Designer's Notes
Like the backgrounds in 5e D&D, these are intended to provide a backstory and some characterization, hooks, and minor powers to player characters. However, they are inspired more by medieval societies than by contemporary fantasy fiction. The ability bonuses are used in my human-centered Twilight Empire campaign, but can be dropped without fuss. The skill bonus is like a 5e proficiency bonus, but uses my
house rules for ability rolls in old-school campaigns. The skill bonus is quite high at +1 per experience level, but this assumes low-level campaigns; the skill bonus could be reduced to +1 per 2 levels (round fractions up) for high-level campaigns. Social level is similar to the Judges Guild rule, but I use
a different table. The background descriptions contain a handful of other references to house rules from my Twilight Empire campaign, such as for trials, the right to bear arms, and sumptuary laws. Groats are large silver coins that have the same value as a standard gold piece.
Backgrounds
A
character’s background represents his social position and his early education
or training. A background gives a character two ability bonuses, bonus items, a
skill bonus to relevant ability rolls, one or more powers, and a starting social level (SL) score.
Background Table
#
|
Background
|
Ability Bonuses
|
Bonus Items
|
Skill Bonus
|
Powers
|
SL
|
1
|
Barrister
|
Ch +1
I +1
|
Fine hat (5g)
Gown and robe
(10g)
Legal codex
(100g)
|
Bargain
Courtesy
Oratory
Scribe
|
Law
|
9-12
|
2
|
Craftsman
|
D +1
I +1
|
Breeches and
tunic (2g)
Cap (1g)
Craftsman’s
tools (5g+)
|
Appraise
Bargain
Build or Repair
Drive Vehicle
|
Craft
|
7-12
|
3
|
Engineer
|
I +2
|
Breeches and
tunic (2g)
Cap (1g)
Compass and
square (2g)
|
Build or Repair
Scribe
|
Engineering
|
7-12
|
4
|
Forester
|
D +1
W +1
|
Breeches and
tunic (2g)
Hooded cloak
(2g)
Staff (1g)
|
Direction Sense
Natural Lore
Outdoor Survival
Track
|
Set
Snares
|
1-10
|
5
|
Herdsman
|
C +1
W +1
|
Bagpipe (2g)
Breeches and
tunic (2g)
Hooded cloak
(2g)
Riding horse
(40g)
|
Play Instrument
Ride
Train Animal
Weather sense
|
Animal
Husbandry
|
1-10
|
6
|
Mariner
|
C +1
S +1
|
Breeches and
tunic (2g)
Compass and
sextant (5g)
Fur-lined cloak
(5g)
|
Direction sense
Pilot Vessel
Swim
Weather Sense
|
Seamanship
|
1-10
|
7
|
Merchant
|
Ch +1
I +1
|
Abacus (5g)
Fine hat (5g)
Fine tunic
(10g)
|
Appraise
Bargain
Drive Vehicle
Scribe
|
Merchant
|
7-12
|
8
|
Miner
|
C +1
S +1
|
Breeches and
tunic (2g)
Cap (1g)
Spade (1g)
|
Drive Vehicle
Natural Lore
|
Mining
Underground
Sense
|
1-10
|
9
|
Noble
|
Ch +1
S +1
|
Fine breeches
and tunic (10g)
Fine cape,
cloak, or hat (10g)
Riding horse (40g)
|
Courtesy
Ride
Scribe
Track
|
Nobility
Servant
|
13-16
|
10
|
Pauper
|
Ch +1
D +1
|
Soiled breeches
and tunic
Soiled cap
Wooden bowl
|
Bargain
Beg
Bluff
Folk Lore
|
The
Cant
City
Lore
|
1-6
|
11
|
Peasant
|
C +1
W +1
|
Breeches and
tunic (2g)
Cap (1g)
Draft horse (30g)
|
Drive Vehicle
Folk Lore
Natural Lore
|
Farming
|
1-12
|
12
|
Physician
|
D +1
I +1
|
Fine hat (5g)
Gown and robe
(10g)
Medical codex
(100g)
|
Courtesy
First Aid
Natural Lore
Scribe
|
Physic
|
9-12
|
13
|
Scholar
|
I +1
W +1
|
Codex (100g)
Fine cap (5g)
Gown and robe
(10g)
Wax tablet and
stylus (2g)
|
Courtesy
Folk Lore
Oratory
Scribe
|
Ancient
Languages
Scholarship
|
7-12
|
Ability Bonuses: A character receives two ability bonuses
for his background. They don’t raise ability scores above 18.
Bonus Items: These are in addition to items purchased
with a character’s starting money (30-180 groats, modified by social level).
Skill Bonus: A character receives a skill bonus equal
to his experience level on ability rolls related to his background. The
table above lists two or four standard ability rolls related to the background,
but the skill bonus also applies to any other ability roll for which the
background would provide an advantage (referee’s discretion).
Powers: A power enables a character to perform
special actions not covered by standard ability rolls, or gives him some other
edge or advantage.
SL: Social level determines social class and
rank, and affects starting money and cost of upkeep.
Barrister
A
barrister is an expert in the law. A barrister does not serve as an advocate
during a trial, but may be consulted by a judge (or, more rarely, by a party to
the trial) to interpret the law and cite precedents. A barrister has general knowledge
of the law, and chooses a specialization: canon law, common law, imperial law,
merchant law, or urban law. Canon law is the law of the
church; common law is based on local custom or judicial precedents; imperial
law is promulgated by the emperor; merchant law is used by merchants who trade
across legal jurisdictions; and urban law is promulgated by towns or cities.
Law: A barrister’s knowledge of the law can be
used to help avoid arrest or prosecution, to avoid conviction in a trial, to
bring a suit against another party, or to otherwise navigate a legal system. A
barrister can discover a precedent or loophole to support one party to a trial,
which provides a +4 bonus to a trial roll, or +8 if the trial in
question relates to his legal specialization. A barrister can also recall
obscure facts about the law with a successful intelligence roll, which can help
with legal investigations and disputes.
Craftsman
A
player character craftsman is assumed to have obtained a journeyman level of
training in his craft, before going off to a life of adventure. There are three
levels of craftsmen: apprentice, journeyman, and master. Apprentices learn
their craft while working for a master craftsman in exchange for their labor.
Journeymen are fully trained, but have not received the title of master from
their guild, and do not have their own shops. Masters are senior members of the
guild, who have their own shops, and are involved in guild politics.
Craft: A craftsman is able to manufacture items given
adequate tools, time, and materials. The player chooses which craft his
character knows from the following table, or another craft of his choosing
(with the referee’s permission).
Sample Crafts Table
Craft
|
Items Made
|
Armorer
|
Cuirass,
helmet, lamellar, mail, melee weapon, plate mail, shield
|
Blacksmith
|
Crowbar,
hammer, horseshoe, iron spikes
|
Bowyer
|
Long
bow, short bow
|
Cartwright
|
Cart,
wagon
|
Fletcher
|
Arrow,
bolt
|
Goldsmith
|
Holy
item, jewelry, signet ring
|
Gunsmith
|
Arquebus,
cannon
|
Engineer
An engineer designs
complex devices and structures, such as buildings, clocks, and machines of war.
Engineering:
An engineer can design or
repair a complex structure or mechanical device, including: castles, churches,
fortifications, houses, and other buildings; mills and other basic machinery;
water clocks and simple mechanical clocks; and ballistae, catapults, siege
towers, and other machines of war. Actually building the structure or device
requires a team of skilled workers and sufficient time and money (referee’s
discretion). An ambitious or novel design requires an intelligence roll with a
difficulty level of 4 or more; failure indicates a collapse or malfunction, either
during the period of construction or sometime thereafter (equal chance of each).
Forester
A
forester makes his living in woodlands, through timbering, charcoal making,
foraging, hunting, trapping, or serving as a warden to guard a territory from
poachers or other trespassers.
Set Snares: A forester can set snares and build pit
traps. It takes one hour to set a snare. A snare can be set either to inflict
1-6 damage or to immobilize the target. It takes six hours to construct a pit
trap. A pit trap causes the victim to fall into a 10’ deep pit. The victim
suffers 1-6 damage if he fails a dexterity roll. It takes at least one turn for
the victim to climb out of the pit trap, and the victim may only be able to
climb out successfully after abandoning armor or other equipment (referee’s
discretion).
Herdsman
A
herdsman cares for large herds or flocks of domesticated animals. Some own
their own land and animals, others watch over animals owned by others, and
still others own their animals but not the land they graze on.
Animal Husbandry: A herdsman can raise, care for, and
assess the value of cattle, goats, horses, sheep, or other domesticated
animals. With a successful wisdom roll, a herdsman can increase the value of a
flock or herd by 10% over the course of a year.
Mariner
A
mariner works aboard a rowed or sailed ocean-going vessel.
Seamanship: A mariner can find work aboard a ship,
which enables him to earn his keep and to get free passage to ports of call. If
need be, a mariner can also function as a ship captain and perform basic
navigation.
Merchant
Merchants
typically live in towns or cities, but some (peddlers) travel the countryside
to sell their wares, while others travel by river or sea. Unlike most commoners,
merchants are often literate and numerate.
Merchant: A merchant can buy items at half their
usual retail value and sell them at their full retail value. Doing so requires locating
a buyer; the chance of this varies based on the item, local tastes, and the size
of the local population, but there is a base chance of 1% per month in a
village (100-900 inhabitants), 5% per month in a town (1,000-9,000 inhabitants),
and 50% per month in a city (10,000+ inhabitants).
Miner
A
miner has had experience working in an underground copper, iron, lead, salt, or
silver mine.
Mining: A miner can engage in prospecting and
oversee the construction and operation of a mine (possibly requiring the
assistance of an engineer, depending upon the difficulty of the site).
Underground Sense: With a detect secret doors roll (base 2 in
6 chance), a miner can notice sloping or shifting passages, recent
construction, approximate depth underground, and other underground phenomena.
Noble
A
noble is born into a family that bears at least one noble title and that owns one
or more feudal estates. Feudal estates are distinguished from other land in
that their tenants owe the landlord feudal dues, and in that the owner of the
land is a vassal to a higher-ranking noble. A noble is familiar with rules of etiquette,
courtly song and dance, and elite pastimes such as chess and falconry. A noble
is likely to be literate, and to have at least a passing familiarity with “the
classics”—epic and lyric poetry, sacred scriptures, famous speeches, and a
handful of historical or philosophical works. A male noble receives training
from an early age in the hunt and the art of war, and a female in weaving and
household management.
Ranks of Nobles Table
#
|
Rank
|
Type
|
Social
Level
|
1
|
Emperor
|
Royalty
|
20
|
2
|
King
|
Royalty
|
19
|
3
|
Prince
|
Aristocrat
|
18
|
4
|
Duke
|
Aristocrat
|
17
|
5
|
Marquis
|
Aristocrat
|
16
|
6
|
Count
|
Aristocrat
|
16
|
7
|
Viscount
|
Aristocrat
|
15
|
8
|
Baron
|
Gentry
|
14
|
9
|
Knight
|
Gentry
|
13
|
10
|
Esquire
|
Gentry
|
13
|
Every
noble family in the Twilight Empire is either part of or allied with one of the
six great noble houses. Each noble house is a virtual nation in its own right, owning
numerous estates, castles, and noble titles, and able to field a large feudal army.
The noble houses are divided by intense rivalries, and in the past these have
broken out into civil war. The twilight emperor is always from House Beryl; the
other five noble houses are roughly equal in power. A player character noble is
generally assumed to be from a lesser branch of one of the noble houses, or
from a lesser noble family allied with one of the great houses. Such a
character will nonetheless be affected by the grand politics of the empire, as
shifting alliances and hostilities among the houses are felt at all levels of
the feudal hierarchy.
#
|
Noble House
|
Coat of Arms
|
Reputation
|
1
|
House
Beryl
|
Gold
gemstone on a black field
|
Majesty,
ambition
|
2
|
House
Boarshead
|
Blue
boar’s head on a gold field
|
Valor,
treachery
|
3
|
House
Falconcrest
|
White
falcon on a blue field
|
Chivalry,
courtesy, heresy
|
4
|
House
Ravenwing
|
Black
raven on a white field
|
Orthodoxy,
loyalty
|
5
|
House
Tawny
|
Red
rooster on a gold field
|
Pride,
prudence
|
6
|
House
Winterwolf
|
White
wolf on a black field
|
Endurance,
independence
|
Nobility: Nobles generally receive deference from
commoners, and can expect hospitality from nobles and commoners when
travelling. They are permitted to bear chivalric arms such as swords and lances, and to wear silks and other luxurious clothing.
A noble’s testimony is more valuable in a court of law.
Servant: A noble character begins play with a
0-level NPC retainer in his service, who is either a maidservant,
manservant, or squire. Noble fighters are served by squires, while members of
other classes have a maid- or manservant who matches their gender. Maidservants
are armed with a knife, manservants with dagger and staff, and squires with
gambeson, helmet, shield, dagger, sword, and bow or crossbow.
Pauper
Paupers
are characters of humble circumstances who dwell in towns or cities, such as beggars,
day laborers, maids and valets, pimps and prostitutes, and thieves and con men
of various stripes.
The Cant: A pauper is familiar with the dialect and
distinctive terminology used by thieves and the urban poor to veil their
meaning when discussing criminal matters and to verify their identity when
among mixed company.
City Lore: A pauper is familiar with the principal
guilds, criminal organizations, and other factions in Greymouth or another
city, and knows shortcuts for cutting through streets and safe houses used by
thieves and other members of the criminal underworld.
Peasant
A
peasant works the land for a living. Peasants are usually illiterate and
uneducated. It is often illegal for a peasant to hunt or fish from the
surrounding countryside, if the land is owned by a lord jealous of its use, but
this does not always stop peasants from doing so anyway. Some peasants live in
isolated farmsteads, others in villages connected to a manor or estate, still
others in independent villages with their own government (a headman or village
council).
Farming: A peasant can oversee the operation of a
farm to grow crops (grains, lentils, flax, fruits, greens, etc., depending on
climate and terrain) and raise common domesticated animals (mainly geese and
pigs, with small numbers of cattle, goats, horses, or sheep).
Physician
A
physician has had some training in the art of medicine, and works as a surgeon,
diagnostician, and prescriber of alchemical remedies.
Physic: A physician can determine the diagnosis,
prognosis, and prescribed remedy (if any) for illnesses or other debilitating conditions
(such as poisoning). A physician can also perform basic first aid and primitive
surgeries. First aid must be performed within 1 hour of the infliction of a
wound, and restores 1-4 hit points with a successful intelligence roll (plus
skill bonus). First aid may only be performed once per character per combat (or
other source of wound or injury). Surgery may be performed at any time after
the infliction of a wound or injury, but may only be used once per wound or
injury. Surgery requires both a successful dexterity roll (plus skill bonus)
and a successful intelligence roll (plus skill bonus). Successful surgery
restores 1-4 hit points, but inflicts 1-4 damage if either ability roll is a
natural 1.
Scholar
A
scholar has spent time at a university studying the liberal arts. A scholar can
find work as an instructor or tutor, regardless of whether he has obtained a
degree.
Ancient Languages: A scholar knows one to three ancient
languages of the player’s choice. It is up to the player how many languages his
character knows, but they count against the maximum number he can learn based
on intelligence. Knowing ancient languages is useful for interpreting inscriptions
and magical texts.
Ancient Human Languages
Table
#
|
Language
|
Currently Used By
|
Originally Used By
|
Analogue
|
1
|
Demotic
|
Clerics
and magic-users
|
Pantarchy—commoners
|
Latin
|
2
|
Hieratic
|
Clerics
and magic-users
|
Pantarchy—scholars
|
Greek
|
3
|
Old
Terran
|
Magic-users
and sages
|
Galactic
Empire
|
Indo-European
|
4
|
Old
Valish
|
Magic-users
and sages
|
Ancient
Val
|
Old
English
|
Scholarship: A scholar is familiar with the main
traditional areas of learning: grammar, logic, rhetoric, arithmetic, geometry,
music, and astronomy. A scholar also has some familiarity with philosophy,
theology, and other areas of learning. A scholar knows where to find libraries
and how to use them effectively for research. Libraries, however, are few, small,
and privately held, whether by abbeys, cathedrals, colleges, or nobles, so it
generally takes some convincing (or sneaking) in order to gain access.