A Kingdom Divided
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A Kingdom Divided

A RPG based on the setting of PoP 3, taking place roughly a century after the end of the unification wars
 
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 [This is the old thread. Please ignore this.] Character Creation

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Jing Ming
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PostSubject: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty08.02.13 10:36

THIS THREAD IS OLD, GO HERE FOR THE NEW; https://popshadowwar.forumotion.com/t129-character-creation-and-rules





Please post queries and questions in the Discussion Thread

Welcome to the Shadow War! A Kingdom Divided is set in the Kingdom of Pendor, approximately 100 years after the events of the Mount & Blade mod Prophesy of Pendor 3. This means that this RP takes place decades after the currently unreleased Prophesy of Pendor 4. For background information, check out the wiki: http://pop3.wikia.com/wiki/Prophesy_of_Pendor_3_Wiki

The first decision to make as a new player is which Knighthood Order you wish to create a character for. You'll notice that each Order has a listing of their ideological traits. These should be thought of as the views of a majority of the Order, and the Supporter/Grandmaster of that Order. Individual Knights can differ from their Order in some ways, and each point should be thought of as more of a guideline than a fixed trait of your future character. Descriptions of the Orders can be found here: https://popshadowwar.forumotion.com/t21-knighthood-orders

After you've decided on an Order, it's time to create a character! The biography of your character will need to include how they came to join the Order. Each Order is distinct in some way, so make sure the story fits. Characters are generally assumed to be officers/heroes of the Order, to justify leading their own warband of troops. Characters can certainly be of lesser rank, even squires, if that is your choice. There is nearly infinite room in this aspect of character creation, just use your storytelling abilities to make it work! It should be noted that PCs will not be the Grandmaster, or second in command, of their Order at creation. They may be senior officers, however.

In addition to the biography, your character will have certain concrete traits. While a good RP rule is 'Don't say your character is a great tactician, just RP them that way' we do use some mechanics in GM decisions. To help create a fair game, we have a trait system to handle certain aspects of characters. Select only the traits that fit your character, don't go for god-like power, and please create your character before deciding on traits. Otherwise just follow the instructions in the Traits thread.

After you've completed all of the above, and had it approved, there is one final step. Each character begins with 5 Knights and 10 Retainers of their Order (or 120 Renown of troops which is the equivalent, but this may ONLY be spent on troops). In addition, each new character receives 50 renown to spend at the start. This is not so much 'free renown' but to help your backstory fit your character's current status. As such, that 50 renown may be spent on something that is worth more than 50 renown if it fits into the backstory. For instance, a character might start with a Wooden Fort due to their background, and so may purchase it for the cost of their initial 50 renown... only at the beginning, however. Characters begin with the default equipment of their Order, at the 'regular' skill level.

Here is a summary of your to-do list:

1. Decide which order you'd like to join.
2. Create your character and write his or her biography. You'll be added to your order's secret board shortly afterwards.
3. Read the contextual information on your order's board. Try to make sense of the ideology, but know you're a free mind.
4. Spend your renown points.
5. Join any active event and start burning peasants rescuing maidens totally obeying the king.


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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty08.02.13 11:14

Example of a character sheet

Quote :

Name
Background; Order

WP:
Skill:
Speed:

Specialization I:
Specialization II:

Traits & Wounds:

Items: [only the weapons are necessary, but you can list other stuff too.]



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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty08.02.13 12:04

Character Creation: the Stats

For the sake of fairness, character creation has to follow rules. This is what we essentially have in mind:

- Characters have stats, but they are more qualitative than quantitative. The traits were designed to give you a basis for you roleplay.
- There is no levelling up. As your character becomes more experienced, he will gain either more skills or more scars.
- If you don't understand the meaning of the stats, take a look at the "Combat" section of the rules. Or ask a GM.


Wound points (WP): health, hardiness and armor rating.
Skill: skill, experience and equipment quality.
Speed: speed and agility.

WP

Each player has 2 WP. Each successful hit cuts down one WP (so you can take two). 0 WP means knockdown.
Hardier orders have 3 WP (Dragons, Legion, Gauntlets)
Silvermists, Clarion Call and Radiant Cross have 1 WP.

Skill

Players start with 0 in most cases.
Training and quality of the weapon increases that number.

Horse: can charge (= adds horse value to Skill value).
Horseback ranged weapons: 2x Skill against unshielded opponents.

Horses
Charge value:
Hunters +1
Light Warhorses +2
Heavy Warhorses +3
Dragon Destrier + 3
Ironbred +4
Netherworld Chargers +5

Special modifiers:
Destrier +1 WP
Ironbred +1 WP
Netherwords +1 WP
Hunters +1 mobility

Speed

Its most common use is to determine the number of attacks that a characte has per combat round. This is made
proportionally to the enemy's mobility value. A character with high speed, for instance, can attack three times while his heavily armored opponed do it only once (3:1 ratio).

Renown/Equipment. Note: This is also found in the Game Rules thread
Spoiler:


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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty05.03.13 7:23

Fighting styles

#1 You cannot create fighting styles (we were willing to allow that in the beginning, but the high customization was crippling us. I suppose you could do it if you had a Qualis gem). If reading this makes you sad, read rule number 3.

#2 You belong to a fighting style, meaning that you have or had a mentor in it.

#3 However, you may pick any skill from any other style. Therefore, you may customize your personal style that way, and, for instance, become an ecclectic that knows a bit of every style, or a specialist that has climbed all the steps of greatness and became a master himself.

#4 Any technique costs 50 Renown. None is free.

#5 You may create a backstory and a symbol for any style that already doesn't have one.

# 6 The unwritten ideals of martial virtue say that belonging to a fighting style represents years of training under the tutelage of a master, and it means complete devotion to a given style’s philosophy and principles. That being said... it is possible to go rogue and learn a bit of any style. See rule number 3.

#7 IC-wise, these styles are a systematized way of fighting, transmitted from master to pupil for decades or centuries.


--------------------------------------------------

Being a land constantly thrown into war and conflict, Pendor is home to many fighting styles. Some of them were systematized through the centuries and are currently taught to those who can pay, or to those who have earned it through impressive deeds. Some are transmitted orally, while some require extensive study of armorsmithing or human anatomy. Some, still, are taught secretly by order grandmasters to the knights they consider worthy.


[SYMBOL:]
Mettenheim School:
Imported from Mettenheim, this style teaches the philosophy and the techniques of the famous Greatswords. It is designed for those who prefer to fight on foot with two-handed swords. The Mettenheimers also use the weight of their heavy armors to swing their huge swords quicker and increase the momentum of their strikes. They cannot use this style without the needed counterbalance of a heavy armor. The Metteheim idiom “cutting a horse in half” may have originated from this fighting style.

(Req's Heavy Armour, Two Handed Sword, Master Two Handed Swords, May NOT be Mounted, Mettenheim Mentor)
Horse Cleaver: Two-handed swords have 2x Skill vs. cavalry.
Mettenheim Doctrine: Heavy armour grants +1 Skill for two-handed swords.
Spirit of Mettenheim: for a -3 Skill, the fighter may break an opponent’s shield with a two handed sword.
Heart of Mettenheim: +1 Speed while wearing Heavy Armour
_______________
[SYMBOL: A purple square with purple filling]
Shadow School:
The most corrupt circles of the Shadow Legion, Ebony Gauntlet and Eventide still practice what they learned from the followers of the dark goddesses during the Amalan Wars. This style is based on deception and treachery, and makes extensive use of poison and hidden weapons.


(Req's Eventide, Gauntlet, Shadow Legion, Master Small Weapon (Daggers or 1 Handed swords OR Master Throwing)
Dirty Fighting: the PC has a wide assortment of small weapons hidden in armbands, boots and belts. 4 uses per battle (throwing daggers, poison needles, pepper dust).
Concealed Weapons: may hide a small weapon of choice. Detectable only on a full strip search.
Dirty Trick: -1 Skill to an enemy (throwing sand in eyes, feints, etc).
Backstab: -2 Skill attack that does 2WP damage
_______________
[SYMBOL: black triangle on grey field]
Obsidian School:
This style uses the shield as an offensive weapon. On their right hands they wield only small weapons, usually daggers or simple swords. The shields of these fighters are often customized with spikes, sharpened edges, or reinforced metal.
The fighter is not only more efficient in blocking with his shield, but he also uses it with great prejudice in fights. Their training included breaking doors, killing horses and felling trees with their shields. These men are able to carry a thicker and heavier shield than the average Pendorian model. At one point in history, these fighters were hired as bodyguards by Sarleon lords.
The Obsidian philosophy states that “defense is important, but a good defense also means an overwhelming offense”.


(Req's Basher or Strong, Master 1 Handed Weapon)
Obsidian Smash: Bashing now causes 1 WP damage
Obsidian Crush: Bashing always causes knock down
Obsidian Strike: Bashing may now hit and knockdown horsemen. Cumulative with Crush.
Obsidian Force: Bashing now causes 2 WP damage (Req's Obsidian Smash)
_______________
[SYMBOL: a grey diamond]
Diamond School:
(Req's Hardy or Endurance or Tough, Master 1 Handed Weapon)
Diamond Shield: Immunity to frontal ranged attacks.
Diamond Sentinel: Incoming ranged attacks against adjacent friends at -3 Skill.
[Saeros: what?]
Diamond Ward: Ignores cavarly’s extra charge damage.
Diamond Guardian: Allows adjacent friends to re-roll failed defence (stacks with normal shield bonus!)
_______________
[SYMBOL: a red epée on orange field]
Barclay School:
The fencing style taught to Barclay’s elite swordsmen, who use longswords with great skill. This style has been enjoying increased popularity in the last years, particularly among the younger Pendorian nobility. This style favors speed and elegance, and requires a thinner sword and a free left hand – so no shields are allowed. Use of a Barclay blade is recommended, since its metal is sharper and harder to break.

(Req's Agile or Fleet of Foot or Quick Hands, Master 1 Handed Swords, Barclay Mentor)
Flurry of Blows: May make additional attacks per round at -2 Skill each.
Free Hand: +1 Speed. Keeps balance on unstable surfaces.
Pointy End: for a -4 Skill penalty, may ignore the enemy’s armor rating.
Fast Strike: +1 Speed in Light Armour or No Armour.
_______________
[SYMBOL: A red and black four-sided banner]
Marleons Tradition:
Marleons heavy cavalry was famous in the past. You somehow belong to that tradition, and you have learned to lance with the best horsemen of the Heartlands. The downside is that you are kind of clumsy on foot.


(Req's Mounted, Master Lance or Master Crossbow or Master 1 Handed Weapon)
Mounted Talent: +2 Skill while on horseback; -2 Skill on foot.
Glory of Marleons: Polearms no longer get the 3x Skill against charging cavalry.
Fire and Charge: May switch weapons with no penalty
Horse-whisperer: Mount is immune to fear / terror
_______________
[SYMBOL: Three arrows on green field]
Noldor Tradition:
A style that uses Noldor meditation to improve one’s reflexes in battle.

(Req's character is a Silvermist or Ravenspear or Radiant Cross or a character RPed as Noldor advocate)
Battle Meditation: Avoids one death blow per battle (roll again and counter attack). May not use heavy armor. May not be on horseback.
One with the Weapon: may roll another to-hit once per battle.
Friend of the Noldor: Noldor will recognise the character, and be more favourable towards them
Far strike: Range of ranged weapons increased.
_______________
[SYMBOL: a black snake on green field]
Snake Tradition:

Is the meditation technique created by Snake Cultists during the Amalan Wars, aimed at fighting the allies of prince Valdemar. The Cultists have reverse engineered the Noldor meditation and developed a way to counter it in battle, intuitively predicting the movements of the enemies who dare to use Noldor "wisdom" against them.

(Req's character is a Shadow Legionnaire or Gauntlet knight or an open follower of Azi Dahaka)
Disruption: Neutralizes all modifiers of Noldor meditation.
Prediction: Receives +1 Skill against all Noldor and practitioners of Noldor meditation.
Hallucinogenic: +5 Skill for 1 attack per combatant.
Grace of Azi Dahaka: Avoids one death blow per battle (attack is entirely nullified).
_______________
[SYMBOL: a black and white four-sided banner]
Kamos Style:

For some decades, the Kamos Academy of Martial Arts was much sought after by young warriors who, admiring the reputation of the Kicker of Queens, wanted to learn how to hurt people with their bare hands. The academy was long destroyed, but the thousands of members it had during its golden age managed to preserve its valuable techniques from complete extinction. Scattered around Pendor, a few masters still teach Kamos’ style.

This fighting school consists in use of hand, foot and grappling techniques against heavily armored opponents. The training is so intense, that the fighters have to neglect their other skills – thus having a hard time using regular weapons.


(Req's Martial Arts trait)
*. Each one of these traits gives a cumulative -1 to the PC’s base Skill with all weapons.
Iron fists: Unarmed attacks cause 1 WP damage.
Pulverize: Attacks twice.
Pressure points: -3 Skill penalty, may attempt a knockout with a single strike.
Disarm: Instead of causing damage, disarms the opponent upon successful hit.
_______________
[SYMBOL: a black hook on red earth and blue sky.]
Way of the Scorpion:

A unique style only established a few years ago in the D'Shar Steppes. The fighters use fluent motions to evade the most common attack directions, if hit however their movement is disrupted and they are more vulnerable to attacks for a few seconds. The attacks lack the force of other attacks so fighting against heavy armored enemies is harder as the blows sometimes can't penetrate the metal.

(Req's Master of Spear)
Weave of the Needle: Opponent attacks at -3 Skill. Cannot attack while active.
Weave of the Point: +1 Speed permanently.
Weave of the Stave: for -1 Skill the spear does +1WP damage.
Weave of the Scorpion: Grants one additional attack per round at -1 Skill.
Weave of the Sand: The character cannot be flanked.
Weave of the Rock: -2 Skill against heavy armors; +1 Skill against everyone else.
Dodge: reroll a failed defense.
_______________
[SYMBOL: A green V on a golden round shield]
Vatra School:
(Req's Master of Axe)
Olaf's Rending Blow: for -2 Speed, the axe does +1WP damage.
Igor's Ire: +1 WP for the battle. If the character goes down to just this WP, a healer is required to wake them from berserker coma.
Felix's Fury: +1 Speed with axes.
_______________
Archery
(Req's Master of the Bow)
Snapshot: Grants an extra attack at -2 Skill
Precise Shot: ignores shield reroll feature.
Arrow Fencing: May use arrows as a melee weapon (so does not need to switch weapons)
_______________
Crossbows
(req's Master of Crossbow)
Overtaught: Crossbow ignores shields.
Marksman: +1 Skill.
Hurried Shot: May fire every round at -2 Skill.
_______________
Throwing
(req's Master of Throwing)
Whip shot: -4 Skill Bounces blade from one target to another (hits 2 targets)
Ricochet: -4 Skill Able to throw blade around corners.
Trick Shot: Can use the knife to impress or intimidate an NPC


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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty22.05.13 5:43

Weapons (descriptive version)

The stats and mechanics of all weapons are posted on the Rules and Game Mechanics thread, also in the King's Hall board.



Weapon choice is now of utmost importance. Now they are no longer simple items with higher or lower damage and skill values, but, as in medieval times, they were the difference between victory and defeat. Carefully selecting your weapons before going to battle is a necessity.

One-handed

Swords: by far the most used weapon in the kingdom. Easy to find, easy to fix, and easy to sell.

Daggers, knives, short-swords: the smaller cousin of the longer blades. Used a sidearm by most, although skilled assassins and thugs do not deny their efficiency as main weapons.

Fighting picks: a rather awkward weapon, but great for piercing armor. It was created by a clever smith who, watching miners use pickaxes to mine ebony, thought: „This could make quite a damage in a steel plate“.

Axes: a typical Western weapon. It cuts trees and men alike.

Maces, hammers, morning stars and flails: the weapon of sheriffs, protectors and slavers. It breaks just the right bones and allows the victim to be properly beheaded in public or made galley crew.

Two-handed

Glaive-like polearms: axe, spear, dagger and hook forget together and attached to a pole of hardwood. Need I say more? No, I need not.

Spear-like polearms: just like the halberd, only pointier and longer.

Two-handed axes: a heavier axe

Two-handed maces and sledgehammers: the ultimate knight killer weapon.

Two-handed swords: a longer and heavier sword. The techniques developed by the Mettenhem can only be used with this weapon.

Ranged

Throwing items: things you can throw, such as javelings, sharp knives, axes, spears, war darts, and so on.

Bows: if you don’t know what this is, you should seriously consider rethinking your life. Start with Wikipedia.

Crossbow: a crossbow.

Weapon Traits

Improvised: a weapon made from scraps, stones and tree branches. Any character can make one of these (master smiths have more luck with that), but these weapons obviously aren't fit for a proper combat.
Keen: a combination of razor-like sharpness and high-quality metal.
Balanced: the weapon is well-balanced, allowing for smoother movements and quicker strikes.
Heavy: a heavier weapon. Perhaps the blade is bigger, or perhaps your smith made an alloy of iron and ebony. At any rate, it's heavy.
Masterwork: there are not many weapons like this in the kingdom. A legendary smith is necessary to make one of those, and for that he needs rare metals, years of work, and a cartload of gold. For that reason, most people think it's easier to just steal them. This is the sort of weapon one finds in tombs of ancient kings or in the royal threasury.

*. Characters with the Master Smith trait may create new types of weapons (say, mixing a polehammer with a pick, etc.). Just... don't overdo it.


Armors and armor traits

Shield: a piece of wood, metal or leather that comes in various shapes and colors and has the ultimate purpose of standing between you and a chunk of cold steel.

Pavese shield: like the former, but taller, broader, heavier and thicker.

Light armor: leather, fur, or very thick clothing.

Medium armor: chainmail, brigandine, lamellar, half-plate, or cuirasse-and-helm,

Heavy armor: full plate, ebony armor or similar gear.



Barclay steel: lighter and stronger steel, made only by Barclay blacksmiths using Barclay steel. By Barclay law it is forbidden to craft this armor outside Barclay or colonial territory.

Mettenheim design: superior smithing. It’s not that the steel is that better, but the design. Mettenheim armorsmiths work the armor in angles and curves that improve its defensive capabilities against both arrow and blade. It's not really a crime to make them outside Mettenheim, but the fact is that only Mettenheim blacksmiths are strong enough to bend and twist the armor in the manner this technique requires.

Upgrades:
Rusty/damaged
Thick
Lordly

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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty22.05.13 6:02

Character traits (descriptive version)

Check the Rules and Game Mechanics thread in the King's Hall for the bonuses and penalties.


Poor (weapon): as an order knight you must have a minimum proficiency at some weapon. You have failed that, but
somehow managed to pass the tests.

Regular (weapon): the standard for all weapons.

Good (weapon)

Exceptional (weapon)

Master (weapon)

Legendary (weapon): you are a local legend in a certain weapon.

Quick hands

Quick feet

Agile

Iron nerves

Strong: he is strong, and get all benefits that come from that.

Finesse : his high agility allows him to use small weapons better.

Hidden weapon: you hide things very well. So well, that your enemies can only be sure about which weapon you're carrying when you draw them (allow the playe to not inform the short weapon or weapons he is carrying).

Master smith: May craft complex stuff and assess the quality of any equipment.

Acrobat: feats such as climbing and not falling when someone bashes you.

Pyro: knows fires in all their varieties.

Pious: having drawn attention of one of the good gods, you are particularly resistant to the dark arts – e.g. poisons –, and more proficient in healing wounds (requires great in-game sacrifice to earn this).

Corrupted: having drawn attention of one of the dark goddesses (Azi Dahaka or Erida Occisor), you are particularly efficient when using the destructive arts – fires, poison, murders (requires great in-game sacrifice to earn this).

Herbalist: your healing works more efficiently. You’re also a good cook.

Poison maker: make deadlier poisons.

Trap maker: make a large assortment of traps, for a large assortment of preys.

Pack rat: at the cost of mobility, you may carry as many weapons as you like.

Beast repellent: while you look just like any other human, animals seem to be frightened in your presence. You can’t mount (but so can’t your enemies if they’re around you).

Keen senses: the character is able to see, hear and smell better than most Pendorians. He also receives lower penalties in situations that deprive him of one of his senses.

Slave marked: he was a slave once, and the typical owner brand in his forehead or back is evidence of that.

Diplomat : he knows how to handle politics. And other people know he knows it.

Tactician : character has insights (meaning GM tips) about tactical matters during a battle.

Wealthy : the character has a huge amount of gold stored somewhere.

Tracking : tracker.

Horseman: you can ride horses, including the undead ones.

Hardy : the characters is more resistant to pain and injury than most. Injuries that would maim a regular knight become simple wounds on him.

Survivalist: you known how to survive in the wilderness.

Urban survivalist: you known how to survive in cities.

Basher : after a long time of practice, he becomes skilled in bashing with his shield.

Unflappable : the character is able to keep a steady mind under stress, and thus avoids psychological scars and traumas that would crush the lesser soldier (i.e. amnesia; afraid of death, etc. traits that a character may get after being knocked down or seeing terrifying things).
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PostSubject: Re: [This is the old thread. Please ignore this.] Character Creation   [This is the old thread. Please ignore this.] Character Creation Empty22.05.13 6:56

Character Backgrounds (descriptive version)


Alchemist: a general physician. You know how to heal people, and may have moonlighted as warrior, merchant, or even healer-for-hire. You

Adventurer: you are a free spirit and have decided to take control of your own destiny. You have quested for a long time, and have learned a lot from the world. In your journeys you may have found quite a number of quality items and equipment, but sold most of them, keeping only a few. Your weapon specialization varies.

Ranger: you have lived in the wilderness for a long time. If you did not undergo Silvermist education, you may even seem a bit uncivilized for the townsfolk, eating with your hands and such. You are an excellent hunter and trapper, and in the wilderness you often see what other people cannot. You are highly skilled in the use of bows or crossbows, but your real advantage over the others lies in your knowledge of the wilderness, its beasts and its dangers.

Scout:similar to the ranger, but on horseback and on open terrain. You are among the fastest riders in Pendor, and in this category fit both Windriders and Clarion Rangers.

Outlaw: Regardless of whether your order knows it or not, you were once an outlaw. You know how bandits think, where they would like hide, and how they fight. You also know where rich people like to store their valuables. As the ranger in his forest, you can find your way and survive well in any urban environment. Knows where to hide, where to find food, and where to ambush his enemies. Knows “people” in nearly every city. You may or may not have redeemed yourself and work against your former brothers in crime.

Seaman/seawoman: you were a man of the sea. You know how to sail, and can identify ship designs and flaw at a distance. Perhaps an Cezian marine, or perhaps the captain of a slave galley.

Former Slave: You are a former slave. You may have been a soldier once, or even a scholar, but you have accepted your slave past and have molded yourself to it. Perhaps you were imprisoned for a long time, perhaps you were one of the thousands sold to the galleys. You know how to handle pain and punishment. Knowing about your past, people don’t expect much from you, which is why they are much more impressed by your deeds.

Master-of-arms:you were a man-at-arms, either independent or a king’s army, and eventually became the leader of a small warband, until the time you joined your order. You know how to handle all weapons, and, being part of many battles you also don’t lack the practical experience of battlefield.


Noble: you know how to deal with nobles. You have memorized every banner of every major Pendorian lord - and of some respectable foreign lords too. You know how to ride, how to fight with gentlemen’s weapons, and you have your own family signet ring and banner – even if it only flies over a small estate in Pendor’s furthermost countryside. Nobles are usually more pleased with your presence, but commoners fell a bit uneasy. Swords, crossbows and horseback fighting are natural for you.


Commoner: you speak the tongue of the people and will be able to mingle easier among them, possibly making a good agent, preacher or merchant. Your manners, however, greatly displease the nobles. You also know the basics of farming, woodworking, fishing and hunting, and have learned how to use bows and polearms - the poor man's weapons per excellence.


Scholar: you know much about many things. You speak most of the known languages, and you have memorized castle designs, Pendorian geography, and history books, and you know well the lore of the kingdom. Your martial skills, however, are severely lacking, and you must do a lot of effort in order to become competent on the battlefield.


Priest: you are the priest of a Pendorian god. You may perform blessings on people (thus improving your relation with them in that context), make curses (works well on the illiterate), and act as a minor representative of the respective church. Commoners often follow your suggestions, instead of that of the local authorities.


Merchant: before becoming a knight, you were once a merchant, and thus part of the blooming and wealthy Pendorian merchant class. You are the best at creating caravan routes or offering trade agreements. You may or may not have become a fighter to defend your goods, or a politician to gamble at higher stakes. You may also have bought your way into the nobility, becoming a lesser noble yourself. You are associated with one of the major merchant leagues (Holmgang, East Pendor Trade Company, Spice Runners, at the player's choice). Your successful former business has given you powerful friends and enemies.

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A Kingdom Divided :: Pendor :: King's Hall-
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