The QuestFRP Player's Handbook
[Player's Handbook Table of Contents]
[Game Master's Guide Table of Contents]
[Monstrous Manual Table of Contents]
[ Beginning of Manual ]
[ Grand Central ]
[ End of Manual ]
HOW TO CREATE A CHARACTER
LEARNING SKILLS AND EXPERIENCE POINTS
[4.1.10]
How does a Character learn Skills: Disciplines, Degrees Of Mastery And Experience
When a Character is created, he or she receives a quantity of starting experience with which the Character may learn varying Degrees of Mastery (DoMs) in Disciplines. Thereafter, a Character may improve his or her current Disciplines, or learn new Disciplines, only by devoting experience towards a specific Discipline. All Disciplines have a Learning Rate based on the Character's Statisics. The Learning Rate is a numerical expression of how well a Character may understand and learn a specific Discipline. The Learning Rate is equal to the Base Statistics Number of the Discipline. Learning Rates may be improved by bonuses from other Disciplines, bonuses from Enchanted Items, Spells, or by other special circumstances. Disciplines that are relatively easy to learn have a Learning Rate/Base Statistics Number equal to the addition of 5 Statistics. For example, Hand Held Weapons has a Learning Rate of Strength*2+Dexterity*2+Agility. A human with perfect physical stats would have a Learning Rate of 100%. Most humans, however, will learn this list less effectively. More difficult Disciplines use four Statistics, and the most difficult Disciplines may use only three Statistics. Thus, for the most difficult Disciplines, even with perfect Statistics, a Character would have a beginning Learning Rate of 60%.
[4.1.20]
| LEARNING/EXPERIENCE TABLE |
|---|
|
|
| 1 | 100 | 172 | 139 | 116 |
| 2 | 200 | 345 | 278 | 233 |
| 3 | 300 | 517 | 417 | 349 |
| 4 | 400 | 690 | 556 | 465 |
| 5 | 500 | 862 | 694 | 581 |
| 6 | 600 | 1034 | 833 | 698 |
| 7 | 700 | 1207 | 972 | 814 |
| 8 | 800 | 1379 | 1111 | 930 |
| 9 | 900 | 1552 | 1250 | 1047 |
| 10 | 1000 | 1724 | 1389 | 1163 |
[4.1.40]
Types Of Experience
There are three categories of awarded or earned experience. There is experience earned in a Discipline. This experience may only be used in the Discipline in which it was earned. The next type of experience is adventure experience. This experience may be used in any Discipline that one already posesses and has used during the adventure. Lastly, there is general experience. This experience may be used in any Discipline or in the General Disciplines. There are three major ways of gaining experience. A Character may study a Discipline, with a teacher who is more proficient in the Discipline, or by his- or herself. All such experience is Discipline specific. A Character will also gain experience working at some Disciplines, especially Technical or Mage Creation Disciplines. Again the experience is Discipline specific. The third manner is by adventuring, going out and risking life and limb in pursuit of some goal. It is usually this third way that Skill Class and General experience are earned. A detailed explanation of awarding experience and gaining experience from training and adventuring can be found in the Game Master's Handbook.
STATISTICS
[4.2.5]
Overview of QuestFRP Statistics
The statistics are the center of a character. They indicate what the character does or does not do well well, and gives a framework for determining what these things are. Statistics, when well used, should indicate to a player how a character should be role-played - the use of the statistics are not just limited to the wrote rules given below.
There are many ways in which statistics are used in QuestFRP (refer to appropriate sections for in-depth discussion). These include determining special skills, or calculated statistics (such as cast chance or extra damage from great strength). Learning rates for disciplines are also based on statistics, as are many saving throws for getting through difficult situations. If you choose an extremely low or high value for a statistic there are likely to be effects. In QuestFRP the average adventurer has a 14, and the average person a 12 in their statistics. Species do have different highs and lows, but the averages are the same between species.
For an in-depth discussion of how to choose statistics for your character see the creating a character section.
[4.2.10]
Strength
This Statistic represents the Character's ability to lift, carry and to impart force to a physical attack.
Damage Bonus: for every two points above 15 (round down) a damage bonus is gained. Damage bonuses transform into extra dice which are added to weapon based damage rolls. One damage bonus gives a character an extra d4, two an extra d6, three an extra d8, four an extra d10, and five an extra d10 + d4 (and continue in a like manner cycling the d4 up through the dice). So, a 16-17 Strength gives a d4 damage bonus, 18-19 gives d6, 20-21 gives d8, 22-23 gives d10, and 24-25 gives d10 + d4.
Damage Penalty: for every two points below 10 (round up) a Character suffers a damage penalty. Damage penalties transform into extra dice which are subtracted from weapon based damage rolls. One damage penalty causes a character to subtract d4, two to subtract d6, three to subtract d8, and four to subtract d10. So, a 9-8 Strength gives a d4 damage penalty, 7-6 gives d6, 5-4 gives d8, 3 gives d10 damage penalty.
In addition, every weapon has a minimum Strength needed to wield the weapon. If a Character's Strength is less than the minimum needed to wield the weapon, the Character loses one CR and one dice of damage for every point he or she is below that minimum. For example, a longsword requires an 11 Strength to wield normally, and it does a 3d6. A Character with a 10 Strength would suffer a -1 CR penalty and do a 2d6 for damage. A Character with a 17 Strength gains no CR bonus but does 3d6 plus d4 damage with a longsword.
Low Strength: if a character has a strength of less than three he or she is not able to move their naked body.
[4.2.20]
Dexterity
Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. It is the Statistic used to determine all manual activities such as drawing weapons and retrieving fallen objects from the ground.
Equip time modifiers: below are the modifiers to the time it takes to equip (become ready to strike with) a weapon for combat based on dexterity. These modifiers are also applied in the rules governing picking up a dropped weapon.
[4.2.25]
| EQUIP TIME MODIFIERS |
|---|
|
|
| 3 | +20 |
| 4 | +15 |
| 5 | +12 |
| 6 | +9 |
| 7 | +7 |
| 8 | +5 |
| 9 | +3 |
| 10 | +1 |
| 11-12 | +0 |
| 13-14 | -1 |
| 15-16 | -2 |
| 17 | -3 |
| 18 | -4 |
| 19 | -5 |
| 20 | -6 |
[4.2.30]
Agility
This Statistic represents foot speed, dodging ability, and quickness. Having an agility below 3 means that the Character is incapable of movement on their own power.
Agility determines movement speeds in combat (see Movement in GMG). It also determines movement speeds overland, though in general a person does not move at full walking speed on long journeys.
[4.2.35]
| OVERLAND MOVEMENT |
|---|
|
|
| 3-4 | 1 km/hr |
| 5-6 | 2 km/hr |
| 7-9 | 3 km/hr |
| 10-12 | 4 km/hr |
| 13-15 | 5 km/hr |
| 16-18 | 6 km/hr |
| 19+ | 7 km/hr |
[4.2.40]
Constitution
Constitution represents the hardiness of a Character. In concert with the Character's Will, it is used to generate the Character's Base Hit Points. It also determines how well a Character stands up to disease, fatigue, and injuries. A Character with a Constitution below 3 must live their lives in a bubble because exposure to the outside world is too dangerous to their health.
A Character's Constitution determines how long they are able to move above a walking speed in combat (see Movement in GMG). It also effects how many hours a day a character may walk (table below). For every hour a Character overwalks their max travel time the following day they travel and make Saving Throws as if they had 1 point less of Constitution.
[4.2.45]
| MAX TRAVELING TIME |
|---|
|
|
| 3 | 1 hr |
| 4 | 2 hr |
| 5 | 3 hr |
| 6-7 | 4 hr |
| 8-9 | 5 hr |
| 10-11 | 6 hr |
| 12-13 | 7 hr |
| 14-15 | 8 hr |
| 16-17 | 9 hr |
| 18-19 | 10 hr |
| 20+ | 11 hr |
[4.2.50]
Intellect
This Statistic represents the Character's IQ and problem solving ability as well as their instinctual abilities. Intellect determines the Assessment Statistic, of vital importance in combat, and is very important in calculating Cast Chance for Mages. More than anything else Intellect needs to be kept in mind while role-playing a Character. A Character with a 16 Intelligence is much more likely to come up with those great ideas, while one with an 8 Intelligence might be a bit on the slow side to make connections (even if you, as the Player, would make them). Try to make the Intellect roughly equal to some conception of the Character that you have so that it is not completely off base. If the GM feels a Player is overplaying a Character's Intellect a good way to curb the behavior is to enforce Intelligence saves.
In terms of concrete penalties a person with a 6 or 7 Intellect would be known as the "village idiot" and can only be told directly what to do (if it is not something they've practiced an Intelligence Save is needed). A person with an 8 or 9 Intellect can never learn to read well and is unlikely to come up with complex connections on their own. Having an Intellect of 5 makes you as smart as an average Bear or other large mammal, while something less than that puts you on par with a large mammalian grazer or a reptile. Such people may not be taken adventuring except as "pets" to be blindly loosed upon an enemy and can only understand simple queues and commands in the same way that a dog or cat might.
[4.2.60]
Magic Talent
This is the Character's ability to manipulate magical energy. It is used to generate initial SPP for Mage Spells, determines how many SPP the Mage receives per DoM of Mystic Theory, and is of great importance in determining Mage Discipline Check Rolls. For non-magic users it is important in a number of Saving Throws against various spells and other magical effects.
[4.2.70]
Faith
Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. Faith is used to generate initial SPP for Clerics, determine how many SPP the Cleric receives per DoM of Theology, and is of great importance in determining Clerical Discipline Check Rolls. For Characters who are not Clerics, Faith is important in defending against Clerical attacks. Faith is also important in a number of resurrection methods, and having a Faith below 6 may stop such attempts altogether - after all, why should a god care whether or not you're alive?
[4.2.80]
Will
This Statistic represents the Character's willpower and mental strength. It is of prime importance in determining a Character's Base Hit Points. It is also often a constituent in Mage and Clerical Check Rolls. A Will Saving Throw is usually needed to avoid the more dire consequences of injury (unconsciousness versus death). Furthermore Will plays into how capable a Mage is in regaining their SPP. Will is also often a component in Learning Rates, and as such having an especially low Will generally causes a character to be a slow learner.
[4.2.100]
Calculated Statistics
Calculated Statistics are all based upon the core Statistics outlined above. Calculated statistics that appear at the top of the Character Sheet such as Base Hit Points, Damage Bonus, and Poison Adjustment are explained in the Glossary and detailed for in-game use in the Game Master's Guide.
SPECIES
[4.3.1]
Dwarf
As a species, Dwarves are noted for building in stone and for fine craftsmanship. They delight in creating magic and Dwarven Mages are by no means rare. For fighting, Dwarves favor heavy armor and axes. Dwarves have excellent night vision and can see in all but total darkness. Dwarves live to be about 250 years old. Players should note that basic Statistics and abilities might vary, depending on the Game Master and campaign.
[4.3.2]
Half-Elves
Half-Elves are the result of matings between Fairie/Elves and Humans. They will breed true, depending on their mates. Half-Elf/Human alliances produce Humans, Half-Elf/Fairie alliances produce Fairie, and two Half-Elves produce Half-Elves. Half-Elves are too diverse to make any generalizations about species preferences, although they will generally adopt the habits of their parent Human race, unless they are raised among Fairie.
[4.3.3]
Elves/Fairie
Elves are the Elder Race of the world. They have slight builds, are extremely skilled in handwork, and are close to nature. Traditionally, they are fair skinned and fair haired, nimble and quick. Elves have excellent night vision and can see in all but total darkness. Elves may be immortal, as none are known to have died of old age. Players should note that these Statistics and abilities may vary depending upon the Game Master and the campaign.
[4.3.4]
Humans
Humans are the base species in Quest. All of their statistics are limited to a maximum of 18 and a minimum of 3 for starting characters. GameMasters may choose to have different races or cultures in their campaigns/worlds, with different Statistic modifiers or limitations.
[4.3.5]
Minimum and Maximum Statistics
The following table lists the species minimum and maximum values for each statistic as well as the height and weight ranges for each species. The minimum and maximums are absolute unless magical means are used to go beyond them for the given race.
[4.3.6]
| Species Statistics |
|---|
|
|
| | | | | | | | |
| Physical Strength | 3 | 18 | 3 | 16 | 3 | 14 | 3 | 20 |
| Manual Dexterity | 3 | 18 | 5 | 19 | 5 | 20 | 3 | 18 |
| Agility | 3 | 18 | 5 | 20 | 5 | 20 | 3 | 15 |
| Constitution | 3 | 18 | 3 | 18 | 3 | 16 | 9 | 20 |
| Intelligence | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Magic Talent | 3 | 18 | 5 | 20 | 9 | 22 | 3 | 18 |
| Faith | 3 | 18 | 3 | 16 | 3 | 12 | 3 | 14 |
| Will | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Height (cm) | 100 | 200 | 80 | 180 | 60 | 160 | 60 | 130 |
| Weight (kg) | 40 | 120 | 35 | 100 | 30 | 90 | 25 | 150 |
CREATING A CHARACTER
[4.4.1]
The process of creating a character in Quest is not designed to reflect the population as a whole. The assumption is that Characters have above average Statistics and talents, and are not representative of the general public. The adjustment of Statistics and application of Floating Statistics Points represent the Character's natural talents and aptitudes.
[4.4.11]
Beginning The Character Generation Process: Form A Character Concept
Looking at the Skill Classes, Disciplines, and species, you should determine what you want your Character to be, i.e., form a Character conception. Think about the skills and spells you want your Character to have, keeping in mind that your Character will grow. Try to determine all of the Disciplines that you think your Character may want to learn in his or her lifetime. This will be important in adjusting your Character's Statistics. For example, your Character may start out with only one or two Fighter and Open Disciplines, but your eventual goal may be for the Character to learn some Mage Skills. It is important to make sure that your Character has a reasonable Intellect and Magic Talent, even though they may not be important for the starting Disciplines, so that learning those skills is not prohibitively difficult in the future.
[4.4.12]
Species, Sex, And Beginning Statistics
Choose your species. There are four base species in Quest, although individual campaigns may have more or less. The four species are Human, Elf, Half-Elf, and Dwarf. Any limits resulting from belonging to a certain species are detailed above, in the section on Species and Races.
No matter what species you choose, start with an 11 for each of the following Statistics: Strength, Dexterity, Agility, Constitution, Intellect, Magic Talent, Faith, and Will. Choose the sex of your character as well. This is for role-playing only, as the basic rules do not impose any statistic differences between males and females, although individual Game Masters may come up with their own advantages/disadvantages based on sex. If adjustments are used they should not result in Statistics of less than the minimum specie statistic or greater than maximum species statistic.
Next determine your Character's age. Most beginning characters should start at age 18 to 20 years (young adults). There are presently no age-based Statistics modifiers in Quest.
[4.4.15]
Choose and Adjust Your Statistics
Adjust your Statistics to fit your character concept (i.e. adjust your Statistics so that the Character's Learning Rates are optimized for your chosen Disciplines - see the learning skills and experience point section above). Each character is given 30 floating statistic points (floaters). These extra statistic points represent the difference between you - a future Hero - and the average peasant scum. You may add these points to your eight base Statistics (Strength, Dexterity, Agility, etc.). In addition, you may switch points between statistics. To do so, take one point out of any statistic or out of your floaters and add one to any other statistic. It is a good idea to reference the Statistics section above while doing this since there are various good and bad effects to having high and low numbers in any given statistic.
Note: to raise a statistic to within one point of the species maximum you must pay two points. To raise a statistic to the species maximum costs four points. Other than by using magical means no statistic may be raised higher than the species maximum. To see your species minimum and maximum statistics reference the species section above.
The Character may also become ambidextrous by expending 3 floating points.
[4.4.16]
Calculate Your Base Hit Points (BHP)
Your Base Hit Points are how much damage your character can sustain before injury or death. Your Hit Points are calculated using the following formula: BHP = 3*Constitution + 2*Will
The hit point distribution table below is used to calculate how many hit points each limb gets (round the calculated figure), based on your BHP. It is useful to see whether gaining an extra BHP will effect an important limb statistic, such as your head, when you are deciding your Constitution and Will statistic values.
[4.4.16.5]
| HIT POINT DISTRIBUTION |
|---|
|
|
| Head | BHP * 0.15 |
| Chest | BHP * 0.40 |
| Abdomen | BHP * 0.30 |
| Groin | BHP * 0.20 |
| Right Leg | BHP * 0.20 |
| Left Leg | BHP * 0.20 |
| Weapon Arm* | BHP * 0.15 |
| Shield Arm* | BHP * 0.15 |
| Blood | BHP |
[4.4.17]
Choose Height, Weight, and Body Build Type
Choose any combination of height and weight that fits your Character conception (short and thick, tall and thin, medium, whatever) limited only by the species maximum and minimum. QuestFRP deliberately disassociates height and weight from BHP and how much damage a Character can take so as to allow the most flexibility in character concept.
[4.4.18]
Choose Handedness
Choose your Character's handedness, either left-handed or right-handed. To become ambidextrous you must expend 3 of your floaters.
[4.4.22]
Language
Your Character also receives a number of "Language Points" to buy language Discipline(s). Each point is the equivalent of 1 DoM in a language. If possible, a Character must begin the game fluent (DoM 3) in a language, this being his or her native tongue. The remainder of the language points may be used as the Player sees fit. Any unused Language points are lost.
For more information, see the Language discipline in Mundane Skills.
[4.4.23]
| LANGUAGE POINT TABLE |
|---|
|
|
| 4 or less | 1 |
| 5 to 8 | 2 |
| 9 to 11 | 3 |
| 12 to 15 | 4 |
| 16 to 19 | 5 |
| 20 or more | 6 |
[4.4.24]
Calculated Statistics
Using your Character's Statistics, calculate Base Hit Points, Dodge, Poison Adjustment, Damage Bonus/Penalty, and SPP for Mage and/or Cleric (see STATISTICS above, or the example of Character generation below).
[4.4.25]
| CALCULATED STATISTICS |
|---|
|
|
| Base Hit Points = | 3*Constitution + 2*Will |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) |
| Combat Rating (CR) = | 0 |
| Damage Bonus = | as per the Strength rules (see STATISTICS) |
| Defensive Rating (DR) = | 0 |
| Dodge Bonus = | Agility/5 |
| Mage Spell Power Point (SPP) = | Magic Talent + 0.5*Magic Talent per DoM of additional Mystic Theory (0.5*Magic Talent if no Mystic Theory) |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) |
| Parry Rating (PR) = | 0 |
| Poison Adjustment = | BHP/5 |
[4.4.26.5]
Choosing Disciplines and Calculating Learning Rates
Chose the disciplines that you want your Character to start with and examine the Learning Rates for the skills/spells within those Disciplines. You will want to have an idea of what Statistics are important for the beginning Disciplines, as well as future Disciplines that the Character may wish to learn.
Determine the Learning Rates for the various starting skills/Spells in those Disciplines and decide what Degree of Mastery to obtain. A Character starts with 3000 experience points. For a detailed example of calculating Learning Rates, choosing Degrees of Mastery, and allotting experience see 'How does a Character learn Skills' section above. No character should start with a list higher than DoM 3 with starting experience. At this time, the Character must also choose a specific weapon for each weapon Discipline. Unused starting experience is saved as general experience.
The player may also pick up to five background skills from the MUNDANE SKILLS - BACKGROUND SKILLS section. These are not deep skills (perhaps on the level of a high school course) and should reflect the character's background to some extent. (Coming from a fishing village would give Knot Tying and Small Boat Sailing, a pig farmer would know Animal Science and Mammal Studies, etc)
[4.4.27]
Outfitting The Character
Generate your Character's starting funds, and outfit him or her. The average starting funds for a Character are equal to about 3000 Copper Pence. Equipment lists can be found at the end of the Player's Handbook. The Player should not expect this amount, this is a guideline and the Game Master may alter starting funds with impunity.
[4.4.28]
Adjustments To DR Due To Shields And Armor
When your Character wears armor and/or uses a shield, his or her DR will change. Penalties for wearing armor are noted in the Armor section. Shields add a DR bonus; these are noted in the Arms section. There are lines on the Character record sheet for adjusted DR while using shield and armor.
[4.4.29]
Example of Character Generation
What follows is a comprehensive example of an individual's efforts to create a QuestFRP Character, using the Character generation process described above. We will call our example player Terry. The paragraph headings correspond with the descriptive paragraphs above, and show step-by-step how to put together a beginning QuestFRP Character
[4.4.30]
Character Concept
Terry forms her Character conception. Terry decides she wants her Character, Elidora, to be an half-elven woodsman/ranger. She wants Elidora to have a wide range of skills, but mostly Mage skills to start with. Terry has no plans for her Character to become a Cleric, or learn Clerical Spells, so she decides to start Elidora with a low Faith when allocatting Statistics Points later.
[4.4.31]
Species, Sex And Beginning Statistics
As stated above, Terry chooses to be a Half-Elf. This has no effect on her starting Statistics so she starts with a 11 for each of the eight Statistics, which are: Strength = S; Dexterity = D; Agility = A; Constitution = C; Intellect = I; Magic Talent = M; Faith = F; Will = W. Terry chooses her sex as female since she feels more comfortable playing a female Character. With the consent of the GM, she chooses her Character's age to be 18.
[4.4.32]
Height And Weight Determination
Since body weight and height do not influence her Character's Physical Statistics or ability to take damage, Terry decides she would like her Half-elf to be tall and of medium build. She chooses a height of 173 cm, and a weight of 70 kg. Elidora now looks like this, where HT = height and WT = weight:
[4.4.34]
| Elidora: Height and Weight Calculations |
|---|
| S: 11 | I: 11 | HT: 173 cm |
| D: 11 | M: 11 | WT: 70 kg |
| A: 11 | F: 11 | |
| C: 11 | W: 11 | |
[4.4.35]
Choosing Disciplines, Calculating Learning Rates, And Adjusting Statistics
Terry starts with a total of 30 Floating Statistic Points (known as "floaters", among Quest Players). Looking over the Disciplines she knows she wants her Character to start with and those that she eventually wants her Character to learn, she decides to add points to Physical Statistics, in order to boost her effectiveness as a fighter, and add points to Magic Talent and Intellect to boost her Mage skills. Terry now allocates her "floaters" and redistributes her statistics. She uses her "floaters" as follows: +9 points to Strength (+3 from 11 to 14, +2 from 14 to 15, and +4 from 15 to 16, since the species maximum strength for a halfling is 16); +4 points to Dexterity; +3 points to Agility; +5 points to Constitution; +3 points to Intelligence; +6 point to Magic Talent; and +3 points to Will. She also subtracts 3 points from Faith, swapping them into Strength. Terry could have reserved one or more floaters to use later in the process. Elidora now look like this:
[4.4.36]
| Elidora: Adjusted Statistics |
|---|
| S: 16 | I: 14 | HT: 173 cm |
| D: 15 | M: 17 | WT: 70 kg |
| A: 14 | F: 8 | |
| C: 16 | W: 14 | |
[4.4.37]
Terry must now determine the handedness of Elidora. Terry chooses to have her be left handed, having not reserved 3 floaters to become ambidextrous.
[4.4.38]
Next Terry chooses Elidora's Disciplines. She chooses a Battle Axe as her weapon, and chooses to learn 2 DoMs of CR, 1 DoM of DR, 1 DoM of PR, and 2 DoMs of blows with the Battle Axe. The Battle Axe has a modification to her learning rates (see the weapons tables) of: +10% to CR, -15% to DR, -25% to PR (it is not a good parrying weapon) and 0% to Blows.
She wishes Elidora to have three Mage Spells: Simple Self Healing, Detect Movement, and Mystic Shields. All three of these spells have prerequisites. When Terry looks at the "Display Prerequisites Graphically" link in the spell description, she sees that both Simple Self Healing and Detect Movement have a single prerequisite of Mystic Theory I, while Mystic Shields has a string of prerequisites: Minor Bindings, Mend and Mystic Theory I. Of course, Elidora only has to learn Mystic Theory I once.
Terry now calculates the Learning Rates for Elidora's starting Disciplines (see table below). She has 3000 starting experience, and uses 2957 experience to give Elidora the Disciplines that she wants. Terry records the extra 43 experience as General Experience, which she may use to help learn another Skill or Spell at a later time.
[4.4.39]
| Elidora: Disciplines |
|---|
|
|
| Handheld Weapon - CR | S*2 + D*2 + A +10 | 16*2 + 15*2 + 14 +10 | 86% | 2 | (100 + 200) / 0.86 | 349 |
| Handheld Weapon - DR | S*2 + D*2 + A -15 | 16*2 + 15*2 + 14 -15 | 61% | 1 | 100 / 0.61 | 164 |
| Handheld Weapon - PR | S*2 + D*2 + A -25 | 16*2 + 15*2 + 14 -25 | 51% | 1 | 100 / 0.51 | 196 |
| Handheld Weapon - Blows | S*2 + D*2 + A +0 | 16*2 + 15*2 + 14 +0 | 76% | 2 | (300 + 600) / 0.76 | 1184 |
| Simple Self Healing | I + M + W*3 | 14 + 17 + 14*3 | 73% | 1 | 100 / 0.73 | 137 |
| Mystic Theory I | I*3 + M*2 | 14*3 + 17*2 | 76% | 1 | 100 / 0.76 | 132 |
| Mystic Shields | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 132 |
| Minor Bindings | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 263 |
| Mend | M*2 + W*3 | 17*2 + 14*3 | 76% | 1 | 100 / 0.76 | 132 |
| Detect Movement | I*3 + M + W | 14*3 + 17 + 14 | 73% | 1 | 100 / 0.73 | 137 |
| Total | | | | | | 2957 |
[4.4.40]
For Elidora's Background Skills, Terry chooses to have them all fit with Elidora's background of coming from a seashore village. So she chooses: Rowing, Small Boat Sailing, Fishing, Knot Tying, and Weather.
For her Language skills, Elidora's Intellect of 14 gives her 4 language points. Terry uses those points to give Elidora DoM 3 (Fluent) in the common language of her Character's world, and DoM 1 (Tyro) in Elvish, as she hopes to have Elidora travel in the Elven lands.
[4.4.41]
Terry now calculates the calculated Statistics for her Character.
[4.4.42]
| Elidora's Calculated Statistics |
|---|
|
|
| Base Hit Points = | 3*C + 2*W | = 3*16 + 2*14 | = 76 |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) | = 0.5 * 14 | = 7 SPP |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) | = 0 | = 0 CC |
| Damage Bonus = | as per Strength rules (see STATISTICS) | = 16 PS | = +d4 damage douse |
| Dodge Bonus = | A/5 | = 14/5 | = 3 |
| Mage Spell Power Point (SPP) = | M + M*0.5 per DoM of additional Mystic Theory | = 17 +17*0.5*1 | = 25.5 SPP |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) | = 5*17 +10*1 | = 95% CC |
| Poison Adjustment = | BHP/5 | = 76/5 | = 15.2 = 15 |
| Combat Rating (CR) = | 0 +2 with Battle Axe | = 2 | = 2 |
| Defensive Rating (DR) = | 0 +1 with Battle Axe | = 1 | = 1 |
| Parry Rating = | 0 +1 with Battle Axe | = 1 | = 1 |
[4.4.43]
| Elidora's Hit Point Distribution |
|---|
|
|
| Head | 76 * 0.15= 11 |
| Chest | 76 * 0.40= 30 |
| Abdomen | 76 * 0.30= 23 |
| Groin | 76 * 0.20= 15 |
| Right Leg | 76 * 0.20= 15 |
| Left Leg | 76 * 0.20= 15 |
| Weapon Arm | 76 * 0.15= 11 |
| Shield Arm | 76 * 0.15= 11 |
| Blood | 76 * 1.00= 76 |
[4.4.45]
Outfitting The Character
Elidora starts out with 250 silver shilling (2500 copper). She buys a leather cuirass (100 SS), arming bracers and buskins (30 SS), a leather cap (25 copper), a kite shield (50 SS), and a battle axe (50 SS). These basic accoutrements costs her 2325 copper, leaving her 175 copper for backpacks, camping gear, food, living expenses, etc.
[4.4.46]
Adjustments To DR Due To Shields And Armor
Terry must now calculate her Elidora's DR while wearing armor and using her shield. While using a kite shield, she has a base DR of 3. None of her armor has any DR penalties, so her Base DR remains 3. With her Battle Axe in hand, which gives her a 1 weapons DR, she has a total DR of 4.
Elidora's DR from the front and left side is a 4, because of her kite shield and Battle Axe. Her PR with a Battle Axe is a 1, because of her DoM 1 PR skill with the weapon. She has 4 points of armor on her chest, abdomen, and groin, and 4 points of armor on her head, arms and legs. Her kite shield adds 2 points of armor on her shield arm (and on 3 other conjoined body parts against missile attacks, such as chest, abdomen, groin).
[4.4.47]
Elidora's Character Sheet
Check the Player's Handbook Appendix: Example Character Sheets for Elidora's final Character Sheet.
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