RQ Pirates Reputation and Charisma in RQII

algauble

Banded Mongoose
I was reading the preview for RQ Pirates (pdf here: http://www.mongoosepublishing.com/pdf/rqpirates.pdf)
and the use of Reputation (which I guess was introduced in the Companion) reminded me of some descriptions I've heard about the way Charisma would fluctuate in RQII. Now I haven't seen a copy of the RQII rules in quite some time, and I was wondering if anyone could fill me in on how Charisma actually worked in those rules? Is there anything that would be worth porting to our MRQ games?
 
If you dont get a response by tomarrow, I will get a chance to get my copy out of storage and look it up. But I dont recall it was all that great, but then I played a bit differently back then.
 
Charisma had game impact, because it let you get training cheaper (which is how you mainly improved skills)
Every point over 12 gave you a 5% discount on training costs.

Modifiers are:

+1 per 25% in Oratory skill
+1 per 25% of skill in your main weapon, past 50%
+1 for owning a nice, showy magical item (one only)
Successfull leadership of an expedition can give +1 (they leave it up to GM to determine, but suggest current CHA as a percentile chance of gain)
Disastrous leadership, roll CHA as percentile or loose 1-3 points.
 
For me, Pirates is the main game, and I shoehorn the rest of RQ into it.

But IF I can find the players I will start a regular RQ game later this year.
 
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