Character Creation Summary

This summary is taken from the Book of Knights and Ladies and can be used for creating back-up or replacement characters. This summary assumes characters from Salisbury.

Son Number

Roll 1d6 to find out what your “son number” is. Note that the 3rd son is usually sent to the priesthood so for 3+ rolls add 1 to get your real son number.

Determine Your Liege Lord

Roll a d20. This is the person who knighted you and is not always the lord of the land; you may have been knighted by a senior knight or sub-noble within that land.

01–12 Earl of Salisbury
13–14 Officer (roll on Officer Table)
15–18 Deputy Officer (roll on Officer Table)
19-20 Banneret

Officer Table
01 Admiral
02–10 Castellan
11 Butler
12 Chamberlain
13 Chancellor
14 Forester
15 Justiciar
16 Marshall
17–18 Seneschal
19–20 Sheriff

Father’s Class & Current Class

You must determine your father’s social class and, therefore, your class. Note that you can skip this roll if you already know the answer due to the character’s established background.

01–12 Knight, Household
13–18 Knight, Landed
19 Banneret
20 Knight and Officer (roll on Officer Table, as per Liege Lord)

You will have the same social class as your father, as a rule, if you are the eldest son: whereas junior sons will be Household Knights at best and likely poorer than normal.

Wealth Level
01–12 Poor
13–19 Normal
20+ Banneret
Add +2 to the dice roll if your father was a banneret or officer: -3 if he was a household knight. 4th + sons drop a level compared to what they rolled. (So can be at best normal knights when play starts and much more likely poor knights.)

Traits

Starting traits depend on your character’s culture and religion.

Cymric (British Christian)
Chaste 13/7 Lustful
Energetic 13/7 Lazy
Forgiving 10/10 Vengeful
Generous 13/7 Selfish
Honest 10/10 Deceitful
Just 10/10 Arbitrary
Merciful 10/10 Cruel
Modest 13/7 Proud
Pious 10/10 Worldly
Prudent 10/10 Reckless
Temperate 13/7 Indulgent
Trusting 10/10 Suspicious
Valorous 15/5 Cowardly

Cymric (Roman Christian)
Chaste 13/7 Lustful
Energetic 10/10 Lazy
Forgiving 13/7 Vengeful
Generous 10/10 Selfish
Honest 10/10 Deceitful
Just 10/10 Arbitrary
Merciful 13/7 Cruel
Modest 13/7 Proud
Pious 10/10 Worldly
Prudent 10/10 Reckless
Temperate 13/7 Indulgent
Trusting 10/10 Suspicious
Valorous 15/5 Cowardly

Cymric (Pagan)
Chaste 7/13 Lustful
Energetic 13/7 Lazy
Forgiving 10/10 Vengeful
Generous 13/7 Selfish
Honest 13/7 Deceitful
Just 10/10 Arbitrary
Merciful 10/10 Cruel
Modest 7/13 Proud
Pious 10/10 Worldly
Prudent 10/10 Reckless
Temperate10/10 Indulgent
Trusting 10/10 Suspicious
Valorous 15/5 Cowardly

Regional Variation

You modify the starting traits depending on the region your character comes form.

  • Logres: Energetic +1, Forgiving +1, Honest +1, Just +1, Trusting +1, Valorous +1

Individual Choices

  • Choose one Trait to start at 16, if desired.
  • Add a total of 6 points to any Trait or Traits desired. Put them all into one Trait, or distribute them between up to six others, or any way you desire. However, no trait can be made greater than 19.

Directed Traits

Characters from some locations start with directed traits. Unless specified otherwise these are +1d6+1.

  • Salisbury: Suspicious of Silchester.

Passions

All characters start with the following passions:

Fealty (Lord) 3d6+5
Love (Family) 3d6+5
Hospitality 3d6+5
Honour 3d6+5

Regional Passions

Some regions give characters starting passions. These are all rolled on 4d6+1

  • Salisbury: Hate (Saxons)

Player Choices

Once these base values are assigned, a player may choose to raise one or more starting Passions by distributing 3 points among them.

Attributes

Distribute a total of 60 points among the five attributes, to a maximum of 18.

Cultural Attribute Modifiers
Certain cultures have bonuses and penalties for some attributes. This modification is applied after the base attributes have been allotted. Thus, these modifuers can allow people to go above or below their normal restriction.

  • Cymric: +3 CON

Skills

Character starting skills depends on gender and culture.

Cymric, Male
Awareness (7)
Boating (1)
Chirurgery ―
Compose (1)
Courtesy (5)
Dancing (2)
Faerie Lore (1)
Falconry (3)
Fashion ―
First Aid (10)
Flirting (3)
Folklore (2)
Gaming (3)
Heraldry (1)
Hunting (6)
Industry ―
Intrigue (3)
Orate (5)
Play (harp) (3)
Read (Latin) (0)
Recognize (3)
Religion (varies) (2)
Romance (0)
Singing (4)
Stewardship (2)
Swimming (2)
Tourney (0)

Combat Skills
Battle (10)
Siege (2)
Horsemanship (10)
Sword (2d6+3)
Lance Use Spear Expertise
Spear Use Spear Expertise
Great Spear Use Spear Expertise
Dagger (2d6)
Spear Expertise (2d6)

Personal Choices

To these starting skills make following changes.

1. Choose any one combat or non-combat skill at which you excel. Make it 15. (A weapon skill is a popular and useful choice.)
2. Choose any 3 non-combat skills, and make each of them 10.
3. Raise any four scores from among the Traits, Passions, or Skills. If you raise a skill or combat skill, then it increases it by up to 5 points. If you raise an attribute, trait, or passion, then it increases by 1 point.
4. Add 10 more discretionary points, to be divided in any amount among any number of non-combat skills of your choice.
5. All other skills start at the default values.

Family Characteristic

All characters have the same family characteristic as their same-sex parent: that is, it is passed from father to son and daughter to mother.

For new characters, roll 1d20:

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)

Father’s Class

If your father was an officer or banneret you may have bonuses to skills! Check with the GM.

Luck

Roll 1d20 for the first character in a family and check with the GM what good luck you have.

Starting Glory

For starting characters basic glory is 150+6d6. If your father was a banneret or feudal officer this may be different. If your character will be starting out as a knight, add 1000 Glory as well.

Character Creation Summary

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