John Noakes

John Noakes is a former exile whose indenture at the Embershade Estate ended six months before the campaign begins. The player characters met him when they first arrived at the estate, where he was working during the final months of his term. Once his service was complete, John left to start a new life. Every detail about John, including his personality, background, profession, and character class, is left deliberately undefined so players can shape him during Character Creation.    

Character Creation

  The steps to create John are as follows:  

1. Roll for Ability Scores

How this works: Players take turns rolling one of John’s six Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) using the 4d6 and drop the lowest method. These stats are rolled in order. Each player rolls once. If none of his stats are 14 or higher, the group may agree to re-roll all six.  

2. Choose a Race

How this works: The group discusses the options: Human, Dwarf, Elf, or Halfling, and selects one by majority vote. If there is a tie, the GM may decide or resolve the tie randomly.  

3. Choose a Background

How this works: Players work together to choose a fitting background for John. Twenty standard backgrounds are available, but custom backgrounds are allowed with GM approval. Since he completed a term of indentured servitude, consider using the "Indentured" background or adapting another.  

4. Choose a Class

How this works: The group discusses which of the eight classes best suits John’s role in the party and story: Fighter, Thief, Wizard, Priest, Ranger, Knight, Bard, or Barbarian, and decides by majority vote.  

5. Roll for Hit Points

How this works: One player rolls John’s starting hit points using the class's hit die and adds his Constitution modifier. HP cannot be lower than 1.  

6. Determine His Reason for Exile

How this works: The group discusses and agrees on the reason John was exiled from Aeritain by Lord Athenry. The cause could be noble, tragic, unjust, or mysterious. This story should align with his background and class, and optionally tie into the other characters’ backstories.  

7. Determine John’s Plan for His New Life

How this works: The group discusses and agrees on the general plan that John conveyed to the players before his departure. This might involve seeking a new home, joining a mercenary band, pursuing knowledge, or reuniting with family. Whether John was successful or not is unclear at the start of play, leaving room for future story developments.  
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