Noble OCC
The noble
The noble is a male or female (lord or lady) who is of noble birth. This usually means being born into a relatively wealthy to incredibly wealthy family. The noble character is typically taught the rudimentaries of combat, weapons and horsemanship, as well as educated in courtly matters and etiquette.
Most nobles end up in politics, business, administration and similar occupations, but some are struck by wanderlust or a desire for adventure. Others become adventurers to make a name for themselves or to boost a sagging family fortune. Some are foppish or sissified, or pampered, selfish, and arrogant snobs. Others are dignified, proper and honorable, some are friendly and compassionate, and some are as heroic and generous as the best knights in the land.
Nobles & Armor
The character can use all types of armor. Some prefer ornated scale or plate armor, others less conspicuous leather or plate and chain. The usual penalties apply.
Family Background & Family Skills
Same as the knight O.C.C.; see that description for details.
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Alignments: Any. Noble birth and education are not indicative of one's inner spirit, integrity or compassion.
Attribute Minimum Requirements: None
O.C.C. Bonuses: None
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O.C.C. Skills
- Dance (+ 15%)
- Heraldry (+ 15%)
- Horsemanship: General
- Languages: Native Tongue at 98% plus one of choice (+20%)
- Literacy: One language of choice (usually native or elf; + 15%)
- Military Etiquette (+ 15%)
- Mathematics: Basic (+20%)
- Play Musical Instrument (+ 15% ; pick one)
- Sing (+ 10%)
- W.P. Two of choice
- Hand to Hand: Basic Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill , or martial arts (or assassin, if evil) for the cost of two "other" skill selections.
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O.C.C. Related Skills
Select five other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency. Don ' t forget about the three family skills.
- Communications : Any (+5 %)
- Domestic: None
- Espionage: None
- Horsemanship: None, other than O.C.C. skill above.
- Medical: First Aid only.
- Military: Falconry and Recognize Weapon Quality only (+ 10%)
- Physical: Any, except Acrobatics and Gymnastics.
- Rogue: None
- Science: Any
- Scholar/Technical: Any (+5%)
- Weapon Proficiencies: Any
- Wilderness: Wilderness Survival and Land Navigation only.
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Secondary Skills
The character also gets to select three secondary skills from the previous list at level one, and one additional skill at levels four, eight and twelve. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
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Starting Equipment
A set of traveling clothes, a set of fine clothing, boots, a pair of gloves, cape or cloak, hat, belt, bedroll, tent, purse, backpack, three small sacks, a water skin, a bottle of fine wine or brandy, pocket mirror, comb, a tin of snuff, and a tinder box.
Plus a riding horse of good quality. The horse has 30+2D6 S.D.C., 6D6 hit points, running speed 33, and a value of 1D6x 1000 gold!
Armor
Starts with a suit of chain mail (A.R. 14 , S.D.C. 44).
Weapons
Starts with a knife and two additional weapons of choice; all are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later.
Money
The character starts with 300 in gold; the rest of his/her money has been spent on the horse, armor and equipment. Additional money will come from payment, boons, and gifts for services rendered, and from booty.
In addition, the noble is likely (1-60% chance) to have family and other holdings left behind in his homeland (not all over the world) . If the character travels to his homeland he can find 1D4 different family members who can give him a nice place to rest, recover, and live for an indefinite period of time (they may expect some service or help in exchange for an extended stay).
During his stay, the character will be fed and his basic needs tended to. Family may also provide the character with a new set of clothing, studded leather armor, a sword, and 2D6x 10 in gold.
A lord or lady will usually try to not wear out his/her welcome (and G.M.s should not let the character go back home every time he needs a handout) .
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