This outlines the generation of my first ever Chivalry & Sorcery character, putting into practice the learning I set out in my last post.
The steps in the process
The steps listed in the Character Generation chapter are:
- Select method
- Birth Horoscope
- Birth Omens
- Race and sex
- Background, class, status and intragroup status
- Sibling rank (and family structure)
- Family status
- Curse (if required)
- Special Talents or Abilities
- Flaws, Deficiencies or Defects
- Personal Attributes
- Size
- Body Points and recovery rates
- Fatigue Points and recovery rates
- Lifting and carrying capacity
- Jumping ability
- Movement rates
- Age
- Personalizing character traits
To these I add four steps from other crucial chapters:
- Vocation
- Tertiary skills
- Skill purchase
- Starting money and equipment
1. Select method
There is a point-buy system that’s applicable to most points of character generation, but I don’t know the worth of the different buyable characteristics, and I’m only making this character for practice so I don’t have a concept in mind to build towards. Therefore I will use random generation and I will roll dice for everything I can roll for.
I will choose the default best-2-of-3d10 for attributes, rather than the Lion Heart straight-2d10 method. But I will stick with the Historic tier so I won’t add any across-the-board bonus to attributes.
2. Horoscope
I roll a random birth sign of Taurus, meaning my character is born between 20 April and 20 May. Taurus favours the skill categories Athletics and Scientific Lore, and the attribute Strength, all of which I’ll come back to later.
3. Omens
Another roll tells me the omens of this character’s birth were Well Aspected. That means the favoured attribute (Strength) benefits from an extra 2 dice, so I can take the best 2 of 5d10. The character also has an affinity for magick (+10 Personal Magick Factor in all modes of practice if a magus, Magick Resistance 0%), can have a special magical ability, and may have a birth prophecy if desired by the GM (I won’t bother for this post). The character will gain +15% bonus to total Experience Points gained when using favoured (Athletics and Scientific Lore) Vocational skills (which turn out later to be Conditioning, Endurance and Stamina)
4. Race and sex
It’s a boy! I shall name him John.
(Reflecting their medieval society setting, the C&S rules make male characters the default, so I won’t depart from that yet. Also I won’t venture into any fantastical races.)
5. Background, class, status and intragroup status
I guess if I were making John for a campaign the GM would already have told me the period, but this is the first step where it becomes relevant, so I’ll arbitrarily suppose that John is in a Late Feudal campaign, set in the mid-14th century or equivalent.
I roll on the Late Feudal social class table and get Freeman. Roll again for wealth: Destitute/Landless. Go to the Free/Destitute table for father’s vocation and get Hireling Plot Tender, which gives starting skills (basic knowledge) in Vegetable Crops, 1 Agricultural Skill and 1 appropriate skill of player’s choice. And a Base Status of 4, which is as good as you can get on this table. Later in the section I determine intra-group status and get Poor, for -2 status within a local group of people who personally know John’s father.
Note also at this stage John gets the universal skills: basic knowledge of Brawling, reasonably fluent in your native spoken language (let’s assume this is English), and actually six others that are listed later in the book. I’ll come back to skills.
6. Sibling rank (and other family details)
The dice give John legitimate parentage with a living father, a dead mother and a step-mother. He’s the only (surviving) child of his parents, but has a younger half-sister, the child of his father and stepmother.
7. Family status
John is his father’s favourite. He gains double starting funds, though I’m guessing that’s not going to be worth much being in the landless class.
8. Curse (if required)
Not required.
9. Talents/special abilities
I roll Select Any Desired. Cool! I decide to postpone this decision to later in the process when I have a clearer idea what will suit him.
10. Flaws, Deficiencies or Defects
Having a talent, it is required to roll for a flaw, and I didn’t get one.
11. Personal attributes
For John’s astrologically-favoured attribute (Strength, see step 2 above) I roll 5 d10s and keep the best 2. For the others I roll the default 3 d10s and keep the best 2.
Strength 15, which feels a little disappointing for best 2 of 5, but I can add 2 as a Peasant to reach 17. Consulting the Attribute Rolls & Success Chance table, I see that this gives him an 82% chance of success in Attribute rolls based on Strength.
Constitution 20 (90%) woohoo! Dexterity 8 (50%) ah. You can’t have everything.
Now I can do the first calculated score. Agility is the average of STR, CON and DEX (15) plus a random element (+3), giving 18 (85%).
Intellect 9 (54%), Wisdom 9 (54%), Discipline 9 (54%). Not really a thinker, or even very self-controlled.
Ferocity is another calculated score. The average of STR, WIS and DIS (12 after rounding) with a random factor (+4, the best possible) giving 16 (79%). That should also help in combat and suchlike.
Bardic Voice 12 (66%), Appearance 9 (54%), Spirit 14 (73%)
And calculate Charisma as the average of WIS, APP and BV (10) with a random factor of 0, giving 10 (58%). Not the most prepossessing of individuals, but perhaps comes to life singing a hymn?
Those seem like the attributes of a tough guy who leaves most of the thinking and talking to others. So I’ll decide the special talent now. Herculean Strength is a rare and powerful ability which will enhance those warrior attributes nicely. As instructed in the talent description, I roll d10+2 (9). I add that 9 to Strength (and can with this modifier exceed the racial cap) making John’s Strength a phenomenal 26, with a 99% chance of success on Attribute rolls. I will also add the same +9 to Fatigue and Body when I calculate those. And John will gain +4 to damage rolls.
Note that the increased Strength affects the derived stats Agility and Ferocity, adding 9/3=3 to each of them. Agility would be 21 but now hits the cap at 20 (90%), and Ferocity rises to 19 (88%).
12. Size
Rolling on the table for human males, John is 69 inches tall (5’ 9”). There is a build bonus from his 20 Constitution and a penalty from his 20 Agility but they cancel out to zero. So build for a human male is a straight roll of d10+1 and I get 11. Chonky boi! I mean Massive Build, +30% weight. Weight is 10lbs plus 5lbs for every inch of height over 40 (69-40=29, 29×5=145, 145+10=155lbs). Times 130% = 201.5, round up to 202lbs. I could add useless weight by making him fat, but he can stay lean both for physical performance and fidelity to the circumstances of a medieval peasant.
There’s a section here (p106) detailing a stat called Absolute Strength Rating, which depends on Strength and size, but it is calculated via Lifting Capacity, which is placed later in the book, so I’ll come back to this.
13. Body Points and recovery rates
Start with 22 from the Weight Factor chart. Add CON (20) and half of STR (13) for 55. Plus 9 from Herculean Strength and 2 from Conditioning (see above and below) for final total 66
John’s CON of 20 is described as Vital, and gives him Body Recovery Rates (BRR) of 9% (6 Body) per day of complete rest, 6% (4 Body) per day of light activity) and 4% (3 Body) per active day. He can survive negative Body of up to his CON (20)
14. Fatigue Points and recovery rates
Base Fatigue Points are STR+CON = 26+20 = 46, plus the Herculean 9 and 1 from Endurance (see above) for 56.
John recovers 9 FP in 10 minutes’ rest, then 2 FP for each of the next 5 10-minute chunks, for a maximum of 19 in an hour. If sleeping, he regains 13 FP per further hour, which means a tolerable night’s sleep (5 hours) should usually restore full Fatigue.
15. Lifting and carrying capacity
26 STR means John can lift 250% of his body weight, plus 5. 510lbs Lifting Capacity (LCAP).
Carrying Capacity (CCAP) is half that (255lbs) in the form of a pack or suchlike, or half again (128lbs) carried in hands.
Flipping back to page 106 for the rules, I can now figure out Absolute Strength Rating (ASR). This is the square root of LCAP, rounded down, making 22. This is used as a +22 modifier to Strength AR checks. However note that if two characters both win in an opposed Str AR, (and, I discover from the designers on the Facebook group, if they also tie with their crit die rolls), the character with the lower ASR wins.
According to p106, a character also gains a damage bonus of ASR/2 when using a medium or heavier weapon (so for John this is +11, but I’ll include the Herculean +4 here as well, since there isn’t otherwise a space for it on the character sheet, making +15). And the bonus when using light weapons is ASR/4 (round down for +5, or +9 with Herculean).
(Page 281 has a slightly different version of the strength damage rule, which I plan to return to in a later post.)
16. Jumping ability
Basic jumping is a quarter of STR+AGL, or 12. Plus 2 if you’re Human, for 14 base. John can make a running long jump of (14+½d10) feet, or half that without a runup. Subtract 1ft for each 10% of CCAP carried (21.5 lbs)
Anyone can jump 3ft in the air, and reach up to 7/6 of their height, so John can jump to reach 116.5 in from the ground (9’ 8.5”)
17. Movement rates
John’s Base Action Points are the average of Agility and Ferocity, rounded down = 19.
(That may not look like a movement rate, but as detailed on page 268, characters can spend Action Points for movement or other actions in combat. Humans spend them at a rate of 1 AP for 5ft normal movement or 20ft sprinting. So I think John can, by sprinting with all APs, run 400 to 580 feet in one 15-second round. or a more normal movement of about 100-150ft.)
18. Age
Random rolling, John is 21, giving him 6,500 exp to spend in the skill purchase stage of generation. Add d10 (6)% for being well-aspected, for 6,890.
19. Personalising character traits
As a man of the mid-14th C John would have shoulder-length hair. I think I see him with a beard, which seems in-period. Brown hair with a bit of ginger, especially in the beard. Average English complexion, often a bit weather-beaten. Grey eyes. I think he should have typical working man clothes with a hood against the weather.
Interlude—Skills
I think at this point I need to list out and finish choosing John’s background skills, preparatory to choosing additional skills from his vocation.
Core skills
John has the eight standard core skills. He could add Accurate Counting if he had the brains, and he could swap out Brawling for more feminine accomplishments if he were a woman, but neither of these apply. I’ve specified English in the ‘own language’ slot.
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Alertness—Sight | 0 | 7 | 7% | – | 1000 |
Alertness—Sound | 0 | 7 | 7% | – | 1000 |
Spoken English | 0 | 1 | 60% | INT + BV | 300 |
Local Geography | 0 | 1 | 60% | INT x2 | 300 |
Stamina | 0 | 3 | 40% | STR + CON | 500 |
Willpower | 0 | 3 | 40% | DIS + WIS | 500 |
Faith | 0 (but see below) | 5 | 20% | SPR x2 | 700 |
Brawling | 0 | 3 | 40% | STR + AGL | 500 |
Dodge | 0 | 3 | 40% | AGL + WIS | 500 |
Birthsign
I said back at step 2 that the favoured skill categories for Taurus are Athletics and Scientific Lore. I can choose 1 skill from each category or 2 from one, to gain 2 free levels in and Mastery, which grants +10 PSF%.
Scientific Lore doesn’t now seem like a good fit for John, but there are some fun Athletics skills for a strong lad, such as Boxing and Wrestling. Conditioning and Endurance don’t involve checks so would be rather wasted in these mastery slots. Jumping, Lifting similarly. Stamina would be a possibility. You make a check to keep going for 1 minute when you’re out of FP, or to ignore a stun or incapacitation result from a blow or system shock, so +10 on those checks would be nice. Swimming might be useful but I think is a bit unrealistic in a setting where few people learn to swim.
I think I’m going to say Boxing and Wrestling here. I can always Master Stamina in the vocation stage or in play.
(Given John’s birth sign, build, Attributes and skills, I think I’m going to nickname him the Bull).
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Boxing M | 2 | 7 | 7% | – | 1000 |
Wrestling M | 2 | 7 | 7% | – | 1000 |
Background
Hireling Plot Tender, which gives starting skills (basic knowledge) in Vegetable Crops, 1 Agricultural Skill (Field Crops uses his Strength) and 1 appropriate skill of player’s choice: I’m thinking either Bargaining (surely everyone does a bit of that) or actually Blend Into Surroundings (as a boy he liked to goof off sometimes, or avoid his father when he was drunk, or something like that).
Also as a Peasant John can have 1 level in Conditioning and Endurance (accounted for in the calculations above but should be recorded in the advancement section as there’s a cap on your total levels in these competencies). And I can upgrade two basic skills to level 1. Say Blend Into Surroundings and Faith. I don’t really know what Faith does yet, but it’s probably something, and that might open up another side. Hmm, yeah, Acts of Faith, which are like magic spells for religious believers. Might be interesting, though I’ll have to see how much a single skill level makes possible.
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Conditioning | 1 | (5) | n/a | (Body points) | 700 |
Endurance | 1 | (4) | n/a | (Fatigue points) | 600 |
Vegetable Crops | 0 | 2 | 50% | WIS x2 | 400 |
Field Crops | 0 | 3 | 40% | STR + WIS | 500 |
Blend Into Surroundings | 1 | 4 | 30% | WIS + AGL | 600 |
Faith | Now 1 | 5 | 20% | SPR x2 | 700 |
20. Vocation
Now I get to John’s training for his adult career. I’m creating an adventurer so I can assume that life has enabled him to learn something other than his father’s trade of vegetable growing. John doesn’t have the attributes to make a non-warrior, or even a semi-warrior like Forester, so I’m looking at the straight warrior vocations. And he isn’t born into a class that would allow him to train as a knight or even a serviens (mounted armored retainer). So he’s going to be a basic foot fighter (Guard/Retainer/Warrior). I could suppose he’s taken service as hired muscle with some minor lord or wealthy townsman.
Here we see the intentional unfairness of C&S character generation, as Knights and Foresters get all sorts of skill bonuses. But John will just have to work those muscles and make the best of what he’s born to.
The Guard menu for Primary skills is: any combat skills and competencies (except K Only ones); Conditioning; Endurance; and Stamina. Cross-checking this menu with skills already gained, the core skills Brawling, Dodge and Stamina all gain the +10 PSF% Primary bonus. I can now add more Primary skills at Level 1. In total I can add 6 to 10 Primary skills, and the balance up to 10 in Secondary skills (also at level 1). At most 5 Primaries can be combat skills (but combat skills are also available as secondary so if they aren’t success-chance-critical, like armor, we can put them there).
[Edit: I have re-clarified on the Facebook group and it seems that the design team intend for the Combat skills limit to restrict total Combat skills from vocation, including Secondary as well as Primary. In which case I’ve chosen too many combat skills below and I’ll have to let something go. But I haven’t had a chance to decide what and edit it in yet.]
I could use these slots to add a level to Brawling or Dodge but I don’t think it is worth it since they get the Primary +10 PSF% anyway. Better to open more skills to the +10 and use experience purchase to add levels in existing skills.
Flails, mounted combat and heavy or battle armor are out because they are ‘K Only’ (only available to Knights and near-knights).
For now I think I’ll stick with basic commoner weapons for my primary combat five: Axes, Fighting Staves, Maces, Spears and Hurling Javelins. (Hurling Axes, Slashing Swords, Archery and Shield-play might also be desirable, but I’ll have to leave them for now.)
Also on the primary list are Conditioning, Endurance and Stamina. It seems like a waste to use a Primary slot on any of them, since the first two are non-check Competencies and Stamina is a Core skill and therefore benefits from the Primary +10 anyway. But I have to use at least one Primary slot to gain a level in something non-combat, so I’ll take the one that would otherwise cost the most exp to advance: Conditioning.
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Axes P | 1 | 4 | 30% | STR x2 | 600 |
Fighting Staves P | 1 | 4 | 30% | STR + AGL | 600 |
Maces etc P | 1 | 4 | 30% | STR x2 | 600 |
Spears P | 1 | 3 | 40% | STR + DIS | 500 |
Hurling Javelins P | 1 | 3 | 40% | STR + AGL | 500 |
Conditioning P | Now 2 | (5) | n/a | (Body points) | 700 |
So that leaves four more initial slots from vocation, which could be Endurance or Stamina, further combat skills, First Aid, Animal Riding, or additional background skills (which arguably includes anything I can justify narratively, since there’s an “any appropriate” slot in John’s background list). I did want First Aid and Animal Riding. Let’s say Archery then (for period accuracy as much as game effectiveness), and now I can pick up Bargaining. Rats, no, I’m forgetting armour and I should have some kind of protection. Wear Light Armour
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Animal Riding – Horse etc | 1 | 3 | 40% | STR + DIS | 500 |
Archery | 1 | 5 | 20% | DEX + WIS | 700 |
First Aid | 1 | 2 | 50% | INT + WIS | 400 |
Wear Light Armour | BK | (3) | n/a | n/a | (500) |
John can Master (adding +10 PSF%), and gain 1 free level in, 5 primary or secondary (including background) skills. (These 5 are additional to the 2 Masteries from birthsign.) At least two of his 5 must be combat skills. There’s a note that seems to discourage specializing in archery unless he’s actually an archer by profession. I’m going Dodge, Faith, Axes, Maces, and Stamina.
He can designate any one other primary or secondary skill as his next to be mastered, and he masters one new skill every 2 experience levels (that’s the fastest possible rate, thanks to his very high values in Str and Con, the primary attributes for his vocation). I’ll designate Javelins first. Maybe Staves or Archery next, though I’ll see what turns out to be useful in play.
21. Tertiary skills
John is not the sharpest knife in the drawer (INT and DIS both below 10) and so gets only one tertiary skill (aka hobby skill). It can be anything, and it takes a penalty. Optimization-wise, this would be a great place to take another free level in an expensive competency like Conditioning. But let’s be a bit more in the spirit of hobbies and take, um, Singing.
Skill | Free level | DF | BCS | Attributes | Cost to Advance |
Singing T | 0 | 4 | 30% | CON + BV | 600 |
22. Skill purchase
This comes after vocation in the character building sequence, though the rules are mainly on p42-46 of the rulebook in the Core Game Mechanics chapter.
Based on age and birth aspect, John has 6890 experience points to spend on skills, at prices determined by the skills’ difficulty levels (with an extra cost if you try to advance any skill to a level more than one beyond your current level, which starts at 1).
I can add levels to any of the existing skills, and/or buy basic knowledge and then levels in new skills if the GM agrees they are available for my character to learn as part of their pre-play career. For simplicity I’m just adding levels to existing skills here.
None of the following purchases take the total skill level (including free levels) above 2, so all are at normal price:
Skill | Price per level | Levels bought | Cost |
Local Geography | 300 | 2 | 600 |
Brawling | 500 | 1 | 500 |
Dodge | 500 | 1 | 500 |
Spears | 500 | 1 | 500 |
Hurling Javelins | 500 | 1 | 500 |
Longbow | 500 | 1* | 500 |
Stamina | 500 | 1 | 500 |
Willpower | 500 | 1 | 500 |
First Aid | 400 | 1 | 400 |
Blend into Surroundings | 600 | 1 | 600 |
Total | 5100 |
*Archery weapon specialisms are yes/no and don’t have numbered levels, but adding a weapon costs equivalent to one skill level.
Having spent over 5000 exp John is now at Experience Level 2, allowing the purchase of Skill Level 3s at normal price. So I’ll add levels to three skills that are currently at level 2.
Skill | Price per level | Levels bought | Cost |
Total carried over | 5100 | ||
Axes | 600 | 1 | 600 |
Hurling Javelins | 500 | +1, making 2 | 500 |
Maces | 600 | 1 | 600 |
Total | 6800 |
John therefore has 90 unspent exp in his Accumulated Experience balance. And he has spent 6800 so that is his Total Experience. When he has spent more than another 3200 he will reach Experience Level 3, opening up normal-price purchases of level 4 in skills, and also gaining him Mastery of his designated skill Hurling Javelins.
So the combined table of skills with bought levels added is:
Competency | DF | CTA | Bought levels | Free levels | Total levels |
Conditioning | 5 | 700 | 2 | 2 | |
Endurance | 4 | 600 | 1 | 1 | |
Wear Light Armour | (3) | (500) | n/a | BK | BK |
Skill | Free levels | DF | Cost to Advance | Bought levels | Total levels |
Alertness—Sight | 0 | 7 | 1000 | 0 | |
Alertness—Sound | 0 | 7 | 1000 | 0 | |
Spoken English | 0 | 1 | 300 | 0 | |
Local Geography | 0 | 1 | 300 | 2 | 2 |
Stamina PM | 1 | 3 | 500 | 1 | 2 |
Willpower | 0 | 3 | 500 | 1 | 1 |
Faith M | 2 | 5 | 700 | 2 | |
Brawling P | 0 | 3 | 500 | 1 | 1 |
Dodge PM | 1 | 3 | 500 | 1 | 2 |
Boxing M | 2 | 4 | 600 | 2 | |
Wrestling M | 2 | 4 | 600 | 2 | |
Veg Crops | 0 | 2 | 400 | 0 | |
Field Crops | 0 | 3 | 500 | 0 | |
Blend Into S | 1 | 4 | 600 | 1 | 2 |
Axes PM | 2 | 4 | 600 | 1 | 3 |
Fighting Staves P | 1 | 4 | 600 | 1 | |
Maces etc PM | 2 | 4 | 600 | 1 | 3 |
Spears P | 1 | 3 | 500 | 1 | 2 |
Hurling Javelins PM | 1 | 3 | 500 | 2 | 3 |
Animal Riding – Horse etc | 1 | 3 | 500 | 1 | |
Archery | 1 | 5 | 700 | 1 | |
-Longbow | 500 | BK | BK | ||
First Aid | 1 | 2 | 400 | 1 | 2 |
Singing T | 0 | 4 | 600 | 0 |
So now I can calculate the success chances for the skills. This table will transfer to the character sheet (basically; I’ve omitted or merged a few columns to save space).
Skill | DF | BCS | Attributes | Level | Other | PSF | TSC |
Spoken English | 1 | 60% | -1 INT + BV | 0 | -1 | 59% | |
Alertness—Sight | 7 | 7% | – | 0 | 0 | 7% | |
Alertness—Sound | 7 | 7% | – | 0 | 0 | 7% | |
Local Geography | 1 | 60% | -2 INT x2 | 2 +6 | +4 | 64% | |
Stamina PM | 3 | 40% | +26 STR + CON | 2 +6 | PM +20 | +52 | 92% |
Willpower | 3 | 40% | -2 DIS + WIS | 1 +3 | +1 | 41% | |
Faith M | 5 | 20% | +4 SPR x2 | 2 +6 | M +10 | +20 | 40% |
Brawling P | 3 | 40% | +26 STR + AGL | 1 +3 | P +10 | +39 | 79% |
Dodge PM | 3 | 40% | +9 AGL + WIS | 2 +6 | PM +20 | +35 | 75% |
Boxing M | 4 | 30% | +26 STR + AGL | 2 +6 | M +10 | +42 | 72% |
Wrestling M | 4 | 30% | +26 STR + AGL | 2 +6 | M +10 | +42 | 72% |
Veg Crops | 2 | 50% | -2 WIS 2 | 0 | -2 | 48% | |
Field Crops | 3 | 40% | +15 STR + WIS | 0 | +15 | 55% | |
Blend Into S | 4 | 30% | +9 WIS + AGL | 2 +6 | +15 | 45% | |
First Aid | 2 | 50% | -2 INT + WIS | 2 +6 | +4 | 54% | |
Animal Riding – Horse etc | 3 | 40% | +15 STR + DIS | 1 +3 | +18 | 58% | |
Singing T | 4 | 30% | +10 CON + BV | 0 | T -10 | 0 | 30% |
Axes PM | 4 | 30% | +32 STR x2 | 3 +9 | PM +20 | +61 | 91% |
Fighting Staves P | 4 | 30% | +26 STR + AGL | 1 +3 | P +10 | +39 | 69% |
Maces etc PM | 4 | 30% | +32 STR x2 | 3 +9 | PM +20 | +61 | 91% |
Spears P | 3 | 40% | +15 STR + DIS | 2 +6 | P +10 | +31 | 71% |
Hurling Javelins P | 3 | 40% | +26 STR + AGL | 3 +9 | P +10 | +45 | 85% |
Archery | 5 | 20% | -3 DEX + WIS | 1 +3 | 0 | 20% | |
Longbow | +5 | Spec | 25% |
23. Starting money and equipment
The standard money for a commoner is d10x4 pence, which John can double as the favourite child. Bah! A roll of just 2 gives 16 pence.
At least as a warrior he gets one free weapon for each of his Mastery skills that use weapons. They are Axes and Maces, so let’s have a Battle Axe and a Maul because the big ones are more expensive.
I guess spend most of that money on a War Axe for its speed of use, and a War Javelin to have something to throw. Leaving 3 pence.
It’s free to cut a Staff from the woods. And I get a free set of clothing, of average quality since I’m a freeman by birth, consisting of tunic, chemise, belt, breeches and sandals. I said John would wear a hood but it isn’t listed as starting clothes and I can’t afford one having bought those extra weapons. Maybe he left home without it like Bilbo Baggins.
I kind of wish I could have got armour (cuirbolli and a leather hood is the best he’s trained to use) an Infantry Spear, a Mace, maybe a Shod Staff, a bow and arrows. Various personal accessories. One day who knows a horse. Hopefully in play John could earn some money and invest in his kit.
I have some regret for not taking a sword skill that would give him a weapon worth a multiple of everything he’s now got. That, shield, better armour and the horse might be for the future if he earns money and status and trains with more knightly gear.