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Rex's Character

Posted: Tue Oct 23, 2018 4:47 am
by Rex
Foundchild looks good to me.

Re: Character Generation

Posted: Tue Oct 23, 2018 4:55 am
by Rex

Re: Character Generation

Posted: Tue Oct 23, 2018 5:17 am
by ffilz
Wow, that's kind of miserable. If you want, you may re-roll.

BTW, if you want chance of small character, you should roll SIZ as [1d6][1d6][1d6][1d6] and pick 3 and add them up yourself. Optionally, if you want small SIZ and want to just make a single roll, [4d6k3] and subtract it from 21 or do [4d6k3-21] and just take the number as a positive number (i.e. 13-21 is -8 is 8).

Re: Character Generation

Posted: Tue Oct 23, 2018 10:30 pm
by Rex
Here we go again. Human Hunter Cult, Foundchild.

Str [4d6k3] = 12
Int [3d6k2+6] = 9+6 = 15
Pow [4d6k3] = 12
Con [4d6k3] = 12
Dex [4d6k3] = 15
Cha [4d6k3] = 13
Siz [1d6] = 4 [1d6] = 5 [1d6] = 5 [1d6] = 6
Background [1d100] = 94

Looks like my size could be 14, 15 or 16. Does it matter what I go with?

Re: Character Generation

Posted: Wed Oct 24, 2018 12:21 am
by ffilz
Rex wrote:Here we go again. Human Hunter Cult, Foundchild.

Str [4d6k3] = 12
Int [3d6k2+6] = 9+6 = 15
Pow [4d6k3] = 12
Con [4d6k3] = 12
Dex [4d6k3] = 15
Cha [4d6k3] = 13
Siz [1d6] = 4 [1d6] = 5 [1d6] = 5 [1d6] = 6
Background [1d100] = 94

Looks like my size could be 14, 15 or 16. Does it matter what I go with?
They are all the same except for how SIZ interacts with HP and damage bonus, both of which you want to be larger for... Plus it's the highest of STR, CON, and SIZ, so the higher SIZ means those attributes can be trained up higher.

For those wondering about optimizing SIZ, skill modifiers tend to follow the following breakpoints:

1-4, 5-8, 9-12, 13-16, 17-20, 21-24, etc...

Often 5-8 and 13-16 are no modifer just like 9-12 (this is usually the case for SIZ - Stealth being the one exception).

Frank

Re: Character Generation

Posted: Wed Oct 24, 2018 2:42 am
by Rex
Drest the Slayer

Lunars [5d100] = 165

Re: Character Generation

Posted: Thu Oct 25, 2018 5:24 pm
by Rex
I fixed my HP and defense, just not sure how to do the rest. I have 5 years, need to determine if I am merc, etc. Then what do I get for abilities/runes? Sort of lost a bit. I don't have much time right now but hope to latter so if you reply I can try latter based on what you reply. Sorry, its been busy and I haven't had as much time as I had hoped to read through the rules.

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:18 pm
by Rex
OK, I think I have how to proceed (from your post in Ed's thread).
% chance to be merc, 70% (13.6 rounded to 14x5)
Merc roll [1d100] = 66
He's a merc.
Str increase [1d100] = 13
+1 to Str
Con increase [1d100] = 72
no change to Con
Dex increase [1d100] = 51
no change to Dex
Pow increase [1d100] = 98
no change to Pow
Chr increase [1d100] = 50
no change to Chr

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:25 pm
by Rex
merc type
merc type [1d6+2] = 2+2 = 4
Foot merc.
1-hand spear [1d6] = 1
1-hand spear +25%
2-hand spear [1d6] = 4
2-hand spear +5%
medium shield [1d6] = 6
medium shield +5%
short sword [1d6] = 4
short sword +5%
pole axe [1d6] = 2
pole axe +15%
self bow [1d6] = 4
self bow +5%

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:31 pm
by Rex
equipment

poor noble
basic weapon
ring mail hauberk
open helm
self bow

foot merc
scale body
cuirbolli limbs
open helm

1,028 lunars (poor noble)

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:37 pm
by Rex
other skills

camo [1d6] = 5
camo 30%
spot hidden [1d6] = 4
spot hidden 30%
sense ambush [1d6] = 3
sense ambush 40%
horsemanship 25%
# languages [1d4] = 4
speaks 4 languages

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:42 pm
by Rex
magic

healing [1d6] = 3
healing 3
bladesharp [1d6] = 3
bladesharp 2
counter magic [1d6] = 3
counter magic 2
# of other spells [1d6] = 3
1 more spell

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:46 pm
by Rex
Cult status

% chance 42
cult status [1d100] = 54
failed perm status
cult status [1d100] = 100
failed initiate
Lay Member

Re: Rex's Character

Posted: Mon Oct 29, 2018 2:50 pm
by Rex
If a lay member can get the 1600 lunar loan I will take it to spend on training.

Not sure exactly how to go from here.

Re: Rex's Character

Posted: Mon Oct 29, 2018 3:29 pm
by ffilz
Rex wrote:If a lay member can get the 1600 lunar loan I will take it to spend on training.

Not sure exactly how to go from here.
Skills: The Foundchild cult teaches appropriate missile skills and Tracking to members at half price, and Peaceful Cut at the rate of 300/500/1,000/EXP.

Spells: Foundchild teaches his followers Speedart, Multimissile, and Silence at half price. He teaches no other spells.

You can train skills up to 25% or one 5% increase if your skill is already 25% (remember, this is the base skill, you don't consider your ability bonus, so if a skill has a 5% base, you can train it 4 times to 25% and then you add your 10% ability bonus for an effective 35% skill).

Speedart and Multimissile are variable spells (variable 1-4). I use the RQ2 costs for those:

1st point 500, 2nd 1000, 3rd 1500, 4th 2000, 5th 2500, 6th 3000.

I'll also add here that RQ2 combines Padding and Protection into a variable spell (1-4) and adds the Xenohealing variable spell (used for healing animals and critters) and Spirit Shield (I think this is also a 1-4 variable spell).

Re: Rex's Character

Posted: Tue Oct 30, 2018 12:03 am
by Rex
for my extra spell I took Silence
silence [1d6] = 4
rank 1

Re: Rex's Character

Posted: Tue Oct 30, 2018 12:11 am
by Rex
Sort of confused on this. I just found the Noble section on 107, do I get the skills/armor/spells/weapons from this section in addition to or in place of the mercenary section? The noble sections weapons start higher and the armor is better, rest looks the same. I am up to 3 sets of armor so far by my count (ring, scale and mail or plate depending on Str), do I just pick what I want or get all 3?

Re: Rex's Character

Posted: Tue Oct 30, 2018 12:11 am
by Rex
Also need 4 languages.

Re: Rex's Character

Posted: Tue Oct 30, 2018 4:05 am
by ffilz
Rex wrote:Sort of confused on this. I just found the Noble section on 107, do I get the skills/armor/spells/weapons from this section in addition to or in place of the mercenary section? The noble sections weapons start higher and the armor is better, rest looks the same. I am up to 3 sets of armor so far by my count (ring, scale and mail or plate depending on Str), do I just pick what I want or get all 3?
I think the mercenary is marginally better than the poor noble or at least comparable, so it's an either/or. I think you get more adventuring skills out of mercenary. However, you should do the read languages stuff from noble unless you rolled real well on the income, also take the Oratory skill from noble. Rich nobles are more likely better off doing the noble thing. You only get the noble armor if you do the noble thing instead of mercenary.

Language suggestions (with Praxian as your native):

Lunar (the conquerors)
Sartarite (the neighbors to the west)
Aldryami (Elf)
Darktongue (Troll)
Balazar (the neighbors to the north)
Old Pavic (dead language of Pavis)
Tradetalk (common tongue of trade)

Father afield (with 4 additional, you might consider one of these):
Grazelander (to the west of Sartar)
Esrolian (to the southwest of Sartar)
Tarshite (to the west of Sartar)

There are other more esoteric languages that I think should be learned in play.

Re: Rex's Character

Posted: Tue Oct 30, 2018 4:59 am
by Rex
I will stick with Mercenary. If I go mercenary I have no money? I may have to re-think where I was going to spend my cash/loan.