Wednesday, December 25, 2013

Pseudodragon! Unusual Character Creation


ALLEGIANCE
            For unusual (non-knightly or non-native) characters, the most important requirement is to ensure that they owe allegiance to the Earl of Salisbury. They may not be his knights, but they must nevertheless serve the same liege lord as typical British Knights in the campaign. This is necessary to justify their purpose in adventuring with the other characters. Non-knightly or non-native characters may serve the Earl enthusiastically or begrudgingly, but their players and the GM must create a background that explains why they owe service to the Earl. Perhaps a foreign knight is the son of a foreign ally who is being fostered by the Earl? Perhaps a brigand was pardoned by the earl and joined his service as a sergeant? Whether or not loyalty (lord) is listed for their class, any character can add a passion of "Loyalty (Earl of Salisbury)" with a score of 12.

CLASS vs RELIGIOUS TRAITS
Class traits take precedence over religious traits. Change religious traits as necessary to accommodate class traits. For example, a Cathar Brigand would have a score of 15 in "Selfish" and therefore only 5 in "Generous," but Chaste, Modest, Pious, and Temperate would be 13. For knights, change the valorous trait to 15.

NON-KNIGHTLY CLASSES
Class
Brigand
Clergy
Yeoman Farmer
Merchant
Minstrel
Sorcerer
Thief
Woodsman
Skills
Aware 8, Boating 2, Courtesy 1, Dancing 2, Faerie L 2, Falconry 1, First Aid 5, Flirting 2, Folklore 10, Gaming 5, Heraldry 3, Hunting 5, Industry 5, Intrigue 3, Orate 2,
Play Inst 2, Recog 6, Religion 2, Romance 1, Singing 2, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Sword 6, Archery 6, Mace 8, Spear 8, Dagger 8
Aware 5, Boating 1, Chirurg 5, Compose 1, Courtesy 5, Dancing 1, Faerie L 1, Falconry 2, First Aid 10, Flirting 1, Folklore 2, Gaming 1, Heraldry 3, Hunting 2, Industry 5, Intrigue 5, Orate 5,
Play Inst 2, Read L 10, Recog 5, Religion 10, Romance 2, Singing 5, Steward 5, Swim 2, Battle 2, Siege 2, Horsem 5, Mace 5, Dagger 5
Aware 10, Boating 3, Courtesy 1, Dancing 2, Faerie L 1, Falconry 1, First Aid 7, Flirting 3, Folklore 10, Gaming 3, Heraldry 1, Hunting 5, Industry 10, Intrigue 3, Orate 2,
Play Inst 2, Recog 5, Religion 2, Romance 2, Singing 2, Steward 7, Swim 2, Tourney 0, Battle 2, Siege 2, Horsem 2, mace 10, Spear 10, Dagger 5
Aware 10, Boating 2, Chirurg 2, Compose 1, Courtesy 2, Dancing 2, Faerie L 1, Falconry 1, Fashion 5, First Aid 5, Flirting 5, Folklore 10, Gaming 5, Heraldry 1, Hunting 1, Industry 10, Intrigue 10, Orate 3,
Play Inst 2, Recog 7, Religion 2, Romance 2, Singing 2, Steward 10, Swim 2, Battle 2, Siege 2, Horsem 3, Dagger 5
Aware 5, Boating 1, Compose 5, Courtesy 7, Dancing 6, Faerie L 5, Falconry 1, First Aid 5, Flirting 5, Folklore 6, Gaming 3, Heraldry 3, Hunting 2, Industry 2, Intrigue 5, Orate 7,
Play Inst 10, Read L 1, Recog 3, Religion 2, Romance 5, Singing 10, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 3, Dagger 5
Aware 2, Boating 1, Chirurg 4, Compose 1, Courtesy 2, Dancing 2, FaerieL 12*,
Falconry 1, First Aid 5, Flirting 5, Folklore 5, Gaming 5, Heraldry 3, Hunting 1, Industry 5, Intrigue 5, Orate 3,
Play Inst 2, Read L 10, Recog 3, Religion 5, Romance 2, Singing 2, Sorcery 10*, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Dagger 5
Aware 10, Boating 2, Courtesy 1, Dancing 2, Faerie L 1, Falconry 1, First Aid 5, Flirting 5, Folklore 10, Gaming 10, Heraldry 1, Hunting 5, Industry 5, Intrigue 10, Orate 2,
Play Inst 2, Recog 10, Religion 2, Romance 4, Singing 2, Steward 2, Swim 2, Battle 2, Siege 2, Horsem 2, Spear 5, Dagger 10
Aware 10, Boating 3, Courtesy 1, Dancing 2, Faerie L 3, Falconry 3, First Aid 10, Flirting 2, Folklore 10, Gaming 2, Heraldry 1, Hunting 10, Industry 7, Intrigue 2, Orate 2,
Play Inst 2, Recog 2, Religion 2, Romance 1, Singing 2, Steward 5, Swim 3, Battle 2, Siege 2, Horsem 5, Archery 8, Spear 5, Dagger 8
Home
Roll as per knight
Roll as per knight
Roll as per knight.
Sarum
Wandering
Sarum, or roll as per knight
Sarum
Roll as per knight
Traits
Selfish 15
Love family 12
Hate nobles 12
Religious virtues at 15 instead of 13.
Loyal church 12
Love god 15
Hospitality 15. Fear Saxons 10.
Prudent 15
Modest 15
Loyal Lord 10
Love family 15
Hospitality 12
Fear Saxons 10
Selfish 15, Suspic 12.
Fear Saxons 10. Loyal Lord 10
Love family 15
Hospitality 15
Proud 15
Honor 12
Hospitality 15
15 in 2 of the following: Lustful, selfish, deceitful, proud, or worldly.
Selfish 15
Deceitful 15
Love family 12
Fear law 10
Valorous 13
Prudent 13
Loyal lord 10
Love family 15
Hospitality 12

Holdings
Gang. Hideout w/ 15 thugs, spies in Sarum & in 2 villages. d6-1£/yr
Church. 20 deacons, 6d20 righteous parishioners. 3£/yr.
farm. 1£/yr. 2 farmhands. Levy of d20 clansmen on call if trouble.
shop. 2£/yr. 3 workers. Levy of 2d6 clansmen on call if trouble.
none. d3£/yr+ lodging. no levy.
manor or city villa and rental property. 5£/yr. 2 guards, 2d6 levy.
gang of 12 thieves. Day job with lodging. d3-1£/yr
forest cottage & hunting rights. 1£/yr. 1 farmhand. Levy of d20 clansmen.
Glory
6d6
6d6+100
6d6+100
6d6+50
6d6+120
6d6+50
6d6
6d6+120
*Sorcerer note: In order to use sorcery, Faerie Lore must be 16 or higher.
Artisan: As Merchant, but following skills are different: Aware 7, Boating 5, First Aid 8, Industry 15, Intrigue 5, Recognize 4. Home may be village or Sarum. Traits are Energetic 13, Loyal Lord 10, Love family 15, Fear Saxons 10. Hospitality 15. Shop has one worker and earns 1£/yr. Levy of d20 clansmen. Starting glory 6d6+100.

AGE
Younger characters: For every year of age below 21, subtract two from the sixty points you will divide between your five attributes, and two from the bonus skill points in step 16.  For every three years younger (18, 15, or 12), lose one of the three non-combat skills that are raised to ten in step 16. You will gain two bonus attribute points every year until reaching age 21. Subtract ten points of starting glory for each year of age below 21.
Older characters: Use the "Previous Experience" rules on page 30 of the Pendragon rulebook for characters that start at 21-26 years old. If you want your character to be more than 26 years old, you can continue to add years of "previous experience, but will only get one of the listed benefits per year, and you cannot raise your attributes after age 26.  For every year over 35 in starting age, subtract one point from one of your attributes.

NON-KNIGHTLY MAINTENANCE
Non-knights lack a knight's expenses for followers, equipment, and horses. This reduces their cost of living. The table below corresponds to the standard table used for knights, but reflects the grades of maintenance for characters of others walks of life.

Grade of Maintenance
Cost
Includes
Lodging cost
impoverished
0£.
Unrealiable food & lodging
None
poor
0.5£.
Basic food only.
Add 0.5£ for cheap lodgings if no home.
ordinary
1£.
Basic food and clothing only.
Add 1£ for comfortable lodgings if no home.
rich
Includes squire and two horses, food, and fashionable clothing.
Add 2£ for fancy lodgings if no villa or manor.
superlative
11£
Includes 2 squires and 4 horses, food, fashionable clothing.
Add 4£ for opulent lodgings if no villa or manor.
For all grades add 1£ for armor, 1£ if married, 1£ per squire, 0.5£ per horse. If a character has armor but does not pay for it, his armor deteriorates during the winter phase as for impoverished knights.

NON-RULING KNIGHTS
For variety, perhaps not all beginning knights will be orphaned squires or the verge of their knighting ceremonies. Here are other options:

1. A squire on the verge of knighthood, but one whose father still rules their estate. The father could die in one of the early battles after the story begins.
2. A squire on the verge of knighthood, but one whose father has been awarded a second estate, for the character to govern upon achieving knighthood.
3. A squire of humble parentage, who is granted knighthood and an estate as a reward for his family's service.
4. A household knight with no estate. He might be granted an estate in the future if all goes well.
5. A nephew of the Earl. The nephew will be granted one of the Earl's estates upon earning knighthood. He might have a tenuous claim to inherit the Earldom if the heir were to die.
6. A squire with an elderly father who is still alive, but the elderly father is unable to manage the affairs of the estate.

SIBLINGS
d6-2 siblings.
* Oldest sibling is d6-3 years younger than the PC (negative number means older). Roll d6: sister on 1-4, brother on 5-6. If same age as PC, then roll d6; 1-4= half sibling of father, 5-6 = twin of the PC. If the PC has a twin, roll another d6; 5-6= identical twin. If the PC has a half-sibling, 1-3/d6= illegitimate. Otherwise, 1/d6 illegitimate.
* Younger sibling is d6 years younger than oldest. Roll d6; sister on 1-3, brother on 4-6.  Roll d6 again; 1/d6 half-sibling. If half sibling, roll d6 a third time, 1-2/d6 illegitimate.
* Repeat the process for more younger siblings a second or third time if necessary, each being d6 years younger.

OLDER BROTHERS
On the chance that a sibling is randomly determined to be an older brother. roll d6 on the following table.
D6 roll
Fate of Older Brother
1
Older brother is a knight, but father had extra gear to outfit PC as a knight as well (but with no manor to inherit)
2
Older brother was maimed and cannot serve as knight, but will inherit manor.
3
Older brother not suited for knighthood and trained to be a priest instead.
4-5
Older brother dishonored and disinherited.
6
Older brother abducted and enslaved by (roll d6) 1 Irish, 2 Picts, 3-4 Saxons. 5 Franks, 6 Faeries.

FATES OF SISTERS
If any sister is at least eighteen years old, roll d20 on the table below to determine her fate.
D20 roll
Fate of Sister
1-5
Still unmarried and very eligible. APP as PC +1d6 and minus 1d6.
6
Unmarried and in love with a commoner. 2d6+6 APP.
7-8
Unmarried, with a problematic reputation for (roll d6) 1 independence, 3 ugliness (d6+3 APP), 4 licentiousness (2d6+6 APP), 5 heresy (witchcraft), 6 toughness (strong and capable as a knight). APP as PC +1d6 and minus 1d6, unless indicated otherwise.
9
Is missing because (roll d6) 1-2 disappeared, 3-4 ran away to avoid marriage, 5-6 abducted.
10
Abducted and forced to marry a warrior of the (roll d6) 1 Irish, 2 Picts, 3-4 Saxons. 5 Franks, 6 Faeries.
11
Married to a prosperous merchant in Sarum.
12-13
Married to a friendly knight.
14
Married to an important knight.
15
Unhappily married to an important knight.
16
Married to an unfriendly knight.
17
Unhappily married to an unfriendly knight.
18
Married to a distant knight.
19-20
Already widowed.

If the sister is married to a local knight, roll to determine his manor on page 26 (re-rolling to exclude manors taken by PCs of course)



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