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 these peons to understand the depths of your sorrow.)  

Features

Begins with 4d6 10 silver and d2 Omens. HP: Toughness + d6.  

Abilities

Painfully average. You adjust no abilities.   Roll a d8 on the weapons table. Roll a d4 on the armor table but reroll if you receive heavy armor.  

Things were going so well until… (d6)

  1. Your Waesthold palace was reduced to rubble.
  2. Your caravan kingdom in Tuveland fell into penury.
  3. King Fathmu IX ’s brother Zigmund , your father, was murdered.
  4. The southern empire of the Holy Chosen Realm sank into the sea.
  5. Anthelia demanded a gift of noble blood.
  6. Two young princes were kidnapped east of Bergen Chrypt and disappeared into the black crevasse of the western slopes.
 

You begin with two of the following (d6)

  1. The blade of your Ancestors: This magnificent and clearly magical talking sword is foppish, unreliable and quietly despises you. It taunts your failures and, if continually disappointed, develops a 1 in 6 chance to ‘accidentally’ attack you or your companions. Deals d6+1 damage. Attack/Defence DR is 10.
  2. Poltroon’ 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 rounds you and your allies get +2 on attack/defence.
  3. Barbarister 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.
  4. Hamfund 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 damage, and for every swing of Eurekia roll a d6. On a 1 the squire is slain and Eurekia vanishes forever.
  5. The snake-skin gift: An expensive sandalwood box bound in snakeskin. It contains a seemingly ordinary dagger, wrapped in silk. The dagger does d4 damage but on a 1 the target dies immediately of deadly poison weeping from the blade.
  6. Horn of the Finsterburg 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.

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