Ok, here's the stuff we need.
Religion: British Pagan
Your lord is Roderick, Count of Salisbury.
Your father was not a knight, he served Count Salisbury as an Esquire. He performed great service to Count Salisbury (your choice: built a castle, served as a spy, etc. - whatever you like)
Your family has ordinary wealth. Since your father was not a landholder, but performed a great service for Count Roderick, you were made a squire, and will assume a role as a household knight. Count Roderick will pay your annual upkeep, and you have an income granted through your father of ?6-?8 (libre) per year.
Starting Equipment:
Cuirbouilli armor and helm (8 points)
Shield (6)
Sword
spear
dagger
War pony
Starting Traits: British Pagan
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
Also, as you are from Salisbury, you have a directed trait:
Suspicious of Silchester: 6
If you meet the requirements for Religion bonuses, you will receive +2 healing. More details on that later.
Passions:
Cymric
Loyalty (lord) 15
Love (family) 15
Hospitality 15
Honor 15
As you are Cymric, you also have a passion Hate (Saxons) of 15.
Attributes:
A. Standard & Shaped Characters
Distribute a total of 60 points among the five attributes.
Remember?
To get 4d6 damage, STR + SIZ must equal 21 to 26;
to get 5d6 damage, STR + SIZ must equal 27 to 32;
to get 6d6 damage, STR + SIZ must equal 33 to 38;
to have a decent chance of surviving wounds, CON should be at least 11.
These aren?t rules, but suggestions to increase the chances of survival for your knight
SIZe
STRength
DEXterity
APPearance
CONstitution
Derived Stats:
Damage: (SIZ + STR) / 6
Healing Rate: (CON + STR) / 10
Movement Rate: (STR + DEX) / 10
Total Hit Points: CON + SIZ
Unconscious: Total Hit Points / 4
You gain distinctive features based on your APP. More on that later.
Skills: Cymric
Skill
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)
Intrigue (3)
Orate (5)
Play (harp) (3)
Read (Latin) (0)
Recognize (3)
Religion (varies) (2)
Romance (0)
Singing (4)
Stewardship (2) Use Distaff
Swimming (2)
Tourney (0)
Combat Skills
Battle (10)
Siege (2)
Horsemanship (10)
Sword (10)
Lance - [Use Spear Expertise]
Spear - [Use Spear Expertise]
Great Spear - [Use Spear Expertise]
Dagger (5)
Spear Expertise (10)
Distaff ―
Customize Skills:
Add Individual Skill Choices
Helpful Hint: As you add points, write them in as +5 or +2, etc., as you go, and then at the end add them all up and write in the total.
Note the following limitations:
? No skill or combat skill may be raised above 15 by these individual skill points.
? No Trait can be raised above 19 by these individual skill points.
? No Passion can be raised above 20 by these individual skill points.
? No attribute (i.e., SIZ, DEX, STR, CON, APP) can ever be raised above racial limits.
? No skill with a beginning value of 0 or ?―? may be augmented, except for combat skills. Hence, for example, no male character can have a Fashion skill when starting play.
? Individual skills can be augmented by several of the several steps below. For example, a default Cymric knight in the Uther Period starts with a Hunting skill of 6, but at Step 3 this can be raised to 11, then at Step 4 it can receive 4 more points to bring it to 15.
Knights
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:
Select or roll a family characteristic. This is a trait your family is known for.
d20
Roll Characteristic
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)
Additional Equipment:
Enchanted Sword belt: Grants automatic success at DEX rolls to stay on your feet.
Heirloom ? decorated saddle, worth ?1