Copyright © 1998,2004 Ken St-Cyr. All rights reserved. This is a work in progress.
Tales of the Carnelian Coast is a game of sword and sorcery adventure. Rather than attempt to simulate a genre of fiction, TotCC attempts to simulate a version of reality where the fantastical exists and magic works, but the results feel gritty rather than cinematic, crunchy rather than fluffy. There is no World War II era artillery masquerading as magic, no pointy-eared elves or fairylands, and no beefcake fighters that can jump off hundred-foot cliffs and survive unscathed.
In this game, characters are always human. They each have eight basic attributes, some abilities derived from those attributes, and a set of skills. This information is recorded on a character record sheet. To begin character generation, start with an idea.
A character concept is a framework to which elements of character design are attached. It provides a theme for the design, that is, it promotes consistency between elements. Good character design is an art that requires bringing enough elements together to make the character believable, but not so much as to make the character unplayable.
That is enough detail to make a superficial character, but one that may inspire additional interest. To make the character believable, some additional elements are needed.
The character was born and raised by someone in some culture on whatever world the character comes from. A character should possess some cultural attributes that make him fit in the world. This may include physical attributes, mannerisms, and beliefs.
Once a culture is established, details about the character's parentage, education, and social life will round out the character. Too much detail here should be avoided prior to play, so as not to get bogged down in details with which players are not yet intuitively familiar. The parent's names, if known, occupation, reputation perhaps, skills learned, and the names of a few childhood acquaintances should suffice.
A character's background is the most important element in defining the character, and yet the specifics depend more on the setting than on a set of game rules. The rules here are necessarily generic, but more specific examples will be provided in the regional description of the Carnelian Coast setting.
Characters are generated from birth toward game start via a linear progression of years. Earlier years may be clumped together for expediency. The basic idea is to generate a pre-game history of the character, recording knowledge gained along the way.
Characters may come from far-flung places, or from the same small community, or anything in between. The choice should be agreed upon between the players and the Gamemaster. For example, in a Sevalian campaign, the character group may be members of different clans who have formed a society to profit themselves through whatever means they desire; the Gamemaster takes the part of the group's patron, calling on them to perform favors, helping them out of tight spots, etc.
Once the character's place of birth has been chosen, loose constraints should be put in place on choices thereafter. A character's place of birth will often, but not necessarily, determine the character's culture. With culture comes language, religion, professions, and education, among many other things. The game world should provide the specifics for each of these. It is unrealistic and inconsistent for a character to possess skills that should be unavailable to the place of birth, unless some exception (such as living part of one's life in another culture or place) is detailed.
The term “civilization” as used in this game means a society's urbanization level, and determines the kind of place in which a character can grow up. There are four urbanization levels, described briefly below. The table shows a rough distribution of settlements by urbanization level. The Gamemaster may dictate where the player characters are from according to his goals, or allow players to choose freely. Random selection may be made if desired.
Level | |||||
---|---|---|---|---|---|
[0] | [1] | [2] | [3] | [4] | Type of Place |
01-00 | 01-60 | 01-05 | 01-05 | 01-05 | Wilderness |
— | 61-00 | 06-95 | 06-90 | 06-80 | Village |
— | — | 96-00 | 91-95 | 81-85 | Fortified Dwelling |
— | — | — | 96-00 | 86-95 | Town |
— | — | — | — | 96-00 | City |
Hunter-Gatherer [0]: Nomads in bands of 20–80
persons, with no permanent settlements
Pastoral [2]: Nomadic herders in bands or tribes of up
to 500 persons, with temporary settlements
Horticultural [1]: Semi-nomadic farmers and herders in
bands or tribes of up to 500 persons, with temporary agricultural
settlements and trade centers
Manorial [3]: Farmers with villages and fortified
residences, such as castles, as part of a larger state
Civilized [4]: Merchants and craftsmen with cities and
towns
Date of birth determines astrological factors, if they are used, not to mention helping keep track of the character's age. Actual year of birth is best calculated after skill selection, when the character's age is determined. Simply count backward from the game's starting year.
(1-3) Spring | d10 | Month |
---|---|---|
1-3 | I | |
4-6 | II | |
7-0 | III | |
(4-6) Summer | d10 | Month |
1-4 | IV | |
5-7 | V | |
8-0 | VI | |
(7-8) Autumn | d10 | Month |
1-4 | VII | |
5-7 | VIII | |
8-0 | IX | |
(9-0) Winter | d10 | Month |
1-4 | X | |
5-8 | XI | |
9-0 | XII |
Don't worry about deciding on all the details for the character's background at this time, but a few things should be settled on first. Specifically, how a character's environment affects educational and occupational choices. What is the social status of the character's family? Will the character be sent to school? Will the character train in a parent's occupation? Perhaps everyone except the first born must fend for themselves?
The occupations available to a character's parents depend on culture and civilization level. Naturally, the selection varies from world to world. For the sake of completeness, presented below is a very general table for social class determination.
Wilds | Rural | Urban | General Social Class |
---|---|---|---|
— | 01-05 | 01-05 | Outlaw |
01 | 06-70 | 06-25 | Unfree |
02-90 | 71-85 | 26-80 | Free |
91-98 | 86-98 | 81-98 | Professional |
99 | 99 | 99 | Privileged |
100 | 100 | 100 | Nobility |
Wilds are wilderness. Rural is castle or village. Urban is town or city.
Outlaw: Vast tracts of wilderness exist in areas distant from centers of power, where nobles exert little control. In these regions live outlaws, people who answer to no lord and no law but their own.
Unfree: Slaves and serfs make up this class. These are people who do not own themselves nor any property, but are either owned or are indentured to a member of a higher class.
Free: People who may own property but are neither wealthy nor skilled in a professional (guilded) sense.
Professional: Educated and well-off members of guilds, or else possessing skills that give them this status in societies with no guilds. The actual skills defining this class vary with culture.
Privileged: The non-noble, but wealthy an influential members of society. They wield political power either through money, tradition, or control of military or magical power.
Nobility: The cream of privileged society.
Birth order helps determine what a character stands to inherit. For character generation, this means starting wealth. Actual inheritance may also come into play, particularly in long-running games.
Determine the number of siblings from the table below. The character has an equal chance of being any of the siblings. The player should be allowed to choose any gender. Sibling genders can otherwise be generated randomly.
1d100 | Siblings |
---|---|
01-05 | One child |
06-15 | Two children |
16-35 | Three children |
36-65 | Four children |
66-85 | Five children |
86-95 | Six children |
96-99 | Seven children |
100 | Eight children |
What does your character look like? Is he a clean-cut, hard-nosed pinnacle of masculinity from the Verentian cities, or a shaggy, broad-shouldered bear from Lankarth, or a hawk-nosed, slight-framed scoundrel from Ralubia? Is she a wild-haired blonde from Lancesor, or a dark, mysterious beauty from Kruthedan, eyes ringed with thick kohl?
In a low-technology environment, there is much less diversity in any given place than what we are used to in the modern world. Players should choose an appearance that corresponds to the character's nationality. The following tables are intended to help make decisions about a character's appearance consistent with the world background. Roll 1d100 and use the column corresponding to your character's latitude of origin.
Colorations are very general; players should feel free to add modifiers. For example, a red-haired character can be fiery red, or orange-red, or dark red. Hairstyles and facial hair can be added. A very fair complexion might be milky white or deathly pale. The character may be freckled or have moles or discolorations. The skin may be smooth or rough.
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Height: Look up typical height for the character's nationality. Choose a height within the given range or roll dice (open-ended):
Weight: Use the number rolled for Frame and consult the table below. The entries are the character's weight in kilograms. For additional variation, roll 2d6: first die odd: subtract 1/2 second die; first roll even: add 1/2 second die.
Height | 3d6 Roll for Frame | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(cm) | 1-3 | 4-6 | 7-9 | 10-11 | 12-13 | 14-15 | 16 | 17 | 18 | 19 | 20 |
135 | 27 (6) | 30 (6) | 34 (7) | 37 (7) | 41 (8) | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) |
140 | 30 (6) | 34 (7) | 37 (7) | 41 (8) | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) |
145 | 34 (7) | 37 (7) | 41 (8) | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) |
150 | 37 (7) | 41 (8) | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) |
155 | 41 (8) | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) |
160 | 45 (8) | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) |
165 | 49 (9) | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) |
170 | 54 (9) | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) |
175 | 58 (9) | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) |
180 | 63 (10) | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) | 130 (13) |
185 | 69 (10) | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) | 130 (13) | 138 (14) |
190 | 74 (11) | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) | 130 (13) | 138 (14) | 147 (14) |
195 | 80 (11) | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) | 130 (13) | 138 (14) | 147 (14) | 156 (14) |
200 | 86 (11) | 93 (12) | 99 (12) | 106 (12) | 114 (13) | 122 (13) | 130 (13) | 138 (14) | 147 (14) | 156 (14) | 166 (15) |
The first number is weight is in kilograms; the number in parentheses is the corresponding Size factor for that weight. See a more complete version of the Size Factor table in the Bestiary chapter.
Damage Resistance: This is the contribution of the character's size to absorb damage, counteracting the attacker's bonus from strength. Add the size task modifier to the character's overall damage resistance.
Character abilities encompass inherent physical and mental traits that influence performance of tasks without regard to skill or experience. There are eight character abilities — four physical and four mental. When attributes are generated, they represent the character at game start, which generally means they are only a potential value during character generation.
Different attributes use different methods for generating them, but you will not need anything more than 3d6 and a set of percentile dice.
A measure of musculature, lifting power, and the ability to exert force. The range of strength is dependent on body weight, and varies according to the ratio of muscle to fat. Determine strength by rolling 2d6-7 and adding the result to Size. Strength can be no more than 5 points higher than Size.
STR | Task Mod. | Throw (m) | Base CC (kg) |
---|---|---|---|
3 | -4 | 10 | 8 |
4 | -3 | 11 | 9 |
5 | -3 | 12 | 10 |
6 | -2 | 14 | 12 |
7 | -2 | 17 | 14 |
8 | -1 | 19 | 16 |
9 | -1 | 22 | 18 |
10 | 0 | 24 | 20 |
11 | 0 | 29 | 24 |
12 | +1 | 34 | 28 |
13 | +1 | 38 | 32 |
14 | +2 | 43 | 36 |
15 | +2 | 48 | 40 |
16 | +3 | 58 | 48 |
17 | +3 | 67 | 56 |
18 | +4 | 77 | 64 |
Carrying capacity: Encumbrance affects the character's ability to maneuver, the more carried, the more difficult it is to move. A penalty to Agility-based tasks is incurred as the character's load exceeds increments of his carrying capacity according to the Encumbrance Levels table. Movement rates are walking speeds in 2-meter spaces per 5-second combat turn (unloaded speed is 4.0).
Encumbrance | Max Weight | AGL Mod | Move
Rate (2-m/5 s) |
---|---|---|---|
Burdened | at least 1 × Base CC | -1 | 3.5 |
Loaded | at least 1.5 × Base CC | -2 | 3.5 |
Heavily Loaded | at least 2 × Base CC | -3 | 3.0 |
at least 2.25 × Base CC | -4 | 3.0 | |
at least 2.50 × Base CC | -5 | 3.0 | |
at least 2.75 × Base CC | -6 | 2.5 | |
Maximum Load | 3 × Base CC | -7 | 2.5 |
Maximum lift is Base CC × 5.
Damage Modifier: Use strength task modifier.
Jumping Distance: Running long jump distance is eight times throwing range divided by the character's mass in kilograms. Halve the distance for standing broad jumps.
Throwing Distance: The distance, in meters, the character can throw an object weighting one kilogram. Throwing range is 120% of base CC. See the Combat chapter for more details on throwing.
The flexibility or suppleness of the character, gracefulness of movements, reflexes, reaction time, and coordination of mind and body. Determine Agility by rolling 3d6.
The ability to withstand physical stress, to resist poison and disease, and to continue activities over long periods of time. Endurance determines how long a character can maintain a running pace, how long he can hold his breath underwater, and how long he can operate without food or water.
Determine Endurance by rolling 3d6.
Encompasses manual dexterity, steadiness of hand, lightness of touch, and in some sense the ability to focus on tedious physical tasks. Determine Dexterity by rolling 3d6.
Handedness: The majority of people are right-handed. Approximately 15% of the population is left-handed, though this can vary by culture.
Strength of personality, verbal expression and comprehension, empathy, and the knack of being noticed or remembered. Although Charisma is an invisible attribute, it does affect others' opinion of one's physical appearance. Charisma is determined by rolling 3d6.
Appearance: An attribute is not used for appearance. The player should feel free to describe a character as “hideously ugly, plain, handsome, pretty, stunning, etc.” The game master may decide whether or not a character's appearance has any game effect.
The character's determination, self-discipline, and ability to resist to mental influence and psychic stress. Also the ability to focus on tedious mental tasks. Determine Willpower by rolling 3d6.
A measure of the character's sensitivity to magic and the powers from beyond; also, intuition and visualization. Because the beyond and the mundane world are so intertwined, this attribute also reflects the character's sensitivity to natural phenomenon. This is also the reason the term “perceptivity” is used instead of something like “perception.”
Determine perceptivity score by rolling 3d6.
A measure of learning ability, mental flexibility, and speed of computation. Determine intelligence by rolling 3d6.
Actions performed in the game that require skill and randomization are termed tasks. A character's attributes and skill levels will affect performance of tasks. The higher the bonuses, the better.
3d6 score | Task Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | — |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20 | +5 |
Task Modifier: Adjustment to task die rolls related to this attribute. Attributes only modify related tasks, they do not affect the character's skill.
Experience points are a convenient method for tracking character advancement. They are awarded automatically, but the number depends on character activities, such as adventuring, studying, and training. Experience points are spent on fields of knowledge and skills. Characters may spend experience points as soon as enough are accumulated to purchase a new field rank or skill level.
Characters automatically earn 0 to 4 experience points per day, depending on level of activity. This number is called learning rate.
A learning rate of 4 represents about eight hours of intense study or training, or constant stress tests during adventure. A Learning Rate of 0 should only apply to characters who are incapacitated and completely inactive for at least 90% of normal waking hours in a day.
Rate | General Activity |
---|---|
0 | Character is incapacitated |
1 | Character is idle |
2 | Character is employed or travelling in civilized area |
3 | Character is in school or self-studying; or adventuring in hostile area |
4 | Accelerated education rate; character is engaged in intensive training |
Due to mental fatigue, characters are limited to a number of contiguous days equal to Willpower for Learning Rate 4 or to twice Willpower for Learning Rate 3 before requiring a rest (of an equal number of days) at a Learning Rate of 2 or less.
At the Gamemaster's discretion, a character may split the day between two activities, in which case the learning rate is the average of the two. For example, a character may work half the day (half a day being 4 hours) and study the other half. This would produce a learning rate of 2.5. Splitting activities any more than this on a given day should be considered Learning Rate 2, which assumes a level of general activity in which the character is not idle but does not have time to focus on any one thing.
The Game Master may award additional points as deemed appropriate. It is suggested that a maximum of 4 additional points be awarded on a given day; these bonus points are not counted as part of the character's learning rate for that day.
Characters learn and advance in fields and skills. A field is a broad area of knowledge. Skills are specific, technical areas of knowledge. A field usually includes a few inherent abilities that improve with skill level. There are nine fields a character may learn: Adventurer, Artisan, Athlete, Caregiver, Entertainer, Fighter, Magician, Merchant, and Scholar.
Because experience points are awarded for general learning conditions, not for specific skill use or successful action, a player may apply them to any field or skill desired as long as the character already possesses levels in the field/skill. However, new skills often require training, and the training facilities may require a particular level of civilization, as given in the Skills Chapter. The increase in experience earned due to training must be applied to those skills being studied.
Gaining a new field rank costs 60 points times the rank to be achieved. Each new rank provides a 50% discount that may be applied to the purchase of skills in the same field, as long as those skills are of a level less than or equal to field rank.
New Field Rank |
Points Required |
Running Total |
---|---|---|
1 | 60 | 60 |
2 | 120 | 180 |
3 | 180 | 360 |
4 | 240 | 500 |
5 | 300 | 800 |
6 | 360 | 1160 |
7 | 420 | 1580 |
8 | 480 | 2060 |
9 | 540 | 2600 |
10 | 600 | 3200 |
11 | 660 | 3860 |
12 | 720 | 4580 |
13 | 780 | 5360 |
14 | 840 | 6200 |
15 | 900 | 7100 |
16 | 960 | 8060 |
17 | 1020 | 9080 |
18 | 1080 | 10,160 |
19 | 1140 | 11,300 |
20 | 1200 | 12,500 |
Example: Leif has Adventurer at rank 5 and Fighter at rank 8. It will cost him 360 experience points to raise Adventurer to level 6, and 540 points to raise Fighter to 9.
There are two types of skills: basic and advanced. Basic skills cost 20 experience points times the level desired. Advanced skills cost twice as much as basic skills and require an instructor. Again, if the character has a field rank for that skill of equal or higher rank than the desired skill level, its cost is halved.
For some skills, there is a monetary requirement. In any case, it is necessary only to identify the instructor, his location, and the cost. If the character does not have access to the instructor or to the funds, then no advancement may take place.
New Skill Level |
A Cost | A Totals | B Cost | B Totals | C Cost | C Totals |
---|---|---|---|---|---|---|
1 | 10 | 10 | 20 | 20 | 40 | 40 |
2 | 20 | 30 | 40 | 60 | 80 | 120 |
3 | 30 | 60 | 60 | 120 | 120 | 240 |
4 | 40 | 100 | 80 | 200 | 160 | 400 |
5 | 50 | 150 | 100 | 300 | 200 | 600 |
6 | 60 | 210 | 120 | 420 | 240 | 840 |
7 | 70 | 280 | 140 | 560 | 280 | 1020 |
8 | 80 | 360 | 160 | 720 | 320 | 1440 |
9 | 90 | 450 | 180 | 900 | 360 | 1800 |
10 | 100 | 550 | 200 | 1100 | 400 | 2200 |
11 | 110 | 660 | 220 | 1320 | 440 | 2640 |
12 | 120 | 780 | 240 | 1560 | 480 | 3120 |
13 | 130 | 910 | 260 | 1820 | 320 | 3640 |
14 | 140 | 1050 | 280 | 2100 | 360 | 4200 |
15 | 150 | 1200 | 300 | 2400 | 400 | 4800 |
16 | 160 | 1360 | 320 | 2720 | 440 | 5440 |
17 | 170 | 1530 | 340 | 3060 | 480 | 6120 |
18 | 180 | 1710 | 360 | 3420 | 520 | 6840 |
19 | 190 | 1900 | 380 | 3800 | 560 | 7600 |
20 | 200 | 2100 | 400 | 4200 | 600 | 8400 |
—Basic skills with a field discount use category 'A'. Basic skills with no discount and advanced skills with discount use 'B'. Advanced skills with no discount use 'C'.
Example: Leif, now Adventurer-6 and Fighter-9, wishes to upgrade his Adventurer skills to reflect his new field rank. He has several skills at level 5. They will cost him 120 experience points a piece to raise to level 6, and thus match his current Adventurer rank. He also has one advanced skill under Fighter he wants to improve from level 8 to level 9. It will cost him 180 points. If he wanted to raise it to 10, one point above his field rank, it would cost him 400, not 200.
Attributes are automatically increased by +1 for every 20 levels of skills with that attribute as a base. For example, a character with six skills based on willpower earns a +1 to WIL as soon as the total levels in those six skills hits a multiple of 20.
Characters not wishing to wait for skill increases can train an attribute specifically. Any attribute is trainable. Training an attribute requires a continuous regimen of exercise, at least four hours per week. Mental attributes (intelligence, willpower, charisma, perceptivity) require an instructor. Attribute training costs the same as a field of the same level. Attributes cannot be trained above 20, and strength cannot exceed size by more than 5 points.
The experience system used for character generation is the same as that used during the game. Experience points are earned as one ages and learns and spent on appropriate field ranks and skill levels. The system may be used freeform or using one of the two methods described in the following sections.
For the freeform method, Game World factors should determine the availability of schools and teachers, the learning rate granted by them, and the curriculum from which the player may select skills. The Long Generation Method is basically the same system tailored to a particular milieu. The Quick Template method is the system with anything goes, except the tedium of spending points on skills is handled for you.
The quickest way to purchase the skills for a character is to select one of the templates below. These are simply packages of pre-purchased skill and field slots. All templates give the character level 10 in Speak Native Language and Native Customs, and leave the character at age 18.
For a character concentrating on only one Field:
For a typical character with two Fields:
For a typical character with three Fields:
It is also possible to play out the character's life during the generation process. A character's life before play is divided into four periods: Early Childhood, Late Childhood, Adolescence, and Early Adulthood. During each period, the player will select one or more life experience packages to cover what was learned during that time.
The first package every character takes represents early childhood and consists mostly of language and social skills. At the end of this stage the character is eight or nine years old. Take the following package ONCE.
Skills: Spend 600 experience points divided among the following skills: Athlete/Climbing, Entertainer/Acting, Entertainer/Conceal Item, Entertainer/Hiding, Entertainer/Sneaking; Spend 1300 experience points on EACH of the following skills: Merchant/Speak Language (Native), Scholar/Customs (Native).
The second package a character takes represents middle childhood in whatever environment the character was raised. The background skills are developed when the character is relatively idle. No combat skills. At the end of this stage the character is twelve or thirteen years old.
You were raised in a town or city. If you are the child of a merchant or craftsman you may attend an elementary or grammar school. These schools are typically specialized for the hazards of city life. Take this package four times to cover ages 9 to 12.
Prerequisites: Town or City Background
Time Block: 12 months
Skills: Choose at least four of the following skills and split 200 experience points among them: Athlete/Climbing, Athlete/Jumping, Athlete/Running, Athlete/Sneaking, Athlete/Sprinting, Athlete/Throwing, Caregiver/Animal Husbandry, Caregiver/Farming, Entertainer/Conceal Item, Entertainer/Dance, Entertainer/Hiding, Merchant/Bargaining, Merchant/Persuasion, Merchant/Speak Language (Native), Scholar/Counting, Scholar/Customs (Native)
Options: In addition, take ONE of the following options each year of early childhood:
Street Urchin: Choose at least two of the following skills and split 300 experience points among them: Athlete/Climbing, Athlete/Sprinting, Entertainer/Filching, Entertainer/Hiding
Child Laborer: Choose one or both of STR or END and split 200 experience points between them.
Grammar School: Choose one or both of the following skills and split 300 experience points among them: Merchant/Speak Language (Native), Scholar/Counting
You were raised in a village, castle, or monastery. Take this package four times to cover ages 9 to 12.
Prerequisites: Manorial Background
Time Block: 12 months
Skills: Choose at least four of the following skills and split 200 experience points among them: Athlete/Climbing, Athlete/Jumping, Athlete/Running, Athlete/Sprinting, Athlete/Throwing, Caregiver/Animal Husbandry, Caregiver/Farming, Entertainer/Conceal Item, Entertainer/Dance, Entertainer/Hiding, Entertainer/Sneaking, Merchant/Bargaining, Merchant/Persuasion, Merchant/Speak Language (Native), Scholar/Counting, Scholar/Customs (Native)
Options: In addition, take ONE of the following options each year of early childhood, depending on parent's occupation:
Craftsman or Miller: Spend 100 experience points on EACH of the following skills: Artisan/Simple Item Craft, Artisan/Simple Item Repair
Farmer: Choose one or both of the following skills and split 200 experience points between them: Caregiver/Animal Husbandry, Caregiver/Farming
Fisherman: Choose one or both of the following skills and split 200 experience points between them: Adventurer/Boating, Athlete/Swimming
Herdsman: Choose one or both of the following skills and split 200 experience points between them: Caregiver/Animal Husbandry, Caregiver/Veterinarian
Woodsman: Choose one or both of the following skills and split 200 experience points between them: Adventurer/Forest Lore, Athlete/Climbing
The third stage of character development represents adolescent years. During this time a character is educated in the basics of his father's profession. This is the first time a field may be chosen. The character is sixteen or seventeen at the end of this stage.
Prerequisites: Parent is a craftsman
Time Block: 12 months
Field: Spend 300 experience points on Artisan
Skills: Choose at least four of the following skills and split 400 experience points between them: Artisan/Simple Item Craft, Artisan/Simple Item Repair, Artisan/Complex Item Craft, Artisan/Complex Item Repair, Merchant/Bargaining, Scholar/Counting, Scholar/Chemistry, Scholar/Engineering, Scholar/Herbalism, Scholar/Mineralogy.
Prerequisites: Urban background
Time Block: 12 months
Field: Spend 300 experience points on Merchant
Skills: Choose at least four of the following skills and split 400 experience points between them: Caregiver/Animal Husbandry, Entertainer/Conceal Item, Entertainer/Dance, Merchant/Bargaining, Merchant/Persuasion, Merchant/Speak Language (Native), Scholar/Counting, Scholar/Customs (Native).
Prerequisites: Castle Background
Time Block: 3 months
Skills: Choose at least two of the following skills and spend 125 experience points between them: Caregiver/Animal Riding, Entertainer/Dance, Merchant/Etiquette, Merchant/Persuasion, Merchant/Seduction, Scholar/Law.
You travel from village to village, town to town, staying in inns and avoiding trouble. Use this if you wish your character to move to a new location.
Prerequisites: Civilized
Time Block: 3 months
Skills: Choose at least two of the following skills and spend 175 experience points between them: Adventurer/Cart/Wagon, Caregiver/Animal Husbandry, Entertainer/Conceal Item.
Prerequisites: Manorial Background, parent is a knight
Time Block: 3 months
Fair Season Field: Spend 100 experience points on Athlete
Fair Season Skills: Choose at least two of the following skills and spend 125 experience points between them: Athlete/Jumping, Athlete/Running, Athlete/Sprinting, Athlete/Swimming, Athlete/Throwing, Caregiver/Animal Husbandry, Caregiver/Animal Riding, Caregiver/Animal Training, Fighter/Weapon Choice.
Inclement Season Skills: Choose at least two of the following skills and spend 125 experience points between them: Caregiver/Animal Husbandry, Caregiver/Animal Training, Entertainer/Dance, Entertainer/Playing, Entertainer/Song, Merchant/Etiquette, Merchant/Seduction.
Prerequisites: Manorial or Civilized Background
Time Block: 12 months
Field: Spend 400 experience points on Scholar
Skills: Choose at least four of the following skills and spend 500 experience points among them: Caregiver/Service, Entertainer/Dance, Entertainer/Playing, Entertainer/Sneaking, Entertainer/Song, Entertainer/Storytelling, Magician/Meditation, Merchant/Instruction, Scholar/Counting, Scholar/Religion, Scholar/Choice of Advanced Skill.
Prerequisites: Village Background
Time Block: 3 months
Skills: Choose at least two of the following skills and spend 125 experience points between them: Artisan/Simple Item Craft, Artisan/Simple Item Repair, Athlete/Throwing, Caregiver/Farming, Caregiver/First Aid, Entertainer/Dance.
This is mostly just hunting and basic survival in the woods.
Prerequisites: None
Time Block: 3 months
Skills: Choose at least two of the following skills and spend 175 experience points between them: Adventurer/Forest Lore, Adventurer/Navigation Adventurer/Searching, Adventurer/Tracking, Artisan/Simple Item Repair, Caregiver/First Aid, Entertainer/Hiding, Fighter/Archery, Scholar/Herbalism.
Prerequisites: Non-Civilized Background
Time Block: 3 months
Skills: Choose at least two of the following skills and spend 175 experience points between them: Adventurer/Forest Lore, Artisan/Simple Item Repair (Wood), Athlete/Climbing, Athlete/Jumping, Athlete/Throwing, Entertainer/Hiding.
The fourth stage of character generation represents early adult years. The character may begin the game at the start of this stage or may spend up to eight years learning a profession.
Prerequisites: Squire Training
Time Block: 6 months
Fair Season Field: Spend 200 experience points on Fighter
Fair Season Skills: Choose at least three of the following skills and spend 250 experience points among them: Caregiver/Animal Riding, Fighter/First Weapon, Fighter/Second Weapon, Fighter/Mounted Charge, Fighter/Mounted Combat, Fighter/Tactics.
Inclement Season Skills: Choose at least three of the following skills and spend 275 experience points among them: Caregiver/Animal Husbandry, Caregiver/Animal Training, Entertainer/Dance, Entertainer/Playing, Entertainer/Song, Merchant/Carousing, Merchant/Etiquette, Merchant/Gambling, Merchant/Seduction.
Prerequisites: None
Time Block: 6 months
Field: Spend 200 experience points on Fighter
Skills: Choose at least three of the following skills and divide 100 experience points among them: Athlete/Jumping, Athlete/Running, Athlete/Swimming, Caregiver/First Aid.
Options:
Choose ONE for your military career:
Rider: Split 150 experience points among ALL of the following skills: Fighter/1-H Slashing Weapons, Fighter/Spear, Fighter/Mounted Fighting, Fighter/Shield.
Spearman: Split 150 experience points among ALL of the following skills: Fighter/Spear, Fighter/Shield.
Swordsman: Split 150 experience points among all of the following skills: Fighter/1-H Slashing Weapons, Fighter/Shield.
Officer: Choose at least three of the following skills and split 150 experience points among them: Fighter/1-H Slashing Weapons, Fighter/Mounted Fighting, Fighter/Logistics, Fighter/Siegecraft, Fighter/Spear, Fighter/Tactics.
Prerequisites: None
Time Block: 3 months
Field: Spend 100 experience points on Adventurer
Skills: Choose at least two of the following skills (one of which must be Fighter/Archery) and split 125 experience points between them: Adventurer/(Choice) Lore, Adventurer/Searching, Adventurer/Tracking, Athlete/Running, Athlete/Sprinting, Entertainer/Sneaking, Fighter/Archery.
Prerequisites: Mercenary Employment
Time Block: 3 months
Skills: Choose at least two of the following skills and split 125 experience points between them: Fighter/Boxing, Figher/Knife Fighting, Fighter/1-H Thrusting Weapons, Fighter/Wrestling, Merchant/Carousing, Merchant/Gambling, Merchant/Instruction.
Prerequisites: Urban Background
Time Block: 12 months
Field: Spend 400 experience points on Merchant
Skills: Choose at least four of the following skills and split 500 experience points between them: Adventurer/Cart/Wagon, Aventurer/[Choice] Lore, Seamanship, Fighter/Weapon Choice, Merchant/Bargaining, Merchant/Bribery, Merchant/Liaison, Merchant/Speak Language (Choice), Scholar/Counting, Scholar/Customs (Choice).
Prerequisites: Village Background
Time Block: 3 months
Skills: Split 100 experience points between both Fighter/First Weapon Choice and Fighter/Second Weapon Choice.
Prerequisites: Urban Background
Time Block: 12 months
Skills: Split 350 experience points among ALL of the following skills: Entertainer/Conceal Item, Fighter/Weapon Choice, Merchant/Streetwise, Scholar/Counting.
Options:
Choose ONE each year:
Burglar: Choose at least four of the following skills and split 350 experience points among them: Artisan/Lockpicking, Artisan/Trap Disarming, Athlete/Acrobatics, Athlete/Balance, Athlete/Climbing, Entertainer/Hiding, Entertainer/Sneaking.
Con Artist: Choose at least four of the following skills and split 350 experience points among them: Entertainer/Disguise, Entertainer/Legerdemain, Merchant/Gambling, Merchant/Persuasion, Merchant/Seduction, Scholar/Counting.
Pickpocket: Choose at least four of the following skills and split 350 experience points among them: Athlete/Sprinting, Entertainer/Filching, Entertainer/Hiding, Entertainer/Sneaking, Fighter/Ambush.
Thug: Choose at least four of the following skills and split 350 experience points among them: Caregiver/Service, Fighter/Weapon Choice, Merchant/Bribery, Merchant/Carousing, Merchant/Gambling, Merchant/Interrogation.