Showing posts with label reckless. Show all posts
Showing posts with label reckless. Show all posts

Thursday, September 3, 2020

Sir Errant ap Gerin, called the Curious (Pendragon 5.x)

As always thanks to my patrons Jaina Bee, Darius, Casey, Dave, and especially Ferny, who provided the seed from which this character grew in my Pendragon game!  If you'd like to support my RPG writing and streaming, please donate however much you are able to and want to at my Patreon


Glory: 1166 (Average)
Age: 21 in 480 (b. 459)
Physique: Slumped and spindly
Personality: Fascinated by the world, obsessed, loyal to Count Roderick, conflicted about his family
Style: Retiring, monastic(ish), curious
Coat of Arms:  Azure, an ash-tree eradicated Or, seven flowers argent in chief and a bull dormant of the second in base

SIZ 12 (122 lb.) DEX 14 STR 12 CON 12 APP 11
Family Characteristic Good with words (+15 Compose) Wealth Ordinary
Culture: French Homeland Salisbury, Logres Religion Frankish Pagan

Chaste 7/13 Lustful* ⚔Modest 11/9 Proud*
⚔Energetic 14/6 Lazy    Pious 4/16 Worldly*
Forgiving 8/12 Vengeful* Prudent 0/20 Reckless*
Generous 14/6 Selfish Temperate 11/9 Indulgent*
Honest 14/6 Deceitful Trusting 9/11 Suspicious
⚔Just 11/9 Arbitrary ⚔Valorous* 12/8 Cowardly
⚔Merciful 6/14 Cruel

Directed Trait: Élan +5
Élan is the ability to perform some behavior with a flourish and burst of French pride.  In game terms, Élan is a Trait Modifier with a starting value of +5. It may be added to any of the astericized Traits (Indulgent, Lustful, Vengeful, Proud, Worldly, Reckless, and Valorous) before it is rolled. (It does not affect the opposite Trait, and may not be used on any Trait if it is being rolled due to failure of a Trait on the left side.) However, when Élan is used, the user always gets an automatic check to Proud. Also, a Complete Failure or Partial Success results in immediate Melancholy.  This Melancholy lifts after a night of good sleep.  Élan is the cultural Specialty for the French. 

Chivalry 68/80 (not yet relevant) Religious Bonus:  needs +7 Indulgent and Proud, +2 Generous


Loyalty (Lord) 15 Love (Family) 9 Hate (Saxons) 13 Honor 9 Hospitality 13

Awareness 4 Falconry 6 Hunting 8 Religion (Frankish pagan) 10
Boating 0 First Aid 7 Intrigue 9 Romance 3
Compose 15 Flirting 10 Orate 2    Singing 3
Courtesy 5 Folklore 3 Play (lyre) 2 Stewardship 3
Dancing 3 Gaming 2 Read (Latin) 1 Swimming 2
Faerie Lore 10 Heraldry 6 Recognize 2 Tourney 7


Battle 10 Sword 10 Dagger 1
Siege 2 Lance 5
Horsemanship 10 Spear 15


By the base meaning of it, Sir Errant deserves his name.  With a temperament more generally suited to the life of a Christian monk rather than a pagan knight and ways that awkwardly blend those of his knightly British father and the Frankish concubine who bore and raised him, his Glory has been a quiet Glory.  Gifted with a certain skill for turning a phrase like all the men of his line, Errant’s singing voice and strumming fingers could not keep up with the verses in his head, so he wrote beautifully lyrical songs throughout his squirage for his knight to sing at feasts and tourneys.  Though station and the circumstance of presentation won Errant’s knight fame for these songs, enough people noticed that the songs, always centering around old stories of the fey from both the Cymri and the Franks, had been written by Errant that many continue to ask him to write for them.

But by the reason for his naming, Sir Errant in no way deserves his name.  Gerin worships Christ in the British fashion, and carries some shame thereby about committing adultery with Errant’s mother Clotild.  It was a condition of his claiming of Errant and keeping of Clotild that she name him thus, marking him always as a reminder to Gerin that the path must be strictly kept.

Grey eyes calmly survey the world behind Sir Errant’s lanky red locks.  Tall and thin (one could even say, prompted by his spidery long fingers, that he is spindly,) he holds himself as if he was quite a bit shorter.  The retiring young man hunched over books whenever he could slip it into his knightly training, so his back has developed something of a habitual slump.  This hasn’t stopped him from having the odd fling or two with the squires and handmaidens around him; he has developed a rather minimalistic style of flirting, choosing his moments, his words, and every detail of his actions very carefully to minimize the need for them to be many.  None of the flings ever became anything more, for reasons both of youth and his tendency to ignore all else as soon as someone mentions the word “sidhe”.  Visitors to Baverstock from as far away as Cornwall have said that they have heard rumors of this young knight’s disregard for all else, should a possibility to learn a new scrap of knowledge about Faërie; some have even indicated that these rumors have reached even the ear of King Aurelius Ambrosius himself!

Perhaps in a desire to establish the validity of his knighting or to attract the positive regard of a father who named him for his bastard birth, the one bit of his training that could tear him away from the constant books and tale-tellers was his training with the spear.  That old Celtic weapon of honor is one he has taken as his own and trained hard with.  By the time Count Roderick of Salisbury laid the blade across his shoulders and named him a knight, few if any could face him spear-to-spear, or even sword-to-spear!  Despite this attempt to impress Sir Gerin, Errant has eschewed the faith of his father and its focus on some other world after life, and is well-reputed for his love of beauty and well-cooked meals and all the finer things in life.

Sunday, July 22, 2018

Finally! The last of the Virtues! (Design Domingo #5)

MYSTICAL (My)/WORLDLY (Wo)
Mystical people look to the spiritual world for guidance; Worldly people concern themselves with the affairs of this world -- many religions measure piety by the Mystical trait, while others measure piety by the Worldly trait, for their religion is of this world.

A mystical character often dwells on spiritual matters, and is aware of them and their implications in the material world. (This is not the same as worship, which is an action rather than a belief.) A mystical person is a spiritual person. An extremely pious person is devout or zealous, perhaps even saintly. Worldly indicates profligacy, taking great pleasure in temporal things such as fine clothes, comfortable furnishings, good music and poetry, and the best company. Do not confuse Worldly with Indulgent; the two often go hand-in-hand, but they are not the same.

Mystical is often used to make Knowledge (arcana, planes, religion), Spellcraft, and Use Magical Device rolls. Worldly, on the other hand, is involved in determining the maximum amount of weight your character can carry and in calculating hit points and is often used to make Knowledge (engineering, geography, history, local, nature, nobility), Profession, and Sense Motive rolls. Sometimes, it’s used to make Climb, Swim, Fly, Ride, Fortitude, Appraise, Craft, Linguistics, Survival, and Handle Animal rolls, as well as rolls to perform feats of strength. Both Mystical and Worldly are often used with Perception rolls.
Paladins use Mystical to determine how many skill ranks they receive each level.
Mystical governs the spellcasting of clerics, while Worldly governs that of druids and rangers.

PRUDENT (Pru)/RECKLESS (Re)
Prudent people look before they leap and think things through before acting. Reckless people believe in deeds, not words and trust in their instincts and skills to preserve them.

The prudent character gives thought to what they do before they act. Such a character is called cautious, and excessively prudent people are called shrewd, circumspect, or discerning — or “slow to act.” The reckless character acts before they think things through, without concern for anything but the immediate consequences. An extremely reckless character is called careless, or a hothead.

Prudent is involved in calculating your character’s Armor Class (AC) and is often used to make Reflex, Disable Device, Escape Artist, Sleight of Hand, Stealth, Appraise, Craft, Knowledge (engineering), Perception, Profession, Sense Motive, and Survival rolls. One of the common traits used to make attack rolls, Reckless is also used in Climb, Swim, and Acrobatics rolls, as well as rolls to perform feats of strength and Fly or Ride checks to charge or increase your mount’s speed beyond its wont. Both Prudent and Reckless are sometimes used to make Will and Intimidate rolls.
Barbarians use Reckless to determine how many skill ranks they receive each level.

TEMPERATE (Te)/INDULGENT (In)
Temperate people restrain their appetites and eat wisely and drink little. Indulgent people party the night away and eat and drink until they are fuller than full.

Temperance means that a character takes only what he needs of food, drink, and other temporal needs. They are frugal and abstain from excess. Extreme temperance indicates asceticism, perhaps even self-mortification. An indulgent character is a gourmand: they take pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony and drunkenness.

Temperate is sometimes used with Fly or Ride rolls to reflect the careful treatment of the mount, as well as Survival rolls. Indulgent, on the other hand, is involved in calculating hit points; it’s also often used to make Appraise rolls and certain kind of Craft (like Craft (food)) and Knowledge (local, nobility) rolls. Temperate is more often used to make Fortitude rolls than Indulgent, but sometimes Indulgent can be used to reflect a body that’s used to handling new and strange excesses. Both Temperate and Indulgent are sometimes used to make Will and Heal rolls.
Monks use Temperate to determine how many skill ranks they receive each level, while sorcerers use Indulgent.

TRUSTING (Tr)/SUSPICIOUS (Su)
Trusting people assume the best of everyone until proven otherwise; Suspicious people fear the worst of everyone until proven otherwise.

One who is trusting tends to believe information without any inclination to suspect its falsity. An excessively trusting person is gullible and credulous, perhaps even a dupe. Suspicious indicates that a person is unlikely to believe what they hear unless proof is offered. An extremely suspicious person is called a skeptic or a doubter. A naturally suspicious person might still be extremely pious, however.

In some cases, jealousy is included under the Suspicious trait. Thus when someone acts jealous, they may start making rolls with Suspicious. Furthermore, Suspicious is one of the common traits used to make attack rolls, as well as being involved in calculating your character’s Armor Class (AC), and is often used to make Reflex, Disable Device, Escape Artist, Appraise, Will, Perception, Profession, Sense Motive, Bluff, and Disguise rolls. Trusting is sometimes used to make Handle Animal rolls. Both Trusting and Suspicious are often used to make Knowledge (local, nobility), Linguistics, and Diplomacy rolls.

VALOROUS (Va)/COWARDLY (Co)
Valorous people do not shrink from honest, fair battle. Extremely valorous people do not shrink from possibly suicidal battle. Cowardly people seize any chance to avoid combat.

To be valorous means to be brave and courageous, willing to place oneself in danger for the sake of victory, friends, or the simple love of battle. Many PCs, by dint of being the protagonists in an action-adventure story, are valorous, and thus might be referred to as doughty, stalwart, or valiant. Extremely heroic individuals are often called fearless or intrepid. Valor may be exhibited not only in combat, but whenever risks to one’s health or wellbeing are involved. Cowardly means to be fearful of pain and of harm to one’s self. Someone who is extremely faint-hearted is labeled as a poltroon, dastard, craven, caitiff, or recreant.

As mentioned before, the types of stories told in fantasy RPGs tend to privilege Valorous characters, though Cowardly heroes can be a helluva lot of fun. Accordingly, these two Virtues are very often used to make a wide variety of rolls in Middens & Morals. To start with, Valorous is one of the common traits used to make attack rolls, and is sometimes used to make Fortitude and Will rolls, too. Battlefield medicine often uses Valorous to make Heal rolls, and Valorous can reveal information about your opponent when used with Perception. Cowardly is involved in calculating your character’s Armor Class (AC) and often used with Stealth rolls and Perception rolls to detect ambushes and surprise attacks. Both Valorous and Cowardly (depending usually on the direction one is moving in relation to the enemy) are often used to make Climb, Swim, and Sense Motive rolls and feinting, ambushing, distracting, and other such tactics often use either Valorous or Cowardly to make Bluff rolls. Though swashbucklers and the like are probably using Proud or Reckless to make Acrobatics rolls, there are times when either Valorous or Cowardly will be more appropriate.
Fighters use Valorous to determine how many skill ranks they receive each level.