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by

This work is copyright 2000-2003, Fatal Games. All Rights Reserved. The following work is the property of Fatal Games.
Fatal Games retains the copyright. You may distribute this work at will, provided that nothing in the work or this notice is
altered in any way, and that you do not profit from it. The author of this work and F.A.T.A.L., the corresponding role-playing
game of which this work is part, may be reached at fatalgames@excite.com.

F.A.T.A.L. was originally conceived on Oct. 25, 2000.

1
Welcome to a fantasy medieval role-playing The best definition is that a role-playing
game that focuses on realism and detail whenever game is a game that allows players to utilize their full
possible without sacrificing fun. Despite the focus potential for imagination and enjoyment within a
on realism, several tenets of fantasy are assumed. controlled setting.
In the world of this game, magic exists as well as
spellcasters such as mages, witches, and druids. Sec- Necessary Gaming Materials
ond, fantastic creatures roam the world, including To play this game, some materials are nec-
kobolds and dragons, among others. Finally, hun- essary. First, it is most convenient to have a sepa-
dreds of deities exist, and moreover these gods are rate copy of this book for each player, as it will be
concerned with their worshippers, the state of the used often. Next, a set of gaming dice is necessary,
world, and their own deific interests. Aside from which may be purchased at most hobby stores and
these basic assumptions of fantasy, realism is sought some bookstores. Sets of gaming dice usually in-
in every other respect and applied to these fantastic clude one 4-sided, one 6-sided, one 8-sided, two 10-
tenets as well as the gaming world and role-playing sided (or percentile dice), one 12-sided, and one 20-
system. sided die. Another book entitled Grimoirium
Genitoris (Grimoire of the Gods) will be very use-
What is a Role-Playing Game? ful, and necessary if anyone plays a priest as a char-
A role-playing game is a game in which the acter. Further, numerous pencils, erasers, scratch
participants make decisions as though they were a paper, and graph paper come in handy. Miniatures
certain character. The decisions a player may make are available from several companies for purchase
are incredibly diverse compared to other games. For and are useful for combat situations, though they
instance, assume you are an adventuring knight who are not required for play; any coin could be used
has just fought his way to the top of a dark tower instead to represent a character. A gaming mat that
where you find a comely young maiden chained to is drawn in a 1-inch grid may be purchased or easily
the wall. What would you do? Some may choose to made, and is used on which to place the miniatures.
simply free the whimpering wench. Others may free Calculators, while not required, are recommended.
her while hoping to win her heart. Instead of seek- Finally, a small group of gaming participants, typi-
ing affection, some may talk to her to see if they cally 4-8 players, is best. Here is a review:
can collect a reward for her safe return. Then again,
others may be more interested in negotiating free- Numerous copies of this book
dom for fellatio. Some may think she has no room Gaming dice (d4, d6, d8, d10, d12, d20)
to bargain and take their fleshly pleasures by force. F.A.T.A.L. Character Generator Program
Others would rather kill her, dismember her young Talitaria Fantasy World
cadaver, and feast on her warm innards. Grimoirium Genitoris (Grimoire of the
As you can see, the number of decisions one Gods)
could make with one simple situation can quickly Grimoirium Monstrum (Grimoire of
become overwhelming. Typically, this is the attrac- Monsters)
tion of role-playing games. No other game allows Grimoirium Vita Futura (Grimoire of the
so much individual choice, and consequently, so Next World)
much fun. Pencils, erasers, scratch paper, and graph
Events in the game do not occur merely by paper
the will of the player, however. Instead, decisions 25mm Miniatures or small markers such as
and outcomes are mediated by odds and rolls of coins
the dice. Hence, this book is full of rules and guide- Gaming mat (1 grid)
lines based on odds. Do not let the sheer volume Calculator
of information be intimidating; as a player you will Players
not need to memorize it, though familiarity helps.

2
Terminology If a value (say, an Intelligence score of 115)
Some terms used throughout the game need is reduced by 77%, then only 23% remains.
to be understood. When a die is to be rolled, the In this example, 23% of 115 is 26.
type of the die (how many sides it has) usually ap- If 77% is added to any value (say, 22 points
pears after a d, designating the die. For instance, of damage due to Strength), then the value
d12 indicates that one twelve-sided die is to be is multiplied by 1.77. In this example, an
rolled. If a number appears before it, such as 3d12, additional 77% of 22 results in a total of
then three twelve-sided dice are to be rolled, and 38 points of damage (1.77 x 22 = 38.94).
the numbers added together, which this example
produces a range from 3-36. Finally, a number may Roles
follow as a modifier, such as 3d12 + 2, which means Two fundamentally different roles must be
that three twelve-sided dice are rolled and added fulfilled for a game to occur, and hence this game
together as before, but now two is added to the sum. requires at least two people. One person must as-
This particular example produces a range from 5- sume the role of the Maim Master (hereafter re-
38. Additionally, d% or d100 indicates that two ferred to as the MM). While the MM does much
ten-sided dice are to be rolled, but the results are more than maim, this is the nickname that has been
not added together. Instead, one die (which is an- acquired due to the frequency of injury to charac-
nounced beforehand) is interpreted as the tens ters. MMs do not create and role-play one charac-
position and the other as the ones position. So, if ter as do the players of the game. Instead, the MM
two ten-sided dice were rolled, resulting in a 6 and a directs the game, often acting as a referee or a story-
9, and the die that resulted with a 6 was announced teller.
as the tens position, then the results would be in- Essentially, before the game the MM devises
terpreted as 69. If the results are a 10 and a 10 a plot or a purpose to the game. For example, one
(probably a 0 and a 0 on the dice), then this is inter- plot may be for the characters to happen upon a
preted as 100. Finally, a d1000 is possible, which dungeon in the wilderness, and to encourage them
simply requires three ten-sided dice, with the third to enter and combat its inhabitants. If this were the
die being interpreted as the hundreds position. case, prior to the game the MM would draw a map
of the dungeon on graph paper. Next, the MM
Math would stock the dungeon with monsters, traps, and
No math is introduced in this game that is treasure for the characters to encounter. During
more complicated than basic algebra, and even that the game, the role of the MM is to explain to the
is relatively rare. One rule that applies to all calcula- players what their characters see and hear as they
tions is that whenever a decimal remainder exists, enter and traverse the dungeon. Further, as the char-
such as if a character has 53.96 points of Intelli- acters encounter monsters, the MM role-plays the
gence, the number is truncated or the decimal is monsters, representing them against the characters.
discarded. So, this particular individual would have The players, on the other hand, create one
53 points of Intelligence. While this game attempts character apiece, and role-play that character for the
to simplify any math that may be involved, percent- game. For example, a player named Ryan may cre-
ages are used frequently. Here are a few helpful re- ate a character who is by occupation a thug, and
minders, which will consistently use 77% as the names the thug Torturon. Throughout the game,
modifier: Ryan role-plays Torturon, making gaming decisions
as though he actually were Torturon. Typically, sev-
77% of any value (say, a characters eral players work together, creating a small group
Strength score of 130) is equivalent to mul- of unique characters, each with their own talents
tiplying the value (130) by 0.77. In this and shortcomings. Together, the small group of
example, 77% of 130 is 100. adventurers attempts to tackle a dilemma or plot
devised by the MM.

3
The role of the MM is more complicated Warning
than that of a player, since a good and entertaining This role-playing game is not intended for
MM must be familiar with everything that players children due to violent and sexual content. It is
are familiar with, but also be familiar with their own entirely possible to play this game without a charac-
role. For this reason, this book has been arranged ter entering a single combat or sexual situation,
so that information for players is presented before though information and tables for sex and violence
information for MMs. If you are new to the game, are provided so that it may be used or dismissed as
the best suggestion is to read this book. deemed appropriate by each gaming group. The
information in this game does not represent the
Creating a Character world-views of Fatal Games, nor is extreme violence
Aside from having the necessary gaming ma- or extreme sex condoned by Fatal Games. Instead,
terials listed above, the game cannot be played with- the information is included for comprehensiveness.
out a character. Each player must progress through For instance, the detail of violence may ex-
this book, chapter by chapter, to create a character. ceed that of other role-playing games, as crucial
Before you begin, you will need a character sheet. damage may explicitly explore the destruction of
If you do not have one handy, you may photocopy many body parts and internal organs. Similarly, char-
the template presented in an appendix of this book. acteristics of genitalia are often determined and uti-
These sheets are a handy means of recording char- lized, such as penis size or maximum vaginal cir-
acter information. As you progress through the cumference. Further, role-playing situations that
chapters of the book, making rolls of the dice and accurately represent mythology are likely at some
decisions, the results must be recorded on your char- point to include rape, molestation, encounters in
acter sheet. A friendly tip is to record the informa- brothels, or possibly situations that deviate more
tion with a pencil and to not write heavy-handedly; from social norms. While the objective of the game
a lot of the information is subject to change. Dur- is not intended to be any of these in their own right,
ing the game, you will continually refer to your char- sex and violence may reasonably occur depending
acter sheet. on the circumstances, and have been detailed in gam-
Not every chapter, nor every part of each ing terms herein. Therefore, Fatal Games advises
chapter, will be used while creating a character. minors not to participate in this game, and suggests
Nonetheless, the safest method is to progress that the players and MM discuss the appropriate-
through the book page by page to avoid missing ness and degree of sex and violence for their gam-
anything. When in doubt, information relevant to ing group.
character creation is listed in the beginning of each
chapter, though some chapters, such as Chapter 1:
Abilities are vital, while others such as Chapter 16:
Advancement are irrelevant to creating characters. In
general, the more relevant the information to cre-
ation, the sooner it appears in the book.
The fastest way to create a character is to
use a computer program called the Fatal Character
Generator, which is available free.
Character creation is often as fun as the game
itself, due to the seemingly infinite variety of pos-
sible characters. For instance, when initially rolling
a characters sub-abilities, there are (19920) combi-
nations possible!

4
Table of Contents
Chapter 1: Abilities
Chapter 2: Gender and Race
Chapter 3: Body
Chapter 4: Disposition
Chapter 5: Mind
Chapter 6: Sociality
Chapter 7: Occupations
Chapter 8: Skills
Chapter 9: Equipment
Chapter 10: Combat
Chapter 11: Magic
Chapter 12: Spells
Chapter 13: Magical Items
Chapter 14: Treasure
Chapter 15: Conducting the Game
Chapter 16: Advancement
Chapter 17: Natural Substances
Chapter 18: Warfare
Appendix 1: Character Sheets
Appendix 2: Spell Lists
Appendix 3: Random Magical Effects
Appendix 4: Phobias
Appendix 5: Ingredients
Appendix 6: Maim Master Characters
Index
References
About Fatal Games

5
Chapter 1: Abilities

Abilities are a characters capacities. With few exceptions, abilities are unchanging. There are five
core abilities (Physique, Charisma, Dexterity, Intelligence, and Wisdom), each with four sub-abilities. To
determine your characters abilities, begin by calculating each of the twenty sub-abilities. For each sub-
ability, roll 4d100, divide the sum by 2, and subtract 1 from the result. Numerically, this creates a range of
1-199 for all abilities and the average of each ability is 100, similar to a modern I.Q. test. It may be easier
to look at the formula:

(4d100 / 2) - 1

Then, simply average each group of four sub-abilities to determine the core ability. For example,
average the sub-ability scores for Physical Fitness, Strength, Bodily Attractiveness, and Health to deter-
mine the ability score for Physique.
As you progress through other chapters during character creation, other modifiers may adjust
your ability scores, such as gender, age, and race. On the following tables, a score of 100 is the average for
all humans. For instance, if a male rolls a Strength sub-ability score of 100 and is horrified that the average
Bench Press is 120 pounds, as noted above this is also an average for gender. Later, to resolve this
example, males will receive a bonus for Strength. For now, simply determine your sub-ability scores and
record them on your character sheet, which is available in the back of this book in Appendix 1: Character
Sheets. Finally, observe that when these sub-abilities and abilities are determined initially for a character,
the abilities are determined for young adults. After the sub-abilities are described and the tables presented,
aging effects are illustrated, which must be referenced throughout the characters life. The last part of this
chapter details how two abilities, Physical Fitness and Strength, may be increased through persistent exer-
cise, and also, an alternate rolling method is presented.
Lastly, these abilities are arranged not in an order of importance (they are all important), but in an
order that progresses from concrete (Physique) to abstract (Wisdom).
6
Physique Weapon Mastery, and Wrestling. Strength also af-
The most obvious of all abilities, Physique fects the amount of damage a character inflicts with
is comprised of Physical Fitness, Strength, Bodily melee weapons. For instance, a Strength score of
Attractiveness, and Health. High Physique ability 115 indicates that an additional 29% of normal dam-
scores indicate a body that is trim, strong, well-pro- age occurs. Strength also affects Life Points (see
portioned, and resilient. Chap. 10: Combat). Finally, is affected by exercise.
Physical Fitness Often considered en- For information, see Persistent Exercise, which is
durance or stamina, a characters Physical Fitness is detailed at the end of this chapter.
not concerned with the size or strength of the Bodily Attractiveness Usually, this por-
muscle, but its ability for durative exertion. Charac- tion of a characters Physique is comprised of the
ters with high Physical Fitness have low body fat attractiveness of their frame and how appropriately
and are able to perform exerting activities for long muscles and fat are distributed over their skeletal
durations, such as sprinting. Physical Fitness may frame. For example, characters with low Bodily At-
be affected by another sub-ability of Physique: tractiveness may have disproportionately long or
Bodily Attractiveness. Physical Fitness determines short arms, legs, or upper body. Males with high
a characters Sprint speed per round according to Bodily Attractiveness tend to have high Physical Fit-
their Height (see Chap. 3: Body). The Sprint skill in ness, Strength, and Height (see Chap. 3: Body), while
Chapter 8: Skills has more information on sprinting, females with high Bodily Attractiveness tend to have
running, jogging, walking, and forced marches. To large Cup Size (see Chap. 3: Body), low Weight (see
determine the distance in terms of miles walked per Chap. 3: Body) and low Strength. Bodily Attractive-
hour, divide the Sprint speed by 58. This sub-ability ness affects skills (see Chap. 8: Skills) such as Seduc-
may be increased with Persistent Exercise, as de- tion and Sexual Adeptness.
tailed at the end of this chapter. Physical Fitness Health Healthy characters are not sickly
affects skills such as Climb, Contortion, Jump, Moun- or prone to illness, have fewer allergies, are unaf-
taineering, Sprint, and Swim. fected by poison ivy, vomit only rarely, have better
Strength This refers to the size of the hearing (see Sound in Chap. 8: Skills), have more
characters muscles and the amount of force that Life Points (see Chap. 10: Combat), and maybe most
may be generated. Strength may be affected by an- importantly, respond well to shock and injury. The
other sub-ability of Physique: Bodily Attractiveness. modifiers for Allergies and Intoxication are explained
Characters with high Strength are able to exert con- in Chapter 3: Body. Regarding skills, Health is useful
siderable force and move impressive amounts of with Sound and Urinating. Perhaps Health is most
weight. Specifically, Strength entails measurements useful when considering Crucial Damage (see Chap.
of the Clean and Jerk (amount in pounds that may 10: Combat).
be lifted and pressed above ones head), Bench Press
(pressed away from ones chest), and Dead Lift (lifted
from the ground, but unable to move about with
it). If the Clean and Jerk is attempted with only one VIS CONSILI EXPERS
hand, 40% of the weight on the table may be pressed.
In Chapter 9: Equipment, the amount listed for Dead MOLE RUIT SUA.
Lift will determine a characters Encumbrance; two
other measures are included: Pull and Push. Finally,
Strength has a Skill Modifier for use with the skills
in Chapter 8: Skills, such as Blacksmithing, Brass- Brute force bereft of wisdom
smithing, Brawling, Climb, Coppersmithing, Dis-
memberment, Hewing, Hurl, Impaling, Mangling, falls to ruin by its own weight.
Mountaineering, Silversmithing, Stonemasonry,
Swim, General and Specific Types of Weapons,

7
Charisma Rhetorical As rhetoric is the art of per-
The ability of Charisma is the appeal of a suasion, this sub-ability of Charisma is concerned
character to others based on four sub-abilities: Fa- with the potential to make oneself seem credible,
cial, Vocal, Kinetic, and Rhetorical Charisma. High to make ones ideas or suggestions seem appealing
Charisma is indicative of a beautiful countenance, by soliciting emotions. Rhetoric has been accused
voice, movement, and style of speech. as an art of verbal trickery, a tool of political propa-
Facial Distinct from all other forms of ganda, and the opponent of reasoned and logical
attractiveness, this only considers the beauty of the arguments. Just the same, it is very influential and
characters hair, eyes, complexion, facial structure, often more influential than reasoned argument. Fur-
and expressions. Characters with low Facial Cha- ther, rhetoric is important for leadership. Talented
risma may seem to have one eyebrow instead of rhetoricians know that the most persuasive speech
two, severe acne, an ugly birthmark, a large nose or rate is one that is slightly faster than the societal
ears, dark rings under the eyes, or disfiguring scars norm, and accordingly speak at such a rate. Aver-
to list a few examples. Facial Charisma affects the age Speech Rate is indicated on the table for Rhe-
skill of Sexual Adeptness (see Chap. 8: Skills). torical Charisma later in this chapter. It is represented
Vocal While someone may be speaking or in words-per-minute (w.p.m.), and is not to be con-
singing in a foreign language that is not understood fused with a characters Maximum Speech Rate, as
by the listener, factors such as tone, pitch, accent, indicated on the table for the sub-ability of Enun-
and inflection may influence the listener to perceive ciation. Obviously, a characters Average Speech
them as attractive, or conversely, repulsive. On the Rate, as listed for Rhetorical Charisma, may never
table presented later in this chapter, a description exceed their Maximum Speech Rate, as listed for
of Vocal Charisma at each category of ability offers Enunciation. This sub-ability is useful in skills (see
a reference point for comparisons. Chap. 8: Skills) such as Haggling.
Kinetic Different from the Bodily Attrac-
tiveness sub-ability, Kinetic Charisma deals not with
the physical shape and appearance of the character
in question, but the beauty of their bodily move-
ments, gestures, stride, etc. On the table presented
later in this chapter, a description of Kinetic Cha-
risma at each category of ability offers a reference
point for comparisons. This sub-ability is particu-
larly important in Dance, Massage, and Sexual Adept-
ness (see Chap. 8: Skills).

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8
Dexterity Reaction Speed Often considered to be
This ability is physical precision, which is mental Dexterity, Reaction Speed entails neural re-
more abstract or less concrete than Physique. Dex- sponsiveness such as combat responsiveness or the
terity is comprised of four sub-abilities: Hand-Eye speed of awakening in an emergency. Those with
Coordination, Agility, Reaction Speed, and Enun- high reaction speeds can awaken from a deep sleep
ciation. A high ability score in Dexterity indicates and be coherently on their feet in a few seconds, or
that a character is probably nimble, moves easily and react very quickly to the many minute factors of
as desired, has lightning reactions, and can speak combat. This is represented on the table as Deep
quickly and clearly if necessary. Sleep Recovery, listing the number of rounds re-
Hand-Eye Coordination This type of quired to be alert and able to react without penalty
Dexterity affects skills (see Chap. 8: Skills) such as in an emergency. Reaction Speed directly affects
Aim, Ambidexterity, Basketweaving, Delousing, Dis- Initiative (see Chap. 10: Combat), as well as the
arm, Dying, Enameling, Engraving, Forgery, Hunt- Blindfighting skill (see Chap. 8: Skills).
ing, Juggling, Lock-picking, Massage, Milking, Enunciation - Verbal coordination is the
Mounted Archery, Musical Instrument, Painting, basis of Enunciation, such as speaking quickly and
Parry, Pick Pocket, Complex Ritual, Rope Use, Sculp- not getting tongue-tied, avoiding the slurring of
ture, Surgery, Tailoring, Urinating, Weapon Trick, words, and speaking clearly. Characters with low
and any other activity demanding accurate finger or scores in Enunciation may, upon being frustrated
hand movements. Hand-Eye Coordination deter- or fearful, become unable to articulate their speech,
mines a characters Finger Movement Precision, the and therefore babble incomprehensibly. Direct
finest intended precision with which fingers may be measures of Enunciation include how quickly a char-
manipulated. acter may cast a spell, and a characters Maximum
Agility Differing from Reaction Speed be- Speech Rate, which is represented in words-per-
low, Agility is not the ability to physically react to a minute (w.p.m.). Few characters ever speak at this
stimulus, so much as the ability to physically enact rate, but this is the fastest that this sub-ability of
an action as desired, once chosen. Agility affects Dexterity allows a character to speak. Obviously, a
Current Armor, thereby protecting those who are characters Average Speech Rate, as listed for Rhe-
agile, while those with low Agility are more vulner- torical Charisma, may never exceed their Maximum
able to attacks. Agility affects skills (see Chap. 8: Speech Rate, as listed for Enunciation. Enuncia-
Skills) such as Balance, Blindfighting, Brawling, tion affects the skills of Spitting and Ventriloquism
Climb, Physical Comedy, Contortion, Dance, Dis- (see Chap. 8: Skills).
arm, Dismemberment, Hide, Hurl, Impaling, Jug-
gling, Mangling, Mountaineering, Mounted Archery,
Parry, Riding, Silence, Tumble, General and Specific
Types of Weapons, and Wrestling. Regarding the
Brawling skill, Agility affects the number of Brawl-
ing attacks per round. Agility also affects the num-
ber of seconds necessary to stand.

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9
Intelligence Language, and Transcribing.
Fairly abstract, Intelligence is a characters Math The ability to consistently perform
mental precision, as well as capability and capacity mathematical calculations accurately entails algebra,
to learn new things. Intelligence is comprised of geometry, and believe it or not, musical skills, as well
four sub-abilities: Language, Math, Analytic, and as basic arithmetic. The table lists the Highest Pos-
Spatial Intelligence. A high Intelligence ability score sible Math that may be performed, provided the
indicates that a character is likely to easily learn lan- character has been trained in the Math listed. Math
guages and properly use them, perform abstract affects skills (see Chap. 8: Skills) such as Architec-
mathematical operations such as geometry, solve ture, Chemistry, Numerology Divination, Gambling,
logical problems and arrange critically reasoned ar- Algebra, Geometry, Math (Fundamental), Music
guments, and perceive and manipulate parts and the (Counterpoint), and Music Theory.
whole of objects with accuracy. After controlling Analytic Characters with high analytic or
for body size, brain size weakly correlates to Intelli- reasoning ability are able to think critically and logi-
gence, so those with bigger brains also tend to be cally. Analytic characters make better decisions based
more intelligent1. upon available facts and probabilities. Some argue
Language Those with excellent Language that morality is derived from Analytic reasoning.
sub-ability are able: to speak multiple languages flu- Analytic Intelligence affects skills (see Chap. 8: Skills)
ently; acquire, retain, and utilize a large Vocabulary; such as Appraise, Chemistry, Logic, and Music
and demonstrate impressive reading comprehension. (Counterpoint).
However, this is only the potential to do these things. Spatial This sub-ability is concerned with
In a fantasy medieval environment where illiteracy manipulating visual-spatial images. Spatial Intelli-
is the norm, most of the potential of this sub-abil- gence may be observed during the following: the
ity may go unrealized. Note that the examples for ability to correctly imagine how objects will appear
Vocabulary are not necessarily words that are un- when rotated in two- or three-dimensional space,
derstood by the character, so much as the level of finding hidden figures within the contours of a larger
the characters Vocabulary that is used daily and figure, accurately predicting where a moving object
nonchalantly. Language affects skills (see Chap. 8: will be at any given moment, the ability to arrange
Skills) such as Forgery, Read/Write Language, Speak items to make or resemble a specific design, and
object assembly. On the table later in the chapter
for this sub-ability, Unfamiliar Object Assembly dem-
onstrates the differences in ability. This does not
mean that a character is qualified to assemble all
unfamiliar objects, but that there is a limit to the
number of pieces they can comprehend before be-
ing overwhelmed. Generally, Spatial Intelligence may
be considered mechanical aptitude, and is most use-
ful with crafts or trades, and also with skills (see Chap.
Artwork Here
8: Skills) such as Architecture, Armorsmithing,
Blacksmithing, Bowyer, Brass-smithing, Carpentry,
Cartography, Clockmaking, Constellations,
Coppersmithing, Fletching, Gemcutting, Glassblow-
ing, Glovemaking, Goldsmithing, Locksmithing, Mu-
sical Instrument, Painting, Papermaking, Sailmaking,
Shipwright, Silversmithing, Stonemasonry,
Weaponsmithing, and Wheelwrighting.

1. Brain size and intelligence have been correlated in at least three studies appearing in scholarly journals. See the References
section at the end of this book for: a) Lynn, R., b) Rushton, J., c) Willerman, L, Schultz, R., Rutledge, J., & Bigler, E.

10
Wisdom their god. Therefore, some consider morality to
The most abstract ability, Wisdom is a depend on Intuition. Some contrast Intuition with
characters potential to actualize what they have and Intelligence, declaring Intuition to be the purest form
know; it is an ability to adapt to situations. Wise of instinct. Intuition affects skills (see Chap. 8: Skills)
characters tend to make decisions that they do not such as Animal Conditioning, Animal Handling,
regret. Wisdom is comprised of four sub-abilities: Blindfighting, Chemistry, Direction Sense, many
Drive, Intuition, Common Sense, and Reflection. for ms of Divination (Alectromancy,
A high Wisdom ability score indicates that a charac- Anthropomancy, Aspidomancy, Austromancy,
ter is likely to be determined and disciplined, recep- Axinomancy, Belomancy, Ceraunoscopy,
tive to subtle cues, adapt well to situations, and fre- Chiromancy, Cleromancy, Crystalomancy,
quently reflect on their life. Dririmancy, Gastromancy, Gyromancy,
Drive A Drive may be considered a Hydromancy, Libanomancy, Lithomancy,
characters determination, willpower, persistence, dis- Lunomancy, Necromancy, Numerology,
cipline, and perseverance. A character with high Omphalomancy, Oneiromancy, Onomancy,
Drive sub-ability does not necessarily always ap- Oomancy, Ornithomancy, Pyromancy, Scatomancy,
proach everything with a high Drive, but has the Sortilege, Stichomancy, Urimancy, and Xenomancy),
ability, should it be necessary, preferred, or desired. Etiquette, Haggling, Read Lips, Sculpture, Search,
Drive also is used to determine whether creatures Taste, Teaching, and Touch.
remain in combat or flee (see Chap. 10: Combat), and Common Sense It is easier to describe
it also initially affects Life Points (see Chap. 10: Com- what this sub-ability is not, than what it is. Examples
bat). The column entitled Hours Relaxing indicates of individuals lacking in Common Sense are often
the number of hours per day that, if it were up to those who are naive, gullible, and have a tendency
the character in question, they would generally relax toward idealism more than pragmatism. Common
and refrain from all exertion. Drive affects the skills Sense, as a sub-ability, is an abstract measure of how
Animal Conditioning and Combat Spellcasting (see much a character is in touch with reality. Nerds are
Chap. 8: Skills). good examples of people who may have some high
Intuition This sub-ability is a characters forms of Intelligence, but may lack Common Sense.
familiarity with or awareness of subconscious and On the table presented later in this chapter, examples
subtle cues or clues; Intuition is an acuteness of per- of each category of ability demonstrate what a char-
ception and attention to nearby, local, or observ- acter may be Likely to do. Common Sense af-
able detail. Characters with high Intuition are still fects skills (see Chap. 8: Skills) such as Agriculture,
limited by the physical world, unable to glean facts Basketweaving, Bookbinding, Brewing, Brickmaking,
or feelings that do not present themselves or are Candlemaking, Cleaning, Cobbling, Cooking, Dis-
fully hidden. Often, what is attributed to Intuition guise, Divination (Alectromancy), Fishing, Foresting,
is subtle information that we are unable to attribute Gambling, Genealogy, Girdlemaking, Grooming,
to its source, so we consider it metaphysical when it Hatmaking, Heraldry, Hide, Inkmaking, Milking,
is not. For instance, a female may have an uneasy Milling, Mining, Minting, Perfumemaking,
feeling when a stranger looks at her. Though she Pewtersmithing, Pottery, Pursemaking, Ropemaking,
does not realize it in this example, the pupils of the Saddlemaking, Search, Sheathemaking, Silence, Skin-
males eyes are not dilated but very narrow. This is ning, Soapmaking, Tailoring, Tanning, Teaching,
a biological cue that the male is either in bright sun- Thatching, Tilemaking, Tinkering, Trapping,
light or displeased. Likely, the animal in her human Wainwrighting, Weather Prediction, and Weaving.
nature recognizes his displeasure as he looks at her, Reflection While Intelligence, or learn-
though she is not consciously aware of the cue. ing, is more concerned with short-term mnemonic
Intuition is a form of knowledge that is indepen- accuracy, the accuracy of long-term memory corre-
dent of experience or reason. Some claim that it is lates with a gain in Wisdom over time as the deci-
only through Intuition that characters come to know sions made by the individual reflect the inclusion of

11
more experiences that are accurately remembered. Ability Checks
Those who do not remember and reflect upon the Instances in the game may occur when abili-
majority of their lives are more likely to make un- ties need to be checked. For instance, a slovenly
wise decisions. The Earliest Memory is determined trollop offers herself to a strapping young adven-
by this sub-ability. Reflection affects skills (see Chap.
turer if and only if he can expediently say a tongue-
8: Skills) such as Constellations, Etiquette, Remem- twister of her choice. Driven by hormones, the
ber Detail, and Weather Prediction. young male agrees, and asks what is the tongue-
twister. The courtesan challenges Huge hung hero
hunks hastily hump horny heaving hot whores.
Skill Modifiers Howbout it, huh? To make an ability check, roll
Each ability and sub-ability has a Skill Modi- percentile dice and apply the Skill Modifier to the
fier. Whenever a skill is used or must be checked, result. This number may be compared with a diffi-
abilities may modify the roll of a skill. Information culty threshold (TH) determined by the MM or the
on skills and how Skill Modifiers function may be roll of another player. In the example provided above
found in Chapter 8: Skills. regarding tongue-twisting, the MM may have secretly
decided the TH to be 80. The strapping young ad-
venturer tests his Enunciation sub-ability at the mo-
ment by rolling percentile dice and applying the Skill
Modifier from Enunciation to the roll. He rolls 31
and the MM tells him that he tried to say it faster
than he was capable at the moment. To the
adventurers dismay, the soliciting strumpet laughs
as she abandons him for a lad with a more nimble
tongue.

12
Phy sique : Phy sic al Fitne ss
Spr int Spr int Spr int Spr int Spr int Spr int Spr int Spr int
Sub-ability Sk ill
for He ight for He ight for He ight for He ight for He ight for He ight for He ight for He ight
sc or e Modifie r
2 4 "- 3 5 " 3 6 "- 4 7 " 4 8 "- 5 9 " 6 0 "- 7 1" 7 2 "- 8 3 " 8 4 "- 9 5 " 9 6 "- 10 7 " 10 8 -12 6 "
1 -2 4 -9 0 1 1 2 2 5 5 10 10
2 5 -3 9 -7 5 2 3 5 5 10 7 15 20
4 0 -5 4 -6 0 4 5 8 8 15 10 20 30
5 5 -5 9 -4 5 5 8 11 11 20 15 25 35
6 0 -6 4 -4 0 7 10 14 14 24 20 30 40
6 5 -6 9 -3 5 9 13 17 17 28 25 35 45
7 0 -7 2 -3 0 10 15 20 20 32 30 40 50
7 3 -7 5 -2 7 12 18 23 24 36 35 45 55
7 6 -7 8 -2 4 14 20 26 28 38 40 50 60
7 9 -8 1 -2 1 16 23 29 32 42 45 55 65
8 2 -8 4 -1 8 18 25 32 36 46 50 60 70
8 5 -8 7 -1 5 20 28 35 40 50 55 65 75
8 8 -9 0 -1 2 22 30 38 44 54 60 70 80
9 1 -9 3 -9 24 33 41 48 58 65 75 85
9 4 -9 6 -6 26 35 44 52 62 70 80 90
9 7 -9 9 -3 28 38 47 56 66 75 85 95
1 0 0 -1 0 2 - 30 40 50 60 70 80 90 100
1 0 3 -1 0 5 +1 35 45 55 65 75 85 95 105
1 0 6 -1 0 8 +2 40 50 60 70 80 90 100 110
1 0 9 -1 1 1 +3 45 55 65 75 85 95 105 115
1 1 2 -1 1 4 +4 50 60 70 80 90 100 110 120
1 1 5 -1 1 7 +5 55 65 75 85 95 105 115 125
1 1 8 -1 2 0 +6 60 70 80 90 100 110 120 130
1 2 1 -1 2 3 +7 65 75 85 95 105 115 125 135
1 2 4 -1 2 6 +8 70 80 90 100 110 120 130 140
1 2 7 -1 2 9 +9 75 85 95 105 115 125 135 145
1 3 0 -1 3 4 +1 0 80 90 100 110 120 130 140 150
1 3 5 -1 3 9 +1 1 85 95 105 115 125 135 145 155
1 4 0 -1 4 4 +1 3 90 100 110 120 130 140 150 160
1 4 5 -1 5 9 +1 5 95 105 115 125 135 145 155 165
1 6 0 -1 7 4 +2 0 100 110 120 130 140 150 160 170
1 7 5 -1 8 9 +2 5 105 115 125 135 145 155 165 175
1 9 0 -2 0 4 +3 0 110 120 130 140 150 160 170 180
2 0 5 -2 1 9 +3 5 115 125 135 145 155 165 175 185
2 2 0 -2 3 4 +4 0 120 130 140 150 160 170 180 190
2 3 5 -2 4 9 +4 5 125 135 145 155 165 175 185 195
2 5 0 -2 6 4 +5 0 130 140 150 160 170 180 190 200
2 6 5 -2 7 9 +5 5 135 145 155 165 175 185 195 205
2 8 0 -2 9 4 +6 0 140 150 160 170 180 190 200 210
2 9 5 -3 0 9 +6 5 145 155 165 175 185 195 205 215
310 +7 0 150 160 170 180 190 200 210 220

13
Phy sique : Str e ngth
Sub-ability sc or e Sk ill Modifie r D am age Life Points Mod. Cle an & Je r k Be nc h Pr e ss D e ad Lift
1 -2 4 -9 0 -9 9 % -8 1 2 3
2 5 -3 9 -7 5 -7 5 % -7 3 5 8
4 0 -5 4 -6 0 -6 0 % -6 6 10 16
5 5 -5 9 -4 5 -4 5 % -5 12 20 32
6 0 -6 4 -4 0 -4 0 % -5 13 23 36
6 5 -6 9 -3 5 -3 5 % -4 16 27 43
7 0 -7 2 -3 0 -3 0 % -4 18 30 48
7 3 -7 5 -2 7 -2 7 % -3 22 38 60
7 6 -7 8 -2 4 -2 4 % -3 27 46 73
7 9 -8 1 -2 1 -2 1 % -3 32 54 86
8 2 -8 4 -1 8 -1 8 % -2 37 62 99
8 5 -8 7 -1 5 -1 5 % -2 42 70 112
8 8 -9 0 -1 2 -1 2 % -2 46 78 124
9 1 -9 3 -9 -9 % -1 51 86 137
9 4 -9 6 -6 -6 % -1 56 94 150
9 7 -9 9 -3 -3 % -1 61 102 163
1 0 0 -1 0 2 - - - 66 110 176
1 0 3 -1 0 5 +1 +5 % +1 70 118 188
1 0 6 -1 0 8 +2 +1 0 % +1 75 126 201
1 0 9 -1 1 1 +3 +1 5 % +2 80 134 214
1 1 2 -1 1 4 +4 +2 0 % +2 85 142 227
1 1 5 -1 1 7 +5 +2 5 % +3 90 150 240
1 1 8 -1 2 0 +6 +3 0 % +3 94 158 252
1 2 1 -1 2 3 +7 +3 5 % +4 99 166 265
1 2 4 -1 2 6 +8 +4 0 % +4 104 174 278
1 2 7 -1 2 9 +9 +4 5 % +5 109 182 291
1 3 0 -1 3 4 +1 0 +5 0 % +5 114 190 304
1 3 5 -1 3 9 +1 1 +6 0 % +6 121 203 324
1 4 0 -1 4 4 +1 3 +7 0 % +7 129 215 344
1 4 5 -1 5 9 +1 5 +7 5 % +8 138 230 368
1 6 0 -1 7 4 +2 0 +1 0 0 % +1 0 162 270 432
1 7 5 -1 8 9 +2 5 +1 2 5 % +1 2 186 310 496
1 9 0 -2 0 4 +3 0 +1 5 0 % +1 4 210 350 560
2 0 5 -2 1 9 +3 5 +1 7 5 % +1 6 234 390 624
2 2 0 -2 3 4 +4 0 +2 0 0 % +1 8 258 430 688
2 3 5 -2 4 9 +4 5 +2 2 5 % +2 0 282 470 752
2 5 0 -2 6 4 +5 0 +2 5 0 % +2 2 306 510 816
2 6 5 -2 7 9 +5 5 +2 7 5 % +2 4 324 540 864
2 8 0 -2 9 4 +6 0 +3 0 0 % +2 6 348 580 928
2 9 5 -3 0 9 +6 5 +3 2 5 % +2 8 372 620 992
310 +7 0 +3 5 0 % +3 0 396 660 1056

14
Phy sique : Bodily A ttr ac tive ne ss
Sub-ability sc or e Sk ill Modifie r Male Modifie r Fe m ale Modifie r
1 -2 4 - 90 - 1 8 Physica l Fitness, Str. ength, a nd Height - 1 8 to Cup Size a nd + 1 8 % Weight
2 5 -3 9 - 75 - 1 6 Physica l Fitness, Str. ength, a nd Height - 1 6 to Cup Size a nd + 1 6 % Weight
4 0 -5 4 - 60 - 1 4 Physica l Fitness, Str. ength, a nd Height - 1 4 to Cup Size a nd + 1 4 % Weight
5 5 -5 9 - 45 - 1 2 Physica l Fitness, Str. ength, a nd Height - 1 2 to Cup Size a nd + 1 2 % Weight
6 0 -6 4 - 40 - 1 0 Physica l Fitness, Str. ength, a nd Height - 1 0 to Cup Size a nd + 1 0 % Weight
6 5 -6 9 - 35 - 8 Physica l Fitness, Str. ength, a nd Height - 8 to Cup Size a nd + 8 % Weight
7 0 -7 2 - 30 - 6 Physica l Fitness, Str. ength, a nd Height - 6 to Cup Size a nd + 6 % Weight
7 3 -7 5 - 27 - 5 Physica l Fitness, Str. ength, a nd Height - 5 to Cup Size a nd + 5 % Weight
7 6 -7 8 - 24 - 4 Physica l Fitness, Str. ength, a nd Height - 4 to Cup Size a nd + 4 % Weight
7 9 -8 1 - 21 - 3 Physica l Fitness, Str. ength, a nd Height - 3 to Cup Size a nd + 3 % Weight
8 2 -8 4 - 18 - 2 Physica l Fitness, Str. ength, a nd Height - 2 to Cup Size a nd + 2 % Weight
8 5 -8 7 - 15 - 1 Physica l Fitness, Str. ength, a nd Height - 1 to Cup Size a nd + 1 % Weight
8 8 -9 0 - 12 - -
9 1 -9 3 -9 - -
9 4 -9 6 -6 - -
9 7 -9 9 -3 - -
1 0 0 -1 0 2 - - -
1 0 3 -1 0 5 +1 - -
1 0 6 -1 0 8 +2 - -
1 0 9 -1 1 1 +3 - -
1 1 2 -1 1 4 +4 - -
1 1 5 -1 1 7 +5 + 1 Physica l Fitness, Str. ength, a nd Height + 1 to Cup Size, - 1 Strength, a nd - 1 % Weight
1 1 8 -1 2 0 +6 + 2 Physica l Fitness, Str. ength, a nd Height + 2 to Cup Size, - 2 Strength, a nd - 2 % Weight
1 2 1 -1 2 3 +7 + 3 Physica l Fitness, Str. ength, a nd Height + 3 to Cup Size, - 3 Strength, a nd - 3 % Weight
1 2 4 -1 2 6 +8 + 4 Physica l Fitness, Str. ength, a nd Height + 4 to Cup Size, - 4 Strength, a nd - 4 % Weight
1 2 7 -1 2 9 +9 + 5 Physica l Fitness. , Str. ength, a nd Height + 5 to Cup Size, - 5 Strength, a nd - 5 % Weight
1 3 0 -1 3 4 + 10 + 6 Physica l Fitness, Str. ength, a nd Height + 6 to Cup Size, - 6 Strength, a nd - 6 % Weight
1 3 5 -1 3 9 + 11 + 8 Physica l Fitness, Str. ength, a nd Height + 8 to Cup Size, - 8 Strength, a nd - 8 % Weight
1 4 0 -1 4 4 + 13 + 1 0 Physica l Fitness, Str. ength, a nd Height + 1 0 to Cup Size, - 1 0 Strength, a nd - 1 0 % Weight
1 4 5 -1 5 9 + 15 + 1 2 Physica l Fitness, Str. ength, a nd Height + 1 2 to Cup Size, - 1 2 Strength, a nd - 1 2 % Weight
1 6 0 -1 7 4 + 20 + 1 4 Physica l Fitness, Str. ength, a nd Height + 1 4 to Cup Size, - 1 4 Strength, a nd - 1 4 % Weight
1 7 5 -1 8 9 + 25 + 1 6 Physica l Fitness, Str. ength, a nd Height + 1 6 to Cup Size, - 1 6 Strength, a nd - 1 6 % Weight
1 9 0 -2 0 4 + 30 + 1 8 Physica l Fitness, Str. ength, a nd Height + 1 8 to Cup Size, - 1 8 Strength, a nd - 1 8 % Weight
2 0 5 -2 1 9 + 35 + 2 0 Physica l Fitness, Str. ength, a nd Height + 2 0 to Cup Size, - 2 0 Strength, a nd - 2 0 % Weight
2 2 0 -2 3 4 + 40 + 2 2 Physica l Fitness, Str. ength, a nd Height + 2 2 to Cup Size, - 2 2 Strength, a nd - 2 2 % Weight
2 3 5 -2 4 9 + 45 + 2 4 Physica l Fitness, Str. ength, a nd Height +2 4 to Cup Size, - 2 4 Strength, a nd - 2 4 % Weight
2 5 0 -2 6 4 + 50 + 2 6 Physica l Fitness, Str. ength, a nd Height + 2 6 to Cup Size, - 2 6 Strength, a nd - 2 6 % Weight
2 6 5 -2 7 9 + 55 + 2 8 Physica l Fitness, Str. ength, a nd Height + 2 8 to Cup Size, - 2 8 Strength, a nd - 2 8 % Weight
2 8 0 -2 9 4 + 60 + 3 0 Physica l Fitness, Str. ength, a nd Height + 3 0 to Cup Size, - 3 0 Strength, a nd - 3 0 % Weight
2 9 5 -3 0 9 + 65 + 3 2 Physica l Fitness, Str. ength, a nd Height + 3 2 to Cup Size, - 3 2 Strength, a nd - 3 2 % Weight
310 + 70 + 3 4 Physica l Fitness, Str. ength, a nd Height + 3 4 to Cup Size, - 3 4 Strength, a nd - 3 4 % Weight

15
Phy sique : He alth
Sub-ability sc or e Sk ill Modifie r Life Points Mod. Intoxic ation/Vom it A lle r gie s Illne ss Im m unity
1 -2 4 -9 0 -2 7 +9 0 % 7 0%
2 5 -3 9 -7 5 -2 3 +7 5 % 6 2%
4 0 -5 4 -6 0 -1 9 +6 0 % 5 5%
5 5 -5 9 -4 5 -1 6 +4 5 % 4 10%
6 0 -6 4 -4 0 -1 4 +4 0 % 3 15%
6 5 -6 9 -3 5 -1 2 +3 5 % 3 20%
7 0 -7 2 -3 0 -1 0 +3 0 % 2 25%
7 3 -7 5 -2 7 -9 +2 7 % 2 30%
7 6 -7 8 -2 4 -8 +2 4 % 2 35%
7 9 -8 1 -2 1 -7 +2 1 % 2 40%
8 2 -8 4 -1 8 -6 +1 8 % 2 45%
8 5 -8 7 -1 5 -5 +1 5 % 1 50%
8 8 -9 0 -1 2 -4 +1 2 % 1 55%
9 1 -9 3 -9 -3 +9 % 1 60%
9 4 -9 6 -6 -2 +6 % 1 65%
9 7 -9 9 -3 -1 +3 % 1 70%
1 0 0 -1 0 2 - - - - 75%
1 0 3 -1 0 5 +1 +1 -3 % - 76%
1 0 6 -1 0 8 +2 +1 -6 % - 77%
1 0 9 -1 1 1 +3 +1 -9 % - 78%
1 1 2 -1 1 4 +4 +1 -1 2 % - 79%
1 1 5 -1 1 7 +5 +1 -1 5 % - 80%
1 1 8 -1 2 0 +6 +1 -1 8 % - 81%
1 2 1 -1 2 3 +7 +2 -2 1 % - 82%
1 2 4 -1 2 6 +8 +2 -2 5 % - 83%
1 2 7 -1 2 9 +9 +2 -3 0 % - 84%
1 3 0 -1 3 4 +1 0 +2 -4 0 % - 85%
1 3 5 -1 3 9 +1 1 +3 -5 0 % - 86%
1 4 0 -1 4 4 +1 3 +3 -6 0 % - 87%
1 4 5 -1 5 9 +1 5 +3 -7 0 % - 88%
1 6 0 -1 7 4 +2 0 +4 -8 0 % - 89%
1 7 5 -1 8 9 +2 5 +4 -9 0 % - 90%
1 9 0 -2 0 4 +3 0 +5 -9 1 % - 91%
2 0 5 -2 1 9 +3 5 +5 -9 2 % - 92%
2 2 0 -2 3 4 +4 0 +6 -9 3 % - 93%
2 3 5 -2 4 9 +4 5 +6 -9 4 % - 94%
2 5 0 -2 6 4 +5 0 +7 -9 5 % - 95%
2 6 5 -2 7 9 +5 5 +7 -9 6 % - 96%
2 8 0 -2 9 4 +6 0 +8 -9 7 % - 97%
2 9 5 -3 0 9 +6 5 +8 -9 8 % - 98%
310 +7 0 +9 -9 9 % - 99%

16
Char ism a: Fac ial
Sub-ability sc or e Sk ill Modifie r D e sc r iption
1 -2 4 -9 0 Monstrous
2 5 -3 9 -7 5 Hideous
4 0 -5 4 -6 0 Defor med
5 5 -5 9 -4 5 Disgusting
6 0 -6 4 -4 0 Repulsiv e
6 5 -6 9 -3 5 Ugly
7 0 -7 2 -3 0 Uncomely
7 3 -7 5 -2 7 Repelling
7 6 -7 8 -2 4 Unsightly
7 9 -8 1 -2 1 Ill-sha pen
8 2 -8 4 -1 8 Ill-look ing
8 5 -8 7 -1 5 Homely
8 8 -9 0 -1 2 Pl a i n
9 1 -9 3 -9 Pl a i n
9 4 -9 6 -6 Pla in
9 7 -9 9 -3 Pla in
1 0 0 -1 0 2 - Pla in
1 0 3 -1 0 5 +1 Pl a i n
1 0 6 -1 0 8 +2 Pla in
1 0 9 -1 1 1 +3 Pl a i n
1 1 2 -1 1 4 +4 Pla in
1 1 5 -1 1 7 +5 Attra ctiv e
1 1 8 -1 2 0 +6 Inv iting
1 2 1 -1 2 3 +7 Inv iting
1 2 4 -1 2 6 +8 E nticing
1 2 7 -1 2 9 +9 Good-look ing
1 3 0 -1 3 4 +1 0 Comely
1 3 5 -1 3 9 +1 1 Alluring
1 4 0 -1 4 4 +1 3 E ncha nting
1 4 5 -1 5 9 +1 5 Fa scina ting
1 6 0 -1 7 4 +2 0 Tr ue Bea uty
1 7 5 -1 8 9 +2 5 Ca uses wetness
1 9 0 -2 0 4 +3 0 Inspires jea lousy
2 0 5 -2 1 9 +3 5 Inspires lust
2 2 0 -2 3 4 +4 0 Stra ngers must sta re
2 3 5 -2 4 9 +4 5 Stra ngers must sta re
2 5 0 -2 6 4 +5 0 All others must sta re
2 6 5 -2 7 9 +5 5 All others must sta re
2 8 0 -2 9 4 +6 0 Positiv ely ma ddening
2 9 5 -3 0 9 +6 5 O rga sm from v iewing
310 +7 0 Perfection

17
Char ism a: Voc al
Sub-ability sc or e Sk ill Modifie r D e sc r iption
1 -2 4 -9 0 Ga y
2 5 -3 9 -7 5 Wea k
4 0 -5 4 -6 0 Deta ched
5 5 -5 9 -4 5 Whiney
6 0 -6 4 -4 0 Soft
6 5 -6 9 -3 5 Ra spy
7 0 -7 2 -3 0 Shrill
7 3 -7 5 -2 7 Scra tchy
7 6 -7 8 -2 4 Hoa rse
7 9 -8 1 -2 1 Monotone
8 2 -8 4 -1 8 Alwa ys sa ys " uh" or " um"
8 5 -8 7 -1 5 Alwa ys sa ys " uh" or " um"
8 8 -9 0 -1 2 Nor ma l
9 1 -9 3 -9 Nor ma l
9 4 -9 6 -6 Nor ma l
9 7 -9 9 -3 Nor ma l
1 0 0 -1 0 2 - Nor ma l
1 0 3 -1 0 5 +1 Nor ma l
1 0 6 -1 0 8 +2 Nor ma l
1 0 9 -1 1 1 +3 Nor ma l
1 1 2 -1 1 4 +4 Nor ma l
1 1 5 -1 1 7 +5 Av oids " uh" or " um"
1 1 8 -1 2 0 +6 Av oids " uh" or " um"
1 2 1 -1 2 3 +7 Uses v oca l pa using effectiv ely
1 2 4 -1 2 6 +8 Rythmic
1 2 7 -1 2 9 +9 Melodic
1 3 0 -1 3 4 +1 0 Strong
1 3 5 -1 3 9 +1 1 Strong
1 4 0 -1 4 4 +1 3 Strong
1 4 5 -1 5 9 +1 5 Confident
1 6 0 -1 7 4 +2 0 Confident
1 7 5 -1 8 9 +2 5 Confident
1 9 0 -2 0 4 +3 0 Clea r
2 0 5 -2 1 9 +3 5 Clea r
2 2 0 -2 3 4 +4 0 Clea r
2 3 5 -2 4 9 +4 5 Clea r
2 5 0 -2 6 4 +5 0 Projecting
2 6 5 -2 7 9 +5 5 Projecting
2 8 0 -2 9 4 +6 0 Projecting
2 9 5 -3 0 9 +6 5 Projecting
310 +7 0 O therworldly

18
Char ism a: Kine tic
Sub-ability sc or e Sk ill Modifie r D e sc r iption
1 -2 4 -9 0 Degenera te
2 5 -3 9 -7 5 Lumbering
4 0 -5 4 -6 0 Loutish
5 5 -5 9 -4 5 Rough
6 0 -6 4 -4 0 Inept
6 5 -6 9 -3 5 Uncouth
7 0 -7 2 -3 0 Ungra ceful
7 3 -7 5 -2 7 Coa rse
7 6 -7 8 -2 4 Bungling
7 9 -8 1 -2 1 Unrefined
8 2 -8 4 -1 8 Abr upt
8 5 -8 7 -1 5 Awk wa rd
8 8 -9 0 -1 2 O rdina ry
9 1 -9 3 -9 O rdina ry
9 4 -9 6 -6 O rdina ry
9 7 -9 9 -3 O rdina ry
1 0 0 -1 0 2 - O rdina ry
1 0 3 -1 0 5 +1 O rdina ry
1 0 6 -1 0 8 +2 O rdina ry
1 0 9 -1 1 1 +3 O rdina ry
1 1 2 -1 1 4 +4 O rdina ry
1 1 5 -1 1 7 +5 Smooth
1 1 8 -1 2 0 +6 Flowing
1 2 1 -1 2 3 +7 Becoming
1 2 4 -1 2 6 +8 Refined
1 2 7 -1 2 9 +9 Polished
1 3 0 -1 3 4 +1 0 Gra ceful
1 3 5 -1 3 9 +1 1 Na tura l
1 4 0 -1 4 4 +1 3 Na tura l
1 4 5 -1 5 9 +1 5 Sleek
1 6 0 -1 7 4 +2 0 Sleek
1 7 5 -1 8 9 +2 5 Sleek
1 9 0 -2 0 4 +3 0 S ua v e
2 0 5 -2 1 9 +3 5 S ua v e
2 2 0 -2 3 4 +4 0 S ua v e
2 3 5 -2 4 9 +4 5 Ca t-lik e
2 5 0 -2 6 4 +5 0 Ca t-lik e
2 6 5 -2 7 9 +5 5 Ca t-lik e
2 8 0 -2 9 4 +6 0 Gla brous
2 9 5 -3 0 9 +6 5 Gla brous
310 +7 0 Gla brous

19
Char ism a: Rhe tor ic al
Sub-ability sc or e Sk ill Modifie r A ve r age Spe e c h Rate
1 -2 4 -9 0 1
2 5 -3 9 -7 5 5
4 0 -5 4 -6 0 20
5 5 -5 9 -4 5 40
6 0 -6 4 -4 0 60
6 5 -6 9 -3 5 80
7 0 -7 2 -3 0 90
7 3 -7 5 -2 7 1 0 0 or 2 7 0 (5 0 %)
7 6 -7 8 -2 4 1 1 0 or 2 6 0 (5 0 %)
7 9 -8 1 -2 1 1 1 5 or 2 5 0 (5 0 %)
8 2 -8 4 -1 8 1 2 0 or 2 4 0 (5 0 %)
8 5 -8 7 -1 5 1 2 5 or 2 3 0 (5 0 %)
8 8 -9 0 -1 2 1 3 0 or 2 2 0 (5 0 %)
9 1 -9 3 -9 1 3 5 or 2 1 0 (5 0 %)
9 4 -9 6 -6 1 4 0 or 2 0 0 (5 0 %)
9 7 -9 9 -3 1 4 5 or 1 9 5 (5 0 %)
1 0 0 -1 0 2 - 1 5 0 or 1 9 0 (5 0 %)
1 0 3 -1 0 5 +1 1 5 2 or 1 8 7 (5 0 %)
1 0 6 -1 0 8 +2 1 5 5 or 1 8 5 (5 0 %)
1 0 9 -1 1 1 +3 1 5 7 or 1 8 2 (5 0 %)
1 1 2 -1 1 4 +4 1 6 0 or 1 8 0 (5 0 %)
1 1 5 -1 1 7 +5 1 6 2 or 1 7 7 (5 0 %)
1 1 8 -1 2 0 +6 1 6 5 or 1 7 5 (5 0 %)
1 2 1 -1 2 3 +7 1 6 7 or 1 7 2 (5 0 %)
1 2 4 -1 2 6 +8 170
1 2 7 -1 2 9 +9 170
1 3 0 -1 3 4 +1 0 170
1 3 5 -1 3 9 +1 1 170
1 4 0 -1 4 4 +1 3 170
1 4 5 -1 5 9 +1 5 170
1 6 0 -1 7 4 +2 0 170
1 7 5 -1 8 9 +2 5 170
1 9 0 -2 0 4 +3 0 170
2 0 5 -2 1 9 +3 5 170
2 2 0 -2 3 4 +4 0 170
2 3 5 -2 4 9 +4 5 170
2 5 0 -2 6 4 +5 0 170
2 6 5 -2 7 9 +5 5 170
2 8 0 -2 9 4 +6 0 170
2 9 5 -3 0 9 +6 5 170
310 +7 0 170

20
D e xte r ity : Hand-Ey e Coor dination
Sub-ability sc or e Sk ill Modifie r Phy sic al Move m e nt Pr e c ision
1 -2 4 -9 0 1 foot
2 5 -3 9 -7 5 6 inches
4 0 -5 4 -6 0 2 inches
5 5 -5 9 -4 5 1 inch
6 0 -6 4 -4 0 1 /2 inch
6 5 -6 9 -3 5 3 /8 inch
7 0 -7 2 -3 0 1 /4 inch
7 3 -7 5 -2 7 1 /4 inch
7 6 -7 8 -2 4 1 /4 inch
7 9 -8 1 -2 1 1 /8 th inch
8 2 -8 4 -1 8 1 /8 th inch
8 5 -8 7 -1 5 1 /8 th inch
8 8 -9 0 -1 2 1 /1 6 th inch
9 1 -9 3 -9 1 /1 6 th inch
9 4 -9 6 -6 1 /1 6 th inch
9 7 -9 9 -3 1 /1 6 th inch
1 0 0 -1 0 2 - 1 /1 6 th inch
1 0 3 -1 0 5 +1 1 /3 2 inch
1 0 6 -1 0 8 +2 1 /3 2 inch
1 0 9 -1 1 1 +3 1 /3 2 inch
1 1 2 -1 1 4 +4 1 /3 2 inch
1 1 5 -1 1 7 +5 1 /6 4 inch
1 1 8 -1 2 0 +6 1 /6 4 inch
1 2 1 -1 2 3 +7 1 /6 4 inch
1 2 4 -1 2 6 +8 1 /6 4 inch
1 2 7 -1 2 9 +9 1 /1 0 0 inch
1 3 0 -1 3 4 +1 0 1 /1 0 0 inch
1 3 5 -1 3 9 +1 1 1 /1 0 0 inch
1 4 0 -1 4 4 +1 3 1 /1 0 0 inch
1 4 5 -1 5 9 +1 5 1 /2 5 0 inch
1 6 0 -1 7 4 +2 0 1 /2 5 0 inch
1 7 5 -1 8 9 +2 5 1 /2 5 0 inch
1 9 0 -2 0 4 +3 0 1 /2 5 0 inch
2 0 5 -2 1 9 +3 5 1 /5 0 0 inch
2 2 0 -2 3 4 +4 0 1 /5 0 0 inch
2 3 5 -2 4 9 +4 5 1 /5 0 0 inch
2 5 0 -2 6 4 +5 0 1 /5 0 0 inch
2 6 5 -2 7 9 +5 5 1 /1 , 0 0 0 inch
2 8 0 -2 9 4 +6 0 1 /1 , 0 0 0 inch
2 9 5 -3 0 9 +6 5 1 /1 , 0 0 0 inch
310 +7 0 1 /1 , 0 0 0 inch

21
D e xte r ity : A gility
Sub-ability sc or e Sk ill Modifie r A r m or Br awling A ttac k s/r ound Se c onds to Stand
1 -2 4 -9 0 -9 0 1 /4 9
2 5 -3 9 -7 5 -7 5 1 /3 8
4 0 -5 4 -6 0 -6 0 1 /2 8
5 5 -5 9 -4 5 -4 5 1 7
6 0 -6 4 -4 0 -4 0 1 6
6 5 -6 9 -3 5 -3 5 2 5
7 0 -7 2 -3 0 -3 0 2 4
7 3 -7 5 -2 7 -2 7 2 3
7 6 -7 8 -2 4 -2 4 2 3
7 9 -8 1 -2 1 -2 1 2 3
8 2 -8 4 -1 8 -1 8 2 3
8 5 -8 7 -1 5 -1 5 2 3
8 8 -9 0 -1 2 -1 2 2 3
9 1 -9 3 -9 -9 2 3
9 4 -9 6 -6 -6 2 3
9 7 -9 9 -3 -3 2 3
1 0 0 -1 0 2 - - 2 3
1 0 3 -1 0 5 +1 - 2 3
1 0 6 -1 0 8 +2 +1 2 3
1 0 9 -1 1 1 +3 +2 2 3
1 1 2 -1 1 4 +4 +3 2 3
1 1 5 -1 1 7 +5 +4 2 3
1 1 8 -1 2 0 +6 +4 2 3
1 2 1 -1 2 3 +7 +5 2 3
1 2 4 -1 2 6 +8 +6 2 3
1 2 7 -1 2 9 +9 +7 2 3
1 3 0 -1 3 4 +1 0 +8 2 2
1 3 5 -1 3 9 +1 1 +8 2 2
1 4 0 -1 4 4 +1 3 +9 3 2
1 4 5 -1 5 9 +1 5 +1 2 3 2
1 6 0 -1 7 4 +2 0 +1 6 3 2
1 7 5 -1 8 9 +2 5 +2 0 3 2
1 9 0 -2 0 4 +3 0 +2 4 4 2
2 0 5 -2 1 9 +3 5 +2 8 4 2
2 2 0 -2 3 4 +4 0 +3 2 4 2
2 3 5 -2 4 9 +4 5 +3 6 4 2
2 5 0 -2 6 4 +5 0 +4 0 5 2
2 6 5 -2 7 9 +5 5 +4 4 5 2
2 8 0 -2 9 4 +6 0 +4 8 5 2
2 9 5 -3 0 9 +6 5 +5 2 5 2
310 +7 0 +5 6 6 1

22
D e xte r ity : Re ac tion Spe e d
Sub-ability sc or e Sk ill Modifie r D e e p Sle e p Re c ove r y
1 -2 4 -9 0 7
2 5 -3 9 -7 5 6
4 0 -5 4 -6 0 5
5 5 -5 9 -4 5 4
6 0 -6 4 -4 0 3
6 5 -6 9 -3 5 3
7 0 -7 2 -3 0 3
7 3 -7 5 -2 7 2
7 6 -7 8 -2 4 2
7 9 -8 1 -2 1 2
8 2 -8 4 -1 8 2
8 5 -8 7 -1 5 2
8 8 -9 0 -1 2 2
9 1 -9 3 -9 2
9 4 -9 6 -6 2
9 7 -9 9 -3 2
1 0 0 -1 0 2 - 2
1 0 3 -1 0 5 +1 2
1 0 6 -1 0 8 +2 2
1 0 9 -1 1 1 +3 2
1 1 2 -1 1 4 +4 2
1 1 5 -1 1 7 +5 2
1 1 8 -1 2 0 +6 2
1 2 1 -1 2 3 +7 2
1 2 4 -1 2 6 +8 2
1 2 7 -1 2 9 +9 2
1 3 0 -1 3 4 +1 0 1
1 3 5 -1 3 9 +1 1 1
1 4 0 -1 4 4 +1 3 1
1 4 5 -1 5 9 +1 5 1
1 6 0 -1 7 4 +2 0 0
1 7 5 -1 8 9 +2 5 0
1 9 0 -2 0 4 +3 0 0
2 0 5 -2 1 9 +3 5 0
2 2 0 -2 3 4 +4 0 0
2 3 5 -2 4 9 +4 5 0
2 5 0 -2 6 4 +5 0 0
2 6 5 -2 7 9 +5 5 0
2 8 0 -2 9 4 +6 0 0
2 9 5 -3 0 9 +6 5 0
310 +7 0 0

23
D e xte r ity : Enunc iation
Sub-ability sc or e Sk ill Modifie r Maxim um Spe e c h Rate Tim e to Cast a Spe ll
1 -2 4 -9 0 25 Una ble to cha nt properly
2 5 -3 9 -7 5 50 Una ble to cha nt properly
4 0 -5 4 -6 0 60 Una ble to cha nt properly
5 5 -5 9 -4 5 70 + 130%
6 0 -6 4 -4 0 80 + 120%
6 5 -6 9 -3 5 90 + 110%
7 0 -7 2 -3 0 100 + 100%
7 3 -7 5 -2 7 110 + 90%
7 6 -7 8 -2 4 120 + 80%
7 9 -8 1 -2 1 130 + 70%
8 2 -8 4 -1 8 140 + 60%
8 5 -8 7 -1 5 150 + 50%
8 8 -9 0 -1 2 160 + 40%
9 1 -9 3 -9 170 + 30%
9 4 -9 6 -6 180 + 20%
9 7 -9 9 -3 190 + 10%
1 0 0 -1 0 2 - 200 -
1 0 3 -1 0 5 +1 210 - 2%
1 0 6 -1 0 8 +2 220 - 5%
1 0 9 -1 1 1 +3 230 - 7%
1 1 2 -1 1 4 +4 240 - 10%
1 1 5 -1 1 7 +5 250 - 12%
1 1 8 -1 2 0 +6 260 - 15%
1 2 1 -1 2 3 +7 270 - 17%
1 2 4 -1 2 6 +8 280 - 20%
1 2 7 -1 2 9 +9 290 - 22%
1 3 0 -1 3 4 +1 0 300 - 25%
1 3 5 -1 3 9 +1 1 310 - 27%
1 4 0 -1 4 4 +1 3 320 - 30%
1 4 5 -1 5 9 +1 5 330 - 32%
1 6 0 -1 7 4 +2 0 340 - 35%
1 7 5 -1 8 9 +2 5 350 - 37%
1 9 0 -2 0 4 +3 0 360 - 40%
2 0 5 -2 1 9 +3 5 370 - 42%
2 2 0 -2 3 4 +4 0 380 - 45%
2 3 5 -2 4 9 +4 5 390 - 47%
2 5 0 -2 6 4 +5 0 400 - 50%
2 6 5 -2 7 9 +5 5 425 - 52%
2 8 0 -2 9 4 +6 0 450 - 55%
2 9 5 -3 0 9 +6 5 475 - 57%
310 +7 0 500 - 60%

24
Inte llige nc e : Language
Sub-ability sc or e Sk ill Modifie r Possible # Le ar ne d Voc abular y Lim it
1 -2 4 -9 0 0 NA
2 5 -3 9 -7 5 0 NA
4 0 -5 4 -6 0 0 Ga -ga
5 5 -5 9 -4 5 1 Mom
6 0 -6 4 -4 0 1 Horse
6 5 -6 9 -3 5 1 Woma n
7 0 -7 2 -3 0 1 Viola te
7 3 -7 5 -2 7 1 Delicious
7 6 -7 8 -2 4 1 Insa nity
7 9 -8 1 -2 1 1 Wa v ering
8 2 -8 4 -1 8 1 Prepa ra tion
8 5 -8 7 -1 5 2 Combina tion
8 8 -9 0 -1 2 2 Authorize
9 1 -9 3 -9 2 Substa ntia l
9 4 -9 6 -6 2 E xperimenta l
9 7 -9 9 -3 2 Conv ersion
1 0 0 -1 0 2 - 3 Insta nta neous
1 0 3 -1 0 5 +1 3 Undisma yed
1 0 6 -1 0 8 +2 3 Beguile
1 0 9 -1 1 1 +3 3 Tra nscendenta l
1 1 2 -1 1 4 +4 3 Contuma cious
1 1 5 -1 1 7 +5 4 Discursiv e
1 1 8 -1 2 0 +6 4 Pa ra digma tic
1 2 1 -1 2 3 +7 4 Perniciousness
1 2 4 -1 2 6 +8 4 Disa pproba tion
1 2 7 -1 2 9 +9 4 Consubsta ntia lity
1 3 0 -1 3 4 +1 0 5 Antidisesta blishmenta ria nism
1 3 5 -1 3 9 +1 1 5 -
1 4 0 -1 4 4 +1 3 5 -
1 4 5 -1 5 9 +1 5 6 -
1 6 0 -1 7 4 +2 0 7 -
1 7 5 -1 8 9 +2 5 8 -
1 9 0 -2 0 4 +3 0 9 -
2 0 5 -2 1 9 +3 5 10 -
2 2 0 -2 3 4 +4 0 11 -
2 3 5 -2 4 9 +4 5 12 -
2 5 0 -2 6 4 +5 0 13 -
2 6 5 -2 7 9 +5 5 14 -
2 8 0 -2 9 4 +6 0 15 -
2 9 5 -3 0 9 +6 5 16 -
310 +7 0 17 -

25
Inte llige nc e : Math
Sub-ability sc or e Sk ill Modifie r Highe st Possible Math
1 -2 4 -9 0 Addition
2 5 -3 9 -7 5 Addition
4 0 -5 4 -6 0 Addition
5 5 -5 9 -4 5 Subtra ction
6 0 -6 4 -4 0 Subtra ction
6 5 -6 9 -3 5 Subtra ction
7 0 -7 2 -3 0 Multiplica tion
7 3 -7 5 -2 7 Multiplica tion
7 6 -7 8 -2 4 Multiplica tion
7 9 -8 1 -2 1 Div ision
8 2 -8 4 -1 8 Div ision
8 5 -8 7 -1 5 Div ision
8 8 -9 0 -1 2 Fra ctions
9 1 -9 3 -9 Fra ctions
9 4 -9 6 -6 Fra ctions
9 7 -9 9 -3 Algebra
1 0 0 -1 0 2 - Algebra
1 0 3 -1 0 5 +1 Algebra
1 0 6 -1 0 8 +2 Geometry
1 0 9 -1 1 1 +3 Geometry
1 1 2 -1 1 4 +4 Geometry
1 1 5 -1 1 7 +5 Geometry
1 1 8 -1 2 0 +6 Geometry
1 2 1 -1 2 3 +7 Geometry
1 2 4 -1 2 6 +8 Geometry
1 2 7 -1 2 9 +9 Geometry
1 3 0 -1 3 4 +1 0 Geometry
1 3 5 -1 3 9 +1 1 Geometry
1 4 0 -1 4 4 +1 3 Geometry
1 4 5 -1 5 9 +1 5 Geometry
1 6 0 -1 7 4 +2 0 Geometry
1 7 5 -1 8 9 +2 5 Geometry
1 9 0 -2 0 4 +3 0 Geometry
2 0 5 -2 1 9 +3 5 Geometry
2 2 0 -2 3 4 +4 0 Geometry
2 3 5 -2 4 9 +4 5 Geometry
2 5 0 -2 6 4 +5 0 Geometry
2 6 5 -2 7 9 +5 5 Geometry
2 8 0 -2 9 4 +6 0 Geometry
2 9 5 -3 0 9 +6 5 Geometry
310 +7 0 Geometry

26
Inte llige nc e : A naly tic
Sub-ability sc or e Sk ill Modifie r
1 -2 4 -9 0
2 5 -3 9 -7 5
4 0 -5 4 -6 0
5 5 -5 9 -4 5
6 0 -6 4 -4 0
6 5 -6 9 -3 5
7 0 -7 2 -3 0
7 3 -7 5 -2 7
7 6 -7 8 -2 4
7 9 -8 1 -2 1
8 2 -8 4 -1 8
8 5 -8 7 -1 5
8 8 -9 0 -1 2
9 1 -9 3 -9
9 4 -9 6 -6
9 7 -9 9 -3
1 0 0 -1 0 2 -
1 0 3 -1 0 5 +1
1 0 6 -1 0 8 +2
1 0 9 -1 1 1 +3
1 1 2 -1 1 4 +4
1 1 5 -1 1 7 +5
1 1 8 -1 2 0 +6
1 2 1 -1 2 3 +7
1 2 4 -1 2 6 +8
1 2 7 -1 2 9 +9
1 3 0 -1 3 4 +1 0
1 3 5 -1 3 9 +1 1
1 4 0 -1 4 4 +1 3
1 4 5 -1 5 9 +1 5
1 6 0 -1 7 4 +2 0
1 7 5 -1 8 9 +2 5
1 9 0 -2 0 4 +3 0
2 0 5 -2 1 9 +3 5
2 2 0 -2 3 4 +4 0
2 3 5 -2 4 9 +4 5
2 5 0 -2 6 4 +5 0
2 6 5 -2 7 9 +5 5
2 8 0 -2 9 4 +6 0
2 9 5 -3 0 9 +6 5
310 +7 0

27
Inte llige nc e : Spatial
Sub-ability sc or e Sk ill Modifie r Unfam iliar Obje c t A sse m bly (# of pie c e s)
1 -2 4 -9 0 NA
2 5 -3 9 -7 5 2
4 0 -5 4 -6 0 3
5 5 -5 9 -4 5 4
6 0 -6 4 -4 0 5
6 5 -6 9 -3 5 6
7 0 -7 2 -3 0 7
7 3 -7 5 -2 7 10
7 6 -7 8 -2 4 12
7 9 -8 1 -2 1 15
8 2 -8 4 -1 8 17
8 5 -8 7 -1 5 20
8 8 -9 0 -1 2 50
9 1 -9 3 -9 100
9 4 -9 6 -6 125
9 7 -9 9 -3 150
1 0 0 -1 0 2 - 200
1 0 3 -1 0 5 +1 250
1 0 6 -1 0 8 +2 350
1 0 9 -1 1 1 +3 500
1 1 2 -1 1 4 +4 750
1 1 5 -1 1 7 +5 1000
1 1 8 -1 2 0 +6 1250
1 2 1 -1 2 3 +7 1500
1 2 4 -1 2 6 +8 1750
1 2 7 -1 2 9 +9 2000
1 3 0 -1 3 4 +1 0 2500
1 3 5 -1 3 9 +1 1 3000
1 4 0 -1 4 4 +1 3 3500
1 4 5 -1 5 9 +1 5 4000
1 6 0 -1 7 4 +2 0 5000
1 7 5 -1 8 9 +2 5 6000
1 9 0 -2 0 4 +3 0 7000
2 0 5 -2 1 9 +3 5 8000
2 2 0 -2 3 4 +4 0 9000
2 3 5 -2 4 9 +4 5 10000
2 5 0 -2 6 4 +5 0 12500
2 6 5 -2 7 9 +5 5 15000
2 8 0 -2 9 4 +6 0 17500
2 9 5 -3 0 9 +6 5 20000
310 +7 0 25000

28
Wisdom : D r ive
Sub-ability sc or e Sk ill Modifie r Life Points Modifie r Hour s Re laxing
1 -2 4 -9 0 -5 24
2 5 -3 9 -7 5 -4 23
4 0 -5 4 -6 0 -4 23
5 5 -5 9 -4 5 -3 22
6 0 -6 4 -4 0 -3 22
6 5 -6 9 -3 5 -3 21
7 0 -7 2 -3 0 -2 21
7 3 -7 5 -2 7 -2 20
7 6 -7 8 -2 4 -2 20
7 9 -8 1 -2 1 -2 19
8 2 -8 4 -1 8 -2 19
8 5 -8 7 -1 5 -1 18
8 8 -9 0 -1 2 -1 18
9 1 -9 3 -9 -1 17
9 4 -9 6 -6 -1 17
9 7 -9 9 -3 -1 16
1 0 0 -1 0 2 - - 16
1 0 3 -1 0 5 +1 +1 15
1 0 6 -1 0 8 +2 +1 15
1 0 9 -1 1 1 +3 +1 14
1 1 2 -1 1 4 +4 +2 14
1 1 5 -1 1 7 +5 +2 13
1 1 8 -1 2 0 +6 +2 13
1 2 1 -1 2 3 +7 +3 12
1 2 4 -1 2 6 +8 +3 12
1 2 7 -1 2 9 +9 +3 11
1 3 0 -1 3 4 +1 0 +4 11
1 3 5 -1 3 9 +1 1 +5 10
1 4 0 -1 4 4 +1 3 +6 10
1 4 5 -1 5 9 +1 5 +7 9
1 6 0 -1 7 4 +2 0 +9 9
1 7 5 -1 8 9 +2 5 +1 0 8
1 9 0 -2 0 4 +3 0 +1 1 8
2 0 5 -2 1 9 +3 5 +1 2 7
2 2 0 -2 3 4 +4 0 +1 3 6
2 3 5 -2 4 9 +4 5 +1 4 5
2 5 0 -2 6 4 +5 0 +1 5 4
2 6 5 -2 7 9 +5 5 +1 6 3
2 8 0 -2 9 4 +6 0 +1 7 2
2 9 5 -3 0 9 +6 5 +1 8 1
310 +7 0 +1 9 0

29
Wisdom : Intuition
Sub-ability sc or e Sk ill Modifie r
1 -2 4 -9 0
2 5 -3 9 -7 5
4 0 -5 4 -6 0
5 5 -5 9 -4 5
6 0 -6 4 -4 0
6 5 -6 9 -3 5
7 0 -7 2 -3 0
7 3 -7 5 -2 7
7 6 -7 8 -2 4
7 9 -8 1 -2 1
8 2 -8 4 -1 8
8 5 -8 7 -1 5
8 8 -9 0 -1 2
9 1 -9 3 -9
9 4 -9 6 -6
9 7 -9 9 -3
1 0 0 -1 0 2 -
1 0 3 -1 0 5 +1
1 0 6 -1 0 8 +2
1 0 9 -1 1 1 +3
1 1 2 -1 1 4 +4
1 1 5 -1 1 7 +5
1 1 8 -1 2 0 +6
1 2 1 -1 2 3 +7
1 2 4 -1 2 6 +8
1 2 7 -1 2 9 +9
1 3 0 -1 3 4 +1 0
1 3 5 -1 3 9 +1 1
1 4 0 -1 4 4 +1 3
1 4 5 -1 5 9 +1 5
1 6 0 -1 7 4 +2 0
1 7 5 -1 8 9 +2 5
1 9 0 -2 0 4 +3 0
2 0 5 -2 1 9 +3 5
2 2 0 -2 3 4 +4 0
2 3 5 -2 4 9 +4 5
2 5 0 -2 6 4 +5 0
2 6 5 -2 7 9 +5 5
2 8 0 -2 9 4 +6 0
2 9 5 -3 0 9 +6 5
310 +7 0

30
Wisdom : Com m on Se nse
Sub-ability sc or e Sk ill Modifie r Lik e ly to:
1 -2 4 -9 0 Get ca ught for grea ter schemes: Attempt to k ill a god
2 5 -3 9 -7 5 Get ca ught for grea ter schemes: Attempt to lie to a god
4 0 -5 4 -6 0 Get ca ught for grea ter schemes: Attempt to lie to their god
5 5 -5 9 -4 5 Get ca ught for grea ter schemes: Disrespect a god
6 0 -6 4 -4 0 Get ca ught for schemes: Ma k e a pa ct with a n immora l god
6 5 -6 9 -3 5 Get ca ught for schemes: While bound, threa ten the liv es of ork ish ca ptors
7 0 -7 2 -3 0 Get ca ught for schemes: While bound, yell curses a t their ork ish ca ptors
7 3 -7 5 -2 7 Get ca ught for lesser schemes: Ca ll a ma rching a r my a bunch of pussies
7 6 -7 8 -2 4 Get ca ught for lesser schemes: Sleep with the spouse of your best friend
7 9 -8 1 -2 1 Get ca ught for lesser schemes: If a sla v e, to stea l from their ma ster
8 2 -8 4 -1 8 Get ca ught for lesser schemes: Stea l from the militia
8 5 -8 7 -1 5 Get ca ught for lesser schemes: Flirt, but then get your a ss k ick ed
8 8 -9 0 -1 2 -
9 1 -9 3 -9 -
9 4 -9 6 -6 -
9 7 -9 9 -3 -
1 0 0 -1 0 2 - -
1 0 3 -1 0 5 +1 -
1 0 6 -1 0 8 +2 -
1 0 9 -1 1 1 +3 -
1 1 2 -1 1 4 +4 -
1 1 5 -1 1 7 +5 Proba bly ha s the tr ust of immedia te fa mily
1 1 8 -1 2 0 +6 Proba bly ha s the tr ust of close friends
1 2 1 -1 2 3 +7 Proba bly ha s the tr ust of non-immedia te fa mily
1 2 4 -1 2 6 +8 Proba bly ha s the tr ust of friends
1 2 7 -1 2 9 +9 Proba bly ha s the tr ust of a ssocia tes
1 3 0 -1 3 4 +1 0 Usua lly ha s the tr ust of stra ngers
1 3 5 -1 3 9 +1 1 Proba bly ha s not been in some sort of trouble for 1 yea r
1 4 0 -1 4 4 +1 3 Proba bly ha s not been in some sort of trouble for 5 yea rs
1 4 5 -1 5 9 +1 5 Proba bly ha s not been in some sort of trouble for 1 deca de
1 6 0 -1 7 4 +2 0 Proba bly ha s only been in some sort of trouble 3 times in life
1 7 5 -1 8 9 +2 5 Proba bly ha s only been in some sort of trouble 2 times in life
1 9 0 -2 0 4 +3 0 Proba bly ha s only been in some sort of trouble once in life
2 0 5 -2 1 9 +3 5 Proba bly ha s nev er been in some sort of trouble in life
2 2 0 -2 3 4 +4 0 O thers tend to seek out this cha ra cter from miles a round due to wisdom
2 3 5 -2 4 9 +4 5 O thers tend to seek out this cha ra cter from nea rby countries due to wisdom
2 5 0 -2 6 4 +5 0 O thers tend to seek out this cha ra cter from a round the world due to wisdom
2 6 5 -2 7 9 +5 5 O thers tend to seek out this cha ra cter from other worlds due to wisdom
2 8 0 -2 9 4 +6 0 O thers tend to seek out this cha ra cter from other pla nes due to wisdom
2 9 5 -3 0 9 +6 5 O thers tend to seek out this cha ra cter from other pla nes due to wisdom
310 +7 0 O thers tend to seek out this cha ra cter from other pla nes due to wisdom

31
Wisdom : Re fle c tion
Sub-ability sc or e Sk ill Modifie r Ear lie st Me m or y at:
1 -2 4 -9 0 1 da y a go
2 5 -3 9 -7 5 1 month a go
4 0 -5 4 -6 0 1 yea r a go
5 5 -5 9 -4 5 a ge 8
6 0 -6 4 -4 0 a ge 7
6 5 -6 9 -3 5 a ge 6
7 0 -7 2 -3 0 a ge 5
7 3 -7 5 -2 7 a ge 5
7 6 -7 8 -2 4 a ge 5
7 9 -8 1 -2 1 a ge 5
8 2 -8 4 -1 8 a ge 4
8 5 -8 7 -1 5 a ge 4
8 8 -9 0 -1 2 a ge 4
9 1 -9 3 -9 a ge 4
9 4 -9 6 -6 a ge 4
9 7 -9 9 -3 a ge 3
1 0 0 -1 0 2 - a ge 3
1 0 3 -1 0 5 +1 a ge 3
1 0 6 -1 0 8 +2 a ge 3
1 0 9 -1 1 1 +3 a ge 3
1 1 2 -1 1 4 +4 a ge 3
1 1 5 -1 1 7 +5 a ge 3
1 1 8 -1 2 0 +6 a ge 2
1 2 1 -1 2 3 +7 a ge 2
1 2 4 -1 2 6 +8 a ge 2
1 2 7 -1 2 9 +9 a ge 2
1 3 0 -1 3 4 +1 0 a ge 2
1 3 5 -1 3 9 +1 1 a ge 1 yea r
1 4 0 -1 4 4 +1 3 1 1 months
1 4 5 -1 5 9 +1 5 1 0 months
1 6 0 -1 7 4 +2 0 9 months
1 7 5 -1 8 9 +2 5 8 months
1 9 0 -2 0 4 +3 0 7 months
2 0 5 -2 1 9 +3 5 6 months
2 2 0 -2 3 4 +4 0 5 months
2 3 5 -2 4 9 +4 5 4 months
2 5 0 -2 6 4 +5 0 3 months
2 6 5 -2 7 9 +5 5 2 months
2 8 0 -2 9 4 +6 0 1 month
2 9 5 -3 0 9 +6 5 1 da y
310 +7 0 1 minute

32
Sk ill Modifie r s pe r Ove r all A bility
A bility sc or e Sk ill Modifie r
1 -2 4 -9 0
2 5 -3 9 -7 5
4 0 -5 4 -6 0
5 5 -5 9 -4 5
6 0 -6 4 -4 0
6 5 -6 9 -3 5
7 0 -7 2 -3 0
7 3 -7 5 -2 7
7 6 -7 8 -2 4
7 9 -8 1 -2 1
8 2 -8 4 -1 8
8 5 -8 7 -1 5
8 8 -9 0 -1 2
9 1 -9 3 -9
9 4 -9 6 -6
9 7 -9 9 -3
1 0 0 -1 0 2 -
1 0 3 -1 0 5 +1
1 0 6 -1 0 8 +2
1 0 9 -1 1 1 +3
1 1 2 -1 1 4 +4
1 1 5 -1 1 7 +5
1 1 8 -1 2 0 +6
1 2 1 -1 2 3 +7
1 2 4 -1 2 6 +8
1 2 7 -1 2 9 +9
1 3 0 -1 3 4 +1 0
1 3 5 -1 3 9 +1 1
1 4 0 -1 4 4 +1 3
1 4 5 -1 5 9 +1 5
1 6 0 -1 7 4 +2 0
1 7 5 -1 8 9 +2 5
1 9 0 -2 0 4 +3 0
2 0 5 -2 1 9 +3 5
2 2 0 -2 3 4 +4 0
2 3 5 -2 4 9 +4 5
2 5 0 -2 6 4 +5 0
2 6 5 -2 7 9 +5 5
2 8 0 -2 9 4 +6 0
2 9 5 -3 0 9 +6 5
310 +7 0

33
Intelligence
If a characters Intelligence (that is their av-
erage for the sub-abilities of Language, Math, Ana-
lytic, and Spatial) is 130 or above, then they are con-
sidered a genius. If the overall Intelligence is be-
tween 115-129, they may be considered gifted. In-
telligences between 86 and 114 are unremarkable.
Conversely, an Intelligence of 71-85 is deemed slow.
Finally, Intelligence of 70 or below constitutes re-
tardation.

Artwork Here

Retard Strength
If a characters Intelligence is 70 or lower,
Artwork Here then the character is technically retarded. Many
MMs will simply tell the player to reroll the score,
all abilities, or some may demand that the character
is played despite the low score. If your character is
retarded, consult your MM. In any case, any char-
acter that is a retard must roll percentile dice to make
a check to see if they have Retard Strength. Next,
consider three times the difference between the
characters retarded Intelligence and 70 to be the
percentile chance of Retard Strength.

(71 - retard Intelligence) x 3 = (% chance of


Retard Strength)

If the character has Retard Strength, then


increase the characters Strength sub-ability by 3d10
if anakim, 3d8 if bugbear, 2d10 if dwarven or hu-
man, 1d10 if elven, 1d12 if kobold, 3d20 if ogre,
and 3d12 if troll.

34
Aging Effects
Abilities are not constants throughout a characters lifespan. Instead, abilities vary as the character
ages, though some vary more or less, and in different proportions. Different races vary regarding lifespan
and years per age category listed below. Racial information may be found in Chapter 2: Gender and Race.
Effects are cumulative as they progress away from the norm of young adulthood. For instance, the
average ability of Reflection for an infant is 10 (100 - 10 - 30 - 50 = 10), while for Old Age it is 125 (100 +
20 + 5 = 125).

Sub-A bility Infant Child Pube r ty Young A dult Middle A ge Old A ge Ve ne r able
Physica l Fitness - 50 - 30 - 10 - - 10 - 20 - 30
Strength - 30 - 40 - 20 - -5 - 20 - 40
Bodily Attra ct - 50 - 30 - 10 - - 10 - 30 - 50
Hea lth - 20 - 10 -5 - - 10 - 20 - 30
Fa cia l - 40 - 20 - 10 - -5 - 20 - 40
Voca l - 50 - 30 - 10 - - - 20 - 40
Kinetic - 55 - 30 -5 - - - 20 - 40
Rhetorica l - 45 - 30 - 15 - + 15 - 15 - 40
Ha nd-E ye Coord. 1
- 60 - 20 - 10 - - 10 - 10 - 10
Agility - 60 - 20 - 10 - - 10 - 30 - 40
Rea ction Speed - 60 - 20 - 10 - - 10 - 30 - 40
E nuncia tion - 50 - 30 - 10 - - - 10 - 20
La ngua ge - 50 - 30 - 10 - + 10 - 10 - 20
Ma th - 30 - 40 - 20 - -5 - 20 - 40
Ana lytic - 30 - 40 - 20 - + 20 - - 40
Spa tia l - 50 - 30 - 10 - + 10 - 10 - 20
Driv e - 40 - - - - - - 40
Intuition - 40 - 10 -5 - + 10 - 10 - 40
Common Sense - 50 - 30 - 10 - + 10 - 10 - 40
Reflection - 50 - 30 - 10 - + 20 +5 - 50

Persistent Exercise
Only two sub-abilities, Physical Fitness and Strength, may be increased with Persistent Exercise.
The other eighteen sub-abilities are unable to be increased by the characters determination and efforts,
though particular skills that depend upon those sub-abilities may be substantially increased (see Chap. 8:
Skills). For example, a characters Facial Charisma is simply that with which they are born. Can they
experiment with grooming, hairstyles, etc.? Sure, though this does not directly change their Facial Cha-
risma, but is more applicable under a skill, such as Disguise, since this is not their natural state. With the
exception of Physical Fitness and Strength, sub-abilities are relatively fixed, and may only be altered by
aging, magic, or something happening to the character that is debilitating.
Gains may occur with Physical Fitness and Strength, provided the character devotes at least an
hour every other day to appropriate exercise. Appropriate exercise is somewhat of a qualifier, since
1. Manual Dexterity and age were correlated in the following study: Adult Norms for the Box and Block Test of Manual
Dexterity. For more information, see the References section at the end of this book.

35
proper diets, techniques, and weights are unknown
to the races populating this gaming world. For in- Roll Re sult
0 1 -2 0 Wa ist
stance, it was common to think that more exercise 2 1 -4 0 Buttock s
always yields more benefit, which of course would 4 1 -6 0 Buttock s a nd thighs
fail to give the muscles time to repair. Therefore, 6 1 -8 0 Buttock s a nd wa ist
any character desiring to increase their Physical Fit- 8 1 -1 0 0 E v enly distributed
ness or Strength through Persistent Exercise must Once this occurs, future fat gains will occur
roll a Common Sense check with a TH of 60 to in the same location.
successfully exercise. Otherwise, the adopted
method utterly fails to cause noticeable results.
If successful, and assuming that exercise is Alternative Method: Rolling Abilities
not periodically neglected, the character must make The method described in the beginning of
checks at certain intervals of time to determine im- the chapter for determining abilities should be the
provement. These checks are made without modi- standard method for several reasons. First, the av-
fiers by rolling percentile dice. If successful, the erage sub-ability score rolled should be 100, which
following roll represents the number of sub-ability
is the norm of all human populations. Additional
points gained: modifiers, such as for gender and race, are applied
Tim e Inte r val Thr e shold Gains in the following chapter. This method [(4d100 / 2)
3 months 2 1 d2 0 - 1] more accurately reflects nature, and therefore,
6 months 10 1 d2 0 adds a sense of realism to the game. Exceptionally
1 yea r 20 1 d1 2 high and low ability scores still occur with this
2 yea rs 60 1 d1 0 method, though there is an appropriate measure of
4 yea rs 80 1 d8
8 yea rs 90 1 d6
central tendency, such that the mean, median, and
1 6 yea rs 95 1 d4 mode should usually be 100.
Due to this method, however, the resultant
If a character begins exercising, but does not sub-ability scores are less likely to allow the charac-
continue to exercise regularly, then gains will be sub- ter to meet the prerequisites of magic-using occu-
stantially less, if any at all. The MM may assign pen- pations, for instance, than warriors. Indeed, some
alties to sub-ability points gained due to inconsis- players become greatly disheartened when they ob-
tency or neglect. Further, if the character exercises serve that some occupations are more rare than oth-
for some time and then stops exercising altogether, ers, not necessarily due to differences in appeal, but
they may lose sub-ability points. If they have con- ability. While objectivity should always be sought,
sistently exercised for one year or less and then stop this is only a game. If a player expresses significant
exercising altogether, they lose d% of their gains discontent, and should the MM agree, the MM may
from the last year of exercise. The losses will be consider another method. Above all, caution is ad-
proportionally distributed over (20 + 1d100) days. vised, since this may become a slippery slope to other
If they have exercised for two or more years, they concessions.
will lose (|1d100 - 3d20|%) of their gains. Note Solely at the MMs discretion, a player may
that the previous roll utilizes absolute values, which be permitted to roll 5d100, drop the lowest result,
means that even if the resultant number is a nega- divide the sum by 2, and subtract 1 from the total to
tive number, the sign is changed to positive. Finally, determine a sub-ability. This alternate method
the losses will be proportionally distributed over (20 should produce an average sub-ability of 115. No
+ 2d100) days. In either case, if exercise is aban- more than four attempts, meaning four sub-abilities
doned, in addition to losing previous gains, the char- or retries, may be made with this method. For each
acter is 90% likely to gain (3d6)% of their weight in roll with this advantaged method, another roll must
body fat. Roll d% to determine where the fat accu- be made, one that will balance the character; roll
mulates: percentile dice and consult Table 5-4: Random Mental

36
Illness in the end of Chapter 5: Mind. If the roll indi- nesses may be acquired in this way. This option
cates a mental illness that the character already has, only exists at the moment of character creation and
then reroll. Hence, no more than four mental ill- at the MMs discretion.

37
Chapter 2: Gender and Race
Gender1 and race are selected by the player for their character; these choices are important. Gen-
der and race may affect the rest of character creation, opening some doors of opportunity and closing
others. The different genders and races, while flexible to a certain extent, are also more naturally suited for
different occasions. For instance, male anakim are likely to be more successful as gladiators than female
kobolds.

Gender
Now that you have the basic scores for your abilities and sub-abilities, you must decide your
characters gender: male or female. Gender is a correlative factor with many things, from abilities, to
height and weight. For example, on average it is obvious that males tend to be physically stronger, taller,
and weigh more than females.
According to a prominent philosopher,2 males tend to be more spirited, savage, simple, and less
cunning. Females, on the other hand, tend to be more compassionate than males, more easily moved to
tears, at the same time are more jealous, more querulous, and are more apt to scold and to strike. Females
are, furthermore, more prone to despondency and less hopeful than males, more void of shame and self-
respect, more false of speech, and more deceptive. Females are also more wakeful, shrinking, and difficult
to rouse to action. The philosopher goes on to note that males are more courageous, and sympathetic in
the way of standing by to help. Even in the case of mollusks, when the cuttle-fish is struck with the trident
the male stands by to help the female; but when the male is struck the female runs away.
The philosophers observations presented above are generalizations and do not hold true for all
characters. Certainly, it is possible to find a surpassingly shameless male or a female who is less susceptible
to depression than males, but these instances are the exception to the rule, assuming that the above
observations are correct.
Record your gender on your character sheet, and consult the following table of Gender Modifiers
to adjust your Abilities and Temperament:

1. Though sex usually refers to biological differences and gender usually refers to environmental differences, gender is chosen for
this chapter because sex may be confused with sexual acts.

2. In Book IX of Historia Animalium, Aristotle refers to gender differences and compares animals as well as humans. His
comments are deemed relevant to the setting of F.A.T.A.L. due to the prevalence of his opinion throughout the Middle Ages.
38
suited to stay at home, cook, clean, and care for their
husband and children. Prior to marriage, maidens
Ge nde r Modifie r s1
To be Modifie d Male Fe m ale
are expected to be chaste, though few fulfill this ex-
A BILITIES pectation. Once married, a wife is expected to be
Physique: Physica l Fitness +5 -5 submissive to her husband, who owns her.
Physique: Strength + 15 - 15 Conversely, in most patriarchal cultures,
Physique: Bodily Attra ct. -3 +3 males are considered superior to females physically,
Intelligence: La ngua ge -2 +2 intellectually, morally, and emotionally. For example,
Intelligence: Ma th +3 -3 since emotions are often understood as the antith-
Intelligence: Spa tia l +3 -3 esis of reason, and since females seem more influ-
Wisdom Driv e +2 -2 enced by their emotions, males value the ability to
Wisdom: Intuition -5 +5 suppress emotions. The role of a husband is to
Wisdom: Reflection -4 +4
work outside the home and thereby provide for his
TEMPERA MEN T
wife and children. Within a family structure, the
Sa nguine -2 +2
Choleric +2 -2 husband is considered dominant and the final arbi-
ter, though some males are passive or soft-spoken.
In most patriarchal societies, a husband owns his
According to the adjustments above, it may wife and children and may sell them into slavery if
seem as though males are superior, though it is im- necessary to pay a debt.
portant to understand that there are other instances, The more that males or femakes violate the
such as nurturing, that are not apparent in the ad- cultural norms of their gender, the more disappro-
justments and may become evident and valuable bation, and possibly punishment, they receive.
during role-playing. The function of altering gen-
der according to the table above is to shift the aver-
ages of the sexes to more closely resemble reality.
The shift in range represents masses of characters
better than extreme instances. For instance, the high-
est measured Intelligence is that of a female, though
by large numbers females tend to score slightly lower
than males in Intelligence. In this case, shifting the
range lower for females also prevents the possibility
of a female possessing the highest Intelligence. This
is an unfortunate limitation.
After noting the gender adjustments on your Artwork Here
character sheet, you may return to Chapter 1: Abili-
ties and update your abilities accordingly.
Most cultures are patriarchal and the preva-
lent belief regarding gender is that females are infe-
rior to males physically, intellectually, morally, and
emotionally. For example, menstruation may be un-
derstood as punishment by the gods. Further, the
natural role of women regarding childbirth, and sub-
sequently motherhood, has impacted the societal
role of women, such that they are deemed better
1. All Gender Modifiers are based upon scholarly literature. Hand-Eye Coordination receives no Gender Modifier. Males
have faster Movement Times, but finger size is a better predictor than gender. For more information, see studies concerning
dexterity in the References section at the end of this book.

39
Race Just as with gender, races differ substantially
regarding abilities and many other dimensions. For
Next, carefully select the race of your char- instance, it is possible to find a kobold with more
acter. Race1, here, may seem an inappropriate term Strength than a troll, but not very likely.
because humans and trolls are not merely different Following is a brief description of each race.
races, but different species. However, various races A character may deviate from the following racial
of trolls exist, and so it is the more specific term. notes with the MMs permission, though this must
Just as in the real world, race is a correlative factor be done with caution; characters should comply with
with many things, from abilities to height and weight. the following descriptions in the majority of cases
For example, on average it is obvious that humans or observable instances. As a case in point, it is
are physically stronger, taller, and weigh more than noted that bugbears tend to have a melancholic tem-
kobolds. Characters may select from the following perament (see Chap. 5: Mind). A character may, at
races: the MMs discretion, role-play a bugbear who is the
opposite -- sanguine. However, the further the char-
acter deviates from the general nature of the race,
Rac e Pe r c e nt Ove r all Population the more caution must be observed. If the MM
Ana k im 0.3%
concurs, a player may choose a race from
Bubea r 15%
Grimoirium Monstrum; this is not recommended.
Dwa rf, Bla ck 3%
Dwa rf, Brown 0.4%
If the MM is inexperienced with F.A.T.A.L.,
Dwa rf, White 2%
then the game will be easiest if all players role-play
E lf, Da rk 2% human characters. Indeed, this is also the best com-
E lf, Light 2% bination for inexperienced players. However, even
Huma n 30% if the MM is experienced, caution should be heeded
Kobold 20% regarding the mixture of races among the players
O gre 6% characters. Racial diversity is likely to cause gaming
O gre, Cliff 2% problems, such as threatening group cohesion if
O gre, Gr ua ga ch 3% properly role-played. Therefore, the MM has the
O gre, Kinder-fresser 0.3% right to limit the racial options of players as neces-
Troll, Borbytinga rna 2% sary. Under normal gaming circumstances, at least
Troll, Hill 3% half of the players in the group should be role-play-
Troll, Subterra nea n 10% ing characters of the same race.

Artwork Here

1. The races for players have been selected strictly from European mythology and folklore. Other criteria include that they
must be bipedal, mortal, smaller than giants, and have no special abilities such as invisible gnomes. For more information, see
the References section at the end of this book.

40
Anakim (sing.), Anakim (pl.)
Anakim1 are the offspring of fallen angels
and mortal women. They are recognizable to oth-
ers who often refer to anakim as giants, since they
are much taller than the typical human. Ancient
terms for anakim are the annunaki, enim, nephilim,
zuzim, and zamzumin. Compared with the human-
oid races listed here, anakim are the youngest, sec-
ond only to humans. As a guideline, each gaming
group should have no more than one anakim; this
race has the potential to unbalance a game, but
anakim are not a race so much as a result. It is not
every day that fiends mate human women, so very Artwork Here
few anakim exist.
Most anakim are the result of an incubus or
succubus mating with a human. These anakim are
more commonly called cambion. Oftentimes,
cambion children show no signs of life until they
are seven years in age.
Sub-Ability Modifiers: Strength + 100,
Hand-Eye Coordination - 30, Agility - 25, Reaction
Speed - 20, Language + 5, Math + 5, Analytic + 5,
Spatial + 5, Drive - 5, Intuition - 10, Common Sense
- 20, and Reflection - 10.
Base Life Points: 27.
Physical Description: Anakim average a Occupations: It is possible for an anakim
towering 8 feet in height for males, 7 feet for fe- to be nearly any occupation, but the most common
males, and are appropriately heavier than humans include: bandit, berserker, gladiator, mercenary, slave,
as well. Often, they are considered giants. Also, slave-trader, sorceror, and thug.
they are likely to live much longer, provided they do Skills: For being an anakim, characters re-
not meet a premature death. Because of their fiend- ceive Brawling + 5, Intimidation + 10, Mangling +
ish heritage, anakim characters must roll 1d10 to de- 5, Sexual Adeptness + 5, Trickery + 5, a bonus
termine how many traits for which they must roll Weapon (Specific), and Wrestling + 10.
on the table following the description (roll 1d100): Religion: Anakim may worship any religion,
Disposition Modifiers: - 25 Ethicality and though often they are foreign to notions of wor-
- 50 Morality. ship or venerate fiends. All anakim receive a bonus
Temperament Modifiers: - 25 to Sanguine of 1d20 PP (see Chap. 4: Disposition).
and - 25 to Melancholic. Language: Anakim usually speak Sapien,
Sociality: The human mother of an anakim and if they have both good Language ability and
dies during childbirth. Anakim do not have their the luxury of education, most aspire to learn Un-
own society, so they try to live secretly among hu- derworld.
mans or in isolation. Due to their size, many hu- Names: Anakim often have human names,
mans mistake them for giants. Anakim tend not to since their mother names them at birth, or if she
get along well with others. dies immediately, those in her culture will name the
infant.
1. Anakim have been referenced from Gustav Davidsons A Dictionary of Angels. For more information, see the References
section at the end of this book.

41
Roll A nak im Tr ait
The a na k im ha s a sca ly ta il. Roll 4 d1 2 to deter mine how ma ny inches it is in length. Next, roll 1 d1 0 0 to
01 deter mine the number of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of
Strength to deter mine how much weight the ta il ma y mov e.
Two 1 d8 inch horns protr ude from the hea d of this a na k im. With ea ch successful hea d-butt (see
02
Wrestling in Cha p . 8 : Skil l s), ea ch horn a lso does d2 points of sta bbing da ma ge.
03 The a na k im ha s fa ngs tha t a re 1 d3 in length. The cha ra cter ma y bite others, ca using 1 LP per fa ng.
The a na k im ha s v ery pa le sk in. This cha ra cter loses 1 d8 Fa cia l Cha risma beca use of their lik eness to a
04 corpse. This a na k im prefers to a v oid sunlight. No ma tter how much time this a na k im spends in the sun,
their sk in will not ta n.
The a na k im ha s a bnor ma lly recessed eyes. This cha ra cter loses 1 d8 Fa cia l Cha risma , since they look
05
more immora l, dea d, a nd less innocent.
06 The a na k im ha s a fork ed tongue.
The a na k im ha s bla ck eyes with no whites. The cha ra cter loses 2 d8 Fa cia l Cha risma , since this fea ture is
07 obv iously inhuma n. It is impossible to obser v e the fa ce of this a na k im a nd be sure where they a re
look ing.
The a na k im ha s sna k e-lik e eyes. The cha ra cter loses 2 d8 Fa cia l Cha risma , since this fea ture is
08
obv iously inhuma n. Howev er, the a na k im ma y see hea t pa tterns up to 5 0 feet a wa y.
The a na k im ha s ca t-lik e eyes. . The cha ra cter loses 1 d8 Fa cia l Cha risma since the eyes a re so la rge a nd
09
round.
The a na k im ha s eyes tha t grow red when a ngered. When a ngered, the a na k im s eyes a re v isible up to
10
d1 0 0 feet a wa y in da rk ness.
11 The a na k im ha s sk in tha t ra dia tes hea t for one foot.
12 The a na k im ha s cold, cla mmy sk in.
13 The a na k im ha s bla ck ha ir.
14 The a na k im ha s bla ck fingerna ils. The fingerna ils a re not bla ck from filth, but a re bla ck na tura lly.
Thea na k im ha s cla w-lik e fingerna ils. If used in Bra wling (see Cha p . 8 : Skil l s) a nd a s a Ca lled Shot
15
(consult the MM), then 1 d4 points of da ma ge a re deliv ered per cla w.
The a na k im ha s a n unusua lly low v oice. If ma le, the Voca l Cha risma increa ses by 3 d6 sub-a bility
16
points. If fema le, the Voca l Cha risma decrea ses by 3 d6 sub-a bility points.
17 The a na k im ha s a ha irless body.
18 The a na k im ha s the legs of a goa t.
The a na k im ha s unusua lly la rge ha nds. The ha nd mea sures (1 0 + 1 d6 ) inches from the wrist to the tip of
19
the middle finger. Ha nd-E ye Dexterity decrea ses by 1 d8 sub-a bility points.
The a na k im ha s unusua lly la rge feet. E a ch foot mea sures (1 8 + 1 d1 2 ) inches from the heel to the tip of
20
the big toe. The cha ra cter loses 1 d8 sub-a bility points of Agility.
The a na k im ha s unusua lly la rge genita ls. If ma le, deter mine the size of the ma nhood of the a na k im
a s usua l (see Cha p . 3 : Bod y). Then, a dd (2 0 0 + 1 d1 0 0 ) percent to both the length a nd circumference. If
21
fema le, increa se their cup size by 1 d4 cups a nd Va gina l Circumference Potentia l by (2 0 0 + 1 d1 0 0 ) percent
(see Cha p . 3 : Bod y).
The a na k im ha s a n unusua lly long tongue. Deter mine the length of the cha ra cter s tongue a s usua l (see
22
Cha p . 3 : Bod y), then a dd (2 0 0 + 1 d1 0 0 ) percent to the length.
23 The a na k im ha s rough sk in.
24 The a na k im ha s the odor of rotting flesh extend one foot from their body.
25 The a na k im ha s eyes tha t a re per ma nently bloodshot.
26 The a na k im ha s a body tha t ca sts no sha dow.
27 The a na k im ha s no reflection in a mirror.
28 The a na k im ca uses a la r m or fea r in a nima ls.
29 The a na k im ha s a touch tha t withers flowers.

42
Roll A nak im Tr ait
The a na k im ha s a bsolute odds of reproduction. If ma le, the a na k im will impregna te a ny fema le with
30
whom he copula tes. If fema le, the a na k im will become pregna nt by a ny ma le with whom she copula tes.
31 The a na k im suffers 1 d1 0 LP of da ma ge upon a ny conta ct with holy wa ter.
32 The a na k im is repelled by holy ground.
33 The a na k im is only ha r med by specia l wea pons. Consult with the MM.
The a na k im ca uses ba bies to screa m when present. If the a na k im touches a screa ming ba by, the ba by is
34 7 5 % lik ely to urina te, 5 0 % lik ely to defeca te, a nd 2 5 % lik ely to v omit. Therea fter, the a na k im ma y
touch the child without such a n occurence for one da y.
35 The a na k im is followed by a cold wind. All within 1 d2 0 feet of this a na k im feel a cold chill.
36 The a na k im is a lwa ys a ccompa nied by the ga thering of 1 d6 bla ck birds nea r a nd a bov e them.
37 The a na k im ha s a body tha t is cov ered by ma gica l ma rk ings a nd ma y not be remov ed.
38 The a na k im ca uses gra ss to die where they wa lk . Dea d gra ss is yellow.
39 The a na k im ca uses crea tures within 1 d2 0 feet to get goosebumps.
40 The a na k im ca uses huma ns within one foot to desire a na l sex a ccording to their sexua lity.
41 The a na k im k nows how to spea k dev il.
42 The a na k im k nows how to spea k demon.
43 The a na k im ha s a 1 0 % cha nce to a tta ck a nyone who insults them per perceiv ed insult.
44 The a na k im a utoma tica lly detects mora l beings within 1 d2 0 feet.
45 The a na k im is ca nniba listic. E a ting v egeta bles will ma k e this a na k im na usea ted.
The a na k im ha s the ta il of a horse tha t extends 4 d1 2 inches. Next, roll 1 d1 0 0 to deter mine the number
46 of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of Strength to deter mine
how much weight the ta il ma y mov e.
47 The a na k im is a ccompa nied by ina udible whispering v oices tha t ma y be hea rd 1 d6 feet a wa y.
The a na k im ha s the hoov es of a goa t for the feet only; the a na k im ha s nor ma l ha nds. Hence, the
48 k neeca ps of the a na k im a re in the rea r, the legs a re thin a nd ha iry, a nd the a na k im ha s hoov es instea d of
toes. If the a na k im k ick s a n opponent, a hoof will deliv er twice the da ma ge of a nor ma l foot.
The a na k im ha s blood for sexua l fluid. If ma le, the a na k im will eja cula te blood. If fema le, blood is the
49
lubrica ting v a gina l fluid a ll month long.
The a na k im ma y ca st the spell Force Missile once per da y a t will. Ca sting requires no cha nt , ingredient,
50
or ritua l.
The a na k im ha s a robust ja w tha t is a ble to cr ush bone. Howev er, it is so robust tha t the a na k im loses
51
2 d8 Fa cia l Cha risma .
52 The a na k im ha s webbed toes. The a na k im ma y swim a t 1 . 5 times the ra te of a huma noid.
53 The a na k im ha s webbed fingers. The a na k im ma y swim a t 1 . 5 times the ra te of a huma noid.
54 The a na k im ha s gills on the side of their neck , a llowing them to brea the underwa ter.
The a na k im slowly dev ours food lik e a sna k e. The a na k im will need to feed once per week , consuming
a t lea st one-third of their body weight to sur v iv e. Digestion of food which is one-third of their body
55 weight ta k es one hour. Bone is digested a s well. The a na k im ha s a mouth circumference of (1 5 + 1 d2 0 )
inches. The ja w dislodges, lik e a sna k e, so tha t la rge food ma y be swa llowed. When the ja w is not
dislodged, the lips of this a na k im a ppea rs a bnor ma lly wide.
The a na k im ha s sk in tha t reduces da ma ge due to fire by 5 0 %. The sk in does not seem a bnor ma l when
56
exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to cold by 5 0 %. The sk in does not seem a bnor ma l when
57
exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to electricity by 5 0 %. The sk in does not seem a bnor ma l
58
when exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to corrosion (a cids or ba ses) by 5 0 %. The sk in does not
59
seem a bnor ma l when exa mined.
The a na k im ha s a single horn of 1 d1 2 inches which protr udes from their forehea d. For ea ch successful
60
hea d-butt (see Wrestling in Cha p . 8 : Skil l s), the horn contributes 3 LP of da ma ge.
61 All v eins in the a na k im become v isible 5 ' a wa y while a ngered.

43
Roll A nak im Tr ait
The a na k im ha s a prehensile ta il of 1 d6 feet in length with a point on the end. Next, roll 1 d1 0 0 to
62 deter mine the number of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of
Strength to deter mine how much weight the ta il ma y mov e.
The a na k im ha s a n a bnor ma lly thick sk ull. They receiv e only 5 0 % of da ma ge from physica l hea d
63 wounds such a s ha ck ing, pounding, or sta bbing. Unfortuna tely, they a lso lose 1 d1 0 points from ea ch sub-
a bility of Intelligence.
The a na k im ha s a third eye in the middle of their forehea d. Ha v ing three eyes improv es Vision by 1 d2 0
64
points. Since 5 0 Vision points is perfect Vision, these bonus points a re a pplied in this direction.
65 The a na k im ha s sk in tha t is ha rd, cr usty, a nd fla k y.
66 The a na k im is a ccompa nied by a n odor of feces tha t extends 1 d6 feet from their body.
67 The a na k im is a ble to cry a t will with tea rs.
The a na k im ha s a wingspa n of 2 d8 feet. They a re a ble to fly if the wingspa n exceeds 1 0 feet. Consult
68
the MM for specifics.
69 The a na k im ha s fiendish hunger a nd must ea t twice a s much a s nor ma l to sur v iv e.
The a na k im ha s bloodlust, cra v ing the a ct of murder 1 d4 times per week . If the a na k im does not murder
the deter mined number of crea tures per week , they begin foa ming a t the mouth, experience a n increa sed
70
hea rt ra te, a n increa se of 2 d2 0 Strength a nd Driv e, a nd a decrea se of 2 d2 0 Ha nd-E ye Coordina tion a nd
Agility until the requisite number of crea tures a re murdered.
The a na k im is a ngered by the color of white clothes. The a na k im must pa ss a Driv e check a t TH 5 0 or
71
a ttempt to rip the white clothes to shreds.
72 The a na k im twitches v iolently when a ngered.
The a na k im ha s white eyes, a ppa rently with no pupil or iris. The a na k im loses 2 d8 Fa cia l Cha risma
73 since this fea ture is clea rly inhuma n. It is impossible to obser v e the eyes of this a na k im a nd deter mine
exa ctly where they a re look ing a t a ny giv en moment.
The a na k im ha s a 2 % cha nce of wa k ing with bloodthirst. If so, the a na k im will not stop until they
74
murder a crea ture a nd drink its blood.
75 The a na k im is a ccompa nied by the odor of sex, which extends 1 d6 feet.
76 The a na k im is a ble to ca st Ca ll Fog once per da y. No cha nt, ingredient, or ritua l is necessa ry.
77 The a na k im is a ble to ca st Ca ll Ma g gots once per da y. No cha nt, ingredient, or ritua l is necessa ry.
78 The a na k im is a ble to ca st Bestow Vir us once per da y. No cha nt, ingredient, or ritua l is necessa ry.
79 The a na k im is a ble to ca st Force Ra ncor once per da y. No cha nt, ingredient, or ritua l is necessa ry.
80 The a na k im is a ble to ca st Force Screa m once per da y. No cha nt, ingredient, or ritua l is necessa ry.
81 The a na k im is a ble to ca st Force Slumber once per da y. No cha nt, ingredient, or ritua l is necessa ry.
82 The a na k im is a ble to ca st Acidic Touch once per da y. No cha nt, ingredient, or ritua l is necessa ry.
83 The a na k im is a ble to ca st Frosty Touch once per da y. No cha nt, ingredient, or ritua l is necessa ry.
84 The a na k im is a ble to ca st Sea l O rifice once per da y. No cha nt, ingredient, or ritua l is necessa ry.
85 The a na k im is a ble to ca st Detect Ma gic once per da y. No cha nt, ingredient, or ritua l is necessa ry.
86 The a na k im is a ble to ca st Deter mine Ma gic once per da y. No cha nt, ingredient, or ritua l is necessa ry.
The a na k im ha s ba rbed sk in. All who ma k e forceful conta ct with the sk in of this a na k im suffer a n
87
a dditiona l 1 LP of da ma ge.
The a na k im ha s a bnor ma l ha tred for other a na k im. Whenev er within 1 d1 0 0 feet of one, the a na k im
88
must pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for bugbea rs. Whenev er within 1 d1 0 0 feet of one, the a na k im must
89
pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for huma ns Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss
90
a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for k obolds. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss
91
a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for ogres Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss a
92
Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for trolls Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss a
93
Driv e check a t TH 8 0 or a tta ck with the intent to k ill.

44
Roll A nak im Tr ait
The a na k im ha s a bnor ma l ha tred for ma les. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss a
94
Driv e check a t TH 3 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for fema les. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss
95
a Driv e check a t TH 3 0 or a tta ck with the intent to k ill.
The a na k im ha s 1 d4 inches of bla ck fur on their entire body. This lowers Bodily Attra ctiv eness by 2 d8
96
sub-a bility points.
97 The a na k im ha s 1 d8 inch horns on ea ch shoulder.
98 The a na k im is a ble to bellow a s loud a s a lion.
99 The a na k im is a ble to belch melodiously.
100 The a na k im ha s 1 % immunity to ma gic per occupa tiona l lev el.

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Bugbear (sing.), Bugbears (pl.) Sub-Ability Modifiers: Strength + 25,
Bodily Attractiveness - 20, Facial - 15, Rhetorical -
Also known as a bugbeare, a bugbear is a
10, Hand-Eye Coordination - 10, Agility - 10, Reac-
malevolent humanoid creature resembling a large,
tion Speed - 10, Enunciation - 10, Language - 10,
hairy beast. Above all, bugbears enjoy devouring
Math - 10, and Analytic - 10.
naughty human children; adults contain more gristle
Base Life Points: 25.
and do not taste as well.
Physical Description: A male bugbear av-
The most renowned characteristic of bug-
erages 7' in height, while a female averages 6'. Bug-
bears is that they annoy all other races. Bugbears
bears have fur that is dark brown, though it is thin.
have annoying behavioral habits, speech patterns,
Disposition Modifiers: Ethicality + 25 and
societal customs, etc. Though other bugbears are
Morality - 50.
annoyed, every other race who has contact with a
Temperament Modifiers: Sanguine - 25,
bugbear describes the experience to others as an-
Choleric + 25, and Melancholic + 25.
noying.
Sociality: Bugbears live in communities
Bugbears prefer melee weapons and medium
ranging from a hamlet to a capitol city of their kind.
armor. The favorite weapons of bugbears are spiked
Bugbears rarely live alone.
bludgeoning melee weapons, such as military flails
Occupations: Any.
and morgensterns, and polearms. Bugbear military
Skills: Brawling + 5, 1 Weapon (Specific),
is organized into massed formations, in which sol-
and Wrestling + 5.
diers with polearms rush the opponents first. Bug-
Religion: Bugbears worship their own im-
bear soldiers of lower rank are the first to fight. Their
moral gods.
favorite armor includes bronze plates. If bugbears
Language: Kobold. The most intelligent
raid a human community, then victorious bugbears
and educated bugbears know Sapien.
will often rape human women before devouring the
Names: Common male first names include
children. Human women who are raped by bug-
Lljotbjaltr and Radketill. Common female first
bears may become pregnant, though the fetus aborts
names include Ismaer and Sigrheidr. Common last
prior to birth. In fact, 50% of human women who
names for a bugbear include Arnlidi and Botgeirr.
are raped by a bugbear die due to a ripped uteral
lining.
Since the pale human-like skin of bugbears
is covered with dark fur, the hide of a bugbear is
valued by other races. Of course, a bugbear will not
wear the hide of another bugbear. However, if a
bugbear discovers that any character is wearing such
a hide, the bugbear will become angry and probably
compelled to attack.

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Dwarf (sing.), Dwarves (pl.) A ge Cate gor y D ur ation
A dwarf is a humanoid creature who is short Infa nt NA
and stocky, compared to a human. The origin of Children 1 d1 0 seconds
this race is unknown and ancient. Dwarves prefer Puberty 1 d1 0 minutes
to live underground in palaces and near water. Their Young Adulthood 1 d1 0 hours
Middle Age 1 d1 0 da y s
favorite place to dwell is deep within a mountain. If O ld Age 1 d1 0 week s
a dwarf is exposed to direct sunlight, then they turn Venera ble 1 d1 0 months
to stone and die immediately. Dwarves value pre-
cious stones, metals, and craftsmanship. Most This is the longest that each dwarf may have
dwarves are skilled jewelers, smiths, and craftsmen. shape-shifted per day or period of twenty-four
Three races of dwarves exist, named according to hours. Each dwarf is different. Once the duration
the color of their garments: black, brown, and white. is determined above, a dwarf retains that duration
Dwarves are neither mortal nor immortal. as long as they remain in the age category. For each
Although dwarves may be killed just as mortals, they unit (seconds, minutes, etc.) of duration that is main-
do not die naturally. In fact, they do not suffer pen- tained, the dwarf temporarily loses 1d10 Strength.
alties due to aging. Since dwarves are above mortal- The cumulative loss of Strength remains in effect
ity, they have closer associations with their gods. for 1d4 times the duration during which the dwarf
All dwarves have the ability to shape-shift. had shape-shifted. Strength will return slowly and
However, dwarves may only shape-shift into the evenly during the period of recovery. If Strength is
following creatures: butterfly, chipmunk, and owl. ever reduced to zero, the dwarf dies.
Each dwarf may choose from those creatures each
time they shape-shift. Age affects duration (see
Lifespan in Chapter 3: Body).

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Dwarf, Black Disposition Modifiers: Morality - 25.
Black dwarves thwart humans. For example, Temperament Modifiers: Sanguine - 25
it is common for them to lure ships with lights at and Choleric + 25.
night onto rocks so that the crew may be murdered Sociality: Black dwarves live in underground
or enslaved and the ship plundered. Black dwarves palaces of treasure, and use treasure to lure and then
usually attack humans on sight. It is rumored that murder or enslave humans.
their race was born as a result of the sorcerous com- Occupations: It is possible for a black dwarf
bination of humans and maggots; instead, others to be any occupation, but the most common in-
maintain that black dwarves are related to kobolds. clude: appraiser, armorer, assassin, bandit, black-
Most black dwarves wear black lambskin coats, black smith, bladesmith, brazier, brickmaker, coppersmith,
moleskin breeches and shoes, and a green moss hat. dockwalloper, gemcutter, gilder, goldsmith, hewer,
Black dwarves who are experienced smiths may make ironmonger, jeweler, locksmith, marbler, mason,
silver weapons that are both magical and danger- mercenary, miner, minter, money-lender, mountain-
ous. One characteristic of such magical weapons is eer, pewterer, pick pocket, silversmith, slave-trader,
that if taken by force, then the weapon will bring sorceror, spy, and weaponsmith.
misfortune upon the new owner. Black dwarven Skills: Appraise + 5, Architecture + 5,
sorcerors are famous for making magical cloaks of Armorsmithing + 5, Blacksmithing + 30, Brass-
invisibility. When elder black dwarves are on the smithing + 5, Coppersmithing + 5, Direction Sense
surface, they prefer to travel after shapeshifting into + 5, Divination (Axinomancy) + 5, Gemcutting +
a screech owl, and flying through the night. Other 5, Goldsmithing + 5, Mining + 5, Mountaineering
names for black dwarves are duergar, dvergar, and + 5, Pewtersmithing + 5, Silversmithing + 5, Stone-
svart alfar. masonry + 5, Trickery + 5, and Weaponsmithing +
Sub-Ability Points: Physical Fitness - 10, 5.
Bodily Attractiveness - 15, Health + 10, Facial - 15, Religion: Black dwarves worship their own
Hand-Eye Coordination + 5, Agility - 5, Analytic + gods.
5, Spatial + 10, Drive + 10, and Common Sense + Language: Dwarven.
10. Names: Common male names include
Base Life Points: 20. Gunterus and Heidolfus. Common female names
Physical Description: By appearance, black include Alberadis and Constantia.
dwarves are similar to very small humans. However,
they usually have dark skin, green eyes, long gray
beards, and powerful bodies. Oddly, their feet re-
semble the feet of crows.

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Dwarf, Brown Disposition Modifiers: None.
Brown dwarves are solitary creatures; brown Temperament Modifiers: None.
dwarven communities do not exist. Instead, each Sociality: None. See human.
brown dwarf leaves their mother when they reach Occupations: It is possible for a brown
young adulthood, seeking a human family of peas- dwarf to be any occupation, but the most common
ants or serfs. The brown dwarf will hide and sleep include: appraiser, armorer, blacksmith, bladesmith,
during the daylight, and will emerge at night. Dur- brazier, brickmaker, chambermaid, coppersmith,
ing the night, brown dwarves perform tasks for their dockwalloper, gemcutter, gilder, goldsmith, hewer,
human family. Brown dwarves are well-known for ironmonger, jeweler, laundress, locksmith, marbler,
stealing human babies, as well as playing tricks on mason, miner, minter, mountaineer, pewterer, sil-
their human family. Brown dwarves dance during versmith, sorceror, and weaponsmith.
moonlight. If a brown dwarf likes their human fam- Skills: Appraise + 5, Architecture + 5,
ily, then the brown dwarf will leave presents and Armorsmithing + 5, Blacksmithing + 30, Brass-
protect them. However, if a brown dwarf dislikes smithing + 5, Cleaning + 10, Coppersmithing + 5,
their human family, then the brown dwarf will cause Dance + 5, Direction Sense + 5, Divination
trouble and bad dreams. It is rumored that their (Axinomancy) + 5, Gemcutting + 5, Goldsmithing
race was born as a result of a sorcerous experiment + 5, Mining + 5, Mountaineering + 5,
with humans. For this reason, brown dwarves have Pewtersmithing + 5, Silversmithing + 5, Stonema-
an obsessive love/hate relationship with human fami- sonry + 5, and Weaponsmithing + 5.
lies. Religion: Brown dwarves worship human
Sub-Ability Points: Physical Fitness - 10, gods.
Bodily Attractiveness - 10, Health + 10, Facial - 5, Language: Dwarven and Sapian.
Hand-Eye Coordination + 5, Agility - 5, Analytic + Names: Common male names include
5, Spatial + 10, Drive + 10, and Common Sense + Godscalcus and Deigenhardus. Common female
10. names include Ditwinus and Evfemia.
Base Life Points: 20.
Physical Description: By appearance,
brown dwarves are similar to very small humans.
However, they usually have tan skin, brown eyes,
long gray beards, and powerful bodies.

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Dwarf, White Occupations: It is possible for a white
White dwarves are jolly. During summer, dwarf to be any occupation, but the most common
elders enjoy coming to the surface, shapeshifting into include: appraiser, armorer, blacksmith, bladesmith,
butterflies and other charming creatures, and danc- brazier, brickmaker, coppersmith, dancer,
ing freely under the moon. During winter, smiths dockwalloper, gemcutter, gilder, goldsmith, hewer,
craft fine artistic works of silver and gold in their ironmonger, jeweler, locksmith, marbler, mason,
underground forges. miner, minter, mountaineer, pewterer, silversmith,
Sub-Ability Points: Physical Fitness - 10, and weaponsmith.
Bodily Attractiveness - 10, Health + 10, Facial - 5, Skills: Appraise + 5, Architecture + 5,
Hand-Eye Coordination + 5, Agility - 5, Analytic + Armorsmithing + 5, Blacksmithing + 30, Brass-
5, Spatial + 10, Drive + 10, and Common Sense + smithing + 5, Coppersmithing + 5, Dance + 5, Di-
10. rection Sense + 5, Divination (Axinomancy) + 5,
Base Life Points: 20. Gemcutting + 5, Goldsmithing + 5, Mining + 5,
Physical Description: By appearance, white Mountaineering + 5, Pewtersmithing + 5,
dwarves are similar to very small humans. However, Silversmithing + 5, Stonemasonry + 5, and
they usually have pale skin, brown eyes, long gray Weaponsmithing + 5.
beards, and powerful bodies. White dwarves are Religion: White dwarves worship their own
cleanly and have a pleasant appearance. gods.
Disposition Modifiers: Ethicality + 25 and Language: Dwarven.
Morality + 25. Names: Common male names include
Temperament Modifiers: Sanguine + 25, Gerlacus and Godscalcus. Common female names
Choleric - 25, and Melancholic - 25. include Berta and Binhildis.
Sociality: White dwarves live in under-
ground palaces of treasure. On rare occasions, white
dwarves may reward a human with treasure.

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Elf (sing.), Elves (pl.) Due to their lengthy lifespan, elves are con-
sidered to be wise. Elves are often sought by others
An elf is a tiny, humanoid creature connected
for their advice. However, it is difficult to find an
with a forest. Each forest inhabited by elves has an
elf unless they want to be found.
elven kingdom, which is hidden from others. Elves
Most elves do not venture far from their
do not allow non-elves to see their kingdom, so it is
forest. For each mile that an elf is removed from
magically hidden.
their forest, their Strength and Health sub-ability
All elves are either dark or light, immoral or
scores decrease by 1. If either sub-ability reaches
moral respectively. Dark or light, all elves seek to
zero, then the elf dies.
protect and preserve their forest, including the wild
All elves have the special ability to shape-
animals. Dark elves protect their forest using im-
shift. Elves may only shape-shift into the following
moral means, while light elves protect their forest
creatures: cat, dog, fox, and rabbit. Each elf may
using moral means.
choose from those creatures each time they shape-
Since elves protect wildlife, they do not eat
shift. Age affects duration.
them. In fact, elves refuse to eat meat, and prefer
fruits and vegetables instead. Elves have been known A ge Cate gor y D ur ation
to advise humans that they will be healthier and live Infant NA
longer if they avoid eating meat. Children 1 d1 0 seconds
The Lifespan of an elf is determined by the Puberty 1 d1 0 minutes
size of their forest (see Lifespan in Chapter 3: Body). Y ou ng A d u l t hood 1 d1 0 hours
Middle Age 1 d1 0 da y s
If their forest is destroyed, then its elves die and Old Age 1 d1 0 w e e k s
their bodies wither, decay, and disappear like leaves Venerable 1 d1 0 months
from a tree. If a forest shrinks in size, such as due
to a forest fire or humans felling trees, then the lo- This is the longest that each elf may have
cal elves are physically unaffected, though they will shape-shifted per day or period of twenty-four
be angry. The larger the forest, the longer the hours. Each elf is different. Once the duration is
lifespan of its elves. determined above, an elf retains that duration as
long as they remain in the age category. For each
For e st Siz e in Mile s Squar e d Life span unit (seconds, minutes, etc.) of duration that is main-
<1 2 5 0 yea rs tained, the elf temporarily loses 1d10 Strength. The
1 -1 0 5 0 0 yea rs cumulative loss of Strength remains in effect for
1 1 -5 0 7 5 0 yea rs 1d4 times the duration during which the elf had
5 1 -1 0 0 1 , 0 0 0 yea rs
1 0 1 -2 0 0 1 , 5 0 0 yea rs shape-shifted. Strength will return slowly and evenly
2 0 1 -3 0 0 2 , 0 0 0 yea rs during the period of recovery. If Strength is ever
3 0 1 -4 0 0 2 , 5 0 0 yea rs reduced to zero, the elf dies.
>4 0 0 3 , 0 0 0 yea rs Other names for an elf are alp, aelf, alfar,
alfe, alve, elve, and ylf.

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Elf, Dark Base Life Points: 15.
Dark elves are immoral and ugly. Nonethe- Physical Description: Dark elves tend to
less, they are incredibly fertile and are always trying be ugly. The skin of dark elves is black.
to mate. Few children are born. Due to the sexual Disposition Modifiers: Morality - 25.
nature of dark elves, humans have been known to Temperament Modifiers: Sanguine - 25,
form cults to worship or summon them. Choleric + 25, Melancholic + 25, and Phlegmatic -
If any character enters a forest that is in- 25.
habited by dark elves, then their life may be in dan- Sociality: Dark elves live in forest kingdoms.
ger. Dark elves use the hides of trespassers for The kingdoms are usually hidden underneath their
leather, some body parts for ingredients, and usu- forest, which they consider their property.
ally feed the local forest animals with the meat. Occupations: Any. Common occupations
Above being vicious, dark elves enjoy trick- for dark elves include Acrobat, Bard, Dancer, Druid,
ing their victims. For example, a female enjoys en- Gardener, Herbalist, Musician, Ranger, Sage,
ticing a lone human deeper into the woods, seduc- Sorceror, and Stabler.
ing him until he is most vulnerable, and then de- Skills: Contortion + 5, Dance + 5, Etiquette
priving him of life. + 5, Herbalism + 5, Musical Instrument (Singing) +
It is wise for humans to never underestimate 5, Nature (Plants) + 5, Nature (Trees) + 5, Tracking
dark elves, since they are sinister and powerful. Dark + 5, Trickery + 10, and Tumbling + 5.
elves are famous for crafting magical weapons. Religion: Dark elves worship their own
Other names for a dark elf are dockalfar, gods.
docalfar, dark alfar, swartalfar, svartalfar, and black Language: Elven.
alfs. Names: Common male names include
Sub-Ability Points: Physical Fitness + 5, Sighard and Tondberct. Common female names
Strength - 30, Bodily Attractiveness - 10, Health + include Aedelberga and Uuffa.
10, Facial + 10, Vocal + 10, Kinetic + 10, Hand-Eye
Coordination + 10, Agility + 5, Enunciation + 5,
Drive + 5, Intuition + 10, Common Sense + 10,
and Reflection + 5.

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Elf, Light Sub-Ability Points: Physical Fitness + 5,
Also known as elves of light, light elves are Strength - 30, Bodily Attractiveness + 10, Health +
moral and attractive. Even though they are so at- 10, Facial + 10, Vocal + 10, Kinetic + 10, Hand-Eye
tractive, few children are born. Coordination + 10, Agility + 5, Enunciation + 5,
If any character enters a forest that is in- and Common Sense + 10.
habited by light elves, and if a light elf detects them, Base Life Points: 15.
then they may be either befriended, ignored, or in- Physical Description: Light elves tend to
fluenced to leave. If any character harms a forest be attractive. In either case, elves tend to be attrac-
or its inhabitants, and if a light elf is aware, then the tive. The appearance of light elves is whiter than
light elf will play mischievous tricks on the charac- the sun. The hair of light elves ranges from white
ter. For example, their possessions may be stolen. to golden or blond. Light elves prefer to wear green
Above all, light elves enjoy playing harmless clothes.
pranks on others. For instance, shoe laces may be Disposition Modifiers: Morality + 25.
untied. If the light elf is not on bad terms with a Temperament Modifiers: Sanguine + 25
character, a prank will never ruin their property. Just and Melancholic - 25.
the same, some characters become angry when the Sociality: Light elves live in forest kingdoms.
object of a prank. There, elves often live in the hollows of huge tree
Because light elven maidens are usually beau- trunks, and are hidden from others.
tiful, relationships or marriages may rarely develop Occupations: Any. Common occupations
between a female light elf and a male human. Some- for light elves include Acrobat, Bard, Dancer, Druid,
times, humans kidnap beautiful light elven maidens Gardener, Herbalist, Musician, Ranger, Sage,
and attempt to force marriage. If the female Sorceror, and Stabler.
percieves herself to be slighted in any way, she will Skills: Contortion + 5, Dance + 5, Etiquette
punish him harshly by playing mischievous tricks. + 5, Herbalism + 5, Musical Instrument (Singing) +
It is impossible for such relationships to produce 5, Nature (Plants) + 5, Nature (Trees) + 5, Tracking
children. + 5, and Tumbling + 5.
Light elves enjoy making music and dancing Religion: Light elves worship their own
in large rings in the mists or under moonlight. Other gods.
names for light elves are ellen, elfvor, and light alfs. Language: Elven.
Names: Common male names include
Aedilfrid and Earconberct. Common female names
include Cynwise and Quoenburg.

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Human (sing.), Humans (pl.) Occupations: Any.
Skills: Due to their short lives, humans re-
In almost every respect, humans are the most
ceive no bonus skills.
neutral and the norm of the humanoid races.
Religion: Humans range from devoutly re-
Sub-Ability Modifiers: None.
ligious to irreligious. Of all the races, humans have
Base Life Points: 20.
the widest selection of deities, though they also dif-
Physical Description: Humans, including
fer sharply from culture to culture.
males and females, average 57 and 130 pounds,
Language: Sapien.
and have a life expectancy of 73 years. Males aver-
Names: Common male first names include
age 5 10 in height, while females average 54.
John and Thomas. Common female first names
Disposition Modifiers: No modifiers.
include Helen and Sarah. Common last names in-
Temperament Modifiers: No modifiers.
clude Hall and Smith.
Sociality: Humans, by and large, are unedu-
cated peasants working in the service of a lord,
though this varies depending on whether they are
urban or rural. Like kobolds, humans reproduce
frequently, and often consider large families desir-
able, whether they can afford to feed them or not.

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Kobold (sing.), Kobolds (pl.) Finally, it is known that kobolds value beer,
milk, and porridge. If a stranger offers these as
This creature is also known as a kobolt,
gifts and no danger or trickery is suspected, the
cobolt, kobalos, or dasik. The skin color of a kobold
kobold may accept them and not react aggressively
is silvery-white, though sometimes tinted slightly blue
toward the stranger.
or green. The skin of a kobold is rough and cracked.
Sub-Ability Points: Strength - 25, Bodily
In fact, their skin withstands high temperatures. As
Attractiveness - 15, Facial - 15, Vocal - 15, Kinetic +
a result, kobolds suffer only half damage from non-
15, Rhetorical - 10, Hand-Eye Coordination + 15,
magical fire. All kobolds live underground. As such,
Agility + 15, Reaction Speed + 15, Enunciation +
this race is skilled at metalworking and Mining (see
15, Language - 10, Math - 15, Analytic - 10, Spatial
Chap. 8: Skills). Their favorite metal is silver, since it
+ 15, and Drive - 15.
reminds them of their own skin. Kobolds steal sil-
Base Life Points: 15.
ver whenever possible. Their love of silver is the
Physical Description: The average height
reason that kobolds dig mines.
of a male kobold is 4.5', while a female averages 4'.
Kobolds enslave every species or race pos-
Disposition Modifiers: Morality - 50.
sible. Children slaves are used to dig narrow mine
Temperament Modifiers: Sanguine - 25,
shafts. Adult slaves are used for heavy labor, which
Choleric + 25, and Phlegmatic + 25.
kobolds avoid at all costs. Slave-trading is the only
Sociality: Kobolds live in underground min-
enjoyment of kobolds that rivals their greed for sil-
ing communities that are loosely organized. Every
ver.
community has its own king.
Perhaps kobolds are most famous for their
Occupations: Any.
ingenious and cruel traps. In their underground
Skills: Direction Sense + 5, Mining + 5,
environment, kobolds fashion mechanical traps to
Trickery + 5, and 1 Weapon (Specific).
ensnare or kill characters who invade and trespass.
Religion: Kobolds worship their own im-
Although black dwarves use similar traps, the origin
moral gods.
of malicious traps is with kobolds.
Language: Kobold.
As their name implies, kobolds are bold.
Names: Common male names are Kraeng
Their behavior is aggressive and open. Regarding
and Muda. Common female names are Darlicia and
combat, kobolds prefer light armor so that their
Rachmatilla.
movement is not too impaired. The favorite weap-
ons of kobolds include a footman's warhammer and
javelin or spear.

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55
Ogre (sing.), Ogres (pl.) Disposition Modifiers: Ethicality - 50 and
Morality - 50.
An ogre is a large humanoid of low Intelli-
Temperament Modifiers: Sanguine - 25,
gence, strong bulk, and carnivorous. Easily outwit-
Choleric + 25, and Phlegmatic + 25.
ted by a clever human, ogres are gross and blood-
Sociality: Ogre offspring are abandoned by
thirsty. A female ogre is known as an ogress. There
their parents, so they prefer to live alone. Ogres have
are four types of ogres: ogres, cliff ogre, gruagach
minimal loyalty to others.
ogre, and kinder-fresser.
Occupations: Bandit, Berserker, Gladiator,
Mercenary, Slave, and Thug.
Ogre Skills: Brawling + 10, Mangling + 10, and
Sub-Ability Points: Physical Fitness - 18, Wrestling + 10.
Strength + 105, Bodily Attractiveness - 20, Facial - Religion: Ogres have never considered the
20, Kinetic - 40, Rhetorical - 15, Hand-Eye Coordi- existence of gods.
nation - 40, Agility - 30, Reaction Speed - 25, Enun- Language: None, or Cigan if gifted.
ciation - 50, Language - 50, Math - 50, Analytic - 50, Names: Ogres do not name their offspring.
Spatial - 10, Drive - 15, Intuition - 20, and Common However, most who have contact with more intelli-
Sense - 30. gent creatures acquire a nickname, such as Face-
Base Life Points: 30. Pounder.
Physical Description: The tallest race that
a player may select is an ogre. Male ogres average 9
in height, while females average 8.

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56
Cliff Ogre Base Life Points: 27.
Physically the smallest ogre, a cliff ogre lives Physical Description: The tallest race that
to force unweary travelers over cliffs to feed their a player may select is an ogre. Male ogres average 9
children below. Each victim is either hurled or kicked in height, while females average 8.
over the edge. Each parental cliff ogre hopes to Disposition Modifiers: Ethicality - 50 and
cause the victim to hit only hard ground, especially Morality - 50.
jagged. The offspring of the cliff ogre, known as Temperament Modifiers: Sanguine - 25,
kinder-ogres, eagerly await each victim at the base Choleric + 25, Melancholic + 25, and Phlegmatic -
of the cliff. 25.
The greatest enjoyment among cliff ogres Sociality: At most, cliff ogres may be orga-
is when they compete with each other regarding the nized into groups of no more than 3 cooperative
accuracy of hurling victims. The favorite type of families. Leadership is unnecessary, and cliff ogres
contest requires four victims, whether dead or alive. have some loyalty to their family.
The rules to this contest are that the first cliff ogre Occupations: Bandit, Berserker, Gladiator,
hurls a victim where desired. The competing cliff Mercenary, Slave, and Thug. Bandit is most com-
ogre must then hurls a victim where desired. Finally, mon.
each cliff ogre attempts to Hurl a victim as close to Skills: Brawling + 10, Climb + 10, Hurl +
the previous victim of the other as possible. The 10, Mangling + 5, and Wrestling + 10.
cliff ogre wins who throws the second victim clos- Religion: Ogres have never considered the
est to other's victim. In the case of a tie, a re-throw existence of gods.
must be made. Frustration is never felt between Language: None, or Cigan if gifted.
competing cliff ogres; it is pure enjoyment. Names: Cliff ogres do not name their off-
Sub-Ability Points: Strength + 90, Bodily spring. However, most who have contact with more
Attractiveness - 20, Facial - 20, Rhetorical - 15, Hand- intelligent creatures acquire a nickname, such as
Eye Coordination - 10, Agility - 15, Reaction Speed Body-Tosser.
- 25, Enunciation - 50, Language - 50, Math - 10,
Analytic - 25, Drive - 15, Intuition - 20, and Com-
mon Sense - 30.

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57
Gruagach Ogre Temperament Modifiers: Melancholic - 25
A gruagach ogre has long, golden hair. This and Phlegmatic + 25.
hairy ogre has a large head, and soft-shaped body. Sociality: Although graugach ogre parents
The blubbery form of this ogre confuses some en- produce numerous offspring, most die between birth
emies, who think it is weaker than it is. A gruagach and infancy. Overall, gruagach ogres live in tribal
ogre moves slowly due to its low Physical Fitness, hamlets among other gruagach ogres. In gruagach
though when considering Strength, it is the stron- society, the strong dominate the weak, and one leader
gest ogre. Laziness and ineptitude define a gruagach and his entourage dominates the tribe. Gruagach
ogre. ogres have minimal loyalty to others.
Sub-Ability Points: Physical Fitness - 22, Occupations: Bandit, Berserker, Gladiator,
Strength + 120, Bodily Attractiveness - 30, Health - Mercenary, Slave, and Thug.
5, Facial - 35, Kinetic - 75, Rhetorical - 30, Hand- Skills: Brawling + 15 and Mangling + 15,
Eye Coordination - 40, Agility - 45, Reaction Speed and Wrestling + 10.
- 35, Enunciation - 50, Language - 60, Math - 60, Religion: Ogres have never considered the
Analytic - 60, Spatial - 15, Drive - 30, Intuition - 20, existence of gods, but gruagach ogres are curiously
and Common Sense - 60. fearful of magic.
Base Life Points: 35. Language: None, or Cigan if gifted.
Physical Description: The tallest race that Names: Gruagach ogres do not name their
a player may select is an ogre. Male ogres average 9 offspring. However, most who have contact with
in height, while females average 8. more intelligent creatures acquire a nickname, such
Disposition Modifiers: Ethicality - 50 and as Lazy-Ass.
Morality - 50.

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58
Kinder-Fresser Ogre Base Life Points: 30.
Also known as a kinderschrecker or child- Physical Description: The tallest race that
guzzler, a kinder-fresser is an ogre who feeds on a player may select is an ogre. Male ogres average 9
human children. Although a kinder-fresser will eat in height, while females average 8.
any human child, their favorite is a moral child. The Disposition Modifiers: Ethicality - 50 and
voice of a kinder-fresser attracts human children who Morality - 50.
are prepubescent and virginal. If a prepubescent, Temperament Modifiers: Sanguine - 25,
virginal human child hears the voice of a kinder- Choleric + 25, and Phlegmatic + 25.
fresser, the child must pass a Drive check at TH 95 Sociality: A kinder-fresser does not partici-
or believe that the voice heard is their parents, and pate in society, except by waiting outside of a hu-
will follow any command given by the kinder-fresser. man town for traveling, bipedal food. Each kinder-
Strangely, the voice of a kinder-fresser does not at- fresser lives alone. Kinder-fresser offspring are aban-
tract others. Since a kinder-fresser survives by eat- doned by their parents, so they prefer to live alone.
ing human children, this creature attempts to reside A kinder-fresser is loyal only to their own survival.
nearby a significant human population. The favor- Occupations: Bandit, Berserker, Gladiator,
ite residence of a kinder-fresser is a cave close to a and Slave.
long, well-populated road. Since a kinder-fresser has Skills: Brawling + 5, Hide + 10, Mangling
a higher Facial and Vocal Charisma compared to + 10, Persuasion + 5, Silence + 10, Trickery + 5,
other ogres, victims and enemies are sometimes and Wrestling + 10.
fooled into thinking the kinder-fresser is a gentle Religion: Ogres have never considered the
giant. The unfortunate child is fooled, lured, existence of gods.
strangled, and swallowed -- usually without evidence. Language: Sapien.
Human children smaller than thirty pounds are eaten Names: Kinder-fresser ogres do not name
whole; shoes are regurgitated 10% of the time, if their offspring. However, most who have contact
applicable. with more intelligent creatures acquire a nickname,
Sub-Ability Points: Strength + 105, Bodily such as Baby-Taker.
Attractiveness - 10, Facial - 12, Kinetic - 20, Rhe-
torical + 15, Hand-Eye Coordination - 40, Agility -
30, Reaction Speed - 25, Enuncation - 10, Language
- 10, Math - 50, Analytic - 50, Spatial - 10, Drive -
15, and Common Sense - 30.

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59
Troll (sing.), Trolls (pl.) Sub-Ability Points: Strength + 55, Bodily
Attractiveness - 50, Facial - 40, Kinetic - 40, Hand-
Also known as trold and trolld, a troll is an
Eye Coordination - 20, Agility - 25, Reaction Speed
immoral creature that is ugly and hairy. Three types
- 20, Language - 90, Math - 60, Analytic - 60, and
of trolls exist: borbytingarna, hill, and subterranean.
Spatial - 10.
Base Life Points: 27.
Borbytingarna Troll
Physical Description: The average height
This type of troll inhabits caverns and roams
of a borbytingarna troll is 8 tall. It is nearly impos-
the forests and mountains. It will attempt to kill
sible to distinguish between males and females, un-
and eat any creature it meets, including another troll,
less you are a troll.
unless the troll is the opposite gender. This type of
Disposition Modifiers: Ethicality - 50 and
troll will not be petrified by sunlight, unlike the sub-
Morality - 50.
terranean troll.
Temperament Modifiers: Sanguine - 25
A borbytingarna troll does not have huge,
and Choleric + 25.
sharp claws like a hill troll. Instead, it brawls its
Sociality: These trolls inhabit caverns and
victims. Once a victim is unconscious or dead, and
roam the forests and mountains.
the troll is not threatened by other creatures, this
Occupations: Bandit, Berserker, Gladiator,
type of troll enjoys grabbing one limb of the smaller
and Slave.
creature and swinging the victim around, smashing
Skills: Blindfighting + 10, Brawling + 10,
them onto nearby objects or the ground. A
Direction Sense + 10, Mangling + 10, and Wres-
borbytingarna troll may do this for 1d100 minutes
tling + 10.
before it decides to feed. This type of troll does
Religion: Trolls have never considered the
not consider armor or weapons to be useful.
existence of gods.
Due to the extreme hatred of borbytingarna
Language: None.
for others, they do not cooperate with others, un-
Names: Borbytingarna trolls do not name
less continually subjected to clearly superior force.
their offspring. However, most who have contact
Even then, a borbytingarna troll is likely to rebel
with more intelligent creatures acquire a nickname,
violently.
such as Life-Eater.

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60
Hill Troll Base Life Points: 27.
These trolls have a large, hairless belly that Physical Description: The average height
drags along the ground. Their claws are sharp as of a hill troll is 8 tall. It is nearly impossible to
knives, causing 2d6 damage per successful Brawling distinguish between males and females, unless you
attack (see Brawling in Chap. 8: Skills). Hill trolls are a troll.
either roam the hills or lurk in a hiding spot, waiting Disposition Modifiers: Ethicality - 50 and
to attack their favorite victim -- humans. When a Morality - 50.
hill troll gets ahold of a human, it rips the flesh from Temperament Modifiers: Sanguine - 25
the human's body. This type of troll will not be and Choleric + 25.
petrified by sunlight, unlike the subterranean troll. Sociality: These trolls are solitary and in-
It will attempt to kill and eat any creature it meets, habit hills.
including another troll, unless the troll is the oppo- Occupations: Bandit, Berserker, Gladiator,
site gender. and Slave.
Hill trolls do not consider armor or weap- Skills: Blindfighting + 10, Brawling + 10,
ons useful. These trolls prefer to brawl and wrestle Direction Sense + 10, Mangling + 10, and Wres-
their victims until they are a bloody pulp. Once all tling + 10.
flesh has been removed from the victim, a hill troll Religion: Trolls have never considered the
eats the remains of the victim. existence of gods.
Sub-Ability Points: Strength + 55, Bodily Language: None.
Attractiveness - 70, Facial - 40, Kinetic - 40, Hand- Names: Hill trolls do not name their off-
Eye Coordination - 20, Agility - 25, Reaction Speed spring. However, most who have contact with more
- 20, Language - 90, Math - 60, Analytic - 60, and intelligent creatures acquire a nickname, such as
Spatial - 10. Head-Slasher.

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61
Subterranean Troll Base Life Points: 27.
Male subterranean trolls are malicious, Physical Description: The average height
though females are beautiful and have long, red hair. of a subterranean troll is 8 tall. Males tend to be
These trolls hate noise, and for this reason, were ugly, while females tend to be beautiful.
driven underground in the past. It is possible for a Disposition Modifiers: Ethicality - 50 and
subterranean troll to like a human, and grant riches Morality - 50.
to the human. Usually, however, a subterranean troll Temperament Modifiers: Sanguine - 25
is hateful, and attempts to kill everything, including and Choleric + 25.
trees, outside of their home and community. It is Sociality: Subterranean trolls live in com-
common for a subterranean troll to steal women, munities underneath hills. Their homes are crafted
children, and property. Many of these trolls fre- to the amazement of all others, including dwarves.
quently engage in cannibalism. Humans use a branch The home of a subterranean troll is a palace full of
of mistletoe to protect them from being taken by a treasure.
subterranean troll. These trolls are expert Occupations: Appraiser, Armorer, Bandit,
metalsmiths, herbal healers, and sorcerors. Subter- Berserker, Blacksmith, Bladesmith, Brass-smith,
ranean trolls are never seen above ground between Cook, Coppersmith, Gemcutter, Gladiator, Gold-
sunrise and sunset, because when the sun shines on smith, Herbalist, Hierophant, Ironmonger, Jeweler,
them, they become permanently petrified. Mason, Miner, Pewtersmith, Silversmith, Slave-
As expert metalsmiths, subterranean trolls trader, Sorceror, Weaponsmith, and Whore.
craft superb plate armor and weapons. Their plate Skills: Blindfighting + 10, Brawling + 10,
armor is crafted so that it is as quiet as possible. Direction Sense + 5, Mangling + 10, Trickery + 5,
Subterranean trolls prefer polearms, and usually at- and Wrestling + 10.
tack the neck or lungs of their opponent so that Religion: Subterranean trolls usually wor-
they will die quietly. ship a god.
Sub-Ability Points: Strength + 55, Bodily Language: Kobold.
Attractiveness - 50 for males, Facial - 40 for males, Names: Common male names include
Kinetic - 40, Hand-Eye Coordination - 20, Agility - Aktorion and Kephisophon. Common female
25, Reaction Speed - 20, Language + 10, Math + 10, names include Amaxerete and Thrinacia.
Analytic + 10, and Spatial + 10.

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62
Racial Hatred
Different races usually regard each other differently, based on observed, imagined, or feared dis-
similarities. Most characters prefer to associate with those who are deemed similar. Further, most charac-
ters avoid, dislike, belittle, or condemn those who are deemed dissimilar. Racial opinions and attitudes
vary with each character. However, trends in opinions emerge among masses of characters.
At the present time, the degree of racial hatred among the races allowed as characters for players
may be observed in the table below:

Rac ial D wa., D wa., D wa., Elf, Elf, Ogr e , Ogr e , Ogr e , Tr oll, Tr oll, Tr oll,
A na. Bug. Hu. Kob. Ogr e
Hatr e d B la c k B r o. Wh it e D a r k Lig h t Cliff Gr u. Kin. Bor b. Hill Sub.
A nak im
1 5 5 5 5 5 5 4 5 4 4 4 4 5 5 5
Bug be a r
5 1 5 5 5 5 5 5 4 5 5 5 5 5 5 5
D war f,
5 5 1 5 5 5 5 5 5 5 4 5 5 5 5 5
Blac k
D war f,
5 5 5 1 3 5 3 2 5 5 5 5 5 5 5 5
Br own
D war f.
5 5 5 3 1 5 4 3 5 5 5 5 5 5 5 5
White
Elf,
5 5 5 5 5 1 5 5 5 5 5 5 5 5 5 5
D ar k
Elf,
5 5 5 3 4 5 1 2 5 5 5 5 5 5 5 5
Light
Hum a n
4 5 5 2 3 5 2 1 5 5 5 5 5 5 5 5
Kobold
5 4 5 5 5 5 5 5 1 4 5 4 5 5 5 5
Ogr e
4 5 5 5 5 5 5 5 4 1 4 4 4 5 5 5
Ogr e ,
4 5 4 5 5 5 5 5 5 4 1 4 4 5 5 5
Cliff
Ogr e ,
4 5 5 5 5 5 5 5 4 4 4 1 4 5 5 5
G r u.
Ogr e ,
4 5 5 5 5 5 5 5 5 4 4 4 1 5 5 5
Kin.
Tr oll,
5 5 5 5 5 5 5 5 5 5 5 5 5 4 5 5
Bor b.
Tr oll,
5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 5
Hill
Tr oll,
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 1
Sub.

63
1 = Preference: A preference exists for the Racial Slurs
indicated race. Note that, as a gen- A racial slur is a derogatory term for a race,
eral rule, characters prefer their own usually used comically, to belittle, or to incite vio-
kind. lence. A stockpile of racial slurs has accumulated
2 = Acceptance: While these races may not through the centuries, though most have been for-
prefer each others company above gotten, lost due to the passage of time. The follow-
their own kind, they are generally on ing are derogatory terms for races, which are trans-
good terms with each other and will lated into other languages:
tend to be accepting and tolerant.
3 = Indifference: These races have no strong Anakim
attitudes in favor of or opposition Stovepiper (due to their thick manhood)
to each other.
4 = Dislike: Negative attitudes exist be- Bugbear
tween these races. They are usually Poople, Rug
not openly hostile toward each other
and opt to avoid members of this Dwarf
race, but perceived insults may in- Alkie, Stoner
cite violence.
5 = Hatred: Between these races, insults Elf
usually occur frequently, and violence Stick, Twig
is common, if not openly declared
on sight. Generally, these races hate Human
each other. Ribs (because they taste so good)

Kobold
Spear-chucker, Holer, Shiner

Ogre
Oaf

Troll
Knuckle-dragger

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64
Chapter 3: Body

This chapter is concerned with anthropometry (physical measures of the body), such as height
and weight, and genitalia, as well as allergies, intoxication, and diseases that affect the body. The contents
of this chapter are listed under four categories: Standard Features, Sexual Features, Rare Features, and
Allergies, Intoxication, and Disease.
Perhaps the most frequently used physical measure is Life Points (LP), a numeric representation
of consciousness, energy, and life, as well as the ability to withstand or sustain damage. Life Points were
first introduced regarding Strength, Health, and Drive in Chapter 1: Abilities. LP were also adjusted with
racial descriptions in Chapter 2: Gender and Race. Life Points are more appropriately covered in detail in
Chapter 10: Combat.
If generating a new character, progress through this chapter topic by topic to determine and
record information concerning the body of a character. Information including and beyond Rare Features
may be relevant to a characters body in a gaming session, but not character creation.

Standard Features
Each of the standard features must be randomly determined for each character.

Age
Adventurers usually choose their occupation during young adulthood. Age is presented below.
Should the MM desire to create a character at a younger or older age, appropriate modifiers to abilities (see
Chap. 1: Abilities) and skills (see Chap. 8: Skills) should be considered. Otherwise, consult the table below:

Rac e Star ting A ge


Ana k im 2 1 + 1 d2 0
Bugbea r 2 0 + 1 d1 2
Dwa rf 5 0 + 1 d2 0
E lf* Young Adulthood
Huma n 1 5 + 1 d1 2
Kobold 1 2 + 1 d8
O gre 4 0 + 1 d2 0
Troll 2 5 + 1 d1 2

65
Lifespan

Rac e Infant Child Pube r ty Young A dult Middle A ge Old A ge Ve ne r able


Ana k im 0 -4 5 -1 4 1 5 -2 1 2 2 -4 5 4 6 -7 0 7 1 -1 0 0 1 0 1 -1 5 0
Bugbea r 0 -4 5 -1 3 1 4 -2 0 2 1 -3 5 3 6 -5 0 5 1 -7 0 7 1 -1 2 5
Dwa rf 0 -6 0 7 -2 5 2 6 -5 0 5 1 -1 0 0 1 0 1 -1 5 0 1 5 1 -2 0 0 2 0 1 -2 5 0
E lf* (0 -5 %) (6 -1 5 %) (1 6 -2 5 %) 2 6 -4 0 %) (4 1 -5 5 %) (5 6 -7 5 %) (7 6 -1 0 0 %)
Huma n 0 -3 4 -1 1 1 2 -1 5 1 6 -3 0 3 1 -4 0 4 0 -5 0 5 1 -1 1 0
Kobold 0 -2 3 -7 8 -1 2 1 3 -2 0 2 1 -3 0 3 1 -4 0 4 1 -8 0
O gre 0 -5 0 6 -2 0 2 1 -4 0 4 1 -7 0 7 1 -1 0 0 1 0 1 -1 3 0 1 3 1 -2 0 0
Troll 0 -4 5 -1 4 1 5 -2 5 2 6 -4 0 4 1 -6 0 6 1 -8 0 8 1 -1 5 0

Note: Females live (1d10)% longer than males, regardless of race. If female, roll and apply.
*The Lifespan of an elf is also determined in Chapter 2: Gender and Race.

Height
The height of a character is determined according to the following table:
1

He ight in Inches
Rac e Male A vg. Male Fe m ale A vg. Fe m ale
Ana k im ( 6 d6 ) + 7 8 8' ( 6 d6 ) + 6 3 7'
Bugbea r ( 6 d6 ) + 6 3 7' ( 6 d6 ) + 5 1 6'
Dwa rf ( 6 d6 ) + 2 7 4' ( 6 d6 ) + 2 6 3' 11"
E lf ( 6 d6 ) + 2 7 4' ( 6 d6 ) + 2 7 4'
Huma n ( 6 d6 ) + 4 9 5' 10" ( 6 d6 ) + 4 3 5' 4"
Kobold ( 6 d6 ) + 3 3 4' 6" ( 6 d6 ) + 3 0 4' 3"
O gre ( 6 d6 ) + 9 0 9' ( 6 d6 ) + 7 8 8'
Troll ( 6 d6 ) + 7 8 8' ( 6 d6 ) + 7 8 8'

Finally, male characters with a high or low Bodily Attractiveness sub-ability must add or subtract a
number of inches regarding their height (see Chap. 1: Abilities).

Weight
The weight of a character is determined by three variables. First, roll on the table below to
determine the Base Weight in Pounds of a character by gender and race:

Base We ight in Pounds


Rac e Male Fe m ale
Ana k im ( 3 d1 0 0 ) + 2 5 0 ( 2 d1 0 0 ) + 250
Bugbea r ( 2 d1 0 0 ) + 2 0 0 ( 1 d1 0 0 ) + 200
Dwa rf 2 ( 3 d2 0 ) + 8 7 ( 6 d1 2 ) + 71
E lf ( 2 d2 0 ) + 7 0 ( 2 d1 2 ) + 65
Huma n 2 ( 3 d2 0 ) + 8 7 ( 6 d1 2 ) + 71
Kobold ( 6 d1 2 ) + 9 1 ( 6 d1 0 ) + 68
O gre ( 3 d1 0 0 ) + 5 0 0 ( 2 d1 0 0 ) + 400
Troll ( 3 d1 0 0 ) + 3 0 0 ( 2 d1 0 0 ) + 300

1. Height in medieval times varies with the source cited. Multiple sources indicate average females were 5 4, just as today.
Average Viking males have been claimed to be 5 10, English longbowmen 5 2, and average Saxon males to be 5 7. For
more information, see the references section at the end of this book.

66
Next, refer to the table above for height, and assess the number of inches that the character
deviates from the average for their gender. For instance, a human male that is 6 tall deviates from the
average human male by being two inches taller. Apply the deviation, if it exists, to the following table to
further modify the characters weight:

We ight A djustm e nt by He ight


Male Fe m ale
For Eac h Inc h For Eac h Inc h For Eac h Inc h For Eac h Inc h
Rac e
Talle r Shor te r Talle r Shor te r
Ana k im Add 1 5 lbs. Subtra ct 6 lbs. Add 1 0 lbs. Subtra ct 1 0 lbs.
Bugbea r Add 1 2 lbs. Subtra ct 5 lbs. Add 7 lbs. Subtra ct 5 lbs.
Dwa rf Add 1 0 lbs. Subtra ct 4 lbs. Add 5 lb. Subtra ct 1 lb.
E lf Add 4 lbs. Subtra ct 1 lb. Add 2 lb. Subtra ct 1 lb.
Huma n Add 1 0 lbs. Subtra ct 4 lbs. Add 5 lbs. Subtra ct 1 lb.
Kobold Add 7 lbs. Subtra ct 2 lbs. Add 3 lbs. Subtra ct 1 lb.
O gre Add 2 0 lbs. Subtra ct 7 lbs. Add 1 5 lbs. Subtra ct 1 2 lbs.
Troll Add 1 6 lbs. Subtra ct 6 lbs. Add 1 5 lbs. Subtra ct 6 lbs.

Then, consider the Strength sub-ability of the character (see Chap. 1: Abilities). If a character has
sufficient Strength, they will weigh more accordingly. For every category of Strength above that which is
mentioned in the following table, apply the modifier. Consult the table below:

We ight A djustm e nt by Str e ngth


If Str e ngth The n apply this we ight inc r e m e nt for
Rac e
m e e ts or e xc e e ds: e ac h additional Str e ngth c ate gor y :
Ana k im 265 30
Bugbea r 205 25
Dwa rf 160 20
E lf 100 3
Huma n 145 20
Kobold 124 10
O gre 280 40
Troll 265 30

For example, the weight1 will be determined for a human male named Antichristo who stands 6
2 tall and has a Strength of 190. First, according to the Base Weight table above, 3d20 are rolled. The
result for Antichristo is 35. This sum is multiplied by 2, and 87 is added to it, yielding a Base Weight of 157
lbs. Next, since Antichristo is 4 inches taller than an average human male, 40 lbs. are added to his weight;
so far, Antichristo weighs 197 lbs. Due to his Strength of 190, which is 4 categories on the sub-ability table
above 145, 80 lbs. is added to his weight. Antichristos final weight is 277 lbs.
Finally, female characters with a high or low Bodily Attractiveness sub-ability must subtract or add
a percentage of their Weight. This percentage is calculated after all other weight adjustments.
1. Height and weight of various fantasy races have been computed by consulting biology, physiology, and zoology textbooks
that refer to the Cube-Square Law, and the proportions to larger and smaller creatures. For example, as a creature increases
proportionately in size, its surface area increases by a the difference in height squared, but the weight increases by the differ-
ence cubed. When a muscle is increased twofold in all three dimensions, its volume and weight are cubed, but the muscular
power is only multiplied by 4, since cross-sectional distance determines muscular strength, not volume and weight. The fact
that the percentage of bone weight to body weight increases with creature size has been considered, as well as that more
muscle is necessary at larger creature sizes in order to do less when compared to body weight. The interesting implications of
the Cube-Square Law on larger and smaller creatures is that smaller creatures will be strong for their size (such as an ant being
able to put 40 times its body weight over its head), and larger creatures will be weak for their size. For more information, see
the references section at the end of this book.

67
Most Attractive/Repulsive Feature Hair Color
Roll 1d100 twice, first for the most attrac-
tive feature of your character, then for the most Hair Color for A nak im , Hum ans, Kobolds,
repulsive feature. If the most repulsive feature is a nd O g r e s
identical to the most attractive feature, then reroll. Roll Hair Color
0 1 -0 5 Albino Blonde
Otherwise, the player and MM must consult one
0 6 -1 5 Blonde
another in contradictory cases, such as when a char- 1 6 -2 5 Dirty Blonde
acter has a high Facial Charisma, yet their face is 2 6 -3 0 Red
their most repulsive feature. 3 1 -4 0 Auburn
4 1 -6 5 Light Brown
6 6 -8 5 Br unette
Roll Fe atur e 8 6 -1 0 0 Bl a c k
0 1 -1 5 Ha ir
1 6 -2 5 E yes
2 6 -3 0 Lips Hair Color for Bugbe ar s, D war ve s, D ar k
3 1 -3 5 Voice
Elve s, and Tr olls
3 6 -5 0 Fa c e
Roll Hair Color
5 1 -5 5 Crotch
0 1 -0 5 Red
5 6 -6 5 Chest
0 6 -1 5 Auburn
6 6 -7 5 Wa ist
1 6 -4 0 Light Brown
7 6 -8 5 Buttock s
8 6 -9 0 Legs 4 1 -8 5 Br unette
9 1 -9 5 Ha nds/Feet 8 6 -1 0 0 Bl a c k
9 6 -1 0 0 Ma nnerisms
Hair Color for Light Elve s
Roll Hair Color
Skin Color 0 1 -0 5 Dirty Blonde
The color of the skin of a character may 0 6 -1 5 Blonde
1 6 -4 0 Golden-blonde
range from deathly pale to tan. However, certain 4 1 -8 5 Golden
races have modifiers. Consider the following racial 8 6 -1 0 0 White
modifiers:

Rac e Modifie r
Ana k im - 20 Hair Length
Bugbea r fur
Dwa rf, Bla ck (bla ck ) Roll Hair Le ngth*
Dwa rf, White - 50 0 1 -1 0 <4 " or neck length
E lf, Da rk (bla ck ) 1 1 -2 9 4 -8 " or shoulder length
E lf, Light - 80 3 0 -5 0 9 -1 6 " or upper ba ck
Kobold + 50 5 1 -8 0 1 7 -2 2 " or middle of the ba ck
O gre + 30 8 1 -9 7 2 3 -3 0 " or lower ba ck
Troll greenish 9 8 -9 9 3 1 -3 8 " or a ss-length
100 3 9 -5 0 " or thigh length
Now, roll percentile dice and determine skin
color: *Bugbears roll 1d6 to determine the length of their
fur, considering it in inches.
Roll Sk in Color
<0 6 Dea thly Pa le (ma ny think they a re undea d)
0 6 -1 5 Pa le (obv iously, they ra rely go outdoors)
1 6 -3 5 Light or fa ir
3 6 -6 0 Medium
>6 0 Ta n (the sk in of a la borer)

68
Hair, Thickness and Type
To determine hair thickness and type, roll percentile dice, consider possible gender and racial
modifiers, and consult the following table:

Roll Hair Thic k ne ss and Ty pe


0 1 -0 2 Thin, ba lding, a nd frizzy Ge nde r Modifie r
0 3 -0 4 Thin, ba lding, a nd curly Ma le -
0 5 -0 6 Thin, ba lding, a nd stra ight Fema le +8
0 7 -0 8 Thin, ba lding, a nd wa v y Rac e Modifie r
0 9 -1 1 Thin a nd frizzy Ana k im -
1 2 -1 4 Thin a nd curly Bugbea r + 10
1 5 -2 2 Thin a nd stra ight Dwa rf + 10
2 3 -2 6 Thin a nd wa v y E lf -
2 7 -3 2 Thick , k ink y, a nd oily Huma n -
3 3 -3 5 Thick a nd k ink y Kobold + 10
3 6 -4 2 Thick , curly, a nd oily O gre + 10
4 3 -5 0 Thick , wa v y, a nd oily Troll + 30
5 1 -5 5 Thick , stra ight, oily
5 6 -6 0 Medium thick ness, curly, a nd oily
6 1 -6 5 Medium thick ness, wa v y, a nd oily
6 6 -7 0 Medium thick ness, stra ight, a nd oily
7 1 -7 5 Thick a nd curly
7 6 -8 0 Thick a nd stra ight
8 1 -8 5 Thick a nd wa v y
8 6 -9 0 Medium thick ness a nd curly
9 1 -9 5 Medium thick ness a nd stra ight
9 6 -1 0 0 Medium thick ness a nd wa v y

Eye Color
Roll A nak im Bugbe ar D war f Elf (D/L) Hum an Kobold Ogr e Tr oll
1 -5 Bl a c k Brown Gra y B l a c k /B l u e Bl a c k Brown Dk . Brown Bl a c k
6 -7 0 Brown Brown Gra y B l k . /B l u e Brown Brown Brown Brown
7 1 -8 0 Reddish-brown Dk . Brown Lt. Brown Blk . /Blue Blue-gra y Gra y Dk . Gra y Bloody-brown
8 1 -9 9 Gra y Dk . Brown Lt. Brown Blk . /Blu-Gn. Bl ue Blue-gra y Gra y Huma n blood
100 Blue-gra y Bl a c k Dk . Brown Blk . /Green Green Bl ue Bl a c k Bright red

Artwork Here

69
Vision
Roll on the table below to determine the accuracy of a characters vision. Undesirable vision is
either near-sightedness or far-sightedness. Near-sightedness means that a character can see normally
when objects are near, though distant objects are blurry. Conversely, far-sightedness means that a charac-
ter can see normally when objects are distant, but has headaches when objects are near and focused upon
for any duration. Spectacles do exist, though only ones that correct far-sightedness. Regarding near-
sightedness, a characters vision is determined by the distance that they can distinguish between similar
heraldic coats of arms. Near-sighted characters suffer penalties regarding two skills: Aim and Sight (see
Chap. 8: Skills). Far-sightedness is the distance that a character no longer receives headaches. Roll on the
following table to determine the state of your characters vision:

Roll A im , Sight Vision


01 -9 0 Nea r-sightedness, 5 feet
02 -8 0 Nea r-sightedness, 5 0 feet
0 3 -0 4 -7 0 Nea r-sightedness, 1 0 0 feet
0 5 -0 6 -6 0 Nea r-sightedness, 2 0 0 feet
0 7 -0 9 -5 0 Nea r-sightedness, 3 0 0 feet
1 0 -1 2 -4 0 Nea r-sightedness, 4 0 0 feet
1 3 -1 6 -3 0 Nea r-sightedness, 5 0 0 feet
1 7 -2 0 -2 0 Nea r-sightedness, 6 0 0 feet
2 1 -2 5 -1 0 Nea r-sightedness, 7 0 0 feet
2 6 -7 5 - Perfect na tura l v ision
7 6 -8 0 - Fa r-sightedness, 1 foot
8 1 -8 4 - Fa r-sightedness, 3 feet
8 5 -8 8 - Fa r-sightedness, 5 feet
8 9 -9 1 - Fa r-sightedness, 1 0 feet
9 2 -9 4 - Fa r-sightedness, 1 5 feet
9 5 -9 6 - Fa r-sightedness, 2 0 feet
9 7 -9 8 - Fa r-sightedness, 2 5 feet
99 - Fa r-sightedness, 5 0 feet
100 - Fa r-sightedness, 1 0 0 feet

With perfect natural vision, masses of troops can be recognized at 5,100 feet, infantry can be
distinguished from cavalry at 3,900 feet, individuals may be seen at 3,000 feet, heads and crossbelts can be
distinguished at 2,100 feet, uniforms and reflections from weapons may be seen at 1,500 feet, and uni-
forms may be recognized at 750 feet.

70
Facial Features
Physiognomy is a methodical attempt to correlate facial features with presumed characteristics.
While the correlations vary with the physiognomist, the following table provides popular observations:

Roll Fac ial Fe ature Pre sume d Charac te ristic


0 1 -0 2 E a rs, big Dumb
0 3 -0 4 E a rs, high or a bov e eyebrow High menta l ca pa city
0 5 -0 6 E a rs, low or below eye-lev el Low menta l ca pa city
07 E yebrows, bla de Bra v e, righteous, a ma gnet for a tta ck s
08 E yebrows, weighing down the eyes Prone to ma nipula tion, ea sily controlled
09 E yebrows, dense with curled up ta il Cha ngea ble, does not k now limits, bra v e
10 E yebrows, distinct + prominent a rch E motiona lly indecisiv e, gutsy, sma rt
11 E yebrows, downwa rd sloping O pportunistic, selfish, deba uched
1 2 -1 3 E yebrows, fea ther or upwa rd sloping O pportunistic, shifty, ill-intentioned
14 E yebrows, hemispherica l O v erly emotiona l, extra v a ga nt, k ind-hea rted
15 E yebrows, short a nd blunt O pportunistic, impa tient, hea rtless
1 6 -1 8 E yebrows, they r un together Dumb a nd a nima listic
1 9 -2 1 E yela shes, long Proud, v a inglorious, a uda cious
22 E yes, deep set with well-defined irises Diploma tic, understa nding, a nd orderly
23 E yes, downwa rd sloping Irresponsible, phla nderers
24 E yes, hooded a nd downnsloping lid Ha rshly rea listic, not one to return fa v ors
2 5 -2 6 E yes, la rge Unsta ble, luxurious
2 7 -2 9 E yes, recessed or deep Cra fty
3 0 -3 1 E yes, sma ll La ck s discipline, needs to win, a ctiv e, good obser v er
32 E yes, sma ll irises surrounded by white Ruthless, cra fty, cold, highly str ung, a plotter
33 E yes, surrounded by ba gs a nd rings Ta rget for bullying, wea k cha ra cter
3 4 -3 5 E yes, tired Sloppy, illogica l, domina ted
3 6 -3 7 Forehea d, la rge Ira scible, cr uel
3 8 -4 0 Ha ir, fa cia l, excessiv e Br uta l a nd ov erbea ring
4 1 -4 2 Ja wbone, a ccentua ted Ma sculinity
4 3 -4 4 Ja wbone, diminished Feminitiy
4 5 -4 6 Mole, a bov e mouth Fina ncia lly sta ble
47 Mole, brow Big hea rt, tolera nt, plea sa nt
4 8 -5 1 Mole, cheek bones Lik ely to end up v ictims (dumpees) of lov e tria ngles
52 Mole, ea r Noble, one who repa ys fa v ors, good friend
53 Mole, lip Intestina l problems
5 4 -5 5 Mole, na sa l Prone to fina ncia l losses, chronic medica tion relia nce
5 6 -5 8 Mole, off the side of the eye Prone to lov e tria ngles
59 Mole, sole of foot Potentia l lea dership
6 0 -6 2 Mole, throa t Prone to intestina l problems
6 3 -6 5 Mouth, big lips Da ring, reck less, lewd, a nd untr uthful
6 6 -6 7 Mouth, crook ed, unev en lips Ha rd to plea se, ta ntr um-thrower, irra tiona l
6 8 -6 9 Mouth, downwa rd sloping Unrea sona ble, bla mers, scorek eepers
7 0 -7 1 Mouth, full lips Hea lthy, good fa mily fortune, a nd cha risma tic
7 2 -7 4 Mouth, protr uding upper lip E gotistic, shows grea ter concern for self
7 5 -7 7 Mouth, protr uding lower lip Altr uistic, shows grea ter concern for others
78 Mouth, recta ngula r lips Wea lthy, of upper cla ss stock , a ristocra tic
7 9 -8 0 Mouth, thin upper lip Selfish, inconsidera te of others' feelings
8 1 -8 2 Mouth, upwa rd sloping Strong-willed, tendency to rise in society
8 3 -8 5 Nose, big Wea k a nd curious
8 6 -8 8 Nose, big nostrils Wa ster of money, generous

71
Roll Fac ial Fe atur e Pr e sum e d Char ac te r istic
8 8 -9 0 Nose, bony Low intelligence, good hea lth
9 1 -9 2 Nose, broa d Attra cts trouble, cov etous, bra v e, gutsy
93 Nose, bulbous end Insensitiv e, swinish
94 Nose, la rge a nd rounded Ma gna nimous
95 Nose, slender a nd hook ed E a gle-lik e
96 Nose, sma ll nostrils Sting y scorek eepers, good sa v ers
97 Nose, sha rp-tipped Ira scible, those ea sily prov ok ed
9 8 -1 0 0 Teeth, yellowed or unk empt Cr uel

Artwork Here

72
Sexual Features
Below are optional measures of the body. These are provided so that the sexual dimension of
role-playing may be included at the MMs discretion.

Areola Diameter
The areola, which is the skin immediately surrounding the nipple, may vary in diameter and ac-
cording to race. Roll below to determine the diameter of the characters areolas, subtract 15 if male.

Roll A nak im Bugbe ar D war f Elf Hum a n Kobold Ogr e Tr oll


0 1 -2 5 2 1 1 4 2
2 6 -6 5 3 2 1 1 1 1 5 3
6 6 -8 5 4 3 1 1 2 1 6 4
8 6 -9 5 6 4 1 1 3 2 7 5
9 6 -1 0 0 8 5 2 2 4 3 8 6

Areola Hue
Roll Hue
0 1 -1 0 Difficult to identify
1 1 -5 0 Light
5 1 -8 5 Medium
8 6 -1 0 0 Da rk

Cup Size
Though cup sizes are human expressions, the cup size herein is considered relative to each race.
1

Cup Siz e Modifie r s


Age, Child (1 2 -1 5 for huma n) -5
Bodily Attra ctiv eness sub-a bility see Cha p ter 1 : Ab il ities
Fa t + 25
Pregna nt + 25
Sk inny - 25

Roll Cup Siz e


<1 1 AA
1 1 -2 5 A
2 6 -7 0 B
7 1 -9 2 C
9 3 -9 9 D
100 DD+

1. A scholarly study on female human bust size indicates that both males and females prefer a female with a medium bust
size (Kleine & Staneski, 1980). For more information, see the References section at the end of this book.

73
Nipple Length
A nipple that is not erect may have no length whatsoever. This table yields the maximum erect
nipple length. Roll percentile dice, but subtract 15 if male.
Roll A nak im Bugbe ar D war f Elf Hum a n Kobold Ogr e Tr oll
0 1 -6 5 1
6 6 -8 0 1 2 1
8 1 -9 7 1 1 3 1
9 8 -9 9 2 1 1 1 4 2
100 3 2 1 1 5 3

Vaginal Circumference Potential


Should any vagina be stretched beyond the limit as determined by the table below, which differs
from woman to woman, the orifice will rip to accommodate the incoming object. First, consider all
relevant modifiers, then roll percentile dice and proceed to the following table.

Modifie r s for Vaginal Cir c um fe r e nc e Pote ntial


Age, Puberty - 25
Age, Young Adult -
Age, Middle Age + 10
Age, O ld Age +5
Age, Venera ble +5
Mother + 6 t o + 2 6 ( 1 d2 0 + 5 )
Nymphoma nia c + 1 1 t o + 3 0 ( 1 d2 0 + 1 0 )
S l ut + 1 to + 2 0 (1 d2 0 if unsure)

Equivale nt fr om A nak im , Bugbe ar, D war f, Elf, Hum an, Ogr e


Roll
Sam e Spe c ie s (IncheasnCdircTurmofellrence) (InchaensdCiK obold
r c um fe r e nc e )
(Inc he s Cir c um fe r e nc e )

<0 6 two fingers 5 -6 " 3 -4 " 6 -7 "


0 6 -1 5 three fingers 6 -7 " 4 -5 " 7 -9 "
1 7 -5 0 nor ma l unit 7 -9 " 5 -6 " 9 -1 2 "
5 1 -8 5 thick unit 9 -1 2 " 6 -8 " 1 2 -1 5 "
8 6 -9 5 woma n's fist 1 2 -1 5 " 8 -1 0 " 1 5 -2 0 "
>9 5 ma n's fist 1 5 -2 0 " 1 0 -1 5 " 2 1 -3 0 "

Vaginal Depth Potential


No object may be fully inserted into a vagina if it is longer than the females Vaginal Depth
Potential. In such extreme situations, internal damage may occur, though this is best left to the MM. A
females Vaginal Depth Potential equals her height in feet converted to inches (such as a female of 5 6
becoming equivalent to 5 1/2), and then (2d20)% is added.

74
Tongue Size
Instead of measuring the length of the entire tongue, this feature lists only the length of the
tongue that may be extended outside the mouth of a character. Roll percentile dice and consult the
following table:

A nak im , Bugbe ar, D war f, Elf, Hum an,


Roll Exam ple Tr oll
and Tr oll and Kobold (Inc he s Le ngth)
(Inc he s Le ngth) (Inc he s Le ngth)
0 1 -1 0 Tiny tongue 1" 1 /2 " 3"
1 1 -2 0 Sma ll tongue 2" 1" 4"
2 1 -6 0 Nor ma l size tongue 3" 2" 5"
6 1 -9 0 Tip ma y touch tip of nose 4" 2 1 /2 " 6"
9 1 -9 8 Tip ma y touch chin 5" 3" 7"
9 9 -1 0 0 Tip rea ch top of nose 6" 4" 8"

Anal Circumference Potential


Should any anus be stretched beyond the limit as determined by the table below, which differs
from anus to anus, the orifice will rip to accommodate the incoming object. First, consider all relevant
modifiers, then roll percentile dice and proceed to the following table.

Modifie r s for A nal Cir c um fe r e nc e Pote ntial


Age, Puberty - 25
Age, Young Adult -
Age, Middle Age + 10
Age, O ld Age +5
Age, Venera ble +5
Ma le +5
Nymphoma nia c/Sa tyroma nia c + 1 1 to + 3 0 (1 d2 0 + 1 0 )
Accustomed to a na l sex + 1 to + 2 0 (1 d2 0 if unsure)

Equivale nt fr om A nak im , Bugbe ar, D war f, Elf, Hum an, Ogr e


Roll
Sam e Spe c ie s (IncheasnCdircTurmofellrence) (InchaensdCiK obold
r c um fe r e nc e )
(Inc he s Cir c um fe r e nc e )

<1 1 two fingers 5 -6 " 3 -4 " 6 -7 "


1 1 -2 0 three fingers 6 -7 " 4 -5 " 7 -9 "
2 1 -6 0 nor ma l unit 7 -9 " 5 -6 " 9 -1 2 "
6 1 -9 0 thick unit 9 -1 2 " 6 -8 " 1 2 -1 5 "
9 1 -9 8 woma n's fist 1 2 -1 5 " 8 -1 0 " 1 5 -2 0 "
>9 8 ma n's fist 1 5 -2 0 " 1 0 -1 5 " 2 1 -3 0 "

75
Ripped Orifice Menstruation
Should a vagina or anus stretch to accom- Menstruation is periodic vaginal discharge
modate the entry of an object that exceeds the Vagi- and occurs in all races available to players, as well as
nal or Anal Circumference Potential, damage may most mammals. Menstruation accompanies a
result to the individual due to a Ripped Orifice. A womans childbearing years, usually beginning in
vagina or anus that is stretched to twice its limit re- puberty and most often ceasing during middle age.
sults in the necessity of a Health check at TH 70. If A common belief regarding menstruation is that it
this check fails, then death occurs. If successful for is punishment from the gods for being female. If
a female character, the skin between the vagina and pregnancy does not occur, smelly blood may flow
anus rips and the two orifices effectively become from the lining of the uterus, seeping out of the
one. If successful for a male character, the skin vagina. The 3 + (1d6 - 1) days that menstruation
rips into the scrotum. Damage is a percent of LP lasts is called the menstrual period, though collo-
equal to the extent of ripping. quially it is known as the rag, since women secure
rags on their crotch to catch the blood and prevent
Hymen Resistance it from running down their legs. In most women,
A hymen is a membrane that, when broken, the menstrual cycle is about 28 days, but it can vary
is used to indicate that a woman is no longer a vir- considerably, even from one month to another. A
gin. Each player of a female character may, at their missed period is often the first indicaton of preg-
option, determine the Hymen Resistance of the nancy.
character by rolling 5d20. For every time the fe- Many (50%) women experience premen-
male character has intercourse, she must roll per- strual discomfort, namely tender breasts and a ten-
centile dice to see if the hymen breaks, and it may dency to retain fluid known as bloating (1d8 - 1)
only break once. Results greater than her Hymen days prior to menstruation. Some (40%) women
Resistance indicate her hymen has been broken. If experience d6 of the following symptoms: 1) head-
the hymen breaks, then blood will seep from her aches, 2) irritability, 3) nervousness, 4) fatigue, 5)
vagina. Common folk consider an unbroken hy- crying spells, and 6) depression with no apparent
men indicative of virginity, though in reality the cause. A few women (10%) also experience men-
woman may either have a high Hymen Resistance strual cramps during the first day or two of the pe-
or never have accommodated sufficient Manhood. riod. If they experience irritability, the choleric part
of their temperament may increase by 1d100 dur-
ing menstruation. If they experience depression,
Pregnancy Likelihood
the melancholic part of their temperament may in-
At best, a fertile woman has less than a 1%
crease by 1d100 during menstruation.
chance of becoming pregnant by a fertile man with
a high sperm count per completed intercourse1.
First, the male must make a Sperm Count (or load Infant Mortality Rate
size) check by rolling percentile dice. Average loads An infant mortality rate is the probability
contain 200 million sperm. If he rolls 20 or less (80 of death in the first year of life.
million sperm or less), then his Sperm Count was
Rac e Odds of D e ath pe r Infant
insufficient to impregnate the woman. Every ejacu- Ana k im 25%
lation within a 24 hour period incurs cumulative Bugbea r 5%
penalties of 30 to Sperm Count checks. Next, if D w a rf 2%
E lf 1%
the man had a sufficient Sperm Count, the woman Huma n 10%
must roll percentile dice. Results greater than 1% Kobold 15%
indicate that she did not become pregnant. O gre 1%
Troll 2%

1. This statistic concerning fertility has been referenced from Microsoft Encarta Encyclopedia 99.

76
Manhood
a. The height (or length) of the character (or creature) in feet is converted directly to inches (6
= 6; 510 = 5.83). This is the Base Length of his Manhood.
b. Then roll 4d100, divide the sum by 2, and subtract 1 from the total. Consult the table below:
The resultant percentage is applied to the Base Length of the characters Manhood, deter-
mining the actual length. For instance, a manhood roll of 115 indicates a Size Modifier of +28%.
If the character were 6 tall, then the length of his Manhood would now be 7.68 inches (28% of 6
= 1.68; so, 6 + 1.68).

Manhood Roll Size Modifier


1-9 - 70%
1 0 -1 5 - 64%
1 6 -2 1 - 60%
2 2 -2 7 - 56%
2 8 -3 3 - 52%
3 4 -3 9 - 48%
4 0 -4 5 - 44%
4 6 -5 1 - 40%
5 2 -5 7 - 36%
5 8 -6 3 - 32%
6 4 -6 9 - 28%
7 0 -7 5 - 24%
7 6 -8 1 - 20%
8 2 -8 7 - 16%
8 8 -9 3 - 8%
9 4 -9 9 - 4%
100-103 -
104-107 + 7%
108-111 + 14%
112-114 + 21%
115-118 + 28%
119-121 + 35%
122-125 + 42%
126-129 + 49%
130-133 + 56%
134-137 + 63%
138-141 + 70%
142-145 + 77%
146-149 + 84%
150-153 + 91%
154-157 + 98%
158-161 + 105%
162-165 + 112%
166-169 + 119%
170-173 + 126%
174-177 + 133%
178-181 + 140%
182-183 + 147%
184-187 + 154%
188-191 + 161%
192-199 + 175%

77
Note that this is the shortest measurable length, taken from the top or belly-button side,
not the bottom or testicular side, and constitutes all that a woman may take from a missionary
position. However, if the woman were to mount the Manhood from above while facing her
partner and leaning back, she would actually take 1.15 times the Base Length, accounting for the
remainder. For instance, with a Base Length of 6 inches, with experimentation, it is possible for
the woman to enjoy 6.9 inches, depending on the angle.

c. The Base Length of the Manhood is now multiplied by 0.85. This is the Base Circumference
of the Manhood in question.
d. Finally, roll [(4d100 / 2) - 1], observe the Size Modifier on the table above, and apply this
modifier to the Base Circumference to determine the actual circumference.

Rare Features
These features are not usually determined during character creation, unless the player so desires.
These features rarely become necessary components of the game, but are detailed here for the sake of
comprehensiveness.

Foot Size
To determine the length in inches of a characters foot, first consider the height of the character.
Consult the Height table in the beginning of this chapter. For each inch a character is taller than the
average Height for a character of the appropriate gender and race, add 10 to the roll for Foot Size. For
each inch shorter, subtract 10. Roll percentile dice and consult the table below:

A nak im , Bugbe ar, Hum a n a nd


Roll D war f and Elf Ogr e
and Tr oll (Male /Fe m ale ) Kobold (Male /Fe m ale )
(Male /Fe m ale ) (Male /Fe m ale )
<1 1 9 -1 0 " /7 -8 " 5 -6 " /4 -5 " 5 -6 " /4 -5 " 1 3 -1 4 " /1 1 -1 2 "
1 1 -2 0 1 1 -1 2 " /9 -1 0 " 5 -6 " /4 -5 " 7 -8 " /5 -6 " 1 5 -1 6 " /1 3 -1 4 "
2 1 -6 0 1 3 -1 4 " /1 1 -1 2 " 7 -8 " /5 -6 " 9 -1 0 " /7 -8 " 1 7 -1 8 " /1 5 -1 6 "
6 1 -9 0 1 5 -1 6 " /1 3 -1 4 " 7 -8 " /5 -6 " 1 1 -1 2 " /9 -1 0 " 1 9 -2 0 " /1 7 -1 8 "
9 1 -9 8 1 7 -1 8 " /1 5 -1 6 " 9 -1 0 " /7 -8 " 1 3 -1 4 " /1 1 -1 2 " 2 1 -2 4 " /1 9 -2 0 "
>9 8 1 9 -2 0 " / 1 7 -1 8 " 9 -1 0 " /7 -8 " 1 5 -1 6 " /1 3 -1 4 " 2 5 -3 0 " /2 1 -2 4 "

Fist Circumference
The circumference of a characters clenched fist is a number of inches equal to the length of the
characters foot in inches. Foot Size is determined above.

78
Handedness
To determine whether a character is right- or left-handed, roll percentile dice. Ambidexterity is
not determined here, but is purchased as a skill (see Chap. 8: Skills). Handedness1 refers to which hand the
character uses predominantly. Results are as follows: 01-10 = Left-handed, 11-100 = Right-handed.

Head Circumference
The circumference of the head of a character may be relevant when a character finds a helmet or
hat and desires to wear it. Head Circumference is listed in inches. It is not possible for a character to wear
a hat or helmet that is smaller than the characters Head Circumference. The hat or helmet is comfortable
if it is not larger than 101% of the characters Head Circumference. It is possible to wear a hat or helmet
if it is between 102% and 103% of the characters Head Circumference, though the loose fit will be
annoying. If the hat or helmet is larger than this, then it is not practical to wear it.
To determine the Base Head Circumference of an adult, roll percentile dice and consult the fol-
lowing table:

Base He ad Cir c um fe r e nc e
Roll A nak im Bugbe ar D war f Elf Hum an Kobold Ogr e Tr oll
0 1 -0 2 24.00 22.00 19.20 19.12 19.20 19.12 26.00 25.00
0 3 -0 5 26.00 23.00 20.40 20.12 20.40 20.12 28.50 27.00
0 6 -3 1 28.00 24.50 21.60 21.12 21.60 21.12 31.00 29.00
3 2 -6 8 30.00 26.00 22.80 22.12 22.80 22.12 33.50 31.00
6 9 -9 4 32.00 27.50 23.90 23.12 23.90 23.12 36.00 33.00
9 5 -9 8 34.00 28.50 25.00 24.12 25.00 24.12 38.50 35.00
9 9 -1 0 0 36.00 30.00 26.10 25.12 26.10 25.12 41.00 37.00

The table above produces male Base Head Circumference. If female, multiply the result by 0.97.
Finally, the base must be modified randomly. Roll percentile dice. If 01-50, then the Base Head Circum-
ference will be decreased. If 51-100, then the Base Head Circumference will be increased. Roll 1d100, and
add or subtract the result as hundredths of an inch.

Artwork Here

79
Pregnancy The duration of the pregnancy depends on
Pregnancy1 occurs when a sperm of a male the race. Roll percentile dice and consult below:
fertilizes an egg of a female. Should a pregnancy be
determined (see earlier in this chapter), then the body Rac e Ge station D ur ation
Ana k im 6 0 week s
of the female character will experience change. The Bugbear 5 0 week s
pregnant woman will gain 2d4 of the following Dwarf 8 0 week s
symptoms: breast tenderness and swelling, fatigue, E l f 9 0 week s
nausea, sensitivity to smell, increased frequency of H u ma n 4 0 week s
Kobold 3 0 week s
urination, mood swings, weight gain (2d20 lbs.), and Ogre 7 0 week s
cravings for unusual substances. These symptoms Troll 6 0 week s
last for 1d20 weeks.
There is a 15% chance for each pregnancy
to result in miscarriage. If this is determined, the Roll Re sult
miscarriage, occurs in the (3 + 1d8)th week of preg- <0 2 Prema ture birth by 2 d1 0 week s, dea d offspring
nancy. 0 3 -0 8 Prema ture birth by 1 d6 week s
After 12 weeks of pregnancy, other symp- >0 8 Nor ma l birth dura tion
toms emerge. Now, the pregnant woman experi-
ences another 2 of 3 symptoms: breasts increase Labor may take up to 14 hours. Features of
1d4 cup sizes, nipples darken, weight gain (2d20 lbs.). the offspring may be determined in Chapter 6: Social-
If the pregnant woman is middle-aged, then ity.
there is a 30% chance of producing an offspring Pregnant females experience a decrease in
that is less than ideal. If a complication occurs, roll Bodily Attractiveness equal to 1d20. This decrease
percentile dice and consult below: is in full effect immediately before childbirth, and
the effect increases from zero to the full effect pro-
Roll Com plic ation Re sult portionate to the length of the pregnancy. Although
E g g is fertilized in the fa llopia n tube, in some sense a pregnant female is beautiful, her
0 1 -1 5
mother dies upon childbirth
1 6 -3 0 O ffspring loses 1 d1 0 0 Hea lth
Bodily Attractiveness is negatively affected.
3 1 -4 5 O ffspring loses 1 d1 0 0 Intelligence
4 6 -6 0 O ffspring loses 1 d1 0 0 Wisdom
6 1 -7 5 O ffspring loses 1 d1 0 0 Dexterity
7 6 -9 0 2 Ra ndom Menta l Illnesses
9 1 -1 0 0 1 Ra ndom Menta l Illness

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80
Allergies, Intoxication, and Disease
Allergies
If a characters Health sub-ability is not high enough, they have at least one allergy (see Chap. 1:
Abilities). Allergies are exaggerated and sometimes harmful reactions to external substances. Allergy
symptoms may include itching, sneezing, a stuffy nose, watery eyes, inflammation of the airways in the
lungs and wheezing, and even allergic shock and death in rare situations. At any given time, roughly 20%
of the population is susceptible to at least one allergy. To randomly determine an allergy, roll d8:

1. Asthma For no apparent reason, characters with this allergy will periodically experience
difficulty breathing. During an asthma attack, a character suffers 50% to Strength.
2. Bee stings Some characters break out in hives or welts on the skin, itching all over the body
when a bee stings them.
3. Mammals Characters allergic to mammals sneeze vehemently within 1d20 feet of them due
to dander. However, allergic reactions may be specific only to one type of animal. The player and MM
must determine this together.
4. Dust Characters allergic to house dust sneeze vehemently in the presence of it, usually prefer-
ring to be outdoors.
5. Eggs When eaten, eggs make a character with this allergy extremely sick to their stomach.
6. Hay fever This is a reaction to pollen, characterized by violent sneezing, a release of watery
fluids, and itching. When pollen affects the eyes, they become red, itchy, and watery.
7. Milk When consumed, milk makes a character with this allergy extremely sick to their stom-
ach.
8. Wasp stings Some characters break out in hives or welts on the skin, itching all over the body
when a wasp stings them.

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81
Intoxication
Below are three main forms of intoxication and their effects on the body. Finally, diseases are
presented.

Intoxication by Alcohol
When a character is drinking, consider the characters weight and consult the table below:

Be e r A le Wine Me ad
We ight B I V B I V B I V B I V
4 1 -5 0 - 1 2 - - 1 - - 1 - - 1
5 1 -6 0 - 1 2 - 1 2 - - 1 - - 1
6 1 -7 0 - 1 2 - 1 2 - - 1 - - 1
7 1 -8 0 1 2 3 - 1 2 - 1 2 - - 1
8 1 -9 0 1 2 3 - 1 2 - 1 2 - - 1
9 1 -1 0 0 1 3 4 1 2 3 - 1 2 - 1 2
1 0 1 -1 1 0 2 3 4 1 2 3 - 1 2 - 1 2
1 1 1 -1 2 0 2 4 5 1 2 3 1 2 3 - 1 2
1 2 1 -1 3 0 2 4 5 2 3 4 1 2 3 - 1 2
1 3 1 -1 4 0 2 4 6 2 3 4 1 2 3 1 2 3
1 4 1 -1 5 0 2 5 6 2 4 5 2 3 4 1 2 3
1 5 1 -1 6 0 3 5 7 2 4 6 2 3 4 1 2 3
1 6 1 -1 7 0 3 5 7 3 5 6 2 4 5 2 3 4
1 7 1 -1 8 0 3 5 7 3 5 6 2 4 6 2 3 4
1 8 1 -1 9 0 4 6 8 3 5 7 3 5 6 2 4 5
1 9 1 -2 0 0 4 6 8 3 5 7 3 5 6 2 4 6
2 0 1 -2 1 0 4 6 8 4 5 8 3 5 7 3 5 6
2 1 1 -2 2 0 4 7 10 4 6 8 3 5 7 3 5 6
2 2 1 -2 3 0 5 7 10 4 6 9 4 5 8 3 5 7
2 3 1 -2 4 0 5 7 10 4 7 9 4 6 8 3 5 7
2 4 1 -2 5 0 5 8 12 5 7 9 4 6 9 4 5 8
2 5 1 -2 6 0 5 8 12 5 7 10 4 7 9 4 6 8
2 6 1 -2 7 0 6 8 12 5 7 10 5 7 9 4 6 9
2 7 1 -2 8 0 6 8 12 5 8 10 5 7 10 4 7 9
2 8 1 -2 9 0 6 9 14 6 8 10 5 7 10 5 7 9
2 9 1 -3 0 0 6 9 14 6 8 11 5 8 10 5 7 10
3 0 1 -3 5 0 7 10 16 6 9 12 6 8 10 5 7 10
3 5 1 -4 0 0 8 12 16 6 9 12 6 8 11 5 8 10
4 0 1 -4 5 0 9 14 18 7 11 14 6 9 12 6 8 10
5 0 0 -6 0 0 10 16 20 8 12 16 6 9 12 6 8 11
6 0 1 -7 0 0 12 18 24 10 15 20 7 11 14 6 9 12
7 0 1 -8 0 0 24 36 48 12 18 24 8 12 16 6 9 12
8 0 1 -9 0 0 36 48 72 24 36 48 10 15 20 7 11 14
901+ 48 72 96 36 48 72 12 18 24 8 12 16

82
Beer: Beer is made from distilled wheat and per hour. For instance, a character may drink one
is lowest in alcohol content. Soon after the initial beer per hour for twelve hours, totaling twelve beers.
discovery of mead as alcohol, beer was discovered. Due to the slow pace, however, the character effec-
Since beer could be made faster (mead takes a year tively only has one beer in their system at all times,
to distill), it quickly became very popular. and is very unlikely to even get a buzz.
Ale: Ale is made from distilled barley and is Regardless, a character must get buzzed be-
the daily staple of most peasants. fore intoxicated, and intoxicated before vomiting.
Wine: The most expensive alcohol, wine is A check must be made on the table below with per-
produced from distilled grapes and is preferred by centile dice every time a character drinks as much
the upper classes of humans. per hour as indicated by the table above, though the
Mead: The first form of alcohol discovered modifier from the sub-ability Health for Intoxica-
and drank, mead is made from distilled honey and tion is applied to the TH obtained below. Note that
water. Mead is potent alcohol and tastes sweet. the highest the TH may be adjusted is 90 and the
Unfortunately, it is slow to produce, since it must lowest is 10. If the check is passed, then the charac-
distill for a year. Therefore, it is expensive. ter avoids the effects of alcohol, but with every drink
increased per hour, they must make another check
on the table below. Eventually, the drinking charac-
Buzzing: If a character is buzzing from ter will become buzzed, intoxicated, and vomit if
drinking alcohol, they feel less inhibited, warmer, they drink enough. Just the same, if the character
and are more sociable. Buzzing characters suffer a exceeds 4 times the number of drinks that may make
reduction to 95% of Agility, 90% Reaction Speed, them vomit for their weight as indicated above, they
95% Enunciation, 90% Intuition, and 90% Com- must roll on the table below, modified for shock
mon Sense. from the sub-ability Health, or die from alcohol
Intoxication: If a character is intoxicated poisoning. If they pass, they only pass out for 2d12
from drinking alcohol, they feel uninhibited, dizzy, hours and remain alive.
and are prone to depression. Others within d10
feet smell alcohol from the intoxicated character. Rac e Male Fe m ale
Intoxicated characters suffer a reduction to 80% A na k i m 5 0 70
Bugbea r 40 60
Hand-Eye Coordination, 80% Agility, 75% Reaction Dwarf 40 60
Speed, 75% Enunciation, 75% Intuition, and 80% Elf 60 80
Common Sense. Huma n 50 70
Vomiting: If a character is vomiting from Kobold 60 80
drinking alcohol, they are noticeably impaired and Ogre 20 30
Troll 30 40
smelly. Vomiting characters suffer a reduction to 70%
of Hand-Eye Coordination, 70% Agility, 60% Re-
action Speed, 60% Enunciation, 50% Intuition, and So, if a character named Noryb Llah weighs
75% Common Sense. 155 lbs. and drinks 3 beers in an hour, Noryb Llah
must consult the table for a TH (threshold). If
Noryb Llah rolls higher than the TH, then he did
Quantities are considered relevant to each not get a buzz. However, upon drinking the 4th beer
type of alcohol, such as a tankard of either beer or in an hour, Noryb Llah must check again. If he
ale and a glass of either wine or mead. The num- passes his check and avoids the effects of alcohol
bers in this table reflect the popularity and resultant again, then upon drinking the 5th beer within an hour,
tolerance of alcohol; cloudy ale and rye bread is the he must pass another check, or he will suddenly feel
staple of most peasants, so someone who does not buzzed. If he drinks another drink within an hour,
drink and have tolerance to alcohol must half these he must pass a check or be intoxicated.
numbers. This table also reflects a ratio of drinks

83
Intoxication by Marijuana
Marijuana is a plant that grows up to six feet in height and may be smoked or eaten for its halluci-
nogenic and pleasuring effects. The psychoactive ingredient is concentrated in the flowering tops. While
the plant grows throughout temperate regions, the more potent varieties grow in dry, hot uplands. Mari-
juana has no physical dependence or withdrawal symptoms, though psychological dependence may de-
velop with long-term use.
After a minute or two, use results in initial stimulation and euphoria, which depending on the
amount used, may last as long as two hours. Afterward, tranquility and sedation occur. For many users,
the euphoria increases a desire to eat. By large numbers, women tend to become more sexually aroused,
while men may desire sex less. During euphoria, body fluids dry up, which may create cottonmouth or
make sex more difficult for a woman. The stage of euphoria may be characterized by mood changes and
altered perceptions of time, space, and ones bodily dimensions. Cognitive processes become disrupted
by fragmentary ideas and memories. In addition, sensory awareness and pleasure are often increased
during euphoria.
Negative effects, however, may include confusion, acute panic reactions, anxiety attacks, fear, a
sense of helplessness, and loss of self-control. Chronic users may develop an amotivational syndrome,
characterized by passivity and decreased motivation.
Like alcohol intoxication, marijuana intoxication impairs judgment, comprehension, memory, speech,
problem-solving ability, and reaction time (see below). Unlike alcohol, however, there is no correlation
between intoxication and weight.
Regarding the table for euphoria below, each inhalation increases the degree of euphoria. Even if
inhalation does not occur, euphoria may occur due to breathing in second-hand smoke. Assuming this
occurs in an enclosure of some sort such as a room, ten inhalations by others translates to the equivalent
of one inhalation by the character absorbing it second-hand. Refer to the table below to determine the
Euphoria Factor (EF):

Tim e Elapse d Sinc e Last Euphor ia


Inhalations Fir st
1 Hour 6 Hour s 12 Hour s 1 D ay 1 We e k 1 Month 1 Ye ar
Pe r Hour Tim e
1 - 1 2 5 6 7 8
2 2 4 10 12 14 16
4 1 4 6 15 18 21 24
8 1 2 6 8 20 24 28 32
16 2 4 8 10 23 26 30 34
32 4 6 10 12 25 29 32 36
64 6 8 12 14 28 31 34 38
128 8 10 14 16 30 33 35 40

Regarding the table above, the EF needs to be modified according to the quality of the marijuana.
The quality ranges from putrid crap that will only give you a headache (Q = 0.1) to normal (Q = 1.0) , to
incredible quality (Q = 2.0). Incredible quality is also incredibly rare. Below are the effects of marijuana
intoxication:

84
Physical Fitness (due to smoking) is Psychedelic Mushrooms
temporarily reduced by the EF This mushroom, when eaten, produces psy-
Strength is temporarily reduced by the chedelic effects. Two parts may be eaten, the caps
EF and the stems. Caps, by far, are the more potent
Health is reduced by of an Ability point portion. Ingesting caps and stems of this mush-
for two weeks room evokes dreamlike changes in mood and
Rhetorical Charisma is temporarily reduced thought and alters the perception of time and space.
by the EF It can also create a feeling of lack of self-control
Reaction Speed is temporarily reduced by and extreme terror. Physical effects include drowsi-
the EF ness, dizziness, dilated pupils, numbness and tingling,
Enunciation is temporarily reduced by the weakness, tremors, and nausea. Further, it may in-
EF duce transient abnormal thinking, such as a sense
Language is temporarily reduced by the of omnipotence or a state of acute paranoia, and
the EF can result in dangerous behavior. Long-term ad-
Math is temporarily reduced by the EF verse reactions may develop such as persistent Psy-
Analytic Intelligence is temporarily reduced chosis (see Chap. 5: Mind), prolonged Depression,
by the EF or faulty judgment. While it is not physically addict-
Drive is temporarily reduced by twice the ing, the potent effects may be psychologically ad-
EF dicting.
Intuition is temporarily increased by the EF Rather than recreational drug use, this mush-
Common Sense is temporarily reduced by room is typically ingested for two reasons: many
the EF religious cults use this drug in attempts to become
Reflection is temporarily reduced by twice closer to their deity, and berserkers often eat this
the EF mushroom before battle to produce berserker rage.
Colloquially, a bad trip means a bad experi-
ence while under the effects of this drug. Worse,
some characters attempt too many caps and stems
and never return from their trip. To determine
whether or not bad effects occur, each time mush-
rooms are used, the number of caps and stems that
were ingested must be considered. Consider one
Trip Point (TP) to equal one stem, while one cap
equals three TP. Now, sum the TPs and make a
Health check. If the result rolled is equal to or less
than the number of TPs, then a bad trip occurs.
However, if the number rolled is less than the TPs
Artwork Here
by at least 25, then the character never returns to
sobriety, feeling the effects of psychedelic mush-
rooms the remainder of their life.
If a bad trip occurs, roll on the table below
to determine the bad effects. Continue to roll until
directed to stop or a duplicate event occurs:

85
Disease
Roll Bad Tr ip Effe c ts
0 1 -1 1 La ck of self-control, now roll a ga in
Diseases are the introduction of any harm-
1 2 -2 2 E xtreme terror, now roll a ga in ful change that interferes with the appearance, struc-
2 3 -3 3 Drowsiness, now roll a ga in ture, or function of the body or any of its parts.
3 4 -4 4 Dizziness, now roll a ga in
4 5 -5 5 Wea k ness, now roll a ga in
5 6 -6 6 Tremors, now roll a ga in
Anthrax
6 7 -7 7 Na usea , now roll a ga in This is a contagious disease of warm-
7 8 -8 8 Acute Pa ra noia , now roll a ga in blooded animals and characters. One of the oldest
8 9 -1 0 0
Prov ided a t lea st one ba d effect occurs, stop known diseases, it has reached epidemic proportions
rolling in the past. Animals acquire the disease from drink-
ing water that is draining from contaminated soil, in
Whether the trip is good or bad, trips last which the infectious bacteria may live for years; from
for an hour per TP and the following effects occur: eating infected carcasses and feedstuffs; and from
the bites of bloodsucking insects. The disease, some-
Physical Fitness is temporarily increased by times manifested by staggering, bloody discharge,
half the number of TP convulsions, and suffocation, may be fatal almost
Strength is temporarily increased by half the immediately in acute cases and within three to five
number of TP days in subacute cases. In characters, the disease
Bodily Attractiveness is permanently appears in both external and internal forms, with a
reduced by of an Ability point death rate of about 20 percent. The external or
Health is permanently reduced by half of cutaneous form is contracted through cuts or abra-
an Ability point sions in the skin by those who handle infected hides
Rhetorical Charisma is temporarily reduced and carcasses and may be self-limiting, but often
by half the number of TP disseminates into the bloodstream, with fever and
Reaction Speed is temporarily reduced by prostration. The external form is characterized by
half the number of TP malignant pustules on exposed skin areas. The in-
Language is temporarily reduced by the ternal type is acquired by inhaling anthrax spores, as
number of TP from animal hair and wool, which invade the lungs
Math is temporarily reduced by the and sometimes the intestinal tract to cause hemor-
number of TP rhage.
Analytical Intelligence is temporarily
reduced by half of the TP
Spatial Intelligence is temporarily reduced
Bubonic Plague
by half of the TP This is an acute, infectious, contagious dis-
ease of rodents and humans. It is characterized by
Drive is temporarily increased by half the
number of TP the appearance of enlarged and inflamed lymph
Intuition is temporarily increased by the nodes in the groin (01-33%), on the armpit (34-66%),
number of TP or the neck (67-100%). It is transmitted by the bite
Common Sense is temporarily decreased by of any of numerous insects, most notably the rat
flea. The odds of the bubonic plague being fatal
half the number of TP
vary. The percentage chance of likelihood of fatal-
Life Points are temporarily increased by a
ity is (20 + [1d6 x 10])%.
percent equal to TP

Temporary adjustments do not take effect


until 30 minutes after ingestion, and endure until
the last hour of tripping before sobering.

86
Cancer Common Cold
This is a malignant new growth anywhere in This is an acute infectious disease of the
the body of a character or animal. Cancers tend to upper respiratory tract. This infection affects the
spread locally and to distant parts of the body. In nose and throat, causing symptoms such as nasal
advanced stages, tumors develop. To determine the congestion and discharge, sore throat, and cough-
random location of cancer, roll 1d10 (1 =left leg, 2 ing. Normally, it runs a mild course, without fever,
= right leg, 3 = left arm, 4 = right arm, 5-6 = torso, and subsides spontaneously in about seven days. The
7-10 = head). The exact location may be determined common cold is thought by common folk to result
by selecting the appropriate table in Crucial Dam- from exposure to cold weather. On average, indi-
age (see Chap. 10: Combat) and rolling percentile dice. viduals contract about two and a half colds per year.
The MM determines the effect of cancer on this
specific part of the body. Diabetes Insipidus
This is a disease that causes excessive urina-
Chicken Pox tion and intense thirst.
This is a contagious viral disease that affects
mainly children. 95% of humans will acquire chicken Encephalitis
pox prior to adulthood. Typically, chicken pox be- An infectious disease characterized by in-
gins with a low fever, headache, rash, and a general flammation of the brain. The typical symptoms are
feeling of sickness, or malaise. The rash, which usu- headache, fever, and extreme lethargy, which lead
ally covers the face, scalp, and trunk of the body, eventually to coma; double vision, delirium, deaf-
starts as red bumps but quickly develops into small ness, and facial palsy often occur in the acute stage
blisters. The rash and the blisters are extremely itchy. of the disease. Aftereffects of encephalitis may in-
As the disease progresses, the blisters break open clude deafness, epilepsy, and dementia. The disease
and form scabs, which fall off after about one to is transmitted to characters from animals via mos-
two weeks. The incubation period the time be- quitoes and ticks.
tween initial infection and the first appearance of
symptoms is approximately two weeks. The virus Epilepsy
spreads through the air via infected droplets emit- This is a recurrent disorder of the nervous
ted from the nose or mouth while coughing or sneez- system characterized by seizures of excessive brain
ing. Touching the fluid from a chicken pox blister activity, which cause mental and physical dysfunc-
can also spread the disease. Chicken pox is conta- tion such as convulsions, a loss of control of bodily
gious for approximately seven days during a humans functions, and unconsciousness. During an epilep-
period of infection. Contagiousness begins about tic seizure, the victim is aware of what is happening
two days before symptoms appear and continues around them, but unable to control their actions or
until all blisters have formed scabs. This disease is stop the seizure. A seizure lasts for d100 minutes.
much more debilitating, and 50% of the time fatal,
to adults. Contracting chicken pox provides immu-
nity, or lifelong resistance, against the disease. How-
ever, after the symptoms disappear, the virus remains
in the bodys nerve cells and occasionally reactivates
later in life, causing a disease known as shingles, an
infection of the nerve fibers. Shingles usually oc- Artwork Here
curs in humans over 50, due to an age-related weak-
ening of the immune system, and causes pain, burn-
ing, itching, inflammation, and blisters.

87
Influenza Measles
This is an acute, infectious, and contagious This is an acute, highly contagious fever-pro-
disease of the respiratory tract, especially the tra- ducing disease. It is characterized by small red dots
chea. Colloquially, it is called the flu. The symp- appearing on the surface of the skin, irritation of
toms of a simple attack include dry cough, sore the eyes (especially on exposure to light), coughing,
throat, nasal obstruction and discharge, and burn- and a runny nose. About 12 days after first expo-
ing of the eyes; more complex cases are character- sure, the fever, sneezing, and runny nose appear.
ized by chill, sudden onset of fever, headache, ach- Coughing and swelling of the neck glands often fol-
ing of muscles and joints, and occasional gastrointes- low. Four days later, red spots appear on the face or
tinal symptoms. In uncomplicated cases (90% of neck and then on the trunk and limbs. In 2 or 3
them), symptoms fade and temperature drops to days the rash subsides and the fever falls; some peel-
normal in d4 days. ing of the involved skin areas may take place. In-
fection of the middle ear may also occur. This is
Leprosy one of the most common childhood diseases. It is
This is a chronic, infectious disease that pri- rarely fatal (5%), but should the virus spread to the
marily affects the skin, mucous membranes, and brain, it can cause (1-50%) death or (51-100%) brain
nerves. Many consider leprosy to be a punishment damage (suffer d100 Intelligence and Wisdom).
of the gods for sin; hence, the leper is in a state of The disease usually confers immunity after one at-
defilement. About 5% of the population is suscep- tack. If a pregnant woman becomes infected, her
tible to leprosy. The earliest symptom is often a fetus will become infected as well.
loss of sensation in a patch of skin. Large areas of
the skin may become infiltrated. The mucous mem- Mumps (Epidemic Partotitis)
branes of the nose, mouth, and throat may be in- An acute infectious viral disease, the mumps
vaded by large numbers of the organism. Because is characterized by the swelling of the salivary glands.
of damage to the nerves, muscles may become para- Though it may attack characters of any age, it most
lyzed. The loss of sensation that accompanies the frequently affects children between the human ages
destruction of nerves may result in unnoticed inju- of 5 and 9. This disease rarely involves the sex glands.
ries. These may result in secondary infections, the It is highly contagious and is spread by droplets
replacement of healthy tissue with scar tissue, and sprayed from the respiratory tract of infected char-
the destruction or absorption of bone. The classic acters. The incubation period varies from 15 to 21
disfigurements of leprosy, such as loss of extremi- days. Few fatalities result from mumps (5%), and
ties from bone damage or the so-called leonine fa- one attack usually confers complete immunity, be-
cies, a lionlike appearance with thick nodulous skin, cause only one antigenic type of virus causes this
are signs of advanced disease. Leprosy is perhaps disease. In children, the first symptoms are usually
the least infectious of all the contagious diseases. a mild fever, a feeling of illness and chilliness, loss
Often, lepers are isolated in leper houses, forbidden of appetite, and dryness of the throat. This is fol-
to marry, and forced to wear a distinctive cloak or lowed by soreness and swelling around the ears, and
shake a rattle to announce their presence. There a higher fever. These symptoms are usually gone by
are several leper colonies per town. The disease is 12 days. In adult males, inflammation of the testes
believed to be transmitted not only by touch but by occurs in up to 20 percent of the cases, but result-
breath. With all the care taken to isolate lepers, from ant sterility is rare (5% of those inflamed). In chil-
time to time rumors lead to panic and lynching. dren, infection of the auditory nerve can cause deaf-
ness, but this is also a rare result (5%).

88
Muscular Dystrophy Smallpox
This is a crippling disease characterized by This is an acute, highly contagious viral dis-
gradual wasting of skeletal muscle. Muscle mass di- ease that is often fatal (90%). This virus is transmit-
minishes and weakness increases until they are un- ted through droplets discharged from the mouth
able to walk, even with the aid of a walking cane. and nose from an infected character that are inhaled
No one recovers naturally from this hereditary dis- by another character. Onset of the first phase of
ease. smallpox infection occurs after a 12-day incubation
period following infection. This phase is marked by
Rabies high fever, prostration, back and muscle pain, and
This is an acute, contagious infection that sometimes vomiting. A characteristic rash develops
enters the body through the bite of an animal. All two to five days later on the face, palms, and soles
warm-blooded animals are susceptible. The incu- of the feet. During the next six to ten days, the rash
bation varies takes 20 + d100 days, though d4 + 2 develops into pus-filled pimples. In extreme cases,
weeks is most common. Rabies is virtually always the pimples run together, usually indicating a lethal
fatal (99%). At the end of the incubation period infection of the virus. The return of fever and other
the site of the now healed wound becomes irritated symptoms initiates the second stage of the disease,
and painful, and the local tissues may become numb. during which the pimples may or may not become
Depression (see Chap. 5: Mind) and anxiety are com- infected. As recovery begins, the pimples become
mon. This initial stage lasts for about two days. In crusted, often leaving scars, and the fever and symp-
the next stage, the period of excitation, the infected toms subside. Death is caused by infection of the
creature becomes irritable and hypersensitive; the lungs, heart, or brain. Blindness (01-05%) and male
general attitude is one of terror, intensified by the infertility (06-10%) are possible side effects of sur-
onset of difficult breathing and swallowing and a vivors of smallpox. A character with smallpox is
feeling of strangulation, caused by spasmodic con- infectious from the third day through the erupting
tractions of the diaphragm and larynx. The infected phase. Survivors usually enjoy lifetime immunity to
creature is extremely thirsty but experiences spasms smallpox.
of the larynx when water is presented or even men-
tioned. Vomiting and fever are common during this Tourettes Syndrome
stage. A thick secretion of mucus collects in the This is a disorder characterized by involun-
mouth and throat, and the individual expectorates tary muscular movements and obscene vocal expres-
frequently or attempts to cough. This stage lasts sions. At the MMs whim, an individual may be com-
three to five days and usually terminates in death pelled to voice obscenities.
from a convulsive seizure or from cardiac or respi-
ratory failure. When infected animals are in the ex-
citation stage, they usually run amok, biting and snap-
ping at any living thing in their path.

Artwork Here

89
Tuberculosis Random Disease
This is a bacterial infection that primarily If it is necessary to determine a disease ran-
attacks the lungs, but may also affect d4 other areas, domly, roll percentile dice and consult the following
including the kidneys (1), bones (2), lymph nodes table:
(3), and brain (4). Symptoms include coughing, chest
pain, shortness of breath, loss of appetite, weight
loss, fever, chills, and fatigue. Children are the most Roll Random D ise ase
susceptible. This disease is fatal for 50% of those 0 1 -0 7 Anthra x
who contract it. It is transmitted from character to 0 8 -1 7 Bubonic Pla gue
character (and character to animal) by inhaling air 1 8 -2 2 Ca ncer
2 3 -2 4 Chick en Pox
droplets, though only 10% of those who inhale it 2 5 -5 4 Common Cold
become infected. If infected, the disease is only 5 5 -5 7 Dia betes Insipidus
contagious when symptoms are present, which may 58 E ncepha litis
take a while to develop. Coughing of blood or 5 9 - 6 0 E pilepsy
6 1 -8 0 Influenza
phlegm may occur.
81 Leprosy
8 2 -8 3 Mea sles
Typhoid Fever 8 4 -8 5 Mumps
This is an acute infectious disease that is 86 Muscula r Dystrophy
8 7 -9 1 Ra bies
transmitted by milk, water, or solid food that is con-
9 2 -9 3 Sma llpox
taminated with the feces of typhoid victims or car- 94 Tourettes's Syndrome
riers. The incubation period lasts one to three weeks. 9 5 -9 7 Tuberculosis
The bacteria gather in the small intestine, where they 9 8 -9 9 Typhoid Fev er
enter the bloodstream. This induces the first symp- 100 Undula nt Fev er
toms, chills followed by high fever and prostration.
Victims may also experience headache, cough, vom-
iting, and diarrhea. The disease spontaneously sub-
sides after several weeks in most instances, but in
about 20 percent of untreated cases the disease
progresses to pneumonia (01-33%), intestinal hem-
orrhage (34-66%), and even death (67-100%).

Undulant Fever
This disease is transmitted to characters by
lower animals such as cattle, swine, and goats. Char-
acters acquire the disease through contact with in-
fected animals or drinking their raw milk. The dis- Artwork Here
ease causes abortions in pregnant women, and in
men it causes the genitalia to swell (d20)%.

90
Chapter 4: Disposition

Dispositions refer to metaphysical beliefs of a character. Metaphysical beliefs are concerned with
speculation beyond the physical world, such as gods and conceptions of good and evil. Essentially,
metaphysical beliefs produce a blend of two related but distinct dimensions: ethics1 and morals2. The
difference between ethics and morals is as follows:

Ethics: Regardless of how a character feels about their actions, ethics are concerned with actions.
For instance, lawful behavior is ethical, while criminal behavior is unethical.
Morals: Regardless of a characters actions, morality is concerned with how the character feels
about the issue in question or their actions. So, feeling good about doing an evil act is immoral, and feeling
bad about doing a good act is immoral, but feeling good about doing a good act is moral.

The following example is oversimplified, but this hypothetical situation produces four polar out-
comes.
Example: Assume that a married man is walking down the street. An attractive woman stops
him, talks for a few minutes, and blatantly asks him to go home with her.

1. If he were to admit that he is married, bids her good day, and is later genuinely pleased that he
dismissed her, then his actions were ethical and his feelings are moral. His disposition for this
situation is EM (Ethical Moral).
2. If he were to admit that he is married, bids her good day, and is later pained that he did not go
home with her, then his actions were ethical and his feelings are immoral. His disposition for
this situation is EI (Ethical Immoral).
3. If he were to go home with her, pretend he is not married, and later wishes he had been
faithful to his wife and not gone home with this strange and attractive woman, then his actions
were unethical and his feelings are moral. His disposition for this situation is UM (Unethical
Moral).
4. If he were to go home with her, pretend he is not married, and later he is very pleased that he
went home with her, then his actions were unethical and his feelings are immoral. His dispo-
sition for this situation is UI (Unethical Immoral).

1. The ethical system in this chapter consists of material adapted from Democritus of Abdera, Plato, and Aristotle.
2. The moral system in this chapter consists of material adapted Aristotles Nicomachean Ethics.

91
Obviously, many more ethical-moral positions are possible. The previous example considers only
one situation and is not a generalization for a character over their lifetime. Dispositions in the F.A.T.A.L.
role-playing game are generalizations for a characters actions and thoughts as affected by their metaphysi-
cal beliefs over their lifetime. It is very rare, if not impossible, for anyones disposition to never stray from
their dominant disposition. To a certain extent, disposition is situationally dependent. Nonetheless, every
character has a disposition. Overall, a characters ethical and moral views create bounds for their actions
and affect how a character feels about their actions.

Ethic al N e utr al Une thic al


Knights
Mor al Militiamen Ra ngers
Ma ges Huma ns
Berserk ers
Sa ges Dr uids
N e utr al Spies Mercena ries
Pick Pock ets
Soldiers
Assa ssins Kobolds Ana k im
Bounty Hunters Whores O gres
Im m or al Bugbears Sorcerers
Thugs
Trolls

Piety Points
Before disposition can be determined, each player must determine the Piety Points (PP) of their
character. Characters vary in devotion to their deity, religion, or philosophy. PP are an abstract represen-
tation of the devotion of a character. PP are important to priests (see Chap. 7: Occupations). Priests need
to keep track of their PP more than any other occupation, since priestly privileges may appear and disap-
pear as a result of the PP of a priest.
For each character, roll percentile dice to determine PP. PP can never increase above 100 or fall
below 1. Before recording the PP on a character sheet, consider the following modifiers:

Pie ty Point Modifie r s


Modifie r Cha nc e A djustm e nt
Age 75% Div ide Current Age by Ma ximum Age a nd multiply by 4 (elv es a re una ffected)
Atonement Process see Grimoirium Genitoris
Bodily Attra ctiv eness 25% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Culture: 50%
Ana k im NA
Bugbea r +1
Dwa rf NA
E lf NA
Huma n NA
Kobold +2
O gre - 100
Troll NA
Driv e 75% Sk ill Modifier
Fa cia l Cha risma 25% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Hea lth 75% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Nea r-dea th experience 75% + /- 1 d8 *
w/white light 90% + /- 1 d2 0 *
Nega tiv e ev ent 10% + /- 1 d4 * *
Tenets see Grimoirium Genitoris

92
* A near-death experience occurs when a char- Determining Disposition
acter is reduced to 10% or less of their po- Each character must have a disposition.
tential Life Points against their will. If an Upon character creation, percentile dice must be
adjustment is to be made, there is a 40% rolled twice: once for ethicality and once for moral-
chance that it decreases PP, otherwise it raises ity. Apply racial modifiers from Chapter 2: Gender
PP. However, 75% of those who have a and Race. The results are recorded on a character
near-death experience do not see a white sheet. These results can never be less than 1 or
light while unconscious. Those who see greater than 100. Consult the table below to inter-
white light have a higher chance of gaining pret the results and determine a characters disposi-
PP. White light in a near-death experience tion:
never decreases PP.
** A negative event is best determined by the Roll Ethic ality Mor ality
MM. Examples of negative events in the 0 1 -0 6 Unethica l Immora l
life of an average character may be person- 0 6 -1 5 Unethica l w/Neutra l Immora l w/Neutra l
1 6 -3 0 Neutra l w/Unethica l Neutra l w/Immora l
ally experiencing the death of a loved one, 3 1 -7 0 Neutra l Neutra l
being forced into slavery for years, when a 7 1 -8 5 Neutra l w/E thica l Neutra l w/Mora l
spouse commits adultery against the char- 8 6 -9 5 E thica l w/Neutra l Mora l w/Neutra l
acter, etc. 9 6 -1 0 0 E thica l Mora l

For example, a roll of 20 for ethicality and


Pie ty 11 for morality produces a disposition referred to
PP Exam ple as NI w/UI tendencies (Neutral Immoral with strong
1 -5 Believ es tha t gods do not exist
6 -1 5 Believ es in their god, but does not ca re Unethical Immoral tendencies). A characters ac-
1 6 -3 0 Ha s worshipped before tions and thoughts must reflect the disposition de-
3 1 -7 0 Worships inter mittently, but ma y a ttend regula rly termined above the majority of the time. Disposi-
7 1 -8 5 Worships regula rly tion is an important element of a character, since it
8 6 -9 5 Worships fluently
may prevent a character from certain occupations
9 6 -1 0 0 Worships fa na tica lly, willing to die for god
(see Chap. 7: Occupations).

Alternative Method: Rolling Disposition


If a player expresses significant discontent,
and should the MM agree, the MM may allow the
player to reroll either the ethical or moral dimen-
sion of the disposition of their character. Each reroll
results in the acquisition of one randomly deter-
mined allergy (see Chap. 3: Body), whether the player
is satisfied with the result or not.
Otherwise, a Disposition Test exists. If the
Artwork Here
MM concurs, the player may opt to use the results
of the Disposition Test as the disposition of their
character.

93
Disposition, General NN (Neutral Neutral): Without contest,
Below are the nine general dispositions. If this is the most common disposition. Characters
a player deems that their character will have diffi- with this disposition tend to have one of three sepa-
culty and that these are too vague, specific disposi- rate reasons. First, some simply have inconsistent
tions follow. First, understand the general disposi- ethical behavior and moral feelings, such that some-
tions below: times they are one extreme while in other situations
they are the opposite. Therefore, NN is the best
EM (Ethical Moral): Those with strong classification for this type of character. Second,
ethical and moral views may be typified as a chivalric some are well aware of the metaphysical extremes
knight intent on imposing their version of morality and tenets, disagree with all of them, and they con-
on others in attempts to maintain actions consis- sciously seek a balance, considering balance the
tent with their beliefs. This disposition is very diffi- healthiest and the best. Those with this philosophi-
cult to maintain. Ethics and morals often conflict cal position call themselves ethical and moral sub-
with each other depending on the situation. By habit jectivists. Finally, some argue that ethics and moral-
of resolving such conflicts, one or the other tends ity are man-made constructs, that neither exists in
to become favored, which imbalances this disposi- nature, and that we simply use the terms as is con-
tion for most characters. Many more desire to be, venient, though they lack any logical support. There-
or prefer to consider themselves, EM, when in real- fore, these characters are best classified as NN and
ity attaining it can be an elusive, tedious, and a life- consider themselves to be ethical and moral nihil-
long goal. ists.
EN (Ethical Neutral): Characters con- NI (Neutral Immoral): Characters with a
cerned with consistent actions, regardless of how dominant NI disposition care little about their ac-
they feel are EN by nature. EN characters tend to tions and simply want to gratify themselves and feel
put aside their feelings, often shunning emotions as pleased, though this pleasure is often derived at the
problematic. The best example of EN is a judge, expense of others. Since they do not care about
since they are concerned with the law, its technicali- the implications of their actions, they often harm
ties, and how it may be best adhered to, not the others and may take pleasure in it. Do not be con-
moral feelings of the people. Some claim this to be fused, NI characters do not prefer unethical behav-
a position of objectivity. ior, they simply do not care if it is necessary in or-
EI (Ethical Immoral): Barristers are clearly der to achieve their pleasing feelings. These charac-
the best examples of EI; they are not concerned ters do not support or oppose ethical codes or is-
with objectivity and the law, so much as how it may sues, they simply do not care as long as they feel
be twisted to their advantage, or pushing it to the satisfied.
breaking point. The client, and finally their reputa- UM (Unethical Moral): These characters
tion and winning record, is more important than dislike ethical and orderly behavior, viewing it as a
they or it should be. Devils that get characters to largely inhibiting factor to morality as they under-
sign away their souls are EI by nature. Very few stand it. Those with UM dispositions are frequently
characters are predominantly EI. at odds with law in most societies, but claim that
NM (Neutral Moral): Those who are un- their heart is in the right place. Someone robbing
concerned with actions or the law, but seek feeling the rich to feed the poor is a good example of UM.
pleased about moral issues tend to adopt a position UN (Unethical Neutral): Perhaps the most
focusing on the greatest good or utilitarianism. unpredictable of all dispositions, these characters
Those who pursue the greatest good for the great- actively dislike ethical and orderly behavior, and pat-
est number, and therefore favor the majority of terns of all sorts. As a matter of fact, since they are
people regarding goodness as they interpret it, are indifferent to the drive to be pleased with moral or
NM. immoral feelings, their thoughts and actions seem
chaotic and random to those around them.

94
UI (Unethical Immoral): Characters who are unethical and immoral actively dislike organization
and orderly behavior and feel pleasure upon committing behavior opposed by society or the majority.
These characters are often considered by others to be dangerous, even to their own kind, and hunger only
for power.

Ethic al E w/N N w/E N e utr al N w/U U w/N Une thic al

Mor al EM E M w/NM NM w/E M NM NM w/UM UM w/NM UM

M w/N E M w /E N E M w/NN NM w/E N NM w/NN NM w/UN UM w/NN UM w/UN

N w/M E N w /E M E N w/NM NN w/E M NN w/NM NN w/UM UN w/NM UN w/UM

N e utr al EN E N w/NN NN w/E N NN NN w/UN UN w/NN UN

N w/I E N w /E I E N w/NI NN w/E I NN w/NI NN w/UI UN w/NI UN w/UI

I w/N E I w /E N E I w/NN NI w/E N NI w/NN NI w/UN UI w/NN UI w/UN

Im m or al EI E I w/NI NI w/E I NI NI w/UI UI w/NI UI

Disposition, Specific
No player is required to choose a specific disposition, especially if a general disposition better suits
their character. However, sometimes detail provides a richer role-playing experience. Potentially, the
more information available, the better the quality of decisions. The way to read the following notation is
that a dominant general disposition is claimed, but most metaphysical divergences from this gravitate
toward one different general disposition. For example, EM w/EN should be understood as Ethical Moral
with strong tendencies toward Ethical Neutral. When cross-tabulated, forty specific dispositions emerge.
They are listed below:

EM w/EN: Predominantly, these characters have impeccable ethical behavior and strong moral
views. However, when forced to choose between ethics and morality, they usually choose ethics. The
consistency of their behavior is often very important. While they prefer both ethics and morals, these
characters may realize that morality may interfere with objectivity more than ethics. A chivalric knight
who occasionally disagrees internally with their ethical code, yet continues to abide by it, is an example of
EM w/EN.
EM w/NM: These characters value both ethics and morals, though occasionally a preference for
the greater good supercedes ethical codes. A knight who occasionally breaks their ethical code to do what
they feel they know internally to be right and moral is an example of EM w/NM.
EM w/NN: These characters believe that ethics and morals are the ideal, but from time to time
both must be ignored to do things properly or to continue functioning in such a way. These characters are
often called hypocrites. For example, a knight may occasionally visit a bordello.
EN w/EM: Holding objectivity and consistency above all other things, these characters often
have preferences for morality, when it does not conflict. A stern judge with a good heart may be an
example of EN w/EM.

95
EN w/NM: While these characters believe EI w/NI: These characters often take ad-
that objectivity and consistency reign supreme on a vantage of ethics and morals, of laws and others in
daily basis, occasions do arise when the greater good order to satisfy themselves. A barrister who defends
is more important. A judge that vehemently op- a client equally, regardless of whether the client is
poses legislation for concentration camps or war- innocent or guilty, and then afterwards, violates the
fare, nearly to the point of losing their professional trust of their client by financially taking advantage
position, is an example of EN w/NM. of them as well is an example of EI w/NI.
EN w/NN: Thoroughly indifferent to mo- NM w/EM: Different from simply sup-
rality and usually emotions, these characters chase porting the greatest good for the greatest number,
objectivity and consistency, except on occasion when characters with this disposition often support eth-
the system or the ethical code functions better overall ics, provided the ethics dont conflict with morals.
if an occasional inconsistency occurs. A judge that These characters want to be true to themselves and
habitually flips a coin on tough decisions may be an have consistent behavior, but if a contradiction
example of EN w/NN. emerges from this, their own sense of right and
EN w/NI: Overall, objectivity and consis- wrong is more important than any ethical code.
tency are important to these characters, though oc- NM w/EN: Seeming self-contradictory and
casionally the appearance of this importance is often called hypocrites, these characters hold strong
handy, because the self may be served while seem- views, usually in favor of morality, regardless of eth-
ing to be thoroughly ethical. A militiaman that is ics, though depending on the topic or circumstance,
generally respected, but habitually pockets the money sometimes in favor of ethics regardless of morality.
or a portion recovered from thieves, is an example Most characters dont understand these seemingly
of EN w/NI. sudden shifts and wish these characters would just
EN w/EI: Holding objectivity and consis- choose one or the other and stick to it.
tency above all other things, these characters often NM w/NN: Though these characters usu-
have preferences for immorality, when it does not ally favor the concept of a universal good and seek
conflict. A respected judge that will throw the to be internally moral, occasionally and for what-
book at those disliked is an example of EN w/EI. ever reason, they stray from morality.
EI w/EN: These characters typically twist NM w/UN: Though these characters usu-
ethics and laws to their advantage, but occasionally ally favor the concept of a universal good and seek
they are compelled to be thoroughly objective. A to be internally moral, occasionally and for what-
barrister who has been known to turn away clients, ever reason, they find solace in random and unethi-
refusing to defend them because they think the law cal actions with no regard for morality.
should give them what they deserve, is an example NM w/UM: Always in pursuit of morality
of EI w/EN. and the greatest good, these characters will stray
EI w/NN: These characters twist ethics to toward unethical behavior to achieve it on occasion
their advantage on a daily basis, but in rare circum- if necessary.
stances are willing even to betray ethics for some- NN w/EM: Predominantly, these charac-
thing they inwardly feel is more important. Barris- ters live in an ethical and moral balance. On occa-
ters who lose their jobs because on rare occasion sion and for whatever reason, these characters seek
they are willing to break the law for something they morality and attempt to follow and support strict
internally deem needs to be done are examples of ethical codes.
EI w/NN. NN w/EN: Predominantly, these charac-
ters live in an ethical and moral balance. On occa-
sion and for whatever reason, these characters rec-
ognize the value of objectivity and consistency in
their actions.

96
NN w/EI: Predominantly, these characters NI w/UI: These characters find that pleas-
live in an ethical and moral balance. On occasion ing oneself is accomplished in opposition to moral-
and for whatever reason, these characters oppose ity.
morality, but enjoy doing so by using ethics to their UM w/NM: Opposing ethics and pursu-
advantage and being consistent and objective about ing morality are often incompatible. When a choice
their immorality. must be made, these characters choose to be moral.
NN w/NM: Predominantly, these charac- UM w/NN: While these characters gener-
ters live in an ethical and moral balance. On occa- ally oppose ethics and pursue morals, occasionally
sion and for whatever reason, these characters seek they seek balance in all things; put another way, oc-
morality and the greater good. casionally these characters behave moderately ethi-
NN w/NI: Predominantly, these characters cally and are less moral.
live in an ethical and moral balance. On occasion UM w/UN: While these characters gener-
and for whatever reason, these characters oppose ally oppose ethics and pursue morals, their enjoy-
morality and indulge themselves, seeking to satisfy ment of shunning ethics can be overwhelming, of-
their desires and needs. ten causing them to perform random actions.
NN w/UM: Predominantly, these charac- UN w/UM: While these characters gener-
ters live in an ethical and moral balance. On occa- ally perform random and unethical actions without
sion and for whatever reason, these characters seek regard for morality, occasionally they are motivated
morality and enjoy breaking ethical rules and norms. to be moral.
NN w/UN: Predominantly, these charac- UN w/NM: While these characters gener-
ters live in an ethical and moral balance. On occa- ally perform random and unethical actions without
sion and for whatever reason, these characters seek regard for morality, occasionally they are motivated
randomness without regard for morals. to be moral and moderately ethical.
NN w/UI: Predominantly, these characters UN w/NN: While these characters gener-
live in an ethical and moral balance. On occasion ally perform random and unethical actions without
and for whatever reason, these characters oppose regard for morality, occasionally they are motivated
both ethics and morals, committing random and evil to be moderately ethical and moral.
deeds. UN w/NI: While these characters gener-
NI w/EI: These characters find that pleas- ally perform random and unethical actions without
ing oneself is accomplished in opposition to moral- regard for morality, occasionally they are motivated
ity. Either for evil kicks or in order to hide their evil to be immoral, satisfying themselves in evil ways
from others, these characters act more ethically than though somewhat ethically.
most. UN w/UI: While these characters gener-
NI w/EN: These characters find that pleas- ally perform random and unethical actions without
ing oneself is accomplished in opposition to moral- regard for morality, occasionally they are motivated
ity. On occasion, instead of pleasing themselves, to also oppose morality, committing random and
these characters value objectivity and consistency of evil acts.
action. UI w/NI: Opposing ethics and morals is
NI w/NN: These characters find that pleas- what these characters do proudly, though occasion-
ing oneself is accomplished in opposition to moral- ally they will act moderately ethical in order to sat-
ity. On occasion, they seek balance in things and isfy themselves.
are more moral than usual. UI w/NN: Opposing ethics and morals is
NI w/UN: These characters find that pleas- what these characters do proudly, though occasion-
ing oneself is accomplished in opposition to moral- ally they will act moderately ethical and moral, seek-
ity. ing balance.

97
UI w/UN: Opposing ethics and morals is what these characters do proudly, though occasionally
they will act moderately moral. No matter what, they always oppose ethics.

Changing Disposition
Generally, dispositions are established in youth and do not change over the course of a characters
life. However, exceptions such as traumatic events, philosophical studies, or magic may alter a characters
disposition.
In the case of an altered or abandoned disposition, the characters adventuring career is disrupted
as they must adjust to their new perspective of the world. Adjustments of this sort require (3 + d4)
months. During this period, the character only acquires 50% of the number of Advancement Points that
they would normally. If a character reverts to an old disposition, no period of adjustment is required since
they are already familiar with the outlook.

Dispositions by Proportion
Many mistakenly believe that each disposition occurs with the same frequency in the population;
clearly, from the pie charts below, this is not the case. These proportions represent both the human
population and all humanoid populations considered at once. Considered separately, bugbears may tend
to be more EI, kobolds more UI, etc.

Table 5-3: Disposition by Proportion


5%

3%
1% Ethical Moral
1% 12%
Ethical Neutral
1%
2%
15% Ethical Immoral
Neutral Moral
Neutral Neutral
Neutral Immoral
Unethical Moral
Unethical Neutral
60%
Unethical Immoral

98
Table 5-4: Ethicality Distribution

90
80
70
60
Percent

50
Series1
40
30
20
10
0
Ethical Ethically Neutral Unethical

Table 5-5: Morality Distribution

80
70
60
50
Percent

40 Series1
30
20
10
0
Moral Morally Neutral Immoral

99
A System of Ethics/Morals Intra-personal refers directly to the self and
no others. Characters make self-evaluations by com-
Ethics and morals will be debated forever,
paring themselves with objective standards. When
especially between different cultures and species.
no such standard exists, characters seek compari-
Nonetheless, one philosopher has articulated a sys-
sons with similar others; so, this intra-personal con-
tem of ethics and morals that is so common among
struct cannot be absolutely exclusive from other
humanoid races, it is usually recognized as the de-
selves.
fault system. The system, outlined below, is derived
from logic and may be used for gaming purposes to
Conformity: The character high in conformity
resolve ethical and moral disputes.
tends to consider groups more important
than individuals, or at least succumb to their
norms. As such, the character is likely to
Ethical Rationale avoid dressing or talking differently, deviat-
1. Ethics refer to behavior, the degree of ing from customs, etc.
behavioral consistency, and beliefs about be- Individuality: Individuality means here that the
havior, as well as its relation to the self and character values individuals over groups, or
a characters social and physical environment. at least what distinguishes themselves from
2. Ethics and ethical codes provide charac- others. Characters who are high in individu-
ters with reasons to approve or disapprove ality tend to dress differently, enjoy custom-
of each other. izing expressions, and see themselves as dif-
3. Ethics belong to one of five categories: ferent than others.
Intra-personal, Family, Community, State, Patterned: Categorically, patterned suggests that
and Universe. These categories often differ a character prefers to seek patterns in things
sharply between individuals. For instance, as a means to understanding. Patterned char-
someone may be sharply ethical regarding acters also tend to carefully weigh decisions
their family, but unethical regarding their instead of utilizing randomness.
community. Randomness: Randomness suggests a lack of a
4. Ethics are orthogonal to morals. Many definite aim, direction, rule, or method with
mistakenly assume that those who are ethi- no specific goal or purpose. Characters high
cal are also likely to be moral, or vice versa, in randomness prefer to make decisions by
but it is equally likely that someone is ethical the flip of a coin or pure chance.
and immoral, or unethical and moral.

Ethic ality
D im e nsion Ethic al Une thic al
Intra -persona l Confor mity Indiv idua lity
Pa tterned Ra ndomness
Fa mily Loya lty Betra ya l
Distinction Ambiguity
Community Interdependenc Independence
La wfulness Crimina lity Artwork Here
Sta te Burea ucra cy Ana rchy
Pa triotism Trea cherousness
Univ erse Necessity Cha nce
Mea ningfulness Mea ninglessness

100
Family refers here to the self of the char- Community refers to the self of the char-
acter and how it relates to family situations by atti- acter and how it relates to the greater community
tudes and beliefs. by attitudes and beliefs.

Loyalty: If high in family loyalty, a character is de- Interdependence: Interdependence is when


voted to their family. characters enjoy the mutual dependence be-
Betrayal: Characters who exhibit betrayal are likely tween themselves and their community, usu-
to cheat on their spouse and bad-mouth their ally valuing social contact and participating
family when not in their presence. Gener- in public events.
ally, these characters are either disgruntled Independence: Here, exhibiting independence in
with their families or taking them for a characters community means that the char-
granted, not valuing them. acter prefers to avoid the community, mini-
Distinction: Characters high in distinction prefer mizing interaction when possible, and thus
to recognize a distinction between family and being independent of it. Characters who
non-family, usually feeling repulsed at the im- are high in independence are likely to avoid
plications of familial ambiguity (see below). socializing, value the privacy of their home
Ambiguity: To be societally unaware of a charac- and/or distance themselves from others by
ters own family and to not draw distinctions living rurally, etc.
thereof, is to possess ambiguity in the sense Lawfulness: Regarding a characters community,
it is used here. Of course, breeding with a lawful character is one who obeys laws,
the immediate family is still disapproved though this obedience may be the result of
within this framework, but interplay between respect or fear of punishment.
cousins is approved. Moreover, it is held Criminality: Characters who have criminality do
that that familial ambiguity and uncertainty not respect the local laws, feeling as though
will minimize bias, placing more emphasis they are an imposition or a hindrance. These
on the society and its problems. characters are likely to disregard established
laws.

Artwork Here

101
State refers to the self of the character and Universe refers to the self of the character
how it relates to the greater community by attitudes and how it relates to everything in the understood
and beliefs. Examples of opposites of states along universe by attitudes and beliefs.
this continuum would be bureaucracy (highly struc-
tured society) representing ethicality and anarchy Necessity: The opposite of chance, necessity
representing unethicality. means here that all events are the results of
causes, that chance plays no part in bringing
Bureaucracy: Along a continuum of the amount about events. A character who is high in
of government, bureaucracy is the most necessity believes that when events seem the
imposing, thorough, and cumbersome. result of chance, they are merely the result
Characters favoring bureaucracy prefer to be of causes unknown to us, that chance does
governed by a structure of abundance, not exist. This does not presuppose that all
which, while it may adapt and move slowly, events are planned or pre-destined, forced
results in a highly structured society with to occur to fulfill a decreed purpose. In-
classes, rank, hierarchy, and organization. stead, necessity asserts simply that all events,
Anarchy: The opposite of bureaucracy, anarchy including mental events, are predetermined,
is a preference for a lack of government, an the result of infinitely long causal chains.
abolishment of social distinctions. Chance: The opposite of necessity, a universal
Patriotism: Characters who are high in patrio- view of chance indicates that events are not
tism prefer their state to others. merely the result of causal chains, predeter-
Treacherousness: The character high in treacher- mined beyond our power. Instead, chance
ousness prefers other states to their own, emphasizes the power of choice, the free-
disliking the government that presides over dom to take the universe in a new direction
them. However, more than just disliking, with every chosen action. Sometimes, things
treacherous characters are willing (and some- just happen.
times able) to act in accordance with their Meaningfulness: A character who views the uni-
preferences. Sometimes these acts are se- verse with meaningfulness asserts that there
vere enough to be considered treasonous. is an objective reality. Resultant from this
objective reality, these characters tend to dis-
cover purpose in their lives or purpose to
the universe.
Meaninglessness: A meaningless view of the
universe results from the perceived subjec-
tivity of reality, the refusal to accept a singu-
lar objective reality. Characters with this view
tend to question reality and dismiss notions
of the universe progressing purposively.

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102
Moral Rationale 4. To achieve happiness, we must understand
1. All activities of characters aim at some good that happiness in this sense is unique to sen-
(the end of military science is victory, of tient beings, derived from abstract contem-
medicine is health, of science is knowledge, plative reasoning and Wisdom. Further, as
etc.). happiness is an end state, no one is born
2. While studying ethics and morality, we must with it, and arguably children are not
be content with broad, general outlines. happy, though they possess this in poten-
Outlines hold true, while specificity poses tiality, because to be happy, we must be
problems. For example, truthfulness is clearly satisfied with choices weve made based on
moral. However, in a specific instance, experiences, though children lack sufficient
should truthfulness be practiced if it is experiences. Therefore, no character is born
known that such practicing will incite a war moral, and we all may become moral or im-
responsible for many undue deaths? No, moral depending on our choices. It is the
but aside from this specific instance, yes, it consistency of our choices that forms our
should generally be practiced. habits, our habits then forming our disposi-
3. Everyone agrees the good for characters is tion.
happiness, though no one agrees on its 5. Therefore, we must learn of morality and
meaning. To some it is the pursuit of plea- immorality, and strive in our choices to ex-
sure and the avoidance of pain, others ercise morals. Typically, if we practice a
wealth, etc. These common thoughts, how- moral and we experience pleasure in its prac-
ever, are not consistent; they vary with the tice, then we are being moral, while experi-
topic and its conditions. Further, all sug- encing pain indicates our internal preference
gestions prove to be means not ends in for immorality.
themselves, for a true end in itself offers 6. Morals are all mathematically mean states
more finality. For example, wealth is not an on their continua, while the extremes are all
end in itself, but a means to other things. immoral. One immorality is the deficiency
Happiness, then, is an end not a means, and of the morality, the other exceeding it. For
is only truly experienced at the natural end example, absolute fear (cowardliness) is an
of a characters uninterrupted life. There- immorality deficient from courage, while
fore, we must live not for today, not for to- confidence (the polar opposite of fear) is
morrow, but for tomorrow so that we are courage in excess. The extremes are op-
content with or do not regret today. This is posed to both each other and the mean. Fur-
conclusively the final and self-sufficient good ther, one absolute extreme will be farther
to which all of our characters actions aim, from the mean than the other, this is the
whether we are aware or not. greater immorality. In the above example,
absolute fear is the greater immorality, while
absolute confidence is the lesser immorality.

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103
7. Finally, to be moral three guidelines are
offered:
1. Always be wary of pleasure.
2. All things being equal and when you are
unsure, avoid the greater immoral-
ity.
3. Assess where you are on the continuum
(lets say I believe I am closer to absolute
fear) and instead of simply aiming at the
proper mark (which is difficult enough), as
a carpenter straightens a warped board by
bending it beyond where he wants it for a
short duration, you should aim beyond the
mark for a while (so, then if I am closer to
fear then I should try to make decisions
slightly exceeding in confidence to temper
myself).

Mor ality
D e fic ie nc y Me an Exc e ss
Fea r Coura ge Confidence
(cowa rdliness) (ra shness)
Insensibility Tempera nce Self-Indulgence
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Mea nness Libera lity Prodiga lity


Ta stelessness
Nig ga rdliness Ma gnificence
a nd Vulga rity
Undue Humility Proper Pride E mpty Va nity

Inira scibility Good-Temper Ira scibility


Mock
Tr uthfulness Boa stfulness
Modesty
Boorishness Rea dy-Wittedness Buffoonery
Qua rrelsomeness O bsequiousness
Friendliness
a nd Surliness or Fla ttery
Sha melessness Modesty Ba shfulness
Righteous
Spite E nv y
Indigna tion
Una mbitiousness Unna med Ba la nce Ambitiousness

104
Dimensions of Morality (mean): 3. Passion also is sometimes reckoned as
Courage: A mean between fear and confi- courage; those who act from passion, like
dence, the courageous character stands their ground wild beasts rushing at those who have
before awe-inspiring terrible things; though they wounded them, are thought to be brave,
fear, they face things as they ought and as is appro- because courageous characters also are pas-
priate. The character who faces and fears the right sionate. Now courageous characters act for
things and from the right motive, in the right way honors sake, but passion aids them; while
and at the right time, and who feels confidence un- wild beasts act under the influence of pain;
der the corresponding conditions is courageous. A for they attack because they have been
courageous character is keen in the moment of ac- wounded or because they are afraid. Char-
tion and quiet beforehand (while rash characters acters, then, as well as beasts, suffer pain
wish for dangers beforehand but draw back while when they are angry, and are pleased when
they are in them.) It is also thought to be the mark they exact their revenge; those who fight for
of a courageous character to be undisturbed in sud- these reasons, however, are pugnacious but
den alarms than to be so in those that are foreseen; not courageous; for they do not act for
for it must have proceeded more from a state of honors sake, but from strength of feeling;
disposition, because less from preparation; acts that they have, however, something akin to cour-
are foreseen may be chosen by calculation and rule, age.
but sudden actions must be in accordance with a 4. Nor are sanguine characters courageous. For
characters disposition. It is for facing what is pain- they are confident in danger because they
ful, then, that characters are called courageous. Fur- have conquered often and against many foes,
ther, if they take pleasure in facing what is painful they think they are the strongest and can
then they are expressing and practicing this moral. suffer nothing. (Drunken people also be-
Following are five types commonly mistaken to be have in this way; they become sanguine.)
courageous, though they are not: When their adventures do not succeed, how-
1. The courage of the citizen-soldier is ever, they run away.
most 5. Characters who are ignorant of danger
like true courage for it is due to morality, also appear courageous, and they are not far
but not if they are compelled by their rul- removed from those of a sanguine tempera-
ers or are encouraged by officers behind ment, but are inferior inasmuch as they have
them or fight in trenches (because trenches no self-reliance while these have. Hence also
physically discourage retreat.) the sanguine hold their ground for a time;
2. Experience with regard to particular facts but those who have been deceived about the
is also thought to be courage. In war, of facts flee if they know or suspect that these
which those who have had the most com- are different from what they supposed.
prehensive experience, they seem coura-
geous, because the others do not know the
nature of the facts.

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105
Temperance: A mean between insensibil- Liberality: The mean with regard to wealth;
ity and self-indulgence or a mean regarding plea- but with regard to the giving and taking of wealth,
sures of taste and touch, or food, drink, and sexual and especially in respect of giving. Now by wealth
intercourse, which is the kind of pleasures in which we mean all the things whose value is measured by
the other animals share. The temperate character is money. Riches, therefore, will be used best by the
not pained at the absence of what is pleasant and at character who has this moral concerned with wealth;
their abstinence from it. They neither enjoy the and this is the liberal character. It is more the mark
things that the self-indulgent character enjoys most of a liberal character to give to the right people than
but rather dislike them nor in general the things to take from the right sources and not to take from
that they should not, nor do they feel pain or crav- the wrong. And the liberal are almost the most loved
ing when they are absent, or do so only to a moder- of all moral characters, since they are useful; and
ate degree, and not more than they should. The this depends on their giving. The liberal character,
exercise of appetite increases its innate force, and if like other moral characters, will give for the sake of
appetites are strong and violent they even expel the the noble, and rightly; for they will give to the right
power of calculation. Hence they should be mod- people, the right amounts, and at the right time, with
erate and few. all the other qualifications that accompany right giv-
ing; and that too while experiencing pleasure or with-
out experiencing pain. But no more will the liberal
character take from the wrong sources; for such tak-
ing is not characteristic of the character who sets
no store by wealth. Nor will they be a ready asker;
for it is not characteristic of a character who con-
fers benefits to accept them lightly. Nor will they
neglect their own property, since they wish by means
of this to help others. And they will refrain from
giving to anybody and everybody, that they may have
something to give to the right people at the right
time. It is highly characteristic of the liberal charac-
ter to go to excess in giving, so that they leave too
little for themselves; for it is the nature of the lib-
eral character not to look to themselves. There is
Artwork Here nothing to prevent the character who gives less from
being the more liberal character, if they have less to
give. Further, those are thought to be more liberal
who have not made their wealth but inherited it.
The liberal character does not value wealth for its
own sake but as a means to giving. Further, the
liberal character is easy to deal with in money mat-
ters; for they can be got the better of, since they set
no store by money, and are more annoyed if they
have not spent something that they ought than
pained if they have spent something that they ought
not.

106
Magnificence: Like liberality, this also seems Proper Pride: Pride seems even from its
to be a moral concerned with wealth; but it does name to be concerned with great things. Now the
not, like liberality, extend to all the actions that are character is thought to be proud who thinks them-
concerned with wealth, but only to those that in- selves worthy of great things, being worthy of them;
volve expenditure; and in these it surpasses liberal- for they who do so beyond their deserts are fools.
ity in scale. For, as the name itself suggests, it is a The proud character, then, is an extreme in respect
fitting expenditure involving largeness of scale. The of the greatness of their claims, but a mean in re-
character who in small or middling things spends spect to the rightness of them; for they claim what
according to the merits of the case is not called mag- is in accordance with their merits. Now the proud
nificent (e.g. not the character who can say many a character, since they deserve most, must be good in
gift I gave the wanderer), but only the character the highest degree; for the better character always
who does so in great things. For the magnificent deserves more, and the best character most. There-
character is liberal, but the liberal character is not fore the truly proud character must be moral. If we
necessarily magnificent. The magnificent character consider point by point, we shall see the utter ab-
is like an artist; for they can see what is fitting and surdity of a proud character who is immoral. Pride,
spend large sums tastefully. And they will consider then, seems to be a sort of crown of the morals;
how the result can be made most beautiful and most for it makes them greater, and it is not found with-
becoming rather than for how much it can be pro- out them. At honors that are great and conferred
duced and how it can be produced most cheaply. by moral characters, the proud character will be mod-
Magnificence is an attribute of expenditures of the erately pleased, thinking that they are coming by their
kind which we call honorable, e.g. votive offerings, own or even less than their own. Honor from ca-
buildings, and sacrifices, and all those that are proper sual characters and on trifling grounds they will ut-
objects of public-spirited ambition, as when char- terly despise, since it is not this that they deserve,
acters think they ought to entertain the city in a bril- and dishonor too, since in their case it cannot be
liant way. Hence a poor character cannot be mag- just. Not even toward honor (the greatest of the
nificent, since they have not the means with which external goods) does the proud character bear them-
to spend large sums fittingly; and those who try are selves as if it were a very great thing. And for them
fools, since they spend beyond what can be expected to whom even honor is a little thing the others must
of them and what is proper, but it is the right ex- be so too. Hence proud characters are thought to
penditure that is moral. Of private occasions of be disdainful. The goods of fortune also are thought
expenditure the most suitable are those that take to contribute toward pride. For characters who are
place once and for all, e.g. a wedding or anything of wellborn are thought worthy of honor; and so are
the kind, or anything that interests the whole city or those who enjoy power or wealth; for they are in a
the people of position in it, and also the receiving superior position and everything that has a superi-
of foreign guests and the sending of them on their ority in something good is held in greater honor.
way, and gifts and counter-gifts; for the magnificent Disdainful and insolent, however, even those who
character spends not on themselves but on public have such goods become. Thinking themselves su-
objects. A magnificent character will also furnish perior to others, they despise others and themselves
their house suitably to their wealth (for even a house do what they please. For the proud character de-
is a sort of public ornament). spises justly (since they think truly), but the many,
the masses, do so at random. The proud character
does not run into trifling dangers, nor are they fond
of danger, because they honor few things; but they
will face great dangers, and when they are in danger
they are unsparing of their life, knowing that there
are conditions on which life is not worth having.
And they are the sort of character to confer ben-

107
efits, but they are ashamed of receiving them; for and useful ones; for this is more proper to a charac-
the one is the mark of a superior, the other of an ter that suffices to itself. Further, a slow step is
inferior. And they are apt to confer greater benefits thought proper to the proud man, a deep voice, and
in return; for thus the original benefactor besides a level utterance; for the man who takes few things
being paid will incur a debt to him, and will be the seriously is not likely to be hurried, nor the man
gainer by the transaction. They seem also to re- who thinks nothing great to be excited, while a shrill
member any service they have done, but not those voice and a rapid gait are the results of hurry and
they have received (for one who receives a service is excitement.
inferior to one who has done it, but the proud char-
acter wishes to be superior), and to hear of the
former with pleasure, of the latter with displeasure.
It is the mark of a proud character also to ask for
nothing or scarcely anything, but to give help readily,
and to be dignified toward characters who enjoy high
position and good fortune, but unassuming toward
those of the middle class; for it is a difficult and
lofty thing to be superior to the former, but easy to
be so to the latter, and a lofty bearing over the former
is no mark of ill-breeding, but among humble char-
acters it is as vulgar as a display of strength against
the weak. The proud character will hold back ex-
cept where great honor or a great work is at stake,
and to be a person of few deeds, but of great and
notable ones. They must also be open in their hate
and in their love (for to conceal ones feelings, i.e. to
care less for truth than for what people will think, is
a cowards part), and must speak and act openly; for
they are free of speech because they are contemp- Artwork Here
tuous, and they are given to telling the truth, except
when they speak in irony to the vulgar. They must
be unable to make their life revolve around another,
unless it is a friend. For this reason all flatterers are
servile and characters lacking in self-respect are flat-
terers. Nor are they given to admiration; for noth-
ing to them is great. Nor are they mindful of wrongs;
for it is not the part of a proud character to have a
long memory, especially for wrongs, but rather to
overlook them. Nor are they a gossip; for they will
speak neither about themselves nor about another,
since they care not to be praised nor for others to
be blamed; nor again are they given to praise; and
for the same reason they are not an evil-speaker,
even about their enemies, except from haughtiness.
With regard to necessary or small matters they are
least of all characers given to lamentation or the
asking of favors. They are one who will possess
beautiful and profitless things rather than profitable

108
Good Temper: The mean with respect to Ready-wittedness: The kind of characters
anger, this is the character who is angry at the right one is speaking or listening to will also make a dif-
things and with the right people, and, further, as ference in life. Those who joke in a tasteful way are
they ought, when they ought, and as long as they called ready-witted, which implies a sort of readi-
ought; they are praised. For the good-tempered ness to turn this way and that. To this middle state
character tends to be unperturbed and not to be led also belongs tact; it is the mark of a tactful character
by passion, but to be angry in the manner, at the to say and listen to such things as befit a moral and
things, and for the length of time that the rule dic- well-bred character; for there are some things that
tates; but they are thought to err rather in the direc- it befits a character to say and to hear by way of jest,
tion of deficiency; for the good-tempered characer and the well-bred characters jesting differs from that
is not revengeful, but rather tends to make allow- of a vulgar character, and the joking of an educated
ances. It is not easy to judge what is appropriate to character from that of an uneducated. The kind of
each instance; sometimes we praise those who ex- jokes they will listen to will be the same; for the kind
hibit the deficiency, and call them good-tempered, they can put up with are also the kind they seem to
and sometimes we call angry characters manly. make. There are, then, jokes they will not make; for
Truthfulness: Of those who pursue truth the jest is a sort of abuse, and there are things that
and falsehood alike in words and deeds and in the lawgivers forbid us to abuse. The refined and well-
claims they put forward, the character who observes bred character, therefore, will be as we have de-
the mean is one who calls a thing by its own name, scribed, being as it were a law to themselves.
being truthful both in life and in word, owning to Friendliness: This moral, this middle state
what they have, and neither more nor less. For each between (obsequiousness and flattery) and (quarrel-
character speaks and acts and lives in accordance someness, surliness, and contentiousness), has been
with their disposition, if they are not acting for some known as laudable a character who will put up
ulterior object. And falsehood is in itself mean and with, and will resent, the right things and in the right
culpable. The character who in the matters in which way; but no name has been assigned to it, though it
nothing is at stake is true both in word and in life most resembles friendship. For the character who
because their disposition is such. For the character corresponds to this middle state is very much what,
who loves truth, and is truthful where nothing is at with affection added, we call a good friend. But the
stake, will still be more truthful where something is state in question differs from friendship in that it
at stake; they will avoid falsehood as something base, implies no passion or affection for ones associates.
seeing that they avoided it even for its own sake; For they will behave so alike toward those they know
and such a character is worthy of praise. They in- and those they do not know, toward intimates and
cline rather to understate the truth; for this seems those who are not so, except that in each of these
better in taste because exaggerations are wearisome. cases they will behave as is befitting. For, wherever
it is not honorable, or is harmful, for them to con-
tribute pleasure, they will refuse, and will choose
rather to give pain. For the sake of a great future
pleasure, too, they will inflict small pains.

IDEM VELLE ATQUE IDEM NOLLE,


EA DEMUM FIRMA AMICITIA EST.

Desiring the same things and disliking the same things,


that is what true friendship is.

109
Modesty: Shame is defined as a kind of fear Righteous Indignation: The mean be-
of dishonor and produces an effect similar to that tween spite and envy, righteous indignation is an
produced by fear of danger; for characters who feel emotion characteristic of a moral character. It is
disgraced blush, and those who fear death turn pale. being distressed at the evidence of unworthy suc-
Both, therefore, seem to be in a sense bodily condi- cess. And generally, those who think themselves
tions, which is thought to be characteristic of feel- deserving of things that do not believe others de-
ing rather than of disposition. The feeling is not serve are prone to indignation. Thus, the servile,
becoming to every age, but only to youth. For we the worthless, and the unambitious are not given to
think young characters should be prone to the feel- indignation, for there is nothing of which they re-
ing of shame because they live by feeling and there- gard themselves as worthy.
fore commit many errors, but are restrained by Unnamed Balance of Ambitiousness:
shame; and we praise young characters who are This moral is related to pride by way of honor as
prone to this feeling, but an older character no one liberality is to magnificence, i.e. the balanced char-
would praise for being prone to the sense of dis- acter here is not on a grand scale, but with middling
grace, since we think they should not do anything and unimportant things.
that need cause this sense.

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110
Dimensions of Immorality (deficiency): (GE = Niggardliness (magnificence) (GE): The
greater evil) niggardly character, regarding great expenditures, is
Fear (courage) (GE): One who exceeds in less concerned with beauty, but more concerned with
fearlessness would be a sort of madman or insen- how much it can be produced for and how it can be
sible character if they feared nothing. The charac- produced most cheaply. The niggardly character falls
ter who exceeds in fear is a coward. They also lack short in everything in magnificence, and after spend-
in confidence; the coward, then, is a despairing sort ing the greatest sums of money will spoil the beauty
of character; for they fear everything. To die to of the result for a trifle, and whatever they are do-
escape from poverty or love or anything painful is ing they will hesitate and consider how they may
not the mark of a courageous character, but rather spend least, and lament even that, and think they
of a coward. are doing everything on a bigger scale than they
Insensibility (temperance): Characters ought.
who fall short with regard to pleasures and delight Undue Humility (proper pride or honor)
in them less than they should are hardly found; for (GE): The character who thinks themselves worthy
such insensibility is not human. If there is anyone of less than they are really worthy are unduly humble.
who finds nothing pleasant and nothing more at- The unduly humble character falls short both in
tractive than anything else, they must be something comparison with their own merits and in compari-
quite different from a human. son with the proud characters claims. For the un-
Meanness (liberality) (GE): Those who duly humble character, being worthy of good things,
care more than they ought for wealth have mean- robs themselves of what they deserve, and seems to
ness. One who is not liberal and gives and experi- have something bad about them from the fact that
ences pain from that act of giving; for they would they do not think themselves worthy of good things,
prefer the wealth to the noble act. Meanness falls and seems also not to know themselves. Yet such
short in giving and exceeds in taking, except in small characters are not thought to be fools, but rather
things. But meanness is both incurable (for old age unduly retiring. Such a reputation, however, seems
and every disability is thought to make mean char- actually to make them worse; for each class of people
acters) and more innate in characters than prodigal- aims at what corresponds to its worth, and these
ity; for most characters are fonder of getting money people stand back even from noble actions and un-
than of giving. It also extends widely and is multi- dertakings, deeming themselves unworthy, and from
form, since there seem to be many kinds of mean- external goods no less. Undue humility is more op-
ness. It is not found complete in all characters but posed to pride than is vanity; for it is both com-
is sometimes divided; some people go to excess in moner and worse.
taking, others fall short in giving. Those who are Inirascibility (anger): Those who are not
called by such names as miserly, close, stingy, all angry at the things they should be angry at are
fall short in giving, but do not covet the possessions thought to be fools, for such a character is thought
of others nor wish to get them. Others again ex- not to feel things nor to be pained by them, and,
ceed in respect of taking by taking anything and from since they do not get angry, they are thought un-
any source (those who ply sordid trades, pimps and likely to defend themselves; and to endure being in-
all such characters, and those who lend small sums sulted and put up with insult to ones friends is slav-
and at high rates). For all of these take more than ish.
they ought and from wrong sources. What is com-
mon to them is evidently sordid love of gain. (Des-
pots when they sack cities and spoil temples, we do
not call them mean but rather wicked, impious, and
unjust.) But the gamester and the bandit belong to
the class of the mean.

111
Mock Modesty (truthfulness in social in- Quarrelsomeness and Surliness (pleas-
tercourse): Of those who pursue truth or false- antness exhibited in life in general in social in-
hood alike in words and deeds and in the claims tercourse): In social life and the interchange of
they put forward, the mock modest character dis- words and deeds, a character who opposes every-
claims what they have or belittle it. Those who un- thing and cares not a whit about giving pain is called
derstate things seem more attractive (compared to churlish and contentious.
boasters); for they are thought to speak not for gain Shamelessness (shame) (GE): Stemming
but to avoid parade; and here too it is qualities which from not admiring or despising others, shameless-
bring reputation that they disclaim. Characters who ness is a lack of feeling a sort of pain and agitation
disclaim trifling and obvious qualities are called hum- concerning the class of immoralities, whether past,
bugs and are more contemptible and sometimes this present, or future. For example, it may be charac-
seems to be boastfulness. terized as providing services of the body or engag-
Boorishness (pleasantness in the giving ing in shameful actions, of which physically violat-
of amusement in social intercourse): Characters ing others is one.
who can neither make a joke themselves nor put up Spite (righteous indignation): The spite-
with those who do are thought to be boorish and ful character is an impediment to anothers wishes,
unpolished. The boor is useless for such social in- not to get anything themselves but so that the other
tercourse; for they contribute nothing and find fault does not. Since, then, there is no gain for them-
with everything. Relaxation and amusement are selves, they belittle the other.
thought to be a necessary element in life. Unambitiousness (unnamed balance):
We blame the unambitious character as not willing
to be honored even for noble reasons.

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112
Dimensions of Evil (excess): Prodigality (liberality): We call those char-
Confidence (courage): The character who acters prodigals who are incontinent and spend
exceeds in confidence about what is terrible is rash. money on self-indulgence. Hence they are thought
The rash character, however, is also thought to be the poorest of characters; for they combine more
boastful and only a pretender to courage; at all events immoralities than one. A prodigal means a charac-
as the courageous character is with regard to what is ter who has a single immoral quality, that of wasting
terrible, so the rash character wishes to appear; and their substance; since a prodigal is one who is ru-
so they imitate them in situations where they can. ined by their own fault, and the wasting of substance
Rash characters are precipitate, and wish for dan- is thought to be a sort of ruining of oneself, life
gers beforehand but draw back when they are in being held to depend on possession of substance.
them (while brave characters are keen in the mo- Now prodigality exceeds in giving and not taking,
ment of action, but quiet beforehand.) Sanguine and falls short in taking. A prodigal is thought not
characters, for example, are confident in danger only to have a bad disposition; it is not the mark of a
because they have conquered often and against many wicked or ignoble man to go to excess in giving and
foes, thinking they are strongest and can suffer noth- not taking, but only of a foolish one. But most
ing. Yet they closely resemble courageous charac- prodigal characters also take from the wrong sources,
ters, because both are confident. (Drunken charac- and are in this respect mean. They become apt to
ters also behave in this way; they become sanguine.) take because they wish to spend and cannot do this
Self-Indulgence (temperance) (GE): To easily; for their possessions soon run short.
exceed in pleasures of taste and touch, to delight in Tastelessness and Vulgarity (magnifi-
such things, then, and to love them above all others, cence): To not go to excess in the amount spent on
is brutish, as these are the pleasures of the other right objects, but by showy expenditure in the wrong
animals. In the natural appetites few go wrong, and circumstances and the wrong manner is tasteless-
usually in one direction, that of excess; for to eat or ness. The character who goes to excess and is vul-
drink whatever offers itself until one is surfeited is gar exceeds in spending beyond what is right. For
to exceed the natural amount, since natural appetite on small objects of expenditure they spend much
is the replenishment of ones deficiency. The self- and display a tasteless showiness; e.g. they give a club
indulgent character is pained more than they ought dinner on the scale of a wedding banquet. And all
at not getting pleasant things (even their pain being such things they will do not for honors sake but to
caused by pleasure). The self-indulgent character, show off their wealth, and because they think they
then, craves for all pleasant things or those that are are admired for these things, and where they ought
most pleasant, and is led by their appetite to choose to spend much they spend little and where little,
these at the cost of everything else; hence they are much.
pained both when they fail to get them and when Empty Vanity (proper pride or honor):
they are merely craving for them (for appetite in- One who thinks themselves worthy of great things,
volves pain). The name self-indulgence is applied being unworthy of them, is vain; though not every
to childish faults; children in fact live at the beck one who thinks themselves worthy of more than
and call of appetite, and it is in them that the desire they really are worthy is vain. The vain character
for what is pleasant is strongest. goes to excess in comparison with their own merits,
but does not exceed the proud characters claims.
Vain characters are fools and ignorant of themselves;
for, not being worthy of them, they attempt honor-
able undertakings, and then are discovered; and they
adorn themselves with clothing and outward show
and such things, and wish their strokes of good for-
tune to be made public, and speak about them as if
they would be honored for them.

113
Irascibility (anger) (GE): This excess can Boastfulness (truthfulness in social in-
be manifested in numerous points, for one can be tercourse) (GE): Of those who pursue truth or
angry with the wrong characters, at the wrong things, falsehood alike in words and deeds and in the claims
more than is right, too quickly, or too long, yet all they put forward, the boastful character, then, is
are not found in the same character. Now hot-tem- thought to be apt to claim the things that bring glory,
pered character get angry quickly and with the wrong when they have not got them, or to claim more of
characters and at the wrong things and more than is them than they have. One who claims more than
right, but their anger ceases quickly which is the one has with no ulterior object is a contemptible
best point about them. This happens to them be- sort of fellow (otherwise they would not have de-
cause they do not restrain their anger but retaliate lighted in falsehood), but seems futile rather than
openly owing to their quickness of temper, and then bad; but if one does it for an object, one who does
their anger ceases. By reason of excess, choleric it for the sake of reputation or honor is (for a
characters are quick-tempered and ready to be an- boaster) not very much blamed, but one who does
gry with everything and on every occasion; whence it for money, or the things that lead to money, is an
their name. Sulky characters are hard to appease, uglier character (it is not the capacity that makes the
and retain their anger long; for they repress their boaster, but the purpose); as one character is a liar
passion. But it ceases when they retaliate; for re- because they enjoy the lie itself, and another because
venge relieves them of their anger, producing in they desire reputation or gain. Now those who boast
them pleasure instead of pain. If this does not hap- for the sake of reputation claim such qualities that
pen they retain their burden; for owing to its not win praise or congratulation, but those whose goal
being obvious no one even reasons with them, and is gain claim qualities that are of value to ones
to digest ones anger in oneself takes time. Such neighbours and ones lack of which is not easily de-
characters are most troublesome to themselves and tected, e.g. the powers of a seer, a sage, or a physi-
to their dearest friends. We call bad-tempered those cian. For this reason, it is such things as these that
who are angry at the wrong things, more than is most characters claim and boast about; for in them
right, and longer, and cannot be appeased until they the above-mentioned qualities are found. It is the
inflict vengeance or punishment. The excess is more boaster that seems to be opposed to the truthful
opposed to good-temper than the deficiency, for character; for the boaster is worse.
not only is it commoner (since revenge is the more Buffoonery (pleasantness in the giving
human), but bad-tempered characters are worse to of amusement in social intercourse) (GE): Those
live with. who carry humor to excess are thought to be vulgar
buffoons, striving after humor at all costs, and aim-
ing rather at raising a laugh than at saying what is
becoming and at avoiding pain to the object of their
fun. The ridiculous side of things is not far to seek,
however, and most characters delight more than they
should in amusement and in jesting, and so even
buffoons are called ready-witted because they are
found attractive; but that they differ from the ready-
Artwork Here witted character, and to no small extent, is clear. The
buffoon is a slave of their sense of humor, and spares
neither themselves nor others if they can raise a
laugh, and say things none of which a character of
refinement would say and to some of which they
would not even listen.

114
Obsequiousness and Flattery (pleasant- Envy (righteous indignation): The excess
ness exhibited in life in general in social inter- of righteous indignation, the small-souled are envi-
course): Those who are obsequious, as defined here, ous; for all things seem great to them. Envy is de-
are those who in social life and the interchange of fined as a certain kind of distress at apparent suc-
words and deeds are those who give pleasure, prais- cess on the part of ones peers in attaining the good
ing everything without opposition, but think it their things that have been mentioned, not that a charac-
duty to give no pain to the characters they meet. ter may get anything for themselves but because of
Of those who contribute pleasure, the character who those who have it. Characters envy whoever has
aims at being pleasant with no ulterior motive is ob- acquired whatever naturally belongs to themselves
sequious, but the character who does so in order or what they once had. This is why the older envy
that they may get some advantage in the direction the younger. Those who have spent much money
of money or the things that money buys is a flat- envy those who have spent little for the same ob-
terer. ject. And those who got something with difficulty
Bashfulness (shame): Shame is the imagi- or did not get it at all envy those who got it quickly.
nation about a loss of reputation from those they Ambitiousness (unnamed balance): We
admire or do not despise. Characters feel more blame the ambitious character both as aiming at
shame at things done before these characters eyes honor more than is right and from wrong sources,
and in the open; hence, too, the proverb Shame is who loves honor more than most characters.
in the eyes, meaning both that shame may be ob-
served in the eyes of the guilty as well as the eyes of
those who have been disappointed. Characters who
have been physically violated or raped are regarded
as shamed and exhibit bashfulness. Further, not
standing up under labors that older characters bear
is an example. Also, those who have fallen into mis-
fortune do not want to be seen by those who are
their rivals.

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115
Chapter 5: Mind
Concerning the physical mind, this chapter is comprised of temperament and mental illness.
Since ancient times, sentient creatures have classified themselves and others according to perceptions of
mental health.

Temperament
Temperament is a combination of internal processes that are determined at birth and affect the
moods and lives of characters. Four bodily secretions cause temperament:

Blood causes the sanguine temperament, which is characterized as warm and pleasant.
Yellow Bile causes the choleric temperament, which is characterized as hot-tempered.
Black Bile causes the melancholic temperament, which is characterized as sad and depressed.
Phlegm causes the phlegmatic temperament, which is characterized as apathetic.

A well-balanced ratio of the four secretions in the human body is believed to be related to sanity
and health. The secretions and their predominant temperaments are related to the elements, seasons, the
four winds, and much more. Below is a table that corresponds the four bodily secretions with the appro-
priate temperament and other associations:

Table 5-1

Te m pe r am e nt: Sanguine Chole r ic Me lanc holic Phle gm atic


Secretion Blood Yellow Bile Bl a c k Bi l e Phlegm
E lement Ai r Fire E a rth Wa ter
Sta te Liquid Ga seous Dense Solid
Qua lity Hot-Moist Hot-Dry Cold-Dry Cold-Moist
Age Childhood Youth Ma turity O ld Age
Sea son Spring Summer Autumn Winter
Wind South E a st North West
Pa rt of Body Hea d, Neck , Shoulder Upper Body Lower Body Thigh, Knee, Foot

116
No character may be defined with only one Sanguine
temperament. Generally, characters have a domi- This temperament is associated with extro-
nant and a secondary temperament, while the other verts, talkative characters, and optimists. These char-
two remain recessive. Every character has a unique acters have appealing personalities and are the life
combination of the four temperaments. Theorists of any party. They have good senses of humor and
believe that perfection is a state in which no tem- are usually gifted at Storytelling (see Chap. 8: Skills).
perament predominates, but instead when all are pro- Sanguine characters are enthusiastic, expressive, and
portionate within a character. emotional. Wide-eyed, innocent, and curious, these
characters live in the present and are always sincere
Determining Temperament at heart. Sanguine characters manage to find the
To determine the temperament of a char- humor in disasters, are always cheery, and are well-
acter, roll percentile dice for each of the four tem- liked by others. Creative and colorful, these charac-
peraments and note the results on your character ters look great on the surface and have energy and
sheet. The higher the roll, the more of that par- enthusiasm in all that they do. Thriving on compli-
ticular temperament is innate in the character. Ide- ments, sanguine characters make friends easily and
ally, a healthy and mentally balanced character has love others. These characters seek to prevent dull
rolls of 50 or 51 in each of the temperaments. Ob- moments by providing excitement, and they never
serve the dominant and secondary temperaments, hold grudges. Sanguine characters are compulsive
ignore the other two, and read the generalizations talkers with loud voices. Remembering names is dif-
below about the temperament of the character. ficult for these characters, and they are prone to
complaining. It is possible these characters appear
Alternate Method too happy to others and, seeming fake, scare them
A test exists to determine temperament. If away. Driven by their inner child, sanguine charac-
the MM concurs, a player may use the results from ters are nave and get angry easily. Sanguine charac-
the Temperament Test for their character. ters are disorganized and would rather talk than act.
Further, they often forget obligations, have fading
confidence, and are undisciplined. Many decisions
are based upon feelings. Hating to be alone and
needing attention, these characters seek center stage
by dominating conversations and energetically in-
terrupting others. These characters often make ex-
cuses and have a tendency to repeat stories. It is
assumed that the sanguine temperament is caused
by blood.

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117
Choleric Melancholic
This temperament is associated with extro- This temperament is associated with the in-
verts, doers, and optimists. A born leader, choleric trovert, thinker, and pessimist. Melancholic charac-
characters are active and have a compulsive need ters tend to be deep, thoughtful, and analytical. They
for change. Driven to correct wrongs, they are not are serious, purposeful, and prone to genius. Of-
easily discouraged and may be unemotional. These ten, they are talented and creative, with an artistic or
characters exude confidence and are strong-willed musical inclination. Melancholic characters may be
and decisive. This temperament causes characters philosophical, poetic, and appreciate beauty. Sensi-
to be well organized and task-oriented. Insisting on tive to others, they may be self-sacrificing, consci-
the productivity of others, these characters seek entious, or idealistic. This temperament causes char-
practical solutions to problems and move quickly to acters to set high standards and want everything done
action. Thriving on opposition, these characters right. Their homes are in good order, and other-
have little need for friends or groups and excel dur- wise they are persistent, thorough, orderly, organized,
ing emergencies. Unfortunately, choleric characters and always neat and tidy. This powerful drive is of-
may be bossy, impatient, quick-tempered, unable to ten characterized negatively by others, but melan-
relax, and refuse to give up even when clearly losing. cholic characters often solve problems and surprise
These characters are too intense, come on too others with creativity. Melancholic characters need
strong, and are inflexible and uncomplimentary. to finish what they start. Socially, this temperament
Choleric characters dislike tears and emotions, and causes characters to make friends cautiously and stay
are generally unsympathetic. These characters give in the background to avoid attention. These char-
answers too quickly, dominate more than is good, acters are faithful, devoted, and listen well to com-
and are often too busy for their families. Also, cho- plaints. Unfortunately, they can be moody and de-
leric characters are impatient with poor performance pressed, often remembering or emphasizing the
and have little tolerance for mistakes. These char- negative. Further, they are self-centered, often in
acters are often rude, tactless, and manipulate oth- another world, and may have a low opinion of them-
ers. Though these characters may often be right, selves. Melancholic characters are not people-ori-
which they always insist upon, this also makes them ented, and prefer to deal with things rather than
unpopular with others. It is assumed that the cho- people. Also, these characters prefer analysis to
leric temperament is caused by yellow bile. work. Having a deep need for approval, these char-
acters are hard to please and often set standards too
high. Often withdrawn and remote, melancholic
characters are critical of others and withhold affec-
tion. In characters, this temperament can cause them
to be antagonistic and vengeful because they are sus-
picious of others and dislike those in opposition.
This temperament causes characters to be unfor-
giving and skeptical of compliments. It is assumed
that the melancholic temperament is caused by black
Artwork Here bile.

118
Phlegmatic characters are easy to get along with, pleasant, and
This temperament is associated with the in- inoffensive. However, since they are unenthusias-
trovert, the watcher, and the pessimist. Having a tic, they may be feared or others may worry about
low-key personality, phlegmatic characters are re- them, especially since they are indecisive and avoid
laxed, calm, cool, and easy going. Their lives are responsibility. This temperament causes characters
well-balanced and consistent. They are quiet but to be too shy, compromising, and self-righteous.
witty, sympathetic, and kind. A good parent, phleg- These characters are lax on discipline, lack motiva-
matic characters are able to take the bad with the tion, and are not goal-oriented. They can be lazy,
good, keep their emotions hidden, and are never in careless, and discouraging to others. These charac-
a hurry. Phlegmatic characters are competent, steady, ters would rather watch than become involved.
agreeable, and are good under pressure, though they While they watch, however, they are judgmental,
often seek the easiest way to get things done. These sarcastic, and resistant to change. It is assumed that
the phlegmatic temperament is caused by phlegm.

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119
Table 5-2

Te m pe r am e nt Str e ngths
Sanguine Chole r ic Me lanc holic Phle gm atic
Appea ling persona lity Born lea der Thoughtful Low-k ey
Ta lk a tiv e Dyna mic a nd a ctiv e Ana lytica l E a sy-going
Good sense of humor Compulsiv e need to cha nge Serious a nd purposeful Rela xed
E nthusia stic Must correct wrongs Genius prone Cool, ca lm a nd collected
Cheerful Strong-willed Ta lented a nd crea tiv e Pa tient
Curious Decisiv e Artistic or musica l Quiet, but witty
Sincere Unemotiona l Philosophica l/Poetic Sympa thetic
Turns disa ster into humor Not ea sily discoura ged Apprecia tes bea uty Keeps emotions hidden
Volunteers for jobs Independent Sensitiv e to others All purpose person
Crea tiv e a nd colorful Self-sufficient Self-sa crificing Ma k es good pa rent
Inspires others ea sily Confident Conscientious Is not in a hurry
Ma k es friends ea sily Ca n r un a nything Idea listic Ca n ta k e good with ba d
Lov es people Goa l oriented Perfectionist Doesn't get upset
Thriv es on compliments Sees the whole picture Schedule oriented Competent a nd stea dy
E nv ied by others O rga nizes well Deta il conscious Pea ceful a nd a greea ble
Doesn't hold gr udges Seek s pra ctica l solutions Persistent Administra tiv e a bility
Apologizes quick ly Mov es quick ly to a ction O rderly a nd O rga nized Media tes problems
Sponta neous Delega tes work Nea t a nd tidy Av oids conflicts
Insists on production E conomica l Good under pressure
Stimula tes a ctiv ity Sees the problems Finds the ea sy wa y
Thriv es on opposition Finds crea tiv e solutions Good listener
Ha s little need for friends Ma k es friends ca utiously Ha s ma ny friends
Will work for group a ctiv ity Av oids ca using a ttention Inoffensiv e
Will lea d a nd orga nize Fa ithful a nd dev oted Dry sense of humor
Is usua lly right Compa ssiona te Ha s compa ssion & concern
E xcels in emergencies Seek s idea l ma te

120
Table 5-3

Te m pe r am e nt We ak ne sse s
Sanguine Chole r ic Me lanc holic Phle gm atic
Compulsiv e ta lk er Bossy Moody/Depressed Unenthusia stic
E xa g gera tes Impa tient E njoys being hurt Fea rful
E la bora tes Quick tempered Fa lse humility Worried
Dwells on triv ia Ca n't rela x O ff in a nother world Indecisiv e
Ca n't remember na mes Too impetuous Remembers nega tiv es Av oids responsibilities
Sca res others off E njoys controv ersy Low self-ima ge Quiet will of iron
Too ha ppy for some Argumenta tiv e Selectiv e hea ring Selfish
Ha s restless energ y Won't giv e up if losing Self-centered Too shy
E gotistica l Comes on too strong Too introspectiv e Too compromising
Compla ins Inflexible Guilt feelings Self Righteous
Na v e Is not complimenta ry Persecution complex Not goa l oriented
Ha s loud v oice a nd la ugh Dislik es tea rs/emotions Tends to hypochondria La ck s Self Motiv a tion
Controlled by circumsta nces Little tolera nce for mista k es Not people oriented Ha rd to get mov ing
Angers ea sily Unsympa thetic Bothered by imperfection Resents being pushed
Seems phony to some Doesn't a na lyze deta ils Chooses difficult work La zy a nd ca reless
Nev er grows up Bored by triv ia Hesita nt to sta rt projects Discoura ges others
Forgets obliga tions Ma y be r ude Pla ns too much Would ra ther wa tch
Doesn't follow through Ma y ma k e ra sh decisions Prefers a na lysis to work Da mpens enthusia sm
Looses confidence Ma nipula tes others Ha rd to plea se Sta ys uninv olv ed
Undisciplined Dema nding of others Sta nda rds too high Indifferent to pla ns
Priorities out of order Work a holic Deep need for a pprov a l Judges others
Decides by feelings Dema nd loya lty Liv es through others Sa rca stic a nd tea sing
E a sily distra cted Tends to use people Insecure socia lly Resists cha nge
Ha tes to be a lone Domina tes others Withdra wn/remote
Needs to be center sta ge Ca n do ev erything better Critica l of others
Wa nts to be popula r Knows ev erything Holds ba ck a ffection
Look s for credit Too independent Dislik es those in opposition
Domina tes conv ersa tions Decides for others Suspicious of people
Interr upts Possessiv e Anta gonistic
Doesn't listen Ca n't sa y 'I'm Sorry' Vengeful
Fick le a nd forgetful Ma y be right, but unpopula r Unforgiv ing
Ma k es excuses Full of Contra dictions
Repea ts stories Sk eptica l of compliments

121
How to Interpret Sanguine-Choleric
Clearly, this type of character is an extro-
Multiple Temperaments vert who is predominantly positive and in a good or
happy mood, though they are also known at times
to be exacting and unemotional, driven, intense, and
Interpretation of the various degrees of the manipulative. The easiest thing to notice about san-
four temperaments in each character is often a form guine-choleric characters is that usually they are
of art. Scholars are working frantically to unify com- driven by emotion, yet sometimes are completely
peting theories. Currently, most temperament theo- unemotional. It is this conflict between emotion
rists disregard the two recessive temperaments of a and lack of emotion that is striking.
character, no matter how close they may be to the
dominant and secondary temperaments. Sanguine-Melancholic
For instance, a character named Vellicatus Since sanguine and melancholic tempera-
may have rolls of 52 for Sanguine, 73 for Choleric, ments are opposites, this character feels an inordi-
83 for Melancholic, and 44 for Phlegmatic. Clearly, nate amount of tension in life, usually happy and
the dominant temperament of Vellicatus is Melan- excited, but occasionally has bouts with depression
cholic and his secondary temperament is Choleric. and pessimism, withdrawing into themselves. These
Despite the numeric proximity of his Sanguine tem- characters are moody, but since they are predomi-
perament, both his Sanguine and Phlegmatic tem- nantly sanguine, their moodiness is more public than
peraments are considered recessive or as hardly con- private, and is observed by others more than any
tributing to his overall temperament. other combination of temperaments.
Much debate remains, however, concerning
the strength of each temperament and its relation
Sanguine-Phlegmatic
to the other temperaments. Many scholars note that
On the outside, this character is happy, emo-
the difference between the dominant and second-
tional, expressive, and a joy to others. However,
ary temperaments of a character is an important
these characters are very selective of which emo-
consideration. Most claim that the degree that each
tions they show, and behind closed doors they are
temperament deviates from the norm is the most
characterized as unenthusiastic. It is this contrast
significant factor. For this reason, the player must
that causes others to consider their happiness to be
consult with the MM about their characters tem-
fake.
perament so that a sensical understanding can be
reached.
Twelve combinations of temperaments re- Choleric-Sanguine
sult when considering the dominant and secondary Oftentimes, this combination of tempera-
temperaments of a character. Below are the twelve ments results in a leader or figure of authority who
combinations of temperament, listed with the domi- is liked and respected. While they are predominantly
nant temperament first, followed by the secondary driven to get the job done well and without mis-
temperament: takes, they seem to be very objective and unemo-
tional. Occasionally, emotions shine through and
their momentary happiness assures those around
them of their competency as a leader who will be
effective, but personable.

122
Choleric-Melancholic rarely satisfying even themselves, which can make
These characters are likely to become lead- them intolerable to live with. Some of these char-
ers who relentlessly drive others. They view people acters become manic-depressive or sadistic. Melan-
as tools to get the job done, and more than any cholic-choleric characters become angry often. Re-
other type of character, demand that the tasks of garding their families, they emote disapproval and
their followers be performed flawlessly. Some people are driven to castigate them for failures and correct
respect this type of individual or leader because they their mistakes, though this condemnation and criti-
and their followers are productive, though they may cism usually accomplishes the opposite effect.
personally dislike them as this characters low opin-
ion of others becomes evident. With most people, Melancholic-Phlegmatic
reactions are more extreme, usually a combination These characters are perhaps the most with-
of admiration and hate. Choleric-melancholic char- drawn of all, often preferring or wishing for a soli-
acters are extremely competitive, forceful, and of- tary existence. However, when alone as desired, they
ten successful. are unenthusiastic about almost everything.

Choleric-Phlegmatic Phlegmatic-Sanguine
This combination of temperaments pro- This blend of temperaments results in a non-
duces characters who are likely to succeed and be- abrasive character who is the easiest to get along
come leaders or authority figures who care about with. They are unenthusiastic, calm, relaxed, yet
the finished product, but prefer instead to delegate when inspired they become emotional, expressive,
the responsibility of the task to others of impor- and happy. However, they are highly disorganized.
tance around them. Since this leader rarely makes
themselves visible or known, some people consider Phlegmatic-Choleric
this type of character to be a disinterested leader. These characters are unenthusiastic and
They are driving, but unenthusiastic, and often har- avoid responsibility, yet are prone to be irritable,
bor resentment and bitterness. commanding, and leader-like. This type of charac-
ter does not explode with anger, but just refuses to
Melancholic-Sanguine cooperate. When characters with this temperament
This type of character withdraws from ev- become angry, they often restrain their anger, be-
eryone and is exacting, but often is very happy, ex- coming utterly silent, yet clearly upset.
pressive, or emotional when alone or about their
work. While alone, the creative side of these char- Phlegmatic-Melancholic
acters often emerges, such as with art or music. This combination of temperaments causes
These characters are capable, but rarely venturesome, characters to speak rarely and often makes them
so they usually work well for others. gentle. It is common for others to take advantage
of phlegmatic-melancholic characters. These char-
Melancholic-Choleric acters are rarely angry or hostile, and are often gra-
In most situations, this character is an intro- cious.
vert, though some situations elicit strong responses,
which are usually either negative, critical, driving, or
manipulative. Ironically, it is during these responses
or outbursts when the melancholic-choleric charac-
ter is happiest. These characters usually prepare
twice as well as their opponents, so they rarely lose
in contests. This combination of temperaments pro-
duces characters who are extremely difficult to please,

123
Mental Illness Anorexia Nervosa
Mental illnesses are disorders characterized This mental illness affects one percent of
by disturbances of a characters thoughts, emotions, young women. Nearly one in five die of starvation.
or behavior. Various mental illnesses not only exist, This condition is the intense fear of gaining weight
but are widespread. Most are unrecognized in the or becoming obese.
terminology that follows and are simply considered If afflicted with anorexia nervosa, roll per-
madness, the result of sorcery or witchcraft, evil centile dice. Results from 01-20 indicate the charac-
spirits, demons, or devils. The mentally ill usually ter is doomed to die of starvation in 1d100 weeks.
become objects of religious inquisition and barbaric Afflicted characters experience an increase of 2d20
treatment. It is for this reason that witch-hunts are to Melancholic Temperament.
popular. Conversely, some believe that instead of
having its roots in evil or magic, mental illness is the Antisocial Personality Disorder
physical result of imbalances in blood, just like tem- Characters with this disorder act in a way
perament: black bile, yellow bile, phlegm, a poor diet, that disregard the feelings and rights of other char-
and grief. This information is amassed so that MMs acters. Antisocial personalities often break the law,
may apply it as necessary. Since characters may ac- and they may use or exploit other characters for
quire or encounter these illnesses, they are compiled their own gain. They may lie repeatedly, act impul-
and listed below, followed by a table to facilitate the sively, and get into physical fights. They may mis-
random selection of a mental illness: treat their spouses, neglect or abuse their children,
and exploit their employees. They may even kill
other characters. Characters with this disorder are
Abasiophilia also sometimes called sociopaths or psychopaths.
Over a period of (5 + 1d100) months, the Antisocial personalities usually fail to understand that
character experiences recurrent and intense sexu- their behavior is dysfunctional because their ability
ally arousing fantasies, sexual urges, or behaviors in- to feel guilty, remorseful, and anxious is impaired.
volving sexual attraction to lame or crippled part- Guilt, remorse, shame, and anxiety are unpleasant
ners. This causes significant distress or impairment feelings, but they are also necessary for social func-
in social, occupational, or other important areas of tioning and even physical survival. Antisocial per-
functioning. sonality disorder affects 3 percent of males and 1
Whenever a character afflicted with percent of females.
abasiophilia sees a lame or cripple, they must pass a Afflicted characters experience an increase
Drive check at TH 80 or engage in socially unac- of 3d20 to Choleric and 2d20 to Melancholic Tem-
ceptable sexual behavior. perament.

Acrotomophilia Autoabasiophilia
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense sexu- character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in- ally arousing fantasies, sexual urges, or behaviors in-
volving sexual attraction to the amputated stump volving sexual attraction to oneself being lame or
of a partner; the stump itself is arousing. This causes crippled. This causes significant distress or impair-
significant distress or impairment in social, occupa- ment in social, occupational, or other important ar-
tional, or other important areas of functioning. eas of functioning.
Whenever a character afflicted with Whenever a character is afflicted with
acrotomophilia sees an amputated stump on another, autoabasiophilia, they must pass a Drive check at
they must pass a Drive check at TH 80 or engage in TH 30 or attempt to amputate a limb and experi-
socially unacceptable sexual behavior. ence sexual excitement.

124
Avoidant Personality Disorder Borderline Personality Disorder
Avoidant personality disorder is character- Characters with borderline personality dis-
ized by social withdrawal due to intense, anxious shy- order experience intense emotional instability, par-
ness. Characters with avoidant personalities are re- ticularly in relationships with others. They may make
luctant to interact with others unless they feel cer- frantic efforts to avoid real or imagined abandon-
tain of being liked. They fear being criticized and ment by others. They may experience minor prob-
rejected. Often they view themselves as socially in- lems as major crises. They may also express their
ept and inferior to others. anger, frustration, and dismay through suicidal ges-
Afflicted characters lose 2d20 points in San- tures, self-mutilation, and other self-destructive acts.
guine Temperament. They tend to have an unstable self-image or sense
of self. As children, most characters with this dis-
Bipolar Disorder (Manic-Depressive) order were emotionally unstable, impulsive, and of-
Characterss who suffer from bipolar disor- ten bitter or angry, although their chaotic impul-
der switch back and forth between depression and siveness and intense emotions may have made them
mania. Each morning, a die is rolled to determine popular at school. At first they may impress char-
whether depression or mania will be the dominant acters as stimulating and exciting, but their relation-
mood for the day. During stressful circumstances, ships tend to be unstable and explosive. About 2
this must be determined every hour. percent of all characters have borderline personal-
Afflicted characters experience an increase ity disorder. About 75 percent of characters with
of 2d20 to Choleric and Melancholic Temperaments. this disorder are female.
Characters afflicted with borderline person-
ality disorder experience an increase of 2d20 in Mel-
ancholic Temperament. Further, afflicted charac-
ters must roll under their Sanguine score on a daily
basis or engage in (1-30%) an act of self-mutilation
or (31-100%) a self-destructive act. The socially un-
acceptable episode will occur while experiencing
frustration. The character will not know it is going
to happen until they are unable to stop themselves.

Callomania
Over a period of (5 + 1d100) months, the
character experiences an irrationally inflated self-
Artwork Here impression regarding the sub-ability of Bodily At-
tractiveness and the ability of Charisma. This causes
significant distress or impairment in social, occupa-
tional, or other important areas of functioning.
Whenever a character is afflicted with
callomania, they must behave accordingly.

125
Choreomania Dependent Personality Disorder
Over a period of (5 + 1d100) months, the This disorder involves severe and disabling
character experiences a recurrent and intense ob- emotional dependency on others. Characters with
session to dance (see Chap. 8: Skills). This causes this disorder have difficulty making decisions with-
significant distress or impairment in social, occupa- out a great deal of advice and reassurance from oth-
tional, or other important areas of functioning. ers. They urgently seek out another relationship
Whenever a character is afflicted with when a close relationship ends. Alone, they feel un-
choreomania and it is possible to dance at the mo- comfortable.
ment, a Drive check at TH 50 must be passed or the Characters afflicted with this disorder must
character begins to dance and will dance until ex- pass a Drive Check at TH 80 for them to be alone.
hausted or sufficiently interrupted. While dancing, If failed, they will seek companionship, no matter
the character will not pay attention to their surround- how annoying their behavior.
ings.
Depersonalization Disorder
Coprophilia These characters experience an unwelcome
Over a period of (5 + 1d100) months, the sense of detachment from their own bodies. They
character experiences recurrent and intense sexu- may feel as though they are floating above the
ally arousing fantasies, sexual urges, or behaviors in- ground, outside observers of their own mental or
volving sexual attraction with defecation, either giv- physical processes. Other symptoms may include a
ing or receiving. This causes significant distress or feeling that they or other characters are mechanical
impairment in social, occupational, or other impor- or unreal, a feeling of being in a dream, a feeling
tant areas of functioning. that their hands or feet are larger or smaller than
Due to this mental illness, the Debauchery usual, and a deadening of emotional responses.
(see Chap. 6: Sociality) of this character increases by These symptoms are chronic and severe enough to
97. Whenever a character is afflicted with copro- impede normal functioning in a social, school, or
philia and they are involved in a sexual activity or work environment. Depersonalization disorder is a
they are near defecation, they must pass a Drive relatively rare syndrome thought to result from se-
check at TH 80 or engage in socially unacceptable vere psychological stress.
sexual behavior regarding defecation. Characters afflicted with this disorder must
pass a Common Sense Check at TH 40 every day, or
Dementia at a random time during the day {at the 1d12 hour
This mental illness is characterized by im- of either a.m. [1-3] or p.m. [4-6], at the minute of
paired memory and difficulties in such functions as [(1d6 - 1) and 1d10 (which creates a range of 01-
speaking, abstract thinking, and the ability to iden- 59)]}, an episode will occur that involves (01-20%)
tify familiar objects. the feeling of floating, being an observer outside
Characters afflicted with dementia suffer a - ones body (21-40%), being sure that other charac-
40 penalty to the sub-abilities of Rhetorical Cha- ters are mechanical (41-60%), being sure that other
risma, Analytic Intelligence, Reflection, and when- characters are not real (61-80%), feeling like they
ever they must identify familiar objects, they must are in a dream (81-85%), sure that their hands are
pass a Reflection Check at TH 80 or swear they have larger than usual (86%), sure that their feet are larger
never seen it before. than usual (87%), sure that their hands are smaller
than usual (88%), sure that their feet are smaller than
usual (89%), or (90-100%) they feel a deadening of
emotional responses. The episode will last for 1d100
minutes. Finally, those afflicted experience a loss of
2d20 points from their Sanguine, Choleric, and Mel-
ancholic Temperaments.

126
Depression Dissociative Identity Disorder
Different than the feelings of sadness and (Multiple Personality Disorder)
loneliness that everyone feels from time to time, A character with this disorder has (1d4 + 1)
depression is a deep, unshakable sadness and disin- distinct (1-50%) identities or (51-100%) personality
terest in nearly all activities. Common feelings are states (temperament and disposition) that recurrently
despair, hopelessness, worthlessness, as well as take control of the characters consciousness and
thoughts of committing suicide. Some characters behavior.
are only affected by depression during autumn and If the character has distinct identities, the
winter. A common mental illness, roughly ten per- character often gives the alternate identities their own
cent of the population suffers from depression, personal names; these identities may have charac-
though females are between two and three times as teristics that differ sharply from the primary iden-
susceptible. Depression usually develops during tity of the character. If the character has multiple
young adulthood over a period of months or years, personality states, then each personality state con-
though it may erupt suddenly in a few weeks or days. sists of a randomly determined temperament and
Sudden developments are often called nervous disposition.
breakdowns. Depressed characters feel sad every A character with this disorder experiences
day and may cry often. Characters, work, and ac- some degree of amnesia, in that one identity or per-
tivities that used to bring them pleasure no longer sonality usually will not recall what occurred when
do. A bout of depression typically lasts eight months. another identity or personality controlled the char-
Any character who has experienced one bout of acter. With this disorder, a character experiences
depression is highly likely to experience one in the sudden shifts in consciousness, identity, and memory.
future. Appetite and sleep may be affected, some- For instance, the character may find themselves in a
times increased but usually decreased. Stressful strange environment, not knowing how they got
events can trigger depression in those who are pre- there.
disposed to it. Those afflicted with this disorder must roll
Those afflicted experience an increase of under the score of their primary temperament with
2d20 points in Melancholic Temperament and a percentile dice in order to remain in it. Otherwise,
decrease of 2d20 points in Sanguine Temperament. an identity (determined by the MM) or another per-
sonality state (determined randomly) emerges for
Dissociative Fugue 1d100 minutes.
These characters forget their personal iden-
tity and unexpectedly wander away from home. In Egomania
many cases, characters with this disorder travel to a Over a period of (5 + 1d100) months, the
distant location and adopt a new identity, complete character experiences an inflated opinion concern-
with a new name, personal history, and place of resi- ing their abilities, as well as exhibiting extreme self-
dence. They may wander hundreds of miles, leav- interest. This causes significant distress or impair-
ing their families mystified about their disappear- ment in social, occupational, or other important ar-
ance. Sometimes they appear in foreign churches eas of functioning.
unable to explain who they are. Characters with Whenever a character is afflicted with ego-
this disorder usually appear normal and do not at- mania, they must behave as though they believe that
tract public attention. Dissociative fugue typically each of their sub-ability scores is 2d20 points higher
occurs after serious psychological stress of some than what it is. An egomaniac is disinterested in
kind, such as the death of a family member, the loss others.
of a job, or a failed relationship. This disorder is
quite rare, and in many cases, fugue victims will sud-
denly wake up, failing to remember any of the
events that occurred while in the fugue state.

127
Eleutheromania Esthesiomania
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense impulses character experiences recurrent and intense sensory
to seek freedom. This causes significant distress or hallucinations and perceived moral superiority. This
impairment in social, occupational, or other impor- causes significant distress or impairment in social,
tant areas of functioning. occupational, or other important areas of function-
Whenever a character is afflicted with ing.
eleutheromania and involved in a situation in which Whenever a character is afflicted with
they perceive their freedom to be restrained, they esthesiomania and involved in a discussion or de-
must pass a Drive check at TH 30 or they will be bate about morality, this character must pass a Drive
overcome by an urge to seek freedom. The method check at TH 30 or they will be overcome by an urge
adopted to seek freedom varies with the situation. to debate morality with others and demonstrate their
Usually, speech is enacted, though violence may be own superior morality. Even if others demonstrate
deemed appropriate as well. that the position of the esthesiomaniac is contra-
dictory or that their own morality is higher than that
Erotomania of the esthesiomaniac, the esthesiomaniac will not
Over a period of (5 + 1d100) months, the be affected. Esthesiomaniacs often suffer delusions
character is compelled to tell exaggerated lies about that their deity has contacted them or sent them a
their sexual behavior. This causes significant dis- message in their dreams.
tress or impairment in social, occupational, or other
important areas of functioning. Exhibitionism
Due to this mental illness, the Debauchery Over a period of (5 + 1d100) months, the
(see Chap. 6: Sociality) of this character increases by character experiences recurrent and intense sexu-
5. Whenever a character is afflicted with erotoma- ally arousing fantasies, sexual urges, or behaviors in-
nia, they must pass a Drive check at TH 30 to avoid volving the exposure of their genitals to an unsus-
telling exaggerated lies about their sexual behavior pecting stranger. This causes significant distress or
whenever someone begins talking to them. impairment in social, occupational, or other impor-
tant areas of functioning. Exhibitionists primarily
Erotophonophilia desire to frighten their subject, though other mo-
Over a period of (5 + 1d100) months, the tives may be to startle them, see admiration, and
character experiences recurrent and intense sexu- demonstrate superiority through displaying.
ally arousing fantasies, sexual urges, or behaviors in- Due to this mental illness, the Debauchery
volving lustful murder. This causes significant dis- (see Chap. 6: Sociality) of this character increases by
tress or impairment in social, occupational, or other 5. Whenever a character is afflicted with exhibi-
important areas of functioning. tionism, they must pass a Drive check at TH 30 ev-
Due to this mental illness, the Debauchery ery day or they will go into public and expose their
(see Chap. 6: Sociality) of this character increases by genitals to strangers.
25. Whenever afflicted with erotophonophilia, a
character must pass a Drive check at TH 30 or at-
tempt to lustfully murder the first character seen,
fixating upon their death. If the check is failed, an
attempt will be made on the characters life. If oth-
ers are around, the erotophonophiliac must make
another check each minute in order to not murder
them on the spot and wait until they may kill them
with privacy. Those afflicted experience an increase
of 2d20 points in Choleric Temperament.

128
Formicophilia Histrionic Personality Disorder
Over a period of (5 + 1d100) months, the Characters with this disorder constantly
character experiences recurrent and intense sexu- strive to be the center of attention. They may act
ally arousing fantasies, sexual urges, or behaviors in- overly flirtatious or dress in ways that draw atten-
volving sexual attraction when smaller animals, in- tion. They may also talk in a dramatic or theatrical
sects, etc. crawl upon parts of the body. This causes style and display exaggerated emotional reactions.
significant distress or impairment in social, occupa-
tional, or other important areas of functioning. Hypersomnia
Due to this mental illness, the Debauchery This disorder is characterized by excessive
(see Chap. 6: Sociality) of this character increases to sleepiness that lasts for at least (3 + 1d12) weeks as
100. Whenever a character is afflicted with evidenced by either prolonged sleep episodes or
formicophilia and involved in a sexual situation, they daytime sleep episodes that occur almost daily. This
must pass a Drive check at TH 30 or they will be causes significant distress or impairment in social,
overcome by an urge to place animals or insects on occupational, or other important areas of function-
their bodies and experience sexual excitement. ing. This disorder cannot be accounted for by an
inadequate amount of sleep.
Frotteurism Whenever a character is afflicted with hy-
Over a period of (5 + 1d100) months, the persomnia, they must pass a daily Drive check at
character experiences recurrent and intense sexu- TH 80 or need to sleep (1d12 + 7) hours.
ally arousing fantasies, sexual urges, or behaviors in-
volving touching and rubbing against a non-con- Hypoxyphilia
senting character. This causes significant distress or Over a period of (5 + 1d100) months, the
impairment in social, occupational, or other impor- character experiences recurrent and intense sexu-
tant areas of functioning. ally arousing fantasies, sexual urges, or behaviors in-
Due to this mental illness, the Debauchery volving sexual asphyxia. This causes significant dis-
(see Chap. 6: Sociality) of this character increases by tress or impairment in social, occupational, or other
5. Whenever a character is afflicted with frotteurism important areas of functioning.
and they encounter a member of the opposite sex Due to this mental illness, the Debauchery
with a Bodily Attractiveness of 120 or higher, they (see Chap. 6: Sociality) of this character increases by
must pass a Drive check at TH 30 or rub them against 25. Whenever a character is afflicted with
their will. hypoxyphilia, they must pass a Drive check at TH
80 during all sexual activity or attempt to choke their
Generalized Anxiety Disorder partner (01-30%) into unconsciousness and experi-
This disorder causes characters to feel anx- ence sexual pleasure while they choking them.
ious most of the time and worry about routine events
and circumstances in their lives. Although they rec-
ognize their anxiety to be disproportionate with ac-
tual events, they are unable to control their worry-
ing. Their worries often interfere with their ability
to concentrate on or perform tasks. Physical symp-
toms include disturbed sleep, irritability, muscle
Artwork Here
aches, and tension.
Whenever a character is afflicted with this
disorder during any event that may be construed as
a cause of anxiety, they must pass a Drive check at
TH 30 or all Skill Checks requiring performance of
any kind will suffer - 10.

129
Intermittent Explosive Disorder Mania
This disorder is characterized by several dis- Mania may be characterized by an elevated
crete episodes of failure to resist aggressive impulses or irritable mood, exaggerated self-importance, rac-
that result in serious acts of assault or destruction ing thoughts, and hyperactivity. Characters with ma-
of property. The degree of aggressiveness expressed nia typically feel intoxicated with themselves and with
during the episodes is grossly out of proportion to life. They may display an indiscriminate enthusiasm
any precipitating stressors. for manipulating characters, spending money, and
Whenever a character is afflicted with this pursuing sexual adventure. Manic characters may
disorder and experiences anything that may be per- also display impatience or hostility toward other
ceived as a stressor, they must roll higher than their characters. If frustrated, they may physically abuse
Choleric Temperament score or respond to it vio- their friends, children, or spouse. Characters with
lently for 2d4 rounds. Further, those afflicted expe- mania often have inflated self-esteem and self-con-
rience an increase of 2d20 points in Chronic Tem- fidence, and assume they have more wit, courage,
perament. imagination, and artistry than everyone else. Severe
mania may include delusions of grandeur, such as
Kleptomania the belief that one is chosen by their deity for a
This is a recurrent failure to resist the im- special mission. Mania typically involves a decreased
pulse to steal objects not needed for personal use or need for sleep, so manic characters often wake up
their monetary value. There is an increasing sense early in a highly energized state. Mania makes char-
of tension preceding the unplanned theft, followed acters extremely talkative. Their loud, rapid-fire
by a relief at the time of the theft. The theft is not speech sometimes continues unabated without re-
done with others and not done out of anger or ven- gard for others. Mania also involves a flight of ideas,
geance. Because kleptomaniacs obtain gratification racing thoughts that cause speech to go off in many
from the act of stealing rather than from posses- different directions. Characters in a manic state be-
sion of the stolen articles, they often steal objects come easily distracted by irrelevant sights, sounds
of little value that they could easily purchase. or ideas, which further disrupts thinking and speech.
Whenever a character is afflicted with klep- Characters with mania may also devise gran-
tomania and they are around objects of little value diose plans or engage in reckless self-indulgence. For
in someone elses possession, they must pass a Drive example, they may invest indiscriminately in risky
check at TH 80 or attempt to steal a worthless ob- projects, get involved in many different social ac-
ject. tivities, flirt to the point of indecency, and intrude
in other characters private lives to the point of be-
ing obnoxious. Manic characters display many signs
of impaired judgment and self-destructive behav-
ior.

Artwork Here

130
Megalomania Necrophilia
Over a period of (5 + d100) months, the This is an abnormal fascination with death
character experiences a recurrent and intensely in- and the dead, especially an erotic attraction to
flated self-impression in one respect. Commonly corpses.
called a character who suffers a delusion of gran- Due to this mental illness, the Debauchery
deur, a megalomaniac believes they are superior to (see Chap. 6: Sociality) of this character increases to
everyone they meet in one respect. This causes sig- 100. Whenever a character is afflicted with necro-
nificant distress or impairment in social, occupa- philia and they are close to a corpse, they must pass
tional, or other important areas of functioning. a Drive check at TH 80 or be unable to resist their
Whenever a character is afflicted with mega- urges to copulate with the corpse.
lomania, they will believe they are superior to oth-
ers in whatever is most important or enjoyable to Noctomania
them. For some, this may be a sub-ability, for oth- Over a period of (5 + d100) months, the
ers it will be how well they perform a given skill, and character experiences a recurrent and intense im-
for others it will be their aptitude in an occupation. pulse to avoid the day and experience the night. This
The MM must determine the specific respect. causes significant distress or impairment in social,
occupational, or other important areas of function-
Narcissistic Personality Disorder ing.
Characters with this disorder have a grandi- Whenever a character is afflicted with
ose sense of self-importance. They seek excessive noctomania, behaviors will occur such as attempt-
admiration from others and fantasize about unlim- ing to avoid the day and all daylight, such as sleeping
ited success or power. They believe they are spe- during the day and engaging in activity at night.
cial, unique, or generally superior to others. How-
ever, they often have very fragile self-esteem. Nymphomania
Over a period of (5 + d100) months, the
Narratophilia female experiences an uncontrollable desire for
Over a period of (5 + 1d100) months, the sexual intercourse. This causes significant distress
character experiences recurrent and intense sexu- or impairment in social, occupational, or other im-
ally arousing fantasies, sexual urges, or behaviors in- portant areas of functioning. This disorder only
volving the use of dirty or obscene words to a part- affects females, and is also known as lagnoperissia.
ner. This causes significant distress or impairment It is not uncommon (40%) for nymphomaniacs to
in social, occupational, or other important areas of also be afflicted with phallophilia, which ranges from
functioning. a preference (01-60%) to an obsession (61-100%)
Due to this mental illness, the Debauchery regarding exceptionally large penises.
(see Chap. 6: Sociality) of this character increases by Due to this mental illness, the Debauchery
10. Whenever a character is afflicted with (see Chap. 6: Sociality) of this character increases by
narratophilia and alone with their partner, they must 25. Whenever a female is afflicted with nympho-
pass a Drive check at TH 80 or begin talking filth to mania and around a male with a Charisma exceed-
their partner and become sexually excited, or re- ing 110, she must pass a Drive check at TH 80 or
quest their partner to speak obscenities. attempt to solicit sex, usually inquiring about the
size of their manhood.

131
Obsessive-Compulsive Disorder Oniomania
Different than the disorder following this Over a period of (5 + 1d100) months, the
one, these characters persistently experience intru- character experiences a recurrent and intense desire
sive thoughts or images, or feel compelled to per- to purchase goods or equipment. Oniomania re-
form certain behaviors. Obsessions may include un- sults in compulsive shopping behavior and is char-
wanted thoughts about inadvertently poisoning or acterized by a lack of control. This causes signifi-
injuring others. Common compulsions include re- cant distress or impairment in social, occupational,
petitive hand washing or mental actions like repeated or other important areas of functioning. Between
counting. These obsessions or compulsions con- 2 and 10 percent of the population are oniomaniacs.
sume a large amount of their time and interfere with The impulse to purchase things is irresistable, and
their daily routine. Most characters with this disor- failure to spend leads to anguish. Soon after the
der recognize the irrationality of it, but are unable purchase, guilt and regret follow. Anything can trig-
to change. The disorder usually develops in adoles- ger the impulse, such as a fight with a loved one.
cence or early adulthood, and effects roughly 1% Often, oniomaniacs do not consider whether or not
of the population. they can afford the object, whether or not they need
it. Oniomania occurs more frequently in females
Obsessive-Compulsive Personality than males. The MM must roll 1d4 to determine
Disorder how many conditions can trigger the impulse. The
Different than the Obsessive-Compulsive MM must determine what conditions will activate
Disorder listed previously, this disorder is charac- the impulse. When the oniomaniacal character ful-
terized by a preoccupation with details, orderliness, fills one of these conditions, they must pass a Drive
perfection, and control. Characters with this disor- check at TH 80 or be compelled to purchase the
der often devote excessive amounts of time to work next thing seen. The oniomaniacal character receives
and productivity and fail to take time for leisure ac- a - 5 to the Haggling skill while feeling the impulse.
tivities and friendships. They tend to be rigid, for-
mal, stubborn, and serious. Those afflicted experi- Onomatomania
ence an increase of d20 points in Choleric and Mel- Over a period of (5 + 1d100) months, the
ancholic Temperaments. character experiences a recurrent and intense desire
to repeat certain words or sounds. This causes sig-
nificant distress or impairment in social, occupa-
tional, or other important areas of functioning. The
impulse to repeat certain words or sounds is
irresistable, and failure to repeat them leads to an-
guish. The MM must roll percentile dice to deter-
mine whether the onomatomaniac has an obsession
with a (01-50) word or (51-100) sound. If it is a
word, then the MM must devise a random means
Artwork Here of selecting a word from an available dictionary. If
it is a sound, then the MM must devise a random
means of selecting a sound. The MM must invent a
trigger upon which the onomatomaniac must pass
a Drive check at TH 80 or repeat the word or sound
until the Drive check is passed. Drive may be
checked once per round.

132
Panic Disorder Pathological Gambling
These characters experience repeated, un- This is a behavior disorder in which a char-
expected panic attacks and persistent anxiety con- acter becomes progressively unable to resist the
cerning the reoccurrence of panic attacks. Panic impulse to gamble. This disorder affects 3 percent
attacks are periods of intense fear, apprehension, of the adult population, and 80% of those afflicted
or discomfort, and they usually occur without warn- are male. They are usually competitive, hardworking,
ing. Symptoms include a racing heart, trembling, and bright characters, and show little interest in pas-
shortness of breath, choking, etc. Panic attacks may sive games of chance.
last from a few seconds to a few hours, but most
peak in ten minutes and end within a half hour. The Pedophilia
condition affects twice as many females as males, Over a period of (5 + 1d100) months, the
and only affects about 2% of the population. Of- character experiences recurrent and intense sexu-
ten, these characters experience panic attacks daily ally arousing fantasies, sexual urges, or behaviors in-
or weekly. Often, a phobia triggers the attack. Many volving sexual activity with a prepubescent child or
become reluctant to leave home. Those afflicted children, generally age 13 or under for humans. This
experience a decrease of 2d20 points in Phlegmatic causes significant distress or impairment in social,
Temperament. occupational, or other important areas of function-
ing. To qualify as a pedophile, a character must be
Paranoia at least 16 years old and at least five years older than
This is a type of psychosis in which a char- the child or children. Due to this mental illness, the
acter suffers from logically consistent delusions of Debauchery (see Chap. 6: Sociality) of this character
(1-50%) persecution or (51-100%) grandeur. Usu- increases by 25.
ally, it is characterized as an extreme distrust of oth-
ers. For instance, the paranoid character may be- Phobia
lieve that everyone, even close friends or family, are Phobias are excessive and enduring fears of
intending to kill him or her. Those afflicted experi- clearly defined objects or situations that interfere
ence a loss of 2d20 points of Sanguine Tempera- with a characters normal functioning. Although they
ment. know their fear is irrational, they still try to avoid
the source of their fear. A comprehensive list of
Paranoid Personality Disorder phobias is available as Appendix 4: Phobias in the end
These characters feel constant distrust and of this book. A phobia may be randomly deter-
suspicion toward other characters. They believe that mined from this list.
others are against them and constantly look for evi- Regardless of the specific phobia, physi-
dence to support their suspicions. They are hostile ological symptoms include a rapid and pounding
toward others and react angrily to perceived insults. heartbeat, stomach disorders, nausea, diarrhea, fre-
Those afflicted experience a loss of 2d20 points of quent urination, choking feelings, flushing of the
Sanguine Temperament, and an increase of 2d20 face, perspiration, tremulousness, and faintness.
points of Choleric Temperament. Roughly 10% of characters have a phobia.

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133
Post-Traumatic Stress Disorder Raptophilia
This disorder typically occurs after charac- Over a period of (5 + 1d100) months, the
ters experience or witness traumatic or catastrophic character experiences recurrent and intense sexu-
events such as physical or sexual assaults, rape, tor- ally arousing fantasies, sexual urges, or behaviors in-
ture, natural disasters, accidents, and wars. Charac- volving the act of raping. This causes significant
ters with this disorder relive the traumatic event distress or impairment in social, occupational, or
through recurrent dreams or intrusive memories other important areas of functioning. This is also
called flashbacks. They avoid places or things asso- called biastophilia.
ciated with the trauma and may feel emotionally Due to this mental illness, the Debauchery
detached or estranged from others. Other symp- (see Chap. 6: Sociality) of this character increases by
toms include difficulty sleeping, irritability, and 50. Whenever a character with raptophilia is near a
trouble concentrating. The disorder can last for years character who is attractive to them (usually, with a
and severely disrupt the life of a character. Those Charisma of at least 110), they must pass a Drive
affected experience a loss of 1d20 points in San- check at TH 50 or attempt to isolate and rape the
guine Temperament. attractive character. For rules on rape, see the sec-
tion on overbearing in the Wrestling skill (see Chap.
Psychosis 8: Skills) and the Intimidation skill.
Psychotic characters lose contact with real-
ity and have difficulty in everyday life. Unlike char- Satyromania
acters with less severe mental illnesses, psychotic Over a period of (5 + d100) months, the
characters do not recognize that their mental func- male experiences an uncontrollable desire for sexual
tioning is disturbed. Three kinds of psychotic symp- intercourse. This causes significant distress or im-
toms occur: hallucinations, delusions, and bizarre be- pairment in social, occupational, or other impor-
havior. Hallucinations refer to hearing, seeing, smell- tant areas of functioning. This disorder only af-
ing, feeling, or tasting something when nothing in fects males. Satyromaniacs are also known as sex
the environment actually caused the sensation. De- maniacs.
lusions are false beliefs that are obviously untrue to Due to this mental illness, the Debauchery
other people in the culture of that character. Fi- (see Chap. 6: Sociality) of this character increases by
nally, bizarre behavior is behavior that is incompre- 25. Whenever a male is afflicted with satyromania
hensible to others who know the character. Psy- and around females with a Charisma exceeding 110,
chedelic mushrooms can cause psychosis, and brain he must pass a Drive check at TH 80 or attempt to
tumors may lead to psychotic symptoms. Some solicit sex, usually making lecherous comments about
psychotic characters (10%) are unable to develop her body.
new memories.
Schizoid Personality Disorder
Pyromania This disorder involves social isolation and a
This is a mental illness in which fires are re- lack of desire for close personal relationships. Char-
peatedly and deliberately set, without anger and not acters with this disorder prefer to be alone and seem
for monetary gain or other benefit, because the char- withdrawn and emotionally detached. They seem
acter cannot resist the impulse to set fires. The char- indifferent to praise or criticism from other people.
acter experiences tension before setting the fire and Those afflicted experience an increase of 2d20 points
pleasure, relief, or erotic gratification after setting in Phlegmatic Temperament and a decrease of 2d20
the fire. Legally, pyromaniacs are considered ar- points each in Sanguine, Choleric, and Melancholic
sonists. Temperament.

134
Schizophrenia Sexual Masochism
Meaning split mind, but not to be confused Over a period of (5 + 1d100) months, the
with split personality or multiple personality, schizo- character experiences recurrent and intense sexu-
phrenia is characterized by a variety of symptoms, ally arousing fantasies, sexual urges, or behaviors in-
including: volving the act of being humiliated, beaten, bound,
or otherwise made to suffer. This causes significant
1. loss of contact with reality distress or impairment in social, occupational, or
2. bizarre behavior other important areas of functioning.
3. disorganized thinking and speech Due to this mental illness, the Debauchery
4. decreased emotional expressiveness (see Chap. 6: Sociality) of this character increases by
5. social withdrawal 90. Whenever a sexual masochist participates, or is
likely to participate, in a sexual situation, they must
Usually only some of these symptoms (1d6) pass a Drive check at TH 70 to control themselves
occur in any one schizophrenic character. To ob- and not request to be beaten, bound, humiliated, or
servers, schizophrenia seems like madness or insan- otherwise made to suffer.
ity. Schizophrenics have a hard time distinguishing
between the real and unreal, logical and illogical, and Sexual Sadism
appropriate and inappropriate, and accordingly suf- Over a period of 5( + 1d100) months, the
fer penalties of - 40 in the sub-abilities of Analytic character experiences recurrent and intense sexu-
Intelligence as well as Common Sense. Further, ally arousing fantasies, sexual urges, or behaviors in-
some (10%) pose a danger to themselves and may volving acts in which the psychological or physical
be suicidal. Once inflicted, schizophrenia usually suffering (including humiliation) of the victim is
remains for life, though it usually grows less severe sexually exciting to the character. This causes sig-
as they age. Psychotic symptoms are popular in nificant distress or impairment in social, occupa-
schizophrenic characters. tional, or other important areas of functioning.
Sadists are usually males who receive sexual gratifi-
Scoptophilia cation from inflicting injuries on others. In sadists,
Over a period of (5 + 1d100) months, the retarded ejaculation and impotence are common.
character experiences recurrent and intense sexu- Older, archaic sexual feelings arise in sadists that
ally arousing fantasies, sexual urges, or behaviors in- would normally be subdued. In the brain, erections
volving sexual pleasure from watching others have and aggressions are very closely related.
sex. This causes significant distress or impairment Due to this mental illness, the Debauchery
in social, occupational, or other important areas of (see Chap. 6: Sociality) of this character increases by
functioning. 70. Whenever a sexual sadist participates, or is likely
Due to this mental illness, the Debauchery to participate, in a sexual or violent situation, they
(see Chap. 6: Sociality) of this character increases by must pass a Drive check at TH 70 to control them-
5. Whenever a scoptophiliac observes, or has the selves and not cause pain to evoke their sexual satis-
chance to observe, others having sex, they must pass faction. Those afflicted experience an increase of
a Drive check at TH 80 to sexually control them- 2d20 points in Choleric Temperament, and a de-
selves, such as refrain from touching themselves. crease of 2d20 points in Sanguine Temperament.

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135
Sleepwalking Disorder Urophilia
This disorder is characterized by repeated Over a period of (5 + 1d100) months, the
episodes of rising from the bed during sleep and character experiences recurrent and intense sexu-
walking about, usually occurring during the first third ally arousing fantasies, sexual urges, or behaviors in-
of the major sleep episode. While sleepwalking, the volving the sexual attraction to urine and acts of
character has a blank, staring face, is relatively unre-urinating. This causes significant distress or impair-
sponsive to the efforts of others to communicate, ment in social, occupational, or other important ar-
and can be awakened only with great difficulty. Upon eas of functioning.
awakening, the character has amnesia regarding the Due to this mental illness, the Debauchery
episode. Each night, those with this disorder have a (see Chap. 6: Sociality) of this character increases by
10% chance of sleepwalking for 1d100 minutes. 97. Whenever a urophiliac has a full bladder and
Their actions during sleepwalking episodes are de- has the potential to be in a sexual situation, they
termined by the MM, who may make directional must pass a Drive check at TH 70 to control them-
decisions randomly with the aid of dice. selves. Otherwise, they do everything in their power
to be able to urinate on someone, and they are ex-
Somnophilia tremely satisfied if they can urinate in someones
Over a period of (5 + 1d100) months, the mouth. A urophiliac will enjoy using the skill for
character experiences recurrent and intense sexu- Urinating (see Chap. 8: Skills).
ally arousing fantasies, sexual urges, or behaviors in-
volving having sex with a partner who is asleep. This Vaginismus
causes significant distress or impairment in social, A recurrent or persistent involuntary spasm
occupational, or other important areas of function- of the musculature of the outer third of the vagina
ing. interferes with sexual intercourse. This disturbance
Due to this mental illness, the Debauchery causes marked distress and interpersonal difficulty.
(see Chap. 6: Sociality) of this character increases by Those afflicted experience a loss of 1d20 points of
25. Whenever a somnophiliac is near a sleeping char- Sanguine Temperament. Obviously, vaginismus only
acter whom they find attractive (usually, with a Cha- affects females.
risma of at least 110), they must pass a Drive check
at TH 70 to control themselves. Otherwise, they Vomerophilia
will sneakily and quietly attempt sex with the sleep- Over a period of (5 + 1d100) months, the
ing character. character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in-
Trichotillomania volving the sexual attraction to the act of vomiting.
These characters suffer from an impulse This causes significant distress or impairment in
control disorder that causes them to pull out their social, occupational, or other important areas of
own hair, resulting in notable hair loss. They expe- functioning.
rience pleasure, gratification, and relief upon pull- Due to this mental illness, the Debauchery
ing out their hair. (see Chap. 6: Sociality) of this character increases to
100. Whenever a vomerophiliac senses vomit, they
must pass a Drive check at TH 70 to control them-
selves. Otherwise, they begin to sexually touch them-
selves while fantasizing about the vomit.

136
Voyeurism Zoophilia
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense sexu- character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in- ally arousing fantasies, sexual urges, or behaviors in-
volving the act of observing an unsuspecting char- volving sexual acts with animals. This disorder is
acter who is naked, in the process of disrobing, or also referred to as bestiality. Zoophilia causes sig-
engaging in sexual activity. This causes significant nificant distress or impairment in social, occupa-
distress or impairment in social, occupational, or tional, or other important areas of functioning.
other important areas of functioning. Sometimes (01-30%) a character is affected by zoo-
Due to this mental illness, the Debauchery philia regarding only a particular animal, though it
(see Chap. 6: Sociality) of this character increases by could encompass several fetishes (31-60% regard-
5. Whenever a voyeur observes, or has the chance ing 1d6 animals). Popular animals for zoophiliacs
to observe, someone naked, disrobing, or engaging are (1) horses, (2) ponies, (3) donkeys, (4) mules, (5)
in sexual activity, they must pass a Drive check at goats, (6) dogs, and (7) pigs. If appropriate, roll 1d8
TH 80 to sexually control themselves, such as re- to determine the animal listed above. Due to this
frain from touching themselves. mental illness, the Debauchery (see Chap. 6: Social-
ity) of this character increases by 25.

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137
Random Mental Illness
Below is a table that allows the MM to randomly determine a mental illness. To randomly select a
mental illness, roll 1d1000 and consult the table below:

Table 5 -4 : Random Me ntal Illne sse s


Roll Re sult Roll Re sult
001 Aba siophilia 4 0 1 -4 0 5 Na rra tophilia
002 Acrotomophilia 4 0 6 -4 1 0 Necrophilia
0 0 3 -0 1 1 Anorexia Ner v osa 4 1 1 -4 2 0 Noctoma nia
0 1 2 -0 5 0 Antisocia l Persona lity Disorder 4 2 1 -4 5 0 Nymphoma nia (fema le only)
051 Autoa ba siophilia 4 5 1 -4 6 0 O bsessiv e-Compulsiv e Disorder
0 5 2 -9 1 Av oida nt Persona lity Disorder 4 6 1 -4 7 0 O bsessiv e-Compulsiv e Persona lity
9 2 -1 0 0 Bipola r Disorder 4 7 1 -4 7 5 O nioma nia
1 0 1 -1 2 0 Borderline Persona lity Disorder 4 7 6 -4 8 0 O noma toma nia
1 2 1 -1 2 2 Ca lloma nia 4 8 1 -5 0 0 Pa nic Disorder
123 Choreoma nia 5 0 1 -5 5 0 Pa ra noia
1 2 4 -1 2 8 Coprophilia 5 5 1 -5 7 0 Pa ra noid Persona lity Disorder
1 2 9 -1 3 3 Dementia 5 7 1 -5 9 0 Pa thologica l Ga mbling
1 3 4 -1 4 0 Dependent Persona lity Disorder 5 9 1 -6 0 0 Pedophilia
1 4 1 -1 4 5 Depersona liza tion Disorder 6 0 1 -7 0 0 Phobia
1 4 6 -2 5 0 Depression 7 0 1 -7 1 0 Post-Tra uma tic Stress Disorder
2 5 1 -2 5 5 Dissocia tiv e Fugue 7 1 1 -7 3 0 Psychosis
2 5 6 -2 6 0 Dissocia tiv e Identity Disorder 7 3 1 -7 6 0 Pyroma nia
2 6 1 -2 6 5 E leuthoma nia 7 6 1 -8 0 0 Ra ptophilia
2 6 6 -2 7 0 E goma nia 8 0 1 -8 4 9 Sa tyroma nia
2 7 1 -2 7 5 E rotoma nia 8 5 0 -8 6 4 Schizoid Persona lity Disorder
2 7 6 -2 8 0 E rotophonophilia 8 6 5 -8 9 4 Schizophrenia
2 8 1 -2 8 5 E sthesioma nia 8 9 5 -8 9 9 Scoptophilia
2 8 6 -3 0 0 E xhibitionism 9 0 0 -9 2 4 Sexua l Ma sochism
3 0 1 -3 0 5 For micophilia 9 2 5 -9 4 9 Sexua l Sa dism
3 0 6 -3 1 0 Frotteurism 9 5 0 -9 7 1 Sleepwa lk ing Disorder
3 1 1 -3 3 0 Genera lized Anxiety Disorder 9 7 2 -9 7 3 Somnophilia
3 3 1 -3 3 5 Histrionic Persona lity Disorder 9 7 4 -9 7 5 Trichotilloma nia
3 3 6 -3 4 0 Hypersomnia 9 7 6 -9 7 7 Urophilia
3 4 1 -3 4 5 Hypoxyphilia 978 Va ginismus (fema le only)
3 4 6 -3 5 0 Inter mittent E xplosiv e Disorder 979 Vomerophilia
3 5 1 -3 7 0 Kleptoma nia 9 8 0 -9 8 9 Voyeurism
3 7 1 -3 9 0 Ma nia 9 9 0 -9 9 8 Z oophilia
3 9 1 -3 9 5 Mega loma nia 999 Reroll once
3 9 6 -4 0 0 Na rcissistic Persona lity Disorder 1000 Reroll twice

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138
Chapter 6: Sociality

Sociality, here, means the social factors of the character, such as socio-economic status (SES) or
social class, how many brothers and sisters exist, whether the parents were legally married at the characters
birth, wealth, education, and many other such social factors. Beyond information relevant to character
creation, information pertaining to society in general explains customs, chivalry, courtly love, communi-
ties, governments, systems of justice, and more.

Society
Unless the MM declares otherwise, all characters have been raised in a society of their race, except
for anakim, who are raised in a human society. Some ogres and trolls have no society. Information on
each society is presented later in this chapter.

Birthday
To determine a characters birthday in a format of (month/day/year), simply apply the following
formula {1d12 / [(1d12 + 1d20) - 1] / [5100 - age]}.

Birth Status
To many, whether or not a characters parents were legally married is an important factor worthy
of note. If born the result of rape, such as with the vast majority of anakim, the child is obviously a
bastard. Ogres and trolls do not have a marriage ceremony. Otherwise, roll 1d100 and consult the
following table:
Roll Status Modifie r for Soc ial Class (se e be low)
0 1 -2 0 Illigitima te (ba sta rd) -2
2 1 -1 0 0 Legitima te -

139
Social Class
Roll 1d100 and consult the following table D war f*
that is appropriate to the race of the character. A Roll Soc ial Class Star ting Funds Educ ation
characters initial financial savings is determined by <1 1 Serf Clothes on ba ck Litera te
their social class. 1 1 -2 0 Serf 1 d6 s. p. Litera te
Slave - A slave has no social class or legal 2 1 - 3 0 S e rf 1 d 8 s. p. Litera te
3 1 -4 0 Serf 1 d1 0 s. p. Litera te
rights. For more information on slaves, see Chapter
4 1 -5 0 Serf 1 d1 2 s. p. Litera te
7: Occupations. To purchase slaves, see Chapter 9: Equip- 51-60 Serf 1 d2 0 s. p. Litera te
ment. 6 1 -7 0 Serf 1 d1 0 0 s. p. Litera te
Peasant - A peasant is any character who is 71-80 Serf 1 d1 0 0 0 s. p. Litera te
not free. Different than a slave, a peasant has some 8 1 - 9 4 S e rf 2 d 1 0 0 0 s . p. Litera te
9 5 -9 7 Serf 3 d1 0 0 0 s. p. Litera te
rights. Peasants do not live in towns or cities, only
9 8 -9 9 Nobility 4 d1 0 0 0 s. p. Litera te
hamlets and villages. Peasants may be considered 1 0 0 Roya lty 5 d1 0 0 0 s. p. Litera te
lower class.
Serf - A serf is a free character. In human *Brown dwarves do not receive starting funds.
societies, very few serfs live in hamlets or villages,
most live in towns or cities. Serfs may be consid-
ered middle class. Elf
Noble - A noble is a free character from a R o ll S o c ia l C la s s S t a r ting Funds Educ ation
wealthy family. Nobles may be considered upper < 1 1 S e rf C l ot hes on ba ck Litera te
1 1 -2 0 Serf 1 d4 s. p. Litera te
class, and most do not work for a living. 2 1 -3 0 Serf 1 d6 s. p. Litera te
Royalty - A royal character is a free charac- 31-40 Serf 1 d8 s. p. Litera te
ter from a wealthy family. Moreover, a royal charac- 41-50 Serf 1 d1 0 s. p. Litera te
ter has authority over members of society. This 5 1 - 6 0 S e rf 1 d 1 2 s. p. Litera te
authority is either inherited or granted. Royalty is 6 1 - 7 0 S e rf 1 d 2 0 s. p. Litera te
7 1 -8 0 Serf 1 d1 0 0 s. p. Litera te
upper class. 8 1 -9 4 Serf 2 d1 0 0 s. p. Litera te
9 5 -9 7 Serf 3 d1 0 0 s. p. Litera te
9 8 -9 9 Nobility 5 d1 0 0 s. p. Litera te
Bug be a r 1 0 0 Roya lty 1 d1 0 0 0 s. p. Litera te
Roll Soc ial Class Star ting Funds Educ ation
<1 1 Sla v e Clothes on ba ck Illitera te
1 1 -2 0 Sla v e 1 d4 s. p. Illitera te
2 1 -3 0 Sla v e 1 d6 s. p. Illitera te
3 1 -4 0 Sla v e 1 d8 s. p. Illitera te Hum a n*
4 1 -5 0 Pea sa nt Clothes on ba ck Illitera te Roll Soc ial Class Star ting Funds Educ ation
5 1 -6 0 Pea sa nt 1 d4 s. p. Illitera te <1 1 Sla v e Clothes on ba ck Illitera te
6 1 -7 0 Pea sa nt 1 d6 s. p. Illitera te 1 1 -2 0 Sla v e 1 d4 s. p. Illitera te
7 1 -8 0 Pea sa nt 1 d8 s. p. Illitera te 2 1 -3 0 Sla v e 1 d6 s. p. Illitera te
8 1 -9 4 Pea sa nt 1 d1 0 s. p. Illitera te 3 1 -4 0 Pea sa nt Clothes on ba ck Illitera te
9 5 -9 7 Serf 1 d2 0 s. p. Ilitera te 4 1 -5 0 Pea sa nt 1 d1 0 s. p. Illitera te
9 8 -9 9 Serf 1 d1 0 0 s. p. Litera te 5 1 -6 0 Pea sa nt 1 d1 2 s. p. Illitera te
100 Roya lty 2 d1 0 0 s. p. Litera te 6 1 -7 0 Pea sa nt 1 d2 0 s. p. Illitera te
7 1 -8 0 Pea sa nt 2 d2 0 s. p. Litera te
8 1 -9 4 Serf 1 d1 0 0 s. p. Illitera te
9 5 -9 7 Serf 2 d1 0 0 s. p. Litera te
9 8 -9 9 Nobility 3 d1 0 0 s. p. Litera te
100 Roya lty 5 d1 0 0 s. p. Litera te

*Anakim receive a modifier of - 20 to Social Class.

140
Birthplace
Kobold Roll 1d100 and consul the following table
Roll Soc ial Class Star ting Funds Educ ation that is appropriate to the race and social class of the
<1 1 Sla v e Clothes on ba ck Illitera te character: All dwarves and elves are born in their
1 1 -2 0 Sla v e 1 d4 s. p. Illitera te kingdom.
2 1 -3 0 Sla v e 1 d6 s. p. Illitera te
3 1 -4 0 Sla v e 1 d8 s. p. Illitera te
4 1 -5 0 Sla v e Clothes on ba ck Illitera te Slave: Anakim, Bugbear, Human,
5 1 -6 0 Sla v e 1 d4 s. p. Illitera te Kobold, and Troll
6 1 -7 0 Pea sa nt 1 d6 s. p. Illitera te Roll Bir thplace
7 1 -8 0 Pea sa nt 1 d8 s. p. Illitera te 01-20 Hamlet
8 1 -9 4 Pea sa nt 1 d1 0 s. p. Illitera te
9 5 -9 7 Pea sa nt 1 d2 0 s. p. Ilitera te
21-40 Village
9 8 -9 9 Serf 1 d1 0 0 s. p. Illitera te 41-60 Town
100 Roya lty 3 d1 0 0 s. p. Litera te 61-90 City
91-100 Capitol City

Ogr e , Base , Cliff, Gr uagac h, or Kinde r Pe asant: A nak im , Bugbe ar, Hum an,
Roll Soc ial Class Star ting Funds Educ ation Kobold, and Tr oll
<1 1 Sla v e Clothes on ba ck Illitera te Roll Bir thplac e
1 1 -2 0 Pea sa nt 1 d4 s. p. Illitera te 0 1 -3 3 Ha mlet
2 1 -3 0 Pea sa nt 1 d6 s. p. Illitera te 3 4 -6 6 Villa ge
3 1 -4 0 Pea sa nt 1 d8 s. p. Illitera te 6 7 -1 0 0 Town
4 1 -5 0 Pea sa nt 1 d1 0 s. p. Illitera te
5 1 -6 0 Pea sa nt 1 d1 2 s. p. Illitera te
6 1 -7 0 Pea sa nt 1 d2 0 s. p. Illitera te Se r f: Bugbe ar, D war f, Elf, Hum an,
7 1 -8 0 Pea sa nt 1 d1 0 0 s. p. Illitera te Kobold, and Tr oll
8 1 -9 4 Pea sa nt 2 d1 0 0 s. p. Illitera te Roll Bir thplac e
9 5 -9 7 Pea sa nt 3 d1 0 0 s. p. Ilitera te 01 Ha mlet
9 8 -9 9 Pea sa nt 4 d1 0 0 s. p. Illitera te 02 Villa ge
100 Pea sa nt 5 d1 0 0 s. p. Illitera te 03 Town
0 4 -8 0 City
8 1 -1 0 0 Ca pitol City

Tr oll, Subte r r ane an


Roll Soc ial Class Star ting Funds Educ ation N obility : D war f, Elf, and Hum an
<1 1 Sla v e 1 d4 s. p. Illitera te Roll Bir thplac e
1 1 -2 0 Sla v e 1 d6 s. p. Litera te 0 1 -7 0 City
2 1 -3 0 Sla v e 1 d8 s. p. Litera te 7 1 -1 0 0 Ca pitol City
3 1 -4 0 Sla v e 1 d1 0 s. p. Litera te
4 1 -5 0 Pea sa nt 1 d1 2 s. p. Litera te
5 1 -6 0 Pea sa nt 1 d2 0 s. p. Litera te
Roy alty : Bugbe ar, D war f, Elf,
6 1 -7 0 Pea sa nt 1 d1 0 0 s. p. Litera te
Hum an, Kobold, and Tr oll
7 1 -8 0 Pea sa nt 1 d1 0 0 0 s. p. Litera te Roll Bir thplac e
8 1 -9 4 Pea sa nt 2 d1 0 0 0 s. p. Litera te 0 1 -2 0 Ha mlet
9 5 -9 7 Serf 3 d1 0 0 0 s. p. Litera te 2 1 -4 0 Villa ge
9 8 -9 9 Serf 4 d1 0 0 0 s. p. Litera te 4 1 -6 0 Town
100 Roya lty 5 d1 0 0 0 s. p. Litera te 6 1 -8 0 City
8 1 -1 0 0 Ca pitol City

141
Marital Status
Ogre Slave and Peasant Marriage1 is the union of an adult male and
Roll Bir thplace female for life. Not all races value marriage; kobolds,
01-90 Hamlet ogres, and trolls do not recognize matrimony. For
91-100 Village those who do, most characters marry young. The
following odds apply to both newly created charac-
Siblings ters as well as other characters in general. Roll 1d100
Siblings are to be determined by rolling and consult the following table to determine a
1d100 and consulting the following table. Anakim characters marital status:
do not have siblings, bugbears receive a modifier of Roll Mar ital Status
- 10, dwarves - 25, elves - 25, kobolds + 5, ogres - 01 Div orced
20, and trolls - 15: 0 2 -0 3 Sepa ra ted
0 4 -4 3 Unha ppily Ma rried
Roll Siblings 4 4 -8 3 Single
0 1 -1 0 O nly child 8 4 -1 0 0 Ha ppily Ma rried
1 1 -3 0 1 d6 brothers
3 1 -6 5 1 d6 sisters Most characters marry young. By law, a hu-
6 6 -8 6 1 d4 brothers a nd 1 d4 sisters man bride must be twelve and a human groom must
8 7 -9 5 1 d6 brothers a nd 1 d6 sisters be fourteen. Bugbears have no law concerning age,
9 6 -1 0 0 1 d8 brothers a nd 1 d8 sisters but females are usually at least fourteen and males at
least twenty. For dwarves and elves, marriage is le-
Birth Rank gal once the female is in puberty and the male in
Observe the table above and roll an appro- young adulthood (see Chap. 3: Body). In less than
priate die to determine the birth rank of the char- 15% of human cases, the husband is younger than
acter. If there is an odd number, such as 3 broth- the wife.
ers, use the closest die that is large enough, and reroll Marriage is recognized between slaves and
any numbers that are too large, such as a 4 on a d4 all social classes. However, no culture condones an
regarding 3 brothers. inter-racial marriage. Nonetheless, some inter-ra-
cial couples have fallen in love and pledged their
lives to each other, and some have found or coerced
a priest into legally marrying them.
The marriage of noble females is very dif-
ferent from peasants. With peasant females, per-
sonal choice and attraction are factors, and marriage
commonly followes pregnancy. The marriages of
Artwork Here noble females are too important to be left to predi-
lection. Also, females should not be disparaged,
meaning married to a character of lower social class.
Across cultures, the norm is that a marriage
is arranged by the parents, though consent is em-
phasized. Bugbear culture, however, does not care
about the consent of the bride.

1. Information on marriage has been referenced from Life in a Medieval Castle, Life in a Medieval City, Life in a Medieval
Village, Medieval Prostitution, and Reign of the Phallus. For more information, see the References section at the end of this
book.

142
Marriage ceremonies differ depending on Bugbear society considers marriage differ-
the deity and their religion, as well as the race or ently from human society. Bugbears truly consider
species. There is no special bridal costume. She a wife to be the property of her husband. She is
simply wears her best clothes. The groom is also not allowed to leave the house and has no legal rights.
dressed in his best. Most weddings are public events Although a female is given a name at birth, no other
and the ceremonies are detailed. By making a wed- bugbears ever address a wife by her name. Instead,
ding a public event, social pressure may help to en- such an address refers to her as property.
sure the duration of the marriage. Except for white dwarves and light elves,
Males are valued far more than females. For wife-beating is common and corporeal punishment
this reason, a dowry exists. A dowry is a fund that is the norm. Arguably, wives do not necessarily get
the family of the bride pays the groom to take the the worst of it. Husbands rarely have mastery over
daughter. their wives; nearly everywhere wives dominate their
A custom of some human villages is to an- husbands.
nually auction all marriageable females. The money Due to the unified influence of both reli-
attained from the sale of the beautiful females goes gion and government, human characters rarely get
into a local fund, which later serves as a dowry to divorced. Divorce is only permitted on the grounds
ensure that the more homely females marry as well. that the union has broken one of three laws of
A wife is the property of her husband. marriage: age, consent, or incest.
However, a wife is allowed the right to sue her hus- Adultery is a crime against marriage. If a
band, represent herself in court, and own property. wife commits adultery, then she is often disgraced
However, a wife cannot plead in court without her and repudiated, and her lover is mutilated or killed.
husband or make a will without his consent. Adultery with the wife of royalty is considered trea-
Nonetheless, the dominant understanding son.
of marriage is that two characters dedicate their lives If a husband dies, the widow inherits one-
to each other, remain faithful, and raise a family as a third of his worldly possessions. The remainder
result of their love. Even though the wife is prop- goes to the local ruler.
erty, it is still ideal to have a relationship defined by
respect, passion, and intimacy. Married characters
are expected to treat each other with respect, and
many human husbands and wives only refer to each
other as Sir and Madam.

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143
Language Demonic - This language belongs to im-
mortal and immoral beings. The most common let-
A language is a means of communicating by
ter is an inverted pentagram, which symbolizes the
manipulating symbols. For meaningful
power to dominate nature. Naturally spoken De-
communicaton to occur, the meaning of the sym-
monic occurs at frequencies lower than human ears
bols must be understood by both the sender and
are capable of hearing. Demonic is characterized
the reciever of the communication. Each language
by infinite irregularities, perhaps making it the most
consists of a series of symbols known as an alpha-
difficult language, along with Angelic. For this rea-
bet. The alphabet for each language is appropriate
son, characters are unable to learn Demonic.
to the speech capabilities of its race or species. If a
Dragon - Since dragons were the first mor-
language is learned that belongs to a different spe-
tal creatures of the world, their language is also the
cies, then no matter how fluent a character becomes
oldest language of the world. When spoken, the
in it, it will always be obvious to those of the origi-
language of dragons sounds merely like a loud roar
nal species.
to those who are unfamiliar. To those familiar with
As a language is developed, rules emerge to
Dragon, the roar contains numerous nuances of a
guide those who communicate with it. Various types
very fine degree. Dragon is guttural, but it also con-
of rules emerge, such as grammatical, syntactical,
tains a plethora of rules. Only characters with a
and stylistic conventions.
Language Intelligence and Enunciation of at least
Following are a list of languages that char-
130 have the ability to learn introductory Dragon.
acters may both learn to speak and encounter as
While a dragon may laugh or be offended when a
they adventure.
humanoid attempts to speak its language, if the hu-
manoid has the ability and the fluency, then the
Angelic - This is a language that has pro-
dragon will understand them even though their voice
gressed through three alphabets. The current al-
cannot possibly go low enough.
phabet has 22 letters. The alphabet is: Cheth, Zain,
Dwarven - This language is difficult to learn
Vau, He, Daleth, Gimel, Beth, Aleph, Samech, Nun,
due to the numerous rules. Each verb and noun
Mem, Lamed, Caph, Iod, Theth, Tau, Schin, Res,
must be adjusted to the context of the sentence in
Kuph, Zade, Pe, and Ain. The characters consist
which it is inserted. Dwarven developed from
of lines and often small circles. Naturally spoken
Kobold by eliminating the guttural and clicking
Angelic occurs at frequencies higher than human
sounds, and adding parts of speech such as adjec-
ears are capable of hearing. Angelic is character-
tives and adverbs. Though it is harsh, this language
ized by infinite irregularities, perhaps making it the
allows for better expression than Kobold.
most difficult language, along with Demonic. For
Elven - An ancient tongue, Elven does have
this reason, characters are unable to learn Angelic.
its share of rules, but more than anything it may be
Cigan - This is a simple, guttural language.
characterized as a capricious language that is beauti-
Cigan is a language of few words, and those who
ful and seems to flow beautifully. Instead of being
speak it often have difficulty expressing themselves.
concerned with grammatical and syntactical rules,
Few rules exist in Cigan. Cigan mostly has small
those who speak Elven are more concerned with
words of no more than five letters. Larger words
stylistic conventions and clever manipulations
are typically the combination of two smaller words.
thereof. Elven developed from Kobold by elimi-
This language has only nouns and verbs; for example,
nating the guttural and clicking sounds, and adding
no adjectives or adverbs exist. Cigan is very differ-
parts of speech such as adjectives and adverbs.
ent from Underworld, since Cigan has some soft
Words are pronounced so softly, they almost seem
sounds and it is predominantly guttural. Those flu-
whispered even when voiced loudly.
ent in Cigan are able to growl and snarl. Cigan is
also different from Kobold, namely because Cigan
has no clicking sounds. Because this language is so
simple, it has been around since ancient times.

144
Ephesia Grammata - This is the language Sexuality
and scripture of ceremonial magic. Oftentimes when
The preference for a type of sexual partner
spells are cast, these phrases must be uttered with
is sexuality. Heterosexuals prefer the opposite sex
precision. Familiarity with this language does not
and are the social norm. Homosexuals prefer the
assist a mage in casting spells more fluently, but it
same sex. Bisexuals enjoy both sexes equally. Fi-
does assist them in magical research. When the sym-
nally, asexuals prefer to avoid sexual encounters al-
bols are viewed, Ephesia Grammata is often con-
together. To randomly determine a characters sexu-
fused with Angelic. However, the languages are very
ality, roll 1d100 and consult the table below:
different. The rules of Ephesia Grammata are fairly
extensive, but the irregularities are few so it may be
mastered as long as the student has ability and pa- Se xuality Modifie r s
tience. Rac e Modifie r
Kobold - This language developed from its Ana k im +1
predecessor, Cigan. Kobold has no soft sounds and Bugbea r +5
is guttural. Many words are longer than five letters. Dwa rf +5
E lf -5
A characteristic feature of Kobold is a clicking sound Huma n -
produced by the tongue. Even though words are Kobold +5
usually larger in Kobold than words in Cigan, the O gre +5
Kobold language typically has sentences of only Troll +5
three words: subject, verb, and object. A bility Modifie r
Ma le Strength ov er 1 3 0 + 1 for ev ery 5 Strength ov er
Sapian - This is the language of humans.
Ma le Strength under 7 0 - 1 for ev ery 5 Strength under
While local variations exist, with a little effort, most Fema le Strength ov er 1 1 5 - 1 for ev ery 5 Strength ov er
who speak Sapian can understand each other. Sapian Fema le Strength under 5 5 + 1 for ev ery 5 Strength under
is the most common language in use. Sapian has an Body Modifie r
alphabet with 26 letters. The rules of Sapian are Fema le w/A or AA cups -4
fairly simple so it is easy to learn, though a number Fema le w/D or DD cups +4
of irregularities make the language somewhat diffi-
cult to master. Sapian is also called Common, since
it is the language used most by sentient beings of Se xuality
the world. Roll Se xuality
Underworld is a language that is spoken in <0 2 Asexua lity
0 2 -0 3 Homosexua l 1
some regions of the lower planes of existence.
0 4 -0 5 Bisexua l
Moreover, it is the most common language below. >0 5 Heterosexua l
Underworld is easy to learn. The words are small,
typically no longer than five letters, though Under-
world is thoroughly unrelated to Cigan or Kobold.
Larger words are uncommon, but when they do
occur they are merely the union of two smaller
words. The rules of Underworld are few, and hardly
any irregularities exist. Underworld is not guttural Artwork Here
like Cigan, but simply harsh. No soft sounds exist
in Underworld. Those below who do not have the
ability to learn a complicated language like Demonic,
simply learn Underworld. In fact, Underworld de-
veloped by those unable to speak Demonic.

1. Percentages of homosexuality were estimates reported in Microsoft Encarta Encyclopedia, listed under Homosexuality.

145
Debauchery
Debauchery is the willingness of a charac-
ter to indulge sexual desire. Some characters refuse Male D e bauc he r y
all sex, while others are willing to do anything. A Roll Re sult
Debauchery Score cannot fall below 1 or rise above 01 Refuse a ll sex
02 Receiv e ha ndjob
100. When role-playing sexual encounters, such as 03 Receiv e ora l sex
when a character enters a brothel, it is useful to know 04 Giv e v a gina l sex
the degree of debauchery of the character and the 0 5 -2 5 Giv e fingering
whore. Roll percentile dice, consider the gender of 2 6 -5 0 Giv e ora l sex
the character, and consult the following table to de- 5 1 -6 0 E nterta in multiple pa rtners
6 1 -7 0 Giv e a na l sex
termine debauchery. Each character is generally will- 7 1 -8 0 Giv e pa in
ing to do whatever the result and all acts below it, 8 1 -8 7 Urina te on pa rtner
but refuses to do what is above the result. 8 8 -9 0 Be bound
91 Receiv e pa in
D e bauc he r y Modifie r s 9 2 -9 4 Be urina ted on
9 5 -9 6 Defeca te on pa rtner
Roll Modifie r 97 Be defeca ted on
Ana k im + 30
98 Drink urine
Bugbea r -
Dwa rf - 10 99 E a t defeca tion
E lf - 10 100 Do a nything
Huma n -
Kobold + 10
O gre - 10
Troll + 10
Offspring Number
To determine the number of births per preg-
nancy , collect several ten-sided dice, roll
1

1d10,000,000 and consult below:


Fe m ale D e bauc he r y
Roll Re sult Offspr ing N um be r
0 1 -0 5 Refuse a ll sex Roll Re sult
0 6 -1 0 Giv e ha ndjob 0000001 Quintuplets
1 1 -1 5 Giv e ora l sex 0 0 0 0 0 0 2 -0 0 0 0 0 8 8 Qua dr uplets
1 6 -2 0 Giv e ora l sex a nd swa llow 0 0 0 0 0 8 9 -0 0 0 7 6 5 8 Triplets
2 1 -2 5 Receiv e fingering 0 0 0 7 6 5 9 -0 6 6 6 1 6 1 Twins
2 6 -5 5 Receiv e v a gina l sex 0 6 6 6 1 6 2 -1 0 0 0 0 0 0 0 Single
5 6 -6 0 Receiv e ma mma ry sex
6 1 -6 5 Receiv e ora l sex
6 6 -7 0 E nterta in multiple pa rtners Offspring Gender
7 1 -7 2 Giv e pa in To determine whether or not a newborn
7 3 -7 5 Be bound
7 6 -9 1 Receiv e a na l sex child is male or female, roll 1d100 and consult be-
9 2 -9 3 Urina te on pa rtner low:
94 Receiv e pa in
95 Be urina ted on Roll Re sult
96 Defeca te on pa rtner Ana k im + 10
97 Be defeca ted on O gre + 10
98 Drink urine Troll + 10
99 E a t defeca tion Roll Offspr ing Ge nde r
100 Do a nything <5 3 Fema le
>5 2 Ma le

1. Proportions of multiple births are referenced from Microsoft Encarta Encyclopedia, listed under Multiple Birth.

146
Offspring Becoming Characters Chivalry
Should it be necessary to determine abilities Chivalry is a system of knighthood. Not
and bodily features of offspring, their abilities and every culture or religion honors chivalry. While only
bodily features are determined as adults, just as with moral knights are required to live by the code of
player characters. Thereafter, the offspring charac- chivalry (outlined below), the uneducated masses
ter may be modified according to age category as often romanticize its tenets.
necessary. For more information on the occupation of
However, the parents do impact their off- being a knight, see Chapter 7: Occupations. From the
spring. For each ability, determine the average of moment of being knighted, a knight must observe
the relevant ability betweeen the mother and father. the following code of chivalry or the local ruler may
This is the basis of the ability of the offspring. From rescind his status as a knight, among other punish-
here, the basis may be modified. Roll 1d100 and ments.
consult below:

Roll Re sult The Ten Commandments


01 Decrea se by (8 0 + 1 d2 0 )%
0 2 -0 4 Decrea se by (6 0 + 1 d2 0 )% of the Code of Chivalry
0 5 -1 0 Decrea se by (4 0 + 1 d2 0 )% Below are ten core tenets of the code from
1 1 -2 2 Decrea se by (2 0 + 1 d2 0 )% which no knight may falter without incurring a se-
2 3 -4 8 Decrea se by (1 d2 0 )% vere penalty. Inconsistencies may arise depending
4 9 -5 2 No Cha nge
5 3 -7 7 Increa se by (1 d2 0 )% on the religion to which the knight adheres. When
7 8 -9 0 Increa se by (2 0 + 1 d2 0 )% an inconsistency arises, consult the MM.
9 1 -9 6 Increa se by (4 0 + 1 d2 0 )%
9 7 -9 9 Increa se by (6 0 + 1 d2 0 )% 1. Thou shalt believe all that thine religion
100 Increa se by (8 0 + 1 d2 0 )%
teaches, and shalt observe all its directions.
2. Thou shalt defend thine religion.
Perform the same routine as above for 3. Thou shalt respect all weaknesses, and shalt
height, weight, most attractive/repulsive features, constitute thyself the defender of them.
skin color, hair color, hair thickness & type, eye color, 4. Thou shalt love the country in which thou
vision, and appropriate sexual features. Rare fea- wast born.
tures may correlate as well. 5. Thou shalt not recoil before thine enemy.
6. Thou shalt make war against the infidel
without cessation, and without mercy.
7. Thou shalt perform scrupulously thy feu-
dal duties, if they be not contrary to the laws
of thine god.
8. Thou shalt never lie, and shall remain faith-
ful to thy pledged word.
9. Thou shalt be generous, and give largess to
Artwork Here everyone.
10. Thou shalt be everywhere and always the
champion of the ethical and the moral
against unethicality and immorality.

147
The Code of Chivalry Show respect to authority.
The following list constitutes every chivalric Respect women.
ideal. If a knight breaks any of the following, con- Exhibit courage in word and deed.
sequences may range from insignificant to severe, Defend the weak and innocent.
and may vary according to the religion to which the Destroy evil in all of its monstrous forms.
knight adheres, circumstances regarding the local Crush the monsters that steal our land and
ruler or country, etc. When in doubt, consult the rob our people.
MM. Fight with honor.
Avenge the wronged.
Live to serve king and country. Never abandon a friend, ally, or noble cause.
Live to defend crown and country and all it Fight for the ideals of king, country, and
holds dear. chivalry.
Live ones life so that it is worthy of respect Die with valor.
and honor. Always keep ones word of honor.
Live for freedom, justice and all that is good. Always maintain ones principles.
Never attack an unarmed foe. Never betray a confidence or comrade.
Never use a weapon on an opponent not Avoid deception.
equal to the attack. Respect life and freedom.
Never attack from behind. Die with honor.
Avoid lying to your fellow man. Exhibit manners.
Avoid cheating. Be polite and attentive.
Avoid torture. Be respectful of host, women, and honor.
Obey the law of king, country, and chivalry. Loyalty to country, King, honor, freedom,
Administer justice. and the code of chivalry.
Protect the innocent. Loyalty to ones friends and those who lay
Exhibit self-control. their trust in thee.

Artwork Here

148
Courtly Love The Art of Courtly Love
Courtly love1 is an idealized and often illicit In cultures that practice courtly love, com-
form of love in which a knight or courtier devotes mon folk, as well as knights and courtiers, may prac-
himself to a noblewoman who is usually married tice the art of courtly love, hoping to demonstrate
and feigns indifference to preserve her reputation. their genuine love for another, by observing the fol-
Just as with chivalry, the uneducated masses often lowing:
romanticize courtly love. Not every culture prac-
tices courtly love, but of those that do, the twelve Marriage is no real excuse for not loving.
chief rules in love are known by virtually everyone. He who is jealous cannot love.
No one can be bound by a double love.
It is well known that love is always increas-
The Twelve Chief Rules in Love
ing or decreasing.
If the following rules in love are not ob-
That which a lover takes against the will of
served by a knight or courtier, they may not be con-
his beloved has no relish.
sidered to be experiencing genuine courtly love, ei-
Boys do not love until they reach the age of
ther by themselves or others.
maturity.
When one lover dies, a widowhood of two
Thou shalt avoid avarice like the deadly
years is required of the survivor.
pestilence and shalt embrace its op-
No one should be deprived of love without
posite.
the very best of reasons.
Thou shalt keep thyself chaste for the sake
No one can love unless he is propelled by
of her whom thou lovest.
the persuasion of love.
Thou shalt not knowingly strive to break up
Love is always a stranger in the home of
a correct love affair in which some-
avarice.
one else is engaged.
It is not proper to love any woman whom
Thou shalt not choose for thy love anyone
one would be ashamed to seek to
whom a natural sense of shame for-
marry.
bids thee to marry.
A true lover does not desire to embrace in
Be mindful completely to avoid falsehood.
love with anyone except his beloved.
Thou shalt not have many who know of thy
When made public love rarely endures.
love affair.
The easy attainment of love makes it of
Being obedient in all things to the commands
little value: difficulty of attainment
of ladies, thou shalt ever strive to ally
makes it prized.
thyself to the service of love.
Every lover regularly turns pale in the pres-
In giving and receiving loves solaces let
ence of his beloved.
modesty be ever present.
When a lover suddenly catches sight of his
Thou shalt speak no evil.
beloved his heart palpitates.
Thou shalt not be a revealer of love affairs.
A new love puts an old one to flight.
Thou shalt be in all things polite and cour-
Good character alone makes any man wor-
teous.
thy of love.
In practicing the solaces of love thou shalt
If love diminishes, it quickly fails and rarely
not exceed the desires of thy lover.
revives.
A man in love is always apprehensive.
Real jealousy always increases the feeling of
love.
Jealousy increases when one suspects his
beloved.

149
He whom the thought of love vexes eats Demographics and Occupational Level
and sleeps very little. While occupations of adventurers are de-
Every act of a lover ends in the thought of scribed in the next chapter, the occupational level
his beloved. of both ordinary people as well as adventurers usu-
A true lover considers nothing good except ally correlates well to the population. Observe the
what he thinks will please his be- table below to determine by occupational level where
loved. an individual ranks in a random population:
Love can deny nothing to love.
A lover can never have enough of the so-
laces of his beloved. Pe r c e ntile in N um be r Pe r
A slight presumption causes a lover to sus- Oc c upational
a Random Million In
pect his beloved. Le ve l
Population Population
A man who is vexed by too much passion 1 50% 500,000
usually does not love. 2 76% 237,857
A true lover is constantly and without inter- 3 86% 131,072
4 93% 65,536
mission possessed by the thought of
5 96% 32,768
his beloved. 6 98% 16,384
Nothing forbids one woman being loved by 7 99.18% 8,192
two men or one man by two women. 8 99.59% 4,096
9 99.79% 2,048
10 99.89% 1,024
11 99.94% 512
12 99.974% 256
13 99.987% 128
14 99.993% 64
15 99.9968% 32
16 99.9984% 16
17 99.9992% 8
18 99.9996% 4
19 99.9998% 2
20 99.9999% 1

For instance, out of a million individuals in


a given population, there are roughly eight thousand
characters with an occupational level of seven, and
Artwork Here they rank in the top percent. Similarly, half the char-
acters met randomly are of the lowest occupational
level.
This table may be used in conjunction with
a table in Chapter 7: Occupations so that the average
number of a given occupation may be determined
within certain cultures.

150
Customs
While different societies differ in many ways,
some customs are common across cultures.
All cultures burn their dead; the dead are
not embalmed or buried. The dead are burned be-
cause after time, they smell. Some cultures gather
the dead into a pile and burn the corpses, while oth-
ers send the corpses out on burning ships.

Artwork Here

151
Communities Governments
Ranging in size from hamlets to capitol cit- A government is an authoritative unit that is
ies, many characteristics of communities vary widely. organized to control masses of characters, and is
Communities are outlined according to size below. usually classified according to the distribution of
power within it. Following are the definitions of
Hamlet several forms of government that may be used by
A universal standard, hamlets are comprised the MM to add realism to a gaming world.
of no more than a hundred characters, usually a col-
lection of a few families. Hamlets are too small to Anarchy
have a guild, temple, or a local lord, though a shrine The antithesis to all governments, propo-
or two may be present. Hamlets never have walls nents of anarchy prefer a lack of government,
and are constantly rebuilt. prefering chaos to order and nature to civilization.

Village Autocracy
Villages have from 100-1,000 characters. A government wherein one character pos-
Most villages are too small to have guilds, may have sesses unlimited power is an autocracy. Oftentimes,
a local lord and a temple or two, and probably have autocracies are often called dictatorships. If the
several shrines. If guilds or lords do exist here, they character with unlimited power centralizes their con-
are likely to be negligible in quality and service. In trol, this form of government may be called totali-
rare exceptions, villages may have walls and are con- tarianism.
stantly rebuilt.
Aristocracy
Town This is a government wherein the power is
Towns have a population between 1,000 and vested in a minority consisting of those thought to
10,000. Towns typically have a handful of guilds, be best qualified to rule.
temples, and a local lord of some sort such as a
baron, depending of course on the state. Towns Bureaucracy
usually are not walled. A bureacracy is a government wherein the
power lies with numerous departments and their
City heads. It is a systematic administration character-
Cities have at least populations of 10,000. ized by the specialization of functions. Bureacracies
Cities have numerous guilds, temples, and at least are often criticized as an overabundance of govern-
one local lord such as a duke. Predominantly, cities ment consisting of too many clearly demarcated laws
are walled and have a castle, citadel, or fortress of and statutes.
some type.
Confederacy
Capitol Usually a political balancing act, a confed-
Capitol cities are the seats of governmental eracy is a government consisting of many smaller
power to a state, usually being the size of a large units that cooperate, yet prefer to remain indepen-
city. Capitol cities are almost always walled, some- dent or distinct. Sometimes these units are called
times having multiple walls, and very well defended. states. Unfortunately, the units often do not coop-
It seems that anything can be found for the right erate and are subject to divisiveness.
price or if searched for diligently in a capitol city.

152
Communism Meritocracy
A government wherein the state owns all A meritocracy is a government wherein re-
property and distributes wealth equally is a commu- sponsibility is awarded to those who exhibit the most
nist government. effort.

Democracy Monarchy
A government wherein the general popu- A government wherein rulership is inher-
lace rules is a democracy. Each member of the popu- ited, such as with a king and queen, is a monarchy.
lace is able to directly vote for policies. Note that
this is different from a republic. Oftentimes, a gov- Oligarchy
ernment in the form of a republic will declare itself A government wherein the few or a small
to be a democracy because it appeals to the people, faction rule is an oligarchy.
though safeguards ensure that each character does
not truly get an equal vote.
Ochlocracy
A goverment wherein the mob rules.
Feudality
A government wherein great landowners or
Pedocracy
hereditary overlords exact revenue from the land
A government wherein the educated and
and also exercise the functions of government in
scholarly rule is a pedocracy.
their domains is a feudality. Typically, the great land-
owner is called the lord, and everyone else is a vas-
sal. Plutocracy
This is a government wherein the wealthy
rule.
Gerontocracy
This is a government wherein elders or old
men rule. Many times, the government of a tribe is Republic
a gerontocracy. A government wherein representatives are
elected to represent their electorate as they make
policy decisions is a republic.
Gynarchy
A government wherein women rule is a
gynarchy. Note that a matriarchy is not necessarily Theocracy
a governmental form, but a social organization such A theocracy is a government wherein rule is
that descent is traced through solely or primarily administered by a deity or religious officials.
through the female line.

Hierarchy
This is a government administered by an au-
thoritarian group of characters classified by ability,
economic, or social standing.
Artwork Here
Magocracy
A government wherein mages rule is a
magocracy.

153
Society Elf
Different races have different societies. Since the worldly population of elves is small,
Hereafter, the society of each race is described. elves congregate into communities that are no
smaller than cities, though few exist. Elves value
their forest, freedom, wisdom, and good tricks. Elves
Bugbear
are ruled by a king. Since no elven community is
Since the worldly population of bugbears is
smaller than a city, there are no elven barons, knights,
small, bugbears congregate into communities that
or lords. Since elven society is patriarchal, no queens
are no smaller than cities, though few exist. Bug-
exist who have any power or influence.
bears value organization and strictly regulated free-
Elves combine the following types of gov-
dom. Bugbears are ruled by a king and his dukes.
ernment: aristocracy, monarchy, and pedocracy.
Since no bugbear community is smaller than a city,
there are no bugbear barons, knights, or lords. Since
bugbear society is extremely patriarchal, no queens Human
or duchesses exist who have any power or influ- Humans congregate into communities that
ence. range in size from hamlets to the largest cities.
Bugbears combine the following types of Humans value money and power. For these rea-
government: bureaucracy, meritocracy, and monar- sons, human societies have slaves and peasants, in
chy. addition to free characters such as serfs, nobles, and
royalty. Slaves are exploited. The most common
slaves are other humans, though anakim and other
Dwarf
slaves are also numerous. Peasants do not live in
Since the worldly population of dwarves is
towns and cities, but only rural communities such
small, dwarves congregate into communities that are
as hamlets and villages. Humans are ruled by a king
no smaller than cities, though few exist. Dwarves
and queen. The king is assisted by a hierarchy of
value organization and strictly regulated freedom.
lesser royalty including dukes, barons, and lords; fe-
Dwarves are ruled by a king. Since no dwarven com-
male equivalents also exist. Human society is patri-
munity is smaller than a city, there are no dwarven
archal, since their king is male and their sovereign
barons, knights, or lords. Since dwarven society is
ruler. Males have naturally emerged as the domi-
patriarchal, no queens exist who have any power or
nating gender of all successful human societies.
influence.
Humans are likely to try any type of gov-
Dwarves combine the following types of
ernment. Modern governments tend to involve the
government: hierarchy, meritocracy, and monarchy.
following: bureaucracy, communism, feudality, mon-
archy, and republic.

Artwork Here

154
Kobold Troll
The only race more populous than kobolds Since the worldly population ofsubterranean
is humans. Kobolds value freedom, power, and la- trolls is small compared to humans. Since these trolls
ziness. For this reason, a large portion of kobold hate noise, they have retreated long ago into cav-
society is slaves. Kobolds are ruled by a king and erns where they have created underground palaces.
queen, and their dukes and duchesses. Each kobold Few palaces exist. Trolls value freedom and money.
squabbles for more power, then abuses those be- Trolls are ruled by a king. Troll society is patriar-
neath them with less. Kobold society is patriarchal, chal, since their king is male and their sovereign ruler.
since their king is male and their sovereign ruler. Males have naturally emerged as the dominating
Males have naturally emerged as the dominating gender of all successful troll societies.
gender of all successful kobold societies. Trolls are governed by their troll-king, who
Kobolds combine the following types of establishes himself by and with absolute power.
government: hierarchy and monarchy. Trolls succumb to autocracy and magocracy.

Artwork Here

155
Roads Traders travel throughout the year and com-
prise the largest percentage of travelers. Females
Although roads1 may differ by culture, the
on the road wear the same clothes as males, except
information provided here is meant to be the norm.
that their clothes are longer, reaching to the ankles.
Roads are formal trails that are made by characters.
If females bring jewelry while traveling, they keep it
Main roads are paved with hewn stones and
hidden. Only exiles, refugees, and the like travel
bolstered underneath by masses of tightly packed
alone; ordinary voyagers bring at least one slave.
sand. Main roads are paved with polygonal paving
When traveling, characters take care to plan their
stones of durable igneous rock such as basalt, gran-
arrival at their destination to occur during daylight.
ite, or porphyry. Typically, the stones measure 12
across by 8 deep. The stones are fitted together in
a cunning pattern to form an absolutely smooth sur-
face. The work on roads is done by the army. The Inns
following tools are used: pick, hammer, and spade. An inn1 is an establishment that allows trav-
Great thoroughfares have a raised border elers a place to rest, and usually eat and other neces-
along each side. Outside the border is an unpaved sities. If there are no inns, then a traveler must at-
track. The unpaved track is roughly two feet wide tempt to appeal to the private hospitality of a local
and is used by pedestrians and pack-animals. At in- character. Owners of private houses also rent rooms.
tervals, high stones are set along the sides to help a If allowed to stay, it is expected that guest and host
traveller mount a horse or climb into a high-wheeled exchange gifts upon the departure of the guest.
carriage. All roads have channels along one side or Since inns are so pervasive, it is rare that a traveler
both to divert rainwater. must appeal to private hospitality.
The width of roads varies. Two-lane roads A traveler comes upon inns before they
are at least eight feet wide, but usually ten. Three- reach the town proper. Inns line the roads outside
lane roads have a width of 14-18 feet. Most roads the city limits. Just inside the gates are more inns,
widen to thirty or more feet near a major central and still more can be found around the center of
city. In mountainous areas, width is minimized. A the town. Inns in town are not hard to identify.
single-lane road is about 6 feet wide. Secondary roads Even a traveller who arrives late at night can iden-
are simple, dirt roads. tify an inn, since inns have lit lanterns over their
Main routes are carefully maintained. They doors. Often, the inkeeper advertises by hanging a
are marked with road signs every mile, called mile- sign with an appropriate picture. Often the picture
stones. Every six miles exists a guard post that of- is of wine jars or erotic scenes. In many establish-
fers protection and the opportunity to communi- ments, the innkeeper stands in the doorway and at-
cate with the next down the line by means of fire tempts to attract customers. Since a female inn-
signals. Mileage is always counted outward from the keeper is most common, it is likely that she will rave
capitol. Settlements are sometimes named by the about the charm and cool of her place, and assure
stone it is nearest. Each road has its own curator or passersby that they will not only find bread and wine,
commissioner charged with keeping it repaired and but love. Even respectable inns include whores
adequately policed. among services offered. The staff of inns are usu-
Also lining the roadsides are religious monu- ally slaves, including the doorman (doorwoman),
ments. These range from sanctuaries to only bellboys and porters, waiters, barmaids, and clean-
mounds of stones. When only a mound of stone, ing girls (who double as whores, at the request of a
passersby will toss an additional stone on the mound. guest).

1. Information on roads and inns has been referenced from Travel in the Ancient World, by Lionel Casson. For more
information, see the References section at the end of this book.

156
In an inn, a traveller strikes a bargain with A small inn rarely offers more than a dozen
the innkeeper for each item separately -- bed, drink, rooms to rent. The smallest of inns is a rectangular
meals, whores. Rates including everything are the building about 47.5 feet long and 21 feet wide. It is
exception. Inns vary widely in the range and quality divided into 3 rooms, a central chamber flanked by
of provisions. An inn able to accommodate royalty a kitchen on one side and a bedroom on the other.
is called a praetoria, while an inn for peasants is called The kitchen measures 5 x 12.5 and the bedroom
a hostel. A fully equiped inn offers meals and sleep- measures 3 x 7.5, leaving most of the space for the
ing quarters, a change of animals, carriages, porters, central hall. All 3 rooms are heated, the kitchen by
veterinarians, and cartwrights. Since inns do not its hearth, the bedroom by a fireplace, and the long
include baths, a traveler must go to a public bath. chamber by a floor fitted with hot-air ducts. The
When ushered to a room, a traveler shares it stables, forge, and other facilities are in sheds be-
with as many fellow guests as the innkeeper can cram hind or alongside the inn.
into it. The furniture is minimal: a bed, chamber- A type of inn of low repute is a caupona. It
pot, and candleholder. Experienced travelers care- caters to sailors, carters, and slaves. Its dining room
fully search the bed for bedbugs. The decor of an has more the atmosphere of a tavern than a restau-
inn is minimal as well. Frequently, previous guests rant. The copa (female) or copo (male) is one who
vent their feelings by scribbling on the bedroom runs a caupona. A traveler is completely at their
walls. From history, Innkeeper, I pissed in the bed. mercy. When a character is robbed here, law de-
I did wrong, I admit it. Want to know why? There clares the character can only find satisfaction from
was no chamber-pot! the thief, not the innkeeper.
A standard inn is 2 stories, roughly 40 x 70,
with a short side facing the road. Paralleling one of Cursus Publicus
the long sides is a court for wagons and carriages. This is a government post that is part of a
The ground floor includes a stable that can handle a network of inns. Every user has to have a diploma
dozen or so animals, a repair shop complete with a signed by the king. A diploma entitles a character to
blacksmith's forge, an office, a kitchen measuring travel with the use of government maintained fa-
6.5 by 19.5, and a dining room about the same size. cilities. A diploma is a prized possession. All along
Hot-air ducts under the floor provide heat for a routes at strategic intervals are stations. At a sta-
chamber. The upper floor contains the bedrooms. tion, a traveler with a diploma may eat, sleep, and
A large inn is a complex of stables and court change beasts or vehicles. Stations are 25-35 miles
and buildings that covers an area of 60 x 216. There apart, the distance of an average day's travel. The
is a court of 36 x 75 surrounded on 3 sides by 2 king simply selects inns of the required quality and
floors of chambers. Most rooms measure 16.5 x incorporates them into his system, making them sta-
16.5, and a few are much larger. No heating ducts tions and requiring them to accommodate any holder
exist, so the rooms have fireplaces or braziers. Large of a diploma for free. Selling a diploma to an unau-
inns have 30 or more rooms. thorized user is punishable by death.

Artwork Here

157
Public Baths The tankards of most taverns are inscribed
with names of gods or other things, such as Love,
Not every culture has public baths1, though
Health, Joy, etc. An interesting one is Pausikraipalos,
cultures with public baths consider their culture to
meaning Stop-the-Hangover.
be more civilized because of them. Public baths
offer gymnasiums, beauty treatments, concerts, art
exhibitions, lectures, promenades, and the chance
to meet and talk with practically every character in Restaurants
town. Downtown, many restaurants 1 may be
A traveler undresses in a dressing room, but found. A taberna is essentially a snack bar. It has a
is advised to make sure that their clothing and pos- marble counter that opens onto the road and is about
sessions are in the care of a character while bathing, 6-8 feet in length. The customer stands in the street
since robbing garments from dressing rooms is prac- and orders are slapped onto the counter before
tically an occupation. Management at public baths them. Popular orders are bread and wine, and some-
assume no responsibility for stolen possessions. times meat.
If after sampling the public bath, a charac- If a hungry character wants to sit down to
ter still needs diversion, they can try one of the lo- eat, they enter a restaurant, called a popina. Char-
cal brothels. Brothels have oil lamps burning above acters prefer to eat while reclining rather than seated.
their door all day and all night. If a character pre- Tables are surrounded on 3 sides by couches, rather
fers a more restful diversion, they can return to their than chairs. To dine while seated is considered to
inn and request one of the cleaning girls, who will be for the poor or hurried. Wine is popularly or-
double as a whore. In a lonely inn, this is nearly the dered. A popina also provides entertainment, such
only available entertainment. Some inns have room as whores and gambling. Most who enter spend
service, so a guest can request a meal be brought to the whole evening, if not the whole day. A popina
them. opens about 11 a.m. or eariler. Most of these es-
tablishments offer music and dancing. Most supply
whores, have erotic scenes on the walls, and are deco-
Taverns rated with an erect phallus. A popina caters to mu-
leteers, sailors, pedlars, and the like. Many moral
A tavern1 is a drinking shop, though much
priests are forbidden by their religion to eat at res-
more occurs in a tavern besides drinking. Other
taurants, except when there is no alternative, such
names for a tavern include the kapeleia and potisteria.
as when one is on the road.
In addition to being a place for drinking, other ac-
tivities also occur in taverns, such as gambling, watch-
ing dancing girls, and prostitution. Tavern-keepers
are mostly female. Their chief business is supplying
drinks and women. Decent characters do not pa- IN VINO VERITAS.
tronize taverns. Females rarely go to taverns. If
they do, it is understood that they must be there to
fornicate. In fact, husbands may spend so much
time lounging and drinking at taverns that they hardly
have any use for their homes or wives, and may rent
The truth is in wine.
both of them out to others. (Drunk characters tell the truth.)

1. Information on public baths, taverns, and restaurants has been referenced from Travel in the Ancient World, by Lionel
Casson. For more information, see the References section at the end of this book.

158
Mail Around Town
A government mail service exists. How-
1
Communities have different mores depend-
ever, it is for governmental use only. The rich, how- ing on the culture. Information detailed here is
ever, often have their own postmen. Among their meant to be the norm around town1.
slaves they have a certain number to serve as couri- Wheeled traffic is banned in towns during
ers. They are called tabellarii or 'tablet-men'. The daylight hours. Heavy transport must take place
vast majority of letter-writers, of course, do not have between dusk and dawn. Along the main streets of
couriers. Their only recourse is to find some travel- a town, light is no problem; oil lamps in the open-
ler who happens to be heading in the right direc- fronted shops provide plenty of illumination. A
tion. Travelers have no objections to filling the role typical main street may have 45 shops on either side
of postman -- it is, after all, the only way they can over the distance of 1,500 feet. Since each shop has
get word to anyone themselves. The only writing one lamp burning, this equates to a light every 30
instrument is a reed pen. The ink is a mixture of feet or so. Street lights, distinct from the casual light-
lampblack gum and water. Letters are most often ing of shops, are limited to main intersections. Side
written on papyrus or parchment. Writing and send- streets are in total darkness at night, and any charac-
ing letters is expensive, due to paper, ink, and couri- ter who plans to wander there should hire a linkboy
ers. Since it is expensive, lengthy missives are rare. to light the path either with a torch or lantern.
When finished writing, the writer either rolls up the In town, daytime has perils for characters
sheet or folds it, keeping the message on the inside, who leisurely stroll about the streets. Though there
and ties it. Finally, a fixed blob of clay or wax is may be no wheeled traffic about which to worry; a
placed on the tie and a seal is impressed on it. When character who is carelessly walking may easily be
the wax or clay dries, the address is written on it. stampeded by a team of horses speeding along at a
The address is very simple, such as 'To Abacenis brisk trot. Further, there are shysters who run about
from his brother Darkosis'. There is no need for the city and swindle the well-to-do strangers who
anything more. Some characters desire their mail come to town. Some writers warn that a character
to not be able to be read by others, and so they must guard with all their might against the whores,
write a message in ink, though vital information is since they are a pleasant means to ruin without real-
omitted. Vital information is written with milk, not izing it.
ink. When the milk dries, it will not be noticed by Since street signs and house numbers do not
others. Messages written in milk may be read by exist, in some towns and most cities a guidebook
spreading ashes over the letter. Milk is commonly exists for strangers. Guidebooks highlight individual
called invisible ink. places and monuments. These works are commonly
Mail moves quite fast over short distances. entitled Guidebook of.... They are intended as
But long distances, especially when crossing water, preperatory reading, not for use on the spot. Since
are another matter. The courier checks the water- these books are handwritten on relatively thick pa-
front to determine if any vessels are rowing or sail- pyrus or leather sheets, these books are too bulky
ing in his desired direction. If not, all the courier for casual use; they are also too valuable due to ex-
can do is sit, wait, and hope. pense. Some tourists are interested in having a pic-
torial memento of what they see. If they have an
aptitude for sketching, they can bring papyrus, reed
pen, and ink, or perhaps wax tablets and stylus. Local
guides lie in wait for tourists; they are called
periegetai, meaning leaders around or exegetai,
meaning explainers. They are everywhere; the sight-
seer could not avoid them if so desired.
1. Information on mail and around town has been referenced from Travel in the Ancient World, by Lionel Casson. For more
information, see the References section at the end of this book.

159
Education The grammar of religious school embraces
not only linguistics but writing, spelling, composi-
Formal education1 consists of attending a
tion, speech, and general literature, including poetry
religious school until the human age of fourteen.
and history. In grammar, the student is exposed to
If education is pursued beyond religious school, it
a series of authors. Anything written in a book has
is continued at a university.
a certain sacredness; all the established authors are
considered authorities. Some are surprisingly pro-
Religious School fane and even erotic, but they are nevertheless stud-
There are no public schools. The elite of ied for their rhetorical artifices.
the city's youth attend school, mostly the sons of In geometry, the class studies a map of the
nobles and royalty. Education places them perma- circular earth, composed of three continents equal
nently above peasants and ignorant tradesmen. In a in size, separated by narrow bands of water.
religious school, pupils sit on the floor, all ages to-
gether. Instruction is predominantly oral. The
University
schoolmaster lectures, and students take notes on
Universities are closed to women, but they
oblong wooden tablets coated with black or green
are equally closed to men except those who are be-
wax, using a stylus of bone, ivory, or metal. The
ing trained to be a barrister, doctor, or priest. At a
whitish scratches it makes can be erased by rubbing
university, scholars break for lunch, meeting again
with its rounded end.
in the afternoon for another lecture or disputation.
In drill, pupils repeat in chorus after the
When the day is over, scholars may turn to studying
teacher and go on repeating an exercise until they
or copying by candlelight, or since all forms of ath-
have learned it by heart. Since books have to be
letics are prohibited, scholars may turn to gaming,
copied by hand and writing materials are expensive,
drinking, and whoring. Although human scholars
memory and oral exercises are indispensable. The
usually enter the university at fourteen or fifteen,
schoolmaster reads aloud. The attention of the stu-
their private lives are almost entirely unsupervised.
dents does not wander, for each of them must re-
There are no university buildings. Classes are held
cite tomorrow part of what he has heard today. The
in the masters' houses. Student lodgings, schools,
lecture, the main teaching session of the day, takes
and brothels are cheek by jowl, and sometimes mas-
place in the early afternoon. Following it, there is a
ters and students conduct disputations on the sec-
period of free discussion, then drill. The next morn-
ond floor, whores and pimps on the first.
ing is devoted to the repetition.
The favorite sport of university students is
Theoretically, the curriculum consists of the
fighting -- with each other, with the townspeople,
seven liberal arts. But schools rarely teach all seven
or with the provost's guard.
of the arts, and the emphasis is very unequal. These
After six years of studying, a student may
arts are liberal because their purpose is not money-
face the examiners. If the student passes the ex-
making and because they are worthy of a free man.
ams, he receives a license to teach. Otherwise, he
There are seven mainly because characters are fond
may become a scribe, or go on to study medicine or
of the number seven, one of the keys to a
law. In F.A.T.A.L., education is worthwhile.
numerologically ordered universe. Liberal arts are
Wandering scholars drift from one school
divided into the trivium (three roads) and quadrivium
or one patron to another, passing their days in tav-
(four roads). The trivium is comprised of gram-
erns and living by their wits. Some contribute to
mar, rhetoric, and logic. The quadrivium is com-
worthy literature.
prised of the scientific: arithmetic, geometry, as-
tronomy, and music. Recent additions have been
the subjects of theology and philosophy. The func-
tion of higher education has been absorbed by the
universities.
1. Information on medieval education was referenced from Gies Life in a Medieval City, see the References section.

160
Justice Murder by means of Poison
While cultures differ dramatically in their The murderer is to be boiled alive in a caul-
approaches to justice , below are recommendations
1 dron.
of common crimes and punishments. However, a
suggestion for a simple system is hanging for seri- Murder
ous offenses and the pillory or flogging for minor Amputation of the right hand and right foot
offenses. The crimes listed below are arbitrarily listed is the common penalty for murder.
in an order of severity.
Murder of a Slave
Treason by Torture, Poison, or Fire
Hanging, and then after or near death, they The penalty for this is death. Though hang-
are drawn and quartered. Drawn means the method ing is a popular means, those convicted to hang of-
that they arrive at the gallows (usually dragged there). ten plead to the court to behead them instead. If
Once there, they are quartered by four horses, each beheading is granted, the executioner commonly
with a limb tied to them as they speed away from raises the severed head before the crowd to prove
the criminal. However, some cultures prefer burn- the deed had been done properly.
ing these criminals to death.
Witchery
Mass Murder Some women are hung by their hair while
The mass murderer is buried alive. others are also scorched with a flaming torch. Of-
ten, witches are put to death on a pyre of dust-dry
Petty Treason (Murder of a Husband by the Wife) straw. Occasionally, they are tortured and raped
In some cultures, the murderous wife is before being burnt. Suspected witches are stripped,
burned to death atop a pyre of dust-dry straw. These shaved, and strapped in a chair for questioning. It is
criminals are customarily strangled before being commonly believed that all witches have familiars.
burned, carried out while the flames are lit. Other Hence, the authorities often observe the witch in
cultures prefer to bury the murderous wife alive with her dungeon cell for a duration to see if a beetle,
her head above ground to prolong the agony. mouse, or rat would approach her, and therefore it
must be her familiar. If women have pets, the pets
Murder of Wife and Children are often perceived as her familiar. Next, the body
is closely examined for a witchs or devils mark. A
by the Husband
pin stuck in this mark causes neither pain nor bleed-
The murderous husband is to be locked in a
ing. Women who take part in wild orgies are often
dungeon cell, strapped to the ground with roughly
deemed witches. Also, women who cast spells may
250 lbs. of heavy weights on his chest. No food or
be considered witches.
drink are given. If he survives for 40 days, he may
go free. Most die in about 3 days.
Lycanthropy
If someone is discovered to be a werewolf
Murder of an Owner by their Slave
or other lycanthrope, then they will have their skin
The slave and all others owned by the mur-
torn off by red-hot pincers prior to beheading.
dered owner must communally be put to death.

1. Information on medieval justice was mostly referenced from Farringtons History of Punishment and Torture. For more
information, see the References section at the end of this book.

161
Habitual Felons Assault while in a Palace, Court, or
First, the habitual felons lose one ear, then Church
the other, and then the stump of the ear is shaved The right hand is amputated for this offense.
down.
Disturbance in a Church
Arson For this offense, criminals are branded on
In some cultures, amputation of the right the face with an F for fray-maker.
hand and right foot are the punishment for arson.
In other cultures, arsonists are put to death on a Poaching
pyre of dust-dry straw. In some cultures, the offending legs that
committed the trespassing are removed from the
Heresy (Repentant) character to prevent future trespassing. Other cul-
Typically, heretics who admit the error of tures pour hot lead into the poachers ear.
their ways are only required to pray, fast, or take a
pilgrimage. Pimp
Though not illegal in many societies, some
Heresy (Unrepentant) consider this a crime worthy of death.
Heretics are put to death on a pyre of dust-
dry straw. The riches and lands of the convicted Prostitution (and Female Offenses relating to)
heretics are donated to the dominant church of the Though not illegal in many societies, some
land. consider this a crime worthy of the pillory. In a
pillory, a character stands with their head and hands
Slave Revolt pinned by a wooden frame. This is immensely popu-
All slaves are either hung or crucified. If lar since it is so cheap to administer. Usually, who-
crucified, see Convicted Slave below. ever is in the pillory can expect to be the target of
missiles such as stones, dead animals, rotten eggs
Adultery (Female) and vegetables, and feces. Sentences are limited,
The adulteress is either burnt alive or be- sometimes as short as an hour. If the woman is
headed. accused of offenses similar to prostitution, she is
tied to the back of a cart, stripped to the waist, and
Speaking against the Ruler whipped as the cart is driven through town.
The tongue is cut out of the criminal to pre-
vent further protests. Affair between Mistress and Slave
In some cultures, the slave is put to death.
Blasphemy (against the dominant church of the area) In others, the slave is burned alive and the mistress
Branding on the face with a B is the pun- is put to death for her part in the affair. Note that
ishment for blasphemers. affairs between master and slave, even if he rapes
her, are acceptable.
Robbery
Some cultures brand robbers on the face
with an R. Other cultures cut off the offending
limb or hand. Yet, other cultures hang the highway-
man.

162
Sex Offenders Infidelity or Bawdy Behavior
This crime entails many things, such as in- Women and men accused of infidelity or
cest, child molestation, man-hating lesbians, and bawdy behavior are tied back-to-back on a horse or
sodomy. In some cultures it is criminal to not be donkey and paraded through the streets. The crowds
heterosexual, while other cultures are tolerant. These jeer and jostle them.
crimes result in the criminal being placed in the pil-
lory, though crowds are usually incited to horrific Female with Acid Tongue
responses toward sex offenders. In a pillory, a char- For women convicted of having an acid
acter stands with their head and hands pinned by a tongue, a metal cage clamps around the head with a
wooden frame. This is immensely popular since it built-in gag. The mouthy woman is paraded around
is so cheap to administer. Usually, whoever is in the town and subjected to jeers and scorn. Frequently,
pillory can expect to be the target of missiles such this charge is brought by a disgruntled husband
as stones, dead animals, rotten eggs and vegetables, against his wife before court.
and feces. Sentences are limited, sometimes as short
as an hour. Extreme mutilation is commonplace Failure to Pay Rent
with sex offenders, such as plucking out their eyes. Those who fail to pay rent are placed in the
stocks or pillory. In a pillory, a character stands with
Irreconcilable Civil Dispute their head and hands pinned by a wooden frame.
When civil disputes are irreconcilable, they This is immensely popular since it is so cheap to
are resolved through a trial by combat. A duel be- administer. Usually, whoever is in the pillory can
tween the disagreeing parties may be fought on foot expect to be the target of missiles such as stones,
or horseback with a choice of weapons paid for and dead animals, rotten eggs and vegetables, and feces.
offered by the city or state. These duels draw crowds. Sentences are limited, sometimes as short as an hour.
The accused is permitted to appoint a champion to
fight on their behalf. Despite the illustrious title of Trifling Debt
champion, freelance champions are invariably from These criminals go to jail, where they are
the lower class and command little respect. herded into cells with no sanitary provisions, heat-
ing, or bedding. They are manacled with irons, the
Slander against a Married Woman or heaviest of which weigh 40 lbs. The majority of
Priestess cells are underground with small slits to access day-
These criminals are branded on the face with light and fresh air. Flogging is a daily occurrence.
an SL. Sometimes, multiple prisoners are chained together
by the neck. There is no gender segregation in these
Covetous Eyes prisons, leading to rampant promiscuity.
Those convicted as having covetous eyes
have their eyes burned out. Petty Theft
The thief convicted of petty theft will lose
Seditious Libel a thumb.
When damaging statements are made against
someone and they are proven to be false, the hand
of the criminal is severed by a cleaver.

163
Perjury Gambling (with Loaded Dice)
In many cultures, these criminals are ban- Gamblers may be subjected to the pillory.
ished from their home and community, often for 7 In a pillory, a character stands with their head and
years. Death almost certainly occurs in the lawless hands pinned by a wooden frame. This is immensely
wilderness. Lone travelers, universally loathed and popular since it is so cheap to administer. Usually,
distrusted, are easy prey. Often, the hunting and whoever is in the pillory can expect to be the target
killing of those who have been banished is encour- of missiles such as stones, dead animals, rotten eggs
aged. Sometimes, the character to be banished is and vegetables, and feces. Sentences are limited,
transported by seagoing vessel to a distant isle or sometimes as short as an hour.
land. In other cultures, they are sentenced to a pil-
lory. In a pillory, a character stands with their head Petty Crimes
and hands pinned by a wooden frame. This is im- These criminals are banished from their
mensely popular since it is so cheap to administer. home and community, either forever, or for 7 or 14
Usually, whoever is in the pillory can expect to be years. Death almost certainly occurs in the lawless
the target of missiles such as stones, dead animals, wilderness. Lone travelers, universally loathed and
rotten eggs and vegetables, and feces. Sentences distrusted, are easy prey. Often, the hunting and
are limited, sometimes as short as an hour. killing of those who have been banished is encour-
aged. Sometimes, the character to be banished is
Dishonest Merchants transported by seagoing vessel to a distant isle or
Dishonest merchants are often put in the land. If they are allowed to return in 7 or 14 years,
pillory. In a pillory, a character stands with their a future offense will result in hanging.
head and hands pinned by a wooden frame. This is
immensely popular since it is so cheap to adminis- Wives who keep Disorderly Houses
ter. Usually, whoever is in the pillory can expect to These wives are flogged publicly. She is tied
be the target of missiles such as stones, dead ani- to the back of a cart, stripped down to the waist,
mals, rotten eggs and vegetables, and feces. Sen- and whipped while she is paraded through town.
tences are limited, sometimes as short as an hour.
Vagrancy
Forgery These criminals are branded on the face with
Those guilty of forgery are often put in the a V for being a vagrant.
pillory. In a pillory, a character stands with their
head and hands pinned by a wooden frame. This is Runaway Slaves
immensely popular since it is so cheap to adminis- When caught, runaway slaves are smeared
ter. Usually, whoever is in the pillory can expect to with sweet molasses and then tied down as food for
be the target of missiles such as stones, dead ani- ants. So voracious are the insects, they strip the
mals, rotten eggs and vegetables, and feces. Sen- flesh from the bodies.
tences are limited, sometimes as short as an hour.

Artwork Here

164
Convicted Slave (any crime) The social reaction to rape is rarely favor-
Convicted slaves are candidates for crucifix- able to the victim. The human victims of gang rape
ion, being nailed through the wrists and ankles or are between the ages of 15 and 33. Child rape is
strapped to a cross and left to die upon it. Often, rare. The rape of a child under the age of 14 or 15
floggings precede the crucifixion while the criminal is considered a serious crime. The victim loses her
is forced to carry their own cross. Sometimes, the good name in almost all cases, and encounters diffi-
crucified character is mounted onto an upside-down culty in regaining her place in society and family. If
cross, which is more humane since the criminal the victim of rape is single, then fewer males desire
quickly falls unconscious. Otherwise, crucifixion is her as a wife. If she is married, her husband may
horribly slow, often taking more than a day for the abandon her.
criminal to die. Priests comprise 20% of the clientele at pri-
vate brothels and public baths. Some priests are
Rape even members of nightly gang rapes. The victim
In an average community, an average of of gang rape almost never accuses them of com-
twenty rapes occur annually. In 80% of cases, rapes mitting sodomy.
are committed by between two and fifteen charac-
ters. They force the female's door at night, do not
disguise themselves, and either rape1 the victim in
her home and in the presence of terrorized wit-
nesses, or drag the victim through the streets into
one of their houses, where they have their pleasure
all night long. In 80% of cases, the neighbors do
not intervene. Almost all rapes involve extreme
brutality, though they never attempt to wound or
kill her. The rapists come from all levels of society,
but the majority are artisans and laborers. Less than
10% of rapes occur by thugs. In 50% of cases,
human rapists are between 18 and 24 years old. The
group is composed, on average, of 6 characters.
Only 20% of the rapes are committed by 10 or more Artwork Here
characters. Half the male youth participate at least
once in gang rape. Sexual violence is an everyday
dimension of community life. There tends to be
less in smaller communities such as hamlets and more
in larger communities such as cities.
If identified, rapists are imprisoned for
weeks, though no more than a month. If the vic-
tim withdraws the complaint, the rapist is freed im-
mediately. Imprisonment for rape consists of flog-
ging, unless the rapist is an outsider, in which case
the rapist is banished. When freed from imprison-
ment, a rapist is not considered criminal nor con-
sidered to be bad.

1. Information on medieval rape was referenced from Rossiauds Medieval Prostitution. For more information, see the
References section at the end of this book.

165
Recipes Gingerbrede
A recipe is a formula for cooking or prepar- Ingredients: breadcrumbs, cloves, ginger, honey,
ing something to be eaten or drunk. Herein, a recipe pepper, and sugar
is a list of ingredients and possibly some notes about Instructions: Boil honey, then stir in breadcrumbs
how to cook or prepare food or drink. Recipes do until evenly mixed. Remove from the heat
not include information about quantities of ingre- and stir in ginger and pepper. Let it cool.
dients, optimal cooking temperature, or time. These Then, knead it to evenly distribute the spices.
variables are left to be determined by each cook to Put it in a box and sprinkle sugar and cloves
their preference. Ingredients below are listed al- around the edge. Allow the clove flavor to
phabetically. permeate the bread, but do not eat the cloves
with it.

Aliter Dulcia In Mitulis


Ingredients: Coarsely ground nuts, coarsely ground Ingredients: Cumin, fresh sea mussels, finely
stone-pine kernels, eggs, ground pepper, minced leek, salt, water, and white wine
honey, milk, minced rue, and sweet wine Instructions: Water the fresh sea mussels, then
sauce clean them. Mix salt, white wine, water, and
Instructions: Mesh the pepper, pine kernels, honey, spices. Boil the broth, then add the fresh
rue, and sweet wine sauce with milk and eggs, sea mussels. Boil until ready.
and then boil the dough. Serve topped with
honey and sprinkled with pepper. Makke
Ingredients: beans, onions, salt, and wine
Dulcia Domestica Instructions: Soak the beans overnight then sim-
Ingredients: Coarsely ground nuts or stone-pine mer until tender. Drain the beans. Heat
kernels, fresh or dried dates, and salted honey wine and add to the beans. Finely chop
or red wine with honey onions. Upon each dish, apply cooked on-
Instructions: First, remove the stones from the ions over it.
dates and fill them with nuts or stone-pine
kernels. Sprinkle some salt on the filled dates Mustacei
and stew them in honey or honey-sweetened Ingredients: anise seeds, bay leaves, cumin seeds,
red wine. The dates must be cooked on low grape juice or young wine, lard, grated sheep
heat until their paring begins to come off. cheese, and wheat flour
Instructions: Pour some young wine over the
Fabaciae Virides Et Baianae wheat, flour, lard, and cheese. Add anise
Ingredients: cumin seeds, minced branch of leek, and cumin seeds. Work them together until
minced coriander leaves, oil, salted wine, soy- dough results, producing several rolls. Then
beans with pod or green beans bake each roll.
Instructions: Cook the beans with the salted wine,
oil, leek, and spices. Serve. Ova Sfongia Ex Lacte
Ingredients: Eggs, honey, milk, oil, and pepper
Instructions: Mix eggs, milk, and oil until a
pancake-like dough results. Fry the dough
in a pan and serve topped with honey and
pepper.

166
Rapes in Potage White Pudding
Ingredients: chicken broth, ginger, onions, rapes Ingredients: Breadcrumbs, butter, eggs, milk,
(turnips), saffron, salt, and sugar and saffron
Instructions: Wash, peel, and quarter the rapes Instructions: Beat eggs, add milk, and beat
(turnips). Cover the rapes with boiling wa- again. Grind saffron and add to milk and
ter. Mince the onions. Drain the rapes and eggs. Add breadcrumbs. Apply heat, put in
put them with chicken broth and onions in a dish, and add butter.
a pot. Bring this to a boil. Add saffron and
seasonings to the potage. Cook until the
rapes are soft to the touch with a fork.

Tiropatinam
Ingredients: Eggs, ground pepper, honey, and milk
Instructions: Sweeten the milk by adding honey.
Then, add eggs and mix together until
smooth. Cook with low heat until stiff. Fi-
nally, sprinkle pepper on it and serve.

Artwork Here

167
Chapter 7: Occupation

Artwork Here

At the age of ten, most humans begin to learn an occupation. This chapter explicates the various
occupations available. First, a player must consider their Social Class (see Chap. 6: Sociality). Depending on
the Social Class (slave, peasant, serf, noble, or royalty), each player may choose an occupation. The most
popular choice is an adventuring occupation, such as an assassin or soldier. The most common choice is
to choose the same occupation as their parents. A player may choose any occupation within their Social
Class, except for a royal occupation, which is determined randomly. Each player must select an occupa-
tion. Whichever occupation is chosen, a character is not forever limited to it. Slaves and peasants are not
free, and so their lord or master will not allow them to change their occupation. Serfs and nobles,
however, are free to abandon their current occupation at any time and begin another one.
If a character is a slave, then avoid the following tables and proceed directly to the occupation. As
each player considers occupations, they must consult with the MM. Some occupations are available only
in certain sizes of communities. For example, it is not possible to be a baron in a hamlet. Consider Social
Class, and consult the following tables. Then, select an occupation. All occupations are listed alphabeti-
cally after guilds and the tables based on Social Class.

168
Guilds Journeyman or Journeywoman
Hundreds of occupations exist. Human A journeyman or jouneywoman is a charac-
society gradually developed a means of organizing ter who has completed an apprenticeship or is oth-
most occupations. A guild1 is a governing body for erwise recognized as competent at an occupation.
an occupation or group of occupations. Histori- Where a guild exists for a given occupation in a com-
cally, alternative names for a guild have been a col- munity, a journeyman must be a member of the guild
lege, fraternity, and brotherhood. All guilds are to work legally at their occupation. However, jour-
owned by the king, though much regulation is inter- neymen are not fully members, since they cannot
nal as well as mandated royally. All members of a employ their own apprentices. Most journeymen
guild are either an apprentice, journeyman or jour- negotiate their daily wage in their employment con-
ney woman, master or mistress, or guild official. tracts, though they are hired usually for months and
collect their pay weekly. However, in some occupa-
tions it is the norm to be paid by piece-rate. The
Apprentice
journeyman promises their labor to their master and
An apprentice is a character who is learning
no one else in the agreed period. Some journey-
an occupation from a master. To become an ap-
men are former masters who have reverted due to
prentice, a notarized agreement must be signed be-
poverty. A journeyman may not serve as a guild
tween the apprentice and master. Once the con-
official. There is no limit on how many journey-
tract is signed, the apprentice becomes the lowest
men a master may employ.
member of the appropriate guild. An apprentice
works for a period of time, in which the apprentice
is obliged to learn from the master. Since all mas- Master or Mistress
ters have a limited right to physically punish and A master is a character who is experienced
correct their apprentice, most apprentices receive at their occupation, is a full member of their guild,
occasional beatings. The daily routine of most ap- owns a shop, and is self-employed. When employ-
prentices consists of chores, instruction, corporal ing an apprentice or journeyman, a master has a clerk
punishment, and an increase of knowledge and skill. of the guild write a contract, which will be signed
Some apprentices also perform domestic duties un- by the master and the employee. Some guilds limit
related to their occupation. Fewer than 10% of all the number of apprentices that each master may
apprentices are female. When females are employed have at one time, though immediate family mem-
for physical labor, their wages are usually half of bers of the master always have the right to appren-
the wages of males. Apprentices work each day as ticeship. In the contract between master and appren-
long as their master. Oftentimes, apprentices re- tice, the master promises to treat the apprentice like
sent their masters and serve their term with a their own child. Also, in the contract the master
clenched fist, as they put it. Once the contract is promises to provide work on every day that is not a
completed, the apprentice is either accepted or re- holy day. Each guild has a list of days considered
jected as a journeyman in the guild. Usually, a mas- holy by their guild, and on which members do not
terpiece must be crafted to demonstrate proficiency work. All masters consider corporal punishment to
in the occupation. If accepted, the apprentice must be part of educating an apprentice, and all masters
pay 200 s.p. to the guild, unless they are the son or have a limited right to physically punish and correct
daughter of a member, in which case the fee is their apprentice. When applicable, the master gives
waived. a set of tools to each apprentice at the end of their
service.

1. Information on guilds has been mostly obtained from Epsteins Wage Labor and Guilds in Medieval Europe. For more
information, see the References section at the end of this book.

169
Guild Official List of Guilds
A guild official is a master in a guild who Not all guilds in the following list exist in all
serves a term of one year. During this term, it is communities. Each community in the gaming world
the duty of a guild official to inspect members of should have a list of its guilds, as well as their size in
the guild and ensure that the statutes are being relation to each other.
obeyed. In most guilds, inspection is no sham for-
mality. Visits are made unexpectedly and scales are Bakers Guild
checked. Substandard products are confiscated im- Bankers Guild (money-lenders)
mediately by guild officials, either to be destroyed Barbers Guild
or to be given to the poor, while the culprit pays a Bookbinders Guild
fine commensurate with the value of the merchan- Bowyers Guild
dise. Brewers Guild
Nonetheless, guild officials make decisions Brickmakers Guild
regarding the guild. For example, when an appren- Butchers Guild
tice completes the term of their contract, the guild Cabinetmakers Guild
officials vote as to whether or not to accept the ap- Carpenters Guild
prentice as a journeyman. Cartwrights Guild
Carvers Guild
Trademark Chandlers Guild
A trademark is a method of identifying the Cheesemakers Guild
shop of origin regarding products. Each master Colliers Guild
must register their own trademark with their guild. Coopers Guild
Each masters trademark must be permanently in- Dancers Guild
cluded with the product, according to guild statutes. Dicemakers Guild
Characters associate the quality of a product, or lack Drapers Guild
thereof, with familiar trademarks. A guild uses trade- Dyers Guild
marks to identify masters whose products are be- Enamelers Guild
low the standard of the guild, and to praise the Engravers Guild
masters whose products surpass the standard. Note- Fishmongers Guild
worthy trademarks may be renowned even in dis- Fletchers Guild
tant lands. Fullers Guild
Furriers Guild
Gilders Guild
Girdlers Guild
Glassblowers Guild
Glovers Guild
Grocers Guild
Hatters Guild
Herbalists Guild
Artwork Here Inkmakers Guild
Innkeepers Guild
Ironmongers Guild
Jewelers Guild
Knackers Guild
Lacemakers Guild
Marblers Guild
Masons Guild
170
Millers Guild Peasant Occupations
Miners Guild
A peasant occupation may be selected from
Minters Guild
the following table. Although there are far fewer
Musicians Guild
peasant occupations than serf occupations, far more
Papermakers Guild
peasants exist than serfs. Peasants travel to cities
Pawnshopmans Guild
for a faire, where they purchase goods. If it is nec-
Perfumers Guild
essary to randomly determine a peasants occupa-
Potters Guild
tion, then roll 1d1000 and consult the following table:
Poulterers Guild
Pursemakers Guild
Ropemakers Guild
Saddlers Guild
Sailmakers Guild Pe asant Oc c upations
Sheathers Guild Roll Re sult
Shipwrights Guild 0 0 1 -0 2 0 Anima l Conditioner
Skinners Guild 0 2 1 -0 4 0 Ba k e r
041 Ba iliff
Smiths Guild 0 4 2 -1 0 0 Ba ndit
Soapmakers Guild 1 0 1 -1 0 5 Ba rber
Tailors Guild 106 B e a dl e
Tanners Guild 1 0 7 -1 5 0 Beg ga r
Tavernkeepers Guild 1 5 1 -2 0 0 Berserk er
2 0 1 -2 2 0 Bla ck smith
Thatchers Guild
2 2 1 -2 3 0 Bla desmith
Tilemakers Guild 2 3 1 -2 5 0 Brewer
Tinkers Guild 2 5 1 -2 7 0 Butcher
Vintners Guild 2 7 1 -2 9 0 Ca rpenter
Wainwrights Guild 2 9 1 -2 9 5 Ca r v er
2 9 6 -3 2 5 Cha mber ma id
Weavers Guild
3 2 6 -3 6 0 Cook
Wheelwrights Guild 3 6 1 -3 6 5 Cowherd
3 6 6 -3 7 5 Da iryma id
3 7 6 -3 8 0 Dock wa lloper
381 Dr uid
Family Occupation 3 8 2 -7 0 0 Fa r mer
Roll 1d1000 and consult the table for the 7 0 1 -7 5 0 Ga rdener
appropriate occupation by Social Class. When chil- 751 Gla dia tor
7 5 2 -7 6 0 Hewer
dren become adults, they tend to do the same occu-
7 6 1 -7 8 0 Hieropha nt
pation as their parents. 7 8 1 -8 3 0 La borer
8 3 1 -8 6 0 La undress
8 6 1 -8 6 5 Messenger
8 6 6 -8 7 0 Miller
8 7 1 -8 7 5 Poulterer
8 7 6 -8 7 9 Ra nger
880 Reev e
8 8 1 -9 1 0 Shepherd
911 Sorceror
9 1 2 -9 2 0 Sta bler
9 2 1 -9 4 0 Swineherd
9 4 1 -9 5 0 Tra pper
9 5 1 -1 0 0 0 Whore

171
Serf Occupations
A serf occupation may be selected from the following table. Although there are far more serf
occupations than peasant occupations, far more peasants exist than serfs. If it is necessary to randomly
determine a serf s occupation, then roll 1d1000 and consult the following table:

Se r f Oc c upations
Roll Re sult Roll Re sult Roll Re sult
0 0 1 -0 0 2 Acroba t 2 2 1 -2 2 4 Dyer 4 7 6 -4 8 0 Mounta ineer
0 0 3 -0 0 7 Anima l Conditioner 2 2 5 -2 2 8 E na meler 4 8 1 -4 8 5 Musicia n/Minstrel
0 0 8 -0 1 1 Appra iser 2 2 9 -2 3 2 E ngra v er 4 8 6 -4 9 0 Na v iga tor
0 1 2 -0 2 0 Ar morer 2 3 3 -2 3 8 Fisher ma n 4 9 1 -4 9 5 Pa per ma k er
0 2 1 -0 2 4 Artist 2 3 9 -2 4 0 Fishmonger 4 9 6 -5 0 0 Pa wnshopma n
0 2 5 -0 2 8 Assa ssi n 2 4 1 -2 4 5 Fletcher 5 0 1 -5 0 5 Perfumer
0 2 9 -0 3 5 Ba k e r 2 4 6 -2 5 0 Forester 5 0 6 -5 1 0 Pewterer
0 3 6 -0 4 0 Ba rber 2 5 1 -2 5 5 Fuller 5 1 1 -5 5 5 Pick Pock et
0 4 1 -0 4 5 Ba rd 2 5 6 -2 6 0 Furrier 5 5 6 -5 6 0 Potter
0 4 6 -0 5 0 Beg ga r 2 6 1 -2 6 5 Ga rdener 5 6 1 -5 6 5 Poulterer
0 5 1 -0 5 5 Bla ck smith 2 6 6 -2 7 0 Gemcutter 5 6 6 -5 7 0 Public E xecutioner
0 5 6 -0 6 0 Bla desmith 2 7 1 -2 7 3 Gilder 5 7 1 -5 7 5 Pursema k er
0 6 1 -0 6 3 Book binder 2 7 4 -2 7 8 Girdler 5 7 6 -5 8 0 Ra nger
0 6 4 -0 7 0 Bounty Hunter 2 7 9 -2 9 0 Gla dia tor 5 8 1 -5 8 5 Ropema k er
0 7 1 -0 7 5 Bowyer 2 9 1 -2 9 5 Gla ssblower 5 8 6 -5 9 0 S a ddl e r
0 7 6 -0 8 0 Bra zier 2 9 6 -3 0 0 Glov er 5 9 1 -5 9 5 Sa ge
0 8 1 -0 8 5 Brewer 3 0 1 -3 0 5 Goldsmith 5 9 6 -6 0 0 Sa ilma k er
0 8 6 -0 9 0 Brick ma k er 3 0 6 -3 1 0 Grocer 6 0 1 -6 3 5 Sa ilor
0 9 1 -0 9 5 Brotheler 3 1 1 -3 1 5 Groom 6 3 6 -6 4 5 Schola r
0 9 6 -1 0 0 Butcher 3 1 6 -3 2 0 Ha tter 6 4 6 -6 5 0 Schoolma ster
1 0 1 -1 0 3 Ca binetma k er 3 2 1 -3 2 5 Hea ler 6 5 1 -6 6 0 Scribe
1 0 4 -1 1 2 Ca rpenter 3 2 6 -3 3 0 Herba list 6 6 1 -6 6 5 Shea ther
1 1 3 -1 1 5 Ca rter/Tea mster 3 3 1 -3 3 5 Hewer 6 6 6 -6 7 0 Shipwright
1 1 6 -1 1 9 Ca rtwright 3 3 6 -3 4 0 Hieropha nt 6 7 1 -6 7 5 Silv ersmith
1 2 0 -1 2 4 Ca r v er 3 4 1 -3 4 5 Hunter 6 7 6 -6 8 5 Sk inner
1 2 5 -1 4 5 Cha mber ma id 3 4 6 -3 5 0 Ink ma k er 686 Sla v e-Tra der
1 4 6 -1 4 7 Cha ndler 3 5 1 -3 5 5 Innk eeper/Hosteler 6 8 7 -6 9 0 Soa pma k er
1 4 8 -1 4 9 Cha rioteer 3 5 6 -3 6 0 Interpreter 6 9 1 -7 9 0 Soldier
1 5 0 -1 5 2 Cheesema k er 3 6 1 -3 6 5 Ironmonger 7 9 1 -7 9 5 Sorceror
1 5 3 -1 5 5 Cla spma k er 3 6 6 -3 7 0 Jeweler 7 9 6 -8 0 0 Spy
1 5 6 -1 6 3 Clerk 3 7 1 -3 7 5 Jug gler 8 0 1 -8 3 0 Squire
164 Clock ma k er 3 7 6 -3 8 0 Kna ck er 8 3 1 -8 3 5 Sta bler
1 6 5 -1 7 0 Cobbler 3 8 1 -3 8 2 Knight 8 3 6 -8 4 0 Ta ilor
1 7 1 -1 7 2 Collier 3 8 3 -3 8 7 La borer 8 4 1 -8 5 0 Ta nner
1 7 3 -1 8 1 Cook 3 8 8 -3 9 0 La cema k er 8 5 1 -8 6 5 Ta v ernk eeper
1 8 2 -1 8 5 Cooper 3 9 1 -3 9 5 La undress 8 6 6 -8 7 5 Tha tcher
1 8 6 -1 9 0 Coppersmith 3 9 6 -4 0 0 Link boy 8 7 6 -8 8 0 Tilema k er
1 9 1 -2 0 0 Courtesa n 4 0 1 -4 0 5 Lock smith 8 8 1 -8 8 5 Tink er
201 Cowherd 4 0 6 -4 1 0 Ma ge 8 8 6 -8 9 0 Tra pper
202 Cupbea rer 4 1 1 -4 1 5 Ma rbler 8 9 1 -9 0 0 Vintner
2 0 3 -2 0 4 Cutler 4 1 6 -4 2 0 Ma son 9 0 1 -9 0 5 Wa inwright
2 0 5 -2 0 6 Da iryma id 4 2 1 -4 4 0 Mercena ry 9 0 6 -9 1 0 Wea ponsmith
2 0 7 -2 1 0 Da ncer 4 4 1 -4 4 5 Messenger 9 1 1 -9 2 0 Wea v er/E mbroiderer
2 1 1 -2 1 2 Delouser 4 4 6 -4 5 5 Militia ma n 9 2 1 -9 4 5 Wench
213 Dicema k er 4 5 6 -4 6 0 Miller 9 4 6 -9 5 0 Wheelwright
2 1 4 -2 1 6 Dock wa lloper 4 6 1 -4 6 5 Miner 9 5 1 -9 9 9 Whore
2 1 7 -2 1 9 Dra per 4 6 6 -4 7 0 Minter 1000 Wine-Crier
220 Dr uid 4 7 1 -4 7 6 Moneylender

172
Noble Occupations Advancing Levels
A noble occupation may be selected from Whichever occupation is chosen for a char-
the following table. If it is necessary to randomly acter, the goals are different, yet the same; each char-
determine a nobles occupation, then roll 1d1000 acter advances by accomplishing goals specific to
and consult the following table: their occupation. For example, warriors generally
advance by attacking opponents in open combat,
while wizards advance by casting spells and thereby
gain more familiarity with magic. It is the players
N oble Oc c upations responsibility to keep track of what their character
Roll Re sult
has done that counts toward their advancement. At
0 0 1 -0 5 0 Artist
0 5 1 -0 7 5 Assa ssi n the end of each gaming session, the MM will review
0 7 6 -1 0 0 Ba rd the accomplishments of the characters and award
1 0 1 -1 4 0 Ba rrister points accordingly.
1 4 1 -1 5 0 Brotheler While the goals of each occupation are dif-
151 Cha ncellor
ferent, the number of Advancement Points (AP)
1 5 2 -2 5 0 Clerk
2 5 1 -3 5 0 Courtesa n required to advance in level are the same regardless
3 5 1 -4 0 0 Doctor of occupation. On the table below, regardless of
4 0 1 -4 1 0 Dr uid occupation a character must accumulate 1,000 AP
4 1 1 -4 2 5 E ngineer to advance to second level, though training may be
4 2 6 -4 5 0 Gla dia tor
4 5 1 -5 5 0 Hieropha nt
required (see Training later in this chapter).
5 5 1 -6 0 0 Interpreter
6 0 1 -6 7 5 Knight
6 7 6 -7 1 0 Ma ge Le ve l AP
7 1 1 -7 5 0 Money-Lender 1 1,000
7 5 1 -8 0 0 Musicia n/Minstrel 2 2,000
8 0 1 -8 0 5 Sa ge 3 4,000
8 0 6 -8 1 0 Schoolma ster 4 8,000
8 1 1 -8 7 5 Scribe 5 16,000
876 Sheriff 6 32,000
8 7 7 -9 0 0 Spy 7 64,000
9 0 1 -9 7 5 Squire 8 128,000
9 7 6 -1 0 0 0 Whore 9 256,000
10 512,000
11 1,024,000
12 2,048,000
13 4,096,000
Royal Occupations 14
15
8,192,000
16,384,000
The occupation of a royal character may be 16 32,768,000
selected from the following table. If it is necessary 17 65,536,000
to randomly determine a royal occupation, then roll 18 131,072,000
1d1000 and consult the following table: 19 262,144,000
20 524,288,000
Roy al Oc c upations
Roll Re sult
0 0 1 -8 0 0 Lord/La dy
8 0 1 -9 7 5 Ba ron/Ba roness
9 7 6 -9 9 7 Duk e/Duchess
9 9 8 -9 9 9 Prince/Princess
1,000 King/Queen

173
Format Equipment: Adventuring occupations may
Initially, each occupation is introduced. limit the type of weapon, armor, or apparel. For
Ability Requirements: In order to legiti- example, bards do not play lutes while wearing
mately be a member of the occupation in question, platemail. Occupations for the general public may
minimum ability requirements must be met. For have equipment that is necessary for their occupa-
instance, warriors generally require Strength. It is tion listed, such as an anvil for a blacksmith.
possible for a remarkably weak character to con- Magic Points: Usually, both priests (druids
sider themselves a warrior, but it is doubtful that the and hierophants) and wizards (mages and sorcerors)
military would hire a weak soldier. are able to cast spells. Magic Points are listed here,
Gender: Sometimes occupations tend to be if applicable.
characterized by one gender over another. For in- Advancement Points: Different occupa-
stance, there are no female druids. tions gain Advancement Points differently. For in-
Race: As the races offered to players for stance, warriors advance by killing foes on the battle-
their characters are diverse, some races are better field, while pick pockets advance by successfully pick-
suited at different occupations. For example, anakim ing pockets.
are well-suited to be gladiators. Training: Before characters of some occu-
Disposition: Some occupations tend to be pations can receive the benefits of advancing a level,
occupied by characters with certain ethical and moral they must train properly. Not all occupations re-
dispositions. For instance, it should be virtually quire training prior to advancing an occupational
impossible to find an ethical and moral assassin. level.
Temperament: Some occupations tend to Guild: Some occupations are governed by
be occupied by characters with certain tempera- guilds. Information regarding the structure of guilds
ments. For instance, it should be virtually impos- and their statutes is listed here, including how many
sible to find a sanguine thug. years an apprentice must serve, and whether or not
Sociality: Oftentimes, occupations differ a masterpiece must be produced to become a jour-
according to social class and urbanity. For example, neyman.
assassins in hamlets are as rare as berserkers in civi-
lized capitol cities.
Religion: Occupations may be characterized
by religion. The likelihood, for instance, of finding
an atheistic hierophant is very small.
Skills: Certain occupations are better gifted
in certain skills, sometimes because they formally
train in them, and other times because these are the
type of characters attracted to the occupation. The
purpose of listing skills here is to grant bonuses in
addition to the characters initial roll for Skill Points
as determined in the beginning of Chap. 8: Skills. If
a character switches occupations after already hav-
ing gained a level in their current occupation, these
new skills are not freely gained; instead, Skill Points
must be invested as usual after level advancement.
Normally, only 5 Skill Points may be initially put into
a skill. The granted points in the bonus skills are in
addition to this normal limit.

174
Acrobat Animal Conditioner/Handler
Acrobats are entertainers who are talented This occupation specializes in either train-
regarding Balance, Agility, Juggling, Jumping, and ing or subduing either domesticated or wild animals.
Climbing. Oftentimes, acrobats travel from town Daily wages are typically 7 s.p.
to town, entertaining the public with their daring Ability Requirements: Intelligence 75,
feats. Daily wages are 5 s.p. Drive 100, and Intuition 110.
Ability Requirements: Physical Fitness 110, Gender: Both males and females are com-
Strength 105, Hand-Eye Coordination 110, Agility mon animal conditioners/handlers.
110, Intelligence 80, and Drive 105. Race: The most common are humans; ogres
Gender: Female acrobats are uncommon. cannot condition or properly handle animals.
Race: Humans are most common; ogres and Disposition: Animal conditioners/handlers
trolls cannot be acrobats. may be of any disposition, but are commonly moral.
Disposition: Any. Temperament: Animal conditioners/han-
Temperament: Acrobats tend not to be dlers tend not to be phlegmatic.
phlegmatic. Sociality: Peasant or serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Animal Conditioning + 10, Animal
Skills: Aim + 5, Animal Handling + 5, Bal- Handling + 10, and Grooming + 5.
ance + 15, Climb + 5, Juggling + 10, Jump + 10, Equipment: None.
Rope Use + 5, and 1 Weapon (Specific). Magic Points: Not applicable.
Equipment: Adventuring acrobats usually Advancement Points: For each animal that
prefer light armor or none at all, so that armor does has been successfully trained in all respects for at
not restrict their acrobatic movement. The most least three months, the animal conditioner acquires
common weapons of acrobats are throwing knives 1 AP for every point when the Intelligence of the
and a well-balanced quarterstaff. animal is subtracted from 100. For each subdued
Magic Points: Not applicable. domestic animal, an animal handler acquires 3 AP.
Advancement Points: Acrobats gain AP For each subdued wild animal, an animal handler
with each successful skill check for the skills listed acquires 10 AP.
above when under life-threatening conditions or risk Training: None.
of serious injury. Hence, an acrobat who success- Guild: None.
fully balances themselves on a chair receives no AP,
while one who successfully balances themselves on
a tightrope over a starving beast gains AP. The points
gained equal the adjusted number that passed the
skill check. Acrobats must train to advance.
Training: 1 week. Training consists of
learning new feats. An acrobat must train with an
acrobat higher in level.
Guild: None.
Artwork Here

175
Appraiser Armorer
This occupation specializes in appraising This occupation demands skill that is more
gems and precious metals, not magical items. Hav- technical than that of a blacksmith. These smiths
ing far-sighted Vision is a detriment to any appraiser; specialize in the manufacture of armors such as
a penalty is applied to the Appraise skill check. Daily chainmaille and platemail. On average, armorers
wages are typically 11 s.p., earning 1 s.p. per item to charge 1 s.p. to clean the rust from each piece of
be appraised. armor. Daily wages are typically 12 s.p.
Ability Requirements: Analytic Intelligence Ability Requirements: Strength 90, Spa-
90 and Intelligence (overall) 75. tial Intelligence 90, and Intelligence (overall) 85.
Gender: Female appraisers are rare. Gender: Female armorers are rare.
Race: The most common are humans and Race: Some human armorers produce ar-
trolls; ogres cannot appraise. mor of exceptional quality, but trolls are most fa-
Disposition: Any. mous..
Temperament: Any. Disposition: Any.
Sociality: Serf. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: Appraise + 10. Religion: Any, but most favor gods of war.
Equipment: None. Skills: Armorsmithing + 10, Blacksmithing
Magic Points: Not applicable. + 30, and Haggling + 5.
Advancement Points: For each appraisal, Equipment: Armorsmithing requires access
the appraiser acquires 1 AP. to a forge, anvil, hammers, tongs, and many fine
Training: None. tools.
Guild: Jewelers Guild. Each apprentice Magic Points: Not applicable.
must serve 10 years. Advancement Points: For each suit of
chainmaille crafted, an armorer acquires 5 AP. For
each suit of platemail crafted, an armorer acquires
20 AP.
Training: None.
Guild: Smiths Guild. Each apprentice must
serve 10 years. All members are prohibited from
injuring each other including apprentices, or their
property. Members accused of violating this prohi-
bition are banished from the guild, if not the com-
munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
Artwork Here well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
apprentices, and no master may own a slave; other-
wise, a fee of 100 s.p. is charged.

176
Artist Assassin
This occupation is usually freelance, consist- Thieves are popular both in cities and in the
ing of those who prefer to sculpt, paint, etc. The wilderness. They are a constant threat to any soci-
artist must choose a specialty. If multiple forms of ety. In general, thieves tend toward unethical dis-
art are pursued, separate occupations must be noted. positions, though some spies or assassins may be
Daily wages are typically 4 s.p. very loyal. There are five classes of thief, including
Ability Requirements: Hand-Eye Coordi- the assassin, bandit, pick pocket, spy, and thug.
nation 110, Spatial Intelligence 100, and Intuition For anyone to hire the expensive services
90. of an assassin, the assassin must have a reputation
Gender: Female artists are uncommon. as above average in requisite abilities; otherwise, any
Race: Humans have produced the most drunk could be hired in a bar. Assassins are thieves,
noteworthy art, though trolls are creative as well. but they are regarded as professionals.
Disposition: Any. Assassins often develop a favored method
Temperament: Any. of assassination, something of which becomes pe-
Sociality: Serf or noble. culiar to their personal touch or style. For some
Religion: Any. assassins, a ritual is performed with the cadaver of
Skills: The skill appropriate to the specific the victim, such as removing their eyes from their
type of art receives a + 10. Possible art forms in- sockets and stuffing them up the victims nose. For
clude: Painting or Sculpture. other assassins, they focus on one strict manner of
Equipment: Either pigments and brushes murder, specializing in it beyond all others. For ex-
for painting or a variety of equipment for sculpting, ample, throat-slitting with a chosen weapon is a spe-
such as material (stone, bronze, clay, etc.), chisels, cialized method of murder. Usually, personal style
knives for carving, or possibly a forge for casting. is explored as they practice killing characters and
Magic Points: Not applicable. become familiar with the occupation.
Advancement Points: For each piece of Upon advancing an occupational level, all as-
artwork completed, 1 AP is acquired per two hours sassins must declare their personal style: either a ritual
invested. or a specialized means of murder. Rituals tend to
Training: None. enhance the popularity of an assassin, which usually
Guild: Artists Guild. Each apprentice must brings higher wages. A specialized murderous
serve 7 years. A masterpiece must be produced to method increases the likelihood of instantly killing
become a journeyman. the intended victim when the method is employed
successfully. The player must announce the special-
ized murderous method to the MM; popular choices
include throat-slitting, eye-gouging, strangulation,
hitting the temple of the head, and stabbing into
the armpit so the lungs fill with blood and the vic-
tim dies within a minute -- drowning from their own
blood.
If a character specializes in a specific tech-
Artwork Here nique of murder, then everything about this method
consumes them; it becomes the goal of their life to
master this technique, and it is studied and consid-
ered, if not practiced, at every waking opportunity.
Specializing in a murderous method, with practice,
allows an assassin to instantly kill an opponent re-
gardless of their Life Points upon rolling high
enough on their attack roll after they have declared

177
that they are using their specialized murderous tech- attempt their murderous technique, results that con-
nique. Perfect application of the murderous tech- stitute a Memorable Mistake are listed below:
nique and the instant death of the victim is a Memo-
rable Murder. Me m or able Mistak e
Initially, achieving a Memorable Murder only Le ve l of A ssassin N atur al A ttac k Roll N e e de d
2 -5 08
occurs on a 100 when an attack is made, provided 6 -8 04
that the specialized murderous technique is at- 9 02
tempted. If a Memorable Murder results, then the 10+ 01
victim instantly dies, regardless of Life Points; the
assassin used the murderous technique flawlessly. In
For every Memorable Mistake that occurs,
later years, assassins are likely to reflect on these
the assassin must pass a Common Sense check at
murders, forgetting the rest, except for Memorable
TH 20 or acquire a Random Mental Illness (see Chap.
Mistakes (see below). As occupational level increases,
5: Mind).
the odds of Memorable Murder increase exponen-
Upon attaining third level as an assassin, and
tially, as is listed on the following table:
assuming all assassinations have happened within the
Me m or able Mur de r same town, the average character bumped into on
Le ve l of A ssassin N atur al A ttac k Roll N e e de d the street will have heard (20% of the time) of the
2 -5 100 style of murder becoming problematic. This chance
6 -8 99 increases by 5% per level gained beyond third,
9 96 though no higher than 90% may be obtained.
10+ 92
Ability Requirements: Physical Fitness 105,
Hand-Eye Coordination 110, Agility 110, Reaction
There may be instances when this is unrea- Speed 105, Intelligence 85, Drive 105, and Intuition
sonable and the MM may rule that Memorable Mur- 105.
der does not happen. For example, if an assassin is Gender: Female assassins are rare, though
specialized in strangulation and attacks an adult female courtesans have been known to work as as-
dragon. No matter how perfected the choking tech- sassins.
nique becomes, a dragons neck is simply too big for Race: The most common are human; ogres
it to be effectively choked by a humanoid. are too stupid to plan an assassination.
The counterpart of a Memorable Murder, Disposition: Assassins tend to be ethical
however, is a Memorable Mistake. The likelihood and are most often immoral.
of making a Memorable Mistake while an assassin Temperament: Assassins tend to be mel-
employs their specialized murderous technique de- ancholic.
creases as the assassin increases in occupational level; Sociality: Serf or noble. Noble assassins
the higher the level of the assassin, the lower the are paid more for their services than serf assassins.
likelihood of a Memorable Mistake. A Memorable Religion: Any immoral deity, though some
Mistake is distinctly different from a Fumble (see assassins are irreligious.
Chap. 10: Combat). A Memorable Mistake may not Skills: Aim + 5, Disguise + 5, Haggling + 5,
have the physical consequences of a Fumble, though Hide + 5, Silence + 5, Toxicology + 10, and 1
at higher levels they both only occur together. A Weapon (Specific).
Memorable Mistake is literally a mistake made when Equipment: Assassins always restrict them-
attempting to employ the specialized murderous selves to light armors such as leather. Favored weap-
technique. This mistake may not have combat con- ons of assassins tend to be the garrote, dagger, sti-
sequences, but it certainly affects the assassin, since letto, and any bow.
the assassin specializes in the chosen technique and Magic Points: Not applicable.
therefore invests so much in it. For every attack roll
made after the player declares that their assassin will

178
Advancement Points: Assassins gain AP by Bailiff
successfully killing a character whom they have been The duty of a bailiff is to be a chief law
hired to kill. Points gained equal the targets Life officer and manager of a lords manor. He repre-
Points multiplied by the equivalent of the agreed- sents the lord to both the villagers and strangers.
upon wages in silver pieces. An assassin must train Often, he protects local villagers against characters
to advance a level. from another lord.
Training: 3 weeks. To train, an assassin must The main concern of a bailiff is manage-
learn better killing techniques and better methods ment. The bailiff can read and write. A bailiff must
to get close to a victim unnoticed. An assassin must make sure that crops and stock are tended properly,
train with an assassin higher in occupational level. and that the manor is supplied from outside of the
Guild: None. village. A formidable list of purchases include mill-
stones, iron, building timber and stone, firewood,
nails, horseshoes, carts, cartwheels, axles, iron tires,
salt, candles, parchment, cloth, utensils for dairy and
kitchen, slate, thatch, quicklime, quicksilver, tar, bas-
kets, livestock, and food.
Two other officials are subordinate to the
bailiff, but not very common: the macebearer
(claviger) and the serjeant. These subordinate offi-
cials are soldiers from a nearby town or city. The
reeve is the chief official who is subordinate to the
bailiff. The bailiff's residence is the lord's manor
house. The main room, the hall, is the setting for
the manorial court, but otherwise it remains at the
disposal of the bailiff. Daily wages are typically 10
s.p.
Ability Requirements: Intelligence 85.
Gender: Male.
Race: Any but ogre.
Artwork Here
Disposition: Any, but usually ethical.
Temperament: Any.
Sociality: Peasant.
Religion: Any.
Skills: Etiquette + 5 and Law + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For every legal case
won against another village, 10 AP is acquired. For
every month that the lords manor has been prop-
erly supplied, 10 AP is aquired.
Training: None.
Guild: None.

179
Baker Bandit
This occupation specializes in baking bread Thieves are popular both in cities and in the
and preparing various edible products. Flour, the wilderness. They are a constant threat to any soci-
main ingredient, is purchased from millers. Prices ety. In general, thieves tend toward unethical dis-
of different loaves of bread are legally fixed for a positions, though some spies or assassins may be
baker, as are the weights. Bakers must mark their very loyal. There are five classes of thief, including
bread with their own trademark. A baker who cheats the assassin, bandit, pick pocket, spy, and thug.
on quality is sent to the stocks with one of their Also called highwaymen, bandits reside in
fraudulent loaves hung around their neck. Daily rural areas and usually ambush and violently rob
wages are typically 7 s.p. those who travel through the wrong place at the
Ability Requirements: Intelligence 75. wrong time.
Gender: Female bakers are uncommon. A pirate is a type of bandit who is sea-going
Race: Any but ogre, human are the most instead of land-based. A pirate is also skilled at sail-
common. ing and advances both as a bandit and as a sailor.
Disposition: Any. Ability Requirements: Intelligence 75.
Temperament: Any. Gender: Females are uncommon.
Sociality: Peasant or serf. Race: Any.
Religion: Any. Disposition: Bandits tend to be unethical
Skills: Cooking + 10 and Haggling + 5. and immoral.
Equipment: Baking requires a hearth. Temperament: Bandits tend to be phleg-
Magic Points: Not applicable. matic.
Advancement Points: For every loaf of Sociality: Peasant or escaped slave; this is
bread baked, 1/10th of 1 AP is acquired. why they need to rob.
Training: None. Religion: Any. Many are irreligious.
Guild: Bakers Guild. Each apprentice must Skills: Aim + 5, Hide + 5, Silence + 5, Track-
serve 4 years. By guild statute, the maximum allow- ing + 10, and 2 Weapons (Specific).
able profit is 4 s.p. per measure of grain. Equipment: Bandits prefer light armor so
that they may ambush others, react quickly, and be
able to move quickly. Bandits prefer bows and usu-
ally have cheap weapons, but depending on the cir-
cumstances, use whatever is most appropriate.
Magic Points: Not applicable.
Advancement Points: Bandits gain AP by
ambushing and robbing characters. For every silver
piece or equivalent in treasure stolen in such a way,
bandits gain one AP. For every successful attack in
an ambush, bandits gain AP equal to half of the
Artwork Here amount of damage dealt.
Training: None.
Guild: None.

180
Barber Bard
This occupation specializes in cutting and Wandering minstrels seek out adventure so
styling hair. In some cultures, hairstyles are very that they may be inspired to craft wondrous ballads
important and a sign of affluence. Additionally, a and other musical or poetic works. Fame is very
barber shaves male facial hair and pulls teeth as ser- important to bards. Daily wages are typically 5 s.p.
vices. Ability Requirements: Charisma 105,
Bloodletting is commonly done by barbers, Hand-Eye Coordination 105, Enunciation 105, Lan-
some of whom have abandoned the shave and a guage 105, Math 90, and Analytic 90.
haircut to devote themselves solely to bloodletting. Gender: Female bards are uncommon.
Many also specialize in pulling teeth. Owing to poor Race: Any but ogre.
diet, teeth are a chronic health problem, more be- Disposition: Bards of all dispositions are
cause of bad gums than cavities. Wealthy patients possible, though most are not immoral.
have been known to pay as much as 5 s.p. for an Temperament: Bards tend to be melan-
extraction, while barbers get as much as 15 s.p. for a cholic.
bleeding. Slaves and peasants are spared these luxu- Sociality: Serf or noble.
ries. Religion: Any.
By custom, a barber will not shave a charac- Skills: Acting Drama + 5, Buffoonery (com-
ter more than once per week. Only a rough shave edy) + 5, Comedy (Pun) + 5, Dance + 5, History
can be achieved, so faces of adult males are stubbly. Legends + 5, History Local + 5, Music (Counter-
Barbers do not shave or cut the hair of slaves or point) + 5, Music Theory + 5, Music Instrument +
barbarians from uncivilized lands. Barbers are rarely 5, Persuasion + 5, and Storytelling + 5.
seen in villages or hamlets. Daily wages are typically Equipment: If unable to afford a musical
8 s.p. instrument, then it is assumed that the bard focuses
Ability Requirements: Hand-Eye Coordi- on singing as their musical instrument. Most bards
nation 100, Spatial Intelligence 100, and Intelligence restrict themselves to light armor or none at all.
(overall) 80. Magic Points: Not applicable.
Gender: Female barbers are rare. Advancement Points: Bards gain AP with
Race: Any but ogre. each successful skill check for the skills listed above.
Disposition: Any. For musical skills and performances, the points
Temperament: Any. gained equal the adjusted number that passed the
Sociality: Peasant or serf. skill check. If a skill check is passed for one of the
Religion: Barbers may worship any deity. above skills, but it is not part of a musical perfor-
Skills: Haggling + 5 and 2 Weapons (Spe- mance or skill, then the points gained equal half of
cific). The specific weapons are scissors and knives. the adjusted number that passed the skill check.
Equipment: Knife and scissors. Training: None.
Magic Points: Not applicable. Guild: Musicians Guild. Each apprentice
Advancement Points: For every success- must serve 7 years. A masterpiece must be pro-
ful styling of hair of a new customer, 1 AP is ac- duced to become a journeyman. The masterpiece
quired. For each tooth pulled, the barbar acquires 1 must be a musical piece in which it is indisputable to
AP. For each ten characters shaven, the barber ac- the guild that it was composed as a result of adven-
quires 1 AP. ture. For example, the apprentice bard may employ
Training: None. musical devices that are foreign, or sing of foreign
Guild: Barbers Guild. Each apprentice things that are verifiable to the guild. Finally, the
must serve 5 years. masterpiece must be acceptable both in terms of
music theory and counterpoint.

181
Baron/Baroness Advancement Points: A baron advances
This occupation is for royalty. Only a king according to the profit and prosperity of their vas-
or queen can make a character become a baron or sals and shire. Every 7 years the wealth of each
baroness. If the character accepts, then the baron vassal is recorded. If the wealth of the vassals in-
or baroness pledges allegiance to their king or queen. creases by 5% since the previous record, the baron
Then, the king or queen grants the baron or baron- increases one occupational level. Every six months
ess a castle and shire, which is their fief. A baron or the economy is recorded, which is comprised of
baroness answers to a duke or duchess as well as the local and foreign trade. If, as a whole, the local or
king or queen. Otherwise, the baron or baroness foreign economy increases by 5%, then the baron
may command the characters of their castle and shire increases one occupational level.
as desired, who are their vassals. Each hamlet and Training: None.
village on the land of the baron or baroness will be Guild: None.
in the safekeeping of a lord or lady. Each lord and
lady on their land is subordinate to the baron or
baroness.
Additionally, a baron or baroness is usually
a member of a council of the king or queen and
must often travel to their court. The daily duties of
a baron or baroness are overwhelming. Instead of
lounging around their castle, a baron or baroness is
busy constantly. Daily wages are typically 50 s.p.
Due to the military nature of this occupa-
tion, most barons are experienced knights.
Ability Requirements: Intelligence 85 and
Common Sense 115.
Gender: Barons are male, baronesses are
female.
Race: Barons are human.
Disposition: Barons tend to be ethical.
Temperament: Barons tend to be choleric Artwork Here
and melancholic.
Sociality: Royalty.
Religion: Barons may worship any deity
endorsed by their king or queen.
Skills: Cartography + 5, Etiquette + 5, Ge-
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

182
Barrister Beadle
This occupation consists of council that is This occupation specializes in assisting a
allowed to plead for a defendant in a trial. To be a reeve. A beadle is selected yearly from the popula-
barrister, a character must have graduated from a tion of the hamlet or village. Daily wages are typi-
university, specializing in law. The manorial court cally 4 s.p.
of the lord of a hamlet or village will not allow a Ability Requirements: Intelligence 75.
barrister to represent a defendant. Not all cultures Gender: Female beadles are rare.
allow barristers, and many characters despise them Race: Human.
since it is not possible for them to be objective re- Disposition: Any.
garding the law. Temperament: Any.
Barristers do not write contracts, such as wills Sociality: Peasant.
-- this is the duty of a clerk. However, it is common Religion: Any.
for barristers to negotiate or contest contracts. Skills: None.
Each barrister receives piece-rate wages. Equipment: None.
Each fee is negotiated between the barrister and their Magic Points: Not applicable.
potential client. Daily wages are typically 50 s.p., Advancement Points: For every month of
though this depends on the crime. service acceptable to the lord, 100 A.P. are acquired.
Ability Requirements: Rhetorical Charisma Training: None.
120 and Intelligence 100. Guild: None.
Gender: While a female may represent her-
self or someone else in court, all barristers are male.
Race: Any but ogre. Beggar
Disposition: Any. Arguably not an occupation, beggars liter-
Temperament: Barristers tend not to be ally beg passersby for food and money. Characters
phlegmatic. who opt to be beggars probably have no money or
Sociality: Noble. other options. However, some beggars have money
Religion: Any. and simply prefer this occupation. Daily, most beg-
Skills: Acting (Drama) + 5, Etiquette + 10, gars tend to recieve 2 s.p.
Haggling + 10, Law + 10, Logic + 5, Persuasion + Ability Requirements: None.
10, Remember Detail + 10, Storytelling + 10, and Gender: Males and females are both equally
Trickery + 10. likely to be beggars.
Equipment: None. Race: Any.
Magic Points: Not applicable. Disposition: Any.
Advancement Points: For every defendant Temperament: Beggars tend to be phleg-
who remains free without penalty due to being rep- matic, not sanguine.
resented by the barrister, whether or not the defen- Sociality: Slave, peasant, or unemployed
dant committed a crime, the barrister acquires 10 serf.
AP for a trivial offense and 50 for a serious offense. Religion: Any.
Training: None. Skills: Haggling + 5.
Guild: None. Equipment: A recepticle for coins is rec-
ommended, such as a tankard, bowl, etc.
Magic Points: Not applicable.
Advancement Points: For every 100 silver
pieces received, 1 AP is acquired as a beggar.
Training: None.
Guild: None.

183
Berserker Blacksmith
Fighters are those who are capable oppo- This occupation specializes in the shaping
nents, but not formally trained. Three classes of of metal. For more information, see the Blacksmith
fighters exist as adventurers: berserkers, bounty hunt- skill in Chapter 8: Skillls. Blacksmiths do not craft
ers, and rangers. weapons or armor because of difficulty. Daily wages
The least formally trained of all occupations, are typically 5 s.p.
berserkers are known as uncivilized and characters Ability Requirements: Strength 100, Spa-
who easily lose control. In fact, berserkers are un- tial Intelligence 90, and Intelligence (overal) 75.
familiar with notions of ethics or morality. A ber- Gender: Female blacksmiths are rare.
serker is usually from a barbarian civilization. What Race: Any but ogre.
makes a berserker distinct from any other class of Disposition: Any.
fighter is that a berserker ingests magic mushrooms Temperament: Any.
prior to battle. While under the influence of the Sociality: Peasant or serf.
psychedelic drug, the berserker goes berserk. See Religion: Any.
Chapter 3: Body for the effects of magic mushrooms. Skills: Blacksmithing + 10 and Haggling +
Ability Requirements: Strength 110 and 5.
Intelligence 75. Equipment: Forge, anvil, hammers, and
Gender: Female berserkers are rare. tongs.
Race: Anakim and human. Magic Points: Not applicable.
Disposition: Berserkers must be unethical Advancement Points: For every project
and are rarely moral. successfully completed, a blacksmith earns 1 AP.
Temperament: Berserkers tend to be cho- Training: None.
leric. Guild: Smiths Guild. Each apprentice must
Sociality: Berserkers are peasants, as are all serve 7 years. All members are prohibited from in-
uncivilized characters. juring each other including apprentices, or their
Religion: Berserkers are often irreligious. property. Members accused of violating this prohi-
Skills: Animal Handling + 5, Brawling + 10, bition are banished from the guild, if not the com-
Dismemberment + 5, Hunting + 5, Hurl + 5, In- munity. All members are discouraged by a 100 s.p.
timidation + 10, Mangling + 5, Nature (Animals) + fine from helping smiths outside of their guild, as
5, Tanning + 5, Tracking + 5, Trapping + 5, 2 Weap- well as making illegal keys or tools for thieves. Ap-
ons (Specific), Wilderness Lore + 5, and Wrestling prentices must pay 200 s.p. to join the guild as a
+ 5. journeyman, though sons of members may join for
Equipment: Most berserkers prefer to only free. If any member has more charcoal than needed,
wear hide or leather armor. Favored weapons in- it may only be sold to other members at a fixed
clude the broad sword, longsword, battle axe, price, and no member may purchase more than nec-
bipennis, and pole axe. essary for their work. Violators regarding charcoal
Magic Points: Not applicable. pay 100 s.p. No master may have more than two
Advancement Points: Berserkers gain AP apprentices, and no master may own a slave; other-
with each successful attack in combat. The points wise, a fee of 100 s.p. is charged.
gained equal the resulting damage done to a foe.
Further, if combat occurred as part of a raid and
led by the characters barbarian clan or horde, then
the berserker earns twice the AP.
Training: None.
Guild: None.

184
Bladesmith Bookbinder
This occupation is a specialized caste of This occupation specializes in binding books.
weaponsmiths that shape and forge blades. Swords For more information, see the Bookbinding skill in
are only to be sold to knights; it is illegal for charac- Chapter 8: Skills.
ters other than knights to own or carry a sword. A bookbinder will bind a book for 4 s.p.
A bladesmith will re-sharpen a blade for 1 Daily wages are typically 8 s.p.
s.p. The sharpness of a blade affects damage (see Ability Requirements: Hand-Eye Coordi-
Damage under Weapons in Chap. 9: Equipment). Daily nation 90 and Intelligence 85.
wages are typically 10 s.p. Gender: Female bookbinders are rare.
Ability Requirements: Strength 90, Spa- Race: Any but ogre.
tial Intelligence 90, and Intelligence (overall) 85. Disposition: Any.
Gender: Female bladesmiths are rare. Temperament: Any.
Race: Any but ogre. Sociality: Serf.
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Bookbinding + 10 and Haggling +
Sociality: Peasant or serf. 5.
Religion: Any. Equipment: Whatever is necessary, usually
Skills: Haggling + 5 and Weaponsmithing leather, wood, metal, and glue.
+ 10. Magic Points: Not applicable.
Equipment: Forge, anvil, tongs, hammers, Advancement Points: For each book
etc. bound, a bookbinder acquires 1 AP.
Magic Points: Not applicable. Training: None.
Advancement Points: For each weapon Guild: Bookbinders Guild. Each appren-
successfully forged, 1 AP is earned. tice must serve 9 years. A masterpiece must be pro-
Training: None. duced to become a journeyman.
Guild: Smiths Guild. Each apprentice must
serve 10 years. All members are prohibited from
injuring each other including apprentices, or their
property. Members accused of violating this prohi-
bition are banished from the guild, if not the com-
munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed Artwork Here
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
apprentices, and no master may own a slave; other-
wise, a fee of 100 s.p. is charged.

185
Bounty Hunter Bowyer
Fighters are those who are capable oppo- This occupation specializes in crafting and
nents, but not formally trained. Three classes of selling archery bows. Daily wages are typically 7 s.p.
fighters exist as adventurers: berserkers, bounty hunt- Ability Requirements: Hand-Eye Coordi-
ers, and rangers. Daily wages are 6 s.p. nation 100, Spatial Intelligence 100, and Intelligence
Usually, bounty hunters are employed to (overall) 90.
pursue fleeing villains and return them to justice. Gender: Female bowyers are rare.
Bounty hunters, it must be noted, typically special- Race: Any but ogre.
ize in either urban or wilderness settings, and only Disposition: Any.
those who reach high level boast proficiency in both. Temperament: Any.
Ability Requirements: Strength 100, Drive Sociality: Serf.
100, Intelligence 85, Intuition 105, and Common Religion: Any.
Sense 100. Skills: Bowyer + 10 and Haggling + 5.
Gender: Female bounty hunters are rare. Equipment: Wood and knife.
Race: Any but ogre. Magic Points: Not applicable.
Disposition: Any. Advancement Points: For each archery
Temperament: Bounty hunters tend not to bow crafted successfully, 1 AP is acquired.
be sanguine. Training: None.
Sociality: Serf. Guild: Bowyers Guild. Each apprentice
Religion: Bounty hunters are usually not must serve 9 years. A masterpiece must be pro-
very religious, though they may be fanatical. duced to become a journeyman.
Skills: Aim + 5, Brawling + 5, Direction
Sense + 5, Intimidation + 5, Rope Use + 5, Search
+ 5, Sight + 5, Sprint + 5, Tracking + 15, 2 Weap-
ons (Specific), and Wrestling + 5.
Equipment: Usually, bounty hunters do not
encumber themselves with heavy armors, but travel
lightly so that they may move quickly and quietly
when necessary. Every bounty hunter seems to pre-
fer a different weapon.
Magic Points: Not applicable.
Advancement Points: Bounty hunters gain
AP by fulfilling the goals of their employer, usually
by returning villains to justice. The points gained
equal the Life Points of the criminal multiplied by Artwork Here
the equivalent of the reward in gold pieces. Fur-
ther, for every successful attack on a foe, the bounty
hunter gains AP equal to half of the damage done
to the opponent.
Training: None.
Guild: None.

186
Brazier Brewer
This occupation specializes in shaping and This occupation specializes in brewing al-
selling brass. Daily wages are typically 5 s.p. cohol. Ale and beer is brewed from barley and ce-
Ability Requirements: Intelligence 85. real grains. Wine is fermented grapes. Mead is fer-
Gender: Female braziers are rare. mented honey. The wine made by brewers cannot
Race: Any but ogre. be sealed from the air. Therefore, wine spoils within
Disposition: Any. 1 year. Hence, there are no vintages of wine. The
Temperament: Any. best medieval wine is fresh.
Sociality: Serf. Every village not only has its brewers, but
Religion: Any. has them all up and down the street. Many, if not
Skills: Brass-smithing + 10 and Haggling + most, are women. Brewing is freely permitted ev-
5. erywhere. Brewers may be fined for weak ale or
Equipment: faulty measure. Not only barley, but oats and wheat
Magic Points: Not applicable. are used along with malt as principle ingredients.
Advancement Points: For each project in- The procedure is to make a batch of ale, display a
volving the shaping of brass in which it is success- sign, and turn one's house into a temporary tavern.
fully shaped, 1 AP is acquired by the brazier. Daily wages are typically 6 s.p.
Training: None. Ability Requirements: Intelligence 80.
Guild: Smiths Guild. Each apprentice must Gender: Male brewers are uncommon.
serve 7 years. All members are prohibited from in- Race: Any but ogre.
juring each other including apprentices, or their Disposition: Any.
property. Members accused of violating this prohi- Temperament: Any.
bition are banished from the guild, if not the com- Sociality: Peasant and serf.
munity. All members are discouraged by a 100 s.p. Religion: Any.
fine from helping smiths outside of their guild, as Skills: Brewing + 10 and Haggling + 5.
well as making illegal keys or tools for thieves. Ap- Equipment: Different equipment is neces-
prentices must pay 200 s.p. to join the guild as a sary, depending on whether ale, beer, wine, or mead
journeyman, though sons of members may join for is brewed. A large cauldron is necessary for ale and
free. If any member has more charcoal than needed, beer.
it may only be sold to other members at a fixed Magic Points: Not applicable.
price, and no member may purchase more than nec- Advancement Points: For every keg of al-
essary for their work. Violators regarding charcoal cohol successfully brewed, 1 AP is acquired by the
pay 100 s.p. No master may have more than two brewer.
apprentices, and no master may own a slave; other- Training: None.
wise, a fee of 100 s.p. is charged. Guild: Brewers Guild. Each apprentice
must serve 4 years. A masterpiece must be pro-
duced to become a journeyman.

187
Brickmaker Brotheler
This occupation specializes in making bricks, This occupation specializes in the business
which are blocks of clay. Bricks may be dried in the of prostitution, namely gathering and training
sun, but are often baked in a kiln. In some cultures, whores. A brotheler1 gathers females who appear
city and palace walls are made of bricks. Daily wages attractive to males. Sometimes, female infants are
are typically 4 s.p. abandoned. A brotheler may purchase a female in-
Ability Requirements: Intelligence 75. fant as a slave, then raise and train the slave to be a
Gender: Female brickmakers are rare. whore. Training a whore entails teaching her how
Race: Any but ogre. to get the most money from a male, and how to
Disposition: Any. please males.
Temperament: Any. Brothels are popular and profitable far and
Sociality: Serf. wide. Most brothelers hire one or more thugs to
Religion: Any. stand near the exit of the brothel. The thugs en-
Skills: Brickmaking + 10 and Haggling + 5. sure that whoever leaves has paid and has not harmed
Equipment: A a whore. If a whore is harmed, the thugs will in-
Magic Points: Not applicable. timidate the customer into paying for their dam-
Advancement Points: For every thousand ages. If the customer refuses or is unable to pay,
bricks successfully made by a brickmaker, 1 AP is then the thugs will brawl or maim the customer.
acquired. Future attempts may be made to recover payment
Training: None. for services rendered or injured whores. Daily wages
Guild: Brickmakers Guild. Each appren- for a brotheler are typically 5 s.p. per whore.
tice must serve 6 years. A masterpiece must be pro- Usually, a brothel is built with public funds,
duced to become a journeyman. such as taxes, and is leased to a manager, known as a
brotheler. The brotheler is responsible for recruit-
ing whores and making sure whores follow rules.
Brothelers provide board and lodging. A municipal
brothel is called a prostibulum publicum. The mu-
nicipal brothel is built at one of the main cross-
roads of its community. It is common for a whole
neighborhood to be reserved for prostitution. A
brothel is known as a 'good house' or 'great house'.
Public baths also function as brothels. Pub-
lic baths do not outright employ whores, but cham-
bermaids. At a public bath, chambermaids must be
Artwork Here
attractive and skilled at both cleaning, Seduction, and
Sexual Adeptness. In addition to steam rooms, pub-
lic baths also have bedchambers. Some public baths
have hours reserved for only one gender or the other.
Otherwise, bath houses receive both genders.
Aside from the municipal brothel, it is com-
mon for a community to have numerous small, pri-
vately-owned brothels. The private brotheler retains
two or three chambermaids or whores on average.
These females may leave to visit their clients, or cli-
ents may be received in the private brothel.
1. Information on brothelers has been obtained from Medieval Prostitution, by Jacques Rossiaud. For more information, see
the References section at the end of this book.

188
The municipal brothel and the public baths Although brothels do not accept married
are closed during epidemics, just as commercial gath- men, those who are foreign to the community are
erings and dancing throughout the communities are not turned away. A whore in a brothel rarely men-
prohibited. Normally, however, brothels are open tions clients who demand anal sex. Heterosexual
all day, every day. Some brothelers have their whores sodomy is more infrequent than bestiality.
undress in front of potential clients while in the The rape of a whore of a public brothel is
brothel, so that the client may make a good deci- punishable by a fee of 10 s.p. The rape of easy
sion. women who have exposed themselves in public
The number of whores in the municipal places or in the private brothel is not punishable.
brothel of a community tends to be 1% of the total Ability Requirements: Intelligence 85.
population. However, this does not include private Gender: Brothelers may be male or female.
brothels, public baths, freelancers and vagabonds, Race: Any but ogre.
courtesans, and of course, the occasional easy Disposition: Brothelers tend not to be
woman with loose morals, called a trollop. moral.
A female brotheler may be a wife who man- Temperament: Any.
ages whores to improve her family budget with the Sociality: Serf or noble.
consent of her husband. A brothel may have a Religion: Any.
procuress. A procuress is an experienced whore who Skills: Haggling + 5 and Intimidation + 5.
recruits new whores. A successful procuress must Equipment: None.
be knowledgeable and persuasive. A procuress re- Magic Points: Not applicable.
cruits rape victims, abandoned females, and solicits Advancement Points: For every 500 silver
wives who feel constrained by marriage, and wives pieces collected from the whores, a brotheler ac-
who are beaten. A procuress even recruits new quires 1 AP.
whores at hospitals. Training: None.
Guild: None.

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189
Butcher Cabinetmaker
This occupation specializes in cutting, pre- This occupation specializes in building, deco-
paring, and selling meat. Animals such as chickens rating, and selling cabinets. Typically, only nobles
are kept alive so that the customer can decide which have cabinets of any kind. Daily wages are typically
animal they want butchered. Each morning at sun- 10 s.p.
rise, females who can afford to buy meat go to the Ability Requirements: Hand-Eye Coordi-
butcher to select breakfast for the family. Most of- nation 90, Spatial Intelligence 90, and Intelligence
ten, animals are butchered and preserved in the end (overall) 85.
of fall so that food may be supplied during the win- Gender: Female cabinetmakers are rare.
ter. Butchered meat is preserved with salt or by Race: Any but ogre.
smoking it. Daily wages are typically 9 s.p. Disposition: Any.
Ability Requirements: Strength 90, Hand- Temperament: Any.
Eye Coordination 100, and Intelligence 85. Sociality: Serf
Gender: Female butchers are rare. Religion: Any.
Race: Any but ogre. Skills: Carpentry + 10, Haggling + 5, and
Disposition: Any. Weapon (Specific). The specific weapon is a knife.
Temperament: Any. Equipment: Wood and knives.
Sociality: Peasant, serf. Magic Points: Not applicable.
Religion: Any. Advancement Points: For every cabinet
Skills: Haggling + 5, Weapon (Specific). The successfully built, 1 AP is acquired by the cabinet-
specific weapon is a cleaver. maker.
Equipment: Cleaver. Training: None.
Magic Points: Not applicable. Guild: Cabinetmakers Guild. Each appren-
Advancement Points: For every fifty crea- tice must serve 11 years. A masterpiece must be
tures butchered successfully, the butcher acquires 1 produced to become a journeyman.
AP.
Training: None.
Guild: Butchers Guild. Each apprentice
must serve 8 years. This guild mandates that butch-
ers must not mix the meat of male and female pigs,
or male and female horses. Violators must pay 100
s.p. to the guild. The dislike of mixing meat from
different sexes is common to most characters.

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190
Carpenter Cartwright
This occupation specializes in woodwork- This occupation specializes in building and
ing. Daily wages are typically 7 s.p. selling carts. Daily wages are typically 6 s.p.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Hand-Eye Coordi-
nation 90, Spatial Intelligence 90, and Intelligence nation 100, Spatial Intelligence 90, and Intelligence
(overall) 80. (overall) 85.
Gender: Female carpenters are rare. Gender: Female cartwrights are rare.
Race: Any but ogre. Race: Any but ogre.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Peasant and serf. Sociality: Serf.
Religion: Any. Religion: Any.
Skills: Carpentry + 10, Haggling + 5, and Skills: Carpentry + 10, Haggling + 5, and
Weapon (Specific). The specific weapon is a knife. Weapon (Specific). The specific weapon is a knife.
Equipment: Wood and knives. Equipment: Wood and knives.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For every thousand Advancement Points: For every cart suc-
pounds of lumber labored successfully, the carpen- cessfully built, the cartwright acquires 1 AP.
ter acquires 1 AP. Training: None.
Training: None. Guild: Cartwrights Guild. Each appren-
Guild: Carpenters Guild. Each apprentice tice must serve 9 years. A masterpiece must be pro-
must serve 7 years. A masterpiece must be pro- duced to become a journeyman.
duced to become a journeyman.

Carver
Carter/Teamster This occupation specializes in carving fig-
This occupation specializes in driving carts. ures and designs into wood, metal, and stone. Daily
Carters of raw materials are paid piece-rate, which wages are typically 1 s.p.
is 1 s.p. per cartload. Daily wages are typically 5 s.p. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: Intelligence 75. nation 90 and Intelligence 75.
Gender: Female carters/teamsters are rare. Gender: Female carvers are rare.
Race: Any but ogre or troll. Race: Any but ogre.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Slave or serf. Sociality: Peasant and serf.
Religion: Any. Religion: Any.
Skills: Direction Sense + 5. Skills: Weapon (specific). The specific
Equipment: None. weapon is a knife.
Magic Points: Not applicable. Equipment: A knife.
Advancement Points: For every mile of Magic Points: Not applicable.
driving a cart, 1 AP is acquired by the carter/team- Advancement Points: For the successful
ster. competion of each project, a carver acquires 1 AP.
Training: None. Training: None.
Guild: None. Guild: Carvers Guild. Each apprentice
must serve 8 years. A masterpiece must be pro-
duced to become a journeyman.

191
Chambermaid Married men who seek pleasure outside of
A chambermaid1 is a female who is employed marriage frequent the public bath. Public baths are
to clean. A variety of masters or mistresses may not subject to visits by the militia, the chambermaid/
employ chambermaids to perform a variety of du- whores are younger, and adultery is safer in a public
ties. bath, because of numerous hiding places. Cham-
The master of a house may employ a cham- bermaids at public baths prefer married male cus-
bermaid to clean his house, assist his wife, and plea- tomers, because they pay better and are of better
sure he and his sons. The primary duty of the cham- social class, including nobles.
bermaid may be any of the above. Therefore, many By 30, the age shows of a human chamber-
chambermaids are employed as whores as well. maid, and she is considered too old to work as a
Numerous chambermaids are impregnated by their chambermaid at a public bath. At this age, most
master or his sons. chambermaids become married. The unfortunate
The occupation of chambermaid is distinct become beggars.
from similar occupations, such as laundress. If a Daily wages are typically 4 s.p.
chambermaid is required to clean clothing, she will Ability Requirements: Common Sense 90.
also be required to perform other duties. Gender: Female.
A manager (brotheler) of a public bath does Race: Any but ogre or troll.
not hire whores, but chambermaids who perform Disposition: Any.
the duties of whores, though they do not admit pub- Temperament: Any.
licly to it. To work at a public bath, a chambermaid Sociality: Slave, peasant, or serf.
must be attractive, and skilled at Cleaning, Seduc- Religion: Any.
tion, and Sexual Adeptness, if not Contortion, Danc- Skills: Cleaning + 10.
ing, and Massage. The average age is 20 for a hu- Equipment: Depends on duties.
man chambermaid at a public bath. Magic Points: Not applicable.
Advancement Points: For each successful
day of cleaning that pleases the master or mistress,
a chambermaid acquires 10 AP.
Training: None.
Guild: None.

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1. Information on chambermaids has been obtained from Medieval Prostitution, by Jacques Rossiaud. For more information,
see the References section at the end of this book.

192
Chancellor Chandler
A chancellor is the religious leader of the This occupation specializes in making and
dominant local religion of a city, castle, or citadel. selling candles and soaps. Daily wages are typically
There is only one chancellor per castle. Daily wages 6 s.p.
are typically 60 s.p. Ability Requirements: Intelligence 80.
Ability Requirements: Intelligence 100. Gender: Male chandlers are uncommon.
Gender: Either. Race: Any but ogre.
Race: Any but ogre. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Candlemaking + 10 and Haggling +
Skills: Etiquette + 10, Religion (Cultural) + 5.
10, and Religion (Specific) + 10. Equipment: Wax and lye.
Equipment: None. Magic Points: Not applicable.
Magic Points: Determined by god and Advancement Points: For every thousand
priesthood. candles or soaps made, the chandler acquires 1 AP.
Advancement Points: For every compet- Training: None.
ing religion that is driven away, converted, or which Guild: Chandlers Guild. Each apprentice
submits to the religion of the chancellor, the chan- must serve 4 years. A masterpiece must be pro-
cellor acquires 100 AP. For each year in which the duced to become a journeyman.
chancellor maintains the dominance of their reli-
gion, the chancellor acquires 100 AP.
Training: None.
Guild: None.

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193
Charioteer Cheesemaker
This occupation specializes in either build- This occupation specializes in making and
ing or driving chariots. Daily wages are typically 8 selling cheese. Daily wages are typically 6 s.p. For
s.p. more information on Cheesemaking, see Chapter 8:
Ability Requirements: Hand-Eye Coordi- Skills.
nation 100, Agility 100, and Intelligence 85. Ability Requirements: Intelligence 80.
Gender: Female charioteers are rare. Gender: Female cheesemakers are rare.
Race: Humans are the most popular chari- Race: Human.
oteers, but others include anakim, bugbears, and Disposition: Any.
kobolds. Ogres and trolls do not use chariots. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Cheesemaking + 10 and Haggling +
Religion: Any. 5.
Skills: Charioteering + 10. Equipment: Milk.
Equipment: None. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each batch of
Advancement Points: For every chariot cheese produced successfully, a cheesemaker acquires
successfully built, a charioteer acquires 1 AP. For 1 AP.
every chariot driven for 10 miles during competi- Training: None.
tion, combat, or warfare, the charioteer acquires 1 Guild: Cheesemakers Guild. Each appren-
AP. tice must serve 5 years. A masterpiece must be pro-
Training: None. duced to become a journeyman.
Guild: None.

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194
Claspmaker Magic Points: Not applicable.
This occupation specializes in shaping metal Advancement Points: For each clasp suc-
into small pieces that serve as clasps and hook to- cessfully completed, a claspmaker earns 1 AP.
gether. Clasps are used on a variety of products, Training: None.
including: cabinets, chests, etc. Besides clasps, Guild: Smiths Guild. Each apprentice must
claspmakers also make buckles, such as for belts. serve 7 years. All members are prohibited from in-
Claspmakers sell their clasps to other occupations juring each other including apprentices, or their
or guilds, as well as individual characters. Daily wages property. Members accused of violating this prohi-
are typically 7 s.p. bition are banished from the guild, if not the com-
Ability Requirements: Spatial Intelligence munity. All members are discouraged by a 100 s.p.
90, and Intelligence (overall) 75. fine from helping smiths outside of their guild, as
Gender: Female claspmakers are rare. well as making illegal keys or tools for thieves. Ap-
Race: Any but ogre. prentices must pay 200 s.p. to join the guild as a
Disposition: Any. journeyman, though sons of members may join for
Temperament: Any. free. If any member has more charcoal than needed,
Sociality: Serf. it may only be sold to other members at a fixed
Religion: Any. price, and no member may purchase more than nec-
Skills: Blacksmithing + 5 and Haggling + 5. essary for their work. Violators regarding charcoal
Equipment: Forge, anvil, hammers, and pay 100 s.p. No master may have more than two
tongs. apprentices, and no master may own a slave; other-
wise, a fee of 100 s.p. is charged.

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195
Clerk Wills are common documents. A player may
This occupation consists of educated assis- have their character visit a clerk and have a will drawn
tants, also called notaries, who perform clerical du- up in case of death, and may name any other living
ties for churches, guilds, and governments. character as their beneficiary. If a player has mul-
Clerks are in the business of drawing up tiple characters created and ready in case their cur-
commercial contracts and other personal matters, rent character dies, a player may not name another
such as marriage agreements and wills. Notarial character of theirs to be a beneficiary.
cartularies are large books in which clerks or nota- Multiple copies of contracts are written and
ries copy the formal and legal copy of a contract. all are signed together. All copies of a contract are
The most general form of available contract placed one over another and a symbol is cut into all
is the promissio et conventio, the promise and of them in front of the signors to indicate authen-
agreement. These contracts begin with I promise ticity.
and agree that... The parent, guardian, or future Most clerks charge 2 s.p. per contract. Daily
pupil makes the promise and agreement to the mas- wages are typically 15 s.p.
ter. If a future pupil is underage, then the parent or Ability Requirements: Language 100 and
guardian formally promises to the master. A large Intelligence (overall) 90.
fine is noted in case the contract is broken, usually Gender: Female clerks are rare.
100 s.p. The standard conditions are that the ap- Race: Any but ogre.
prentice will serve for a specified period of time to Disposition: Clerks tend to be ethical.
learn the art or trade of the master. This agree- Temperament: Any.
ment binds the apprentice to not run away or marry Sociality: Serf and noble.
without the permission of the master. Religion: Any.
Another form of contract is the rental agree- Skills: Law + 5.
ment. These contracts begin with I rent and con- Equipment: None.
cede... A son or daughter is rented to the master. Magic Points: Not applicable.
The parent grants the master virtual authority over Advancement Points: For each month of
the rented child. In turn, the master gives the ap- service rendered, a clerk acquires 1 AP. For each
prentice food, lodging, and experience in their oc- contract signed between a master and apprentice, a
cupation. clerk acquires 1 AP.
In both the promise and agreement as well Training: None.
as the rental agreement contracts, it is common for Guild: None.
the master to promise to keep their apprentice in
sickness and in health. However, some masters in-
clude a clause stating that days lost due to illness are
to be added to the end of the term. Many times, an
apprentice will agree not to have sex on the prop-
erty of the master, or with any of the family mem-
bers of the master. It is common to include a clause
that the masters wife does not have the right to Artwork Here
beat the apprentice.

196
Clockmaker Cobbler
This occupation manufactures and sells This occupation specializes in the manufac-
clocks. Simple methods of observing or recording ture and selling of shoes and footwear. Cobblers
the passage of time include measuring shadows such are also called shoemakers. Daily wages are typi-
as with sundials or obelisks, or with hourglasses. cally 10 s.p.
However, mechanical timepieces exist as well, known Ability Requirements: Hand-Eye Coordi-
as horologiums. These clocks utilize 500 lb. weights nation 100 and Intelligence 85.
that drop a distance of 32 feet beneath bells in tow- Gender: Female cobblers are uncommon.
ers. The clock-face consists of a dial with only a Race: Human.
single hand, which indicates the nearest quarter hour. Disposition: Any.
Clockmakers are considered the most skillful crafts- Temperament: Any.
men. Daily wages are typically 25 s.p. Sociality: Serf.
Ability Requirements: Spatial Intelligence Religion: Any.
100) and Intelligence (overall) 90. Skills: Haggling + 5.
Gender: Female clockmakers are rare. Equipment: Leather and scissors.
Race: Any but ogre. Magic Points: Not applicable.
Disposition: Any. Advancement Points: For each pair of
Temperament: Any. shoes or footwear crafted, a cobbler acquires 1/2
Sociality: Serf. of 1 AP.
Religion: Any. Training: None.
Skills: Clockmaking + 10 and Haggling + Guild: Cobblers Guild. Each apprentice
5. must serve 5 years. A masterpiece must be pro-
Equipment: None. duced to become a journeyman.
Magic Points: Not applicable.
Advancement Points: For each clock suc-
cessfully made, a clockmaker acquires 10 AP.
Training: None.
Guild: Smiths Guild. Each apprentice must
serve 12 years. All members are prohibited from
injuring each other including apprentices, or their
property. Members accused of violating this prohi-
bition are banished from the guild, if not the com-
munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a Artwork Here
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
apprentices, and no master may own a slave; other-
wise, a fee of 100 s.p. is charged.

197
Collier Cook
This occupation specializes in producing and This occupation specializes in the prepara-
selling charcoal. Charcoal is produced by burning tion of food. Kitchen preparations begin early for
wood in a beehive kiln. Daily wages are typically 4 breakfast. A kitchen fire must be prepared, then an
s.p. iron kettle is filled and heated, and the floor is swept.
Ability Requirements: Intelligence 75. Daily wages are typically 5 s.p.
Gender: Males and females may both be Ability Requirements: Intelligence 75.
colliers. Gender: Males and females are both cooks.
Race: Any but ogre. Race: Any.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Peasant or serf.
Religion: Any. Religion: Any.
Skills: Haggling + 5. Skills: Cooking + 10.
Equipment: Wood and a beehive kiln. Equipment: Knives, forks, pots, etc.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For every full day of Advancement Points: For each meal
successfully making charcoal, the collier acquires 1/ succesfully cooked, a cook acquires 1/5th of 1 AP.
2 of 1 AP. Training: None.
Training: None. Guild: None.
Guild: Colliers Guild. Each apprentice
must serve 5 years. A masterpiece must be pro-
duced to become a journeyman.

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198
Cooper Coppersmith
This occupation specializes in the manufac- This occupation specializes in working with
ture, repair, and sale of wooden tubs. Daily wages and selling copper. Daily wages are typically 8 s.p.
are typically 5 s.p. Ability Requirements: Intelligence 90.
Ability Requirements: Intelligence 75. Gender: Female coppersmiths are rare.
Gender: Female coopers are rare. Race: Any but ogre.
Race: Any but ogre. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Coppersmithing + 10 and Haggling
Skills: Carpentry + 5, Haggling + 5, and + 5.
Weapon (Specific). The specific weapon is a knife. Equipment: Hammer, anvil, and forge..
Equipment: Wood and knives. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each substantial
Advancement Points: For each wooden tub project successfully completed, a coppersmith ac-
successfully crafted, a cooper acquires 1 AP. quires 1 AP.
Training: None. Training: None.
Guild: Coopers Guild. Each apprentice Guild: Smiths Guild. Each apprentice must
must serve 10 years. A masterpiece must be pro- serve 7 years. All members are prohibited from in-
duced to become a journeyman. juring each other including apprentices, or their
property. Members accused of violating this prohi-
bition are banished from the guild, if not the com-
munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
Artwork Here apprentices, and no master may own a slave; other-
wise, a fee of 100 s.p. is charged.

199
Courtesan Cowherd
This is a female occupation in which an at- This occupation specializes in herding cattle.
tractive and talented female specializes in delighting A cowherd must protect a herd of cattle from preda-
males with her knowledge and skills. A successful tors and thieves. Then, the cowherd sells the cattle
courtesan is skilled at many things. Most likely, a to skinners and butchers. Daily wages are typically
courtesan has additional skills that distinguish her 4 s.p.
from other courtesans. A male will hire a courtesan Ability Requirements: Intelligence 75.
to accompany him in public or during business deal- Gender: Female cowherds are rare.
ings. Since courtesans also supply sex, they are es- Race: Human.
sentially expensive, intelligent, and skillful whores Disposition: Any.
(see Whore). Courtesans are paid for each day of Temperament: Any.
service. Daily wages are typically 100 s.p., or 5 s.p. Sociality: Slave or peasant.
per hour. Religion: Any.
Ability Requirements: Physical Fitness 100, Skills: Animal Conditioning + 10 and Ani-
Bodily Attractiveness 115, Facial Charisma 115, Vo- mal Handling + 10.
cal Charisma 90, Kinetic Charisma 100, and Intelli- Equipment: None.
gence 90. Magic Points: Not applicable.
Gender: Only females. Advancement Points: For each herd suc-
Race: Human. cessfully cowherded, a cowherd acquires 10 AP.
Disposition: Any. Training: None.
Temperament: Any. Guild: None.
Sociality: Serf and noble.
Religion: Any.
Skills: Acting (Drama) + 5, Cleaning + 5, Cupbearer
Contortion + 5, Cooking + 5, Dance + 10, Eti- A cupbearer is a character who brings and
quette + 5, Massage + 10, Music + 5, Seduction + refills beverages at meals, feasts, and parties in a castle.
10, Sexual Adeptness + 10, Storytelling + 5, and Daily wages are typically 5 s.p.
Weaving + 5. Ability Requirements: Hand-Eye Coordi-
Equipment: None. nation 90, and Intelligence 75.
Magic Points: Not applicable. Gender: Male or female.
Advancement Points: For each satisfied Race: Any but ogre.
customer, a courtesan acquires 10 AP. Disposition: Any.
Training: None. Temperament: Any.
Guild: None. Sociality: Slave or serf.
Religion: Any.
Skills: Etiquette + 10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each meal in
which no drinks were spilled nor any problems re-
lated to cupbearing, a cupbearer acquires 1 AP.
Training: None.
Guild: None.

200
Cutler Dairymaid
This occupation specializes in crafting and This occupation specializes in milking cows
selling knives. Daily wages are typically 7 s.p. and selling milk to characters. Daily wages are typi-
Ability Requirements: Strength 85, Hand- cally 4 s.p.
Eye Coordination 90, and Intelligence 80. Ability Requirements: Hand-Eye Coordi-
Gender: Female cutlers are rare. nation 90 and Intelligence 75.
Race: Any but ogre. Gender: Male dairymaids do not exist.
Disposition: Any. Race: Human.
Temperament: Any. Disposition: Any.
Sociality: Serf. Temperament: Any.
Religion: Any. Sociality: Slave or peasant.
Skills: Bladesmithing + 10, Carpentry + 5, Religion: Any.
Haggling + 5, and Weapon (Specific). The specific Skills: Milking + 10 and Haggling + 5.
weapon is a knife. Equipment: Bucket.
Equipment: Forge, hammers, tongs, anvil, Magic Points: Not applicable.
and knives. Advancement Points: For each cow milked,
Magic Points: Not applicable. a dairymaid acquires 1 AP. For each gallon of milk
Advancement Points: For each knife suc- sold to a character, a dairymaid acquires 1 AP.
cessfully crafted, a cutler acquires 1 AP. Training: None.
Training: None. Guild: None.
Guild: Cutlers Guild. Each apprentice must
serve 8 years. A masterpiece must be produced to
become a journeyman. Dancer
This occupation and pastime is concerned
with bodily movement, usually to music. Daily wages
are typically 5 s.p.
Ability Requirements: Physical Fitness 90,
Bodily Attractiveness 100, Kinetic Charisma 115,
Agility 115, and Intelligence 80.
Gender: Male dancers are uncommon.
Race: Any but ogre.
Disposition: Any.
Temperament: Any.
Sociality: Slave or serf.
Religion: Any.
Artwork Here
Skills: Dance + 10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each new dance
move mastered, a dancer acquires 10 AP.
Training: None.
Guild: Dancers Guild. Each apprentice
must serve 4 years. A masterpiece must be pro-
duced to become a journeyman.

201
Delouser Dicemaker
This occupation specializes in picking and Also called daserii, dicemakers are charac-
removing lice, fleas, and bedbugs from the hair of ters who make dice for a living. Playing dice is the
characters and and beards of males. The removal most popular gaming pastime. Dice are carved from
of such pests is a saleable service. Profitable bone. Daily wages are typically 6 s.p.
delousers additionally apply the herb lavender, be- Ability Requirements: Hand-Eye Coordi-
cause it repels these pests. Daily wages are typically nation 100 and Intelligence 75.
5 s.p., though this is an annual average. Most Gender: Either.
delousers charge 1 s.p. for delousing one hairy, male Race: Any but ogre.
human. Delousers earn most of their wages in the Disposition: Any.
summer, and virtually starve in the winter. Temperament: Any.
Ability Requirements: Hand-Eye Coordi- Sociality: Serf.
nation 90 and Intelligence 75. Religion: Any.
Gender: Male delousers do not exist. Skills: Carving + 10.
Race: Any but ogre or troll. Equipment: None.
Disposition: Any. Magic Points: Not applicable.
Temperament: Any. Advancement Points: For each new die
Sociality: Serf. crafted, a dicemaker acquires 1 AP.
Religion: Any. Training: None.
Skills: Delousing + 10 and Haggling + 5. Guild: Dicemakers Guild. Each appren-
Equipment: None. tice must serve 9 years, and masters are limited to
Magic Points: Not applicable. having no more than two apprentices at once. A
Advancement Points: For each customer masterpiece must be produced to become a jour-
who is deloused successfully, the delouser acquires 5 neyman. Members are forbidden from importing
AP. dice from other dicemakers. The only way that larger
Training: None. cities can support a dicemakers guild is to empha-
Guild: None. size exporting dice. Any dicemaker who makes
loaded, marked ,or clipped dice must pay a fine of
100 s.p. No trademark is allowed on dice. This
guild mandates that the following numbers must be
on opposite sides of the cube: 1 and 6, 2 and 5, and
3 and 4. Also, this guild mandates that no master
may make dice from the bones of a horse, since it is
considered unlucky.

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202
Dockwalloper Doctor
A dockwalloper is a character who carries This occupation specializes in studying the
freight along the docks as a vessel is loaded or un- body and attempting to use that knowledge to help
loaded. Daily wages are typically 5 s.p. other characters suffering form sickness or disease.
Ability Requirements: Physical Fitness 85, Very few doctors exist.
Strength 90, and Intelligence 75. The trained doctor is an aristocrat of pro-
Gender: Male. fessionals, enjoying high status and excellent fees.
Race: Any but ogre or troll. A doctors practice is naturally confined to nobility
Disposition: Any. and royalty.
Temperament: Any. After a preliminary three-year course, the
Sociality: Slave, peasant, or serf. prospective doctor takes a five-year course, followed
Religion: Any. by a year's internship with an experienced practitio-
Skills: None. ner. He is then allowed to take a formal examina-
Equipment: None. tion. If completed successfully, he receives a license
Magic Points: Not applicable. to practice.
Advancement Points: For each vessel Medical education includes education about
loaded or unloaded, a dockwalloper acquires 10 AP. the skills of Divination (Astrology) and Divination
Training: None. (Numerology), and magic. Constellations and plan-
Guild: None. ets are believed to preside over different parts of
the body. Numerology provides complicated guides
for the course of an illness. The body is believed to
have four humors and three spirits, all of which must
be checked by the examination of the urine and
stool, and by feeling the pulse. Adjustments are
commonly made by bloodletting, from the side of
the body opposite the site of the disease.
The most frequent demand for medical aid
is the treatment of wounds and injuries. Here the
surgeon achieves his best success, even showing
some understanding of the problem of infection.
The doctor applies such medicaments as the steril-
ized whites of eggs to wounds caused by Hacking
or Stabbing.

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203
The fee charged by a doctor is scaled to the Draper
wealth and class of the patient. Therefore, doctors This occupation specializes in cloth. Linen
receive piece-rate wages. Daily wages are typically is thread spun from flax. Cloth may be made by
200 s.p. hand or with an ancient machine called a handloom.
Ability Requirements: Analytic Intelligence Another occupation, the weaver/embroiderer, also
115, Intelligence (overall) 105, and Intuition 100. makes cloth, though a weaver and a draper are dis-
Gender: Males and females are both heal- tinctly different. A draper makes linen cloth, crafts
ers. the cloth into drapes, and sells them. Daily wages
Race: Any but ogre. are typically 5 s.p.
Disposition: Any. Ability Requirements: Hand-Eye Coordi-
Temperament: Any. nation 85 and Intelligence 80.
Sociality: Noble. Gender: Male drapers do not exist.
Religion: Any. Race: Human.
Skills: Anatomy + 5, Diagnosing + 5, Divi- Disposition: Any.
nation (Astrology), Divination (Numerology), Sur- Temperament: Any.
gery + 5, and Weapon (Specific). The specific Sociality: Serf.
weapon is for each piece of surgical equipment. Religion: Any.
Equipment: Surgical equipment includes Skills: Haggling + 5 and Weaving + 10.
scissors, speculum, razor, scalpel, needle, and lan- Equipment: Cloth and scissors.
cet. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each substantial
Advancement Points: For each patient fully project successfully completed, a draper acquires 1
healed, a doctor acquires 10 AP. AP.
Training: None. Training: None.
Guild: None. Guild: Drapers Guild. Each apprentice
must serve 4 years. A masterpiece must be pro-
duced to become a journeywoman.

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204
Druid
Priests are those who have devoted their lives to a deity, philosophy, or religion. The occupation
of a priest is the most diverse due to the number of different deities and philosophies. Therefore, priests
are not able to be standardized or generalized, and they are only briefly introduced here; most of the
information relevant to a priesthood may be found in Grimoirium Genitoris (Grimoire of the Gods).
Two main classes of priests will be introduced: hierophants and druids.
All priests must meet minimum score requisites in the sub-ability of Language and the ability of
Wisdom. Further, these requirements become more stringent as spell level increases. Hence, a priest may
attain high levels, but be limited in spellcasting ability. See the table below.
Priests gain access to spells as granted by their deities. Usually, priests have dreams induced by
their deity regarding the proper ingredients and ritual necessary for casting a certain spell, or they are
instructed by other priests of the same faith. If a chant is required for a spell, priests speak in tongues,
influenced by their god or religion. In any case, priests may cast any spells from their god as long as they
have enough Magic Points at the moment.
Similarly, as a priest advances in level, provided they meet the minimum requisites per spell level,
their odds of increasing in spell level are noted on a table below as well.

Ability Requirements

Spe ll Le ve l Language Wisdom


1 105 110
2 110 115
3 115 120
4 120 125
5 125 130
6 130 135
7 135 140
8 140 145
9 145 150
10 150 155

Priests cast only chaos magic (see Chap. 11: Magic).

Piety Points
All spells cast by priests are affected according to their PP. All aspects of a spell are affected,
including damage, duration, range, etc. If a discrepancy arises, the MM is the final arbiter of a specific
effect with a specific spell. Consult the table below:

PP Effe c t
1 -5 - 100%
6 -1 5 - 75%
1 6 -3 0 - 50%
3 1 -7 0 - 25%
7 1 -8 5 -
8 6 -9 5 + 10%
9 6 -1 0 0 + 25%

205
Lik e lihood of A dvanc ing in Spe ll Le ve l
Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
2 20% - - - - - - - -
3 28% 16% - - - - - - -
4 35% 24% 13% - - - - - -
5 43% 32% 19% 10% - - - - -
6 50% 37% 25% 15% 7% - - - -
7 60% 44% 32% 21% 13% 5% - - -
8 70% 50% 38% 27% 18% 10% 4% - -
9 80% 60% 44% 33% 24% 15% 12% 3% -
10 90% 70% 50% 38% 29% 20% 16% 10% 2%
11 100% 80% 60% 44% 34% 25% 22% 14% 12%
12 - 90% 70% 50% 40% 30% 25% 18% 16%
13 - 100% 80% 60% 45% 35% 29% 22% 20%
14 - - 90% 70% 50% 40% 33% 26% 24%
15 - - 100% 80% 60% 45% 38% 30% 28%
16 - - - 90% 70% 50% 42% 34% 32%
17 - - - 100% 80% 60% 46% 38% 36%
18 - - - - 90% 70% 50% 42% 40%
19 - - - - 100% 80% 60% 46% 44%
20 - - - - - 90% 70% 50% 48%

Perhaps the most educated of priests and adventurers, druids must pass 20 years of schooling
before earning the title of druid. Therefore, due to the intensive training and education, a character must
begin as a druid at first level, and also add 10 years to their starting age. In order to become a druid after
gaining levels as an adventurer of another occupation, the character must solely devote 20 years to druidic
study.
While druids are priests, they also perform other functions where their culture is dominant, in-
cluding religious teachers, judges, and civil administrators. Supreme power is vested in the archdruid of a
culture.
There are three classes of druids: bards, prophets, and priests. Bards function as per the bard
occupation (not druids), except bardic druids are very concerned with nature and balance. Prophets
function as per the sorcerer occupation (not druids), except that they are always female, do not enjoy the
powers and privileges of the druidic priests, and are very concerned with nature and balance. Druidic
priests, the actual druids, are always male and are assisted by prophets.
Druids hold the oak tree, mistletoe, and yew tree as sacred. Rituals are customarily conducted in
oak forests. Druids extensively use altars, usually as unhewn stone slabs or megaliths found in chambers
in small caves. Atop these caves, when possible, are circles of megaliths or large stones. Circles are
important to druids, symbolizing the cycles of nature.
Regarding spells, druids must choose five of the ten magical disciplines, avoiding the opposite
disciplines (see Chap. 11: Magic). First level druids begin with 2d6 spells, which are randomly determined
within their disciplines. Spells are granted collectively by the deities worshipped. By advancing a level,
druids automatically learn (1d4 - 1) new spells, selected randomly from the chosen disciplines.

206
Druidic Circle of Effect: Druids know that Result = (11) + (11)([1.41] - 1)
when they gather in a circle and cast the same spell simplified:
together, their power increases substantially. No Result = (11) + (11)(0.41)
other type of spellcaster is entitled to the effects simplified:
granted by a circle. The circle must consist of all Result = (11) + (15.51)
druids. A circle consists of at least two druids. Any simplified:
combination of druidic occupational levels may Result = 26.51
comprise a circle. truncate:
All aspects of the druidic circle of effect Result = 26
must be performed in unison. Because of the diffi- Since this spell requires touch, all druids in
culty, the chance of failure is a percentage equal to the circle must touch the intended recipient in uni-
the square root of the number of the druids in the son in order to heal 26 Life Points, instead of 11
circle. For instance, in a circle of nine druids, the Life Points if cast individually.
chance of failure is 3% (since the square root of 9 is Ability Requirements: Intelligence 115 and
3). The chance of failure is rolled by the most pow- Wisdom 115.
erful druid in the circle. If failure occurs, then each Gender: Female druids do not exist.
druid in the circle must roll for an effect in Appendix Race: Human.
3: Random Magical Effects. Disposition: All druids are neutral regard-
Even though a druidic circle of effect is pow- ing ethics and morality; druids seek a balance of all
erful, druids are sufficiently rare that it is difficult to forces in nature.
find a number of druids, let alone a number who Temperament: Druids tend to have a bal-
can cast the same spell. anced temperament.
A druidic circle of effect causes an increase Sociality: Few druids are originally peasants.
in the effectiveness of a spell, including its range, Most are serfs or nobles.
area, duration, damage, and any other effect deemed Religion: Druids believe that they are de-
appropriate by the MM. The formula to determine scendants of a supreme being. Druids do not solely
the effectiveness of a druidic circle of effect is as worship one deity, but a collection of deities that all
follows: function together as nature. Many druids, of course,
have their favorite deity in this pantheon, but all are
Result = (E) + E(N -1) given respect. Druidic religion usually centers around
a grove of stones arranged to represent things such
Let = the sum of as a calendar, a deity worshipped, or a constellation.
Let E = effect
Let N = number of druids
Note that N = the square root of N

As an example, assume two druids form a


circle and cast Lesser Healing. The player of the
first druid determines that he would heal 2 Life
Points without being in the druidic circle of effect.
The player of the second druid determines that he
would heal 9 Life Points. The sum of these effects
is 11. The number of druids is 2. Using a calcula-
tor, the square root of 2 = 1.41. According to the
formula above:

207
Skills: Agriculture + 5, Anatomy + 5, Ani- Duke/Duchess
mal Handling + 10, Appraise + 5, Constellations + This occupation is for royalty. Only a king
5, Cosmos (General Planes) + 10, Direction Sense or queen can make a character become a duke or
+ 5, Herbalism + 10, History Culture + 5, History duchess. If the character accepts, then the duke or
Legends + 5, History Local + 5, History Military + duchess pledges allegiance to their king or queen.
5, may read and write as many languages as intelli- Then, the king or queen grants the duke or duchess
gence allows, Math (Fundamental) + 10, 1 Musical a castle and land, which is their fief and called a
Instrument, Nature (Animals) + 10, Nature (Beasts) duchy. A duke or duchess answers only to the king
+ 10, Nature (Birds) + 10, Nature (Fish) + 10, Na- or queen. Otherwise, the duke or duchess may com-
ture (Geography) + 10, Nature (Humanoids) + 10, mand the characters of their castle and land as de-
Nature (Minerals) + 10, Nature (Mycology) + 10, sired, who are their vassals, including barons and
Nature (Plants) + 10, Nature (Trees) + 10, Persua- baronesses. Each hamlet and village on the land of
sion + 5, Philosophy + 5, Religion Cultural + 15, the duke or duchess will be in the safekeeping of a
Riding + 5, Complex Ritual + 10, Symbology + 5, lord or lady. Each lord and lady on their land is
Toxicology + 5, Tracking + 5, 1 Weapon (Specific), subordinate to a baron or baroness. Each baron or
Weather Prediction + 10, and Wilderness Lore + baroness is subordinate to the duke or duchess.
10. Additionally, a duke or duchess is usually a
Equipment: Druids usually restrict them- member of a council of the king or queen and must
selves to wearing a robe and typically carry a cer- often travel to their court. The daily duties of a
emonial dagger and an ornate quarterstaff. In gen- duke or duchess are overwhelming. Instead of
eral, druids shun possessions that may not be found lounging around their castle, a duke or duchess is
in nature. busy constantly. Daily wages are typically 100 s.p.
Magic Points: Druids begin with (18 + Due to the military nature of this occupa-
1d12) MP and recover a number of points per hour tion, most dukes are experienced knights and were
equal to their current occupational level. For ex- promoted after loyal service as barons.
ample, a 3rd level druid recovers 3 MP per hour. As Ability Requirements: Intelligence 85 and
druids advance in occupational level, they gain an Common Sense 115.
additional (18 + 1d12) MP. Gender: Dukes are male, duchesses are fe-
Advancement Points: Druids gain AP with male.
each successful act that promotes a balance, though Race: Human.
not just any act, but any act that was difficult, dan- Disposition: Dukes tend to be ethical.
gerous, or life-threatening. Points may be gained in Temperament: Dukes tend to be choleric
three ways: with successful skill checks of the skills and melancholic.
listed above, successful attacks in life-threatening Sociality: Royalty.
combat, and the successful casting of a spell. Re- Religion: Dukes may worship any deity en-
spectively, points gained equal half of the adjusted dorsed by their king or queen.
number that passed the skill check, half of the dam- Skills: Cartography + 5, Etiquette + 5, Ge-
age done to a foe in combat, and half of the MP nealogy + 5, Heraldry + 10, History (Cultural) + 5,
used when casting a spell. History (Local) + 5, History (Military) + 5, Law +
Training: None. 10, and Language (Read/Write).
Guild: None. Equipment: None.
Magic Points: Not applicable.

208
Advancement Points: A duke advances Dyer
according to the profit and prosperity of their vas- This occupation specializes in dyes. After a
sals and lands. Every 7 years the wealth of each product is dyed, the dyer sells the product. The
vassal is recorded. If the wealth of the vassals in- work is risky, because the product may be ruined by
creases by 5% since the previous record, the duke a failed attempt at dying. A dyer does not receive a
increases one occupational level. Every six months daily wage or a rate for piece-work, but a salary for a
the economy is recorded, which is comprised of given period of time. On average, though, their
local and foreign trade. If, as a whole, the local or wages are 6 s.p. per day.
foreign economy increases by 5%, then the duke Ability Requirements: Intelligence 75.
increases one occupational level. Gender: Male dyers are uncommon.
Training: None. Race: Any but ogre.
Guild: None. Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Dying + 10 and Haggling + 5.
Equipment: Dye.
Magic Points: Not applicable.
Advancement Points: For each item suc-
cessfully dyed, 1/10th of 1 AP is acquired by a dyer.
Training: None.
Guild: Dyers Guild. Each apprentice must
serve 6 years. A masterpiece must be produced to
become a journeywoman.

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209
Enameler Engineer
This occupation is specialized with enamel, This occupation is specialized with the de-
which is often used artistically. Daily wages are typi- sign and operation of engines, machines, and struc-
cally 6 s.p. tures. Each engineer must specialize in one (and
Ability Requirements: Intelligence 85. only one) of the following: designing buildings, de-
Gender: Female enamelers are rare. signing bridges, designing fortifications, designing
Race: Any but ogre. siege engines, and operating siege engines. Daily
Disposition: Any. wages are typically 16 s.p.
Temperament: Any. Ability Requirements: Intelligence 100.
Sociality: Serf. Gender: Female engineers are rare.
Religion: Any. Race: Any but ogre.
Skills: Enameling + 10 and Haggling + 5. Disposition: Any.
Equipment: Enamel. Temperament: Any.
Magic Points: Not applicable. Sociality: Nobility.
Advancement Points: For each successful Religion: Any.
completion of a project, an enameler acquires 1 AP. Skills: Architecture + 10 and Math (Geom-
Training: None. etry) + 10.
Guild: Enamelers Guild. Each apprentice Equipment: None.
must serve 10 years. Each master may have only Magic Points: Not applicable.
one apprentice. A masterpiece must be produced Advancement Points: For each successful
to become a journeyman. completion of a project, an engineer acquires 10
AP.
Training: None.
Guild: None.

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210
Engraver Farmer
This occupation specializes in engraving This occupation specializes in ploughing,
items and then selling the items. Daily wages are planting, growing, and harvesting edible plants.
typically 8 s.p. Farmers perform different duties depending on the
Ability Requirements: Intelligence 85. season and crop.
Gender: Female engravers are rare. Before seeds may be planted, the ground
Race: Any but ogre. must be ploughed. The fields are ploughed in early
Disposition: Any. spring and early fall. A plough is dragged across the
Temperament: Any. field by oxen, breaks up the soil to prepare the field
Sociality: Serf. for planting.
Religion: Any. Horse, oxen, and pig defecation is collected
Skills: Engraving + 10 and Haggling + 5. throughout the year and distributed across the fields
Equipment: None. prior to planting. This defecation fertilizes the soil.
Magic Points: Not applicable. Seeds are planted by hand in the spring and fall.
Advancement Points: For each successful Harvesting is the retrieval of crops from the
completion of a project, an engraver acquires 1 AP. fields. The harvesting of hay is done in the begin-
Training: None. ning of summer, and the harvesting of wheat is done
Guild: Engravers Guild. Each apprentice in the end of summer and beginning of fall. While
must serve 7 years. A masterpiece must be pro- harvesting, a farmer uses a scythe to retrieve the
duced to become a journeyman. crops. Farmers work from sunrise to sunset during
harvest. Commonly, a festival is held by the lord for
the farmers when the harvest is completed.
Wheat is gathered by women into bundles,
loaded onto a cart, removed from the field, and
stored in a barn so that it can dry. The carts are
drawn by horses or oxen, are piled high, and often
tip over.
Winnowing is the process of separating grain
from the chaff or outer casing. Wheat is threshed
or beaten to separate the grain from the staff. Once
the grain is separated, it is sold to millers. Winnow-
ing is done in the end of summer and beginning of
fall.
Artwork Here Miscellaneous duties of a farmer include
weeding and scaring away birds and some creatures.
Daily wages are typically 4 s.p.
Ability Requirements: Strength 80 and
Intelligence 75.
Gender: Males and females are farmers.
Race: Human.
Disposition: Any.
Temperament: Any.
Sociality: Slave or peasant.
Religion: Any.
Skills: Agriculture + 10.
Equipment: Plow, ox, and seeds.
Magic Points: Not applicable.

211
Advancement Points: For each field of Fisherman
crops successfully grown, the farmer acquires 5 AP. This occupation specializes in removing fish
For each field of crops that the farmer has never from bodies of water. Once caught, fish are sold to
grown before and which grew successfully, the a fishmonger. Daily wages are typically 6 s.p.
farmer acquires 10 AP. Ability Requirements: Intelligence 75.
Training: None. Gender: Female fishermen are rare.
Guild: None. Race: Any but ogre or troll.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Fishing + 10.
Equipment: Net.
Magic Points: Not applicable.
Advancement Points: For each captured
fish, a fisherman acquires 1/10th of 1 AP.
Training: None.
Guild: None.

Fishmonger
This occupation deals in selling and distrib-
uting fish and products derived from fish. Daily
wages are typically 8 s.p.
Ability Requirements: Intelligence 75.
Gender: Female fishmongers are rare.
Race: Any but ogre or troll.
Artwork Here Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 10.
Equipment: Fish.
Magic Points: Not applicable.
Advancement Points: For each fish or
equivalent in size of fish product sold, a fishmonger
acquires 1/10th of 1 AP.
Training: None.
Guild: Fishmongers Guild. Each appren-
tice must serve 4 years.

212
Fletcher Fuller
This occupation specializes in the manufac- This occupation specializes in working with
ture and sale of arrows. Daily wages are typically 6 wool. Most clothes are made of wool and are pur-
s.p. chased from a fuller. Daily wages are typically 5 s.p.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Intelligence 80.
nation 90, Spatial Intelligence 90, and Intelligence Gender: Males and females are both fullers.
(overall) 85. Race: Any but ogre and troll.
Gender: Female fletchers are rare. Disposition: Any.
Race: Any but ogre. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Haggling + 5 and Tailoring + 10.
Religion: Any. Equipment: Sheep.
Skills: Fletching + 10, Haggling + 5, and Magic Points: Not applicable.
Weapon (Specific). The specific weapon is a knife. Advancement Points: For each amount of
Equipment: Sticks, feathers, and a knife. wool equal to that which comes from one sheep
Magic Points: Not applicable. that is used productively, a fuller acquires 1 AP.
Advancement Points: For each arrow Training: None.
crafted successfully, a fletcher acquires 1/10th of 1 Guild: Fullers Guild. Each apprentice must
AP. serve 5 years. A masterpiece must be produced to
Training: None. become a journeyman.
Guild: Fletchers Guild. Each apprentice
must serve 7 years. A masterpiece must be pro-
duced to become a journeyman. Furrier
This occupation specializes in furs. Animals
are trapped, and their fur is removed and sold.
Forester Clothes for most nobles and few serfs are trimmed
This occupation specializes in the clearing with fur. Daily wages are typically 8 s.p.
of forests and the production of lumber. Daily Ability Requirements: Intelligence 85.
wages are typically 9 s.p. Gender: Females furriers are rare.
Ability Requirements: Strength 90 and Race: Any but ogre.
Intelligence 75. Disposition: Any.
Gender: Female foresters are rare. Temperament: Any.
Race: Anakim, bugbear and human. Sociality: Serf.
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Haggling + 5 and Tailoring + 5.
Sociality: Serf. Equipment: Traps for animals.
Religion: Any. Magic Points: Not applicable.
Skills: Foresting + 10. Advancement Points: For each animal
Equipment: A big, two-handed pit saw is trapped that has an acceptable fur, 1/10th of 1 AP is
used to cut trees. acquired by a furrier.
Magic Points: Not applicable. Training: None.
Advancement Points: For each tree cut Guild: Furriers Guild. Each apprentice
down, removed, and made into lumber, a forester must serve 6 years. A masterpiece must be pro-
acquires 1 AP. duced to become a journeyman. Discord exists be-
Training: None. tween the Furriers Guild and the Tailors Guild.
Guild: None.

213
Gardener Gilder
This occupation specializes in the cultiva- This occupation specializes in overlaying
tion of gardens. A gardener plants, waters, harvests, gold onto objects. Daily wages are typically 50 s.p.
and sels the vegetables of their garden. Daily wages Ability Requirements: Hand-Eye Coordi-
are typically 4 s.p. nation 90 and Intelligence 90.
Ability Requirements: Intelligence 80. Gender: Female gilders are rare.
Gender: Males and females are both gar- Race: Any but ogre.
deners. Disposition: Any.
Race: Bugbears, but the most common are Temperament: Any.
human. Sociality: Serf.
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Goldsmithing + 5 and Haggling + 5.
Sociality: Peasant or serf. Equipment: Gold and tools.
Religion: Any. Magic Points: Not applicable.
Skills: Agriculture + 10 and Haggling + 5. Advancement Points: For each successful
Equipment: Seeds and water. completion of a project, a gilder acquires 1 AP.
Magic Points: Not applicable. Training: None.
Advancement Points: For each garden in Guild: Gilders Guild. Each apprentice must
which all of the different types of vegetables have serve 10 years. A masterpiece must be produced to
successfully grown, a gardener acquires 1 AP. become a journeyman.
Training: None.
Guild: None.
Girdler
This occupation specializes in making girdles,
Gemcutter such as belts, sashes, etc. A girdler makes arrange-
This occupation specializes in cutting, pol- ments with a tanner to purchase large quantities of
ishing, and finishing gems. Once finished, gems are tanned leather for a lower price. Then, the girdler
sold to the public or jewelers. Daily wages are typi- makes girdles and sells them to the public. Daily
cally 50 s.p. wages are typically 13 s.p.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Hand-Eye Coordi-
nation 100 and Intelligence 100. nation 85 and Intelligence 80.
Gender: Female gemcutters are rare. Gender: Female girdlers are rare.
Race: Any but ogre. Race: Any but ogre.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Serf.
Religion: Any. Religion: Any.
Skills: Gemcutting + 10, Haggling + 5. Skills: Girdlemaking + 10 and Haggling +
Equipment: Gems and tools. 5.
Magic Points: Not applicable. Equipment: Tools for working leather.
Advancement Points: For each gem suc- Magic Points: Not applicable.
cessfully cut, polished, and finished, a gemcutter Advancement Points: For each girdle made
acquires 1 AP. successfully, a girder acquires 1/10th of 1 AP.
Training: None. Training: None.
Guild: Jewelers Guild. Each apprentice Guild: Girdler. Each apprentice must serve
must serve 12 years. A masterpiece must be pro- 7 years. A masterpiece must be produced to be-
duced to become a journeyman. come a journeyman.

214
Gladiator Of most importance to gladiators and those
Warriors are the most common, and per- who bet on them is a record that exists for each
haps necessary, adventurers. Without the bravado gladiator as a tally of their wins and losses. Gener-
of warriors, combat would be exceedingly difficult ally, the more wins and the less losses on their record,
for other occupations. Five different classes of war- the more the public favors them. All gladiators, even
riors exist, each with different advantages and dis- volunteers, must forfeit their freedom and rights for
advantages. The typical warrior, compared to other five years. These five years are role-played in the
occupations, is not restricted regarding arms and coliseum, unless the gladiator escapes or is awarded
armor, and is the deadliest foe at close quarters. The their freedom by the local ruler. The odds of es-
classes of warriors include gladiator, knight, merce- cape are exceptionally small, and a local ruler will
nary, militiaman, and soldier. only award freedom to the most excellent of gladi-
These warriors often receive little or no for- ators when the spectators cheer for the freedom of
mal training, and are most likely to be slaves or pris- the gladiator. If a gladiator survives for five years,
oners who have fought their way to freedom. then they will be awarded freedom. Few gladiators
Though their training is usually informal, they often live long enough to be awarded with freedom.
rigorously train themselves. Most gladiators enter combat at least once
Although most human towns or cities had per week. Each gladiator keeps track of their record
coliseums nearly a thousand years ago, few have them of wins to losses, as do the managers of the coli-
today. However, most towns or cities of bugbears, seum and some spectators. Most gladiators partici-
kobolds, and trolls have gladiatorial coliseums, or at pate in (6d8 x 10) combats during their five-year
least some sort of arena. The largest coliseum en- term.
tertains between fifty and eighty thousand specta- Gladiators do not earn wages, but specta-
tors. Gladiatorial games are very diverse, and many tors usually throw coins into the arena. The more
coliseums have their own rules and favorite games. that spectators like a gladiator or enjoy watching the
Before combat begins, it is customary that the com- game, the more coins they throw into the arena. It
batants address the local ruler, saying We about to is the right of the winning gladiator or team to col-
die salute you! Women in the audience are often lect the coins. Teams distribute coins evenly among
aroused for gladiators, regardless of race and Cha- surviving participants. Most gladiators who receive
risma; most women sexually desire the combatants, coins from spectators purchase weapons or armor.
simply for being gladiators. Some purchase the services of whores.
Betting on gladiators is very common and a Roll percentile dice to determine the per-
profitable trade. As a result, many gladiators be- cent of the spectators who enjoyed the game. Roll
come public celebrities. Enterprising slave-traders percentile dice again to determine the percent of
specialize in acquiring combative slaves, training those who enjoyed the game who will thrown money
them, and selling them to coliseums to be gladia- into the arena. Now, roll to determine the average
tors. amount of money contributed:
Due to the popularity of gladiators, not all
gladiatorial events end in death. Typically, when one Race Average
combatant is clearly at the mercy of another, the Dwarf, Black 1d6 s.p.
victor looks to the ruler, if present, for a judgment. Elf, Dark 1d4 s.p.
The judgment of the ruler is based on the crowds Human 1d4 s.p.
reaction. If the loser pleased the crowd by fighting Kobold 1d4 s.p.
with respectable effort and valor, then they are of- Troll, Subterranean 1d6 s.p.
ten spared. Otherwise, the victor is signaled to
murder the loser.

215
Upon gaining freedom, the gladiator par- Glassblower/Glazier
takes in a ceremony in which the local ruler bestows This occupation specializes in making, shap-
a wooden sword upon the victorious gladiator. These ing, and selling glass. For more information on the
wooden and strictly decorative swords are highly process of making glass, see Glassblowing in Chap-
prized. Most gladiators who earn freedom from ter 8: Skills. Daily wages are typically 14 s.p.
the coliseum leave relatively wealthy. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: None. nation 100 and Intelligence 90.
Gender: Occasionally, females have been Gender: Female glassblowers are rare.
known to fight for their lives in an arena. Males, Race: Any but ogre.
however, are clearly the default gender for gladia- Disposition: Any.
tors. Among human cultures, human male gladia- Temperament: Any.
tors must be at least age 25 and females at least age Sociality: Serf.
21. Other cultures may function equivalently, have Religion: Any.
no such rule, or function differently. Skills: Glassblowing + 10 and Haggling +
Race: All races may be imprisoned, and 5.
hence, are each likely to have members who have Equipment: Silica and a blowpipe.
become gladiators, whether they volunteered or not. Magic Points: Not applicable.
Disposition: While all dispositions are pos- Advancement Points: For each successful
sible, very few gladiators are ethical, since it is often completion of a project, a glassblower acquires 1
their unethical or unlawful actions that have caused AP.
them to be imprisoned in the first place. Training: None.
Temperament: Gladiators tend to be cho- Guild: Glassblowers Guild. Each appren-
leric. tice must serve 10 years. Each master may have
Sociality: The vast majority of gladiators are only one apprentice. A masterpiece must be pro-
slaves, peasants, or serfs, as are most criminals. How- duced to become a journeyman.
ever, nobles have been known to volunteer to be-
come gladiators.
Religion: Some gladiators worship gods of
war or combat, though others many pay no atten-
tion to religion at all.
Skills: Dismemberment + 5, Impaling + 5,
Mangling + 5, and 4 Weapons (Specific).
Equipment: Gladiators receive their armor
and weapons, if any, as a courtesy of the arena. No
gladiator is ever given heavy armor, and only occa-
sionally do they acquire medium armor. Nearly any
melee weapon may be used by gladiators in the arena. Artwork Here
Magic Points: Not applicable.
Advancement Points: Gladiators gain AP
by damaging opponents while in an arena or a situ-
ation in which they fight for money, freedom, or
the amusement of the public. Points gained equal
the damage dealt.
Training: None.
Guild: None.

216
Glover Goldsmith
This occupation specializes in manufactur- This occupation specializes in working with
ing gloves. A glover makes arrangements with a tan- and shaping gold, then selling the products. Daily
ner to purchase large quantities of tanned leather wages are typically 50 s.p.
for a lower price. Then, the glover makes gloves Ability Requirements: Hand-Eye Coordi-
and sells them to the public. Daily wages are typi- nation 100 and Intelligence 100.
cally 8 s.p. Gender: Female goldsmiths are rare.
Ability Requirements: Hand-Eye Coordi- Race: Any but ogre.
nation 85 and Intelligence 85. Disposition: Any.
Gender: Female glovers are rare. Temperament: Any.
Race: Any but ogre or troll. Sociality: Serf.
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Goldsmithing + 10 and Haggling +
Sociality: Serf. 5.
Religion: Any. Equipment: Gold.
Skills: Glovemaking + 10 and Haggling + Magic Points: Not applicable.
5. Advancement Points: For each successful
Equipment: Leather and tools. completion of a project, a goldsmith acquires 1/
Magic Points: Not applicable. 10th of 1 AP.
Advancement Points: For each pair of Training: None.
gloves successfully made, a glover acquires 1/10th of Guild: Smiths Guild. Each apprentice must
1 AP. serve 10 years. All members are prohibited from
Training: None. injuring each other including apprentices, or their
Guild: Glovers Guild. Each apprentice property. Members accused of violating this prohi-
must serve 7 years. A masterpiece must be pro- bition are banished from the guild, if not the com-
duced to become a journeyman. munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
apprentices, and no master may own a slave; other-
Artwork Here wise, a fee of 100 s.p. is charged.

217
Grocer Groom
This occupation specializes in dealing staple This occupation specializes in attending to
foods. Agreements may be made with farmers, gar- the cleaning of an animal, such as a horse. Daily
deners, and other producers of staple foods so that wages are typically 4 s.p.
a grocer may purchase large quantities of staple foods Ability Requirements: Intelligence 75.
for a lower price. Daily wages are typically 5 s.p. Gender: Males and females are both grooms.
Ability Requirements: Intelligence 75. Race: Any but ogre or troll.
Gender: Female grocers are uncommon. Disposition: Any.
Race: Any but ogre. Temperament: Any.
Disposition: Any. Sociality: Slave or serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Grooming + 10.
Religion: Any. Equipment: None.
Skills: Haggling + 5. Magic Points: Not applicable.
Equipment: Staple foods. Advancement Points: For each animal
Magic Points: Not applicable. groomed immaculately, a groom acquires 1/10th of
Advancement Points: For each unit of 1 AP.
staple food sold, a grocer acquires 1/20th of 1 AP. Training: None.
Training: None. Guild: None.
Guild: Grocers Guild. Each apprentice
must serve 4 years.

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218
Hatter Healer
This occupation specializes in making and This occupation specializes in methods con-
selling hats. Most hats are made from wool, though ducive to healing, such as how to administer proper
other materials may be used, such as fur, linen, and bedrest, bandages, etc. A healer may have their own
leather. Daily wages are typically 6 s.p. practice, or they may be an assistant to a doctor.
Ability Requirements: Intelligence 80. Daily wages are typically 6 s.p.
Gender: Female hatters are rare. Ability Requirements: Analytic Intelligence
Race: Any but ogre or troll. 100, Intelligence (overall) 90, and Intuition 100.
Disposition: Any. Gender: Males and females are both heal-
Temperament: Any. ers.
Sociality: Serf. Race: Any but ogre.
Religion: Any. Disposition: Any.
Skills: Haggling + 5 and Hatmaking + 10. Temperament: Any.
Equipment: Wool and possibly fur, linen, Sociality: Serf.
or leather. Religion: Any.
Magic Points: Not applicable. Skills: Anatomy + 5.
Advancement Points: For each hat manu- Equipment: Cloth for bandages.
factured successfully, a hatter acquires 1/10th of 1 Magic Points: Not applicable.
AP. Advancement Points: For each patient fully
Training: None. healed, a healer acquires 1 AP.
Guild: Hatters Guild. Each apprentice must Training: None.
serve 6 years. A masterpiece must be produced to Guild: None.
become a journeyman. Each master may only have
one apprentice.

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219
Herbalist Hewer
This occupation specializes in the uses and This occupation specializes in digging. Daily
properties of herbs. Females apprentice herbalists wages are typically 4 s.p.
or female slaves are sent out to forage for herbs. Ability Requirements: Strength 100.
The master herbalist sells or administers the herbs Gender: Female hewers are rare.
to customers. Daily wages are typically 4 s.p. Race: Any but ogre.
Ability Requirements: Intelligence 100 and Disposition: Any.
Intuition 100. Temperament: Any.
Gender: Male herbalists are rare. Sociality: Slave, peasant, or serf.
Race: Any but ogre. Religion: Any.
Disposition: Any. Skills: Hewing+ 10 and Weapon (Specific).
Temperament: Any. The specific weapon is a shovel.
Sociality: Serf. Equipment: Shovel.
Religion: Any. Magic Points: Not applicable.
Skills: Haggling + 10, Herbalism + 10, Na- Advancement Points: For each successfully
ture (Mycology) + 10, Nature (Plants) + 10, and completed project, a hewer acquires 1 AP.
Nature (Trees) + 10. Training: None.
Equipment: None. Guild: None.
Magic Points: Not applicable.
Advancement Points: For each herb suc-
cessfully used or for each herb in which a new prop-
erty is discovered and mastered, an herbalist acquires
10 AP.
Training: None.
Guild: Herbalists Guild. Each apprentice
must serve 9 years. A masterpiece must be pro-
duced to become a journeyman. The masterpiece
must be the discovery and successful implementa-
tion of a new use for one or more herbs.

Artwork Here

220
Hierophant
Priests are those who have devoted their lives to a deity, philosophy, or religion. The occupation
of a priest is the most diverse due to the number of different deities and philosophies. Therefore, priests
are not able to be standardized or generalized, and they are only briefly introduced here; most of the
information relevant to a priesthood may be found in Grimoirium Genitoris (Grimoire of the Gods).
Two main classes of priests will be introduced: hierophants and druids.
All priests must meet minimum score requisites in the sub-ability of Language and the ability of
Wisdom. Further, these requirements become more stringent as spell level increases. Hence, a priest may
attain high levels, but be limited in spellcasting ability. See the table below.
Priests gain access to spells as granted by their deities. Usually, priests have dreams induced by
their deity regarding the proper ingredients and ritual necessary for casting a certain spell, or they are
instructed by other priests of the same faith. If a chant is required for a spell, priests speak in tongues,
influenced by their god or religion. In any case, priests may cast any spells from their god as long as they
have enough Magic Points at the moment.
Similarly, as a priest advances in level, provided they meet the minimum requisites per spell level,
their odds of increasing in spell level are noted on a table below as well.

Ability Requirements

Spe ll Le ve l Language Wisdom


1 90 100
2 95 105
3 100 110
4 105 115
5 110 120
6 115 125
7 120 130
8 125 135
9 130 140
10 135 145

Priests cast only chaos magic (see Chap. 11: Magic).

Piety Points
All spells cast by priests are affected according to their PP. All aspects of a spell are affected,
including damage, duration, range, etc. If a discrepancy arises, the MM is the final arbiter of a specific
effect with a specific spell. Consult the table below:

PP Effe c t
1 -5 - 100%
6 -1 5 - 75%
1 6 -3 0 - 50%
3 1 -7 0 - 25%
7 1 -8 5 -
8 6 -9 5 + 10%
9 6 -1 0 0 + 25%

221
Lik e lihood of A dvanc ing in Spe ll Le ve l
Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
2 20% - - - - - - - -
3 28% 16% - - - - - - -
4 35% 24% 13% - - - - - -
5 43% 32% 19% 10% - - - - -
6 50% 37% 25% 15% 7% - - - -
7 60% 44% 32% 21% 13% 5% - - -
8 70% 50% 38% 27% 18% 10% 4% - -
9 80% 60% 44% 33% 24% 15% 12% 3% -
10 90% 70% 50% 38% 29% 20% 16% 10% 2%
11 100% 80% 60% 44% 34% 25% 22% 14% 12%
12 - 90% 70% 50% 40% 30% 25% 18% 16%
13 - 100% 80% 60% 45% 35% 29% 22% 20%
14 - - 90% 70% 50% 40% 33% 26% 24%
15 - - 100% 80% 60% 45% 38% 30% 28%
16 - - - 90% 70% 50% 42% 34% 32%
17 - - - 100% 80% 60% 46% 38% 36%
18 - - - - 90% 70% 50% 42% 40%
19 - - - - 100% 80% 60% 46% 44%
20 - - - - - 90% 70% 50% 48%

A hierophant is a priest of a specific deity, and is not a druid. A vast number of deities are available
in Grimoirium Genitoris. Specific information for hierophants of each deity are detailed therein. A
moral hierophant who casts magic is often called a thamaturge, meaning miracle-worker.
Magic Points: Not all hierophants cast magic, but for those who do, they begin with (26 + 1d12)
MP and recover a number of points per hour equal to their current occupational level. For example, a 3rd
level hierophant recovers 3 MP per hour. As hierophants advance in occupational level, they gain an
additional (26 + 1d12) MP. Magic Points are explained in Chapter 11: Magic.
Training: None.
Guild: None.

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222
Hunter Innkeeper/Hosteler
This occupation specializes in hunting ani- This occupation specializes in housing and
mals. Daily wages are typically 6 s.p. entertaining guests. Most innkeepers are female, and
Ability Requirements: Hand-Eye Coordi- often stand in the main doorway soliciting strangers
nation 100 and Intelligence 80. to stay at their inn. Inkeepers usually suggest to
Gender: Female hunters are rare. strangers that they will find bread, wine, and love in
Race: Any. their inn. Daily wages are typically 20 s.p.
Disposition: Any. Ability Requirements: Intelligence 80.
Temperament: Any. Gender: Male innkeepers are uncommon.
Sociality: Serf. Race: Any but ogre or troll.
Religion: Any. Disposition: Any.
Skills: Hunting + 10 and Weapon (Specific). Temperament: Any.
The specific weapon may be a bow, spear, etc. Sociality: Serf.
Equipment: Bow or spear. Religion: Any.
Magic Points: Not applicable. Skills: Haggling + 5.
Advancement Points: For each animal cap- Equipment: None.
tured or killed, a hunter acquires 1/10th of 1 AP. Magic Points: Not applicable.
Training: None. Advancement Points: For each guest who
Guild: None. does not complain, a hosteler or innkeeper acquires
1/20th of 1 AP.
Training: None.
Inkmaker Guild: Innkeepers Guild. Each apprentice
This occupation specializes in making and must serve 4 years.
selling ink. Ink is a mixture of lampblack gum and
water. Daily wages are typically 16 s.p.
Ability Requirements: Intelligence 90.
Gender: Female inkmakers are rare.
Race: Any but ogre.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: Inkmaking + 10.
Magic Points: Not applicable.
Advancement Points: For each gallon of Artwork Here
ink successfully made, an inkmaker acquires 1 AP.
Training: None.
Guild: Inkmakers Guild. Each apprentice
must serve 7 years. A masterpiece must be pro-
duced to become a journeyman.

223
Interpreter Ironmonger
This occupation specializes in translating one This occupation specializes in selling and
language into another for others. Daily wages are distributing iron products. Ironmongers sell the
typically 6 s.p. most iron to blacksmiths. Daily wages are typically
Ability Requirements: Language 100, and 12 s.p.
Intelligence (overall) 85. Ability Requirements: Strength 90 and
Gender: Female interpreters are rare. Intelligence 75.
Race: Any but ogre. Gender: Female ironmongers are rare.
Disposition: Any. Race: Any but ogre.
Temperament: Any. Disposition: Any.
Sociality: Serf or noble. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: Language (Speak). Religion: Any.
Equipment: None. Skills: Haggling + 5.
Magic Points: Not applicable. Equipment: Iron.
Advancement Points: For each new cus- Magic Points: Not applicable.
tomer for whom interpretation is a success for no Advancement Points: For each iron unit
more than one conversation, an interpreter acquires or product sold, an ironmonger acquires 1/20th of 1
5 AP. Each additional conversation earns the inter- AP.
preter 5 AP. Training: None.
Training: None. Guild: Ironmongers Guild. Each appren-
Guild: None. tice must serve 4 years.

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224
Jeweler Juggler
This occupation specializes in selling jew- This occupation specializes in juggling ob-
elry. Jewelers do not appraise gemstones (see Ap- jects for the entertainment of others. Daily wages
praiser), but may appraise the remainder of the jew- are typically 4 s.p.
elry. Daily wages are typically 25 s.p. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: Analytic Intelligence nation 100 and Intelligence 75.
100 and Intelligence 95. Gender: Female
Gender: Female jewelers are rare. Race: Human.
Race: Any but ogre. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Juggling + 10.
Skills: Appraise + 10 and Haggling + 5. Equipment: Objects to juggle.
Equipment: None. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each successful
Advancement Points: For each piece of juggling performance that exceeds five minutes, three
jewelry sold or successfully appraised, a jeweler ac- objects, and an audience of at least a dozen, a jug-
quires 1 AP. gler acquires 1 AP.
Training: None. Training: None.
Guild: Jewelers Guild. Each apprentice Guild: None.
must serve 10 years.

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225
King/Queen Advancement Points: A king advances ac-
This occupation is for royalty. This posi- cording to the profit and prosperity of their vassals
tion is achieved by heredity. Upon becoming king and kingdom. Every 7 years the wealth of each
or queen, all characters of all classes of the king- vassal is recorded. If the wealth of the vassals in-
dom are required to swear loyalty to the king or creases by 5% since the previous record, the king
queen. The king and queen reside in a citadel in the increases one occupational level. Every six months
capitol city. The citadel of a king is often called a the economy is recorded, which is comprised of
palace. The king and queen have the sovereign power local and foreign trade. If, as a whole, the local or
to command their subjects, who are their vassals. foreign economy increases by 5%, then the king in-
Periodically, the king meets with their coun- creases one occupational level.
cil, which is comprised of his dukes and barons. Training: None.
These dukes and barons are required to travel to Guild: None.
their court. The daily duties of a king or queen are
overwhelming. Instead of lounging around their
palace, a king or queen is busy constantly. Daily
wages are typically 300 s.p.
The king has the power to knight a worthy
character. During warfare, the king usually knights
suitable characters and immediately sends them to
war. If the knight returns from warfare, then the
knight may be promoted to a lord, a lord to a baron,
or baron to duke. During peace, fewer characters
are knighted, and once knighted, they are given a
hamlet or village and manor as a fief, thereafter be-
ing called a lord.
Ability Requirements: Intelligence 75.
Gender: Kings are male, queens are female.
Race: Any but ogre.
Disposition: Any.
Temperament: Any. Artwork Here
Sociality: Royalty.
Religion: Any.
Skills: Cartography + 5, Etiquette + 5, Ge-
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

226
Knacker
This occupation specializes in making and
selling harnesses. An agreement is reached between
a knacker and a tanner so that the knacker may pur-
chase large quantities of tanned leather for a low-
ered price. Daily wages are typically 18 s.p.
Ability Requirements: Intelligence 75.
Gender: Female knackers are rare.
Race: Any but ogre.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5 and Saddlemaking +
10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each successfully
made harness, a knacker acquires 1 AP.
Training: None.
Guild: Knackers Guild. Each apprentice
must serve 9 years. A masterpiece must be pro-
duced to become a journeyman.

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227
Knight Once knighted, the knight must find a squire.
Warriors are the most common, and per- Multiple squires may compete for the favor of the
haps necessary, adventurers. Without the bravado knight, a squire may be appointed by whoever
of warriors, combat would be exceedingly difficult knighted him, or the knight may have difficulty find-
for other occupations. Five different classes of war- ing a squire. If a knight no longer approves of a
riors exist, each with different advantages and dis- squire, a knight may dismiss the squire.
advantages. The typical warrior, compared to other Each knight is obligated to come to the
occupations, is not restricted regarding arms and council of their lord, when summoned.
armor, and is the deadliest foe at close quarters. The Ability Requirements: Intelligence 75.
classes of warriors include gladiator, knight, merce- Knights usually have high sub-ability scores in Phy-
nary, militiaman, and soldier. sique and Dexterity.
Only a king may declare a character to be a Gender: Female knights are rare.
knight. Knighthood may be achieved in one of two Race: Only anakim and humans are
ways. Usually, the son of a knight will become a knighted.
squire. If the squire wins the approval of royalty, Disposition: Any.
the king usually knights the squire. Otherwise, a Temperament: Knights tend not to be
king may knight any character who has done a deed phlegmatic.
worthy of knighthood, or simply any character they Sociality: Serf or noble.
desire. A wealthy townsman may be knighted for Religion: Any endorsed by their king.
his financial services to a great lord. Skills: Cartography + 5, Heraldry + 10,
Once knighted, a character will be a knight Mounted Archery + 5, Religion (Specific) + 5, Riding
for the rest of their life, even if they fall from the + 5, and 2 Weapons (Specific) of their choice, though
grace of their overlord. In such a case, the knight one weapon must be a sword.
must venture forth and find a new lord who will Equipment: All knights prefer a sword, the
accept the knights servitude in return for a fief. weapon of knighthood. However, as a warrior, a
A new knight pays his lord 1 g.p. for his knight may also use a horsemans battle axe, flail,
knight's fee (fief). Also, once knighted the knight mace, or war hammer. Knights wear at least me-
will be awarded with a suit of armor, sword, and dium armor, usually chainmaille. Affluent knights
horse. Roll percentile dice to determine the suit of prefer platemail.
armor: (01-75%) 4-in-1 chainmaille, or (76-100%) Magic Points: Not applicable.
6-in-1 chainmaille. Only the greatest knights wear a Advancement Points: Knights gain AP by
suit of platemail armor. The new knight may select damaging opponents while in service to their over-
their type of sword, either bastard, broad, cut and lord, usually a baron, duke, or king. Points gained
thrust, flamberge, long, or zweihander. equal the damage dealt.
Training: None.
Guild: None.

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228
Laborer Laundress
This occupation specializes in providing This female occupation specializes in clean-
miscellaneous physical labor, which cannot be con- ing clothes. A laundress is distinct from a chamber-
sidered another occupation. An example of the duty maid, because a laundress does not perform other
of a laborer may be fetching mortar to help build- duties in addition to cleaning laundry.
ers. Oftentimes, the only difference between a la- A laundress purchases soap and cleans cloth-
borer and a slave is a degree of freedom. Daily ing and other fabric with soap and water. Most
wages are typically 4 s.p. Female labor assistants typi- employers provide the soap for the laundress. Once
cally earn 1 s.p. per day. clean, the clothes are hung to dry. Daily wages are
Ability Requirements: Strength 90. typically 4 s.p.
Gender: Female laborers are uncommon. Ability Requirements: Intelligence 75.
Race: Any but ogre. Gender: Male laundresses do not exist.
Disposition: Any. Race: Any but ogre.
Temperament: Any. Disposition: Any.
Sociality: Slave, peasant, or serf. Temperament: Any.
Religion: Any. Sociality: Slave, peasant, or serf.
Skills: None. Religion: Any.
Equipment: None. Skills: Cleaning + 10.
Magic Points: Not applicable. Equipment: Water and soap.
Advancement Points: For each successful Magic Points: Not applicable.
completion of a project, a laborer acquires 5 AP. Advancement Points: For each piece of
Training: None. clothing cleaned to the satisfaction of the customer,
Guild: None. a laundress acquires 1/20th of 1 AP.
Training: None.
Guild: None.
Lacemaker
This female occupation specializes in mak-
ing lace. Daily wages are typically 4 s.p.
Ability Requirements: Intelligence 75.
Gender: Male lacemakers do not exist.
Race: Any but ogre.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Cleaning + 10.
Equipment: None. Artwork Here
Magic Points: Not applicable.
Advancement Points: For each project
completed with lace, a lacemaker acquires 1 AP.
Training: None.
Guild: None.

229
Linkboy Locksmith
This profession is for young boys. A boy is This occupation specializes in making and
hired by a character to carry a torch or lantern and selling locks. Daily wages are typically 16 s.p.
escort them through dark sidestreets at night. Ability Requirements: Intelligence 90.
Nightly wages are typically 1 s.p. Gender: Female locksmiths are rare.
Ability Requirements: Intelligence 75. Race: Any but ogre.
Gender: Female linkboys do not exist. Disposition: Any.
Race: Human. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Slave or serf. Skills: Locksmithing + 10, Lock-picking +
Religion: Any. 10, and Haggling + 5.
Skills: Direction Sense + 10. Equipment: None.
Equipment: Lantern or torch. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each lock made
Advancement Points: For each character successfully, a locksmith acquires 1 AP.
or group of characters who are led correctly through Training: None.
streets, a linkboy acquires 1 AP. Guild: Smiths Guild. Each apprentice must
Training: None. serve 8 years. All members are prohibited from in-
Guild: None. juring each other including apprentices, or their
property. Members accused of violating this prohi-
bition are banished from the guild, if not the com-
munity. All members are discouraged by a 100 s.p.
fine from helping smiths outside of their guild, as
well as making illegal keys or tools for thieves. Ap-
prentices must pay 200 s.p. to join the guild as a
journeyman, though sons of members may join for
free. If any member has more charcoal than needed,
it may only be sold to other members at a fixed
price, and no member may purchase more than nec-
essary for their work. Violators regarding charcoal
pay 100 s.p. No master may have more than two
apprentices, and no master may own a slave; other-
Artwork Here wise, a fee of 100 s.p. is charged.

230
Lord/Lady Advancement Points: A lord advances ac-
This occupation is for royalty. Only a king cording to the profit and prosperity of their vassals
or queen can make a character become a lord or and hamlet or village. Every 7 years the wealth of
lady. If the character accepts, then the lord or lady each vassal is recorded. If the wealth of the vassals
pledges allegiance to their king, duke, and baron. increases by 5% since the previous record, the lord
Then, the king or queen grants the lord or lady a increases one occupational level. Every six months
manor and hamlet or village, which is their fief. A the economy is recorded, which is comprised of
lord or lady answers to their baron, duke, and king. local and foreign trade. If, as a whole, the local or
Otherwise, the lord or lady may command the char- foreign economy increases by 5%, then the lord in-
acters of their manor and hamlet or village as de- creases one occupational level.
sired, who are their vassals. Training: None.
The lord does not attend the council of the Guild: None.
king, as do barons and dukes. In fact, the lord rarely
leaves their hamlet or village, except for warfare.
Local, legal hearings are directed by the lord
and decided by a jury who are peers to the accused.
Low crimes are tried in the court of the lords manor.
Those accused of high crimes (such as treason, mur-
der, etc.) are sent to the royal court of the king in
the capitol city.
The daily duties of a lord or lady are over-
whelming. Instead of lounging around their manor,
a lord or lady is busy constantly. Daily wages are
typically 20 s.p.
Due to the military nature of this occupa-
tion, most lords are experienced knights and were
promoted after loyal service in war.
Ability Requirements: Intelligence 75.
Gender: Lords are male, ladies are female.
Artwork Here
Race: Human.
Disposition: Any.
Temperament: Any.
Sociality: Royalty.
Religion: Lords may worship any deity en-
dorsed by their king or queen.
Skills: Cartography + 5, Etiquette + 5, Ge-
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

231
Mage
Generically speaking, a wizard is one who casts spells and is most often imagined to be wearing a
robe. Two different classes of wizard are available: sorcerers and mages. Sorcerers and mages are often
viewed and labeled by others for being immoral and casting black magic, or moral and casting white magic.
White magicians are sometimes called Sons of Light. References to black magicians include Brothers of
the Shadow, the Dark Brothers, Grey Brothers, and followers of the Left-Hand Path or the Path of
Shadows.

Lik e lihood of A dvanc ing in Spe ll Le ve l


Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
1 5% 1% - - - - - - -
2 40% 5% - - - - - - -
3 55% 32% 5% - - - - - -
4 70% 47% 25% 5% - - - - -
5 85% 61% 37% 19% 4% - - - -
6 100% 74% 50% 30% 14% 3% - - -
7 - 87% 63% 42% 25% 10% 1% - -
8 - 100% 75% 53% 36% 20% 7% 1% -
9 - - 88% 65% 47% 30% 24% 5% 1%
10 - - 100% 76% 57% 40% 32% 20% 4%
11 - - - 88% 68% 50% 41% 28% 23%
12 - - - 100% 79% 60% 49% 36% 31%
13 - - - - 90% 70% 58% 44% 39%
14 - - - - 100% 80% 66% 52% 47%
15 - - - - - 90% 75% 60% 55%
16 - - - - - 100% 83% 68% 63%
17 - - - - - - 92% 76% 71%
18 - - - - - - 100% 84% 79%
19 - - - - - - - 92% 87%
20 - - - - - - - 100% 95%

As wizards advance in level, they must roll on the table above to determine if they have learned
enough about magic to attempt more complicated spells -- spells of a higher spell level. If the advancing
wizard fails the roll by rolling higher than the listed percentage, then the wizard must wait until they
advance another occupational level before attempting to increase their spell level. Note that it is possible
for a first level wizard to know spells higher than those from the first spell level.
A scholar who studies magic through reading arcane texts, grimoires, and applying formulas and
intricate ritualistic elements is a mage. Though sorcerers throughout history experimented haphazardly
with their innate powers, scholars have recently had success with attempts to standardize magic so that
anyone capable of reading ancient tomes and practicing precise rituals may also use magic. More specifi-
cally, mages use ceremonial magic (see Chap. 11: Magic). Due to the inherent rigor and necessary intelli-
gence, mages are exceedingly rare. Unlike sorcerers, mages are often respected.

232
Unlike sorcerers or priests, mages are able to learn and cast spells from each of the ten disciplines
of magic. Other spellcasters are limited regarding the disciplines. Mages may only use ceremonial magic.
Mages may opt to specialize in one of the ten disciplines of magic (see Chap. 11: Magic). Specialist
mages call themselves magisters. A magister gains an additional 10% likelihood of advancing in spell level.
However, they forfeit the ability to learn and cast any spells from the discipline opposite to their chosen
specialty. For example, a magister of domination forfeits the ability to learn and cast any reformation
spells or magic. The most ancient name for a mage is a magus, or magi in its plural form.
The number of spells known by a mage upon completing their initial training is equal to their
Intelligence ability divided by ten and truncated. For example, if a given mage has an Intelligence of 128,
then they begin with 12 spells. Future spells are acquired by learning. A spell cannot be learned if it is
never encountered. Once encountered, it may be studied, and hopefully learned. To see if a given spell is
learned, consult the following table:

C a s te r Spe ll
1 2 3 4 5 6 7 8 9 10
Le ve l Le ve l
1 70% - - - - - - - - -
2 75% 70% - - - - - - - -
3 80% 75% 70% - - - - - - -
4 85% 80% 75% 70% - - - - - -
5 90% 85% 80% 75% 70% - - - - -
6 95% 90% 85% 80% 75% 70% - - - -
7 96% 95% 90% 85% 80% 75% 70% - - -
8 97% 96% 95% 90% 85% 80% 75% 70% - -
9 98% 97% 96% 95% 90% 85% 80% 75% 70% -
10 99% 98% 97% 96% 95% 90% 85% 80% 75% 70%

Note that the Skill Modifier for the Intelligence ability affects the roll on the table above for the
chance to learn a new spell. Therefore, the more intelligent the mage, the easier it is to learn spells.
By tradition among mages, their working magical library, which usually consists of their spellbook,
is to remain with their bodies even after death. In this way, it is hoped that magical knowledge will be
provided for use in the afterlife.
When employed, mages typically earn 10 s.p. per level per day.

233
Ability Requirements: Learning and cast- Magic Points: Mages begin with (38 +
ing spells as a mage has requirements that vary de- 1d20) MP and recover a number of points per hour
pending on the level of the spell (not the caster). If equal to twice their current level, thrice if asleep.
any requirement is not met, the mage is unable to For example, a 3rd level mage recovers 6 MP per
cast spells of that spell level. hour while awake. As mages advance in occupa-
tional level, they gain an additional (38 + 1d20) MP.
Spe ll MPs are explained in Chapter 11: Magic.
Language Math A naly tic D r ive Re fle c tion
Le ve l Advancement Points: Mages gain AP by
1 110 105 100 105 100 casting spells, though not for trivial reasons. To gain
2 115 110 105 110 105 points, the casting of a spell must be done while in
3 120 115 110 115 110 dangerous, life-threatening conditions, or as a means
4 125 120 115 120 115 to an important purpose. Points gained equal the
5 130 125 120 125 120 number of MP expended multiplied times three. A
6 135 130 125 130 125
mage must train to advance a level.
Training: 4 weeks. To train, a mage must
7 140 135 130 135 130
study new magical techniques and learn new spells.
8 145 140 135 140 135
A mage must train with a mage higher in occupa-
9 150 145 140 145 140
tional level and the trainer must know the spells that
10 155 150 145 150 145 the trainee learns.
Guild: None.
Gender: Female mages are rare to nonex-
istent.
Race: Any but ogre. Few anakim study
magic.
Disposition: Due to the rigor required to
master magic, most mages are ethical, though neu-
tral regarding morality.
Temperament: Mages tend to be melan-
cholic.
Sociality: Noble. Mages are usually re-
spected, though they are also reclusive. However,
mages are shunned, not respected, in kobold soci-
ety.
Religion: Mages are equally likely to wor- Artwork Here
ship a deity or ignore the gods for their studies.
Skills: Bookbinding + 5, Research (Library)
+ 5, Spellcasting (Familiarity) + 5, and Symbology
+ 5.
Equipment: Mages tend to shun armor and
most weapons. Oftentimes, mages carry a dagger
or a quarterstaff. The most important piece of
equipment to a mage is their spellbook.

234
Marbler Mercenary
This occupation specializes in working with Warriors are the most common, and per-
and selling marble. Daily wages are typically 18 s.p. haps necessary, adventurers. Without the bravado
Ability Requirements: Strength 100 and of warriors, combat would be exceedingly difficult
Intelligence 80. for other occupations. Five different classes of war-
Gender: Female marblers are rare. riors exist, each with different advantages and dis-
Race: Any but ogre. advantages. The typical warrior, compared to other
Disposition: Any. occupations, is not restricted regarding arms and
Temperament: Any. armor, and is the deadliest foe at close quarters. The
Sociality: Serf. classes of warriors include gladiator, knight, merce-
Religion: Any. nary, militiaman, and soldier.
Skills: Haggling + 5,Stonemasonry + 10, Although knights play a decisive role in war-
and Weapon (Specific). The specific weapon is a fare, they are usually few. Instead, many military
pick. leaders rely on mercenaries and peasants. Merce-
Equipment: Pick. naries are warriors with average training similar to
Magic Points: Not applicable. that of a soldier, except they lack loyalty to anything
Advancement Points: For each thousand but money, and are predominantly unethical. A mer-
pounds of marble processed, a marbler acquires 1 cenary provides the services of a warrior to the high-
AP. est bidder. Daily wages are 10 s.p.
Training: None. Ability Requirements: Intelligence 75.
Guild: Marblers Guild. Each apprentice Mercenary companies may have requirements for
must serve 6 years. A masterpiece must be pro- membership.
duced to become a journeyman. Gender: Females mercenaries are rare.
Race: Any but ogre.
Disposition: Due to their easily changed
Mason loyalty, or lack thereof, most mercenaries tend to be
This occupation specializes in shaping and unethical.
selling stone. Daily wages are typically 13 s.p. Temperament: Mercenaries tend to be cho-
Ability Requirements: Strength 100 and leric and phlegmatic.
Intelligence 75. Sociality: Serf.
Gender: Female masons are rare. Religion: The majority of mercenaries are
Race: Any but ogre. not religious, since their loyalties shift so much.
Disposition: Any. Nonetheless, many mercenaries do worship gods of
Temperament: Any. money, war, combat, victory, etc.
Sociality: Slave or serf. Skills: Blindfighting + 5 and 3 Weapons
Religion: Any. (Specific).
Skills: Haggling + 5, Stonemasonry + 10, Equipment: Mercenaries prefer medium ar-
and Weapon (Specific). The specific weapon is a mor such as chainmaille, though they may use any
pick. weapon.
Equipment: Pick. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: Mercenaries gain AP
Advancement Points: For each thousand by damaging opponents while in service to their
pounds of stone shaped, a mason acquires 1 AP. employers -- usually the military, as part of a battle
Training: None. or skirmish. Points gained equal the damage dealt.
Guild: Masons Guild. Each apprentice Training: None.
must serve 6 years. A masterpiece must be pro- Guild: None.
duced to become a journeyman.

235
Messenger Militiaman
This occupation specializes in the delivery Warriors are the most common, and per-
of messages. Other terms for a messenger include: haps necessary, adventurers. Without the bravado
courier or tabellarii, meaning tablet-men. Messen- of warriors, combat would be exceedingly difficult
gers are accustomed and expected to travel longer for other occupations. Five different classes of war-
than the standard ten-hour day. Daily wages are riors exist, each with different advantages and dis-
typically 5 s.p. advantages. The typical warrior, compared to other
Ability Requirements: Physical Fitness 110, occupations, is not restricted regarding arms and
Intelligence 75, and Drive 110. armor, and is the deadliest foe at close quarters. The
Gender: Female messengers are rare. classes of warriors include gladiator, knight, merce-
Race: Any but ogre. nary, militiaman, and soldier.
Disposition: Any. A member of the local militia receives mini-
Temperament: Any. mal training and duties entail enforcing law and or-
Sociality: Slave, peasant, or serf. der for the local community. Daily wages are 10 s.p.
Religion: Any. Ability Requirements: Physical Fitness 90,
Skills: Sprint + 10. Strength 100, Agility 100, and Intelligence 85.
Equipment: None. Gender: Female militiamen are rare.
Magic Points: Not applicable. Race: Any but ogre or troll.
Advancement Points: For each mile across Disposition: Since the duty of a militiaman
which a messenger has travelled, a messenger ac- is to uphold law and order, it is unlikely, though
quires 1 AP. possible, to find an unethical militiaman.
Training: None. Temperament: Militiamen tend to be phleg-
Guild: None. matic.
Sociality: Serf.
Religion: The best militiamen worship gods
of justice, law, or order.
Skills: Blindfighting + 5, Disarm + 5, Law
+ 5, and 1 Weapon (Specific).
Equipment: Most militia wear only light ar-
mor such as leather and carry clubs, though some
use maces.
Magic Points: Not applicable.

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236
Advancement Points: Militiamen gain AP Miller
by maintaining peace in their community. Points This occupation specializes in converting
gained equal the number of Life Points of crimi- grain into flour, and selling it. Originally, flour was
nals that they have personally subdued or impris- ground by hand. Then, animals turned cogs, which
oned, while in dangerous or life-threatening situa- powered the grindstones. Now, power is derived
tions. Hence, no AP are awarded for scolding a from either water or air. Water-driven mills are usu-
thieving child. A militiaman must train to advance. ally located across rivers, though wind mills may be
Training: 2 weeks. To train, a militiaman nearly anywhere. Windmills are less reliable than
must learn more about surrounding areas, fences, watermills, because windmills depend on the weather.
contacts, local characters, restraining techniques, and Grain is purchased from farmers after it has been
the law. As they advance, they may increase rank winnowed. Once milled, grain is sold to bakers. The
and are often transferred to better beats. In urban cost of building an average mill is 12,000 s.p. The
centers, most 1st level militiamen get assigned to the cost of a millstone is 1100 s.p. Daily wages are typi-
slums. A Militiaman must train with other militia, cally 5 s.p.
usually local. Ability Requirements: Intelligence 80.
Guild: None. Gender: Female millers are rare.
Race: Any but ogre.
Disposition: Any.
Temperament: Any.
Sociality: Peasant or serf.
Religion: Any.
Skills: Milling + 10 and Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each thousand
pounds of grain milled, a miller acquires 1 AP.
Training: None.
Guild: Millers Guild. Each apprentice must
serve 4 years. By guild statute, profits are limited to
one-sixteenth of what is milled.

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237
Miner Minter
This occupation specializes in mining ores This occupation specializes in minting cur-
from the earth. A miner digs a mine shaft either to rency, usually in the form of coins or bars of pre-
find precious stones or to tunnel underneath the cious metals.
wall of a besieged fortification. Therefore, miners So far, no more than 100 million s.p. have
may be civilian or military. been minted per year per kingdom, and no more
Under the supervision of an engineer, mili- than 1 million g.p.
tary miners may attempt to dig beneath a moat and A minter must guard the anvil, die, and pre-
then wall, set a fire, evacuate the tunnel, and hope cious metal of their king with their life. If any of
to collapse the wall. Once underneath the moat or these are stolen, the minter is put to death, guilty or
wall, the miners will support the mine shaft with innocent. Each minter, including apprentices, must
timbers. Otherwise, miners may dig underneath the sign a clause in a contract that allows the king to
wall and up to the surface, so that soldiers can enter take their life if associated with misfortune regard-
the besieged fortification. In either case, a counter- ing minting, such as debasing the metal.
mine may be dug by defenders if they detect mining The first coins ever minted were electrum, a
by besiegers. A bowl of water may be placed atop naturally-occuring alloy of silver and gold. In the
the defending wall and watched for ripples, which beginning, these coins were 55% gold. Slowly, this
may alert defenders to the presence of mining. Suc- changed to 43% gold. Eventually, electrum coins
cessful counter-miners will collapse the tunnel. Fi- were abandoned in favor of pure metals.
nally, another method of mining is when miners, in Daily wages are typically 7 s.p.
this case called sappers, approach the wall of the Ability Requirements: Intelligence 80.
besieged fortification while hiding in the cat of a Gender: Female minters are rare.
battering ram. Once at the wall, the sappers pick at Race: Any but ogre.
the all to weaken its structure. Daily wages are typi- Disposition: Any.
cally 7 s.p., whether civilian or military. Temperament: Any.
Ability Requirements: Strength 100. Sociality: Serf.
Gender: Female miners are rare. Religion: Any.
Race: Any but ogre. Kobolds are excep- Skills: Blacksmithing + 10 and Minting +
tional miners. 10.
Disposition: Any. Equipment: Forge, anvil, die, hammer, and
Temperament: Any. precious metal.
Sociality: Slave or serf. Magic Points: Not applicable.
Religion: Any. Advancement Points: For each bar of pre-
Skills: Appraise + 5, Mining + 10, and cious metal minted, a minter acquires 1 AP.
Weapon (Specific). The specific weapon is a pick. Training: None.
Equipment: Pick. Guild: Minters Guild. Each apprentice
Magic Points: Not applicable. must serve 7 years. A masterpiece must be pro-
Advancement Points: For each hundred duced to become a journeyman.
pounds of ore mined, a miner acquires 1 AP.
Training: None.
Guild: Miners Guild. Each apprentice must
serve 4 years.

238
Money-Lender Mountaineer
This occupation specializes in lending money This occupation specializes in climbing and
with the understanding that it will be repaid with 5- traversing mountains. Daily wages are typically 13
6% interest, or that favors must be performed. All s.p.
money-lenders are resented, but also respected. Ability Requirements: Physical Fitness 110,
Money-lenders run risks, so interest is high. A bor- Strength 100, Agility 100, and Intelligence 75.
rower who fails to repay may expect their goods to Gender: Female mountaineers are rare.
be seized and given to the money-lender. If this Race: Any but ogre or troll.
compensation is insufficient to repay the debt, the Disposition: Any but ogre.
borrower will be imprisoned or banished. Impris- Temperament: Any.
onment is more effective for the money-lender, since Sociality: Serf.
it gives the borrower a chance to acquire money and Religion: Any.
repay it. Daily wages vary depending on the market Skills: Mountaineering + 10.
and the gullibility of the customer. Equipment: Pick.
Ability Requirements: Intelligence 90 and Magic Points: Not applicable.
Common Sense 90. Advancement Points: For each mountain
Gender: Female money-lenders are rare. fully climbed, a mountaineer acquires 100 AP.
Race: Any but ogre. Training: None.
Disposition: Any. Guild: None.
Temperament: Any.
Sociality: Serf or noble.
Religion: Any.
Skills: Haggling + 15 and Intimidation +
10.
Equipment: Money.
Magic Points: Not applicable.
Advancement Points: For each silver piece
earned due to interest, a money-lender acquires 1
AP.
Training: None.
Guild: Bankers Guild. Each apprentice
must serve 7 years.

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239
Musician/Minstrel Navigator
This occupation specializes in performing This occupation specializes in naval naviga-
music. Musicians or minstrels play music, but un- tion via the stars. Daily wages are typically 13 s.p.
like bards they do not adventure in search of inspi- Ability Requirements: Intelligence 90.
ration. Daily wages are typically 4 s.p. Gender: Female navigators are rare.
Ability Requirements: Hand-Eye Coordi- Race: Human. Other races avoid navigat-
nation 100, Math Intelligence 85, Analytic Intelli- ing seas or oceans.
gence 95, Spatial Intelligence 100. (Vocal Charisma Disposition: Any.
110, if singer). Temperament: Any.
Gender: Males and females are both musi- Sociality: Serf.
cians. Religion: Any.
Race: Any but ogre. Human music varies Skills: Constellations + 10 and Sailing + 10.
widely. Kobold music is always fast. Equipment: None.
Disposition: Any. Magic Points: Not applicable.
Temperament: Any. Advancement Points: For each naval ven-
Sociality: Serf or noble. ture in which no faulty navigation occurs, a naviga-
Religion: Any. tor acquires 5 AP.
Skills: Music (Counterpoint) + 10, Music Training: None.
(Theory) + 10, and Musical Instrument + 10. Guild: None.
Equipment: Voice or instrument.
Magic Points: Not applicable.
Advancement Points: For each successful Papermaker
performance to an audience of at least a dozen and This occupation specializes in making and
which occurs no more frequently than once per week selling paper. For more information on making pa-
and involves new music, a musician or minstrel ac- per, see the Papermaking skill (Chap. 8: Skills). Pa-
quires 1 AP. permakers sell paper to bookbinders. Daily wages
Training: None. are typically 12 s.p.
Guild: Musicians Guild. Each apprentice Ability Requirements: Spatial Intelligence
must serve 7 years. A masterpiece must be pro- 90 and Intelligence (overall) 80.
duced to become a journeyman. The masterpiece Gender: Female papermakers are rare.
must be a musical work that is composed by the Race: Any but ogre.
musician. The musical work must display compli- Disposition: Any.
cated music theory and counterpoint. Finally, the Temperament: Any.
musician must perform this musical work flawlessly Sociality: Serf.
before their master and three guild officials. Two Religion: Any.
out of three guild officials must approve of the Skills: Haggling + 5 and Papermaking + 10.
musician as a journeyman. Equipment: Paper.
Magic Points: Not applicable.
Advancement Points: For each piece of
paper made, a papermaker acquires 1/20th of 1 AP.
Training: None.
Guild: Papermakers Guild. Each appren-
tice must serve 7 years. A masterpiece must be pro-
duced to become a journeyman.

240
Pawnshopman Perfumer
This occupation specializes in the business This occupation specializes in making and
of pawning valuables, trinkets, and possessions. selling perfumes. Females who wear perfume are
Daily wages are typically 6 s.p. 50% likely to smell more attractive to any given male.
Ability Requirements: Intelligence 80 and If they do smell more attractive, the Charisma of
Common Sense 85. the perfumed female will increase by 1d10 points
Gender: Female pawnshopmen are rare. for 1d10 hours, depending on the quality of the
Race: Any but ogre. perfume purchased. Daily wages are typically 14 s.p.
Disposition: Any. Ability Requirements: Intelligence 90.
Temperament: Any. Gender: Males and females are both per-
Sociality: Serf. fumers.
Religion: Any. Race: Human.
Skills: Haggling + 10. Disposition: Any.
Equipment: None. Temperament: Any.
Magic Points: Not applicable. Sociality: Serf.
Advancement Points: For each 10 items Religion: Any.
traded, a pawnshopman acquires 1 AP. Skills: Haggling + 5 and Perfumemaking +
Training: None. 10.
Guild: Pawnshopmans Guild. Each ap- Equipment: Scented liquids.
prentice must serve 4 years. Magic Points: Not applicable.
Advancement Points: For each new and
delectable perfume made, a perfumer acquires 10
AP. For each bottle of perfume sold, a perfumer
acquires 1/10th of 1 AP.
Training: None.
Guild: Perfumers Guild. Each apprentice
must serve 7 years. A masterpiece must be pro-
duced to become a journeyman.

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241
Pewterer Pick Pocket
This occupation specializes in shaping and Thieves are popular both in cities and in the
selling pewter. Daily wages are typically 16 s.p. wilderness. They are a constant threat to any soci-
Ability Requirements: Hand-Eye Coordi- ety. In general, thieves tend toward unethical dis-
nation 90 and Intelligence 80. positions, though some spies or assassins may be
Gender: Female pewterers are rare. very loyal. There are five classes of thief, including
Race: Any but ogre. the assassin, bandit, pick pocket, spy, and thug.
Disposition: Any. Considered to be urban bandits, pick pock-
Temperament: Any. ets most often make a habit of bumping into char-
Sociality: Serf. acters amidst a crowd, stealing their goods, and run-
Religion: Any. ning to safety. Usually, pick pockets are not violent,
Skills: Haggling + 5 and Pewtersmithing + though aggressive ones exist.
10. Ability Requirements: Hand-Eye Coordi-
Equipment: Pewter. nation 90, Agility 90, and Intelligence 75.
Magic Points: Not applicable. Gender: Male and female pick pockets are
Advancement Points: For each pound of equally likely to exist: males for their daring, females
pewter shaped and sold, a pewterer acquires 1 AP. for survival.
Training: None. Race: Any but ogre or troll. Humans and
Guild: Smiths Guild. Each apprentice must kobolds are most common.
serve 7 years. All members are prohibited from in- Disposition: Pick pockets tend to be un-
juring each other including apprentices, or their ethical and most are not moral.
property. Members accused of violating this prohi- Temperament: Pick pockets tend to be
bition are banished from the guild, if not the com- phlegmatic.
munity. All members are discouraged by a 100 s.p. Sociality: Serf.
fine from helping smiths outside of their guild, as Religion: Any.
well as making illegal keys or tools for thieves. Ap- Skills: Appraise + 5, Hide + 10, Pick Pocket
prentices must pay 200 s.p. to join the guild as a + 20, Silence + 5, Sprint + 10, and Touch + 10.
journeyman, though sons of members may join for Equipment: Most pick pockets do not wear
free. If any member has more charcoal than needed, armor at all, preferring to blend into a crowd. Few
it may only be sold to other members at a fixed have weapons, but if armed, a dagger is most likely
price, and no member may purchase more than nec- to be carried.
essary for their work. Violators regarding charcoal Magic Points: Not applicable.
pay 100 s.p. No master may have more than two Advancement Points: Pick pockets gain AP
apprentices, and no master may own a slave; other- by successfully picking a characters pocket. Points
wise, a fee of 100 s.p. is charged. gained equal the adjusted number that passed a skill
check for the Pick Pocket skill. Further, one AP is
gained for the equivalent of each silver piece pil-
fered.
Training: None.
Guild: None.

242
Potter Poulterer
This occupation specializes in making pot- This occupation specializes in processing and
tery. Daily wages are typically 6 s.p. selling poultry. Chickens are the most popular poul-
Ability Requirements: Intelligence 75. try, but poulterers also sell rabbits, hares, kids, and
Gender: Female potters are uncommon. lambs. Daily wages are typically 6 s.p.
Race: Any but ogre. Ability Requirements: Intelligence 75.
Disposition: Any. Gender: Female poutlerers are rare.
Temperament: Any. Race: Any but ogre or troll.
Sociality: Serf. Disposition: Any.
Religion: Any. Temperament: Any.
Skills: Haggling + 5 and Pottery + 10. Sociality: Peasant or serf.
Equipment: Any. Religion: Any.
Magic Points: Not applicable. Skills: Haggling + 5.
Advancement Points: For each successfully Equipment: Poultry.
made and functional pot, a potter acquires 1 AP. Magic Points: Not applicable.
Training: None. Advancement Points: For each animal
Guild: Potters Guild. Each apprentice must used, a poulterer acquires 1/10th of 1 AP.
serve 7 years. A masterpiece must be produced to Training: None.
become a journeyman. Guild: Poulterers Guild. Each apprentice
must serve 5 years.

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243
Prince/Princess Public Executioner
This occupation is not chosen, but inher- Also called a carnifex, this occupation spe-
ited. A prince is the son of a king and queen. If cializes in murdering characters who are convicted
multiple princes exist, then the oldest living prince of crimes. Prior to executing a criminal, the public
will become king when the king dies. A princess is executioner dons a black hood. Popular methods
the daughter of the king and queen. If the king include beheading, crucifying, and hanging. Daily
dies and he has no princes, then the princess will wages are 8 s.p.
become queen; shortly thereafter she will select and Ability Requirements: Strength 100 and
marry any male of royal birth, who will become king. Intelligence 75.
Daily wages are an allowance, if given, from the king. Gender: Female public executioners are rare.
The days of princes and princesses are filled Race: Any but ogre.
with education; they are learning how to rule and Disposition: Public executioners tend to be
make good decisions. immoral.
Ability Requirements: Intelligence 75. Temperament: Any.
Gender: Princes are male, princesses are Sociality: Serf.
female. Religion: Any.
Race: Human. Skills: Dismemberment + 10 and Weapon
Disposition: Any. (Specific). The specific weapon is a berdeesh.
Temperament: Any. Equipment: Berdeesh.
Sociality: Royalty. Magic Points: Not applicable.
Religion: Any religion endorsed by the king. Advancement Points: For each convicted
Skills: Cartography + 5, Etiquette + 5, Ge- and murdered criminal, a public executioner acquires
nealogy + 5, Heraldry + 10, History (Cultural) + 5, 5 AP. For points to be earned, only one attack must
History (Local) + 5, History (Military) + 5, Law + be made to kill the criminal. If more than one at-
10, and Language (Read/Write). tack is necessary, then no points are earned. For
Equipment: None. this reason, a public executioner always sharpens
Magic Points: Not applicable. their berdeesh.
Advancement Points: A prince or princess Training: None.
advances in level by winning the approval and favor Guild: None.
of the king and queen over rival princes or prin-
cesses. Each time that the king or queen acts in
favor of this prince or princess, 5 AP is earned. If
the prince or princess has no brothers or sisters,
then each time the public acts in favor of the prince,
instead of the king or queen, 5 AP is earned.
Training: None.
Guild: None.

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244
Pursemaker Ranger
This occupation specializes in making purses. Fighters are those who are capable oppo-
Pursemakers arrange deals with tanners to purchase nents, but not formally trained. Three classes of
large quantities of tanned leather at lower prices. fighters exist as adventurers: berserkers, bounty hunt-
The tanned leather is made into pouches, which are ers, and rangers.
sometimes called backpacks or purses. Daily wages Those who roam the countryside, familiar
are typically 16 s.p. with every nook and cranny, every trick of survival,
Ability Requirements: Intelligence 75. are rangers. Most often, rangers sell their services
Gender: Female pursemakers are rare. to travelers or adventurers as guides. Daily wages
Race: Any but ogre or troll. are 10 s.p.
Disposition: Any. Ability Requirements: Physical Fitness 90,
Temperament: Any. Health 90.
Sociality: Serf. Gender: Female rangers are uncommon.
Religion: Any. Race: Any but ogre.
Skills: Haggling + 5 and Pursemaking + 10. Disposition: Rangers are rarely immoral or
Equipment: Leather. ethical.
Magic Points: Not applicable. Temperament: Rangers may be any tem-
Advancement Points: For each successfully perament.
made purse, a pursemaker acquires 1 AP. Sociality: Peasant or serf.
Training: None. Religion: Any.
Guild: Pursemaker. Each apprentice must Skills: Aim + 5, Animal Handling + 5, Climb
serve 8 years. A masterpiece must be produced to + 5, Constellations + 5, Direction Sense + 10, Fish-
become a journeyman. ing + 5, Hunting + 5, Nature (Animals) + 5, Nature
(Beasts) + 5, Nature (Birds) + 5, Nature (Fish) + 5,
Nature (Geography) + 5, Nature (Humanoids) + 5,
Nature (Mycology) + 5, Nature (Plants) + 5, Na-
ture (Trees) + 5, Search + 5, Sight + 5, Sound + 5,
Sprint + 5, and 2 Weapons (Specific).
Equipment: Rangers prefer light armor
such as leather or studded leather, and often carry a
bow.
Magic Points: Not applicable.

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245
Advancement Points: Rangers gain AP in Reeve
many ways. For each successful blow dealt to an The reeve is a peasant official who is subor-
opponent, rangers gain AP equal to half of the dam- dinate to the bailiff. The reeve is selected annually
age delivered. Further, each successful skill check from the populace. His main duty is to see that the
for Animal Handling, Climb, Direction Sense, Fish- villagers who owe labor service rise promptly and
ing, Hunting, Nature (Animals), Nature (Beasts), report for work. A reeve makes sure no herdsman
Nature (Birds), Nature (Fish), Nature (Geography), slips away to a fair, market, wrestling match, or tav-
Nature (Humanoids), Nature (Mycology), Nature ern without obtaining leave and finding a subst