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Step by Step Character Generation

This page is a flowchart designed to help you create characters in Chivalry & Sorcery The Rebirth. There
will be a few examples eventually, but the first one will be a Fighter and the second a Mage.

When a page reference is given, e.g. 3-33, the first number is the volume and the second number is the
actual page.

1. Core Rules
2. Magicks and Miracles
3. Gamesmaster's Companion

STEP 0- Think about your Character concept.

The first thing to do when designing your character is to talk to the Gamesmaster. Find out
the following
 What kind of campaign is it?  What kind of time period is it?

o Particularly is it "Heroic" or
"Historic". Heroic campaigns give
more points to characters created
that way and Heroic characters are
bigger than Historic ones.

 What are permitted Character Races?  What Vocation does you want your
The standard in the three book ruleset is character to follow. A Vocation is the
Human initial "job" that the character has been
following, whether Knight, Priest or
o Dwarves (pg 3-29) itinerant peddler.
o Elves (pg 3-31)  Each vocation has a Primary and
o Orcs and Goblins (pg 3-33) Secondary Attribute. These are things
o Trolls (pg 3-37) like your innate Strength or Intelligence,
o Werecreatures (pg 3-41) the higher you have these then you will
o Vampire (pg 3-43) get certain bonuses in your chosen
profession.
Elves and Dwarves are expanded upon in  Are any Vocations not allowed?
their own book. For Dwarves, Orcs, Goblin This may usually be certain kinds of
and Trollish characters check the Errata Mage or perhaps the G.M. is running a
low level campaign where Knights are
not permitted as all the characters must
be lower class/

 Does the GM see any holes in the  What Character Generation method
expertise of the party? is being used?
i.e. Totally Random or Points method. If
Points method, then which version. See
Page 1-3 for details

STEP 1 - Choose your race (pg 1-1)

If Human then you will only need Book 1 and maybe Book 2 if a Cleric or Mage, otherwise you

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will need book 3.

STEP 2 -Decide which method to use in creating your character (pg 1-1 to 1-2)

Chivalry & Sorcery is set up to allow players to let the dice fall where they may or, if they prefer,
use points. These points are used to purchase Attributes, Social Status, Special abilities etc. Some
things, such as character deficiencies give the player more points to spend elsewhere.

C&S: The Rebirth has three starting levels for points built characters

 Historic 125 points


 Heroic 150 points
 Super-Heroic 175 points

 
STEP 3 - Birth Omens (pg 1-2)

Next see if the Stars favour or condemn your character. If the Character's race allows a choice then
a character can

1. Choose neutral or poorly aspected


2. Roll Randomly
3. If using a points based method, buy "Well Aspected" or gain points for choosing "Poorly
Aspected"

Poor or Well Aspected characters have magical influences in their lives and the best magicians
usually come from these people.

 
STEP 4 - Determining Personal Attributes (pgs 1-2 to 1-4)

Attributes are the raw numbers that show the innate talent of characters in physical and mental
tasks. When assigning Attributes players should have in mind what Vocation he wishes the
character to follow, bearing in mind that each Vocation will have attributes that it favours.

If playing a totally Random character, roll a pair of 10 sided dice (adding one die to the other
[0=ten]) eleven times, getting 10 numbers between 2 and 20. Discard the lowest two results and
distribute the highest nine amongst the Attributes as you wish. If using a points method, spend
points on Attribute in line with your character's Vocation.

It might be worthwhile checking pages 1-37 to 1-41 for the attributes best suited for the Vocation
you have chosen for that character. e.g. a thief with low Agility is going to have problems as is an
Actor with a low Bardic Voice. Also other Attributes may be important to a character, e.g. a
Warrior will always do well with a high DISC and AGIL and it is worth looking at the Attributes
for bonuses in the skills a character in that Vocation is likely to use.

For Mage and Cleric characters check 2-3 to 2-8 for Vocational information. Non-human characters
have some extra, species specific, vocations to choose from.

For Humans each point up to (and including) 15 costs one point and the last five points up to and
including the maximum 20 cost 2 points each. Humans must purchase at least 2 points of any
Attribute. Non-Humans will have some attributes that they have special rules for. For all other
attributes they do the same as Humans.

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And find their "Attribute Roll" value (pg 1-4)

Don't forget you can come back and change the figures if you have more points to spend or require
more points to buy something else.

STEP 5 - Determine Player Character's background (pgs 1-4 to 1-11)

Social Class in a Feudal society determines your character's initial skills and, to a certain extent,
his/her chances in life, how the law affects him/her and their status in that society.

5a Determine the general social class. A player can

1. Choose Rural Freeman or Townsman as a default.


2. Roll Randomly
3. If using a points based method the character can buy their status. Note that being a serf
actually gives the player points back.

Note that each general social class has specific effects in generating the character. For example
someone from the Guildsman class will increase seven skills in which they have basic training by 1
skill level. Some of these are bonuses for the player character being superior to the ordinary, run of
the mill, person.

All character have Brawling as a default skill (although female characters can swap that for one of
the "gentle" crafts) and, if their Intelligence is over 11, they have Counting as a skill. There are
some other skills that everyone has, see pg 1-36 and, if Book 2 is used, everone also has the Faith
Skill, see pgs 2-20 and 2-84 to 2-85.

5b Everyone rolls for their father's (or Grandfather if they are illegitimate) vocation randomly
within the general social class. This gives the character his/her basic social status and their initial
skills. E.g. someone who's father was a Castle-Armourer (Liveried Freeman)gains Blacksmithing,
Weaponsmithing and 2 Combat Skills.

STEP 6 - Sibling Rank (pg 1-11)

This determines the legitimacy of the character's birth, the order in which they are born and,
consequently, how much a character will inherit. A player can

1. Default to being the youngest legitimate child


2. Roll Randomly
3. If using a points based character, buy their status. Note that being illegitimate actually
gives the player points back, being unacknowledged gives back even more)

Illegitimate children suffer socially, gaining only a fraction of the father's social status (or, if
unacknowledged, their grandfather's [see notes on tables 1.5b to 1.5i on pg 1-5]).

STEP 7 -Status in the Family (pgs 1-11 to 1-12)

How your character is regarded in his/her family. The status affects how much the character starts
off with in goods and funds. A player can choose

1. to be a "Credit" as a default.
2. Roll Randomly (gaining a bonus if the character is the heir)
3. If using a points based method, buy their status. Note that being a "Black Sheep" actually
gives the player points back.

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STEP 8 - The Curse (pgs 1-12 to 1-13)

Only Poorly Aspected characters have to roll for a curse, or those who are directed to the curse
table by the Deficiency/Defect table (pg 1-15). Characters using the points system can gain 5 points
and roll on the curse table to take the consequences. Or you can roll on the table for fun if you so
desire.

STEP 9 - Special Talents and Abilities (pg 1-14)

A character can chose to gamble on having a special ability or talent, the downside to this is that
they must also risk rolling on the deficiency and defect table on 1-15. Some abilities (marked in
bold) are limited to those whom magical forces have taken an interest in by making them Well or
Poorly aspected.

Someone designed by the points method may buy a Special Talent at the cost shown up to a
maximum of three Special Talents or Abilities.

Explanations of all the Talents and Abilities can be found on pgs 1-22 to 1-25

STEP 10 - Deficiencies and Defects (pg 1-15)

If your character has rolled for a chance of (or purchased) a Special Talents then s/he must also
roll for the chance of a flaw.

1. Roll D100.
2. On a 40% or lower you have a defect.
3. Roll on the Deficiency and Defect table and follow the instructions.

Characters designed by a points method who do not have a special ability or talent may also take
flaws for the extra points they will get to spend on other things, e.g. Taking (Heavy Sleeper) to get
the 5 points to spend raising, for example, strength. A maximum of 25 points may be taken in this
way.

Explanations of all the Talents and Abilities can be found on pgs 1-25 to 1-27

STEP 11 - Personal Fears (pgs 1-11 to 1-12)

Unless due to a curse (step 8) or character flaw (step 10), this section is purely voluntary. A
character does not need to have a phobia and there are no points to be gained from taking one. A
player can roll randomly or select from the table as they see fit.

STEP 12 - Determine Character size (pgs 1-16 to 1-17)

If not defaulting to the average height (for a Historic male 5'8") and Build (Average) characters
can either spend points to influence height and weight or roll. To determine height and weight, two
sets of die rolls are required, one for the height and the other for the build. The build is used to
adjust the weight depending on whether the character is skinny or stocky..

Which die rolls you make depends on your gender, race and (if human) whether or not your GM is
using "Historic" or "Heroic" sizes. Players rolling should

1. roll the indicated amount for height.


2. Roll for build

If using the points method then you can spend

 5 points to increase/decrease height by 1 to 6 inches (e.g. a height of 5'8" can become


6'2")

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 5 points to increase/decrease build by 1 to 3 points (e.g. a build of 8 can become 6)

Adjust the build roll if AGIL or CON require it, and read the results off the Universal Table. The
basic weight of a character is 10lbs plus 5lbs per inch over 40 inches, so an average Historic male
character 5'8", having 28 inches over 40, would weigh 10 + (28 x 5) = 150lbs. If they were on the
heavy side of average (+5% in weight) then the character would weigh 157.5 lbs

Remember to check the errata for the amended details for Orcs, Goblins and Trolls, oh my!

STEP 13 - Body Levels (pg 1-17 to 1-18)

The calculation for Body Levels (in effect, hit points) is based on the character's weight. Take the
reading from the table on page 1-17, so our character in step 12 would have a base Body Points of
19.

To that is added the value of your Constitution and half your Strength (rounded down)

Consult the chart against CON (on pg 1-18) to see how quickly the character resists disease or
recovers from injury.

STEP 14 - Fatigue Levels (pgs 1-17 to 1-18)

Fatigue is the Stamina of the character, light wounds and any exertion will temporarily reduce
Fatigue.

To find the Fatigue Level find the higher of Discipline or Strength . Add that number to your
Constitution.

Consult the table to find out how quickly you recover your fatigue if sleeping or resting

STEP 15 - Carry Capacity and Lifting (pg 1-19)

Fairly obviously, the Stronger your character, the more your character can lift. C&S abstracts this
as a sliding scale of a percentage of your body mass compared to your strength, plus 5Lbs. You
normal carrying capacity is half your lifting ability.

Consult the table on pg 1-19 to find the percentage, e.g. for a character whose weight is 150lbs and
has a strength of 10 the lifting ability (LCAP) of your character is
LCAP = 5lbs + (150lbs x 0.8) = 125lbs
and the carrying capacity (CCAP)
CCAP = LCAP x 0.5 rounded up In the example above
CCAP = 125lbs x 0.5 = 62.5. Rounded up that is 63lbs.

STEP 16 - Jumping (pg 1-20)

The figure given for Jumping is a base figure for various types of jump. It is calculated by taking
JUMP = 0.25 x (STR + AGIL)
Humans get an extra two feet to add, Elves an extra three feet on their base jump.

The Jump is reduced by weight carried or if jumping from a stand, but it is increased if a run is
taken or the Jump Skill studied.

STEP 17 - Movement (PGs 1-20)

Movement, in this case, means how much a character can perform in a certain amount of time. This
is particularly used in combat. Movement is measured by Action Points, to find out the Base
number of Action Points (BAP) that a character has find the higher of Constitution or Intellect .
Add that number to your Agility. Divide by two and round down If Intellect or Constitution is over
20 then use the figure 20.

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e.g. The Dwarf Boggis has Con 22, Int 12 and Agility 14. So Boggis uses CON 20 and AGIL 14 to
calculate the BAP, in this case (34/2) = 17.

The higher the BAP, the better chance that that character will have the initiative in combat.

STEP 18 - Horoscope (pgs 1-20 to 1-21)

Although optional, the Horoscope has always been an interesting feature of C & S, giving bonuses
to characters who follow the Vocation that the Stars have charted for them. The Horoscope may be
rolled for, or paid for by spending 10 points.

In C & S: The Rebirth, this bonus is shown by the gift of extra skills. If these skills are ones that
are important to the Character's Vocation (Primary Vocational Skill see pg 1-36) then they may
become Masteries. (See Step 22 for a discussion of Masteries, Masteries are Skills that suits
his/her Vocation that the character will learn much more easily than skills not of his/her Vocation.

Briefly, these are areas whose skills the character may learn more easily. As the Stars show that
certain areas are more suited to the character, the character chooses two bonus skills.

If the skills chosen are Vocational skills then the character can gain extra experience points from
use of that skill. A well-aspected character can gain a +5% bonus for a skill which the stars favour.

STEP 19 - Age (pg 1-21)

The older a character is, the more experience s/he has, and the more experience points to spend on
skills before the character joins the game.

To determine the starting age of a character do one of the following

1. Take a basic 18 year old character, at no point cost


2. Or, roll D100 and accept the result.
3. Or pay points to take an older character e.g. pay 6 pts for a 21 year old Human character
4. Or receive points by taking a younger character., E.g. take a 15 year old Human and
receive 6 points

NoteThis is one area where a GM might easily tinker to affect his/her campaign by adjusting the
level of Starting experience points. E.g. Terry sticks to the book and uses 5,000 as the base level of
experience points. Nigel uses 25,000 as the base level so that characters can start off at higher
levels or with better developed skills. ed does the same as Nigel but at the lower figure of 15,000
points.

STEP 20- Personalising your character's Looks (pg 1-20)

If you have no particular ideas as to how your character looks, you can look through the tables at
the bottom of page 1-21 to help you determine eye colour, skin texture etc.

STEP 21 - Completing your basic character(PGs 1-3 to 1-20)

If you have points left over or need points to balance the character by taking disadvantages or
reduce the expenditure on something then now's the time to do it.

Also a good time to name your character if you haven't done so already.

By now you should have an idea of the Vocation of that you want for your character. If you don't
then now's the time to pick one. Look through the pages 1-37 to 1-41, 2-3 to 2-8 and/or the non-
Human sections in Book 3 and you will see which Attributes best suit the various vocations. e.g a
character with high INT and WIS would make a good Necromancer where INT and AGIL should

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be high for a Physician.

Note that each character gets 10 free skills at level 1 (See second column pg 1-37), the only
restriction being that at least six of these are used for Primary Vocational Skills. These may be
used for skills later chosen as Masteries so that the Mastery takes the skill up to level 2.

The number of Masteries (the skills a character finds easiest to learn of all) a character has is 5. But
they may add another every so often, in game mechanics this is abstracted by saying that the
character may gain a new Mastery every N levels. To find out what number N is check the first
table on page 1-37 . e.g. A Thief with AGIL 16 and Int 12, but DISC 14, adds AGIL to DISC to get
30, he consults the chart and finds he can gain a new Mastery every 7 levels.

Each vocation lists skills that are best suited to that Vocation. Primary Vocational Skills are more
easily learned than any others, Secondary skills have the option of being more easily learned, see
Step 22

STEP 22 -Buying those Skills and choosing the Masteries (PGs 20/21 and 29 to 74)

At this stage the character should buy skills using experience points gained in section 18 depending
how old you are. Masteries are skills that the character specialises in or has a talent for, perhaps
from their horoscope (see Step 18).

Each skill has a Difficulty Factor (DF). The higher the DF the more Difficult to learn. Primary
Vocational Skills are always easier to learn but may be made even easier to learn by being
Mastered. In both cases that reduces the DF of a skill. Reducing the DF and make the skill not only
easier to learn, but give the character a higher starting chance to succeed.

There are three catagories of skills which may be Mastered

1. Primary Vocational Skills. The DF of the Skill is reduced by 2


2. Secondary Skills. If Mastered, a Secondary skill has its DF reduced by 1 and it is now a
Primary Vocational Skill. This means that a SECOND Mastery can be used to reduce the
DF to -2,
3. Favoured Skills. If a skill gained because of the characters horoscope is one of the
character's Primary Vocational skills then it is automatically mastered.

Mastered skills have their skill levels raised by one. EG if a skill gained from the character's
background is Mastered, then that skill has level 1. If the Skill is not known then basic knowledge
(level 0) is gained.

Skills are purchased using experience points and are bought in levels, each skill level adding 3% to
your chance to succeed at that skill. The Base Chance is based on the DF. To that are added any
bonuses from his Attributes(Each skill has a pair of associated Attributes. These are totaled and
compared with table 3.4 on pg 1.29 to find the bonus) plus 3% per the level of skill.

Remember
Skill Chance = (Base Chance + Attribute Bonus +[3% per level])

The cost of the skill level is determined by consulting the chart 3.3 on Page 1-29. Eg for a DF 4
skill each level costs 600 exp to go up a level, as opposed to 300 exp/level for a DF 1 skill. Any
Primary vocational Skill bought when the character is generated automatically gains 1 free level
in the skill.

If you try and raise a skill by more than the character's experience level, then mulitply the cost by

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the difference between Skill level and experience level. e.g. a level 1 character trying to buy a DF 1
skill to level 2 pays (2 - 1) x 300 = 300 points. To raise it to level 3 would cost (3 - 1) x 300 = 600
points. (see pg 1-34 second column "Improving a known Skill beyond one's experience level")

Mages should check their "Personal Magic Factor" and "Magick Level" (see pg 2-23). These are
measures of the Mages power and is used in calculations of the effects of spells and how long it
takes to learn spells and enchant things. Starting Mages get the total number of levels in Methods
of Magic x their ML in Spell MRs (see pg 2-27) Spell MR's are like skill DFs, the higher the
number the harder the spells are to learn. All mages have two common spells they can learn,
Enchant Materials and Transfer, see pgs 2-25 to 2-26.

Clerics should check their Personal Faith Factor on table 7.1 on pg 2-84

There are some skills that everyone has as part of their background, Brawling has been mentioned
already but there is a list on page 1-36 under Background Skills. Remember that these can have a
Mastery Spent on them and this reduces the DF by 1 and puts the skill to level 1. In addition
everyone posseses the Faith skill, see pgs 2-20 and 2-84 to 2-85.

Finally the character can choose a few Hobby or Tertiary skills. These are skills that characters
have picked up but not yet, fully, developed. For the number of Tertiary Skills a character can have
check the table on pg 1-36

STEP 23 - Inheritance and Possessions (pgs 1-95 to 1-96)

Finally we come to what the character owns and how much money they start off with. This depends
on their

 Father's Social Class. Obviously the higher up the social tree, the more money the
character might be given,
 Status in the family. A well beloved child wil be given more than a "merely" loved child,
and a "Black Sheep" will be thrown out of the house or castle and told never to darken
their doorsteps again.
 If a fighter vocation, then the character will receive the tools of his/her bloody trade.

Consult the list chart on page 1-95 find out how much your character receives in money, eg the
child of a Petit Sergeant receives 400 pennies in cash, a weapon for each of the Mastered weapons
skills, some armour and a light warhorse.

If a Good Son/Daughter that character would get double the purse, if a Credit s/he would add a
percentage equal to D10 x 5% as a bonus. Black Sheep get the base money and no more. All
characters receive clothes.

As stated earlier Fighters get possessions to start off with, an average quality weapon for each of
their weapon Mastery and, if of the appropriate class, a horse and gear.

The last thing before your character is ready for play is to spend your starting funds on any other
gear from the lists on pages 1-96 to 1-100.

C&S Character Step by Step Example - Fighter

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Here is an example of a Fighter character through all the steps of Creating the character. If you wish to
check the Step-by-Step Guide for that particular step, then click on the STEP section in the heading bar
and the page will take you to that section in the main Flowchart,

STEP 0 - Think about your Character concept.

Dave wants to play in Guy's campaign, set in the mythical land of Lyonesse. This is a Heroic
campaign with characters created using the Heroic Points method. Although not Christian the
lands of Lyonesse are very religious, owing their continued existence to the worship of the
God of the Sea Dylan.

Although Dave usually likes to play sneaky types like thieves or foresters this time he
decides that he would like to play a Knight, not too highly up the social scale, but the sort of
noble Warrior that undertakes Quests and rescues fair damsels. He already decides on the
name "Sir Rhys ap Noson Lawen" for his character.

STEP 1 -Choose your race

Although Lyonesse has a small Elven population, and Dwarves are known to trade with it,
Dave wants his character to be Human.

STEP 2 -Decide which method to use in creating your character (pg 1-1 to 1-2)

Since Guy has specified that the campaign is a Heroic one, Dave has 150 points to spend on
Rhys.

STEP 3 - Birth Omens (pg 1-2)

Dave buys Rhys "Well Aspected".

This costs him ten points leaving him a total of 140 points.

STEP 4 - Determining Personal Attributes (pgs 1-2 to 1-4)

As Rhys is to be a Knight, Dave checks the details of the Knightly Vocation on page 1-39.
The primary and Secondary Attributes are Strength and Constitution so they should be high.
Agility should also be high to make Rhys fast and accurate in combat and a high Discipline
and Piety might not go amiss for fortitude in the face of danger and to be in good standing
with the Gods of Lyonesse.
Characteristic Level Points Cost AR  
AGIL 17 15 + 2 + 2 = 19 82%
STR 17 15 + 2 + 2 = 19 82%
CON 15 15 76%
INT 13 13 70%
WIS 12 12 66%
DISC 14 14 73%
BV 11 11 62%
APP 13 13 70%
PTY 12 12 66%
Total Points Spent 128
Dave has spent 138 points so far, leaving him with 12 yet to spend, though he might be able
to gain a few points by taking some adverse effects later.

STEP 5 - STEP 5 - Determine Player Character's background (pgs 1-4 to 1-11)

Dave wants to have a character whose father is a Landed Knight, so he pays the 9 points to

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gain that Social Class, only 3 remaining,

Rolling the dice on table 1.5g (bottom of page 1-9) Dave rolls a lucky 74, making Rhy's
father a superior kind of Knight, a Bannerette. This is a military title and Rhys may not
automatically inherit it, even if he inherits his father's lands and title of Knight. Looking at
the notes (page 1-9) on the Feudal Gentry and the table Rhys gains (in addition to Brawling
and Counting [He has Intellect greater than 11] see page 1-5) the "Basic Chivalric Training"
package and 3 Combat skills. As Rhys has 13 Intellect he also knows how to read (see notes
on Landless Knights table 1.5f)

According to the note to the table Rhys can swap the additional Combat skills for other skills
befitting Leadership his social status, for example Heraldry, but Dave will decide on that
later. Rhys might also choose to forego military training in favour of a scholarly life but Dave
wants a warrior so a warrior he will be.

STEP 6 - Sibling Rank (pg 1-11)

Although Dave could spend the final 3points to buy Rhys status of 3rd Child, Dave decides
to risk the dice. He rolls 11, illegitimate but acknowledged. Ouch I suppose it could be
worse. Because Dave rolled for it he does not get the points bonus that he would have got
had he chosen it as an option.

At least this gives Rhys a reason for wandering the world seeking adventure and his fortune,
he is unlikely to inherit his father's estate. It also gives a good explanation for Rhys's name,
"Rhys of the Merry Evening"

STEP 7 -Status in the Family (pgs 1-11 to 1-12)

Dave doesn't want to risk Rhys being a Black Sheep so he defaults to "Credit to the Family".

STEP 8 - The Curse (pgs 1-12 to 1-13)

As Rhys is "Well Aspected", Dave doesn't have to roll for a curse and he decides not to
choose one.

STEP 9 - Special Talents and Abilities (pg 1-14)

Dave decides to see if the Rhys is unusual in any way and rolls a 32%. Checking the first
table on 1-14 that means that Rhys gains one special ability or talent. A roll on that table
gives him 53% Night Vision. As long as some dim light is present Rhys can see a lot better
than the average human.

Of course this means that Rhys will also have to roll on the "Deficiencies and Defects table"

STEP 10 - Deficiencies and Defects (PGs 9/10)

Dave rolls 50%, as this is more than 40% then Rhys doesn't have a flaw.

STEP 11 -Personal Fears (pgs 1-11 to 1-12)

Dave decides that Rhys doesn't have any personal fears, yet. Time enough to develop them in
play later.

STEP 12 - Determine Character size (pgs 1-16 to 1-17)

Unless Dave wants to go back and either reduce some attributes or take on some flaws then
he has to roll for Rhys's height, not having enough points to adjust it. He rolls on the Heroic
Human Male selection (2D10 + 62) for height and (D10 + 2) for build and Rhys gets 75"
height and 6 for build.

The build is adjusted by -1 (for having 17 AGIL) and +1 (for having 15 CON) giving him 6 -

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1 + 1 =6.

Rhys is 6' 3" and weighs (10 + (35 * 5)) = 185.


Modified for his build that is (185 * 1.05) = 194.25 = 195 pounds,
obviously not over muscled.

STEP 13 - Body Levels (pg 1-17 to 1-18)

Checking the table on pg 1-17 Rhys gains 21 Basic body points. Another 2lbs heavier and it
would have been 22. To that is added his CON of 15 and half his STR of 17 (rnd down) and
Rhys has

21 + 15 + 8 = 44 Body Points

Dave consults the table on page 1-18 With a CON of 15 he gains back 7% (3) of his total
Body Points per day of rest, meaning that it would take him about 14 weeks to recover from
being at Death's door to almost full health

STEP 14 - Fatigue Levels (pgs 1-17 to 1-18)

As Rhys has a a higher STR than DISC, then Dave adds the STR of 17 to the CON of 15 for
a total of 32.

Dave also takes a note of Rhys's recovery rates, 8 Fatigue Points per hour of Sleep or 5 in the
first 10 minutes of resting after strain

STEP 15 - Carry Capacity and Lifting (PG 13)

With a STR of 17, Rhys's lifting Capacity is 140% of his own body weight plus 5 pounds.
5lbs + (195lbs x 1.4) = 278lbs. Fractions would be rounded up.

Rhys's Carrying Capacity is half of his Lifting capacity (rounded up).


278lbs x 0.5 = 139lbs.

STEP 16 - Jumping (PG 13)

Next Dave calculates Rhys's jump


JUMP = ( 0.25 x (17 + 17)) + 2 = 10.5

Again Fractions are rounded up, so the base jump is 11 feet.


If unencumbered then Rhys has a

 Running Jump 11 + ½D10


 Standing jump of five and a half feet.

STEP 17 - Movement (PGs 1-20)

as Rhy's Constitution is higher than his Intellect Dave adds


Rhys's BAP = (17 + 15) ÷ 2 = 16
(Fractions are rounded down)

STEP 18 - Horoscope (pgs 1-20 to 1-21)

Dave decides to roll Rhys's Horoscope, gaining Leo which means the Stars favour Combat
and/or Outdoor pursuits for his chosen Vocation.

This gives him two skills to select later. As COMBAT skills exist within a Knight's Primary
Vocation there is a chance of a free Mastery later.

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STEP 19 - Age (pg1-21)

David uses 2 of his last 3 points to buy Rhys a starting age of 19. Rhys has 5,500 experience
points to spend as Guy sticks to the rulebook as far as starting experience goes.

STEP 20- Personalising your character's Looks (pg 1-20)

Dave decides Rhys is going to have long straight, brown hair, be clean shaven and have a fair
complexion, a sharp nose peering over green eyes.

STEP 21 - Completing your basic character (PGs 1-3 to 1-20)

Rhys has 1 points left to balance, which Dave uses to increase Rhys's Wisdom to 13. Dave
already knows that he wants Rhys to be a Knight for whom STR and CON (unless DISC is
higher) are the two most important Attributes.

With a STR of 17 and CON of 15 (and a DISC of 14), Rhys will gain an additional mastery
every 6 levels (table 4.2 on pg 1-37) but like every one else he has 5 Mastery skills, plus the
two skills from COMBAT and OUTDOOR that he gains thanks to his Horoscope (Step 18)
which he may be able to use for extra Primary Vocational Mastery skills.

Rhys will have the following as Primary Vocational Skills, which means that he reduces the
DF by one for all those Skills

 Animal Riding.
 Mounted Combat
 Three Combat Skills Rhysed as (K for Knights)
 Conditioning
 Endurance
 Stamina
 Battlefield Tactics (If Rhys was smarter and wiser then he would get this skill
Mastered for free. See the note at the foot of page 1-39)
 Leadership
 Any Noble Skills

Rhys must chose Animal Riding and Mounted Combat as two of his Masteries if he is to be a
Knight.

A Knight's secondary skills, which he can reduce the DF of if he takes a Mastery are

 All other Combat Skills.


 First Aid
 Any of the skills gained because of his background

STEP 22 -Buying those Skills and choosing the Masteries (PGs 20/21 and 29 to 74)

Rhys has 5500 points to spend on Skills plus the two skills from his Horoscope. Rhys could
just choose to pick up his Masteries but he will want to buy skills. His chance in each skill
will be

Base Chance (based on the DF) plus any bonuses from his Attributes plus 3% per the level
of skill.

Each skill has a pair of associated Attributes. These are totaled and compared with table 3.4
on pg 1.29 to find the bonus.

13
Remember
Skill Chance = (Base Chance + Attribute Bonus +[3% per level])

First of all he notes his background skills. For these he gets a free level of zero.

 For an Intelligence over 12 Rhys gets Accurate Counting, which is a non-standard


skill rather than a skill roll. (Page 1-63 - Lore Scientific).
 For being a Human he gets Brawling. DF 3 means a Base Chance of 40% (Skilled).
With an Attribute bonus based on STR + AGIL (34) giving him +10%. Rhys's
bonus for his skill level is (3% x his skill level) so (3 x 0 = 0).
Rhys has (40+10+0=50) 50% Brawling skill. Rhys's PSF is his attribute bonus plus
his skill level bonus (+10 +0 = +10), so his PSF is +10%.
 From his father being a Bannerrette (Step 5)Rhys gets Basic Chivalric Training
(Riding, Riding a Warhorse, Mounted Combat, Cavalry Lance, 2 Combat Skills,
Wearing Armour and Courtly Manners) plus 3 other Combat Skills AND because
his Intellect is over 12 he can read.

Rhys gains 10 free skills at level 1, as long as 6 of them are from his Primary Vocation. If he
Masters the Primary Vocational Skills then, instead of getting level 1 once Mastered he gains
level 2. He chooses Chess, Courtly Love, Heraldry, Leadership, Battlefield Tactics, Stamina
(which are all Primary Skills so Rhys will learn them at -1DF), Climbing, Swimming,
Read/Write Latin and Read/Write Brythunic Celtic.

Skills marked with a Y in the V? column are the skills Dave chooses, or are, for Rhys's
Primary Vocational Skills. Courtly Manners is a Primary skill because All Noble skills are
Primary Skills. Skills marked with a + in the V? column are one of the 10 free skills (see pg
1-37). Rhys has to choose 3 Combat (K) skills as Primary skills and Riding and Mounted
Combat are also Knightly Vocational skills. Thus Rhys starts off with Level 1 and DF -1 in
those skills.

Skill name V? DF BC ATT SL PSF TSC


Brawling 3 40 10 0 10 50
Accurate Counting NS
Riding Y 2 50 8 1 11 61
Riding a Warhorse 5 20 8 0 8 28
Mounted Combat Y 4 30 10 1 13 43
Cavalry Lance 5 20 8 0 8 48
Slashing Swords Y 3 40 10 1 13 53
Shield Play (Heavy) Y 3 40 10 1 13 53
Wearing Light Armour NS 0
Courtly Manners Y 2 50 2 0 2 52
Knife and Dagger Fighting 3 40 10 0 10 50
Dodge Y 2 40 6 0 6 46
Fighting Staff 4 30 10 0 10 40
Reading 1 60 6 0 6 66
Chess + 2 50 2 1 5 55
Courtly Love + 2 50 2 1 5 55
Heraldry + 2 50 2 1 5 55
Leadership + 3 40 2 1 5 45
Battlefield Tactics + 4 30 6 1 9 39

14
Stamina + 2 50 8 1 11 61
Climbing + 3 40 8 1 11 51
Swimming + 3 40 8 1 11 51
Read/Write Latin + 3 40 6 1 9 49
Read/Write Brythunic Celtic + 1 60 6 1 9 69

DF - Difficulty Factor, BC = Base chance, ATT = Attribute Bonus, SL = Skill level


PSF = ATT + 3*SL, TSC = Total Skill Chance (BC + PSF)

In the list above, Dave puts Rhys's two Skills from Horoscope into Riding and Mounted
Combat, in effect making them free Masteries. He puts his other five Masteries into Slashing
Swords,Cavalry Lance, Dodge, Courtly Manners and Riding Warhorse. This gives each skill
a total drop of DF2 and those skills now looks like this.

Skill name DF BC ATT SL PSF TSC


Riding 1 60 8 2 14 74
Riding a Warhorse 3 40 8 2 14 54
Mounted Combat 3 40 10 2 16 56
Cavalry Lance 3 40 8 2 14 54
Slashing Swords 2 50 10 2 16 66
Courtly Manners 1 60 2 2 8 68
Dodge 1 60 6 2 12 72

Now Dave gets to spend Rhys's 5,500 experience points. Since the amount of points spent
buying skills determines the character's overall level and an amount over 5,000 equals level 2
it is likely that Rhys will start the game at level 2.

By now Dave has decided that Rhys will probably travel from court to court, trying his hand
at jousting and maybe dazzling the ladies. Or trying to.

SLs Final total


Skill name V? DF BC ATT bought SL PSF TSC cost cost
Leadership Y 3 40% 2 1 2 8 48 500 500
Battlefield
Y 4 30% 2 1 1 5 35 600 1100
Tactics
Heraldry Y 2 50% 2 1 1 5 55 400 1500
Court Dancing 2 50% 8 2 2 14 64 800 2300
Climbing 3 40% 8 1 2 14 54 500 2800
Charm 4 30% 2 2 2 8 38 1200 4000
Intimidation 4 30% 8 2 2 14 44 1200 5200
He has spent 5,200 points and has 300 left to spend.

STEP 23 - Inheritance and Possessions (pgs 1-95 to 1-96)

Athough Rhys's Father is a Bannerette with a Social Status of 29, Rhys as an acknowledged
bastard can only count of three-quarters of that (21) of that for his starting capital (21 * 30 =
630) of 630 pennies. As a credit to the family Rhys gets a little more, Dave rolls 2 so Rhys
gains an extra 20% for a total of 792 pennies.

He also has a weapon for each Mastered Weapon skill, so that's Lance and Sword. He also
gets a set of clothes, a medium Warhorse and gear and a Helm, arming doublet and mail

15
hauberk

Dave has now to figure out how to spend Rhys's pennies and that'll be him, a finished
character ready for play.

C&S Character Step by Step Example - Mage


Here is an example of a Mage character through all the steps of Creating the character. If you wish to
check the Step-by-Step Guide for that particular step, then click on the STEP section in the heading bar
and the page will take you to that section in the main Flowchart,

STEP 0 - Think about your Character concept.

Scott wants to play in Steven's campaign, based in the terrible Black Country of the Western
Middle-lands This is a Heroic campaign with characters created using the Heroic Points
method or the Random method as the player's choose. The people of the Black Country are
the dark races, Werewolves, Trolls, Orcs and Goblins, ruled by the mysterious High Patriarch
of Set.

Scott talks to Steven about the nature of the Black Country and its inhabitants and decides
that he wants his character to be an Orc, or maybe a Goblin, and that he is going to try and
make the character a Necromancer. The first thing Scott does is print off the Orc/Goblin
errata from the BGD website.

STEP 1 -Choose your race

Since Scott wants to run a mage, and Orcs have limits on their how high their intelligence
can be, Scott decides that his character will be a Goblin. Scott decides to call him "No-name"
for the moment.

STEP 2 -Decide which method to use in creating your character (pg 1-1 to 1-2)

Scott decides to use the Random method to create his character.

STEP 3 - Birth Omens (pg 1-2)

Scott decides to make "No-name" Poorly Aspected. This is because Poorly Aspected
characters have some benefits when it comes to magick and Necromancers tend to become
Poorly Aspected anyway (pg 2-4).

STEP 4 - Determining Personal Attributes (pgs 1-2 to 1-4)

As "No-name" is to be a Necomancer, Scott checks the details of the Necromancer Vocation


on page 2-4. The Primary and Secondary Attributes are Intelligence and Wisdom so they
should be high. Looking at the skills of Materia Magica on pgs 2-10 to 2-13 and the
Methods of Magick on pg 2-14 he decides that Bardic Voice and Discipline should also be
favoured and that a high Agility might be useful .

Scott rolls 2D10 11 times and gets these results. 13, 15, 14, 16, 6, 11, 14, 16, 3, 11, 8. Scott
discards the 6 and the 3 and assigns the numbers to the attributes.
Characteristic Level AR
AGIL 15 76%
STR 13 70%
CON 11 62%

16
INT 16 79%
WIS 16 79%
DISC 14 73%
BV 14 73%
APP 8 50%
PTY 11 63%

STEP 5 - STEP 5 - Determine Player Character's background (pgs 1-4 to 1-11)

Scott opens up book 3 at pg 3-34 and rolls against Goblinoid social class. He rolls 79% and
finds out that "no-name's" sponsor was a Warrior.

He then checks for his sponsor's vocation, rolling 81%. This means that his sponsor was a
low ranking officer, an Urtan Asgh.

Scott notes the character's background skills. As well as Brawling and his own Language (at -
2DF)he gains the two Combat skills and the Wear Light Armour skills that all Warrior raised
Goblins have, plus Animal Riding, Mounted Combat, Wear Heavy Armour, Intimidation and
1 other Combat skill. Scott desides that he will choose the Combat skills later.

STEP 6 - Sibling Rank (pg 1-11)

Sibling Rank doesn't mean much to Goblins

STEP 7 -Status in the Family (pgs 1-11 to 1-12)

Scott rolls "43" and "No-name" is a "Credit to the Family"

STEP 8 - The Curse (pgs 1-12 to 1-13)

As "No-name" is "Poorly Aspected", Scott rolls for a curse. He gets 37% and finds out that
Poisonous Snakes seek him out and want to be his friend, although they do not seem to want
to attack him.

STEP 9 - Special Talents and Abilities (pg 1-14)

Scott decides to see if the "No-name" is unusual in any way and rolls a 16%. Checking the
first table on 1-14 that means that "No-name" gains one special ability or talent. A roll on
that table gives him 08% "Aptitude for a Skill". "No-name" will gain 3 levels in a
background or vocational skill.

Of course this means that "No-name" will also have to roll on the "Deficiencies and Defects
table"

STEP 10 - Deficiencies and Defects (PGs 9/10)

Scott rolls 57%, as this is more than 40% then "No-name" doesn't have a flaw.

STEP 11 -Personal Fears (pgs 1-11 to 1-12)

Scott decides that "No-name" doesn't have any personal fears, yet. Time enough to develop
them in play later.

STEP 12 - Determine Character size (pgs 1-16 to 1-17)

Scott checks the errata sheet for the he height and build rolls for a Goblint. He rolls on the
Goblin Male selection (2D10 + 48) for height and D10 for build and "No-name" gets 59"
height and 6 for build. The build is reduced by 1 for his high Agility (pg 1-17)

"No-name" is 4' 11" tall and weighs (10 + (19 * 7)) = 143lb.

17
Obviously Goblins are squat and densely built creatures

STEP 13 - Body Levels (pg 1-17 to 1-18)

Checking the table on pg 1-17 "No-name" gains 18 Basic body points. Another 2lbs heaver
and it would have been 29. To that is added his CON of 11 and half his STR of 13 (rnd
down) and "No-name" has

18 + 11 + 6 = 35 Body Points

Scott consults the table on page 1-18 With a CON of 11 he gains back 6% (2) of his total
Body Points per day of rest, meaning that it would take him about 17 weeks to recover from
being at Death's door to almost full health

STEP 14 - Fatigue Levels (pgs 1-17 to 1-18)

As "No-name" has a a higher DISC than STR, then Scott adds the DISC of 14 to the CON of
11 for a total of 25.

Scott also takes a note of "No-name"'s recovery rates, 7 Fatigue Points per hour of Sleep or 4
in the first 10 minutes of resting after strain

STEP 15 - Carry Capacity and Lifting (PG 13)

With a STR of 13, "No-name"'s lifting Capacity is 105% of his own body weight plus 5
pounds.
5lbs + (143lbs x 1.05) = 150lbs. Fractions would be rounded up.

"No-name"'s Carrying Capacity is half of his Lifting capacity (rounded up).


150lbs x 0.5 = 75lbs.

STEP 16 - Jumping (PG 13)

Next Scott calculates"No-name"'s jump


JUMP = ( 0.25 x (15 + 13)) = 7

The base jump is 7 feet.


If unencumbered then "No-name" has a

 Running Jump 7 + ½D10


 Standing jump of three and a half feet.

STEP 17 - Movement (PGs 1-20)

as"No-Name"'s Intellect is higher than hisConstitution Scott adds


"No-name"'s BAP = (15 + 16) ÷ 2 = 15
(Fractions are rounded down)

STEP 18 - Horoscope (pgs 1-20 to 1-21)

Scott decides to roll "No-name"'s Horoscope. 86% means that he is a Capricorn which
means the Stars favour Charismatic and/or Materia Magica for his chosen Vocation.

This gives him two skills to select later. As Materia Magicka skills exist within a
Necromancer's Primary Vocation there is a chance of a free Mastery later.

STEP 19 - Age (pg1-21)

18
Rolling the dice Scott gets 87% so "No-Name" is 24 and will have 8,000 experience points to
spend on starting skills.

STEP 20- Personalising your character's Looks (pg 1-20)

Scott decides "No-name" is going to called Uklùgh. Uklùgh will have a scalp-lock, shaven
head, flat yellow skin, sharp, bright teeth and a smile.

STEP 21 - Completing your basic character (PGs 1-3 to 1-20)

Scott already knows that he wants Uklùgh to be a Necromancer for whom INT and WIS
(unless DISC is higher) are the two most important Attributes.

With a INT and WIS both 16 Uklùgh will gain an additional mastery every 7 levels (table
4.2 on pg 1-37) but like every one else he has 5 Mastery skills, plus the two skills from either
CHARISMATIC and/or MATERIA MAGICA that he gains thanks to his Horoscope (Step
18) which he may be able to use for extra Primary Vocational Mastery skills.

Uklùgh will have the choice of the following Primary and Secondary Skills. Scott notes that
some skills are in both Primary and Secondary and realises that he can have 2 Materia
Magica Skills as Primary Skills but if he choses a third, apart from the ones specified like
Lore of the Dead, then unless he takes it as a Mastery he will not get the -1DF bonus to learn
it more easily.

Necromancer's Primary Skills Necromancer's Secondary Skills


(-1 DF to learn, -2 DF if mastered) (-1DF if Mastered)
Necromancy Mode (-3DF) Spell Research
Lore of the Dead Any Materia Magicka
Lore of Correspondences Any Languages (Spoken)
Laws of Magick Any Languages (Written)
Any 2 Materia Magicka Any 3 Lore Historical
Any 2 Languages (Spoken) Transcendental Method
Any 2 Languages (Written) Transmutation Method
Any 2 Lore Historical
Command Method
Summoning Method
Divination Method
Arcane Method
Illusion Method
Wards Method

STEP 22 -Buying those Skills and choosing the Masteries (PGs 20/21 and 29 to 74)

Uklùgh has 8000 points to spend on Skills plus the two skills from his Horoscope.

Scott knows that any skill he purchases from the Primary Vocational list when designing his
character he will not only get a -1DF but also a free level taking it to level 1 (note on
Primary Skills page 1-36). He also knows that he gets 10 free skills at level 1 which, if
suitable, can be Mastered to level 2(see pg 1-37). Scott he first decides to assign 10 free
skills, is Masteries and to see what happens there.

For his 10 free skills he chooses Necromantic Mode, Illusion Method, Summoning Method,
Divination Method, Arcane Method, Illusion Method, Wards method, Trancendental Method,
Transmutation Method and Knife and Dagger.

He picks Necromantic Mode, Lore of the Dead, Laws of Magick, Command Method and
Spell Research as his five Vocational Masteries. For the first he gets -3 to the Difficulty
factor, for the next three he gets -2 to the DF because they are Primary Skills but for the third

19
he only gets -1 to the DF as it is a secondary skill. In addition he picks Spell Enhancement
and Word of Guard to be his two skills from his Horoscope. Since he can have any 2 Materia
Magicka skills in his Primary Vocational list (the two he has picked before are named
separately and he has taken Spell Research from his Secondary list) he gains them as free
Vocational Masteries with DF-1 and an extra free level to Level 1.

Remember, his chance in a skill equals

Base Chance (based on the DF) plus any bonuses from his Attributes plus 3% per the level
of skill.

Each skill has a pair of associated Attributes. These are totaled and compared with table 3.4
on pg 1.29 to find the bonus.

Remember
Skill Chance = (Base Chance + Attribute Bonus +[3% per level])

Uklùgh also has his background skills (for which he gets a free level of zero). He has three
combat skills to choose and decides to chose, Dodge, Fighting Staves and Knife/Dagger. This
gives Uklùgh has the following skills so far.

Skills marked in the M? column are either P for Primary, S for Secondary or H for
Horoscope which reduces the DF from the skill list .Thus Uklùgh starts off with Level 1 and
either DF-2 or DF -1 in those skills (except Necromancy at DF-3). Skills marked with a + in
the M? column are one of the 10 free skills. Remember that free skills that are Primary
Vocational skills have -1 DF

Skill name M? DF BC ATT SL PSF TSC


Brawling 3 40 4 0 4 44
Accurate Counting (INT greater than 11) NS
Riding 3 40 6 0 6 46
Mounted Combat 4 30 6 0 6 36
Wear Light Armour NS
Wear Heavy Armour NS
Intimidation 4 30 4 0 4 34
Dodge 3 40 8 0 8 48
Fighting Staves 4 30 4 0 4 34
Knife and Dagger + 3 40 8 1 11 51
Necromantic Mode P+ 3 40 8 2 14 54
Lore of the Dead P 1 60 8 1 11 71
Laws of Magick P 1 60 8 1 11 71
Command Method P 3 40 6 1 9 49
Spell Research S 3 40 8 1 11 51
Spell Enhancement H 2 50 4 1 7 57
Word of Guard H 2 50 4 1 7 57
Illusion Method + 3 40 8 1 11 51
Summoning Method + 4 30 4 1 7 37
Divination Method + 4 30 8 1 11 41
Arcane Method + 5 20 4 1 7 27

20
Wards Method + 3 30 4 1 7 37
Transcendental Method + 4 30 6 1 9 39
Transmutation Method + 4 30 4 1 7 37
DF - Difficulty Factor, BC = Base chance, ATT = Attribute Bonus, SL = Skill level
PSF = ATT + 3*SL, TSC = Total Skill Chance (BC + PSF)

Now Scott gets to spend Uklùgh's 8,000 experience points. Since the amount of points spent
buying skills determines the character's overall level and an amount over 5,000 equals level 2
it is likely that Uklùgh will start the game at level 2.

By now Scott has decided he wants Uklùgh to be as competent a practitioner of the dark arts
as he can manage, and spends his experience as below. As he will end up as Level 2 Steven
says that in spending experience Dave can buy skills over level 2 as if he was level 2, rather
than do the bookkeeping for spending experience as level 1 until he reaches level 2.
Remember that any Primary skill bought at character creation gets a free level so is level 1
rather than level 0.

Levels total Final


Skill name V? bought cost cost DF BC ATT Level PSF TSC
Necromantic Mode Y 1 500 500 3 40% 8 3 17 57
Spell Enhancement 1 400 900 2 40 8 2 14 54
Command Mode Y 2 1000 1900 3 40% 6 3 15 55
Summoning Mode Y 2 1200 3100 4 30% 2 2 8 38
Write Own
Y 2 900 4000 1 60% 8 2 14 74
Language
Knife and Dagger 2 1000 5000 3 40% 8 2 17 57
Lore of the Dead Y 1 300 5300 1 60% 8 2 14 74
Laws of Magick Y 1 300 5600 1 60% 8 2 14 74
Divination Method Y 2 1200 6800 4 30% 8 3 17 47
Write Mage Speech Y 1 500 7300 3 40% 8 1 11 51
Arcane Method Y 1 700 8000 5 30% 2 2 8 38
He has spent 8,000 points and has none left to spend.

Finally, if Scott remembers that in Step 9 Uklùgh gained the special ability "Aptitude for a
Skill" which gives him 3 free levels in a background or vocational skill. Scott decides to
apply that ability to Uklùgh's Necromantic Mode,raising it to level 6, PSF 26 and Total Skill
Chance of 66. Also each mage has Methods of Magic which he finds easier to cast spells in
and some which are harder. For example Necromancers get a +15% bonus with the
Command Method of magick.

Being a Mage Uklùgh has to find his PMF, his ML and buy initial spells. His PMF equals
PSF of his Mode of Magick (Necromantic) + 10% for being Poorly Aspected

Since Uklùgh's PSF is 26 his PMF is (26 + 10) 36 for a Magick Level of 4.

For starting spells Scott counts Uklùgh's total level of levels in Methods of Magick and
comes up with 12. He multiplies that by the Magick Level of 4 for 48. Since this is a Heroic
Campaign he also gets to add half his Attribute Bonus of 8 so Uklùgh has a grand total of 54
points to spend on spells.

Each spell has listed with it a Magic Resistance (MR) which is an indication of how hard the

21
spell is to learn. Some spells are easier for some Mages to learn than for others, and are
shown with Scott spends them as below.

Total
MR
points
Spell MR spent Notes
Necromantic Having this ritual allows a Necromancer to
3 3
Bindings learn Hold and Command Undead at -2 MR.
Hold Lesser
2 5
Undead
Hold Greater
5 10
Undead
Command Lesser
4 14
Undead
Command Greater
7 21
Undead
Lesser Fright 1 22
Animate Dead 3 25
Awaken Dead 4 29
Call Familiar 1 30
Speak with the
3 33
Dead
Detect Magick 1 34
Shadow Arrows 2 36
Enchant material 2 38
Transfer 3 41
Summon Ghoul 5 46
Summon Least
6 52
Spirit
Trance 2 54
 
STEP 23 - Inheritance and Possessions (pgs 1-95 to 1-96)

Uklùgh's Sponsor belongs to the Warrior Caste and has Status 17. Checking the Errata Scott
finds out that this means that he gets 20x Social Status in pennies. To his 340 pennies is
added an extra 5% * d10 for being a credit to the family. Scott rolls 2 and Uklùgh's extra
10% gives him a total of 378 pennies.

Uklùgh gets one weapon for a background combat skill, so he chooses a Dirk for his Knife
Skill, a piece of Light Armour,so he chooses and Arming Doublet and a 34% chance of a
Riding Pony. He rolls 33% so Uklùgh has a Riding Beast. All Scott has to do is spend the
rest of Uklùgh's money and the character is finished.

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