Maybe it doesn’t like to many dice at once?
Let’s try this 10 at a time maybe:
Ten at a time should work.
9d20: 20 + 4 + 12 + 11 + 7 + 2 + 13 + 5 + 13 = 87
Apparently 9 is the limit…so
9d20: 17 + 16 + 6 + 1 + 20 + 9 + 6 + 11 + 13 = 99
9d20: 20 + 12 + 12 + 1 + 7 + 10 + 4 + 17 + 3 = 86
9d20: 5 + 11 + 20 + 20 + 19 + 1 + 3 + 9 + 5 = 93
9d20: 18 + 2 + 1 + 17 + 12 + 18 + 20 + 9 + 3 = 100
5d20: 16 + 12 + 20 + 12 + 19 = 79
That should add up to 50 d20s… Phew…
Ok - Thanks for the quick intro and I look forward to finding out what all of those various d20s mean.
The High Council of Britian, the Supreme Collegium, after selecting Constatin to rule the realm, then chose one man in a thousand to be a military leader - an eques , or in the native tongue, a knight. Dylan , Among those first native knights was your great-grandfather. His first son, your grandfather, grew up in a dangerous land studying the ways of weapon and warfare. Your grandfather was knighted in 431 by Earl Reginold of Salisbury and proudly took his place in the army of King Constantin.
For the first several years, your grandfather witnessed vicious religious debates as Saint Germanus worked unsuccessfully to stamp out the British Christian Church. Barbarion raids, against which he fought, continued along the borders of Britain, and on the European Continent great hordes of Germanic tribes swept over the failing Roman Empire.
Your great-grandfather died of an unknown cause, he just disappeared one day, shortly before your grandfather was knighted. He was respected and had earned 1320 Glory at the time of his disappearance.
In 439AD, your grandfather fought in the Battle of Carlion, there are tales told to this day that mention his achievements on that day. Your father was born 9 months later.
In the year 440, King Constantin was murdered by one of his own guards, a Silchester knight. Your grandfather vanished at some point in the chaos, the reason unknown. (1230 Glory)
In the year 460, your father was knighted and in the year 464 he married your mother.
In 466, Aurelius Ambrosius, son of the former King Constantin landed in Hampshire with a great banner depicting a red dragon. Your father joined his army and they lay siege to Vortigern at Carlion. Your father saw little action that day.
In 468, Vortigern is killed and his army scattered at Snowdon, your father helps bring Ambrosius to the throne as the first Pendragon. (1345 Glory)
Over the coming years Saxons stream into Kent, The Pendragon maintains an uneasy peace, whilst his younger brother Uther establishes himself as a mighty leader of men, defending the land from raiders of all types.Your own father falls in one such encounter, in late 472 slain by unknown foreign raiders.
Your father does not even know of your conception, that very same year.
Dylan, you start with 132 glory.
Your family wealth is considered to be ordinary. You have Chainmmail and an Open helm, a shield, a sword, 5 spears, a dagger. Your stable consists of a Charger (a war horse), 2 rouncys (all round horses) and a sumpter (a pack horse).
Your family have the innate understanding of horses. Unsurprisingly, to compliment this you have inherited a courser, a horse fame for it’s speed.
So, the next step in character creation is looking at your knights personality traits. The base for this is your knight’s culture and religion.
Chaste 7/ 13 Lustful
Energetic 13 /7 Lazy
Forgiving 10/10 Vengeful
Generous 13 /7 Selfish
Honest 13 /7 Deceitful
Just 10/10 Arbitary
Merciful 10/10 Cruel
Modest 7/ 13 Proud
Pious 10/10 Worldly
Prudent 10/10 Reckless
Temperate 10/10 Indulgent
Trusting 10/10 Suspicious
Valourous 15/5 Cowardly
As you can see, the traits are organised into opposite pairs. No matter how the numbers are manipulated, the total of the pairs must always add up to 20, thus if you add one point to Pious, you must subtract one from Worldly. No stat may be increased beyond 19 in character creation.
Hopefully the traits make sense, please ask for clarification if any of them are unclear.
You will notice that some of the traits are in bold, these traits are important to your religion. There is a bonus avaliable if these traits are all 16 or higher. If you are a pagan, your bonus is to healing (+2)
There is a second bonus avaliable, called the chivalrous bonus, this bonus is avaliable if the combined value of the six chivalrous virtues total 80 or more. You will get extra armour (+3) and bonus glory every year. The six virtues are: Energetic, Generous, Just, Merciful, Modest and Valourous
Be warned, high values can be a great aid to your knight, but can also force your character to act in ways against your will. The best example is if you have a very high valourous trait, while it may be a great boon to you, imagine that moment where a mighty beast is sighted in the clearing ahead, a beast you cannot hope to slay. I may ask knights to roll against their trait, if they fail, your knight will charge the beast. That is not to say I will force you to battle it to your death, to have tilted at it is demonstration enough of your valour, and you may retreat after with your head held high, if it’s still attached to your body, that is.
So, how can you personalise your character:
You may choose one trait to start at 16, if desired. Then you may add up to a total of 6 points to any traits you wish, remembering that none may exceed 19. Finally, as you have grown up in Logres, you may optionally add any or all of the following: Energetic +1; Forgiving +1; Honest +1; Just +1; Trusting +1; Valourous +1; still respecting the limit of 19.
That all makes sense…
Ok - lets go with
Chaste 7/ 13 Lustful
Energetic 17 /3 Lazy
Forgiving 11/9 Vengeful
*Generous 16 /4 Selfish
Honest 14 /6 Deceitful
Just 11/9 Arbitary
Merciful 10/10 Cruel
Modest 7/ 13 Proud
Pious 10/10 Worldly
Prudent 11/9 Reckless
Temperate 12/8 Indulgent
Trusting 10/10 Suspicious
Valourous 16/4 Cowardly
The Arthurian tales are full of intense emotion, much of it uncontrolled. Beautiful women drive men to incredible and outrageous acts to prove their love. Family feuds tune sane men into wild avengers.
Passions are strong personal emotions felt by the knight, including love, hate, amor, loyalty, envy and anything else. Passionate characters may perform with superhuman effort and a far greater likelihood of success. However passionate characters are volitile and moody - their feelings may change instantly due to success or failure of a passion roll, and they can be found in a state of mind which are not found among dispassionate folk: Inspired, Disheartened, Melancholic, Shock and even Maddened (All are in game effects with rules governing your knight’s actions). Knights are known to be the most passionate of all, and understand each other fully. Reporting to a kings summons late because you suffered from melancholy is an acceptable excuse, so long as your king isn’t looking for a reason to punish you. In fact, it may be your comrades who are disciplined for not helping you to snap out of it.
At times, I will ask you to make a passion roll - other time you can request to draw on one of your passions to help you succeed against the odds, but passion rolls are always an indication of great internal drama, and are always risky.
Your base passions are as follows:
Loyalty (Lord) 15 - Loyalty is the basis for Authorian society, you are not just dutybound to your lord, you are passionately loyal to him.
Love (Family) 15 - Love is a natural emotion, and with severe travel restrictions, family closeness is reinforced Turning to ones kin is a universal answer to any problem. Note, you are all first sons, so you have a powerful connection to your family. Second and third sons, onwards are sent away from home, often young, and so have a lesser connection to their family and in the future, if you play a second or third son, this initial value will be lower.
Hospitality 15 - Hospitality is a time honoured institution, dating back beyond recorded history.
Honour 15 - Honour is the passion that sets knights apart from ordinary people. It is a combination of dignity, integrity and pride. Personal honour can be a slippery issue, open to interpretation, but there are many acts which everyone agrees are dishonourable, from least to most serious:
Attacking an unarmed knight
Plundering a holy place of your religion
Killing an unarmed holy person of your religion
Killing, kidnapping or raping a noblewoman
Lending money at a profit
Performing physical labour
Breaking an oath
Treachery against your family
Treason against your lord or king
Killing a kinsman
Learning to cast magical spells
Hatred (Saxons) 3d6 The depredations of these foreigners have reached everyone in Britain.
Concern (My Commoners) 7 Technically you don’t have this passion yet, but when you do take control of your manor, this will be relevant.
You may personalise your character by distributing an additional 3 points among your passions. Values of 16 and higher indicate you are so passionate that you actively try to correct others behaviour, maybe even seek to destroy those who do not act the way you feel they should. Less than 5 means you show a complete disregard for the subject, for example, a character with less than 5 in hospitality may steal without compunction.
Let me know your final passions below.
Loyalty (Lord): 16
Love (Family): 16
3d6: 5 + 4 + 5 = 14
Concern (My Commoners): 7
Just a reminder about passions.
A passion of 16 will mean there are circumstances where you may be compelled to act in a certain way.
If you’re sure I’ll move on.
Attributes and Statistics
The physical qualities of your character are quantified by 5 basic Attributes:
Size (SIZ) - How tall and bulky you are. Bigger characters have advantage in combat because they can deal out more damage, take more damage and resist being knocked down more.
Strength (STR) - Reflects your character’s ability to lift and carry weight. STR influences combat and movement rate.
Dexterity (DEX) - This reflects your characters quickness and agility, co-ordination and balance. In combat, if you have been knocked down, a dexterity check can help you to stay upright. A high dexterity helps you climb, jump and sneak as well as throw, including improvised weapons.
Constitution (CON) - The health of your character. A value of less than 5 indicates a sickly character, while greater than 15 indicates robust health. In combat, constitution can make it much harder for you to be knocked unconscious.
Appearance (APP) - This reflects the physical attractiveness of a person. Appearance of over 15 indicates a handsome or beautiful person while below 5 indicates one who is extremely repulsive. Do not neglect this stat! It is tempting to reduce this in favour of combat-oriented stats, but handsome knights have a distinct advantage in some situations.
GM note on Appearance - We all know that more than the other stats, this one is a bit silly. What is attractive to one person is not to another, social norms play a huge role - for example, among the nobility in many Authorian tales, a flat chested woman was prized above all others - likely because it indicated the means to afford a wet nurse, however it doesn’t take too much imagination to think that among the peasants, a full chested woman is seen as more beautiful, because they would have to feed their own babies.
However, an important part of the legends, and consequently, this game is the idea that some people are universally seen as attractive or repulsive. Famously, for example, the Dutchess of Cornwall, Igraine is so beautiful, that if you ever meet her, there are game mechanics dictating exactly how much you are influenced by her beauty.
I suggest we use attractiveness not as a personal measure, but a sociatal measure - you understand this person is attractive to many people, even if you personally do not think they are, with the exception of famously attractive, or unattractive people, who just are universal in their appearance for the sake of the game.
I am open to all ideas on how to handle wierdness resulting from attractiveness, if any arise in game.
You may allocate a total of 60 points among the five attributes, keeping in mind the following restrictions:
SIZ - min 8, max - 18
DEX - min 5, max 18
STR - min 5, max 18
CON - min 5, max 21*
APP - min 5, max 18
- You are all Cymric, and as such get a bonus of +3 to your CON. If you allocate points that take your con above 18, when your +3 is applied, that cap of 21 is still in place, so those points will be wasted.
I am placing the following restriction in place for your first character only: Your STR and SIZ should add up to at least 21. His CON must be at least 11 (8 plus the 3 for being Cymric). The reason I am enforcing this is because characters with less than this are not going to do well in combat.
Warning about low attributes: Stats can be reduced in game and when any attribute falls to 3, the character is considered bedridden. A stat that reaches 0 indicates character death. Even a low APP can be hazadous due to aging, and wounds.
Some of a characters stats are derived from those already determined above:
Damage: Your potential to harm a foe.
Damage = (SIZ + STR) / 6 - this gives you the number of damage dice you roll
Healing rate: Indicates how many Hit Points can be regained during a week of rest.
Healing Rate = (CON + STR) / 10
Movement Rate: The number of yards per melee round your character can walk in armour. Also affects daily overland rates and forced march.
Movement Rate = (STR + DEX) / 10
Total Hit Points: How much damage you can sustain before going unconscious or being killed.
Total Hit Points = CON + SIZ
Unconscious: This value is a threshold below which a character falls unconscious. Every time a characters current hit points falls below this value, that character drops to the ground, senseless and out of play. In many cases this may save his life.
Unconscious = Total Hit Points / 4
These are rounded up or down, so for example to get 4d6 damage, SIZ+STR must equal 21 to 26. To get 5d6, it must equal 27 to 32.
A characters APP measures his or her relative appearance. Distinctive features allows for objective differences between characters with the same numerical value. The number of features your character recieves is determined by their APP:
APP No. Features
You are free to choose these distinctive features, or you can roll a d6 and a d20 for each and I will generate them for you.
Healing Rate: 3
Movement Rate: 2
Hit Points: 33
And I guess that all means 1 Distinctive Feature
One question - is this family understanding of horses a special trait? Or just something common to most knightly families?
Your hairstyle is distinctive, with your thick locks plaited.
I think @Scribbs is also replying.