Character Creation Modifications
I’ve settled on using Chivalry and Sorcery the Rebirth for
the campaign that I’ll be running. Character generation will be done using 135 PC Points. The modifications to the
character creation as presented in the rule books are as follows:
- The
minimum attribute value you may start the game with is 7. The maximum is
22.
- No character
may purchase a social class higher than landless knight. (i.e. You may choose: Serf, Rural Freeman, Townsman,
Guildsman, or Landless Knight.)
- Special
abilities and talents may be gained by one of two methods (Note that a character can elect to have
no special abilities and talents.):
- Purchase
up to 3 special talents and abilities from table 1.9B on page 1-14 using
the PC Point costs listed. A random roll only ability may be chosen for
15 points. (This is in lieu of how the book says pay 13
and get a chance to get
it.)
- Randomly
roll and accept the results from 1.9A and 1.9B for your special abilities
or talents. (Note that I will only
accept results from this method which are rolled in my presence.)
- The
following special abilities and talents are not allowed in the
campaign: Extra Magical Spells, Fey Affinity, Fey Blood, Highly Resistant to Magick,
Primitive Talent Magical Powers, and Resistant to Magick.
- Night
Vision has been changed to Keen Sight and works by adding 7 + 1d10 % to a
character’s alertness-sight rolls.
- Flaws,
Deficiencies, and Defects must be rolled in my presence. This includes the
roll to see if one is gained.
- Birth
Signs may either be paid for using PC Points to select the desired sign
(it costs 10 points) or can be randomly rolled. (Note that I will only accept randomly rolled birth signs when
rolled in my presence.)
- Professions
available include all of the “warrior” and “rogue” based vocations listed
in Volume I: Core Rules for C&S. The only vocations from Volume II: Magick and Miracles allowed are the following: Friar, Monastics, and Ordained Clergy. Page 2-9 has Table
2.23 which is to be modified as follows. The sections available for game
play are: Core Acts of Faith Prayers, Miracles, and Formal Sacred Rituals The Sacraments.
- Skills:
All skills except those from the category Materia
Magica are allowed. For Language Lore, the following should be
substituted: Own Language, Foreign Language, and Ancient Language. For
this campaign, Own Language will be English (what academics call Middle
English). French is treated as a Foreign Language except for Landless
Knights who may acquire the skill at the difficulty and experience point
factors listed for Own Language. Latin is treated as an Ancient Language
except for Monastics and Ordained Clergy who may
treat it as a Foreign Language. Biblical Greek and Hebrew are treated as
Ancient Languages.
All players must fill out the character generation work
sheet and submit it to me.
Skill Cost and Acquisition Guide
- How
skills work (i.e. success versus failure) is explained on pages 1-28 to
1-33.
- Purchasing
a skill with experience and current level versus desired level are on 1-34
& 1-35.
- Skill
type (background, primary, secondary, and tertiary), acquisition, and
difficulty factors are introduced on pages 1-36 and 1-37.
- Descriptions
of skills are found on 1-42 to 1-78. Materia Magicka skills are found on 2-10 to 2-20 (includes
methods & modes) and Materia Theologica is on 2-20.
A starting character begins the game with the following
skills:
- Background
Skills (Per charts 1.5B to 1.5I on pages 1-5 to 1-10.)
- Birth
sign skills. (Page 1-20.)
- 10
skills chosen for “free” from the vocational primary and secondary skill
lists. (See your vocation listing for the available skills.) At least 6 of
the 10 chosen must be from the vocational primary list. A maximum of 4 of
the 10 can be chosen from the vocational secondary list. Any skill chosen
as one of the 10 “free” skills gains a bonus and starts at Level 1 instead
of the usual Level 0.
- Tertiary
skills per Table 4.1 on page 1-36.
- Any
skills bought with the additional creation points (experience points) from
age. (Remember to apply penalties in the form of extra costs if purchasing
a skill level above your character level. See 1-34 and 1-35.)
Background Skills
These skills are gained at character creation and the
character has them at Level 0 (Basic Knowledge). Background skills may be
improved at the DF listed for the skill (see skill description or master list).
The only exception to this is if the character chooses a vocation where the
background skill is chosen as a primary skill. In that case, the skill is then
treated as a primary skill.
Birth Sign Skills
Table 1.18A lists two skill categories for each astrological
sign. Look at the table to find the areas that are auspicious for the
character. A character gains 2 free skills with the birth sign. The character
can choose either 2 skills from one of the categories or 1 skill from one category and 1
skill from the other category. If the skill chosen is listed as a primary skill
for the character’s chosen profession, then the skill starts at Level 2 and has
a DF modifier of -2. (That is it’s a “free” mastered skill.) If the skill
chosen is not a primary skill, then the skill is gained at Level 2 and has a DF
modifier of -1.
Primary Skills
Any skill chosen as a primary skill at character creation as
one of the 10 “free” skills is gained a Level 1. (If chosen after the “free”
10, then it is only gained at Level 0.) Primary skills may be learned or improved
at a DF of -1 the listed DF.
Secondary Skills
Any skill chosen as a secondary skill at character creation as
one of the 10 “free” skills is gained at Level 1. (If chosen after the “free”
10, then it is only gained at Level 0.) Secondary skills may be learned or
improved at the DF listed for the skill (see skill description or master list).
Tertiary Skills
Tertiary skills are also known as hobby skills. They don’t
relate to the character’s profession and weren’t learned in childhood, but have
been picked up due to the character’s interest in the subject. Tertiary skills
chosen begin at Level 0 and can be learned or improved at a DF of +1 the listed
DF.
Mastered Skills
A character can take any primary, secondary, or background skill
known and mark it as a mastered skill. (Background skills can only be mastered
at character creation. After character creation mastering a skill may only be
applied to primary or secondary skills.) A beginning character gets 5 mastery
slots to assign. (More mastery slots are gained as the character adventures and
gains experience. See Table 4.2 on page 1-37 for how many levels are necessary
to gain new mastery slots.) A skill that is mastered can now be improved at a -1
DF and this is cumulative with previous modifiers. That is, a primary skill
will now have a DF modifier of -2 (-1 for being a primary skill and an extra -1
for being a mastered skill) and a secondary skill will now have a DF modifier
of -1 (+/- 0 for being a secondary skill and a -1 for being a mastered skill).
Note that a character can save mastery slots until a later time if the player
wishes to save up for something.