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Karakteralkotás és opcionális szabályok.

Posted by GMFor group 0
GM
GM, 4 posts
Chronicler
Sun 22 Mar 2020
at 15:03
  • msg #1

Karakteralkotás és opcionális szabályok

SzĂłval 100 XP-ből lehet karaktert kĂ©szĂ­teni, ami tapasztalt szintnek felel meg. BekopĂ­zok pĂ©ldakaraktereket, amiket a tutorialos modulhoz kĂ©szĂ­tettek. Ezek csak kezdő szintűek, 50 xp-ből csinálva, ezekre mĂ©g 50 xp-t el lehet költeni, illetve szabadon lehet cserĂ©lgetni, a már meglĂ©vő kĂ©pessĂ©geiket egy tetszőleges másikra.
Persze lehet teljesen saját karaktert is csinálni.
GM
GM, 5 posts
Chronicler
Sun 22 Mar 2020
at 15:12
  • msg #2

Karakteralkotás és opcionális szabályok

In reply to GM (msg # 1):

Kvarek, barbarian mercenary
“What’s in it for me?”
You have walked the path of steel from early childhood,
as a member of the proud clan Jezora. But ever
since your clan was annihilated by Ambrian forces
a dozen years ago you have wandered alone – most
likely as the only surviving Jezite. You have leased
your weapon to the highest bidder, Ambrian or
barbarian, but the constant warring has begun
to eat at your soul. And you are plagued by a nagging
conscience due to the fact that you survived
when your brothers and sisters followed Chieftain
Haloban into death. It is time to retire.
You are probably employed as a caravan guard,
hoping that it will prove to be a low-risk job that
lets you earn enough to eventually stop working
and settle down somewhere close to the forest of
Davokar. On the way south you may have befriended
some or all of Rageor, Niha, Karla and Fenya.

Kvarek
Race Human (barbarian)
Traits Contacts (sellswords)

Accurate 15, Cunning 9, Discreet 7, Persuasive
5, Quick 13, Resolute 10, Strong 11, Vigilant 10

Abilities Bodyguard (novice),
Man-at-arms (novice),
Shield Fighter (adept)

Weapons Dagger 1D4 (short), Bow 1D6,
Sword 1D8, Shield bash 1D4
(+chance to knock-down)
Armor Crow armor 1D6 (Impeding)
Defense 11 (shield)
Toughness 11 Pain Threshold 6
Equipment Pipe and tobacco, dice set, camp
equipment, weapon maintenance
kit, 9 shillings
Shadow Blooming green (corruption: 0)
GM
GM, 6 posts
Chronicler
Sun 22 Mar 2020
at 15:18
  • msg #3

Karakteralkotás és opcionális szabályok

In reply to GM (msg # 2):

Orlan of the House Daar, Pansar
“You have my word!”
You are the youngest son of a – besides you – extinct
house of nobility. The estates and your relatives
perished in the Great War; you were accepted into
the ranks of the Queen’s Pansars, thanks to your
skills and your family name. After a time of service
you have had enough of patrols and drills, and have
resigned from the knights’ guard in order to find a
purpose in life, perhaps even the strength to rebuild
your house from its ruined state.
You may very well have stayed behind in
Alberetor as a member of the rearguard while the
Queen and her people traveled over the mountains,
possibly because you have a hard time leaving the
tombs and lands of your family. Bartolom and Ansel
can be old acquaintances of yours, maybe from the
battlefield during the last clashes of the Great War.

Orlan of the House Daar
Race Human (Ambrian)
Traits Privileged

Accurate 11, Cunning 7, Discreet 5, Persuasive
13, Quick 10, Resolute 10, Strong 15, Vigilant 9

Abilities Dominate (novice),
Leader (adept),
Two-handed force (novice)

Weapons Dagger 1D4 (short), Sword 1D8,
Two-handed sword 1D12
Armor Fortified chainmail 1D8
(Impeding)
Defense 6 (dodge) or 7 (shield)
Toughness 15 Pain Threshold 8
Equipment Pouch with soil from the family
residence in the south, camp
equipment, weapon maintenance
kit, 1 thaler and 5 shillings
Shadow Gleaming silver (corruption: 0)
This message was last edited by the GM at 15:33, Sun 22 Mar 2020.
GM
GM, 7 posts
Chronicler
Sun 22 Mar 2020
at 15:25
  • msg #4

Karakteralkotás és opcionális szabályok

In reply to GM (msg # 3):

Rageor, ogre berserker
“Annoy me not!”
Many years ago you came wandering through
Davokar nameless and blank, and were taken in
by a witch who taught you to speak and behave. She
never gave you a name, aware that you do not need
one – after all, you know who you are and that is
enough. Instead the servant of the witch named you,
with a nickname to suit your temperament. Since
then you have been known as Rageor, and when
the witch died of old age you left the forest behind
There seems to be much to learn about the
world. You may have ended up south of the Titans
by chance (“What lies down south?”), or because
you previously befriended Fenya, Karla or Kvarek
and just tagged along. A thrilling alternative is that
the witch who raised you may have been killed by
Templars. If that is the case you may very well be
hunted by both witches and Black Cloaks who wish
to know more about what the witch was doing or
why she died.

Rageor
Race Ogre
Traits Long-lived, Pariah,
Robust (novice)

Accurate 10, Cunning 9, Discreet 5, Persuasive
7, Quick 11, Resolute 13, Strong 15, Vigilant 10

Abilities Berserker (novice),
Twin Attack (adept)

Weapons Dagger 1D6+1D4 (short),
2 swords 1D8+1D4
Armor Leather apron 1D4 (Impeding)
Defense 8 (parry)
Toughness 15 Pain Threshold 8
Equipment Self-made flute that only plays in
minor, 4 ortegs
Shadow Dark green like moss
(corruption: 0)
This message was last edited by the GM at 15:34, Sun 22 Mar 2020.
GM
GM, 8 posts
Chronicler
Sun 22 Mar 2020
at 15:32
  • msg #5

Karakteralkotás és opcionális szabályok

In reply to GM (msg # 4):

Ansel, theurg
“Begone, skeptic!”
You are a servant of the faith schooled in the Church
of Prios, also a priest mage, one of few selected by
Prios to be the light in the world. Your conviction
may be unwavering, but your relationship to the
Church is not: intrigues fester behind closed doors,
sharp elbows and pure defamations are not uncommon
in the struggle for positions in the Church
hierarchy. You constantly struggle to determine
what is the actual will of Prios and what is part of
your superiors’ schemes.
You are determined to stay a champion of the
former and refuse to get dragged into the latter.
You were probably one of those who stayed behind
in Alberetor, by choice or on order, to look after
some ancient temple to the Sun God. Now you have
been called to close the temple gates for good and
join your brothers and sisters up north. You are
possibly familiar with Orlan and Bartolom, maybe
after having served for a time in the same unit of
Queen Korinthia’s proud army.

Ansel
Race Human (Ambrian)
Traits Contacts (the Sun Church)

Accurate 13, Cunning 10, Discreet 5, Persuasive
15, Quick 7, Resolute 11, Strong 9, Vigilant 10

Abilities Leader (adept), Theurgy (novice),
Witch Hammer (novice)

Weapons Dagger 1D6 (short),
Warhammer 1D8
Armor Priest robes (flexible)
Defense 9 (shield)
Toughness 10 Pain Threshold 5
Equipment Warn copy of the Lightbringer
(the holy book of Prios), camp
equipment, 1 thaler and 3
shillings
Shadow Shimmering gold, like the sun
reflecting off a silver mirror
(corruption: 0)
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