Squire OCC

The squire

The squire, in the context of the Palladium world, is typically a young nobleman who is an attendant to a knight. As such, the squire must be familiar with the rudimentaries of combat, horsemanship and weapons. As a nobleman, the squire is educated and taught courtly etiquette. Some squires go on to effectively become knights, soldiers, and mercenaries or lords, administrators, merchants or scholars.

Regardless of their actual occupation description, the character retains the title "squire" and is considered to be next below the knight in rank. Thus, these characters might be considered lesser knights or noblemen with knightly training. Like the knights they served as a youngster, squires can become champions of the people or travel the world looking for adventure and righting wrongs. Likewise, most respect, honor and follow the Code of Chivalry.

Although their training and skills often parallel those of the knight, they do not get any of the knight's special O.C.C. skills and bonuses, and O.C.C. and related bonuses may be different than the knight's.

Squires & Armor

Like a knight, the squire is trained in the wearing and use of all types of armor, but usually prefers the heavy armor types, including double chain mail, scale mail, and full suits of splint or plate armor. Specifically trained in the use of these armors, they experience minimal restrictions of movement. Squires, knights and palladins are -10% to prowl and -15 % to climb/scale walls in full splint or plate armor. -5% to prowl or climb in chain or scale mail. No penalties in light armor.

Family Background & Family

Skills Same as the knight O.C.C . ; see that description for details.

Alignments: Any. Knighthood and noble birth are not indicative of one's inner spirit, integrity or compassion. Thus, there are good and noble squires along with treacherous, dishonorable, evil ones.

Attribute Minimum Requirements: I.Q. 7, P.S. 8 , and P.P. 10 or higher.

O.C.C. Bonuses

+1 to pull punch, and +2 to save vs horror factor.

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O.C.C. Skills

  • Dance (+ 15 %)
  • Heraldry (+ 15 %)
  • Horsemanship: Knight (but no special knight skills or bonuses)
  • Land Navigation (+ 10%)
  • Languages: Native Tongue at 98% plus two of choice (+ 15% each)
  • Literacy: One language of choice (usually native or elf; + 15%)
  • Military Etiquette (+ 15%)
  • Mathematics: Basic (+ 15%)
  • W.P. Shield
  • W.P. Three 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 (+ 10%)
  • Domestic: None
  • Espionage: None
  • Horsemanship: Exotic only.
  • Medical: First Aid only.
  • Military: Any (+ 10%)
  • Physical: Any, except Acrobatics and Gymnastics.
  • Rogue: None
  • Science: Any (+5%)
  • Scholar/Technical: Any (+ 10%)
  • Weapon Proficiencies: Any
  • Wilderness: Wilderness survival and track/trap animals only.

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Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels five, ten and fifteen. 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

Two sets of clothing, boots, a pair of gloves, belt, bedroll, backpack, two large sacks, two small sacks, a water skin, 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 1D4x 1000 gold!

Armor

Starts with a suit of chain mail (AR. 14 , S.D.C. 44), or scale mail (AR. 1 5 , 75 S.D.C. player' s choice.

Weapons

Starts with a small shield, a dagger, and three 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 125 in gold; most 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 squire is likely (1-65% 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 nobleman such as the squire will not wear out his welcome (and G.M.s should not let the character go back home every time he needs a handout).