Generating A Character

Once the characteristics have been determined, the other variables on the character sheet should be filled in.

Step 1
Decide the sex of the character.

Step 2
Equip the character with armor, shield, weapons, and archery implements with the Status points appropriate to unit and rank (see section 1.1).

Armor, shield, and weapon data are in the Weapon Data table (2) found after the divider at the back of this book.

Archery weapon data is in the Archery Data table (3), and equipment is in Table (1).

Descriptions of weapons, armor, shields, and archery equipment are given in Chapter 4: Combat Equipment.

Record the weight of equipment on the character sheet.

The Encumbrance is now determined.

This is the total weight of armor, shield, clothing, weapon(s), and equipment carried into combat.

This overall weight affects performance.

When calculating the Encumbrance, packs and other equipment dropped before entering a fight should not be included.

Step 3
The next step is to find the Combat Speed (CS).

The movement system uses a hex grid as a playing surface to regulate movement and position.

The Combat Speed (CS) is given in hexes per phase.

A game hex is 2 feet across and a phase is two seconds in length.

The Combat Speed (CS) is found on the Combat Speed Table (6A) by cross indexing the Strength characteristic and Encumbrance of step 2.

The larger the Combat Speed (CS) the faster the character.

Record the Combat Speed on the character sheet.

Step 4
The character's initial Skill Levels are now determined.

Roll a 00-99 percentile number for each of the eight initial skills listed on the character sheet.

Enter the following table with the number rolled and read off the initial Skill Level.

Percentile Roll 00-66 67-88 89-95 96-98 99-99
Skill Level 2 3 4 5 6

Step 5
The Skill Factor, Base Action Time (BAT), and Damage Bonus (DB) are now found.

The Skill Factor is the sum of the Agility characteristic and Combat Skill Level (step 4).

The Base Action Time and Damage Bonus are found by cross indexing the Combat Speed (CS) of step 3 and the Skill Factor on the Base Action Time and Damage Bonus Table (6B).

The top entry of Table (6B) is the Base Action Time (BAT).

The Base Action Time (BAT) measures ability to move and use weapons.

The larger the Base Action Time (BAT), the faster the character.

The bottom entry is the Damage Bonus (DB).

The higher the Damage Bonus (DB), the greater the impact of blows.

Record the Base Action Time (BAT) and Damage Bonus (DB).

These numbers will change whenever the character advances in skill level or changes Encumbrance.

Step 6
The Knockout Value (KV) is now determined and recorded.

The Knockout Value (KV) is one half the Will characteristic times the Combat Skill Level.

For example, a character with WILL 11 and Combat Skill Level 3 would have a KV of 1/2 x 11 x 3 = 16.5 = 17.

A larger Knockout Value (KV) gives the character a greater ability to ignore the pain of wounds and continue to fight.

Step 7
The Learning Rolls for skill training are now found.

They are percentile numbers based on characteristics that determine the rate at which the character learns following the rules of section 3.2.

To find the Learning Rolls total the INT + AGI + WILL + TS + MOT + MOT.

Enter the following table with this total and read off the Learning Roll.

Total LR
18-23 1
24-29 2
30-35 3
36-41 4
42-47 5
48-53 6
54-59 8
60-65 10
66-71 14
72-77 18
78-83 22
84-89 28
90-95 34
96-101 40
102-107 46
108-113 52
114-119 60
120-125 70
126-131 80
132-137 90

To find the Magic Learning Roll (MLR) enter the same table with the total of INT + WILL + TS + TS + MOT + MOT - 16.

Step 8
Next, record the information from the Weapon Data Table (2A) for each weapon used.

This data includes:

WS, the weapon's speed;

WC, the weapon's accuracy;

and Impact, the measure of weapon impact.

The WC and Impact should be written down for both slashing and stabbing types of attack.

The larger the WS and WC, the faster and more accurate the weapon.

If a shield is used, record the Shield Speed (SS) from the Shield Data Table (2C).

The SS is similar to the WS.

It measures the speed with which the shield can be used to parry.

The larger the SS, the faster the parry.

Step 9
The Attack Level (AL), Weapon Actions (WA), and Shield Actions (SA) are now determined.

The Attack Level (AL) measures combat skill and weapon accuracy.

The Weapon Actions are the number of strikes or parries that may be taken each phase of combat.

The Shield Actions are the number of shield actions per phase.

AL = (WC) + Combat Skill Level

WA = (WS) x (BAT)

SA = (SS) x (BAT)

where

WC = Weapon Class from the Weapon Data Table (2A)

WS = Weapon Speed from the Weapon Data Table (2A)

SS = Shield Speed from the Shield Data Table (2C)

BAT = Base Action Time from step 5

Step 10
The Combat Value (CV) is now found.

The Combat Value measures combat effectiveness, and depends on combat skills and Armor Class.

To find the Combat Value first add 2 to the Magical Skill Level and the highest skill level in Combat, Martial Arts, or Archery.

Then multiply the sum by the following Armor Factor.

Armor Class Armor Factor
PL 5
BR 4
ML 3
LT 2
NO 1

Example:

Derek has a Magical Skill Level of 0 and his highest skill level for Combat, Martial Arts, or Archery is 3rd level.

He has an Armor Class of ML, so his Combat Value is (2 + 0 + 3) x 3= 5 x 3 = 15.

We are in the right you know.
Sindred
These people have no respect for human life.
An Innocent Bystander

Generating A Character [R-FRP4-8.1.2.3]

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rhand_morningstar_missions/generating_a_character.txt · Last modified: 2024/12/18 12:55 by robert
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