Character Creation
Customization:
- Divide 60 points among your statistics, add cultural modifier (Cymric +3 CON, Roman +1 DEX, +2 APP)
- Make any one knightly skill 15 (Combat skills, Heraldry, or Tourney).
- Make any three non-combat skills 10.
- Choose any 4 Traits, Passions, Stats, or Skills and add one point (for skills, add 5 points as long as it does not increase it over 15).
For each year over 21 years of age:
1. Add 1d6 skill points among any skill you like (cannot raise any above 15); OR
2. Add 1 point to any Trait (up to 19), Passion (up to 20), or STR, DEX, CON, or APP.
Glory starts at 1000 + 6d6 + 150. You may add 1 to ANY Trait, Passion, Stat, or Skill.
Roll on the Family Characteristic Table:
1 Keen on Status (+5 Courtesy)
2 Spiritual Bent (+5 Religion)
3 Know the Commoners (+5 Folklore)
4 Know Faerie Ways (+5 Faerie Lore)
5 Good with Horses (+5 Horsemanship)
6 Excellent Voice (+10 Singing)
7 Keen-sighted (+5 Awareness)
8 At Home in Nature (+5 Hunting)
9 Sprightly (+10 Dancing)
10 Natural Healer (+5 First Aid)
11 Naturally Lovable (+10 Flirting)
12 Never Forgets a Face (+10 Recognize)
13 Surprisingly Deductive (+5 Intrigue)
14 Like an Otter (+10 Swimming)
15 Natural Storyteller (+10 Orate)
16 Natural Musician (+10 Play (all instruments))
17 Good with Words (+10 Compose)
18 Grew Up with Books (+5 Reading)
19 Good with Birds (+10 Falconry)
20 Clever at Games (+10 Gaming)
Roll on the Luck Table (Cymric:)
01 Money: £30 in old Roman coin.
02 Money: £3d6+15 in old Roman coin.
03 Money: £8d6 in old Roman coin.
04 Marvelous goose: the manor where it lives gets £1 each year. Roll d20 each Winter; on 01-03, it dies; on 04-06 it does not lay the golden egg, but an egg that hatches another of its kind!
05 Sword belt: Grants automatic success at DEX rolls to stay on your feet.
06 Wonderful Cat, always gets its rat: Adds £1 income per year to the manor where it lives. Roll d20 each Winter; on 01-03, cat dies; on 04-06 it had a Wonderful Kitten that will grow up like its mother.
07 Marvelous Listening Ring: Grants +2 to Awareness
08 Fantastic saddle: Grants +4 to Horsemanship to stay on horse.
09 Blessed lance: Grants +2 modi er to Spear skill value when using this lance, until it breaks; if the parts are recovered, it can be repaired at a cost of £1.
10 Ancient bronze sword: grants +2 modi er to Sword skill value when used. Also, it has a weak blade that will break in combat as if it was not a sword. Value intact = £2, broken = £0. It can be repaired by a smith at the cost of £2.
11 Marvelous Shield, Christian: If your Piety is 16 or more, it grants +4 to your Major Wound threshold; or
Pagan: If your Worldly is 16 or more, it grants +4 to your Major Wound threshold.
12 Marvelous horseshoes: Grant +5 to horses movement rate. A failed horsemanship roll causes a shoe to be lost, and so the magic too. Finding the lost shoe requires a successful Awareness at the site where it was lost, but if found, the horse can be reshod.
13 Warrior Song: A faerie whispered a song in your ear while you slept. A successful Singing roll grants all friends that hear it +3 to their Energetic and +3 to Valor.
14 Marvelous Underjerkin: If struck with a Major Wound, attempt Love of Family roll. Success will reduce damage from a Major Wound to be one point less than is needed for a Major Wound; critical success = only half the damage is taken. After this, roll 1d20, where 01-15 indicates it is ruined.
15 Christian: Finger of Saint Alban, a relic: Grants +3 Piety; or,
Pagan: Horse hair from Epona’s horse: a Pagan holy item: Grants +3 to Horsemanship.
16 Christian: Tooth of Saint Germanus, a Christian relic: Shout Alleluia and attempt Love (God) roll. Success causes all Germanic Pagans to make a Valor Roll (failure = they ee); and, beforehand, the shouter can distribute a total of 20 points among opponents that are subtracted from their Valor (i.e.- one foe gets –20, two get -10 each, twenty get -1 each, etc.
Pagan: Lock of Gwydion’s hair, a Pagan holy item: Grants an automatic critical success at Temperate. After this, roll 1d20,
where 01-05 indicates it is ruined. May be used once per day.
17 Christian: Blood of Joseph of Arimathea, a Christian relic: With a successful Piety roll, the owner of this can cause the door to a prison cell to open, even if he does not have the relic in his presence. Or
Pagan: Lock of Arianrhod’s hair, a Pagan holy item: Grants an automatic critical success at Lustful. After this, roll 1d20, where 01-05 indicates it is ruined. May be used once per day.
18 Chestnut colored, strong charger: It does 7d6 damage.
19 Charger, and a Camargue Ambler
20 Destrier