Creating Moon Knights

Roll 3d6 for Reflexes, Strength, Intelligence, Looks, Psychic Talent

Roll 2d6 and take the highest value. If you roll ones on both dice, roll a 1d6 and you have a ghostly companion only you can see (1-3) or a demonic animal familiar which only you can hear (4-6).

If you roll two sixes, the Fates are angered by your hubris and you fail on a roll of 19 or 20.

You are all Knights of First Rank, roll 1d6 + 7 for your Hit Points. Your Attack is 13 and your Defence is 7. Magical Defence 3, Evasion 4.

Name

  1. Yarrick
  2. Tormlin
  3. Huss
  4. Damian
  5. Mathus
  6. Armand
  7. Gothus
  8. Rilus

Motivation

You are rebelling against the Lupus Lords because:

  1. They unjustly punished you
  2. They harmed someone close to you
  3. They have stolen your home from you
  4. They have done a harm to you that time cannot heal
  5. You react badly to all forms of authority
  6. You are a descendent of a legendary werewolf hunter

Weapons and Armour

The Lupus Lords forbid the carrying of weapons and the wearing of armour by those who do not wear their livery.

You may choose from the following weapons that can pass for tools.

You have padded leather armour (AF 1), you may wear hardened leather (AF 2) but it will cause suspicion while not being illegal.

Knick-knacks

  1. A painted icon. Who does it venerate?
  2. A lock of hair in a brooch. Who does it belong to?
  3. A golden ring. What motto is inscribed within?
  4. A written verse. What virtue did someone want to share with you?
  5. An old book, what comfort do you find its pages?
  6. A earthenware flask, what memory have you hidden inside it?
  7. A saintly relic, how did it come into your possession?
  8. A compass, what does it point towards?
  9. A patched cloak, why can you not part with it?
  10. A much-read letter, what secret does it contain?
  11. A candle, what colour is it? What scent does it contain?
  12. A silver bell, what ghost does it repel or attract?