Personal Information: Name: Gender: Race: Religion: (Catholic, Muslim, Jude, Heretic) Birthplace (Crown ofAragon, Kingdom of Castile, Kingdom of Leon, Kingdom of Navarre, Kingdom of Portugal, Almohad Caliphate) Appearance/Pic: Background: Noble Merchant Peasant of the country Commoner of the town Nomad tribe Slave Events: Each ewents adds 3 years to character lifespawn. Some events can be connected with each other, for example knights and monasteries can create path of Knights order. Characters start their journey at age of 7 with no history and then are obligated to take at least 5 events to reach age 22. Also, you can’t become knight, before taking steps as squire. You keep equipment from all your events. Order of the monastery Novice (You receive ability to read and write. You get walking stick and tools to writing) Full pledged ( You gain knowledge of healing and speak latin. You get Biblie, medical kit and herbs) Abbot (With your prayers you can heal and more easily convice people to your faith. Also, you have monastery on your orders, library of science books.) Order of the Nizarii Novice ( You gain skill of acrobatic and sneaking. You get grabbing hook, simple dagger and robes to sneaking ) Assassin ( You gain skill of dagger fighting and using of poison. You get saber, leather armor and tools to create poisons ) Grandmaster ( You gain access to secrets of the order and can command Nizarii. You get your own base, with library and loyal followers.) Artisan Pupil ( You gain basic skills in craft of your master, and know how to cook. You gain bed, tools for craft and regular meals) Journeyman (You gain expert skill in craft, as part of militia you can use crossbow. You gain dagger, your own room and payments) Master (You gain mastery in your craft, you own your own workshop and you have voice in the guild) Knighthood Page (You gain skill in horse riding and basic repairs of armor and weapon. You get simple dagger for self defense and spear) Squire ( You gain skill in melee fighting and wrestling. You get short sword, crossbow with ammo and simple gambeson) Knight ( You get skill in horse fighting, have under your command squire and pages. You get battle horse, chainmail, helmet, longsword and shield ) Guild (it is connected with Artisan) Lower member ( You get security in time of needed and participated in cost of fixing town) Patriarchate (You got voice in the council on what it should be spent funds and you can be choosen as representative) Mercenary Footmen (You gain skill in melee fighting and basic repairs of weapon and armor. You get spear, shield and dagger) Sergeant ( You gain skill in commanding small group and perception. You get helmet, gambeson and sword) Horseman ( You gain skill in horse riding and horse fighting. You get horse, long spear, chain-mail, battle axe Commander Banker Perks: Strong Endurance Charismatic Beautiful Agile Iron Will Drawbacks: Debt Bad influence Phobia Skill points. One 1 more skill points for every 6 years your character lived beyond age of 10. But for balance and not best health condition in this period, the older your character get, the less health he gets. So, if he lived: 22 years, he gets 2 skill points 8/8 HP 28 years, he gets 3 skill points 7/7 HP 34 years, he gets 4 skill points 6/6 HP 40 years, he gets 5 skill points 5/5 HP Belongings (Transferred to next of kin delivery upon death): Gold: (1000 gold at start) Armor: (Custom unarmored clothing at start) Weapons: (Basic weaponry at start, with a type of your choosing, ie: Swords, spears, bows, crossbows, staffs, wands, etc.) Equipment: (Basic tools, a compass and camping gear at the start) Skills (Be honest!): Combat Skills: (Two points to spend, each point denoting +10 modifier to dice rolls involving that skill. Two points can be spent on the same skill to denote mastery. Sword fighting, bow combat, spears, etc are examples of combat skills) Non-Combat Skills: (Three points to spend, as above. Persuasion, Deception, Awareness, Crafting and Repair are examples of non-combat skills) Spells/Abilities: (Magic is connected with religions, so your character has to pray, give offerings to temples, in some cults sacrifices something. The deal is, for every spell comes cost, depending on desired effect ) ------------------------------------------------------------------------------------------------------------ Flaws (We all have 'em...): (Players have two flaw points to spend on their character. Flaws can be two regular negative traits, or a single, substantial character flaw that has a major impact on the character's life. Arrogance, impatience, shyness and misanthropy etc are examples of flaws. With both points spent, the player will be able to replace an item of default starting gear with a custom, superior version with a dice roll modifier.)
(I'm not totally sure if I'll end up playing, but I'll make a draft anyway) Name: Caitiln Gender: Female Race: Celt Religion: Catholic Birthplace: Kingdom Of Leon(I'm not an expert but I think this is was the most populated territory of celtiberians and some gauls during the time. I might be wrong.) Appearance/Pic: Age: 28?(it's not really clear what a event-years actually is in how much that is) HP: 7/7 Skills: 3 Background: Debating between a commoner or a noble Order of the monastery Novice (You receive ability to read and write. You get walking stick and tools to writing) Full pledged ( You gain knowledge of healing and speak latin. You get Biblie, medical kit and herbs) Artisan Pupil ( You gain basic skills in craft of your master, and know how to cook. You gain bed, tools for craft and regular meals) Journeyman (You gain expert skill in craft, as part of militia you can use crossbow. You gain dagger, your own room and payments) Guild (it is connected with Artisan) Lower member ( You get security in time of needed and participated in cost of fixing town) Perks: Beautiful Drawbacks: Frail: Physically rather weak Belongings: Gold: 1000 gold Armor: Nun's outfit Weapons: Church Necklace(Basically just sort of a hands free wand that helps them do with magic. Maybe better for support and not offensively oriented. Up to you if you would allow that) Equipment: Basic Tools, Compass, Camping Gear Skills: Combat Skills: Marksmanship: While not physically strong, she's quite precise at archery, though favors a crossbow since they rely less on her physical draw power over bows. Non-Combat Skills: Persuasion Knowledge: Religion Medicine Background skills: Craft: Expert: Charms(Pupil, Journeyman) Cook(Pupil) Spells/Abilities(Not totally sure how you want to do this):
It is looking good. I didn't write it clear, each event add 3 years to lifespawn, so after five events character reached 22 years. I'm also open for suggestion and ideas for custom events. For spells I wanted to make it conected with religion and resources. If your character knew more complicated praying, it could cast more powerfull spells, like scaring enemy, support healing of wounded, finding evidence of suspect or cursing enemy. Depending on skill in religion and paying to deity prize, it could give diffrent effects.