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Character Creation.

Posted by HeraclitusFor group 0
Heraclitus
GM, 47 posts
Character is Destiny
Tue 17 Jul 2012
at 07:41
  • msg #1

Character Creation

Book break down

Epic Level Campaign Powers Points

Stats-Ruequest II
- Random Roll Assign including the Optional Rule for Characteristic Values (p8 RQ2) as follows:
Roll 3d6 five times and choose which result will be allocated to which characteristic from STR, CON, POW, DEX and CHA. Next, roll 2d6+6 twice and allocate to INT and SIZ. Re-roll any result of 6 or less. Minor adjustments can then be made, as you are able to take up to 2 points from one characteristic (or one from two characteristics) and add them to another. No stat is to exceed 18 or fall below 6.
One additional difference; roll one additional 3d6 and replace the lowest score (if higher, re-rolling under 6's still applies). Hopefully you get lucky.

Powers
-BRP/Super World and a modified version of RQII's sorcery for magic powers.
Though Super World is listed for Power ideas, we will be leaning a little closer to the rules of BRP as we will more closely follow the point and rule system of that book.
Combat System-Runequest II, with hitpoint location.

Skills
-Runequest II system for skills, but using the skill professions of BRP and Superworld in place of the Background portion of RQII. This skill list will be a combination of BRP, Superworld and appropriate RQII.  See the character sheet and below material for a modified version of the common skill list.

You can find a profession you like, or make up a profession and choose advanced skills and common skills that would fit in your profession.  I will compare your profession to an existing one and assign your skill bonuses.  You will then get Veteran skill points to add freely.  Any advanced skill you want not on your list will be chosen just like RQII, 10pts to buy and then add your free skill points to the total. Skills can not go over 99% when adding skill points, except in special circumstances based on your profession only.  They can be raised above 100% through game play.

Equipment-BRP-RQII

Starting stuff

Veteran Starting in RQII as it pertains to our game.
You get:
 450 skill points
 5X starting money
 6 hero points, and through the course of play you can learn a Heroic ability.
 You don't start with a Heroic ability but you have enough hero points to learn
 one once it becomes available.

Skills

Common Skills
Athletics= (Str+Dex)
Brawn= (Str+Siz)
Computer/Technology use= (Intx2)
Drive= (Int+Dex)
Education= (Intx2)
Evade= (Dex x 2)
Evaluate/Appraise= (Int+Cha)
First Aid= (Int+Dex)
History/Culture (Own)= (Intx2)
Influence= (Chax2)
Insight= (Int+Pow)
Language (Own)(Intx5)
Lore- Regional (Own) (Intx2)
Perception= (Int+Pow)
Persistence= (Powx2)
Resilience= (Conx2)
Sleight= (Dex+Cha)
Status/Reputation= (Cha+Pow)
Stealth= (Dex+Int)
Swim= (Str+Con)
Throw= (Dex+Int)
Unarmed= (Str+Dex)

Advanced Skills

The following is a list of Advanced Skills found in the RQII and BRP. We will use the most appropriate skill description from either book.  This is not a total list, many technical, science, knowledge and lore skills will be personal to your character.  There are a few suggestions in the BRP for specific examples.  I have put the skills that effect powers at the end of the list


Acrobatics (Str+Dex)
Art (Int+Cha)
Bargain/Commerce (Int+Cha)
Boating (Pow+Con)
Climb (Str+Dex)
Command (Pow+Cha)
Craft [specific] (Int+Dex)
Culture [Specific] (Intx2)
Dance/Sing/Play Instrument/Perform (Dex+Cha)
Demolitions (Int+Dex)
Diplomacy (Int+Cha)
Disguise (Dex+Cha)
Engineering (Intx2)
Etiquette (Int+Cha)
Fast Talk (Int+Cha)
Fine Manipulation (Dex+Pow)
Gaming/Gambling (Dex+Cha)
Heavy Machines (Intx2)
Knowledge [Specific] (Intx2)
Language [Specific] (Intx2)
Lore [Cults, Mysticism, Spirits, etc.] (Intx2)
Medicine/Healing (Int+Dex)
Oratory (Pow+Cha)
Pilot (Int+Dex)
Psychotherapy (Int+Cha)
Repair (Int+Dex)
Research (Intx2)
Ride (Dex+Con)
Science [Specific field] (Int+Con)
Seduction (Chax2)
Shiphandling (Int+Con)
Strategy (Int+Pow)
Streetwise (Pow+Cha)
Survival (Pow+Con)
Teach (Int+Cha)
Track (Int+Con)
Martial Arts* (Str+Dex)
Weapons** (Str+Dex)

Power related skills

The below are skills that would specifically relate to super powers, magic, etc.

Extra Energy
Fly
Projection (Dexx2)
Manipulation
Meditation
Spirit Walking
Spirit Binding
Chi
Magic
Psionic

Note: Common skills like Throw and Unarmed are necessary for some powers.


*Martial Arts: If you intend to choose this as an Advanced skill, check with me first as there is more to it than is in the book.

**Weapons: You can purchase a weapon class for 20 Skill points and use your Skill % for any weapon that fits in the class.  Alternatively, you can purchase a single weapon Specialization at normal cost (10).  Lastly, you can purchase a Weapon Style for 15 Skill Points that adds the benefit of an extra CA or other benefits.

The additional costs for Weapon Classes and Weapon Styles reflect the additional time and training it would take to be able to effectively learn proficiency in multiple weapons.

Weapon Classes:
Rifle: All single shot rifles, mostly designed for hunting or sniping.
Sidearm:  All pistols, revolvers, and any handheld semi-automatic weapon.
Automatic:  Machine guns of all kinds, from military issued M16's to submachineguns.
Energy:  All weapons that fire blasts of energy.
Heavy:  Mini-guns, mortars, bazookas, BFG's of all kinds.
Missile Torque: Any self-propelled weapon that involves string or strap (bows, slingshots, whips etc.)
Missile Blade: Any handheld weapon that is balanced and designed to be thrown, also includes boomerangs.
Sword, Long: Essentially one-and-a-half hand swords including Katanas and long swords.
Sword, Great: Any oversized two handed weapons including battle axes.
Sword, Short: Any single handed bladed weapon weighted primarily, but not limited to, slashing including scimitars, sais, kukris, etc.
Knife: Short, single-handed blades or offensive gauntlet-type weapons in addition to short staffs like scrima.
Staff, Long: From bats to bo's.
Chain: Long lengths of chain, weighted or no; such as triple-staffs, Kusari-gamas as well as shorter weapons such as Nunchuku, and anything chain-like with some heft.
Shield:  As long as it fits on an arm and is primarily designed to defend.
Artillery:  Giant mechanisms that fire large scale rounds.  This is not a skill that will allow one to drive a tank, only fire the cannon.  Driving the vehicle would require Pilot of that classification.

Specializations:
Any single weapon type can be chosen as a specialization.  A permanent 5% bonus to the skill is applied for concentrated learning and focus.

Weapon Styles:
Two weapon
Sword and Shield
Spear and Shield
Blunt and Shield
Extenders (Claws, blade-boots)
This message was last edited by the GM at 12:21, Tue 31 July 2012.
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