Request - Example characters

Antalon

Mongoose
Loz / Pete,

would you be able to provide some example characters that are more developed, say an experienced Acolyte, Shaman and Adept?

It would help to see how a more developed PC/NPC may look under the new rules, and the types of magic & experience they have access to?

Perhaps included in a conversion guide from MRQ I?

Antalon.
 
I'd love to be able to accommodate you here, Antalon, but (and this is God's honest truth), I'm too busy!
 
Pity - unless this means you're producing more RQ material :D

Perhaps you could keep this idea handy for whenever you first get a chance.
 
This is surely the kind of thing we regular-type players could do, using the rules in the book? Make up sample, interesting characters, then post them up for others to see, and that way, we can come to a consensus of relative power level fairly easily.

For example, a starting battle-focused character can hit 80% in a combat style without too much difficulty. (Str + Dex = 30, +10 culture, +10 profession, +30 skill points). So 80% (+/- 10% or so) is the basic "warrior" level of ability for pure combat ability.

Similarly, 50 is probably a fair guess for starting Persistence/Resilience, given their importance. Perhaps +10% or so for culture/profession, but it's harder to tell since far fewer characters are going to "specialise" in these skills compared to pure combat skill.

For more experienced characters, who knows? Let's make some and find out. Important to remember not to over-specialise with them, I think. I'll post up some once I have a chance to work on them: I hope some others do too, we can get a consensus more easily!
 
SetentaeBolg said:
Similarly, 50 is probably a fair guess for starting Persistence/Resilience, given their importance.

My experience is that Resilience is horribly important for a front-line fighter because it keeps you in the fight. 50% might sound a lot but consider, any attack that has hit you and caused a serious wound and isn't a critical is, by definition a success. If you're facing even a weak opponent with say 50% attack then half of the attacks that cause you a serious wound were with rolls greater than 25. That puts your chance at succeeding at a Resilience test at around 25%.

The Resilience test is the difference between being able to use a weapon arm or not.

If using an impaling weapon, Brawn is rather important if you want your weapon back. Either that or a good skill in a back-up weapon.
 
50% might sound a lot

For a dedicated warrior, I think you probably are looking at a bit higher; 50% is a sort of guess at what a standard-ish starting Resilience/Persistence might be. It assumes stats of 10, +30% put in in the optional stage, and no cultural/profession modifiers. It probably errs on the low side for quite a few characters.

Personally, the "money" skills for me, that have to get +30% put into them, include Evade, Persistence, Resilience, and either 1 combat style or 1 magic style (probably 2 magic styles, depending). That's 120/150 there, leaving you 100 to bulk out your character in custom ways.

Obviously, this is if you're building a PC or equivalent badass NPC. "Normal" NPCs can just be given whatever scores you want that make them fit their role.[/quote]
 
I noticed that one thing missing from RQII that was in the first MRQ book was a section on building experienced characters....MRQI had novice, veteran, etc. but those guidelines have been left out of RQII.

Off-hand, I'd imagine that one could estimate the number of improvement rolls over time an experienced acolyte or other character might have received, and then advance a base character using those improvement rolls. Perhaps an experienced adventurer might have 20 improvement rolls under his belt, whereas a veteran might have 40 or 50, and a legendary character might have 100 or more.

A second option would be to simply grant extra skill points and offer up a means by which players could expend them for additional magic....I kind of prefer the earlier improvement roll method, though, because it takes advantage directly of the built-in advancement system of RQII.
 
As promised, here is a sample character, a very straight-forward (and potentially deadly) warrior. Not so good on the defensive, but he is ferocious.

If people are interested in seeing more powerful characters, I'd take Oolog up a few brackets experience-wise, based on the guidelines in the book (which definitely exist :) ) and we can maybe get a glimpse of what he'd become.

I figure increases would go into removing his worst weaknesses in the first instance, then concentrating on his core competencies of smashing things on the head with a big stick.

Code:
Oolog Tol – Primitive Warrior

Str 18		Age 18
Con 13		Combat Actions 2
Siz 15		Damage Modifier +1d4
Int 9		Improvement Roll Modifier -1
Pow 7		Magic Points 7
Dex 12		Movement 8
Cha 6		Strike Rank 10

COMMON SKILLS
Athletics 80
Brawn 68
Culture (Own) 48
Dance 18
Drive 19
Evade 39
Evaluate 15
First Aid 31
Influence 12
Insight 16
Lore (Regional) 48
Perception 31
Persistence 24
Resilience 76
Ride 21
Sing 13
Sleight 18
Stealth 36
Swim 31
Unarmed 60

COMBAT STYLES
2H Hammer 80
Sling 34

ADVANCED SKILLS
Language (Native) 65
Lore (Tactics) 18
Survival 50
Track 32

MAGIC SKILLS
Common Magic 43 – Bludgeon 3, Strength 3

MONEY
5 silver pieces, 5 copper pieces

EQUIPMENT
Clothes, charms, great hammer, a deer carcass plus assorted fruits and grasses, sling, bullets (10), soft leather hauberk, knife, animal whistle, snares (2), large sack

LOCATIONS (AP/HP)
Left Leg (0/6)      Right Leg (0/6)
Abdomen (1/7)   Chest (1/8)
Left Arm (0/5)     Right Arm (0/5)
Head (0/6)

COMBAT
Type			   Size    Reach	Weapon Skill	    Damage	   AP/HP
Great Hammer		H	L	        80		      1d10+3+1d4	4/10

Oolog is the war champion of his family, a small group of poor hunter gatherers living off the bounty of the Great Forest. He is a competent but not great hunter; but when they run into trouble with other groups, he is the one they look to drive off the enemy.

He has weaknesses: he’s not well-liked by the others, and is easily distracted from the task at hand, but he is tough, strong, and poses a serious threat to those who would do the family harm.

If he succeeds in getting his magics cast before a conflict, his damage bonus rises to 1d6 and his hammer becomes extremely deadly – with a weapon skill of 95 and doing 1d10+6+1d6 damage, even trolls have reason to fear him. Good thing he doesn’t often have time or patience to prepare so thoroughly.
 
Loz said:
you'll find that experienced character options are in RQII, too...
i think he means that you'll find that experienced character options are in RQII, too...
but I can't tell exactly... :roll:
I can't get the book in Germany yet.
 
Sorry Loz! You did get the experienced char gen in there....I somehow overlooked it on my first read through, and "discovered it" last night when we started the first RQ2 campaign...everyone rolled up characters, got their bakgrounds established and started the game. In the course of char gen I noticed the very obvious but somehow overlooked section on building experienced characters. My bad!

In a word:

D'oh!
 
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