Ok, sorry, a Poor Noble does get to add up his 5 years of income (Rich Nobles basically get 6 * monthly since they add up the 5 years and then divide by 10).Rex wrote:Maybe I am just confused, are we using a house rule? Bottom of page 15 column 1 and top of page 15 column 1 has 5d100 lunars per year for poor noble and the note says this is usually cut off around his 21st year. This seems his biggest advantage by far, otherwise he won't be able to afford any training (I may not anyways with my horrible rolling).
So non-nobles get their base roll as pocket cash, nobles get whatever is left of their 5 years income.
More things for character sheets:
House rule: HP is (CON + SIZ) /2 (round up) + POW bonus. And then I realized that reduces the maximum possible for humans, so if CON or SIZ is 17+ add +2, if 13-16 add +1 (no penalty for low CON or SIZ, that's already been factored in the averaging...).
For skills a few things about the ability bonuses (you should list these on your character sheet also):
1. If your previous experience sets a flat percentage for a skill, you get your ability bonus on top of that.
2. For experience and training, the ability bonus is left out (this makes experience and training a bit easier for anyone with a positive bonus).
Due to #2, you may want to indicate your skills as Spot Hidden 25 (35) assuming you have a +10% Perception and got trained to 25%.
Note the Oratory ability bonus on p.50 (there actually are other skills that use the Oratory ability).
It will be helpful to all to include all the skills that have a non-zero base. If you find an RQ2 character sheet online (Free at RPGNow/DriveThruRPG https://www.drivethrurpg.com/product/23 ... ter-Sheets - too bad they don't have the Sapienza character sheets available) it shows all the skills with their base percentage.
Here's some character sheets I made:
General Sheet: https://drive.google.com/file/d/1CV630h ... sp=sharing
Newtling Sheet: https://drive.google.com/file/d/1kbXRE_ ... sp=sharing
They do add some additional skills, which is fine. I guess I also started to use the Oratory ability bonus (renamed Communication) for Languages also (which is fine and good).
Newtlings get a base Swimming of 80% and Ducks a base Swimming of 90%.
The additional skills:
Knowledge:
Identify Plants base 5% (from Cults of Prax)
Manipulation:
Boat base 5%
Crafting base 5% (if this is advanced must chose a specialty)
Dancing base 10%
Throw base 25%
Communication:
Singing 5%
Bargaining 5%
Bribery 5%
Story Telling 5%
Since previous experience doesn't add to those new communication skills at all, divide 20 percentage points across the skills as you desire (in 5% increments).
An additional option for Apprentice in previous experience is any craft, take one craft at 75% (I will be generous as to what the craft covers or if it makes sense to have related ones, up to two related ones at 50% - basically I'm mirroring Armorer).
Frank