Wretched Royalty

Bowed down only by the memories of your own lost glory, you could never submit to anyone else. Not you, of noble blood! (Not that you expect any of these peons to understand the depths of your sorrow.)

Abilities

Agility: dice: 3d6

Presence: dice: 3d6

Strength: dice: 3d6

Toughness: dice: 3d6

HP: Toughness + dice: 1d6

Equipment

  • dice: 4d6*10s
  • Weapon: dice: [[Character Creation#^weaponsmid|^weaponsmid]]
  • Armor: dice: [[Character Creation#^armormid|^armormid]]
  • Special item 1: dice: [[Wretched Royalty#^item|^item]]
  • Special item 2: dice: [[Wretched Royalty#^item|^item]]

Omens: dice: 1d2

Background

dice: [[Wretched Royalty#^origin|^origin]]|Origin

Tables

Special Item

RollItem
1The Blade of your Ancestors: This magnificent and clearly magical talking sword is foppish, unreliable and quietly despises you. It taunts yoru failures and, if continually disappointed, develops a 1 in 6 chance to “accidentally” attack you or your companions. Deals dice: 1d6+1 damage. Attack/Defence DR is 10.
2Poltroon the Court Jester: While practically useless, personally irritating and an emotional drain, Poltroon’s capering actually makes enemies lose their focus in combat. For the first two rounts, you and your allies get +2 on attack/defence.
3Barbarister the Incredible Horse: Barbarister is magical, intelligent, arrogant, and vain. He can also talk. If you can persuade him to care, Barbarister occasionally adds +2 to Presence tests involving logic and intellect. The horse may be smarter than you and is quite aware of this.
4Hamfund the Squire: This intensely cowardly servant acts only as guardian for the scabbard of the cursed sword Eurekia. Once per combat, if Ham can be found, Eurekia may be drawn. The sword does 2d6 (dice: 2d6) damage, and for every swing of Eurekia, roll a d6 (dice: 1d6). On a 1, the squire is slain and Eurekia vanishes forever.
5The Snake-Skin Gift: An expensive sandalwood box bound in snakeskin. It contains a seemingly ordinary dagger, wrapped in silk. The dagger does d4 (dice: 1d4) damage but on a 1, the target dies immediately of deadly poison weeping from the blade.
6Horn of the Schleswig Lords!: Once per day, release a blare from this dented old trumpet and test Presence DR12. One creature may make their next non-combat test an automatic success.
^item

Things were going so well, until…

RollOrigin
1Your Wästland palace was reduced to rubble.
2Your caravan kingdom of Tveland fell into penury.
3King Fathmu IX’s brother Zigmund, your father, was murdered.
4The southern empire of Südglans sank into the sea.
5Anthelia demanded a gift of noble blood.
6Two young princes were kidnapped west of Bergen Chrypt and disappeared into the black crevasse of the eastern slopes.
^origin