Monday, April 22, 2013

Races of Westfort


HUMANS

Altburger – These are the former rulers of this city some 500 years ago. It is called New Altburg land as these people were wanderers from Aramar and came to assimilate and then later take over Konstanbul which later they named Westfort. It is said that the Alburgers have their fingers in every country across the world but their handhold is slipping here as most are confined to the Stink in a neighborhood called The Maze. They practice the Supernal Religion traditionally and secretly but their culture has been eroded and they may worship any gods. Woe to those who meet and full practitioner of the Supernal if he decides to bring forth the wrath of god. Altburger normally have very high Academic and Lore. These people make up around 2% of the population.

Krautzlander – These are the main people of Ausihlin that conquered New Altburg land so long ago. They are descendants from the soldiers and later artisans that were ordered to come to settle the City of Westfort. Many were also criminals as forceful hands were needed to tame the people of this city. The Krautzlanders have more rights than the rest of the people. They make up 20% of the population.

Roma Juin – The wanders of the world and like Altburgens they are in every country in the world and consider themselves their own nation. Also called Gypsy by many the Roma Juin dress in wild clothing and have wild ways. Their women and girls especially are always dressed in very seductive revealing clothing. They marry off their girls very young and the women even though very sexy looking are usually quite innocent. Their are thousands of tribes and thousands of families and they tend to not marry outside their kind. The men are very protective and are always excellent Brawler and Swordsmen. They have their own religion and Lore that they keep secret. They make up 5% of the population in Westfort.
Gothians (baneblood)- These are people from beyond the Torment Mountains that lie to the northeast of Westfort. Their lands fell long ago into a terrible wasteland. They are recognized by their pale white skin and black hair. Their eyes are normally black as well but through breeding they have become many colors as well as the hair. They are masters of Lore and are not very well trusted as they are thought to be devil worshipers and witches by many. Most are not and despite their fearsome looks they are quite harmless. They tend to be very much into music and poetry and have a very high Entertain skill as well. These are 3% of the population.
Gypsie – These are false Roma Juin who are rejects from the Roma Jiun society and others. They take anyone that will join them as long as they dress the outlandish ways. Unlike the Roma Juin they do not protect their woman’s virtue and desire many different children from many different fathers. If monied a Gypsie will wear fine and bright clothing and the poor just have dirtier versions of. They are 2% of the Population.

Keltic – The people from Kingsland who have been displaced and now wander the world as merchants, warriors and sometimes criminals. They are know for their red and blonde hair and green to blue eyes. Many of them wear kilts and play forbidden tunes of forbidden bagpipes. They hope one day to return to their homeland and retake it but generations have been here in Westfort carving out an existence. They are 5% of the population.

Alfvynn (elfblooded) – One who is has most likely Safadeglynn or other kind of Annahon's Children in their veins. They live twice as long but age twice as slow. They are always have double the Looks of a pure human and slightly pointed ears and that is really the only difference. The Annahon or the Annahon' children do not claim these illegitimate children nor allow them to claim any linage as they feel it is blessing enough that they were allowed to copulate with a divine being. Most are wild and free and act insane! 5%

Sorsoryte (demonblood)- One who has the linage of a demon or devil. These kinds are born bad and seek each other out to keep their “race” going. They age twice as fast until adulthood and live for centuries. Other than very high Intuition and Looks (or Ugliness) there is no other advantage. They tend to be attracted to the Black Arts and devil worship. 8%

Duar- The remnants of a various short and stocky people who were once miners, tinkerers, and inventors who through mixing have become full men. They are shorter and stockier normally and their men have ornate beards and hair while their women are know for their full figures and massive manes of hair. They have very high Stamina and Might and are in Occupations that do ornate work with molten metals, elementium devices, mining, and masonry. 8%

Aramarian- The people of the desert. Many are dark skinned and haired but through mixing they can look like anyone. They tend to be very clannish and most follow religion of The Voice of the Prophet of the Desert. 5%
Congian- The jungle dwelling black men who are know as diamond merchants. These are very civilized people with ornate clothing and cities. Unfortunately the Bane has invaded their lands and they travel the world with their huge ships looking for ways to save their people and lands. 2%

Nubian- The Jungle and Desert barbarians that travel the world as sellswords. Their lands have been taken by the Bane and they wander the world. 3%

Other races and people visiting make up 30% of the population.

Tuesday, April 16, 2013

Here are a few examples of what kind of adventures one can have in The Olde Realm

Here are a few examples of what kind of adventures one can have in The Olde Realm.

  • A noble family trying to survive treachery at he hands of other nobles pit against each other by the royals in a great game of The Higher Order of the Staff and the Circle as well as business and investments.
  • A guild trying to run a business and keep his family safe from other guilds and the games of the nobles. Also the guild members are trying to climb the social ladders as well.
  • A priest and his followers trying to climb the ladder of the church hierarchy. The higher the position the greater the advantage and gold. Sides must be taken and things must be done.
  • A group of servants trying to run a household full of intrigue and cruel masters as well as dark secrets. Always being offered much gold for family secrets. Danger in the streets during errands from other families and their servants as well as criminals.
  • A group of sages trying for grants from nobles, guilds, and royals for secrets of the ancients and study of the universe. Worst of all there are the Scholars that are trying to do the same thing but from an only scientific view. Debates that end up as battles on the streets will occur.
  • Young noble males and females in their secret orders (The Lesser Order of the Staff and the Circle respectively) vying for future positions in noble families pitting the lesser swells (those who are trying to become noble by money such as guild people or rich but primitive foreigners) against each other just for cruel fun as very few if any ever enter the society as full members. Of course all these strings are pulled by the Royals secretly.
  • Cruel Noble and Royal evil games against the servants and other low class people. They call them games but in many cases they are deadly for the lower class people.
  • A lone thief breaking into mansions and castles to steal the riches of the nobility and royals. If you are really good people take notice.
  • A gang of thieves trying to make themselves into a legitimate criminal organization. From the guards to other gangs, life is short and cheap. Only those vicious enough will survive.
  • An order of wizards trying to survive the inquisition of the church. Some orders are powerful and can elude the church but the weaker must beware. Independent wizards must work in complete secrecy as magic is though to have destroyed the world ages ago. They are constantly looking for ancient and hidden secrets as the clues are hidden everywhere.
  • A tomb robber going deep into tombs below the city and in the wilderness to rob the dead. The dead are not always quiet.
  • A group of church inquisitors trying to root out the Bane. If no Bane infested cultist can be found then wizards and pagans are good targets.
  • A tinkerer and inventor making special devices for nobles and guilds and for himself.
  • A troupe of entertainers trying to survive, traveling form city to city and town to town.
  • Gods forbid one might actually want to become a Bane Cultist worshiping the Bane Gods.
  • A bounty hunter looking for the next score.
  • A bartender trying to keep his tavern and inn afloat in a city of many taverns. In some cases other taverns and their patrons attack!
  • A gang of orphan guttersnipes trying to survive. Most try and beg and steal and are on their way to becoming gangs. Most die horribly in violence or as junkies. The pimps and madams are out looking for the more attractive ones and the gangs are looking for the most vicious. The guard occasionally if their numbers too great just go forward and kill every orphan they find.
  • An owner of a road inn far in the wilderness trying to make it. Interesting characters will always show up and have stories and intrigues. Road inns in the Olde Realm are huge complexes that have been around for centuries and many are also full of secrets.
  • Noble families that are on holidays at various resorts far in the wildernesses and other exotic and ancient locations with many festivities and intrigues as well as deadly games. Woe to the servants and peasants caught in between. Much gold for those who can take care of business for the nobles.
  • A Journeyman and his men looking for work. Unfortunately they are not a part of the guild so they will have to try and join or work as scabs. Some specialize in fighting the guilds and are gangs unto themselves.

Sunday, April 14, 2013

Backgrounds and Occupations in the Olde Realm

 

Backgrounds and Occupations in the Olde Realm


These are some of the various occupations that fit with the backgrounds listed above. Most of these are for humankind as the other races are very alien to mankind's ways. Most categories will have standard equipment and skills for that background. Then in the occupation there will be additional skills and occupations (if any). These serve as only a guide and a quick way to get players in the game. The list is set up the following way.
1. Name of the occupation
2.A brief description of the occupation
3. Additional skills associated with the occupation as well as any elements of magic.
4. Additional starting equipment.

Don't limit yourself to the skills that are just on the occupational list. You also don't have to use all the skills listed with the occupation. Be free create your own characters.

Academic
Accuracy
Action
Brawling
Entertain
Equestrian
Healer
Intuition
Looks
Lore
Melee
Might
Occupation
Perception
Rural
Social
Stamina
Status
Stealth
Streets
Thievery
Wealth
Wilderness
Will


List of all Skills
Academic, Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition, Looks, Lore, Melee, Might, Occupation, Perception, Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will

Skills:
Additional Equipment:


Backgrounds

01-09-Raised in the Woods...
10-18-Living Poor on the Streets...
19-27-Lying, Cheating, Stealing...
28-36-Fighting, Brawling, Swordplay...
37-45-In Cities and Towns...
46-54-Working in the fields....
55-63-Studying old tomes.....
64-72-Praying and Fasting.....
73-81-In the Circus, Playhouses, Street performing.....
82-90-Living in large Estates, Castles, Colleges...
91-99-On the High Seas, Port Towns, Rivers.....
00 Pick your own Background

Raised in the Woods...
Academic -10, Academic Specialty (Language Woodespeake) +5,Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition +10, Looks, Lore, Melee, Might, Occupation, Perception, Rural +5, Social, Stamina, Status -5, Stealth, Streets -10, Thievery, Wealth -5, Wilderness +10, Will
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm

Standard equipment. ragged clothes, stick, staff, or club, hand axe, 1 man tent, slicker, hat, flint and steel, and knife. Any additional equipment will be listed next to the occupation.

Druid -
The Druids are the keepers of the woods. There are various denominations of the "Worship of the Woodes". Some are vegetarians and would not harm another soul even to save their own life. While others engage in divination through the sacrifice of prisoners or enemies to divine. Most are somewhere within these extremes.
The Druid start with the following additional skills: Academic, Academic Specialties Languages (Feyspeake, Druid Tongue), Intuition, Lore, Rural, Social, Status, Wilderness, Will
Magic: Druid Secret Traditions XXXXXXXXXX
Robes, Sickle (Small), Holly Crown


Gamekeeper-
Then Gamekeeper is commonly hired by local lords to protect lands and parks from poachers and wild beast.
Skills: Accuracy, Accuracy Specialties (Rifle), Action, Equestrian, Perception, Rural, Stealth, Wilderness, Wilderness Specialties (Tracking),
Starting Equipment: Rifle w/ 10 Shots, Dagger, Melee Weapon of Choice, Riding Horse, Saddle and Bags, Leather Shirt, and Leather Pants.

Herbalist-
The Herbalist is the doctor of the woods, they prepare and plant various herbal remedies as well as poisons and antidotes.
Skills: Wilderness Specialties (Herbalist)
Starting Equipment: Hand Sickle (dagger), Herb Sack. 1-10 heal packs (heals 1-5 hp of damage)

Hunter-
A hunter is one who makes his/her living by hunting wild game. One who does this illegally is called a poacher and is the bane of every gamekeeper.
Skills: Accuracy Specialties- (Long Bow or Rifle), Wilderness Specialties- (Tracking, Trapping)
Starting Equipment: Long Bow w/ 20 Arrows or Small Rifle w/ 10 Shots, Dagger

Ranger-
A Ranger is an explorer of wilderness uncharted. Usually hired by a local lord to explore land already seen by the ranger and his kin.
Skills: Perception Specialties (See, Hear, Smell), Wilderness Specialties- (Tracking, Herbalist, Snares)
Equipment: Long Bow w/ 20 Arrows Leather Jack

Pagan-
The Pagan also known as the Wicka are a group of Goddess worshipers. Normally they are quite peaceful but here have been known to have evil Pagan groups.
Skills: Lore Specialties- (Wicka Lore, Fey Lore, Feyspeake)
Magic: Books of Gianna

Scout-
The Scout is a Solider of a sort and a Ranger of another. The scout goes far ahead into enemy lines and reports back what he has seen.
Skills: Intuition, Perception Specialties- (See) Wilderness Specialties- (Tracking, Snares)
Starting Equipment: Melee weapon of choice, Dark Earthen Clothing, 1 Extra week of food

Shepherd-
This is the person who has the life of tending to the herds of animals. Most leave that life to go adventuring as it is safer than facing wild beast that threaten the herds.
Skills: Rual Specialties- (Heard Animal of Choice), Wilderness

Wilderness Folk-
These are the ones who live far from the reaches of civilization. They live from the land and the land lives from them. Most would only adventure under dire circumstances.
Skills as background
Woodcutter-
The Woodcutters are the burly axe wielding, song-singing, hard drinking, mule driving guys of the realm who chop the trees down for the wood the Old Realm so desperately needs.
Skills:Melee Specialty- (Two-handed Axe) Rural Specialty- (Mules)
Starting Equipment: Two-handed Axe Mule tack and harness Chain for dragging logs

Living Poor on the Streets...
These are the poor of the poor. They have literally nothing to loose by being an adventurer. From a young age they are taught that they are lesser than others and will go to great links to insist their betters get treated as a better. Others are just trash waiting to become criminals.

Academic -5, Status -5, Stealth +5, Streets +10, Wealth -5
Starting equipment. ragged clothing, stick,

Agitator-
The Agitator of the Old Realm is a teller of tales and a speaker of various causes. Some can ever read and write! The Agitator has no love for corrupt governments, the nobility, the rich, and churches and will speak his mind freely inspiring riots and unrest. Most Agitators don't live very long due to this fact.
Skills: Academic, Entertain, Looks, Perception, Rural, Social, Status, Will
Starting Equipment: 1-100 Pieces of Parchment, 1-10 Speeches
Animal Handler-
The guy who handles all the animals. Mostly livestock and riding animals. At home in a barn more than home. Likes animals more than people.
Skills: Equestrian (type), Rural Specialty (type), Wilderness

Starting Equipment: Equipment Animal(s) of Choice (within reason), Job at a Stable

Beggar-
The eyes and ears of the street. The poorest and most wretched. Many Beggars are disfigured and/or handicapped. All are dirty and stink.
Skills: Entertain, Perception, Social,
Starting Equipment: Rags, Bowl, Rot gut , Fleas and Mites

City Poor-
These are the very poor and uneducated low class people. Their life is a horrible one as they are victims all. Any money gained is quickly stolen by thieves or the town guard. Still in their squalor they still can be quite happy and gleeful.
Skills as Background
Starting Equipment: Old dirty mismatched clothing, Stick or club, 10% dagger, 5% melee weapon of choice.

Drunk-
This is the fool who lives for drink. He/She could have once been someone important but who knows now. Sometimes life will give them a chance to redeem themselves in some heroic way. Most are doomed to failure.
Skills: Stamina Specialty (Drink!)
Starting Equipment: Nearly Empty Bottle of Rot gut
Former Noble-
Once a member of an established noble family now a wandering bum and drunkard possibly dishonored by some scandal.
Skills: Possibly Social, Maybe Status
Starting Equipment: Old Ratty Formally Noble Clothing, Various Rings and Jewelry with Gems missing (sold or stolen ), all Worthless Rusted Gemless, Fine Melee Weapon in need of cleaning. Family Seal on ring.

Freak-
Born disfigured the Freak only lives in the shadows fearing the reaction of the masses. Attractiveness is at minus 25. Use these skill points on your starting skills only.
Skills: Action, Brawling, Might, Perception, Rural, Stealth, Streets, Thievery,

Gossip-
This is the busy body of the slums. She is usually found snooping around sticking her nose into someone's business.
Skills: Intuition, Perception, Social Spec (Gossip), Stealth, Streets

Jailer-
This is the man who has the job of taking care of prisoners. Most are sadistic and cruel but there are very rare exceptions of jailers that are actually kind. Making friends with the jailer can allow you to live longer.
Skills: Action, Brawling, Healer Spec (Torture), Melee, Might, Perception, Stamina.
Starting Equipment: Shackles, Lock, Keys, Club

Laborer-
These are your workers that do all the hard unskilled work around the Realm. The death rate for Laborers is astronomical. Most are trying to become noticed by a craftsman or artisan to be made an apprentice. The rarely happens though because many crafts are family only. Life isn't to bad though because at night they all gather to drink eat and fight in various taverns. Many leave this life in search of adventure as it is safer than working.
Skills: Action, Brawling, Occupation, Might, Stamina


Orphan-
Just a kid with no parents. Usually on his or her way to becoming a criminal or a whore. Adjusted Wealth can be dropped to zero.
Skills as background.
Starting Equipment: None except dirty clothes

Peddler-
A seller of things merchant too poor to buy a cart or shop. Usually trying to make a deal with some one. Usually the target of thieves and corrupt guards.
Skills: Craft, Entertain, Perception, Social, Streets
Starting Equipment: Backpack 1-10 Pots and Pans 1-10 Soap Cakes, 1-10 Cigars 1-100ft, of Rope 1-10 tools (used) if you can think of other weird stuff to sell replace it on his list.
Rat catcher-
This is the person who has the disgusting job of going into the dark and unmapped sewers and caves to kill rats and other varmints. Some find out that things worse than rats live underground. Most people are afraid of Rat catchers because they seem to fear nothing.
Skills: Accuracy, Action, Melee, Perception, Rural Spec (Rats), Stealth, Streets
Starting Equipment: Lantern, 5 flask of oil, Rat Bag, Club, Sling with 20 Stones

Stevedore-
Those who are laborers on the docks that only unload ships. They sometimes become a crew member of a ship when business is slow.
Skills AS LABORER but also add Occupation: Sailor

Street Guide-
These are the sorts who show newcomers a good time around town. This is of course as long as the suckers are paying. Some work with Thieves Guilds and sell their patrons out for a cut of their cash.
Skills: Action, Brawling, Entertain, Melee, Perception, Social, Stealth, Streets, Thievery
Starting Equipment: Melee Weapon of choice, Leather Jack, Flashy Hat, and Jacket


Wench-
The lovely ladies of the poor sections. Usually employed in taverns, as maids, and various other menial tasks. Usually they are looking for a husband although some give it all up for adventures.
Skills: Brawling, Entertain, Healer, Looks, Perception, Social, Stealth, Streets
Starting Equipment: Ragged but sexy Dress

Lying, Cheating, Stealing...

These are the city poor who have decided to turn to a life of crime and deceit. Many have no choice, as the law, the government, and the church are corrupt.
Academic -5, Intuition +5 Lore -5, Rural -5, Status -10, Stealth +5, Streets +10, Thievery +10
Starting equipment. Ragged Clothing, Club

Bandit-
A thief and robber that preys upon people upon the roadways. Most are there for the money and will rarely kill or injure any who don’t put up a fight.
Skills: Accuracy, Action, Brawling, Equestrian, Melee, Might, Perception, Rural, Stamina, Thievery, Wilderness
Additional Equipment: Pot Helm, Studded Leather Vest, Melee Weapon of Choice, Light Crossbow, 1-10 bolts, Riding Horse, Saddle, Saddle Bags, Back Pack, 30 ft. of Rope, Grappling Hook, Tinder Box, Tent 1 man, and Riding Cloak.

Burglar-
A specialized thief that breaks into houses and temples. Not very good at fighting, but very good at stealth and locksmithing.
Skills: Action, Occupation: Specialty (Locksmith), Perception, Stealth, Thievery
Additional Equipment: Dark Cloak, Hip Sack, Cheap Lock Picks, and Hood Mask.


Charlatan-
A seller of potions, maps, and magical items. Most of all are fake. The Charlatan occasionally come across something real like a map of some sort to a treasure.
Skills: Academic, Entertain, Healer, Lore, Occupation, Perception, Social, Streets, Thievery, Wilderness, Will
Additional Equipment: Ragged Mismatched Fine Clothing, 2-10 Bottles of Various Concoctions, 2-20 Maps (of various places with hints of treasure only a 05% chance of it being real), 3-30 Books, 3-30 empty bottles, Melee Weapon of Choice, and a Push Cart (with canopy to keep all your stuff dry.)

Conman-
A smooth talking get the gold type rogue. While the Bugler breaks in unnoticed the Conman steals right to their faces. This rogue makes his way into a guild or noble house and gains trust. He then will propose a venture with a high return then leave with the money.
Skills: Additional Skills: Academic, Social, Stealth
Additional Equipment: Dagger, Back Pack, 1-10 Fine Stolen Outfits

Fence-
The lowlife and scum have to sell their good somewhere. That’s you a worse criminal than they only giving them ¼ the value! Your small shop here lately has been being watched ether the thieves' guild or the law. You’ll find out soon enough!
Skills: Occupation, Perception, Social, Wealth
Additional Equipment: Small Run Down Shop Full of Junk, Club, Blunderbuss, 1-10 Shots

Forger-
The Coins these days are so easy to forge. With this forged bank note you’ll be able to start on your way to the big time.
Skills: Academic, Occupation Specialties (Coin Mint) (Printing Press), Perception, Wealth






Fortune Teller-
You sometimes see the future. Most of the time you just tell them what they want to hear. Some times your really scare yourself with your accuracy. Lately something is going terribly wrong you seem to feel the Bane moving into the city....
Skills: Healer Specialty (Folk Medicine), Lore Specialties (Fortune Telling) (Occult Lore), Perception, Will, Spirit
Starting Equipment: Deck of Taro Cards, Runes, Dice of Fortune, Small Crystal Ball, Small Tent, Backpack, Incense, and Staff.
Gambler-
Betting either honest or not, gambling is a good living as long as you don’t get caught cheating. You love to gamble in the pits. You don't care about anyone or anything else other than gambling. One day you will strike it big.
Skills: Streets Specialty (Gambling)
Additional Equipment: Deck of Cards, Dice, Nice set of Clothing

Gypsy -
Your people are considered thieves and murderers. You have never (or may have) done any of these things. Your people are a magical race of humankind. You travel with the shows to make money. You work behind the scenes setting up the tents and work as a watchman or your people travel in caravans far out in the wilderness safe from man but not from beast.. Your people are dying out as the Church targets them more and more.
Skills: Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Looks, Lore, Melee, Perception, Rural, Stealth, Streets, Thievery, Wilderness
Gypsy Book of Fortune Telling and MagicXXXXXXXXXX

Madame-
You run a brothel. You look for girls off the streets. Runaways, orphans, and slaves you pull them in and use them up. One day you’ll become a Madame to a Noble Lord and then you’ll be set!
Skills: Brawling, Entertain, Healer Specialty (Midwife), Looks, Perception, Social, Stamina, Streets, Thievery
Additional Equipment: Expensive Sexy Dress, Hand Bag, Make Up Kit, Knife, and sword.



Outlaw-
You have escaped from the horrible prisons of the Olde Realm. You are living in the wilderness outside the city only coming back for supplies when needed. You will die before you have to return to the prisons.
Skills: Accuracy, Action, Brawling, Equestrian, Melee, Might, Perception, Rural, Wilderness
Additional Equipment: Shackles on Wrist and Feet attached to Steel Collar. Dirty cloak and Rags. Ball and Chain (you managed to break free from treat as a flail)

Pick Pocket -
Your quick with your hands and can pick a pocket with out notice. You lurk the streets looking for the fool who carries all his money carelessly.
Skills: Action, Perception, Thievery Specialty (Pick Pocket), Stealth

Pimp-
You run a flock of whores on the street. You use them until they die or get ugly or you kill them yourself. You make them give you all the money they make and give them a flop to sleep in and a few morsels of food to eat each day. You will use violence against them for any reason to keep them in line. You also are their protector when there is a customer that gets out of line. Your at war with any other pimp or madam in the area.
Skills: Action, Brawling, Melee, Perception, Social Specialty (Con)
Additional Equipment: Dagger, Melee Weapon of Choice, 1-10 Whores, Flash Clothes

Smuggler-
You are a provider of items illegal and untaxed. You do not care what you smuggle as long as it turns a profit. It could be banned religious text, weapons to rebels, or slavery.
Skills: Accuracy, Action, Brawling, Melee, Perception, Wilderness
Additional Equipment: Flat Barge, Two Mules, Cart, Tarp, Melee Weapon of Choice, Large Musket Rifle, 1-10 Shots.






Spy-
You work for a foreign power and are here to spy on the surrounding country side. If called to do so you will cause anarchy if possible. You stay in the poor quarters but are at home in any environment.
Skills: Academic, Accuracy, Action, Brawling, Entertain, Entertain Specialty (Disguise), Equestrian, Intuition, Looks, Melee, Might, Occupation, Perception, Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will
Starting Equipment: Cloak, Large Hat (to conceal face), Dagger, Weapon of Choice, 1-10 Missions, and 500P.

Thug-
You are an evil brute. You enjoy beating up weak people. You work for pimps, madams, and various other criminal elements.
Skills: Action, Brawling, Melee, Might, Perception, Stamina
Additional Equipment: Melee Weapon Of Choice, Leather Jack

Whore-
You are a whore. You sell your body for money. If your lucky you can get away with not getting involved with a pimp or madam using you up and taking all your profits. If your still young and beautiful you can make some real money. If you have lived long enough to get old you are probably disfigured or diseased and don't make a lot of money. Some of the smarter ones become madams. Most die young. It is a horrible life. Many whores leave their whore life to hang out with adventurers (putting them in danger as pimps and madams don't give up their property easily) or to become one themselves.
Skills: Brawling, Entertain, Looks, Perception
Additional Equipment: Sexy Dress, Hand Bag, Make Up Kit, Knife









Fighting, Brawling, Swordplay...

The fighting man is a very common occupation in the Old Realm. Here to avoid repetition are the basic skills all fighting men have.
Skills: Accuracy, Action, Brawling, Equestrian, Intuition, Melee, Might, Perception, Rural, Stamina, Will
Additional Equipment: Melee Weapon of Choice, Sturdy Clothing, Drink Horn or Tankard, Cutlery (Fork, Knife, Spoon), Back Pack

Assassin-
You are a killer for hire. Many think this is a highly skilled trade but anybody can kill an unwary victim. There are few true professionals in this trade. Most were Thugs before they became assassins.
Skills: Stealth, Streets, Wilderness
Additional Equipment: Dagger, Garrote, Large Pistol, 1-10 Shots, Cloak, Leather Vest


Body Guard -
Your a personal guard. You are probably a veteran of war. You can handle most street thugs and robbers with ease. Your war experience has let you be at home in the city or wilderness.
Skills: Social, Streets, Wilderness
Additional Equipment: Nice Clothing, Sword, Chain Shirt, Pot Helm, Large Pistol, Half-Cloak

Bounty Hunter -
You are a hunter of wanted men. Most are weak street trash. Some are true challenges. You find your prey from the court house wanted posters.
Skills: Stealth, Streets, Wilderness
Additional Equipment: Chain Shirt, Wood Buckler, 1-10 Shackles with Locks, Cloak (full of pockets)






Bowman -
You are a specialist with the Long Bow. Your arrows are deadly quite. You and your regiment have fought in many battles (and maybe even a few wars!)
Skills: Accuracy Specialty (Long Bow)
Additional Equipment: Long Bow, 2-20 Arrows, Quiver, Leather Vest, Pot Helm, Dagger
Crossbowman -
Your a specialist with a cross bow. Your bolts are an a force to be reckoned with. Your deadly bolts have killed many an enemy.
Skills: Accuracy Specialty (Crossbow)
Additional Equipment: Crossbow and 2-20 bolts, Quiver, Leather Vest, Pot Helm, Dagger

Freelance -
You want to be a knight but you are not of noble blood. So you are a Freelance. Selling your skills to various tourneys and causes. One day you will be recognized by a noble house for your valor and skill and become a knight.
Skills: Equestrian, Social
Additional Equipment: War horse, Lance, Medium Metal Shield, Basket Helm, Chain Mail Shirt, Chain Mail Pants, 2 More Melee Weapons of Choice, Saddle, Saddle Bags, 1-10 days of food, Bottle of Wine, Waterskin
Footman, Light -
You are the quick moving lightly armored footmen of battle. You’re also cheap and expendable.
Additional Equipment: Leather Armor, Medium Wooden Shield.

Footman, Medium -
You are the slightly more experienced and more expensive fighting troops. You are the norm on a battle field.
Additional Equipment: Chain Mail Shirt, Chain Mail Pants, Basket Helm, Medium Metal Shield




Footman, Heavy -
You are the elite fore that is sent in the most fierce battles and wars. You are highly paid and the most experienced. Since the introduction of the musket your value has now being questioned.
Additional Equipment: Basket Helm, Front and Back Plate, Arm and Leg Vembraces, Large Metal Shield

Gunman -
You are a specialist with a Large Musket Rifle. Your shots are death to your opponents. Mage or fully armored soldier falls before your shots
Skills: Accuracy Specialty (Rifle)
Additional Equipment: Large Musket Rifle, Leather Jack, 2-20 shots

Horseman, Archer -
You are a quick and deadly bowman on horseback. You have the advantage of being able to fire arrows then move quickly away.
Skills: Accuracy Specialty (Long Bow), Equestrian
Additional Equipment: Long Bow, 2-10 Arrows, Quiver, Leather Vest, Pot Helm, Dagger, War horse, Saddle, Saddle Bags

Horseman, Light -
You are the fast moving outriders. You ride in do quick attacks and leave.
Skills: ,Equestrian
Additional Equipment: Long Spear, Leather Armor, Medium Wooden Shield, Warhorse, Saddle, Saddle Bags


Horseman, Medium -
You are the standard cavalry.
Skills: , Equestrian
Additional Equipment: Long Spear, Chain Mail Shirt, Chain Mail Pants, Basket Helm, Medium Metal Shield , Warhorse, Saddle, Saddle Bags

Horseman, Heavy -
You are heavy cavalry. You go into heavy fortified areas and hopeless outnumbered situations. You hope to retire real soon.
Skills: , Equestrian
Additional Equipment: Lance, Basket Helm, Front and Back Plate, Arm and Leg Vembraces, Large Metal Shield, Warhorse, Saddle, Saddle Bags
Pit Fighter -
You are a professional gladiator. You fight in the Pits that are in every slum. You make a lot of gold but having no vision of a future you spend it on whores and taverns. You hope to be a champion and retire if you live long enough.
Additional Equipment: Basket Helm, 3 additional Melee Weapons

Swordsman - You are a professional duelist. You pick fights for gold. Your combats are rarely fatal as you stop at first blood. There are a breed of Swordsmen called Bloodswords who do kill all they fight after surrender. They are considered honor less dogs in the swordsmen's eyes.
Skills: Melee Specialty (Sword)
Additional Equipment: Fancy Outfit, Expensive Sword, Long Cloak

Town Guard -
You are a town guard. You know your town like the back of your hand. Your job is quite boring so you take great pleasure when you see a crime to punish the criminal before he even gets to the jail. While not beating criminals and the unlucky senseless, you are busy visiting taverns and bakeries and looking for young wenches to harass.
Additional Equipment: Leather Jack, Pot Helm, Spear, Lantern

Warrior/Barbarian -
You are a primitive fighter from the great wildernesses in the Old Realm. You truly are half naked and barbaric looking with your primitive furs, bones, and leather work. Despite their primitive appearance many barbaric people are skilled smiths. Many barbarians tend to get into trouble in civilized areas and end up having to kill lots of people. The one who keep their cool tend to live longer and become adventurers.
Skills: Rural, Stealth, Wilderness
Additional Equipment: Fur Cloak, Fur Outfit (only covering the bare minimum), Large Melee Weapon, Short Bow, 1-10 Arrows, Backpack, Tinder Box,





In Cities and Towns...
These are the people who live in cities and towns. They have the normal starting skill list with all at 25. The life of a middle class worker is better than the poor in the slums but is very boring. Many start as children working from sunup to sundown. As they move to adulthood it gets no better. Life is work day in and out. Many leave this boring life and become adventurers.
Standard Equipment: Shirt, Boustiea and Skirt (if female), Breeches (if male), Sandals, Boots, or Shoes

Appraiser -
You are hired by people to tell the value of things. This is not to bad of a job as long as your honest. A dishonest Appraiser who tries to fence things are quickly caught and punished. It is a boring life. Many become adventurers because they see how much gold and treasure is gained through the delving of ancient ruins in which the old realm is full of.
Skills: Occupation, Occupation Specialty (Appraise), Perception
Additional Equipment: Small Shop (full of junk), 1-100 Books on Various Values of Things, Melee Weapon of Choice (hidden under the counter)

Apprentice -
You are an apprentice for a Craftsman or Artisan. This involves very little learning and much backbreaking work. You are little more than a slave. You endure constant beating and berating so you can gain a trade. One day you will be a Craftsman or Artisan if you don't loose your cool or you might give that master a piece of your mind and quit to go adventuring.

Artisan -
You are an Artisan. You work hard at your art. You are either part of a guild or being threatened by one. You have to train your stupid apprentices so they do not mess up your business. One day you will work for the nobles and live on an estate. But for now you will work your Trade day by day.
Skills: Occupation Specialty (Artisan Trade of your choice), Status, Wealth
Additional Equipment: Large Shop, Cart with Mule, 1-10 apprentices, 1-5 servants, A pending order of 1-100 items.



Bartender -
You own a bar. It could be in any part of the city depending on your level of wealth. You deal with your regular patrons as well as travelers. You hear a lot of information much false some true. You sell it with the drinks if the price is right.
Skills: Occupation Specialty (Brewer)
Additional Equipment: Small Bar, Club (under the bar), 1-10 Serving Wenches.

Clerk -
You work for some guild, legal, or governmental office. You must scribe all the things you are told. It is a safe boring job. You come across much secret business information. Most worthless some quite valuable and damaging. You can make money on the side by selling information if you could find some one to buy it. Sometimes there are secret maps to hidden treasures. You have perhaps in your leisure copied one of these maps?
Skills: Academic, Lore
Additional Equipment: Pen and Ink, 2-100 Sheets of Paper, Candle, Flint and Steel, Wax and Seal.

Common m/f -
You are a common person. Nothing much more to be said. You work for someone and are hoping to become an apprentice.

Craftsman -
You are a Craftsman. You work hard at your Craft. You are either part of a guild or being threatened by one. You have to train your stupid apprentices so they do not mess up your business. One day you will work for the nobles and live on an estate. But for now you will work your Trade day by day.
Skills: Action, Might, Occupation, Stamina
Additional Equipment: Large Shop, Wagon with 4 Mules, 1-10 apprentices, 1-5 servants, An upcoming job

Engineer -
You are a builder and destroyer of castles and other large structures.
Skills: Academic Specialty (Engineer), Occupation (Mason), (Carpenter)
Additional Equipment: Telescope, Tools of Trade, Pen & Ink, Stack of Papers with Your Latest Design, Fine Clothing

Falconer -
You train and raise falcons for nobles. They in turn have falconry contest and get all the credit. This is the life of a Falconer. You do hear most of the business of the nobles as they think of lesser common people as not worthy of speaking to. Recently the nobles have been talking a lot about treasure laden ruins and secret cults! What is going on?
Skills: Status Specialty (Falconry)

Healer -
You are a folk doctor of the common man. Your art does not come from only the universities like a physician does but from the old folk cures passed down from generations long ago. Many a strange disease is being seen these days. Some whisper it is the Bane.
Skills: Healer
Additional Equipment: Medical Kit, 1-10 Heal Roots
Maiden -
You are a daughter of a Craftsman or Artisan. Your family has money but no title. Maidens with any beauty are traded like property in marridge between the Guilds and sometimes the lower Nobility if the family can bail out the debts of a lesser noble. You would normally be a courting but here of late many a maiden has gone missing. Even one of your closest friends is gone.
Skills: Looks
Additional Equipment: 1-10 Lovely Dresses, Pen & Ink, Paper (for various love letters), Jewelry (worth a total of 1-100 P)

Mechanist -
You are a master of gears and cogs and create fantastic machines for the betterment of society and for war. Mostly you work in the great forges banging out smaller cogs with your hammers and tools.
Skills: Academic, Melee Specialty (Hammers), Might, Occupation (Mechanist), Perception, Stamina, Status, Wealth
Additional Equipment: Hammer, 2-20 Various tools, a Shop in a Factory, 100P




Merchant -
You are a member in good standing of the merchants guild and have a successful import and export business. If your not a member of the merchant's guilds beware! You will be asked to join or leave.
Skills: Academic, Animals, Occupation, Perception, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, Melee Weapon of Choice, Shop (with upstairs home), Wagon, 4 Mules

Midwife -
You deliver babies from high class to low. Women in you family have been doing this for generations. You are also as skilled as many doctors. You have notices many strange deformities here lately both in mother and child. You had better pretend to not notice. Especially in the noble and royal families where this seems to be spreading.
Skills: Healer, Healer Specialty (Midwife), Will

Servant -
You and your families have worked for the noble families for uncounted generations. You are underpaid abused, fired, and dismissed by the whims of the nobles. You do on the other hand live in large estates and castles. That is unless the noble decides to travel then life is truly miserable. Some servants are forever ruined by the whims of one cruel noble. You hope one day to work for royalty. The your pay and life in general will be better. Some with lower status are actually owned by the nobility.
Skills: Action, Might, Rural
Additional Equipment: Uniform of Noble House.












Taxman -
You are a Taxman hired by the government to gather taxes from the people. Most taxmen are crooked and despicable creatures hated and alone in the world. You hope to one day be a high tax official with a large manor in some city but now you are traveling collecting taxes as you go. You have more power than any local government anywhere you go. You may at will have anyone arrested for tax evasion. The nobles and many guilds will produce letters of exception so the commoner is the most taxed.
Skills: Academic, Perception, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, Pen & Ink, Stack of Papers and Tax Records, Abacus, 500G a year expense account. One also MUST have a Bodyguard or Thug.

Teamster -
You are a rough and tumble wagon driver. You either drive or guard from bandits along the roads as well as humanoids and beast. You most likely belong to a company or guild and will openly combat other teamsters that get in your way.
Skills: Accuracy, Action, Brawling, Craft, Equestrian (Teamster), Melee, Might, Perception, Streets, Wilderness
Additional Equipment: 4 Horses, Wagon, Whip, Hand Weapon, Cross Bow

Tinkerer -
You are a maker of small clock work things such as clocks and musical boxes. In some cases you use small steam motors to power your creations.
Skills: Academic, Entertain, Lore, Occupation, Occupation Specialty (Clockworks), Occupation Specialty (Steamworks)
Additional Equipment: Small shop full of clocks, steamers, boilers,











Trader -
You are a merchant who travels from village to village and town to town selling your wares. Many belong to the merchant's guild if they do not want trouble. Many have their families with them. Traders who travel the wilderness lands usually do not have to worry about the merchants guilds as the guilds reach are too far out.
Skills: Academic, Animals, Perception, Smith, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, 2 Wagons, 8 Horses, Melee Weapon, Missile Weapon

Weaponsmith -
You are a maker of weapons and you are very good at what you do. You either belong to the guild or have trouble.
Skills: Occupation (Weaponsmith), Status
Additional Equipment: Shop with Hammer and Anvil

Working in the fields....
This is the most common occupation in the civilized world. Most will work their lives away and die never seeing any adventure. Here are a list of the skill all of this background will have.
Action +5, Might +5, Perception +5, Rural +15, Stamina +5, Status -15, Wealth -15
Additional Equipment: Ragged Clothing, Club

Farmer -
You live in the wilderness away from civilization. You have no lord save yourself.
Additional Equipment: Farm in the Wilderness, Tools, Ox

Peasant -
You are a freeman in the service of the government or a local lord. As long as you farm successfully you are left alone. You are required to give one half of your crop to the lord or more. Sometimes there is only crops for the lord and none for the family.
Additional Equipment: Farmland Owned by Lord, Tools, Plow


Serf -
You and your family are owned until a debt is paid off. The lord takes most of your crop leaving you very little. He adds on bogus debts for any reason. All the beautiful girls when old enough are taken and end up servants in his house. Once paid off you can work as a peasant. Many break their contract and begin their lives as adventurers.
Additional Equipment: Land Owned by Lord, Tools, Plow, 1-100G Debt to Lord

Studying old tomes.....
The scholarly and sagely occupations are looked on with curiosity by most folk as the mystery of reading and writing is out of their reach. Many of the educated study forbidden lore and tomes to gain knowledge of the mystical. While others study the limits of science and scoff at the mystical. Most will have the following attributes unless otherwise stated.
Skills: Academic, Lore, Perception, Status, Will, Wealth
Alchemist -
The Alchemist is the creator of potions of all sorts. This is a very respected person from all classes of society. Alchemist very rarely form guilds and pass their knowledge to a very few select students. Normally this is their own children though for the right price an Alchemist will train another.
Skills: Academic Specialty (Alchemy) Occupation (Glassblowing)
Additional Equipment: Shop in town with Alchemist Laboratory upstairs

Artificer -
You are a collector and finder of ancient artifacts and devices from the past. You have vast knowledge of ancient history and science.
Skills: Academic Specialty (History), Academic Specialty (Science of the Ancients), Occupation, Status, Wilderness,
Additional Equipment: Spyglass, Melee Weapon, 1-10 Ancient Devices that you and the Game Master decides on.






Doctor -
The honorable occupation of a physician is needed in the Old Realm. Only the very rich or the military can afford the services of such skill. Although the local healer can give many Doctors a run for their money the Physician is also well trained in medical knowledge collected from across the world.
Skills: Academic Specialty (Language Latinus), Academic Specialty (Science Anatomy), Healer
Additional Equipment: Office/Manor in Town (with upstairs above), Medical Kit

Linguist -
The linguist is a busy sort with the history of the world as it is. There are thousands of ancient tongues across the world lost to all but a very few. Many are hired by nobles and mages wanting translations of unspeakable lost text. Many have their lives in danger once they translate the wrong cult's tome and have to take up a life of adventure.
Skills: Academic Specialty (Languages as many as you can learn. ) Academic Specialty (Translate Ancient Language. Requires library)
Additional Equipment: Books in Private Library, Nice Home in University

Mage -
You are the most rare of sorts. A wizard of old. With the church's inquisition killing out most of the future of mages you have to keep your arts in secret. Only revealing to those who have the powers of the elements or could have the potential to be taught. You are well known by the nobility and give them much service. You may either live in a city among the noble neighborhoods or in a walled manor far out in the wilderness but near at least a village.
Skills: Academic Specialty (Language Latinus), Academic Specialty (Language Surpurnal), Academic Specialty (Language Infernal)
Magic: One of the Mage OrdersXXXXXXXXXX
Additional Equipment: Books in Private Library, Manor








Mage Apprentice -
You are an apprentice to a Mage. You must keep your master's arts secret. You have been taught how to read and write if you did not know how and are currently studying strange languages and lore. That is when your not cleaning the manor, stables, rooting the garden, cooking, and doing the laundry as well as a million other things. You have been naturally gifted or have quickly learned a few elements of magic. Though most apprentices are young they can be of any age.
Magic: Any of the Mage OrdersXXXXXXXXXX

Navigator -
You are hire for armies, navies, and nobility to plot a course from know maps and the sun and stars. Be it on land or sea. Unfortunately most of the work is on the sea where many disappear with no return.
Skills: Academic Specialty (Navigation), Academic Specialty (Astrology)
Additional Equipment: Tools, Fine Clothing

Sage -
The Sage is of the view of the world from a mystical view. They are masters of history and lore. They have many of the secrets of religions as well as Mage orders. They are quite safe from the inquisition as most are from noble blood and the Sagely Orders can wield a huge amount of money and power. They are at odds with the Scholars who scoff at anything mystical. The debates are usually in the streets and can turn to downright bloody brawls to the death.
Skills: Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology)
Magic: Each Sage Group has a Magical traditionXXXXXXXXXX
Additional Equipment: Fine Clothing, Sage's Cape, Library at Home or Luminarium









Scholar -
The Scholar is of the humanist view that the world and all mystical occurrences can be explained away by science. They are antagonistic to any and all religions and mystics and say not much about the Surpurnal Church. They are quite safe from the inquisition and the church as most are from noble blood and the Scholarly Orders can wield a huge amount of money and power. They despise the Sages worst of all as many of their debates oppose and shake everything the Scholar believes in.
Skills: Academic Specialty (History), Academic Specialty (Science), Academic Specialty (Mathematics), Academic Specialty (Theology)
Additional Equipment: Fine Clothing, Scholar's Cape, Library at Home or University

Teacher -
You are a Professor without a university. You go from manor to manor educating the noble children preparing them for university life. It is a horrible job as the noble children are as bad as the adults.
Additional Equipment: Fine Clothing, Hat, Library at Home, Backpack with Books (on various subjects)

Praying and Fasting.....
The papacy of the old realm is mostly corrupt save for a few true good priest trying to truly help others. The nobility are allowed to do horrible things to the lower class and buy indulgences from the church that lets them walk free men. Various orders within the Church plot and plan various schemes. Members of the priesthood fight amongst each other for various church and governmental positions using up and destroying anyone in their way. Though if there is a challenge to the church all other activities are put aside to defend the Church. The Orthodox Holy Suprurnal Church of the Avatar is though of with reverence and fear by most of the peasantry. The church for some is one place that they can escape their daily woes for a while within a great tall grand chapel.
Here are a the most common skills of an Avatarin priest: Academic, Entertain, Healer, Lore, Perception, Social, Will
Magic: Church Lore and Tomes.
Standard Equipment: Robes, Holy Symbol, Staff and Dagger (in storage for use only in battle or travel and only if an adult)

Acolyte -
You are a priest in training. You are nothing more than a servant. You work and clean for 10 hours and study for 8-10 hours a day. If you fail at your duties you are beat severely. A few of the priest are perverts and homosexuals. You now do not know if you want to be a priest (or nun if female) anymore. After a few years you know you will be a Monk (or Nun) and then possibly move up to the priesthood. If you are of noble blood your life is 8-10 hours of study and a lot of time off. In a few years one of noble blood will become a priest (although female nobles will still only be nuns, but nuns in a really good station)
Magic: Church Lore and Tomes.

Bishop -
You have been a priest for many years and now you are a bishop. You weld great power and wisdom in which you use to further the will of the Church. You delegate the indulgences of the nobility and how much to charge them. You wish is to become the Arch Bishop and then be the Supurnal Father.
Skills: Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology)
Magic: Church Lore and Tomes.
Additional Equipment: Extravagant Clothing, Holy Books, Extravagant Headdress, Gold Holy Symbol, Gold Rings, Holy Jeweled Staff, Holy Jeweled Dagger, Holy Jeweled Ceremonial Sword, Holy Jeweled Chalice, Holy Artifact (If in a big enough town or city), Holy Jeweled Breastplate, Grand Cathedral

Choir Boy/Girl -
You are a poor child that has been raised within the confines of the churches. You sing for the church and do slave work the rest of the time. Many of the priest are good people but the rest beat and molest you on a daily basis. You hope to become an acolyte or escape the church grounds. If not you will kill your tormentors.
Skill: Entertain Specialty (Singing)
Additional Equipment: Robes





Heretic -
You may have been a priest but now hate the corrupt church. You have translated many of the holy books into the language of the people! You now are a member of the Unorthodox or Protestant Church. You and your followers are seen as more of a threat than the Bane by the Orthodox Church and they will actively go forth to kill any and all of you and your followers. You have taken up the sword to defend your people and are though of as an outlaw by most.
Skills: Accuracy, Action, Animals, Brawling, Melee, Stealth, Streets, Wilderness
Magic: Unorthodox or Knostic Church Lore and Tomes.
Additional Equipment: Black Robes, Black Hat, Holy Books (Translated into Skasspiel)

Monk -
You are in training for the priesthood. You may actually if skilled enough get to go with a priest to do various church appointed task. Other than that you are a slave doing more of what you did as an acolyte but getting to study more.
Skills: Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology)
Magic: Church Lore and Tomes.

Nun -
You are a sisterhood married to the Church. You are suppose to be a virgin but many a priest has taken that from you during your acolyte years (Unless you were of noble blood). You try to forget the corruption and do good deeds for mankind. You want to get into the high sisterhood and then become a mother superior.
Skills: Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology)
Magic: Church Lore and Tomes.
Additional Equipment: Headdress






Priest -
After being an acolyte and then a monk for years (unless you were of noble blood then you went right to the priesthood) you are now a priest of the Orthodox Holy Surpurnal Church of the Avatar. You are stationed in a small cathedral you have command over a few monks, nuns, and acolytes. You are expected to hear confessions and collect indulgences from the nobility. You are also expected to ferret out any heresy, wizards, and bane worship you find and report them to the inquisition if you cannot destroy them yourself.
Skills: Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology)
Magic: Church Lore and Tomes.
Additional Equipment: Extravagant Clothing, Holy Books, Extravagant Headdress, Gold Holy Symbol, Holy Jeweled Staff, Holy Jeweled Dagger, Small Cathedral

Witch Hunter -
You are a priestly warrior for the inquisition. You ferret out heretics, wizards and the Bane wherever you go. If anyone gets in your way you will accuse them of working for the Bane. You are above the law and god's chosen champion in this world. You are a truly mad with fervor to hunt down what you see as evil.
Skills: Accuracy, Action, Brawling, Melee, Might, Stamina, Stealth, Streets, Wilderness
Magic: Church Lore and Tomes.
Additional Equipment: Full Helm, Breastplate, Chain Sleeves, Chain Pants, Sword, Shield, Crossbow, Backpack, Rope 50 ft. Horse, Chain Barding, Saddle, Saddlebags











In the Circus, Playhouses, Street performing.....
You are a performer. You travel from town to town, city to city making your way in the world bringing light happiness and culture to people's dreary lives. The life is not always easy as travel between civilized lands is quite dangerous. The Church and Government can sometimes step in too if the message of the play is controversial. Many of the church and state dislike these artist because they are literate and are responsible for much of the spreading of heretical books. Hopefully all they do is just shut your show down and your told to leave. Many an entertainer has had his or her property confiscated and or been imprisoned for years or worse. Though most from rich to poor enjoy a good show.
The entertainer most commonly has these following items
Additional Equipment: Puffy Shirt, Tights (or nice dress), Set of Common Clothing, Dagger, Club

Actor -
You are an Actor. You want to play in the great cities playhouses one day but for now you must travel the world making your way
Skills: Academic, Action, Entertain, Intuition, Looks, Perception, Social, Streets, Wilderness,
Additional Equipment: Fine Stage Clothing, Stack of Plays on Paper

Acrobat -
You are an acrobatic wonder you can fold and bend yourself in ways unimaginable, flip and roll across the ground and balance high above a crowd upon a wire.
Skills: Action, Action Specialty (Acrobatics), Brawling, Entertain, Intuition, Looks, Might, Perception, Stamina, Stealth, Streets, Wilderness

Animal Trainer -
You train animals of various sorts to perform in the shows. You want to one day perform for nobility in a command performance.
Skills: Action, Brawling, Entertain, Occupation (Animal Tamer), Perception, Rural, Streets, Wilderness
Additional Equipment: Collection of animals (Get with the GM on this one)



Bard -
The bard is an ancient order (akin to the druids) of performers who use magic in their performance. They are loved and treasured where ever they go as they spread news and gossip of the rest of the world throughout the year. They are great teller of tells and sagas of old. They sing songs as no one else can and leave the people wanting more the next year. All bards belong to an order and will recognize any other bard on sight. Bards are left alone by most as their order is quite dangerous if disturbed.
Skills: Academic, Academic Specialty (History), Academic Specialty( Language Latinus), Academic Specialty (Theology), Accuracy, Action, Brawling, Entertain, Intuition, Looks, Lore, Melee, Perception, Social, Status, Stealth, Streets, Wilderness, Will, Wealth
Magic: Bardic TomesXXXXXXXXXX
Additional Equipment: Musical Instrument, Pen & Ink, Fine Clothing, Fine Hat, Melee Weapon

Comedian -
You are a funny man! You crack jokes with your quick wit and make others laugh. You are sometimes hired to insult another and can do so with great skill. Most laugh but it can be dangerous to anger nobility.
Skills: Action, Brawling, Entertain, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Pen & Ink, Stack of Comedy Papers with various Jokes, Backpack

Dancer -
You are a dancer. You cavort around in nearly nothing for the pleasure of the crowd. You are wanted and loved by many men. This is normally a good thing unless the wrong nobleman or priest takes a fancy to you then it is time to leave or drain his money coffers.
Skills: Action, Entertain (Dance), Looks, Stealth, Streets, Wilderness
Additional Equipment: Sexy Costume, Tambourine, Finger Symbols







Minstrel -
You are a traveling singer and the better you are the better you are paid. You dress fancy and tend to work for the nobles and other monied people. You tend to play and sing more classical and not the traditional peasant ballads. You most likely belong to a minstrel’s guild.
Skills: Academic, Entertain, Equestrian, Intuition, Looks, Lore, Perception, Rural, Social, Streets
Additional Equipment: Musical Instrument, Pen & Ink, Fine Clothing, Fine Hat, Melee Weapon

Musician -
You play a musical instrument. you hope to make it into a big city symphony.
Skills: Entertain Specialty (Musical Instrument of Choice)
Additional Equipment: Musical Instrument of Choice

Seer -
You are a teller of fortunes. Be you real or fake people flock to you and your advice. You are also full of advice for curses and omens as well as supernatural creatures. In many cases what is not know is made up.
Skills: Academic Specialty (Astrology), Academic Specialty( Taros Cards), Lore, Perception,
Magic: Book of Seers
Additional Equipment: Tent, Crystal Ball (if you have the element of Spirit), Taros Cards, Astrological Charts, Fancy Clothing, Rapier, Wagon, 2 Horses

Singer -
You voice commands attention each time you sing. You hope to make it to one of the big opera houses in the big cities. But for now you are just going to make it with a traveling show.
Skills: Entertain (Specialty Singing)
Additional Equipment: Fancy Clothing, Pen & Ink, Stack of Papers with Songs






Storyteller -
You are a one man (or woman) show. You can set up anywhere and tell a tale for a few coins. You hope one day to work the taverns of large cities but the street corners will do for now.
Skills: Academic, Entertain, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Pen & Ink, Papers with Various Stories

Street Performer -
You are a juggler and acrobat. The street corner is your stage and the world your theater. You hope to join up with a show but for now the street corner is just fine. It barely pays the bills.
Skills: Accuracy, Action, Entertain (Specialty Juggling), Melee, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Billiards, Balls, 3 Daggers, Fancy Costume

Strong Man -
You are a strong man. You challenge others to feats of strength. You sometimes will have fight matches if a challenger is particularly loud and obnoxious. You have not lost yet
Skills: Action, Brawling, Entertain, Melee, Might, Perception, Stamina, Streets, Wilderness
Additional Equipment: Iron Bars, Weights, Tiger Skin Costume

On the High Seas, Port Towns, Rivers.....
You live on the coast or on the banks of the many rivers of the Olde Realm. You are very comfortable with being on the water and never get sea sick.
Skills: Accuracy, Action, Brawling, Melee, Might, Occupation (Sailor), Perception, Stamina, Stealth, Streets, Wilderness
Additional Equipment: Comfortable Clothing, Dagger, Light Boots or Sandals

Boatman -
You use your small boat or barge to ferry passengers, pilot ships, or smuggle cargo. You have lived on the river/coast your entire life. You see that most boatmen rarity live to old age as the seas and the rivers are dangerous. There are attacks from bandits and monsters that are getting more frequent.
Additional Equipment: Barge (on rivers) or Large Rowboat with sail (on oceans), Melee Weapon
Captain -
You are a military naval officer of the crown. You run a tight ship. You hope to gain a larger ship and perhaps a fleet.
Additional Equipment: Small Ship, Fine Officer Uniform, Melee Weapon, Musket Pistol, 4 cannons, Telescope

Explorer -
You have been given a ship by the crown/church/nobleman to explore and claim uncharted lands. Many others before you have gone never to return. You will find new lands and claim them.
Skills: Academic, Social, Status, Wealth
Additional Equipment: Small Ship, Fine Clothing, Melee Weapon, Musket Pistol, 4 cannons, Telescope

Fisherman -
You catch fish for a living. You eat fish every day. You might give it up and go adventuring.
Additional Equipment: Large Rowboat, Fishing Nets, Melee Weapon

Marine -
You are a marine of the royal navy. You are a force to be reckoned with. You have fought in over 10 sea battles. Your bad rough and have a neat uniform. When you enter a tavern you expect respect.
Additional Equipment: Melee Weapon, Missile Weapon, Studded Leather, Pot Helm, 50 ft. of Rope, Grappling Hook, Backpack, Fine Naval Uniform

Pirate -
You are the scum of the earth. You are escaped prisoners or slaves (or whatever) that raid other ships for loot. It is rumored that all pirates are bloodthirsty murderers. This is not so as many times the crew is spared if they give no trouble. You wish one day to get away from this life and go adventuring.
Additional Equipment: Melee Weapon, Small Musket Pistol






Pirate Captain -
You have stabbed and shot your way to the top. You now have a ship and a crew of pirates. You hope to have a fleet of ships raiding and controlling a section of the seas avoiding the navy and their marines.
Additional Equipment: Small Ship, Fine Clothing, Melee Weapon, Musket Pistol, Parrot on Shoulder, 4 cannons, Telescope

Sailor -
You sail the ship. You clean the ship. You watch for the enemy. You fix food, wash clothes, and cater to the Marines who protect you on board.
Additional Equipment: Royal Navy Sailor Uniform, Melee Weapon, Small Musket Pistol



























Living in large Estates, Castles, Colleges...
You were born into power and riches. You live a life of luxury. Most of the nobility are openly ruthless and cruel to the under classes. They live hedonistic lives and think themselves above the under classes and will not tolerate any person acting out of their place. The Nobility will stop everything to cruelly put a lesser in his or her place. Nobility are notoriously stupid with money and will run out before their next monthly allowance. They are constantly in debt and on the run from various guild masters and loan sharks they owe money to. They must keep a good name and will usually pay back most debts or have someone else take care of it as a favor in return for some nefarious task. Almost all of them dabble in various forms of black magic, which they use against each other. Others are actually rumored to be into bane cults. The nobleman commonly will go out wenching and have hundreds of illegitimate children from underclass women they have seduced or raped. Female nobles have life differently. They must stay pure until marriage, which is usually around twelve to seventeen years old give or take. They are normally married to an older well-established already married noble man, as polygamy is commonplace within noble society. Many a young noble girl has died from an older jealous vicious wife. Many of the noble females if poor and widowed and with daughters will live a wing from a nobleman and let him have his way with all of them. Any male offspring of widows are sent to be acolytes. If you are a good person and a noble you must have been raised far from society.

Academic +5, Equestrian +5, Perception -5, Rural -15, Social +10, Stamina -5, Status +35, Stealth -10, Streets -10, Wilderness -10, Will -15, Wealth +30

Male - 1-10+5 Fine to Extravagant Outfits, 2-200P worth of Jewelry, Horse, Saddle, Melee Weapon, Pen & Ink, Stack of Papers with various plans and liaisons.

Female - 2-20+5 Fine to Extravagant Dresses, 4-400P worth of Jewelry, Pen & Ink, Stack of Papers with various plans and liaisons

You live in one of your family's estates (1-10 of them in various locations chosen by the Game Master) if you do not have your own. Only the Head of the Family or the Family Council can sell an estate.

Bastard-

You are an illegitimate child of a noble. You have all the trappings of the noble male or female except the jewelry is halved. Your life is in great danger as any legitimate Noble's offspring will try to keep you away from any of the families fortune.

Concubine -
You are a high-class pleasure slave owned by the royalty or the church. You are sent to the nobles for a time to spy upon them or as payment for good deeds. Sometimes you are passed or traded from royal to royal. You are given your own wing of a manor where ever you stay.

Courtesan -
You are a single young noblewoman waiting to be married. Every week you are brought to various court appearances to be seen. It is more of an auction of titles and fortunes. Many noblewomen are married off to old disgusting noblemen and are never seen from again. Many escape their lives leaving fortune and title behind to go adventuring.

Diplomat -
You are a nobleman appointed by the crown to deliver terms of diplomacy to other countries. This is a very well paying job although dangerous. Sometimes you are asked to spy as you are in places that none else could enter. You know if you are caught it would mean death.
Additional Equipment: Various Treaties and Intelligence Reports

Guild master -
You have move up into business so high that you are considered a nobleman. You know that they must treat you with respect because they commonly borrow money from you when they have spent all their monthly allowances. A guild master is a vary dangerous position. Other guilds will try to sabotage your business. They will try to kidnap, kill, or maim you or your family. The royalty will try to tax you. The Church will want tithes. Bandits harass the trade routes. If you can solve these problems you will have the greatest most powerful guild.
Skills: Occupation Specialty (Chose a trade)
Additional Equipment: Various Trade Agreements and Plans


Herald -
You are from the very respected royal college of arms. You study and catalog all the heraldry of the nobles and royalty. You must know who every single person is without fail. You are commonly sitting beside a noble or royal leader being ask who is that?
Skills: Status Specialty (Heraldry)
Additional Equipment: Books on Heraldry, Telescope, Trumpet

Knight -
You are a noble or royal knight in service to the crown though mostly in a ceremonial pourpose. You are suppose to be honorable and kind and practice chivalry. Some can actually fight and joust though most are symbols of an ancient and lost time that has passed. This you know is very rare as most knights are noblemen who bully their way through life. Most spend their time going to tourneys, carousing, and wenching. Some knights are lights of the world and practice the law of chivalry and justice. They give money to the poor and healing to the sick. These men are called paladins and they are vary rare indeed
Magic: Church Lore and Tomes.(if you are a paladin)
Additional Equipment: Warhorse, Plate Barding, Lance, Medium Metal Shield, Great Helm, Plate Mail from Head to toe, 4 Weapons of Choice, Saddle, Saddle Bags, 1-10 days of food, Bottle of Wine, Waterskin, Small Manor

Lady -
You are an established unmarried noblewoman. You are either a widow or your father died before you were married and you had no brothers. You must be vicious as ever as many a nobleman, gigolo, and con man will try to take your fortune.

Lawyer -
You are a barrister in high court. You try cases in court. You know that many noblemen and noblewomen are guilty but you cannot convict them as you hope one day to become a judge. You must keep friends in high places. You would be bankrupt if you did not accept the gifts from noblemen and noblewomen on trial. You have seen many an innocent commoner be punished unjustly. Will you turn your back on your society and face true justice?
Additional Equipment: Law Books in Library, White Wig, Gavel
Noble Lord -
You are a Noble Lord and Leader of a Noble family. You must run your household like a business and be very careful about whom you invest with. There are many guilds asking for loans. You do not mind asking for strict terms for you know if they do not pay you will own them and their family. You have various problems each day to deal with. Servants, peasants, and serfs various complaints and excuses. Much trouble in finding good quality guards. Various households in various lands needing repair or being attacked by bandits. The troubles never end.
Additional Equipment: 1-10 Estates in Various Locations across the Old Realm.

Noble’s Son -
Your father wants you to marry and start running his various businesses. You are young and just want to have fun. You anger him often and are sent to out of the way places to rest. You spend all your money on taverns and wenches. You are spoiled and rude. You tend to thrash various commoners. Any real trouble and your father's guards take care of any real threat.
Additional Equipment: 1 wing in Estates in Various Locations across the Old Realm

Page -
You are a young nobleman under the age of 15. You have been chosen to become a knight but you first must make it to squire. You train every day in the arts of war against other pages. You retrieve weapons for the knight on the tourney field. You are responsible for the servants to take care of the knights needs. The rest of the time you spend carousing and wenching.
Additional Equipment: Cloth Armor, Pot Helm, Knight's Wagon (with his supplies), Draft Horse

Professor -
You teach the students in the local college. You are a nobleman and enjoy your great body of knowledge you possess. You despise most of the nobles that come to the college for they are wasting your and their time and money. You truly enjoy the serious student and will quickly make them a teacher or professor if you are able.
Skills: Academic Specialty (as many as you can think of)
Additional Equipment: Library in College, Private Apartment in College, Laboratory in College
Student -
You are a spoiled and obnoxious nobleman. You only are going to college to please your parents. Your degree has already been bought. You do nothing except cause trouble after school.
OR
You really are there to learn. The other nobles consider you an idiot as they see learning a worthless endeavor.

Squire -
You are a knight in training. When not a a tourney you are seen carousing and wenching. Sometimes you are dispatched to do the royal justice to a chosen foe. You are hoping that you can have a heroic moment in a battle to gain your knighthood.
Additional Equipment: Chain Shirt, Chain Pants, Chain Coif, Bassinet


List of all Skills
Academic, Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition, Looks, Lore, Melee, Might, Occupation, Perception, Rural, Social, Stamina, Status, Stealth, Streets, Thievery, Wealth, Wilderness, Will

Skills:
Additional Equipment: