT
Lore (World) INT
Perception INT+POW
Persistence 10+POW
Resilience CON+POW
Riding DEX+POW
Sing CHA
Sleight DEX
Stealth 10+DEX–SIZ
Throwing DEX
Unarmed STR
Weapon Skills Bonus Penalty
All Close Combat STR+DEX
All Ranged DEX

Previous Experience

There are three stages involved in determining the character’s previous experience. First the player must pick the character’s cultural background. This provides certain starting skill bonuses that reflect this upbringing. Second, the player must pick a profession and gain further associated skills with that profession. Thirdly, the player spends the character’s free skill points.

Cultural Background

The player is free to choose the background the character comes from (with Games Master approval), which determines skill bonuses, starting money and which Advanced skills are available. The backgrounds available are listed here:

The Cultural Background table shows all the various bonuses each background bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores.

Advanced skills start at their base Characteristic score, plus any indicated bonus.

Cultural Background
Background Basic Skill Bonuses Advanced Skills Starting Money
Barbarian

Athletics +10%
Perception +5%
Resilience +10%
Stealth +5%

Pick Two +5%
Boating, Lore (Animal), Lore (Plant), Riding

Pick Three +10%

1H Axe, 1H Hammer, 2H Axe, 2H Hammer, Blowgun, Bow, Dagger, Shield, Sling, Spear, Staff, Throwing, Unarmed

Language (Native) +50%
Lore (Regional)
Survival

Pick One

Craft, Dance, Lore, Play Instrument, Tracking
4D6x20 silver

Peasant

Athletics +5%
Lore (Animal) +10%
Lore (Plant) +10%
Resilience +5%

Pick Two +10%
Boating, Dodge, Driving, First Aid, Persistence

Pick Two +10%

1H Axe, 1H Flail, 1H Hammer, 2H Axe, Dagger, Sling, Spear, Staff, Unarmed

Language (Native) +50%
Lore (Regional)

Pick Two

Craft, Dance, Lore, Play Instrument, Survival
4D6x25 silver
Townsman

Evaluate +10%
Influence +10%
Lore (World) +10%

Pick Two +10%
Boating, Driving, Persistence, Resilience, Sleight, Stealth

Pick Two +10%

1H Hammer, 1H Sword, Dagger, Crossbow, Polearm, Shield

Language (Native) +50%
Lore (Regional)
Streetwise

Pick One

Craft, Dance, Language, Lore, Play Instrument, Shiphandling
4D6x50 silver
Noble

Influence +10%
Lore (World) +10%
Persistence +10%

Pick Two +5%
Evaluate, Dodge, Perception, Riding

Pick Two +15%

1H Sword, 2H Sword, Dagger, Rapier, Shield

Language (Native) +50%
Lore (Regional)

Pick Two

Craft, Dance, Language, Lore, Play Instrument, Shiphandling
4D10x100 silver

Professions

The Professions table shows all the various bonuses each profession bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores. Advanced skills start at their base Characteristic score. If the character already possesses the indicated Advanced skill, they instead gain a +10% bonus to that skill.

If a Profession indicates that a character starts play with the Runecasting skill, that character knows one spell per Runecasting skill known. Spells known must be relevant to the runes the character has integrated.

Professions
Profession Cultural Background Basic Skill Bonuses Advanced Skills
AcrobatBarbarian
Peasant
Acrobatics +10%

Athletics +10%
Dodge +10%
Throwing +10%

Sleight +10%
AlchemistTownsmanEvaluate +10%

First Aid +10%

Lore (Plant) +10%
Lore (Alchemy) Runecasting 1
Animal TrainerBarbarian
Peasant
Driving +5%

First Aid +5%
Lore (Animal) +20%
Persistence +10%
Resilience +5%

Riding +5%
BardBarbarian

Peasant

Townsman
Influence +10%

Lore (World) +10%
Perception +5%
Sing +10%

Sleight +5%
Pick One

Dance
Play Instrument
Language

Lore
BlacksmithBarbarian

Peasant

Townsman
1H Hammer +10%

Evaluate +5%

Resilience +5%
Craft (Blacksmith)

Lore (Mineral)

Pick One
Engineering
Mechanisms
Craft (Armourer)

Craft (Weaponsmith)
CourtierTownsman
Noble
Influence +15%

Lore (World) +5%
Perception +5%

Sleight +5%
Dance

Pick One
Lore (Art)
Lore (Heraldry)
Lore (Philosophy)
Lore (Regional)

Play Instrument
CraftsmanBarbarian

Peasant

Townsman
Evaluate +20%

Influence +5%

Persistence +5%
Craft

Pick One
Craft (other)
Engineering

Mechanisms
DiplomatTownsman
Noble
Influence +20%

Perception +10%

Lore (World) +10%
Pick One

Dance
Language
Lore

Play Instrument
ExplorerBarbarian
Noble
Lore (World) +20%

Perception +5%

Resilience +5%
Pick Two

Language
Lore (Astronomy)
Lore (Geography)
Shiphandling

Survival
FarmerBarbarian
Peasant
Athletics +5%

Driving +5%
Lore (Animal) +15%
Lore (Plant) +15%

Resilience +10%
FishermanBarbarian
Peasant
Athletics +5%

Boating +20%
Lore (Animal) +5%
Resilience +10%

Throwing +10%
HerdsmanBarbarian
Peasant
First Aid +5%

Lore (Animal) +20%
Resilience +5%

Sling +10%
Survival
HunterBarbarian
Peasant
Bow +5%

Lore (Animal) +10%
Spear +5%

Stealth +10%
Survival
Tracking
LordNoble1H Sword +10%

Influence +20%
Persistence +10%

Riding +10%
MercenaryBarbarian

Peasant

Townsman
Lore (World) +10%

Pick Two
1H Axe +15%
1H Flail +15%
1H Hammer +15%
1H Sword +15%
2H Axe +15%
2H Flail +15%
2H Hammer +15%
2H Sword +15%
Bow +15%
Crossbow +15%
Polearm +15%
Shield +15%

Pick Two
Athletics +5%
Dagger +5%
Dodge +5%
Driving +5%
Evaluate +5%
Resilience +5%
Riding +5%

Unarmed +5%
MerchantTownsmanEvaluate +20%

Influence +10%

Lore (World) +10%
Pick One

Language
Lore (Logistics)

Shiphandling
MilitiamanPeasant
Townsman
1H Axe +5%

Athletics +10%
Dodge +5%
Resilience +5%
Shield +10%
Spear +10%

Unarmed +5%
MinerPeasant1H Axe +10%

2H Axe +10%
Athletics +10%

Resilience +10%
Lore (Mineral)
PhysicianTownsman
Noble
Evaluate +5%

First Aid +20%
Lore (Plant) +10%

Perception +5%
Healing
PriestPeasant
Townsman
Influence +15%

Lore (World) +5%

Persistence +10%
Lore – (Theology)
Runecasting 2
RangerBarbarian
Peasant
1H Sword +5%

Perception +5%

Lore (World) +10%
Lore (Regional)

Survival

Tracking
SailorPeasant
Townsman
Acrobatics +10%

Athletics +10%
Boating +10%
Lore (World) +5%

Resilience +5%
Shiphandling
ScholarTownsman
Noble
Evaluate +5%

Lore (World) +5%

Persistence +10%
Lore

Pick Two
Engineering
Healing
Language
Lore (other)

Mechanisms
Shaman Barbarian First Aid +5%

Influence +10%
Lore (Animal) +5%
Lore (Plant) +5%

Persistence +5%
Runecasting 3

Pick One
Healing
Lore

Runecasting (other) 3 Survival
SoldierBarbarian

Peasant
Townsman

Noble
Dodge +5%

Lore (World) +5%
Resilience +5%
Unarmed +5%

Pick Three
1H Axe +10%
1H Flail +10%
1H Hammer +10%
1H Sword +10%
2H Axe +10%
2H Flail +10%
2H Hammer +10%
2H Sword +10%
Athletics +10%
Bow +10%
Crossbow +10%
Dagger +10%
Driving +10%
Polearm +10%
Riding +10%
Shield +10%
Sling +10%

Spear +10%
SpyTownsman
Noble
Acrobatics +5%

Dodge +5%
Influence +5%
Perception +5%
Persistence +5%
Lore (World) +5%
Sleight +5%

Stealth +5%
Pick One

Disguise
Language

Tracking
ThiefBarbarian

Peasant

Townsman
Acrobatics +5%

Evaluate +5%
Perception +10%
Sleight +10%

Stealth +10%
Pick One

Disguise
Mechanisms

Streetwise
Town GuardTownsman1H Hammer +5%

Athletics +5%
Crossbow +5%
Perception +5%
Polearm +10%

Shield +10%
Streetwise
WitchBarbarian
Peasant
First Aid +5%

Lore (Animal) +5%

Lore (Plant) +10%
Runecasting 4

Pick Two
Healing
Lore
Runecasting (other) 4

Survival
WizardTownsman
Noble
Evaluate +5%

Lore (World) +5%

Persistence +10%
Runecasting 5

Runecasting (other) 5

Pick One
Language
Lore

Runecasting (other) 5
WoodsmanBarbarian
Peasant
1H Axe +5%

2H Axe +10%
Athletics +10%
Lore (Plant) +10%

Resilience +5%
Survival

1 Choose one of the following: Metal, Motion, Plant or Stasis. The character has integrated that rune and has that rune’s Runecasting skill.
2 Choose one of the following: Communication, Law, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
3 Choose one of the following: Beast, Earth, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
4 Choose one of the following: Fertility, Luck, Moon or Shadow. The character has integrated that rune and has that rune’s Runecasting skill.
5 Choose one of the following: Air, Cold, Earth, Fire, Heat or Water. The character has integrated that rune and has that rune’s Runecasting skill.

Free Skill Points

Every character receives 100 additional skill points. The player can add these free skill points to his skills in the following ways:

  • Add to a Basic or Weapon skill score.
  • Add to an Advanced skill score, as long as the character already possesses the skill.
  • Purchase an Advanced skill. This costs 10 free skill points and the Advanced skill starts at its basic Characteristic-derived score.

No single skill can benefit from more than 30 free skill points. The Advanced skill of Runecasting may not be purchased. An Advanced skill purchased with free skill points cannot be increased by more than 20 points.

General Information

Movement: Human characters have a Movement of 4 metres (4m).

Hero Points: Every character starts with two Hero Points.

Age: The character may start out at any age between 18 and 30.