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Character Creation.

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 82 posts
Thu 31 Aug 2017
at 18:04
  • msg #1

Character Creation

Character Sheet:

--Personal Information--            --Statistics--
Name:             Sir               SIZ:       (=Knockdown)
Age/Birth Date:      /              DEX:
Son Number:       1                 STR:
Homeland:         Salisbury         CON:       (=Major wound)
Culture/Religion:                   APP:
Lord:             Earl Robert
Current Class:    Knight            Damage [(STR+SIZ)/6]=  d6
Current Home:         , Salisbury   Healing Rate [(STR+CON)/10]=  /week
                                    Movement Rate [(STR+DEX)/10]=
--Personality Traits--              Total Hit Points (SIZ+CON)=
_ Chaste       /    Lustful    _    Unconscious (HP/4)=
_ Energetic    /    Lazy       _    Current Hit Points=
_ Forgiving    /    Vengeful   _    Chirurgery Needed (__)
_ Generous     /    Selfish    _
_ Honest       /    Deceitful  _    --Distinctive Features--
_ Just         /    Arbitrary  _    -
_ Merciful     /    Cruel      _    -
_ Modest       /    Proud      _    -
_ Pious        /    Worldly    _
_ Prudent      /    Reckless   _    --Skills--
_ Temperate    /    Indulgent  _    _ Awareness 7
_ Trusting     /    Suspicious _    _ Boating 1
_ Valorous     /    Cowardly   _    _ Chirugery 0
Chivalry Bonus (81): +3 Armor       _ Compose 1
                                    _ Courtesy 5
--Passions--                        _ Dancing 2
Loyalty (Lord)  15                  _ Faerie Lore 1
Love (Family)   15                  _ Falconry 3
Hospitality     15                  _ First Aid 10
Honor           15                  _ Flirting 3
Hate (Saxons)                       _ Folklore 2
                                    _ Gaming 3
                                    _ Heraldry 1
--Equipment Carried--               _ Hunting 6
Chainmail, open helm (10)           _ Industry 0
Shield (6)                          _ Intrigue 3
Sword                               _ Orate 5
Spears (5)                          _ Play (    ) 3
Dagger                              _ Read (Latin) 0
                                    _ Recognize 3
--Horses--                          _ Religion (     ) 2
Best Horse                          _ Romance 0
Type:  Charger                      _ Singing 4
Damage:    6d6    Move:  8          _ Stewardship 2
Armor:     5      HP:  46           _ Swimming 2
SIZ:  34  CON: 12 DEX: 17           _ Tourney 0
Breed:
                                    --Combat Skills--
Other Horses                        _ Battle 10
Rouncy  Move: 6                     _ Horsemanship 10
Rouncy  Move: 6                     _ Sword 10
Sumpter Move: 5                     _ Lance 10
                                    _ Siege 5
--Squire--
Name:                               --Glory--
Age:          15                    Current Glory:
First Aid:    6                     Jousting (W/L): 0/0
Battle:       1
Horsemanship: 6                     --Wealth--
     :        5                     £ d

UPDATES:
09/01/2017 - Added Character sheet.
10/30/2017 - Example: 60 Glory (Hag).  Experience checks (Heraldry/Mercy)
This message was last edited by the GM at 18:29, Thu 31 Aug 2017.
Teller of Tales
GM, 83 posts
Thu 31 Aug 2017
at 18:28
  • msg #2

Character Creation

Name: Character's name

Age: Between 21 and 25, current year is 515, so figure out birth year by subtracting.

Culture/Religion - Cymric/Christian is the most common, everything is written for that so if you want to be something else, let me know and I will send you the specifics for that race/religion.  Being non-Christian may cause issues with some quests.  Not being Cymric or Roman and Christian (British/Roman/Arian Christian)  will tend to make you an outsider, which has repercussions.

Current Home: Select a Player Manor (burgundy) from the Game Map, Group 0.

Personality Traits:  Each pair must add up to 20.  If Chaste is 5 then Lustful is 15.  Underlines traits are religious traits for your religion (British Christian on the character sheet above).  If all of your Religious Traits are 16 or higher, you get a bonus for being a Religious Knight and yearly glory.  Christians get +6 HP.  If your combined total in Chivalrous Traits (Energetic, Generous, Just, Merciful, Modest, and Valorous) is 85 or higher, then you are a Chivalrous Knight and get +3 armor and extra glory each year.  Traits start at: 15 (Valorous), 13 (All religious), or 10 (All other).  Note, that means Cowardly starts at 5 in order to balance Valorous.

Passions:  Salisbury knights start with a Hate (Saxons) of 3d6.

Squire: Name your squire and give him a skill at 5 (sword is good).
Teller of Tales
GM, 84 posts
Thu 31 Aug 2017
at 18:52
  • msg #3

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
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