Creating a Character Cont.
Ability Scores
There are seven ability scores that will represent your character's capabilities in an abstract fashion. These attributes are Acumen, Agility, Charisma, Courage, Dexterity, Intuition, and Strength. Of the seven six can be put into either physical scores or mental scores, with Agility, Dexterity, and Strength belonging to physical and Acumen, Charisma, and Courage belonging to mental. Intuition is a slightly more amorphous score that influences both the physical and mental so it is a class in of itself.
Acumen
Your ability to reason, understand abstract concepts, and apply known information. This is an attribute that is generally low for social class I, medium for social class II, and high for social class III.
Agility
Your ability to move quickly and do things such as dodge a blow or gigantic boulder. This is an attribute that has no real differences in any social classes.
Charisma
Your ability to influence others be it through stunning beauty or persuasive speech. This is not necessarily a representation of your character's physical attractiveness. This is an attribute that is generally low for social class I, medium for social class II, and high for social class III.
Courage
Your ability to resist demoralizing events and make quick decisions. This is an attribute that is generally high for social class I and medium for social classes II and III.
Dexterity
Your ability to work with your hands in doing precise actions such as taking apart a mechanical contraption, threading a needle, or preforming intricate hand gestures common to religious rituals. This is an attribute that is generally low for social class I, high for social class II, and medium for social class III.
Intuition
Your ability to judge on the spot and make hunches. It is an ability that has no overt associations with actions, but influences all of them. This is an attribute that is generally low for social classes I and III, but high for social class II.
Strength
Your ability to exert physical force, be it through swinging a weapon or pushing a log. This is an ability that is generally high for social class I, low for social class II, and medium for social class III
Social Classes
Each character will begin with a social class and this may move up or down as the game progresses. There are three social classes represented by the roman numerals I, II, and III.
Social Class I
Men and women of the lowest castes in all the societies, this ranges from simple farm-bound peasants in Isetmut to the wilder peoples on the fringes of the Kherbala Republic. Generally as the lowest classes these characters will be used to back-breaking work and enduring the hardships common to the lowest orders. They are somewhat stronger than the other social classes, but due to the lack of proper education are often not as learned.
*Perks*
+1 Strength or +1 Courage
~
You have to be truly hardy to endure what the lower classes call 'every-day life', whether it is plowing your fields or fending off ravenous wolves
Social Class II
Before there really only were two social classes, I & III, but II came about as towns grew and the middle-class along with it. Members to this social class are the tavern keepers, cloth-spinners, and guardsmen, but also they are the rich merchants, bankers, and financiers who hold no noble titles yet still have a substantial amount of wealth and own some land. They tend to be more accustomed to working with their minds or their hands, giving them a slight edge in either realm.
*Perks*
+1 Intuition or +1 Dexterity
~
Either you work with your hands or you work with your mind, but either way you tend to do it quickly because time is money
Social Class III
The nobility is really the only occupants of Social Class III, you could argue that priestesses may fit this as well, but it is rare that any member of the clergy comes from a non-noble family. The nobles are just that: nobles. They are rich lovers of life and reap all the fruits that the lesser classes sow. The nobility in this setting generally is educated in either etiquette or secular studies.
*Perks*
+1 Charisma or +1 Acumen
~
Whether it is by sheer charm or confusing words the nobles of the Old World kingdoms keep the rest of the population in check
Histories
Each character will have a history that determines their beginning skills, equipment, and situation. I will provide a detailed list of sample histories, but I also encourage you all to make up your own or alter the ones I provide to make your characters unique and truly your own. PM me the proposals so we may hash out all the details.
Jankol
*Perk*
Knowledge (Trade I) (Provides knowledge of the basics of trading and how to secure good deals)
~Even if you are a lowly peasant, as a Jankol acquiring wealth is natural to you and you know the in's and out's of spotting a good deal from a bad one
+1 Intuition
~Jankols simply just
know things, they cannot really explain it, but their hunches tend to steer them in the right direction
Jankol Explorer (Available to Social Classes II & III) (Available to Males and Females, pref. Female)
Plain and simple you are one of those elite few educated in Jankol's University of Geography and Mathematics set up some decades ago. As a graduate you are well versed in navigation by all means currently known, astronomy, simple and complex mathematical equations, and can speak the trade tongue of the native Paronia population. What you do lack, however, is a proper martial education- but that is what your companions are for, right?
As of the beginning of the game you have managed to secure patronage via a Jankol greater family or the queen herself and have landed in the small coastal colony of Nezam ready to start your push inland.
*Beginning Equipment*
Sextant
(Provides better navigation at sea)
Compass
(Reduces chances of becoming lost)
Telescope
(Provides better chances of spotting distant objects of interest)
Explorer's Ornate Brigandine
(Provides adequate defensive protection; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Explorer's Ornate Rapier
(Provides adequate offensive ability; Bears Jankol Royal Coat of Arms & Coat of Arms of the Explorer's University; Rich in quality)
Horse
(Provides faster movement when in flat terrain, hinders movement when in rough terrain)
1,500 Gold Pieces
6 Months worth of Rations
*Companions*
10 Men-at-Arms
(provides benefits in combat)
*Perks*
Knowledge (Navigation III)
(Provides best possible knowledge of navigation at sea and land)
Knowledge (Astronomy II)
(Provides good knowledge of astronomy)
Knowledge (Mathematics II)
(Provides good knowledge of mathematical equations)
Knowledge (Nobility II)
(Provides best possible knowledge of your realm's nobility and good knowledge of foreign nobles)
Language (Paronia Trade Tongue)
(May speak trade tongue of the native Paronia Empire)
Noble Patron
(Provides steady supply of gold and food delivered to Nezam; May report discoveries for extra gold and titles)
Jankol Man-at-Arms (Available to Social Class II) (Available to Males and Females, pref. Male)
You are a soldier and what else could you bother to be? All things can be solved with a sword or coin and often times you get both. For as long as you can remember you have been a professional soldier of sorts, whether it was beating the




out of some merchant who refused to pay his dues to a greater family or serving in the Queen's army stationed along the Zanathan mountains you have had a weapon in hand, but coin was always at the back of your mind.
As of the beginning of the game you have signed on with some Jankol expedition crossing into the unknown Bethel in-land. Your party has landed in the southern-most, and coldest, coastal colony of Tassoro and are a week into your journey inland.
*Beginning Equipment*
~Excellent Quality Weapon~
(Weapon of player's choice, Provides excellent offensive ability)
Hauberk & Lamellar
(Provides good defensive protection)
200 Gold Pieces
4 Months worth of Rations
*Companions*
9 Men-at-Arms
(Provides benefits in combat)
1 Jankol University Graduate Explorer
(Provides benefits of navigation and communication with natives)
*Perks*
(Weapon) Training III
(Provides best possible training with weapon of choice)
Knowledge (Tactics I)
(Provides adequate knowledge of modern military tactics)
Hardy II
(Provides good natural resistance to adverse elements found in nature)
Bey of the Gold Moon (Available to Social Class III) (Available to Males and Females, no pref.)
You are a member of the elite order of Furusiyya (horsemen/horsemanship) and are both shrewed merchant and valiant warrior. You are the stuff of Jankol poems and the darling child of the people. Membership among the Beys of the Gold Moon is no easy feat and you have more than proved yourself. However, this has not come without your fair share of hardships: you have made more than a few enemies along your path to power and sometimes find it difficult to deal with the current state of the clergy- who you see as leeches upon the kingdom- but surely these things will not impede your path to wealth and glory?
As of the beginning of the game you have arrived in the capital Jankol colony of Batrem where there is a Gold Moon Chapterhouse where all you need to do is say the word and supplies will be drawn for your expedition in-land for the luxuries just out of reach.
*Beginning Equipment*
Slender Iron Lance
(Provides good offensive ability and excellent offensive ability when used on horseback)
Ornate Shamshir
(Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Kiliji
(Provides good offensive ability; bears personal coat of arms and is rich in quality)
Ornate Horseman's Shield
(Provides adequate defensive protection; bears personal coat of arms and is rich in quality)
Ornate Plated mail
(Provides excellent defensive protection; bears personal coat of arms and is rich in quality)
Armored Warhorse
(Provides faster movement in flat terrain, hinders movement in rough terrain; excellent offensive & defensive ability)
2,000 gold pieces
*Companions*
4 Squires
(Provides benefits in combat, grants extra actions)
1 Bey of the Golden Moon
(Provides benefits in combat and trade)
*Perks*
Sword Training II
(Provides good training with swords)
Spear Training II
(Provides good training with spears)
Mounted Combat Training III
(Provides best possible mounted combat training)
Knowledge (Trade III)
(Provides best possible grasp of trade)
Knowledge (Religion I)
(Provides basic knowledge of religion)
Knowledge (Nobility III)
(Provides best possible knowledge of your realm's nobility and foreign nobles)[/QUOTE]