The QuestFRP Player's Handbook

HOW TO CREATE A CHARACTER

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
Body PartHit Points
HeadBHP * 0.15
ChestBHP * 0.40
AbdomenBHP * 0.30
GroinBHP * 0.20
Right LegBHP * 0.20
Left LegBHP * 0.20
Weapon Arm*BHP * 0.15
Shield Arm*BHP * 0.15
BloodBHP

[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
IntellectLanguage Points
4 or less1
5 to 82
9 to 113
12 to 154
16 to 195
20 or more6

[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
Statistic NameCalculation
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: 11I: 11HT: 173 cm
D: 11M: 11WT: 70 kg
A: 11F: 11
C: 11W: 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: 16I: 14HT: 173 cm
D: 15M: 17WT: 70 kg
A: 14F: 8
C: 16W: 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
SkillLearning RateNumbersBase LRDoMExperience CalculationExperience Required
Handheld Weapon - CRS*2 + D*2 + A +1016*2 + 15*2 + 14 +1086%2(100 + 200) / 0.86349
Handheld Weapon - DRS*2 + D*2 + A -1516*2 + 15*2 + 14 -1561%1100 / 0.61164
Handheld Weapon - PRS*2 + D*2 + A -2516*2 + 15*2 + 14 -2551%1100 / 0.51196
Handheld Weapon - BlowsS*2 + D*2 + A +016*2 + 15*2 + 14 +076%2(300 + 600) / 0.761184
Simple Self HealingI + M + W*314 + 17 + 14*373%1100 / 0.73137
Mystic Theory II*3 + M*214*3 + 17*276%1100 / 0.76132
Mystic ShieldsM*2 + W*317*2 + 14*376%2200 / 0.76132
Minor BindingsM*2 + W*317*2 + 14*376%2200 / 0.76263
MendM*2 + W*317*2 + 14*376%1100 / 0.76132
Detect MovementI*3 + M + W14*3 + 17 + 1473%1100 / 0.73137
Total2957

[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
Statistic NameCalculationSample NumbersValue
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
Body PartTerry's Character
Head76 * 0.15= 11
Chest76 * 0.40= 30
Abdomen76 * 0.30= 23
Groin76 * 0.20= 15
Right Leg76 * 0.20= 15
Left Leg76 * 0.20= 15
Weapon Arm76 * 0.15= 11
Shield Arm76 * 0.15= 11
Blood76 * 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.