Of Waves and Dragons
This section will go through the process of character creation with a focus on your first character being a male knight. This system will be slightly different if you are not playing a Knight, playing a female character, or creating a character other then your first. Ask the Game Master for details on these changes.
Once these two choices have been made we can begin to fill out your character sheet starting with the first heading on the character sheet Personal Data.
Age: Your starting age is 21.
Son Number: You are the 1st son of your father.
Homeland: You are from the country of Salisbury.
Culture: Enter your cultural choice here.
Religion: Enter your religious choice here.
Liege Lord: Your lord is Earl Roderick.
Current Class: You are a Squire.
Current Home: Ask the Game Master for your starting estate.
Depending on your culture and religion your Personality Traits will be different. If your culture is Cymri you must pick the list corresponding to your religion. If your culture is Roman you can either chose the list corresponding to your religion or the list labeled Roman.
Also remember to underline the same traits as demonstrated in your list. The underlined traits represent your religious values.
Now we will apply your regional trait modifier to your traits. As you are from the Kingdom of Logres you must add 1 to Energetic, Forgiving, Honest, Just, Trusting, and Valorous.
Next you may change one trait value to 16. You may also add up to 6 points across any of your traits. These are optional as you may not want to change any of your traits and having a trait with an exceedingly high value can be a determent at times.
Don’t forget to lower the corresponding trait value when you make modifications! No trait can go above 19!
Next under Directed Traits write in Suspicious of Slichester at a value of 1d6+1.
In this section you will enter you passion values according to your culture as seen below.
If you have chosen Roman then your city passion will be to Sarum and your emperor passion will be directed toward King uther.
You also have a Hate (Saxons) passion for starting in Salisbury at a value of 4d6+1.
Attributes and Statistics
The physical qualities of any Pendragon character are quantified by five basic attributes, from which various other statistics are then derived. These five primary attributes are Size, Dexterity, Strength, Constitution, and Appearance. In each case, the larger the value of an attribute, the more advantageous it is for your character.
Size (SIZ) reflects the bulk and relative height of your character. The smallest that an adult Cymric male can be is SIZ 8 (roughly 80 pounds), and the largest SIZ 18 (around 215 pounds) (See Size). Bigger characters are superior in combat because they can deal out and take more damage and because SIZ is also used to calculate Knockdown (See Knockdown and Damage).
SIZ restriction: 8-18
Dexterity (DEX) reflects your character’s quickness, agility, manual coordination, and sense of balance (See Dex Roll).
DEX restriction: 5-18
Strength (STR) reflects your character’s ability to lift and carry weight. STR influences combat and movement rate.
STR restriction: 5-18
Constitution (CON) reflects the health of your character. A CON value less than 5 indicates a sickly character, while a value greater than 15 indicates robust health. In combat, the “Major Wound” statistic (equal to CON) indicates a wound that knocks the character unconscious immediately.
CON restriction: 5-21
Appearance (APP) reflects the physical attractiveness of a character. APP over 15 indicates a handsome or beautiful person, while APP below 5 indicates one who is extremely repulsive. Do not neglect this stat! It is tempting to reduce this in favor of combat oriented statistics, but handsome knights have a distinct advantage in some situations. See “Distinctive Features,” below, to help define the exact appearance of your character.
APP restriction: 5-18
Distribute a total of 60 points among the five attributes, keeping in mind the restrictions detailed above.
Note that every Cymric character’s CON automatically increases by +3 during the next step (“Cultural Modifiers”), regardless of allocation, and that the maximum forsuch a character’s CON is 21, so if you allocate more than 18 to CON, the extra points are wasted.
Your first character should be designed so that STR and SIZ have a combined total of at least 21. This gives him a respectable Damage statistic of 4d6 (see “Derived Statistics” below). His CON also ought to be at least 11. Characters with less than these values are essentially handicapped in combat.
You have plenty of points to work with. For example, assigning values of SIZ 11, STR 10, and CON 11 (recommended minimums) yields 28 more points to be allocated to DEX and APP (for example, DEX 13 and APP 15).
It might also be useful to look ahead at Derived Statistics at this point.
Effects of Low Attributes:
As shown on the Cymric Attributes table, no stat for your starting character can have an initial value of less than 5, and SIZ must be at least 8. However, be careful about assigning these minimums to attributes. Statistics are often reduced during the game, and when any attribute is at 3 the character is considered bedridden, unable to leave his room. Worse, any attribute reduced to 0 indicates death. Thus, even a low APP can be hazardous due to aging (see Aging) and wounds (see Combat and Healing).
If your character is Cymri then add 3 to Con. If you are Roman add 1 to Dex and 2 to App.
Some of a character’s statistics are derived from those already determined above.
A character’s Damage value reflects his potential to do harm to his foe. The value acquired from the equation below indicates the number of six-sided dice that the player rolls when his character successfully hits something or someone with a sword or other heavy weapon.
Damage = (SIZ + STR)/6 [the result is the number of d6 rolled for damage].
Size + Strength : Damage
14 – 20 : 3d6
21 – 26 : 4d6
27 – 32 : 5d6
33 – 38 : 6d6
The Healing Rate of a character indicates the number of hit points which can be regained during a week of game time by the character, as long as that character is quietly resting. (See Combat and Healing).
Healing Rate = (CON + STR)/10
This value indicates the number of yards per melee round that your character can walk while in armor. The Movement Rate number also affects daily overland rates and forced march. See Chapter 5 for more information on movement.
Movement Rate = (STR + DEX)/10
Total Hit Points:
Total Hit Points are used in combat to determine how much damage a character may sustain before going unconscious or being killed.
Total Hit Points = CON + SIZ
This value is a threshold below which a character falls unconscious. Every time any character’s current hit points fall below this value, that character drops to the ground, senseless and out of play. In many cases, this might save his life.
Unconscious = Total Hit Points/4
A character’s APP measures his or her relative appearance, determining whether a character is handsome, beautiful, or ugly. Higher APP attributes indicate a more attractive character, while numbers below 5 indicate unattractiveness and possibly physical deformity.
Distinctive Features allow for objective differences between characters with the same numerical value. A Distinctive Feature is not always a negative quality, even for a character with low APP, though you may wish to make it so. The following suggestions include ideas for both positive and negative features.
The number of features your character receives is determined by his APP, cross indexed on the table below.
APP Value: (No. of Features)
Once the number of Distinctive Features is derived, players are free to choose the specific details that best fit their character (the table below offers some ideas and suggestions). However, the player might wish to simply roll on the Distinctive Feature Detail table.
Finishing your characters Attributes, traits, passions, and skills
Now that we have finished getting all of the stats set up from your culture and religion we will now do some further customization to make the character your own.
1: Choose one Combat or Non-Combat skill at which you excel and make it a 15.
2: Choose any three Non-Combat skills and make them 10’s.
3: Raise any four scores from attributes, traits, passions, or skills. If you raise a skill change the value by 5. If you raise an attribute, trait or passion change the value by 1.
4: Add 10 more points to be divide among the Non-Combat skills.
Your character begins with the following gear: Chain mail and Open Helm (10), Shield (6), Sword, 5 spears, and a dagger.
The Armor goes under the Armor section on the first page of your character sheet. The weapons go under War Gear under Equipment on the second page.
Your character begins with four horses. You get a Charger, 2 Rouncys, and a Sumpter.