Progenitor

From The Authentic D&D Wiki
Jump to navigationJump to search
Progenitor.jpg

Progenitor is a blanket term for the strongest person in the character's early life, who instigated or acted as the antecedent to the character's eventual career as a class-levelled person. Most often, this is the character's father and mother, but it might be an uncle or a mentor, depending on the generated family above. This person's profession was experienced and lightly transferred to the character prior to advanced training as a fighter, mage, thief or whatever — and that profession forms the character's "secondary skill," or in terms of knowledge, a "sage ability."

In most cases, the happenstance of this relationship is simple. Yet the determination of the character's progenitor also defines their starting capital, the social status of their birth and the possibility of other peculiar benefits and opportunities.

So far, 112 progenitors have been added to the character's generation. Like character classes, these are divided into six "source", each rated according to their "primary attribute" — strength, intelligence, wisdom, constitution, dexterity or charisma. Usually, a character gets only one progenitor; but there are exceptions that occur (dealt with on other tables).

Random Determination

To determine the character's progenitor, and thus those abilities or relationships they acquired while growing up, we start by subtracting 10 points from each of the character's ability stats. If the character has less than 1 point in any of these, then secondary skills from that source are unavailable. The remaining points are added together and used for weighting the roll to determine from which source the character's progenitor comes.

For example, Paul rolls his ability stats, ending with an 18 str, 12 int, 10 wis, 14 con, 8 dex and 13 chr. Subtracting 10 from each and discarding wisdom and dexterity, Paul ends with 8 str, 2 int, 4 con and 3 chr; a total of 17. He rolls a random number from 1 to 17: str (1-8); int (9-10); con (11-14) and chr (15-17). Paul gets a "17." The source for his secondary skill is found on the charisma table.

We may note, by this method we assure that characters with insufficient strength have no chance to be a gladiator or guardsmen; that those without above-average intelligence cannot be a surgeon or a scribe; and those without enough charisma have no chance at all to be a military leader or royalty. That's simply how the cards fall; not everyone can be everything. Most of the time, we end up being a farmer, a potter, a rat catcher or a teamster. The best the character can do is choose where to put his or her ability stats and hope for the best kind of luck.

Once we know the source, we can roll on that table. Each table is organised for a d100 roll, with the commonest progenitors at the top and the rarest (and with the most status) at the top. So a high roll on any of these tables is sure to produce good results. Feel free to jump ahead once the correct table has been identified:

Skill and Knowledge Points

In all cases below, the skills gained from the progenitor are additional to those gained by the character due to his or her class — but the points for these skills are not added to the player's total that would be gained from a normal distribution of sage studies and abilities.

For example, if the character was a mage who chose alchemy as their study, AND also happened to have an alchemist as a progenitor, then the 10 points of knowledge gained from his or her progenitor would not be added to the knowledge the mage gained by choosing alchemy as a study. In addition, if the character as heir to an alchemist gains 0-3 pts. of knowledge per level in alchemy, while the character as a mage class were to gain 1-12 pts. in that study, these numbers are NOT added together; only the 1-12 increase would count. In all cases, the character uses the greatest amount of points, or the greatest speed at gaining points, but the knowledge itself is in no way combined.
Character Background Generator Image 2.jpg

Strength Source

There are but 10 professions associated with the strength stat — these include possibilities that demand enormous stoicism and spirit of character, the sort of grit that provides a character with courage in the face of adversity. Naturally, these are good professions for a fighter to have.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-21 Farmer: farming; +1 to strength checks when outdoors 6d10
22-39 Fisherfolk: catch fishing; swimming 7d10
40-57 Sailor: sailing; +2 to dexterity checks when shipboard 7d12
58-74 Teamster: teamstering; start with cart, no animals 9d12
75-85 Guard: on guard; +1 damage when pummelling or grappling 5d6 x5
86-92 Mercenary: hereditary weapon I; bonus proficiency in any weapon regardless of class 7d6 x5
93-96 Outrider: handle horse well; start with light warhorse; check height 8d6 x5
97-98 Bounty Hunter: tracker; strengthened arm; bonus proficiency in fired or hurled missile weapon 9d6 x5
99 Master-at-Arms: hereditary weapon II; bonus two proficiencies in any weapon regardless of class 10d6 x5
00 Gladiator: shield as a weapon; +1 damage in all melee attacks regardless of strength 6d6 x10

All sage abilities have 10 pts. of knowledge, except for the master-at-arms hereditary weapon II, which has 30. Each increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Further notes on the strength source table are as follows:

  • Bounty Hunter: the character has only participated in the bringing in of outlaws for pay; he or she has never actually hunted a bounty acting as hunt leader. The "bonus proficiency" gained by the character must be a missile weapon (hurled or fired) and may be any weapon of this type, regardless of the character's class. Strengthened arm improves missile ranges; tracking is the scouting sage ability. The character has a legal right to collect prisoners and bounties and knows where and how to go about being assigned this duty.
  • Farmer: character has spent at least two seasons farming; knows yearly cycle, knows planting time, can manage an ox & plow and may reliably choose good land to grow his or her own food. If the character has living parents, presume the existence of a "family farm," one which the character may have future rights to, if he or she is the eldest living sibling.
  • Fisherfolk: character can manage a boat on still water or near shore fairly well, but has no sailing or river skills. Has angling skill with rod & line, knows best places to cast for fish. Cannot fish with a net. Can clean and cook fish with passable efficiency.
  • Gladiator: the character's progenitor was a career gladiator, but the character has participated in 5-20 bouts personally, being personally responsible for the deaths of 2-5 persons. A standing request exists asking the character to participate in additional bouts, at a price of 2 g.p. per appearance, with an 8 g.p. bonus for winning. Since bouts can end when one of the participants is unconscious, not all combats are fought to the death. The character personally knows 1-3 ex-gladiators willing to hire out as mercenaries.
  • Guard: the "on guard" sage ability ensures that when the character is actively taking a watch that he or she can only be surprised on a 1 in 6. Gains +1 bonus damage when not using weapons; knows the ins and outs, and habits, of guards managing large facilities, towns or cities. Has local knowledge of guards in nearest city, has friends there.
  • Master-at-arms: this title describes the character's progenitor, the master instructor at the character's training school, who took a personal interest in the character. This is how the character gains a better hereditary weapon and bonus two weapon proficiencies, because of the time spent training with the progenitor. A bonus of +100 g.p. is added as a personal gift from the character's progenitor, over and above the starting capital listed.
  • Mercenary: character has participated in at least one campaign lasting two seasons, six or seven months, as a combatant; this should be somewhere that a war has taken place in the last 6 to 10 years. This gives a fair knowledge of travel routes to and from that part of the world, along knowing that culture. Character has killed a person in combat. The character knows where to hire mercenaries and what to expect from them, but gives no special knowledge with regards to managing such persons.
  • Outrider: an "outrider" is a cavalry scout or dispatch rider, and so the character will have months of experience acting and training in this duty. "Horse Handling I" enables the character to direct the horse and ride at various gaits. The horse that starts with the character will have been in his or her possession for 6-18 months; roll random for pedigree, with a minimum average and no result less than 10 (reroll lowest rolls until average is achieved). If the character is shorter than 4 ft. 6 inches tall, treat result as "mercenary."
  • Sailor: character has spent at least a year at sea and is capable of acting as a crew for any sort of ship. This says only that the character is an able-bodied sailor and nothing more. Can manage a single-person sailboat. Has basic swimming skill.
  • Teamster: can master a wagon or cart over most kinds of terrain, whether pulled by donkey, mule, horse or oxen, in teams of two or four; six-handed teams require 30 points of knowledge. Has skill in loading and unloading, recognise health issues with draft animals and can clean hooves, can't shoe animals. Has local knowledge of shippers, places to buy loads and warehouse overseers.

Intelligence Source

There are 15 professions associated with the intelligence stat — these include possibilities that demand complex thinking, memory, problem solving and application of design. Occasionally, such pursuits lead characters into the strangest of places.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-09 Trapper: set snares; tan leather and furs 3d10
10 Hermit: foraging; +2 constitution checks when outdoors 1d10
11-35 Scribe: read & write; add 5 pts. to character's chosen study, 1 pt. to all other studies 6d10
36-47 Carpenter: carpentry; attack wooden defenses; start with 15 ft. square one-story wooden house 8d10
48-59 Mason: masonry; attack stone defenses; start with 10 ft. square one-story stone house 8d10
60-65 Gamewarden: hunting; pathfinding I 8d10
66-70 Boathandler: steershand; +2 to dexterity checks when shipboard; start with long boat 8d10
71-80 Alchemist: read & write; amateur alchemist 4d10 x5
81-82 Tomb Robber: caver; [see Robber Items subtable] 6d10 x5
83-85 Artillerist: fire siege engines; start with small ballista 6d10 x5
86-87 Veterinarian: amateur animal physiologist 7d10 x5
88-90 Surgeon: amputation; bloodletting; +1 to hit with dagger 4d10 x10
91-94 Architect: read & write; amateur construction designer; choice of one tradecraft 5d10 x10
95-98 Lawyer: read & write; amateur practitioner of the law 4d10 x20
99-00 Political advisor: read & write; amateur politician 5d10 x20

All sage abilities and studies have 10 pts. of knowledge; studies enable the possession of all amateur abilites therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Further notes on the intelligence source table are as follows:

  • Alchemist: character has multiple sage abilities associated to study of alchemy, knows how to set up a lab, has worked as an apprentice to his or her alchemist progenitor for two years. Has 10 pts. of knowledge in full study.
  • Architect: character has multiple sage abilities associated to study of construction architecture, enabling simple builds and the ability to keep a crew of up to eight persons working. He or she will have worked on many sites for a collective period of two years. Trade gained may be carpetry, excavation, masonry, brickwork, tile work or thatching. Has 10 pts. of knowledge in full study.
  • Artillerist: character has familiarity with loading and firing siege engines; effectively, has a "weapons proficiency" in it. Has experience in at least one protracted siege; can act as a member of a battery; has no special skills for commanding one. The small ballista in the character's possession is located on a friend's rural property near the character's entry into the campaign.
  • Boathandler: has skill as steering small and large river boats, as well as a barge, down river courses within the kingdom where the character joins the campaign. Very much at ease on water. Long boat has single stepped mast, 18 ft. long, 6 ft. beam, carries 2 tons, 9 in. draft. Is docked at nearest docking post or quay to the character upon entry into campaign.
  • Carpenter: character is able to construct or demolish wholly wooden structures with amateur proficiency, having spent at least two years on various sites and participating in numerous builds. Wooden house's location is 2-5 miles from nearest large settlement, depending on where the character enters the game. Includes one acre of land; finished with wooden/earth foundation, no furnishings.
  • Gamewarden: character has been trained to watch over farmland, as a professional hunter of herbivores who would eat crops or predators that prey on livestock. Has skill at locating the best routes through unknown wilderness. Also has an excellent relationship with the lord of a estate nearby a medium/large village, upon whose land the character dwelt for periodically over a four year time period, while training.
  • Hermit: character has spent at least 2 years living in complete isolation, with long-time acquaintance with both starvation and extreme weather. Can sleep comfortably without shelter in weather as cold as frosty conditions (-6 C/20 F) without mishap, assuming proper clothing.
  • Lawyer: character has multiple sage abilities associated with law and social policy, having participated in organising a business, defending clients to judges and securing local permits. Has 10 pts. of knowledge in full study.
  • Mason: character is able to construct or demolish wholly stone structures with amateur proficiency, having spent at least three years on various sites and participating in numerous builds. Stone house's location is 2-5 miles from nearest large settlement, depending on where the character enters the game. Includes one acre of land; finished with stone foundation, no furnishings.
  • Political Advisor: character has multiple sage abilities associated with politics and the halls of power. His or her progenitor was an important, elite voice, influencing the monarch and upper nobility in matters of finance, defense, preparations for war and foreign diplomacy. The character may someday have like influence; even now, the character can expect to be recognised by numerous persons in court, enabling access to same. Has 10 pts. of knowledge in full study.
Tomb Robber Items
Class Item (d20)
Assassin dagger +1 (1-9), gaseous form potion (10-14), shield +1 (15-20)
Bard dagger +1 (1-10), leather armour +1 (11), philter of love (12-16), scroll w/2nd level bardic spell (17-20)
Cleric club +1 (1-7), healing potion (8-10), scroll w/2nd level clerical spell (11-14), shield +1 (15-20)
Druid leather armour +1 (1-4), healing potion (6-10), scroll w/2nd level druidical spell (11-14), spear +1 (15-20)
Fighter heroism potion (1-6), shield +1 (7-13), short sword +1 (14-20)
Illusionist dagger +1 (1-8), healing potion (9-13), scroll w/2nd level illusionary spell (14-19), ring of protection +1 (20)
Mage dagger +1 (1-7), healing potion (8-12), scroll w/2nd level magical spell (13-19), ring of protection +1 (20)
Monk quarterstaff +1 (1-12), spear +1 (13-17), speed potion (18-20)
Paladin invulnerability potion (1-4), long sword +1 (5-12), shield +1 (13-20)
Ranger animal control potion (1-4), battle axe +1 (5-14), leather armour +1 (15-18), short bow +1 (19-20)
Thief dagger +1 (1-8), invisibility potion (9-14), leather armour +1 (15-20)
  • Scribe: character has worked at least 2 years in counting houses or other company establishments, gathering information on all manner of subjects. The character is well-read and adds 5 pts. of knowledge to their starting chosen study, +1 pt. to all studies within their class sage abilities.
  • Surgeon: character has assisted in scores of operations, has 10 pts. of knowledge in amputation and bloodletting, but no skill in other medical procedures. Has familiarity with surgical tools and a high tolerance for blood and gore. When the character acquires 30 pts. of knowledge, he or she will gain the ability to perform minor invasive surgery. These numbers can be surpassed if the character is able to specialise in the whole study of medicine.
  • Tomb Robber: character has plunged into many an underground environment; knows spelunking and navigating caves, and as such will be comfortable and ready for any dungeon he or she encounters. Character has has had one adventure in the underground with his or her progenitor that resulted in the character obtaining a magic item, as indicated by the Robber Items subtable. Roll for the character class the character has become; with multiclass characters, roll d40 or d60 enabling all possibilties. For example, an assassin cleric would roll 1d40; for results of 1-20, consult the assassin-friendly items; for results of 21-40, consult those of the cleric.
Because the items are awarded to the character as the result of plunder, a reasonable selectivity and trading afterwards will allow the player to choose the single-use spell on any scroll that's been gotten. All potions have 1 quaff. No special weapons proficiency is given with the weapons, nor may they wish to have the armour that's found, but the character possesses these things nonetheless. The character is free to choose a proficiency in the weapon obtained and loan out armour to other party members until the character acquires a henchfolk.
  • Trapper: has familiarity with animal traps, one-person watercraft. Familiar with 3-6 nearest wilderness hexes (size 20-mile diameter), knowing holes and other mysterious places that might exist there. Can skin and clean animal carcasses, has some contacts with furriers willing to pay for obtained furs. Progenitor was loner with even more experience of wilderness, with no outside world contacts.
  • Veterinarian: has worked as an apprentice vet in area before joining campaign; has multiple sage abilities associated with animal physiology, is familiar with the care and treatment of most barnyard animals. Has 10 points of knowledge in full study. Add +1 morale for animals while in the veterinarian's care or possession.

Wisdom Source

There are 14 professions and personages associated with the wisdom stat — these relate to matters of pursuing education and the application of experience, ethics and knowledge of the greater good. While on the surface this may suggest a staid, responsible member of society, often it's also the wisdom to recognise the culture's faults and reasons why it should fall.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-12 Prospector: prospecting; can manage donkeys and mules, improving encumbrance for each 4d10
13-38 Husbander: domesticate horses; manage work animals; +2 saving throw for all animals in the husbander's care 5d10
39-52 Tutor: read & write; instruction; +1 pt. to all studies 5d10
53-63 Steward: motivation; has standing invitation to act as steward over a baronet's keep 5d10 x5
64-68 Physician: read & write; medicine 4d10 x5
69-76 Herbalist: identify herbs; cultivate mushroom; +3 save vs. poison 4d10 x5
77-82 Librarian: Tutor: read & write; +2 pts. to all studies; start with 3-12 practical books 4d10 x5
83-86 Curate: perform burial, immersion, marriage; able to cast one clerical spell regardless of class: [see Bonus Spells subtable] 5d10 x5
87-90 Village witch: carve sigil; make a reading; able to cast one magical spell regardless of class: [see Bonus Spells subtable] 6d10 x5
91-93 Priest: read & write; faith; invitation to become a missionary 6d10 x10
94-96 Professor: read & write; instruction; +2 pts. to all studies; start with 3-12 practical books 4d10 x10
97-98 Mortician: turn undead; +1 to saves, to hit and damage against undead 5d10 x10
99 Witchhunter: make salve; +3 saving throw vs. magic 6d10 x10
00 Sinecure: read & write; writ of passage; respect from a local noble; seat in the town hall 7d6 x25

All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Further notes on the wisdom source table are as follows:

  • Curate: able to perform minor ceremonies within the character's religion, the internment of a dead body, the welcoming of a new worshipper into the religion and the marriage between two believers. This is possible regardless of the character's class, for he or she has demonstrated their piety sufficiently to maintain this right and ability; likewise, the character has also learned one additional clerical spell, which would be a bonus spell to a cleric and something a non-cleric is still able to cast. The spell is indicated on the bonus spells subtable.
Bonus Spells
Roll Curate Spell Village Witch Spell
1 create water dancing lights
2 detect malevolence erase
3 endure cold & heat feather fall
4 invisibility to undead grease
5 light identify
6 penetrate disguise mending
7 precipitation Nystul's magic aura
8 purify food & drink taunt
9 remove fear unseen servant
10 resist cold ventriloquism


Characters won't gain further spells from this progenitor. If the character is a cleric, the spell's effectiveness equals any other possessed spell; but for non-clerics, the spell always functions as though the character were 1st level.
  • Herbalist: has skill in the examination, recognition and administration of herbs and medicinal mushrooms, as well as experience raising the latter, having spent years observing plants in the wild and learning their medicinal qualities. Character has an unusual skill at recognising the use of poison, with great respect for it, and so gains a +3 saving throw where poison is concerned.
  • Husbander: character has herded and handled animals for at least two years on a farm, raising them for meat or using them as work animals; can manage sheepdogs, horses, mules, donkeys or oxen (and elephants if of Asian descent). Keeps animals in good health, enabling them better saving throws.
  • Librarian: since being a boy, the character has spent a hundred months perusing books, copying from them, reading, even gathering a few of his or her own. All studies associated with the character's class gain +2 points of knowledge above normal.
In addition, the character gains [3-12] "practical books." These are authority-status in value. Authority-status books provide a +5 pt. benefit to an amateur's knowledge; thus, enabling a character with 26 knowledge points as an amateur to function as an "authority" as long as the character has the book and 10 minutes to study it — and the ability to continuously consult the book as needed. If the character is an authority, then the book provides no special benefit; the character would need an expert-status book, which would grant +7 pts. An amateur character cannot fully comprehend an expert-status book and gets no benefit from one.
The character assigns each practical book to a study, one per study, from those studies associated with studies gained from the character's class (otherwise, the practical book would be useless). For example, if the character were a druid with only 3 books, then he or she might assign one to sea life, one to natural astronomy and one to trees.
  • Physician: character has multiple sage abilities in the study of medicine, the practice of healing without the use of magic. Has spent at least two years working with diseased and injured persons and has overcome any feelings of doubt or distaste for the practice. Has 10 pts. of knowledge in the full study.
  • Priest: character has spent two years steeped in religion and is able to both preach and proselytise, as well as practice other sage abilities associated with the study of faith. Has 10 pts. of knowledge in the full study. Is free to petition the appropriate religious clergy if the character wishes to be assigned to some part of the world as a missionary. The posting comes with 1,500 g.p. and two servants, but the location of the posting is beyond the character's control. Asking for a posting only to refuse on account of the location ensures no further missionary work will ever be offered to the player.
  • Professor: character has spent at least two years taking courses, arguing, reading and otherwise experiencing the scholarly life at a noted university; he or she has spoken in public and given official lectures, though never a full class. All studies associated with the character's class gain +2 points of knowledge above normal. As an instructor, the character can teach any skill they possess to any person able to learn, up to 5 less points than the character possesses, to a limit of 10 points. See librarian for an explanation of practical books.
  • Prospector: character has spent at least four seasons in summer and fall participating in panning for placer deposits and digging. Has extensive knowledge of nearby mountains and hills, dangerous place. Knowledge of working with donkeys and mules; encumbrance limit +10% for each.
  • Sinecure: the character's progenitor held an office within his or her religion that paid [500-1500] g.p. yearly, with no responsibility, no asked for labour and no active service. This was granted by one of the highest ranking clerics of the local continent where the character enters the game. The character's high starting capital is a reflection of this sinecure; moreover, if the character's biological father or mother is the possessor of the sinecure, and the character is the eldest sibling, then the office becomes a legacy for the character when the requisite parent passes away. Otherwise, as a child of the sinecure holder, the character enjoys the privilege of being treated as a person of importance and good reputation.
  • Steward: character has multiple sage abilities associated with the study of motivation. His or her progenitor acted as an overseer of an estate in the owner's absence, teaching the character how to give orders and yield respect. Has 10 pts. of knowledge in the full study. A local baronet (minor baron), has asked the character to act as a steward for a year, so the baronet may pursue interests abroad; the character has not yet accepted, but the offer is open for 2-5 months.
  • Tutor: character has been shown how to teach, and has instructed others through the time of his or her own training. Has had opportunities to read and pursue knowledge. All studies associated with the character's class gain +1 point of knowledge above normal.
  • Village Witch: traditionally, a paganist practitioner of black magic, dwelling in a hinterland and treated as an outsider; at the same time, this same person is surreptitiously approached by the desperate and unscrupulous, who will pay the witch for cast spells. The character spent at least to years in the company of such a witch, observing villagers who came in the dark of night to ask for healing, love potions, the casting of curses and foretellings using the occult. This has taught the character some occultist skills and has — regardless of class — bestowed upon the character the ability to cast a single magic spell. The spell is indicated on the bonus spells subtable, above. As with curate, characters won't gain further spells from this progenitor. If the character is a mage, the spell's effectiveness equals any other possessed spell; but for non-mages, the spell always functions as though the character were 1st level.
  • Mortician: character has aided in the embalming and internment of the dead, and has a time or two even encountered the undead in the flesh. Possesses an ability to turn the undead, which may increase slowly as the character accumulates knowledge. Character is also an effective fighter against the undead.
  • Witchhunter: in a world of magic, there are spellcasters who use their powers against the good of society instead of for it; the character has accompanied his or her progenitor in the pursuit of the villains on many occasions, and as a result the character has been taught the secrets behind resisting magic, gaining a +3 bonus against saving throws. In addition, the character has learned the art of making healing salve from scratch, a semi-magical ointment that heals 1-4 hit points.

Constitution Source

There are 12 professions and personages associated with the constitution stat, indicating professions that require considerable fortitude, good health, along with a willingness to do dirty and unpleasant work. Here we speak of the worst sort of environments, where heat, confinement, isolation and grime are the order of the day.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-05 Rat catcher: +2 roll to hit against rats; +1 saving throw vs. poison; immune to disease from rats 3d10
06-07 Graverobber: fence stolen goods, appraisal I; +2 armour class vs. undead 4d10
08-33 Labourer: +2 bonus when learning skills; +1 strength when calculating encumbrance 4d10
34-49 Porter: stability; +2 strength when calculating encumbrance 5d10
50-62 Miner: mining, prospecting; constitution +1 when underground 6d10
63-69 Gypsy: evil eye, prognostication; +1 save vs. magic 8d10
70-76 Alchemist's apprentice: distilling, identify earths, acid use; -1 damage per die against acid, electricity and poison 8d10
77-89 Blacksmith: forgery; -1 damage per die against fire; +1 to hit and damage with short hammer 3d10 x5
90-94 Armourer: make leather and metal armour; armour of the character and party saves at +2 5d10 x5
95-97 Weaponsmith: make weapons; weapons of the character and party save at +2 5d10 x5
98 Executioner: perform execution; writ of passage; +1 to hit with axe 6d10 x5
99-00 Explorer: read & write, navigation, pathfinder I; memory of distant land 5d10 x10

All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Further notes on the constitution source table are as follows:

  • Alchemist's apprentice: unlike the "alchemist" progenitor found under intelligence, the character's progenitor never achieved even an amateur knowledge of the study. The character can perform a few skills, as given. Years of cleaning and serving in laboratories has quickened the character's reaction time to acid, electricity and poison, so that he or she subtracts 1 point of damage from attacks of those kinds.
  • Armourer: character is an amateur maker of leather and metal non-magical armour, having spent 18 months learning the craft. The character's present suit of armour is self-made and is considered a bonus over and above the character's starting capital — this is true whether or not the character is of a class permitted to wear armour. The character may choose any armour type, and may adjust it for another character. This requires only tongs and hammer, at a cost of one day per 10 lbs. weight difference plus one day per 1 in. height difference. A smithy is required to make armour from scratch. The character is assumed to be maintaining the party's armour continuously.
  • Blacksmith: character is able to shape ordinary metal tools and ironmongery using a hammer, anvil and forge. After a year of constant work in the field, the character is acclimatised to working with heat, molten metal and steam, so that he or she subtracts 1 point of damage from attacks with either normal or magical fire. A short hammer is a 14-inch long striking tool that normally causes 1-3 damage on a hit; the blacksmith is assumed to have the tool/weapon as a bonus weapons proficiency; the character must buy the tool. A smithy is required to make metal objects.
  • Executioner: character has performed [0-2 (d4-2)] official executions in his or her past. If the character has committed an execution, it was sanctioned by a noble known only to the player, as the executioner character wore a hood in the act. The character carries a writ of passage for free movement throughout the realm (no payment required for tolls or fees) and bears a tattooed mark that can be displayed if the character wishes to be known to the locals as a potential executioner for hire. The character has learned a practiced indifference to death, which may or may not be embraced by the player.
  • Explorer: character is able to read and study books, possesses skill at navigating by the stars and can locate the best routes while travelling through a wilderness. The character spent [9-36] months journeying to a strange and largely unknown land, randomly determined, before returning to the place where he or she enters the campaign — much is known about this place and the character has [2-5] allies and potential followers who dwell there. During the journey, the character was merely an attendant to his or her progenitor explorer ... but should the character wish to raise money for another expedition to the same land, a sum of [2-5] thousand gold pieces is available — provided the character can match that amount from his or her own pocket. There's no time limit on this offer.
  • Graverobber: graverobbing is not a matter of digging up random graves; the character must pay attention to whom is being buried, the corpse's former wealthiness and the apparent willingness of the family to bury valuables with the body. Graverobbers usually strike within a week of the internment, when the soil is still soft and easily dug. They look over the body's trinkets with a keen eye, recognising what should be left behind and which should be taken. Then the goods are carefully fenced, so as not to reappear in the same place where the corpses' family might recognize Uncle Julian's gold circlet or Aunt Maztah's necklace. In addition, the character has dodged and undead or two in his or her day.
  • Gypsy: character has been raised by and with gypsies, most often in groups of more than 50 persons. As such, the character identifies many persons as "family," beyond those to him he or she is biologically related. The character has gifts in telling the near future and in delivering a specific form of curse to enemies, the "evil eye." The character was born at least 200-500 miles from where their entry point into the campaign, and has knowledge of those places and cultures located in between.
  • Labourer: character has no real profession, having worked dozens, perhaps scores of jobs over the past three or four years, in between advancing his or her training. As a candidate for training, however, with regards to instruction, the character adapts and learns more quickly than most. In addition, having spent so much time with carrying and moving loads, the character's strength is counted one point higher when calculating encumbrance; this strength addition cannot be applied to other game circumstances.
  • Miner: character has spent two years of his or her life toiling in the underground, digging out valuable minerals, shovelling them to the surface and breaking stone apart to find its ores. As such, the character has an amateur ability as a miner and a prospector (as the sage abilities), and exceptionally resilient when adventuring underground. No special skill has been gained for seeing in the dark.
  • Porter: character has spent many seasons acting as a mule through all sorts of climates and over every kind of terrain. This has provided the character with unusual balance and stability. Because of the time spent bearing one burden after another, the character's strength is counted as two points higher when calculating encumbrance; this strength addition cannot be applied to other game circumstances.
  • Rat catcher: character has caught and killed many hundreds of rats, and has wandered through city sewers, abandoned buildings and into the worst quarters for years in search of these vermin. He or she has been sick many times of rat-borne diseases and is now completely immune; and has a heightened resistance against poison as well. Likely the past was unpleasant, though the character's memory of these times may vary.
  • Weaponsmith: character is an amateur maker of weapons of all non-magical types, whether fashioned of wood, bone, metal or other hardened material. He or she has spent two years learning the craft. The character may count the cost of his or her proficient weapons as a bonus over and above the character's starting capital. A smithy is required to make metal weapons from scratch. The character is assumed to be maintaining the party's weapons continuously.

Dexterity Source

There are 42 professions and personages associated with the dexterity stat, the balance of which includes a wide range of artisans who have been trained to work with their hands to make practical objects. Other progenitors associated with dexterity represent arts where nimble fingers, fast movements and sharp practice. Many persons from these backgrounds treat the pursuit of an experience level and character class as an escape from the drugery of their rigorous family obligations.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-04 Brewer: brewing; count character's weight at +50% when calculating intoxication 2d10 x5
05-08 Baker: baking; -1 damage per die against heat (not fire) 3d10 x5
09-12 Butcher: butchering; +1 to hit and damage with cleaver 3d10 x5
13-15 Candlemaker: chandler; -1 damage per die against boiling liquids 4d10 x5
15-18 Confectioner: candy-making; -1 damage per die against boiling liquids 5d10 x5
19-21 Cook: cooking; +1 to hit and damage with short knife 3d10 x5
22-24 Fishmonger: net fishing; +3 save vs. nausea and odour-based attacks 3d10 x5
25-27 Tobacconist: plantation culture; resistance to addictive substances; +2 save vs. mind control liquids & gasses 6d10 x5
28-30 Woodcutter: cut down trees, stability; +1 to hit and damage with short axe 5d10
31-33 Vintner: winemaking; count character's weight at +50% when calculating intoxication 5d10 x5
34-36 Tailor: make clothing; start with suit of fine clothes; cloth items of the character and party save at +2 5d10 x5
37-39 Furrier: fur-maker; start with fur cloak; +1 to hit and damage with short knife, +2 to hit with short knife vs. rodents 7d10 x5
40-41 Draper: make canvas; bargaining; start with camp tent 8d10 x5
42-43 Fuller: pound fibres to make cloth; +2 strength checks 4d10 x5
44-46 Weaver: make cloth; start with two bolts of ready cloth; cloth items of the character and party save at +2 4d10 x5
47-49 Tanner: tan leather; +2 save vs. acid-based attacks; has skill at putting down animals for skinning 5d10 x5
50-53 Leather worker: leatherworking; start with leather cloak and hat; leather items of the character and party save at +2 6d10 x5
54-55 Cobbler: make shoes & boots; start with high boots; footwear of the character and party save at +2 3d10 x5
56-57 Cooper: barrel-making; start with 2 kegs and a barrel; +2 strength checks 4d10 x5
58-61 Wagoneer: wagonwright; drive wagons & carts; start with wagon 4d10 x5
62-64 Shipwright: shipbuilding, sailing; +2 when keeping ships afloat; start with single-masted sloop 5d10 x5
65 Furniture-maker: make furniture; dismantle doors, chests, other wooden objects; start with three-legged stool 7d10 x5
66-67 Instrument-maker: make musical instruments, play instrument; start with musical instrument 8d10 x5
68 Papermaker: make paper, read & write; resistance to disease 2d10 x5
69-70 Bookbinder: make books, read & write; start with 2-5 choice practical books 3d10 x5
71-74 Potter: make pottery; flasks can be scored so for a +3 bonus to break if desired; otherwise, ceramic items of the character and party save at +3 5d10 x5
75-77 Glassmaker: make glass objects; -1 damage per die against heat-based attacks; glass items of the character and party save at +3 6d10 x5
78 Glazier: make glass windows, breaking & entering; -1 damage per die against heat-based attacks 6d10 x5
79-80 Sculptor: sculpt objects, appraisal I; +1 to hit and damage with short knife 3d10 x5
81-82 Stonecutter: cut stone; +3 bonus to strength checks 4d10 x5
83 Puddler: found metals from ore; -2 damage per die against heat-based attacks 6d10 x5
84 Jeweller: make jewellery, appraisal I 6d10 x10
85 Lapidary: cut, polish and engrave gems, appraisal I 6d10 x10
86-87 Tinker: repair items, repair tools & machines; +1 to hit and damage with short hammer 5d10 x5
88 Metallurgist: make metal alloys; -1 damage per die against heat-based attacks 8d10 x5
89 Diemaker: carve metal; appraisal I; counterfeit coins 5d10 x5
90 Engraver: engrave letters; assay metals; start with [6-72] engraved letters on owned items 7d10 x5
91 Juggler: juggle objects, evade missiles; +1 to hit with missile weapons 2d10 x5
92-93 Toll keeper: bribe officials; +1 bonus to wisdom checks 3d10 x5
94 Forger: forge documents, read & write; legitimate writ of passage; false papers of ownership 4d10x5
95-99 Gambler: gamble proficiently; start with shaved dice, fixed playing cards 6d10 x5
00 Monk: improved armour class, fleetness, perform snap kick 5d10 x10

All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Unless specified otherwise, most professions from the dexterity source assume the character has spent 2 to 3 years learning their craft; in each case, to make use of their craft to make items requires the proper space and tools. Further notes are as follows:

  • Bookbinder: familiar with a printing press, setting type and binding books between leather, requiring a workshop, the character is also able to read and write. See librarian, under wisdom source, for an explanation of practical books.
  • Brewer: character can brew, strain and cask his or her own lager beer, though this will be of middling quality as the character begins as an amateur. Intoxication is calculated according to how much a character weighs, the character's race and the amount of alcohol inbibed. A greater relative weight would mean the character has more difficulty becoming intoxicated.
  • Butcher: character can make better use of hunted or live animal foods, since the character is adept at getting all meat from the bone. The cleaver is a highly sharpened 12-inch long cutting tool that normally causes 1-4 damage on a hit; the butcher is assumed to have the tool/weapon as a bonus weapon proficiency; the character must buy the tool.
  • Candlemaker: character can render fat to make candles and oil, saving on the cost of illumination. Has ample experience working with boiling liquids, so that he or she subtracts 1 point of damage from such attacks. This includes burning oil, boiling water or steam. A pint of prepared bubbling wax can be thrown for 1 to 4 damage by any character, similar to throwing acid.
  • Confectioner: character can make candy, glazed fruit and other dessert vittles, soothing the sweet tooth of others. Like the candlemaker, has ample experience working with boiling liquids, also subtracting damage from these attacks.
  • Cobbler: with a bone needle, materials and cobbler's bench, the character can make footwear of all kinds. Starts with high boots, either hard or soft, made of cowhide, horsehide, sheepskin or kid leather, as wished. These are in addition to the rolled capital. The character is assumed to be mending and maintaining the party's footwear continuously.
  • Cook: character has an amateur experience with the preparation of food in any setting, increasing its nutritional quality. The short knife is a 10-inch blade that normally causes 0-2 damage on a hit. The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
  • Cooper: enables the character to make wooden slats and forge iron bands so as to make barrels, kegs, buckets and so on. Starts with two empty kegs, 5 gallon capacity, and one empty barrel, 63 gallon capacity, in addition to starting capital. These are located at a place safely nearby the character's entry in the campaign.
  • Diemaker: character has skill at carving for the purpose of creating crests, buttons and cameos — and also for minting coins. The sage ability to counterfeit coins enables the amateur to make low grade pieces of exchange that can be identified by workmanship and composition of the metallic content; however, for most persons dwelling in mere villages and other backward areas, the nature of these coins is nearly certain to go unchallenged. Character has the ability to identify other false coins of the same workmanship instantly.
  • Draper: a draper is a cloth wholesaler, so the character has experience at buying and selling cloth, which provides the bargaining skill linked on the table. Start with a camp tent with one centerpole, 8 ft. square with 6 ft. ceiling, with room for 11¾ tons storage; putting up time, 1 hr; pack time, ½ hr; made of canvas. This in addition to starting capital.
  • Engraver: character is able to carve metal to produce lettering, and recognise the nature and quality of metal for what it is. He or she begins the game having inscribed 6d12 letters on objects of the character's desire. Further use of the skill requires tools and a workbench; the ability, "Engraver I," does not allow the engraving of pictures or the use of chemicals; but these are skills the character may acquire later with an accumulation of knowledge.
  • Fishmonger: character has cleaned and gutted thousands of fish and is highly resistant to the sight of blood, bad odours or the effects from same. He or she may be considered a "cook" with respect to the preparation of fish, but no other sort of food.
  • Forger: apart from being able to read & write and forge documents. The character starts with a legitimate "writ of passage," which exempts the character from paying road and bridge tolls, or fees to enter a walled town or city, within the realm where the character enters the campaign. It's possible for the character to use this writ to forge others. The character also has false papers for the ownership of a "carucate," equal to 120 acres of productive land, a quarter of a square mile; these are made for a village in the realm at least 24 miles away; the player is free to choose which village. It's possible to secure a loan against this land, or sell the land to someone else, provided efforts aren't made to detect the veracity of the documents. The false papers can also be used as a template to create more false papers.
  • Fuller: "fulling" is the process of scouring and pounding raw fibre, making the cloth ready for spinning; the process required moving and stretching the heavy fibre mass on great frames called "tenters," while the fibre was sopping wet. This accounts for the +2 bonus to all strength checks the character gains. The character is comfortable performing hard labour for ten or more hours at a time.
  • Furniture-maker: character can build items of furniture and decor, requiring a workshop. Knowledge of how wood is put together enables skill at pulling apart doors and opening chests by circumventing the lid; however, further knowledge of this kind isn't possessed. Character starts with a three-legged camp stool of his or her own making, along with bed, armoire, desk, two chairs and a large chest, in addition to starting capital. These objects, made of fir, spruce or oak, are in the care of a friend at the nearest village upon the character entering the campaign.
  • Furrier: with a bone needle & thread, a table, pelts and a knife, the character can make fur clothing; includes skinning of fur-bearing animals. Character begins with an ordinary quality cloak made of red fox or silver wolf fur, in addition to starting capital. The short knife is a 10-inch blade that normally causes 0-2 damage on a hit. The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
  • Gambler: although the character has gambled extensively in the past, and has used this to build a stake, the character is under no obligation to continue gambling if that pattern of behaviour is unwished. That said, the character is a proficient gambler, and proficient at cheating (if he or she so chooses), having been taught how by his or her progenitor.
  • Glassmaker: character is able to "blow" glassware to make objects. Long experience standing in front of a forge enables the character to subtract 1 point of damage from heat-based attacks. The character is assumed to be mending and maintaining the party's glassware continuously.
  • Glazier: describes the making and installation of windows made of framed glass. This skill gives an additional aid to the character in removing a window so that a place can be entered for burglary purposes. The character's familiarity with heating and pouring liquid glass subtracts 1 point of damage from heat-based attacks.
  • Instrument-maker: refers to the making of musical instruments; the character may choose the instrument with which he or she is familiar and can play. Start with one musical instrument of choice, of his or her own making, in addition to starting capital.
  • Jeweller: character has the ability to identify the value of jewellery and to make it from materials, requiring a small forge, precision tools and workshop; the character is equally capable of taking jewellery apart without innately spoiling its value. As the character accumulates knowledge, the practice can become time-consuming and lucrative.
  • Juggler: character is able to perform and busk for income, and has spent most of their life practicing the ability. If the character makes a saving throw, he or she can avoid being struck by missiles. The bonus for missile weapons may be applied to hurled or fired weapons alike.
  • Lapidary: character is able to identify the value of gems; he or she may transform rough crytals into polished stones, which can be cut to make gems. This requires tools and a workshop. The character can also set stones and gems into existing objects. Like with the jeweller, the practice can become time-consuming and lucrative.
  • Leather worker: with a bone needle, knife, wooden mallet and short hammer, table and small workshop, the character can make leather items of all kinds. Starts with a leather cloak and hat, made of cowhide, horsehide or sheepskin, as wished; either can be waterproofed if so desired and of a style the player chooses. These are in addition to starting capital. The character is assumed to be mending and maintaining the party's leather goods continuously.
  • Metallurgist: similar to a puddler, except that the emphasis is upon creating various alloys from founded metals, both valuable like pewter or white gold, or functional like steel, brass or bronze. Time spent adjacent to a forge allows the character to subtract 1 point of damage from heat-based attacks, including fire, boiling water and steam.
  • Monk: the character has spent several years acquiring the habit of meditation, self-denial and the pursuit of physical and mental acuity. This has given the character a natural armour class of 9 rather than 10, prior to the application of dexterity bonuses; fleetness of speed that allows one additional action point when moving; and the ability to perform a "snap kick," similar to savate and other martial skills, that delivers 2-5 damage on a hit. Through asceticism and abstention from all forms of indulgence, the character has accumulated an unusual sum of money to begin; but the character is under no obligation to practice this self-discipline further.
  • Papermaker: able to make paper from scratch, requiring a workshop, as well as read and write. As the practice of making affordable paper involves the processing of worn and discarded linen and other materials, much of the product is filthy and disease-ridden; this has granted the character a strong resistance against disease, reducing both the nature and degree by -1 when rolling on a d8.
  • Potter: character is able to "throw" pottery with a wheel and sufficient preparation requiring a workshop. Ceramics can be strengthened and cared for so as to grant them a +3 saving throw; the character is assumed to be mending and maintaining the party's ceramics continuously. Flasks for throwing oil, where breaking is desirable, can be carefully altered so they save at -3, improving their chance of breaking and causing burning oil to splash.
  • Puddler: time spent in close proximity to a forge and liquid metals, inside a foundry, has given the character a rough, leathery skin from the constant heat. Therefore, he or she subtracts 2 points of damage from heat-based attacks, including fire, boiling water and steam.
  • Sculptor: apart from being able to sculpt objects made of stone, wood or other materials, the sculptor has spent an enormous amount of time with knife in hand. The short knife is a 10-inch blade that normally causes 0-2 damage on a hit. The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
  • Shipwright: able to build or oversee small lake and ocean-going craft; the character has no knowledge of making a boat able to endure the rigours of river travel. Eventually, the character may be skilled enough to design and build crafts of any size. Bonus applies to situations where a craft is sinking and requires a roll to see if it does within a given time. Start with a single-masted gaff-rigged sloop, safely harboured at nearest stillwater location in the care of a friend; 33 ft. length, 7.9 tons cargo, 2 ft. draft, 1-4 crew, needs sailcloth. This in addition to starting capital.
  • Stonecutter: character has considerable experience with cutting, transporting and readying stone-blocks for use in masonry, a series of processes that requires both steady endurance and precise dexterity when landing blows. Even if the character's strength isn't up to the task, he or she gains a +3 bonus to all strength checks.
  • Tailor: with a needle & thread, a table, cloth and a knife, the character can make clothing, saving on the cost of livery for the party and hirelings. Starts with high soft boots, breeches, shirt, doublet, robe and cloak made of either wool or linen fabric, worth 2.3 times their ordinary cost, in addition to starting capital. The character is assumed to be mending and maintaining the party's clothing continuously.
  • Tanner: includes skinning and drying of animal skins, including fur-bearing animals, as well as putting down such animals prior to skinning. Regular use of chemicals has made the character wary and uncommonly protective against the use of acid. Causes +10% damage when attacking helpless defenders, including animals and beasts, with a +2 to hit such creatures after the initial attack.
  • Tinker: discarding notions that a tinker is necessarily an inventor, the profession involves the fabrication of tin and brass precision tools, repairing tools and machines and generally adjusting and maintaining mechanical objects made of metal. This can be applied to invention but it most often isn't by tinkers. A short hammer is a 14-inch long striking tool that normally causes 1-3 damage on a hit; the blacksmith is assumed to have the tool/weapon as a bonus weapons proficiency; the character must buy the tool.
  • Tobacconist: character can grow, harvest, dry and smoke tobacco leaves, rolling them for smoking or powdering them for use as snuff. Having been addicted to numerous associated smoked substances, the character has tremendous resistance to the effects of narcotics, as a liquid or a gas, including magical substances such as a philter of love or eating food that's able to charm.
  • Toll keeper: character has spent much time in obscure hinterlands with only the solace of a companion animal, most likely a dog. Familiar with the pattern and effectiveness of bribes, the character knows how to make them as well as exploit them; he or she gains +1 to wisdom checks in most situations.
  • Vintner: character can grow, harvest and press grapes into wine, though the latter will be of a middling quality, as the character begins as an amateur. Intoxication is calculated according to how much a character weighs, the character's race and the amount of alcohol inbibed. A greater relative weight would mean the character has more difficulty becoming intoxicated.
  • Wagoneer: character is able build wagons and carts, as well as driving same; however, the character is not a teamster and therefore lacks any special knowledge of loading and unloading, the health of draft animals, or the location of shippers, places to buy loads, nor familiarity with warehouse overseers. Start with a wagon for haulage, durable and sprung for loading; heavy construction, flat platform and strong wheels, carries 8 tons. This in addition to starting capital.
  • Weaver: includes the process of transforming cleaned fibre tufts into cloth that can be made into objects; includes the ability to spin and use a loom. Start with two bolts of cloth, each 39 yards of material; character may choose from burlap, calico, cambric, canvas, cotton, flannel, linen, muslin or wool. The character is assumed to be mending and maintaining the party's clothing continuously.
  • Woodcutter: able to choose the best wood from a standing forest and practice selective cutting of trees. Time spent avoiding felled trees and riding logs on water has increased the character's balance. The short axe is a 15-inch tool with handle and metal axe-head that normally causes 1-4 damage on a hit; the woodcutter is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own axe.

Charisma Source

There are 27 professions and personages associated with the charisma stat, with most of these possessing status, fame or recognition of like sort. It's argued that persons who rise to the heights of notariety do so in large part because of their ability to relate positively to others; and in the case of some, because they are trained from an early age to see their life as an obligation towards the greater good of their family and the realm as a whole.

Roll
(d100)
Profession & Benefits Starting
Capital (g.p.)
01-02 Painter: amateur painter, bartering; +1 bonus to dexterity checks 4d10
03 Poet: amateur poet, busking; +1 bonus to intelligence checks 3d10
04 Sculptor: amateur sculptor, bartering; +1 bonus to strength checks 5d10
05 Writer: amateur writer, bargaining; +1 bonus to wisdom checks 6d10
06 Jester: amateur clown; +2 to charisma checks 5d10
07 Dancer: amateur folk dancer; +1 to both strength and dexterity checks 4d10
08 Actor: amateur actor; +2 to charisma checks 3d10
09 Singer: amateur folk singing; +2 to charisma checks 4d10
10-11 Musician: amateur folk musician; +1 to both intelligence and wisdom checks 5d10
12 Puppeteer: amateur puppeteer; +2 to dexterity checks; start with puppet 5d10
13-28 Landlord: own property; receive rents; permission to build 5d10 x5
29-38 Innkeeper: bookkeeping; gain credit; [see Innkeeper subtable] 6d10 x5
39-44 Tavern keeper: bookkeeping; gain credit; [see Tavern keeper subtable] 7d10 x5
45-50 Buccaneer: sailing, swimming; start with two-masted ketch; possess opportunity for contract 4d10 x10
51-53 Usurer: bargaining, lend money, read & write; gain credit 5d10 x10
54 Fence: fence goods; start with stolen goods safely hidden: [see Stolen Goods subtable] 3d10 x5
55 Assassin: assassination, hereditary weapon; jack-of-all-trades 5d10 x5
56 Banker: bookkeeping, lend money, bookkeeping, read & write; gain credit; writ of passage 7d10 x15
57-75 Squire: start with heraldic crest; receive bequest from one's progenitor of 120-480 acres of land 8d10 x10
76-82 Landed Knight: hereditary weapon, improve morale; invested as knight, regardless of class; permitted to use the title, "Sir" or "Dame"; start with heraldic crest; knight's fee; commitment to take part in wars 9d10 x10
83-84 Guildmaster: amateur mercantilism; see Guildmaster subtable to learn the type of guild; invitation to court; gain credit 5d10 x20
85-86 Dispossessed noble: hereditary weapon, read & write; invitation to court; permitted to use the title, "Sir" or "Dame"; start with heraldic crest; +2 pts. to all studies 6d10 x20
87-95 Crusader: amateur puissance; member of a knight order; +1 bonus to charisma checks 7d10 x20
96-97 Marshal: amateur puissance, amateur motivation, read & write; own property; invitation to court 8d10 x20
98 Nobility: amateur motivation; heir to the jurisdiction over a province; +2 bonus to charisma checks; +2 pts. to all studies 8d10 x25
99 Royalty: amateur motivation; member of the royal family, not legally in line for a throne; permitted to use the title, "Prince" or "Princess;" +3 bonus to charisma checks; +2 pts. to all studies 8d10 x30
00 Ruling Monarch: amateur motivation; potentially in line as ruler of a realm; permitted to use the title, "Prince" or "Princess;" +4 bonus to charisma checks; +2 pts. to all studies 8d10 x40

All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Further notes on the charisma source are as follows:

  • Actor: character followed around a troupe of performers with his or her progenitor from a very young age, performing in front of an audience before the age of 7. As such, the character is very comfortable speaking in public. Has multiple sage abilities associated with the study of acting, with 10 points of knowledge in the full study.
  • Assassin: character has learned the art of assassination, regardless of class, this being directly taught to the character at a young age. The character has also been trained in a weapon preferred among his or her culture and race, according to the hereditary weapon page (see link on table). This weapon should be treated as a bonus proficiency, though the character must purchase the weapon. Finally, as a jack-of-all-trades, the player is entitled to choose ANY two amateur abilities from any class or study for the character, other than those in the character's own class. These abilities increase from 0-3 points like any other ability gained from a progenitor. Character has committed murder anywhere from [1-4] times before entering the campaign, perhaps without desire, while pressured by his or her progenitor.
  • Banker: character has personal experience with matters of banking and disbursement of capital, though with a limited amateur perspective. Would recognise a good risk, can make interest loans to whomever he or she wishes from own money supply. The character starts with a legitimate "writ of passage," which exempts the character from paying road and bridge tolls, or fees to enter a walled town or city, within the realm where the character enters the campaign.
The character is also permitted to obtain a loan through credit up to 10 times his or her own starting capital; thus if the character began the campaign with 100 g.p., he or she could take out a loan up to 1,000 g.p. This loan must be paid back within a year at 6% interest; making good on the loan increases the character's credit in future.
  • Buccaneer: Able to sail and swim, the character begins the game with a two-masted ketch without head or staysails, harboured at nearest lake or sea location in care of a friend; 75 ft. length, 77 tons cargo, 8 ft. draft, 5-14 crew, needs sailcloth. Character has offer to take one full load of goods to be shipped on contract, sailing time three weeks, with crew and captain to be paid 7 shares of 22 for the privilege; money to be paid by writ, reimbursed through a bank of the shipper's choosing. Goods at loading dock to be worth 700 to 1200 g.p., at least, exact number to be determined; value at destination estimated to be +50%. Further arrangements possible if job done well.
  • Crusader: character has personally fought in a foreign land against members of another religion, having returned to the place where he or she enters the campaign. While the character has been taught that this is for the greater good, the character is free to make up his or her own mind; however, the character HAS been invested in a religion and MUST choose a religion to which he or she is permanently attached. Character has multiple sage abilities associated with the study of puissance, with 10 pts. of knowledge in the full study.
As a member of a knight order (to be determined within the campaign), the former crusader and party have access to freely given healing, raise dead and resurrection in any city of more than 16,000 persons within the geographical distribution of that order. The order provides a heraldic crest; while there are dictates inherent in the order's philosophy, the character has free will regarding whether or not to follow them.
  • Dancer: character has performed dancing before an audience since being a child; has multiple sage abilities associated with the study of folk dancing, with 10 pts. of knowledge in the the full study. This has built up the character's dexterity and strength, enabling bonuses to ability checks for those stats without raising the actual number for each.
  • Dispossessed Noble: character's progenitor has lost his or her lands due to debts, disgrace or disfavour, with an even chance for each; as such, even though the character has been raised as a member of the nobility, and still is one in name, he or she has no land, no responsibilities and no official place in the social order — nor does there exist a legal path by which the lost property can EVER be regained. To be readmitted to the social order, the character must perform new deeds to win favour.
Until that time, the dispossessed noble has been rigorously educated and therefore all studies associated with the character's class gain +2 points of knowledge above normal. He or she is entitled to use the apellation "Sir" or "Dame" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right. The character's hereditary weapon must be chosen with respect to their normal number of weapon proficiencies. A standing invitation to court (within the kingdom of the character's entry into the campaign) enables the character to communicate with other nobles and persons attached to the monarchy, with but gives no right to directly address members of the royal family.
  • Fence: character has connections with the underworld that can be exploited if the player wishes to continue the player's former activities: buying stolen goods and selling them. Some danger is inherent in continuing illegal activities. The character begins with a collection of stolen goods when entering the campaign, as shown on the stolen goods subtable.
Stolen Goods
Roll Form
01-14 kegs of lager or stout
15-17 religious candles
18-26 dried fish in barrels
27-35 wooden boxes of snuff
36-49 bottles of rare wine
50-56 bound heretical books
57-70 jewellery pieces
71-82 ornamental and fancy gems in pouches
83-00 bars of pure silver or gold
The total value of these goods equals [80-480] g.p. (6d8 x10). Where two things are indicated, a 50/50 chance of each should be rolled. Knowledge of the amount stolen is known to the local constabulary. The goods are conveniently hidden in a safe place for the character to collect at a convenient time. Character has every expection, however, that the stash will be found within [5-12] months (d4 +8) if they're not moved and sold.
Guildmaster
Roll Guild Roll Guild
01-02 architect 52-53 jeweller
03-06 armourer 54-55 lawyer
07-09 artillerist 56-60 leather worker
10 assassin 61-66 mason
11-15 baker 67-71 physician
16-22 blacksmith 72-75 potter
23-25 boathandler 76-78 puddler
26-30 brewer 79-81 shipwright
31-35 butcher 82-88 tailor
36-42 carpenter 89 thief
43-46 chandler 90-92 vintner
47-49 confectioner 93-95 weaponsmith
50-51 glassblower 96-00 woodworker
  • Guildmaster: character is not a guildmaster, but was raised by one, such that he or she grew closely acquainted with the management of a large workforce possessing both political and economic influence. Has multiple sage abilities associated with the study of mercantilism, with 10 pts. of knowledge in the full study. Character has no personal skill as a journeyman or master of the craft over which his or her progenitor controlled.
A standing invitation to court enables the character to communicate with other nobles and persons attached to the monarchy, with but gives no right to directly address members of the royal family.
The character also possesses a ring-seal that identifies him or her as a member of the guild; as such, products of that guild may be purchased for ⅔rds the usual cost, while services by that guild are guaranteed to the character should they be needed. This seal is recognised throughout the culture in which the character was raised (but not necessarily the one in which the character enters the campaign).
  • Innkeeper: character's family owns an inn of some type, as indicated on the Guest House subtable; the property is located in the nearest appropriate location when the character enters the campaign. Character has spent many hundreds of hours serving customers, performing chores, witnessing the drama surrounding guests, directly attending to persons of high importance (as circumstances would suggest) or the worst level of criminal (if other circumstances result on the table shown).
If the character is the eldest sibling, then he or she is set to inherit the property; if the character has no elder family member, and was raised as a mentor, then the character is considered the property owner when joining the campaign. Residence at the inn comes at no cost to the character in any event. See note for credit under "banker," above.
Type of Guest House
Roll Form Monthly
income†
01-03 Avenue-front city inn: stone house, highest quality; [7-12] generations; [9-16] rooms; bathhouse, laundry, stable & open air paddock; prestigious members of society 700 g.p.
04-09 Back-lane hospice: decrepit former home; [1-4] rooms, [5-8] palettes for sleeping; no services; indigent & criminals 140 s.p.
10-31 City street inn: 4-story half-timbered house; [2-8] generations; [3-12] rooms & common room; bathhouse, laundry, stable; tradespeople & merchants 225 g.p.
32-42 Roadhouse: collected wooden buildings, room for tents; [1-2] generations; [5-8] rooms, outdoor bath; stable & open air paddock; travellers 95 g.p.
32-78 Town street inn: 3-story half-timbered house; [1-4] generations; [5-8] rooms; laundry, stable & open air paddock; travellers, tradespeople & merchants 150 g.p.
79-92 Village hostel: 1-story sprawling common house, room for tents; no services; travellers & soldiers 40 g.p.
93-00 Way station: large outer yard for wagons & tents; [1-3] generations; barn, kitchen house; travellers 25 g.p.
numbers are approximate
Character is entitled to 5% of the monthly income as a stipend until ownership of the property falls to the next heir; this in addition to capital gained. The owed money will be held until the character chooses to collect, or invested in the property as asked.
  • Jester: character possesses a plethora of songs, storytelling and anecdotes which pleases others; this should not be taken as permission for the PLAYER to derail the campaign with snark or mocking. Nonetheless, in the campaign, though he or she starts with 10 pts. of knowledge as a jester, it's possible to accumulate 30 pts. and acquire the "jester's privilege." This allows the jokester to talk and mock freely without being punished. Players unable to make a joke can stipulate that a joke is made, without needing to insert the real article.
  • Landed knight: character is a minor knight, invested as such regardless of class. He or she is entitled to use the apellation "Sir" or "Dame" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right. The character's hereditary weapon must be chosen with respect to their normal number of weapon proficiencies. "Improve morale" is a sage ability that sets the standard morale for hirelings and associate non-player characters at 8, while those standing within 30 ft. of the character are improved to 7.
Character possesses a knight's fee, an area of land consisting of 600 acres of marginal ploughland, good enough for planting only staple crops. Includes [20-120] acres of non-arable land. The fee is continuous, but snaking through a strategic valley or upon one side of a river upon a county or kingdom's border, depending on where the character enters the campaign. Tenants are optional; one tenant family can be placed on each "virgate" of 30 acres, with rents set at 80 c.p. per month. Character must personally collect rents or assign persons to do so. Property taxes equal 14 c.p. per acre per year.
Landed knights are required to maintain a retinue of 25 equipped soldiers, barracked on the property, out of their own pocket. Additionally, in exchange for the knight's fee, the character is committed to take part in wars of the realm when called to serve.
  • Landlord: Character owns [3-12] property lots in the nearest country town upon entering the campaign, with at least [1-8] of these lots being empty of development. The remaining properties should be rolled individually with a [20/80] chance as a two-story half-timbered house or a one-story wattle & daub hovel. Developed properties are rented, with houses renting at 5 g.p. and hovels at 14 s.p. per month. Taxes per lot are 3 g.p. per year. Character must personally collect rents or assign persons to do so. Character has official permission to improve on lots as he or she wishes.
  • Marshal: character is not a marshal, but was raised by one, such that he or she grew spent many years in military settings and following the character's progenitor on campaigns. Character has multiple sage abilities associated with the study of puissance, with 10 pts. of knowledge in the full study. Character possesses a knight's fee (see landed knight for details, above). A standing invitation to court (within the kingdom of the character's entry into the campaign) enables the character to communicate with other nobles and persons attached to the monarchy, with moderate rights to seek a personal audience with the king or royal family in light of the progenitor's esteemed name in the realm.
Circumstances of Noble/Royal Birth
Character's Upbringing Interpretation
Left on a doorstep as a foundling or "born a slave" character is the eldest sibling and rightful heir to the title/throne, but has been deposed at a young age by a usurper, most likely an aunt or uncle with their own child
Lost family at any time prior to entering campaign character has been raised in secrecy and told the lie of a "lost family," so that he or she, having reached the age of maturity, can step forward
Raised by an aunt/uncle progenitor is regent; character is the rightful heir upon reaching the age of 18, depending on his or her personal relationships with family
Raised by elder sibling character cannot be the eldest sibling and yet is in line for the title until the eldest begets a surviving child.
All other results character's potential obtaining of the title depends on the character's age and that of his or her siblings.
  • Musician: character has performed with music before an audience since being a child; has multiple abilities associated with the study of folk music, with 10 pts. of knowledge in the full study. The study of music and emotional form has provided in the character with immoderate acuity on subjects related to intelligence and wisdom, enabling bonuses to ability checks for those stats without raising the actual number of each.
  • Nobility: character is a member of the aristocracy and potential heir to the title over a provincial estate. This circumstance may not correlate with the circumstances of the character's birth [see Circumstances of Noble/Royal Birth subtable]. The character must be the eldest sibling to inherit the title; if not, the character may still rely upon the bequest of an estate within the province following the death of the progenitor. It can be seen from the circumstances surrounding the character's birth that the player character doesn't begin the game as a reigning noble, but instead must take some steps to become one — either waiting for the progenitor's death or taking matters in hand to become a usurper. In any case, the character may wait before deciding the time is right to possess the position.
He or she is entitled to use the apellation "your grace," "my lord" or "my lady" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right. The noble has been rigorously educated and therefore all studies associated with the character's class gain +2 points of knowledge above normal. "Improve morale" is a sage ability that sets the standard morale for hirelings and associate non-player characters at 8, while those standing within 30 ft. of the character are improved to 7.
Province Size
Roll Hexes
01-13 less than 2
14-47 2 to 2.9
48-68 3 to 4.9
69-81 5 to 6.9
82-89 7 to 9.9
90-94 10 to 12.9
95-97 13 to 15.9
98-99 16 to 19.9
00 20 to 29.9
The size of possession, determined by the Province Size subtable, is measured in 20-mile hexes. The character's will be the nearest province that fits the range indicated. Noble characters are allowed a 1 in 10 chance of rolling twice on the province size table, adding the lowest number of the first roll to both numbers of the second. Thus, if the character rolled "67" on the first roll and "82" on the second, their final result would be "10 to 12.9." If "less than 2" is rolled on the first roll, count it as adding "1" to the second roll.
There are more than 1,200 provinces in the game world, of differing sizes — the character's is that which conforms to the size indicated which is nearest to the point where the character enters the campaign. The table is deliberately balanced so as to make inheriting a large province unlikely. If the intervening distance between the character and his or her homeland seems excessive, the DM is free to create a sub-province from an existing province and award that to the player.
  • Painter: character has long dabbled in paint, having accumulated a reminiscent odour that even a cantrip can't eliminate — perhaps because the character would find the smell's absence abhorrent. He or she has multiple abilities associated with the study of painting, with 10 pts. of knowledge in the full study. The character has also spent much time bartering paintings for food and other sundries, while the deliberate and precise application of paint to surfaces allows for a bonus to the character's dexterity checks. Has connections with numerous merchants and professionals with whom the character has contracted in relation to work done.
  • Poet: character has scribbled in solitude for many years, occasionally presenting poems read aloud — occasionally in public to a general audience but more often to selective groups of the middle classes. Character has multiple abilities associated with the study of poetry, with 10 pts. of knowledge in the full study. Has perhaps written poems for the purpose of political commentary, religious zeal and the expression of love — certainly the last, however unsuccessful in all three categories.
  • Puppeteer: character has performed many times in the public eye, but has also often encountered the religious belief that puppets are "works of evil." When best manipulated, puppets demonstrate unnaturally believable characteristices, that are taken to be evidence by some religious types that the puppet has been possessed by a demon, and that the puppeteer is the demon's master. Though almost always untrue — and a character entering the campaign with experience as a puppeteer certainly hasn't the skill necessary — the accusation pervades some cultures, so that a puppeteer must be careful before performing in publc. Character has multiple abilities associated with the study of puppeteering, with 10 pts. of knowledge in the full study. Starts game with a puppet 18 in. high and weighing 3 lbs., made of wood and shaped as the player wishes.
  • Royalty: similar to nobility above, except that the character is a member of the realm's ruling family, though not one who's in line for the throne. Instead, the character is the offspring of the monarch's sibling, and therefore 1st cousins with the monarch's children — if children exist. If it should happen that the monarch's line ends, then it's possible the character's progenitor might become the reigning monarch, in which case the character would be in line for the monarchy if he or she were the eldest sibling. Another possibility is that the character's progenitor seizes the throne, killing the ruling line. Later, should the character ascend to the progenitor's rank, again through being the eldest sibling, then these circumstances may yet apply or present themselves as possibilities.
The character's father or mother is the "Duke" or "Duchess;" the character must be the eldest sibling to inherit their estates and title. If not, the character may still rely upon the bequest of an estate within the province following the death of the progenitor. For circumstances where the character has no living family, see the Circumstances of Noble/Royal Birth subtable above. The character is entitled to use the appellation "your highness," "prince" or "princess," as due his or her rank. The character's heraldic crest is that of the realm. As with the noble, the character has been rigorously educated (see Noble for details). Character has multiple abilities associated with the study of motivation, with 10 pts. of knowledge in the full study.
The character's progenitor does not rule over a province, but instead possesses large estates within the character's realm. To determine the size of these estates, roll twice on the Province Size subtable above, adding the lowest number of the first roll to the highest number of the second. These numbers combined indicate the number of 20-mile hexes comprising the estates controlled by the character's progenitor; the host realm for estates of this size will be the nearest that is at least double the size of estates indicated. For example, the player rolls a total of 6.9 hexes with two dice; the nearest realm that is sufficient in size and population is the character's homeland (double the area of estates, at least double the population upon those estates). The estates are more likely to be scattered throughout the realm rather than in one place; these estates will comprise between 200 and 1,200 "bovates," or 30-acre partitions, per 20-mile hex. One bovate is occupied by one family, and so if the character's progenitor were to preside over estates this extensive, he or she would have some 5,000 families, or 25,000 persons, as tenants. See "Landed knight," above, for details on rents and property taxes.
  • Ruling Monarch: similar to royalty, above, except that the character is potentially in line for the throne. The character must be the eldest sibling to inherit; if not, the character will be named a "Duke" or "Duchess" upon the death of the progenitor, when his or her sibling ascends to the throne. See Royalty for notes on a duke or duchess's estates, understanding that the size of estate given depends on the number of siblings ascending to the rank; siblings who are the fourth or more eldest are given titles in name only, without estates, but with a sinecure (see wisdom source, above).
Until that time, the character is entitled to use the apellation "your royal highness," "prince" or "princess." The character's heraldic crest is that of the realm. As with the noble, the character has been rigorously educated (see Noble for details). Character has multiple abilities associated with the study of motivation, with 10 pts. of knowledge in the full study.
  • Sculptor: character has spent long periods managing heavy materials such as wood, clay and stone, working largely in solitary conditions and bartering work for food and other sundries. He or she has multiple abilities associated with the study of sculpture, with 10 pts. of knowledge in the full study. Has connections with numerous suppliers for raw materials, as well as merchants and professionals with whom the character has contracted in relation to work done.
  • Singer: character has an excellent, resonant voice and has performed before an audience since being a child; has multiple abilities associated with the study of folk music, with 10 pts. of knowledge in the full study. Performance and emotional expression has provided the character with a very likeable persona, so that he or she receives a bonus when making a charisma check.
  • Squire: The character has received a bequest of [1-4] "carucates," land sections of 120 acres each, with four 30-acre "virgates" each, all occupied. He or she is entitled to the apellation, "your honor" or "m'lady" with reference to his or her self among lesser persons; the character possesses a heraldic crest that demonstrates this right. Rents for each 30-acre virgate are 65 c.p. per month; character must personally collect rents or assign persons to do so. Property taxes equal 14 c.p. per acre per year.
Type of Public House
Roll Form Monthly
income†
01-24 Alehouse: middle-class tavern, tradespersons and merchants; nearest town-settlement of more than 3,000 persons 155 g.p.
25-27 Beer garden: austere open air drinking park, middle & upper classes; closed 5 mths of year; nearest city-settlement of more than 16,000 persons 250 g.p.
28-66 Country pub: small house, locals; nearest country town 125 g.p.
67-81 Sailor's Drinkhouse: quayside tavern, churning patronage; nearest seaside manufacturing or commercial town 94 g.p.
82-87 Soldier's Den: tavern for soldiers only, churning patronage; nearest manufacturing or commercial town 78 g.p.
88-91 Sovereign Arms: rich public house, upper class & aristocracy; nearest city-settlement of 10,000 persons 390 g.p.
92-00 Wineshop: tavern for wine drinking; tradespersons & merchants; nearest town-settlement of 1,000 persons in wine-growing country 185 g.p.
numbers are approximate
  • Tavern keeper: similar to innkeeper, in that the character's family owns a tavern of some type, as indicated on the Public House subtable. Location given on the map; country towns have an infrastructure of type-3; manufacturing towns, type-2; commercial towns, type-1. See settlements. Churning patronage describes establishments that are varyingly very busy for short periods and very quiet for long periods, reducing monthly income.
Character has spent many hundreds of hours serving customers, with varying forms of service given depending on the kind of establishment. If the character is the eldest sibling, then he or she is set to inherit the property; if the character has no elder family member, and was raised as a mentor, then the character is considered the property owner when joining the campaign. First three drinks for the character at the establishment come at no cost, but no others in the party can drink for free. Character is entitled to 5% of the monthly income as a stipend until ownership of the property falls to the next heir; this in addition to capital gained. The owed money will be held until the character chooses to collect, or invested in the property as asked.
  • Usurer: "usury" is the illegal action or practice of lending money at unreasonably high rates of interest; the character has experience with banking and making loans, though has no legal right to do so. Would recognise a good risk, can make interest loans to whomever he or she wishes from own money supply. The character is also permitted to obtain a loan through credit up to 10 times his or her own starting capital; thus if the character began the campaign with 100 g.p., he or she could take out a loan up to 1,000 g.p. This loan must be paid back within a year at 9% interest; making good on the loan increases the character's credit in future.
  • Writer: character has scribbled in solitude for many years, occasionally producing written materials for other persons to read; he or she feels on the verge of being able to write their first book, but hasn't done so yet. Character has multiple abilities associated with the study of prose, with 10 pts. of knowledge in the full study. Understands the manner of using a printing press, but has only a little experience with it.