The Base System
Chapter 2
Character Attributes
The character is more than just a collection of numbers, though there certainly do seem to be a lot of them. Giving life to the numbers is what playing The Game (or any RPG) is all about.
There are 6 Attributes that describe a character: Fitness, Dexterity, Intelligence, Judgment, Psyche, and Charisma. These Attributes range from 1 to 20, with 8 to 12 being considered average.
Generally speaking, the Attributes are representations of the three Elements of Humanity: Body, Mind, and Soul. Body is divided into Fitness and Dexterity. Intelligence and Judgment make up the Mind. Finally, Psyche and Charisma represent the Soul.
Each Attribute has an associated Attribute Bonus (AT Bonus). This AT Bonus is a measure of how the Attribute effects the character’s “natural ability†in certain areas. Feats, which are an attempt to use an Attribute to accomplish a task, are modified by the AT Bonus of that Attribute. AT Bonuses also affect the character’s Resistance to certain external effects and influences.
Certain of the Attributes are combined to determine other aspects of the character. For instance, Dexterity and Psyche represent the character’s Stamina Hit Points, and the character’s Intelligence limits the variety of skills he can learn.
The character’s Senses are not randomly determined, but they can be improved in much the same way as a regular skill.
The Alignment Values of the character, his Ethics and his Lawfulness, are the basis of the personality of the character, the gauge by which he chooses his actions.
In most societies, the Social Level of the character becomes important, though both the GM and player character role-playing determine how this affects game play. The character’s Social Level may go up or down, depending on his actions and how those actions are interpreted by the society. The character’s actions, his notable successes and his embarrassing failures, could also lead to the accumulation of Renown.
Primary Character Attributes
Fitness
Fitness (FI) is the measure of a character's hardiness, raw physical power, and overall health. Fitness affects how much the character can lift and carry (Max Lift Weight), how long he can perform arduous tasks without taking a breather (like running), as well as how much physical damage he can absorb before dying (Critical Hit Points). The character's Fitness Attribute also has an indirect affect on other skills and abilities through the FI Bonus.
Critical Hit Points. The character's Critical Hit Points are determined by his Fitness. Critical Hit Points (CHP) measure the amount of damage the character can sustain before being killed. A character is dead when his Critical Hit Points drop to zero or below.
Max Lift Weight. The character’s Max Lift Weight represents the most he can be expected to lift under normal circumstances. The character can lift and carry up to 20% of his Max Lift Weight without suffering penalties to movement or combat actions. Refer to the Encumbrance Chart for DX Bonus modifiers if the character is carrying more than 20% of his Max Lift Weight. Note that these DX Bonus modifiers are used only to affect character movement and Combat Initiative.
The character cannot automatically lift his Max Lift Weight. The character may lift and carry up to 50% of his Max Lift Weight without performing a Fitness Feat. Lifting 51% or more requires the character to perform a successful Lifting Fitness Feat. Refer to the Lifting Fitness Feat Modifiers Chart, below. Since the character's FI Bonus modifies his Feat attempt, the greater the FI Bonus, the more weight the character can successfully lift and carry.
Unarmed Striking Damage. A character who attacks without weapons or skill (for instance, Unarmed Combat: Striking or Grappling), will do 1d3 points of damage, with a Critical Number of 1 (see Chapter 4. Combat System for details of weapon damage and Critical Numbers). One half of the character's FI Bonus (round down) is added to the damage rolled, whether Stamina Damage or Critical Damage.
FI Bonus. The FI Bonus is used to modify skills and abilities that fundamentally require strength and/or endurance. The FI Bonus determines the character’s chance of performing Fitness Feats (smashing doors, bending bars, holding breath, consuming large quantities of alcohol, etc.) The character's FI Bonus also adds to the amount of damage done with hand-to-hand weapons, modifies his Resist Poison/System Shock Check, and affects his healing rate. Physical Training Skill improves the character's FI Bonus.
Chart: Fitness
|
FI |
Max Lift Weight |
FI Bonus |
Chart: Encumbrance
|
% of Max Lift Weight |
DX Bonus Modifier |
Chart: Lifting Fitness Feat Modifiers
|
% of Max Lift Weight |
Feat Modifier |
* No Feat attempt necessary.
Dexterity
Dexterity (DX) is the character's agility, quickness of feet, and overall coordination. Dexterity will affect the character's movement rate (running and walking), reaction time in combat, and chance to succeed at certain Skills.
Stamina Hit Points. The character's Dexterity plus his Psyche determines his Stamina Hit Points. Stamina Hit Points represent the character's natural ability to "roll with the punches" and to ignore the pain of damage-causing situations (like the big guy swinging the club). The character can "absorb" his Stamina Hit Points in damage before becoming unconscious. Critical Hits with weapons reduce both Stamina Hit Points and Critical Hit Points (see Fitness Attribute). Once a character has become unconscious all damage done is Critical Damage.
Combat Initiative. Combat Initiative is the range of the character's Reaction Time in combat situations. The character's base rate of action in combat is determined by rolling 1d10 and subtracting his DX Bonus, with the minimum possible Combat Initiative being 1. Add to this the speed of the action the character is attempting, as well as any encumbrance. Refer to Chapter 4. Combat System for more information.
DX Bonus. The DX Bonus modifies the character's Combat and Normal Movement Rates as well as Dexterity Feat and Resist Surprise attempts. Refer to the Character Movement Speeds chart. The Athletics Skill improves the character's DX Bonus.
Dodging is the primary Dexterity Feat. Dodging is fully defined in Chapter 4. Combat System & Weapons. Examples of other Dexterity Feats: jumping farther or running faster than is normally possible, taking the bait from a trap before the trap can spring, etc.
Chart: Dexterity
|
DX |
Combat Initiative |
DX Bonus |
Chart: Character Movement Speeds
| Activity |
Speed |
Combat |
DX Bonus |
Combat |
kph =kilometers (1000m) per hour
mpm =meters per minute
mpCP =meters per Combat Phase
Intelligence
Intelligence (IN) is the measure of the character's mental strength and quickness of thought. Intelligence determines how many Intelligence-based Skills a character may have, and (in fantasy milieus) is used to shape the energy of the universe and cause Magic. The character's memory and memorization are also determined by his Intelligence.
Max Intelligence-Based Skills. The Max Intelligence-Based Skills column is the maximum number of Intelligence-Based Skills (Sage: Humanities, Elemental Magic, etc.) that a character can learn. The higher a character's Intelligence, the more information about diverse areas the character can retain.
An Intelligence-Based Skill is one where the training is primary, where the Intelligence of the character is more important than any other Attribute. Skills such as Doctor, Lawyer, and Metallurgy are Intelligence-based Skills.
IN Bonus. The IN Bonus modifies the character's Resist Forgetting Check and Intelligence Feats (e.g., memorization). If the character has the Mnemonics Skill, his IN Bonus is improved 1 for each skill level.
Chart: Intelligence
|
IN |
Max Int-Based Skills |
IN Bonus |
Judgment
Judgment (JU) is a measure of the character's common sense, wisdom, and ability to use his Intelligence Attribute. Judgment is the character's decision-making capability.
JU Bonus. The JU Bonus improves the character's chances of successful Judgment Feats (e.g., guessing). The character's Resist Influence Check is modified by his JU Bonus. The Logic & Debate Skill improves the character’s JU Bonus.
Chart: Judgment
|
JU |
JU Bonus |
Psyche
Psyche (PS) (pronounced sigh-kee) is the character's willpower, and perception and ability in the spiritual realm. The Psyche is the “root†of the self-image, or Charisma, of the character.
Stamina Hit Points. The character's Psyche plus his Dexterity determines his Stamina Hit Points. Stamina Hit Points represent the character's natural ability to "roll with the punches" and to ignore the pain of damage-causing situations (like the big guy swinging the club). The character can "absorb" his Stamina Hit Points in damage before becoming unconscious. Critical Hits with weapons reduce both Stamina Hit Points and Critical Hit Points (see Fitness Attribute). Once a character has become unconscious all damage done is Critical Damage.
PS Bonus. The PS Bonus applies to Resist Coercion Checks. The PS Bonus is improved by the Tolerance Skill.
Chart: Psyche
|
PS |
PS Bonus |
Charisma
Charisma (CH) is the character's force of personality, the measure of such abilities as persuasiveness, charm, self confidence, and leadership. The Charisma of the character determines how other characters and intelligent creatures will react to the character. Character's with political aspirations should certainly be interested in Charisma.
Charisma is important for nearly all of the entertainment skills, as well as for social climbing, and so on. Leadership & Influence skill adds to the character's CH Bonus, thereby improving such things as Reaction Checks, attempts to influence or intimidate, etc.
Reaction Checks are made whenever the character attempts to present a proposal, convince an acquaintance, intimidate an opponent, or otherwise influence another character.
Followers. The character’s Charisma determines the maximum number of Followers the character may acquire during his life. A character may not attract Followers until he has a Renown Level of at least 1 since Followers are drawn by the reputation of the character. A Follower’s skills will never exceed the level of the character.
Henchmen/Retainers. Henchmen/Retainers are not Followers of the characters, but are non-player characters hired by the character for a specific purpose or skill(s). Henchmen/Retainers may eventually become Followers if they develop a rapport with the character. While money talks, generally the skills of a Henchman/Retainer will never exceed the level of the character’s highest skill. There is no Renown Level requirement for Henchmen/Retainers, though it could affect the price negotiation.
The character cannot have in attendance more Followers and Henchmen/Retainers than his Charisma Attribute.
Charisma and Personal Appearance. Charisma is not a direct measure of the physical appearance, or "good looks," of the character, though it is often treated as such. A prominent nose is not a drawback to the man (or woman) who is comfortable with it, just as blonde hair does not automatically make a woman (or man) desirable. For more information, see the section on Physical Appearance later in this chapter.
CH Bonus. The CH Bonus applies to Resist Intimidation Checks. The CH Bonus is improved by the Leadership & Influence Skill.
Chart: Charisma
|
CH |
CH Bonus |
Max Followers |
| Attitude |
Modifier |
Physical Appearance
The physical appearance of the character is considered unimportant to the rules of the game--being primarily a role-playing feature--and is, therefore, essentially left to the whims of the player. However, the “whims of the player†should not fly in the face of the character’s Attributes.
The author recognizes that the physical appearance of a character will certainly affect how other characters react to him. Thus, if the Gamemaster decides it is necessary, the following chart may be used to determine the character’s physical appearance for comparative purposes.
Chart: Physical Appearance
|
2d10 |
Description |
When dealing with physical appearance, two facts must be kept in mind: (1) beauty is only skin deep (though ugly is said to go to the bone); and (2) beauty is often a product of the culture and is, therefore, not necessarily a universal constant. For example, a barbarian of the north might be attracted to hardy women who look like they can survive a bitter winter and totally ignore the classic, hyper-thin supermodel.
The character’s Appearance can be improved by investing Experience Points awarded by the GM during play. See Improving Attributes below.
Character Hit Points: Stamina Hit Points & Critical Hit Points
The amount of damage the character can absorb, his Hit Points, is split into two values: Stamina Hit Points and Critical Hit Points.
Stamina Hit Points. The character's Psyche plus his Dexterity are his Stamina Hit Points. Stamina Hit Points represent the character's natural ability to "roll with the punches" and to ignore the pain of damage-causing situations (like the large critter counting on you for its midday recourse). The character can "absorb" his Stamina Hit Points in damage before becoming unconscious. Once a character has become unconscious all damage done is Critical Damage.
The character can recover lost Stamina Hit Points by resting. Each 1 hour of rest or unconsciousness (not sleep) heals 1d6 Stamina Hit Points plus 1 Stamina Hit Point for each 2 FI Bonuses (discard fractions). Each hour of sleep heals 1d10 Stamina Hit Points plus 1 Stamina Hit Point for each FI Bonus. Partial hours are ineffective for healing. This rate can be increased using certain skills.
Critical Hit Points. The character's Critical Hit Points are determined by his Fitness Attribute. Critical Hit Points measures the amount of Critical Damage the character can sustain before being killed.
A character is considered comatose ("mostly dead") when his Critical Hit Points drop to zero but not below. The comatose character will die in 4-24 hours if no treatment is given. Successfully restoring even 1 Critical Hit Point will prevent the character from dying. A Doctor, for instance, could attempt to revive a comatose character with a Special Success on a Doctor Skill Check. However it is accomplished, the comatose character must perform a successful Resist System Shock Check. Failure means the character does not revive. The character is dead if he is not revived from his comatose state or if he takes any damage while comatose.
If a character sustains more critical damage than he has Critical Hit Points so that his remaining Critical Hit Points is a negative number, he is quite dead.
Critical Hit Points can be recovered naturally at a rate of 1 per week of complete rest plus 1 Critical Hit Point for each 2 FI Bonuses (discard fractions). Partial weeks of rest are ineffective for healing. This rate can be increased using certain skills.
Improving Attributes
The character’s Attributes can be improved by applying the Experience Points (XP) awarded by the GM during play. The Attribute Improvement Point Cost Chart tells how many XP are needed to improve from one level to the next. The higher the Attribute level, the more XP are needed to increase it. The high cost of improving Attributes is intended to reflect the difficulty of attempting to change what nature has seen fit to provide. It is easier to train yourself to be better able to use what you have than it is to improve what you have. There is no monetary cost or training time associated with raising a character's Attributes. Raising an Attribute over 20 is subject to Gamemaster approval. No charts have been provided to describe what the effect is of an Attribute over 20.
Chart: Attribute Improvement Point Cost
|
Attribute Level |
Point Cost |
Each Attribute has an associated Skill that improves the character's Bonus for that Attribute. These skills are Athletics (DX), Leadership & Influence (CH), Logic & Debate (JU), Mnemonics (IN), Physical Training (FI), and Tolerance (PS). Each level of the skill adds +1 to the Attribute Bonus of the character.
These skills are standard skills of The Game. Regardless of genre or milieu, these skills will always be available. See Chapter 3. Character Skills for the definitions of the Attribute Skills.
Attribute Abilities: Feats, Resistance, & Activity Rest Checks
Feats
Feats are attempts to use an Attribute (or a Sense) to accomplish a specific task. For example, a character with a high Fitness might want to attempt to lift the portcullis of a castle, or a small European car. This is beyond the ability of normal men, and quite possibly beyond his. Feats have six primary difficulty levels: Simple (+5), Normal (no mod), Challenging (-5), Difficult (-10), Nearly Impossible (-15), and Impossible (-20).
The base chance of success for a Feat, the Feat Score, is 10 plus any applicable Attribute Bonuses and Gamemaster-determined difficulty modifiers. A Feat Check is made on a d20, with success being equal to or less than the Feat Score.
The player describes to the GM what he wishes his character to attempt. It is then the GM's responsibility to determine the difficulty level of the attempt, which he might or might not share with the player, and have the player roll a Feat Check. Note that it is completely possible for the modified Feat Score to be less than 1, and, thus, truly impossible. Also note that the GM need not tell the character this.
If the character fails at a Difficult, Nearly Impossible, or Impossible Feat, then the character suffers a -1, -2, or -4, respectively, penalty modifier to the Attribute. The penalty will be reduced 1 per week until the character has recovered fully. If the failure was on a natural roll of 1, then there is no penalty. If the failure was on a natural roll of 20, then the penalty is doubled.
Successfully attempting a Nearly Impossible Feat is worth 1 Renown Point, up to a maximum of 5. Successfully attempting an Impossible Feat is worth 2 Renown Points, up to a maximum of 10. Note: The Renown Points will be awarded only if there are witnesses to the feat.
Chart: Feats and Modifying Attributes
| Feat | Feat Modifier |
* Average of Bonuses (discard fractions) is applied.
Resistance Checks
Resistance Checks are often used to determine the effect of certain actions attempted on or against the character. There are 4 primary Resistance Checks: Poison/System Shock, Surprise, Forgetting, Influence, Coercion and Intimidation.
Chart: Resistance Checks & Attribute Modifier
| Resistance Check | Modifier |
The base Resistance Check in all circumstances is 10. Any applicable Bonuses and modifiers are then added, and the character attempts to roll the resulting number or less on a d20. The actual result of a successful or failed Resistance Check depends on the Resistance attempted and the specific circumstances.
A Resist Coercion Check determines whether the character will perform an action that he considers himself forced (or coerced) to perform. The character's PS Bonus affects this Resistance Check.
A Resist Forgetting Check determines whether the character forgets an event or person. The character's IN Bonus affects this Resistance Check.
A Resist Influence Check determines whether the character believes what he is told by another character. See the Charisma chart for modifiers to this Resistance Check. The character's JU Bonus affects this Resistance Check.
A Resist Intimidation Check determines whether the character will back down on what he believes to be true. The character's CH Bonus affects this Resistance Check.
A Resist Poison/System Shock Check is necessary when the character's body undergoes a drastic change in a short period. For instance, if a character jumps into an icy stream, he may contract hypothermia. Or if the character is hit with a mighty blow, he may be knocked out. A slightly more mundane example is the rapid ingestion of an alcoholic beverage, such as ale or wine, which could result in the character becoming more and more tipsy. The character's FI Bonus affects this Resistance Check.
A Resist Poison/System Shock check is required in the following circumstances:
(a) the character is hit with a Stunning Attack. Refer to the description of Stun in Chapter 4. Combat System & Weapons.
(b) the character ingests or otherwise comes in contact with some form of poison. A successful Resistance Check could reduce or negate the effect, depending on the type of poison. Failure means the poison's effect is unmodified.
(c) the character ingests a significant quantity of alcohol. Each successive failure to Resist applies a -1 modifier to all activities, including Poison/System Shock Resistance Checks. How often the Poison/System Shock Resistance Check should be made is up to the GM.
The listed situations do not encompass every circumstance that may require a Resist Poison/System Shock Check. The Gamemaster will decide if such a Resistance Check is necessary.
The Resist Surprise Check determines whether the character will be able to respond immediately to a unexpected occurrence, such as an ambush or sprung trap. If the Resistance Check is successful, the character may attempt to react to the occurrence.
Activity Rest Checks & Activity Penalties
Just as in real life, mind and muscles get tired and the character requires rest. There are five levels of activity: Light, Moderate, Strenuous, Hard, and Extreme.
Activity Rest Checks are performed periodically as a character engages in physical activity, such as running, working, or fighting. The Activity Level Time Limits chart lists how often an Activity Rest Check should be performed for the character engaged in such activity. An Activity Rest Check is a Resist Poison/System Shock Check. A successful Resistance Check indicates that the character may continue the activity without pause. Failure to Resist, however, gives the character a cumulative Activity Penalty (see below).
Activity Penalties accumulate as the character fails Activity Rest Checks. Activity Penalties cause the character to suffer a negative modifier on all activity (physical, mental, or spiritual). Activity Penalties also modify Activity Rest Checks. Thus, each failed Activity Rest Check increases the likelihood of failing the next one.
As the character accumulates Activity Penalties, she is more like to fumble (in addition to normal failure) any Skill Checks, Feats, or Resistance Checks that she attempts.
Chart: Modifier by Accumulated Activity Penalties
|
Activity Penalties |
Modifier |
Fumble On |
Rest Required |
Resting means that the character ceases all activity, even walking. Fifteen minutes spent resting will eliminate 1 Activity Penalty. Certain skills (magical and mundane) can speed recovery.
Chart: Activity Level Time Limits
|
Time |
A character may be active for as many hours in a day as he has Fitness. Being active beyond this point makes the character fatigued, giving him a -1 modifier on all activity. If the character remains awake more than twice his Fitness in hours, he suffers a -5 to all activities, plus having to Resist versus Poison/System Shock (also at -5) each additional hour or fall asleep, regardless of activity engaged in. If awake more than three times Fitness, the character is at -10 to all activity and must make a Resistance Check at -10 every 10 minutes or collapse from exhaustion. As the character will eventually fail to Resist, I see no reason to continue this. However, I will add that sleep deprivation has been known to cause mental disorders and extreme irritability.
The optimum amount of sleep a character may have is equal to 8 hours minus 1/2 hour per FI Bonus the character has, with 2 hours being the minimum. Sleep beyond the optimum does not impart any further benefits (e.g., Stamina Damage healing).
Additional Attributes: Senses and Alignment Values
Senses
Senses are how the character perceives events in the world around him. As in real life, the character has 5 senses at his disposal: Hearing, Sight, Taste, Smell, and Touch. All normal sensations are experienced by the character without special requests having to be made by the player. There will be situations, however, where the character will want to listen intently, feel for a seam, or whatever. In these cases, the character is basically attempting a "Sense Feat". The GM will determine the difficulty of the attempt the same as for a Feat.
It is possible for a character to improve any given sense. This is done by spending XP on the Sense Skill. Each of the 5 senses may be improved. For instance, if a character wished to sharpen his hearing, he would spend 1 XP on Sense: Hearing Level 1. This would give him an improved chance of hearing. For an additional 2 XP, he could raise his Sense: Hearing to Level 2, improving his hearing even more.
Character Alignment
The Alignment of the character is the basis for the personality of the character. There are two aspects to character Alignment: Lawfulness and Ethics. Each is assigned a value from 1 to 9. The higher the value, the more Lawful or Ethical. Refer to the Alignment Description Chart. Any combination of values, from (1,9) to (9,1) is possible. However, for a party to work together smoothly, it is suggested each character's Alignment Values be within 3-5 of the rest of the party.
Lawfulness is the measure of the character's concern for the existence and preservation of the structures and strictures of society. The lawful (7-9) character will attempt to remain within the limits imposed by society. The chaotic (1-3) character will attempt to remove all the limits of society, everyone is free to do exactly as they please. The neutral (4-6) character will freely live within the limits of society so long as they do not interfere with his purposes, at which point he will freely ignore them.
Ethics determines how the character will go about fulfilling his goals. The ethical (7-9) character would seek to advance himself through the advancement of those around him. The unethical (1-3) character believes "his purpose justifies his means." The neutral (4-6) character would fail to understand why it was anyone's business how he got where he was going.
Chart: Alignment Description
|
Value |
Lawfulness Description |
Ethics Description |
Alignments (0,0), (0,10), (10,0), and (10,10) are Special Alignments, usually reserved for gods and god-like creatures. Though a character can attain these values, it is almost impossible to maintain them for more than a short time. It is not recommended that any character attempt to begin with these Alignments.
Character Social Level & Renown
Social Level was of primary significance under the Feudal System, even as it began to come apart under the economic pressure of the emerging middle class of Freemen, and it still holds sway even in today’s modern society. The following discussion of Social Level is from a very feudal point of view. The concepts portrayed, however, can be applied to just about any society that has ever existed or will exist.
Renown is the measure of how well the deeds of the character can be made into interesting fireside stories. Depending on the circumstances, a high level of Renown could be advantageous or a really bad idea.
Social Levels & Classes
Social status is divided into 10 Levels, which are grouped into six Classes: Bondsman, Freeman, Landed Gentry, Lower Nobility, Nobility, and Royalty. Bondsmen range from slaves and serfs to household retainers like cooks and butlers (who are simply well treated slaves or serfs). Freemen are members of the new "middle class," mostly sharecroppers, free traders, and soldiers. The Landed Gentry are Freemen who own a plot of land. The Lower Nobility includes the smaller, less important families of vassals who serve or served their lords in military endeavors. Upper Nobility is the collection of the most powerful families, usually relatives of current or previous Royalty. Royalty is the current family in power. Royal houses retire to Upper Nobility status when no longer in power (assuming any family members survive the transition).
This social system is admittedly simple and obviously medieval, but can be modified by the Gamemaster to fit his particular whims and fancies. Myself, I consider it a good generality, a social "rule-of-thumb" if you will.
Bondsman. It is the plight/blessing of most of mankind to be born into the service of some one or family of the Noble Classes (Landed Gentry very seldom have Bondsmen). This has the obvious drawbacks of a lack real freedom for the individual, but usually means that he does not have to provide his own housing or provender. The Bondsmen of a more generous or kindly family would certainly consider himself better off than most Freemen.
Freeman. The Freeman is one who has paid off his debt of service to a former master, or was born into a family of Freemen. This vaunted freedom includes the freedom to be taxed, the freedom to starve, and the freedom to huddle homeless in the rain. However, to some it is considered a matter of extreme principle to be allowed all of these possibilities. Live free, die free. The Freemen are often craftsmen and merchants of a truly capitalistic nature. Having made their own place in the world, however small, has taught them that there is no free lunch.
Landed Gentry. The Landed Gentry are Freemen who have purchased or been awarded a parcel of land. The Noble Classes jealously guard their estates, begrudging every acre of ground. Financial difficulties, however, often lead them to sell portions to wealthier merchants.
Lower Nobility. Lower Nobles are often the family of Freemen who have been advanced to Noble status by their sovereign. Military vassals were usually rewarded with land and title in this manner. Some Lower Noble Class family were formerly Upper Nobility whose estates have dwindled (by conquest or financial need) or who have been out of favor with the Royalty for several generations. The Lower Nobility is very conscious of its status, and draws a marked difference between themselves and the Landed Gentry who purchased their land and are untitled.
Upper Nobility. These are the families of true worth and prestige. Lofty titles and extensive estates of land are the marks of the Upper Nobility. Many of these families have some relationship, however distant, to the Royal Family. The intrigues of the Royal Court are the primary concerns of Upper Nobles. Though outwardly friendly and congenial to each other, they plot and counterplot in attempts to acquire more power, favor, land, or (whisper it) money.
Royalty. This is a very limited subset of the society: the sovereign and his immediate family, extending sometimes to cousins and similar close relatives. The Royal Family is usually very fond of its elevated position and does what it can to be sure that it stays there.
Chart: Career & Social Level
|
Bandit/Thief |
* Skilled Labor: Level 1-2; Craftsman: Level 3-4; Master Craftsman: Level 5+
** Hunter: Level 1-2; Scout: Level 3-4; Tracker: Level 5+
+ Trained Asst.: Level 1-2
Professional: Level 3-4
Master/Doctor: Level 5+
Advancing Social Level & Class
Advancing one's Social Level and Class has been the pursuit of man ever since he invented the concepts in the first place. The idea is to be socially "superior" to as many other people as possible, since out-working, out-thinking, and otherwise out-performing them in any real way would require work, thought, and performance.
Bondsmen. Within the service of his master, the Bondsman can advance to Social Level 2. He is still bound by his "debt of service," but he enjoys privileges of better housing and food. The Bondsman who wishes to, can "purchase" his freedom from his noble master. The price for freedom is determined by the master, and is representative of what the Bondsman might reasonably have produced for his master during the remainder of his life. Each noble family will often have some means of identifying its own Bondsmen: collar, tattoo, etc. This identification will be removed, once freedom has been purchased or awarded. The new Freeman may enter the employ of his former master, or strike out on his own. It is also possible for a master to grant the freedom of the Bondsman in return for some special service rendered. For instance, the Bondsman may have saved the life of his master.
Freeman. Most true craftsmen are more content to produce their wares than to waste their valuable energy trying to climb the slippery ladder of social standing. Freemen often consider the Noble classes a nuisance, and the Royal Family a necessary evil. There are, however, several social hierarchies just within the ranks of Freemen. A Freeman can advance to Social Level 4 within in his career area.
All Freemen are at least Social Level 3. By becoming a craftsman (usually advancing to Level 3-4 at a specific Skill), he automatically becomes an "enlightened" Social Level 3. Master craftsmen (Level 5+ at a specific Skill), are Social Level 4. If there are guilds related to a craft, only master craftsman can be officers within the guild.
In the military, Social Level is awarded by rank. The common grunt soldier is the lowest socially at SL 3. Men-at-arms, who have weathered a campaign or two and have purchased their own armor, are still SL 3 but considered higher than grunts. Non-commissioned officers and field officers are Social Level 4. Only men of the Noble Classes may be full officers in most armies.
The status of Landed Gentry is available to any Freeman who manages to become the sole owner (and taxpayer) of a piece of land. This piece of real estate might include a small village, a section of timberland, or even a quarry. The stake generally involves a minimum of 10 acres. Any such Freeman immediately becomes a Social Level 5, regardless merit or past accomplishments.
If the Freeman ingratiates himself to his sovereign in some manner, that elevated person might grant the Freeman a vassalage or similar privilege. This automatically advances the Freeman to Lower Noble status. The Lower Nobles, however, might take their time in coming forward to recognize this new status.
Landed Gentry. Social Levels 5 and 6 are awarded primarily on the basis of acreage and yearly income, and observed only by other Landed Gentry and Freemen. The Noble Classes consider the Landed Gentry as an unsavory whole (they worked for their property, perish the thought). The Landed Gentry who own very large estates might eventually be recognized as Lower Nobility, but such recognition is bound to come very grudgingly and very slow. Thus, it usually requires imperial decree to advance upward from this Social Class.
Noble Classes. The Noble Classes are lumped together because once in the Nobility, the difference in Lower Nobility and Upper Nobility is largely attitude. Nobility is nobility. Though they jealously guard their rank and privileges, once in the group with them, the individual is given the benefit of the doubt. The different Social Levels within the Noble Classes are largely based on title and family standing.
Adventurers in Society
Most Adventurers come from the ranks of Freemen. They have their independence, a little bit of money, and a desire to see the world and accomplish great feats and/or accumulate large bank accounts. Maintaining their estates usually keeps the Landed Gentry and Lower Nobility busy year-round; and the intrigues of the royal court often prevent members of the Upper Nobility and most certainly the Royalty from concerning themselves with such trivial pursuits. This is not to say that members of these Social Classes never go adventuring, just that it is less likely.
All of the available character careers come from the Freeman Class. Each of them has its own internal strata, or "pecking order," if you will. The Career & Social Level chart outlines the basic subdivisions within each career. Higher Social Level within the Freeman Class is most often indicated by level of training within one or more skills.
Character Renown
When a character is created, the player will give him an epithet by which he will be known. Example epithets are: Bob the Barbarian, Rhogan the Black, Bo-Bow, The Archbishop. Of course, the epithet could be simply the character's name: Merlin. Another option is the character's lineage: Thorin, son of Thrain. In any case, this epithet is what accumulates Renown. It is possible for the character to have multiple epithets, each with its own Renown Level.
Renown is the measure of the fame, or infamy, of a character. Renown Level is advanced by the application of Renown Points awarded to the character by the Gamemaster. The Renown Points are given out only when the character does something worth talking about: killing seven with one blow, catching an arrow in his teeth, rescuing a maiden, completing a holy quest, etc.
There are 10 Renown Levels. Level 1 costs 1 Renown Point (RP), Level 2 costs 2 RP, Level 3 costs 3 RP, and so on, in the same manner as Skills.
When the character encounters a stranger and they exchange names, a Renown Check will be performed for both. Each epithet of the character that is used during the introductions will receive a separate Renown Check. Thus it is possible to be known for different deeds in different locales.
Sometimes the Gamemaster may decree that certain Renown Points must be added to a particular epithet. This could be because an outside observer would relate the story of the character's actions using the epithet he was most familiar with. It is also possible for the GM to give the character an epithet, if he feels the circumstances warrant. For instance, if a character ran from an attacking dragon, he might be given Renown Points for the epithet " the Coward" (probably not an epithet the character would have chosen). Thus, anyone he meets from then on might have heard of his flight in the face of danger.
Multiple epithets may eventually be merged, or certain epithets discarded. The GM will decide if and when circumstances decree one or both of these may occur. If two epithets are joined, the Renown Points applied to each are joined and the new Renown Level figured from the new total.
Certain religious orders, or a character's personal aims, may prevent the excessive accumulation of Renown. In these cases, Renown Points can be substituted for normal Experience Points at a ratio of 5 to 1 (5 RP = 1 XP). The Gamemaster must approve all such substitutions, since he may rule that there were too many observers for the character to disavow knowledge of the deed. Once Renown Points have been so substituted, the character cannot mention his connection with the event or events unless specifically asked, and even then with questions possibly arising about his honesty.
Renown Checks follow the same rules as Feats. Refer to the Distance Away from Center of Activity Chart and Time Away from Center of Activity Chart below for Renown Check modifiers. Center of Activity is defined as any place where the character has advanced at least 1 Renown Level. Whether a natural roll of 1 is an automatic recognition is left up to the Gamemaster.
Certain events can have a local effect on a character’s Renown Level. Being a posted criminal, for instance, could add to the character’s Renown Level in the region where is posted. On a more positive note, so could being publicly awarded a medal by the local magistrate. In either of these cases, the modifier is strictly local and may disappear over time.
The character may begin to attract Followers (see Charisma) once he has achieved Renown Level 1.
Chart: Distance Away from Center of Activity
|
Distance |
Modifier |
Chart: Time Away from Center of Activity
|
Time Away |
Modifier |
Chart: Current Area Population
|
Population |
Modifier |
Chart: Attracting Followers Check Frequency
|
Renown Level |
Check Frequency |

Recent comments
49 weeks 5 days ago
1 year 8 weeks ago
1 year 9 weeks ago
1 year 9 weeks ago
1 year 9 weeks ago
1 year 9 weeks ago
1 year 9 weeks ago
1 year 12 weeks ago
1 year 12 weeks ago
1 year 12 weeks ago