Vocation Required: Warrior
Training/Service Time: 9 months (training) / 24 months of service
Stat Requirements: D8 in Dexterity and D8 Perception
Race Requirements/Exclusion: Shorter races (Dwarf, Halfling, Gnome) are limited to a short bow as their weapon of choice
Talent/Enhancement Requirements: Martial Competence (vocation), Bowman Training Talent (Tier-3), Long Shot/Indirect Fire Talent (Tier-2)
Alignment Requirement: Any
Background Restriction: Cannot wear heavy armor; Cannot employ shields of any type.
Skills Required: D8+ Draw Bow Weapon Group, D4+ Boyer/Fletcher Skill
Benefits Gained: Quick Draw (see text below), Gain +15% pay when employed as soldiers; Start the game with 230 gps.
Archers play a pivotal role in the military and militia forces of many societies, where their precision, discipline, and tactical versatility offer a decisive edge in warfare. From the ramparts of fortified cities to the shadowed edges of forest skirmishes, archers are often the first line of both offense and defense. Trained from a young age, they develop not only physical mastery over the bow but also mental resilience, awareness, and the ability to read the flow of battle. Their rigorous education includes advanced marksmanship, terrain analysis, formation tactics, and the subtle art of patience, knowing when not to loose an arrow is often as vital as knowing when to strike. This comprehensive training ensures that archers can adapt to a wide range of combat scenarios, whether executing precision strikes during ambushes or coordinating volleys in open-field engagements.
Among certain races, particularly the elves, archery transcends its martial function and becomes a cultural cornerstone. For elven societies, the bow is more than a weapon; it is a symbol of balance, legacy, and communion with the natural world. Young elves are often required to train in archery as part of their coming-of-age rites, learning to shoot not just with accuracy, but with reverence. Their techniques are steeped in ancestral wisdom, blending physical discipline with meditative focus and spiritual alignment. Elven archers are known to practice in sacred groves, where the rhythm of their breath matches the rustling of leaves and the tension of the bowstring echoes ancient songs. This fusion of tradition and skill produces archers of extraordinary grace and lethality. On the other spectrum, the shorter races rarely become archers as they are more suited to wield crossbows, slings, or spears for ranged weapons. One is more likely to find a dwarven or gnome crossbowman than an archer.
Across all cultures, archers embody a rare combination of strength, precision, and environmental awareness. Whether serving in elite military units or standing as guardians of sacred lands, their dedication to the craft of archery earns them respect and admiration. Professional archers are highly sought after by military commanders, noble houses, and mercenary guilds alike. Their services are well-compensated, and they are frequently contracted to defend strategic locations such as watchtowers, city walls, and border fortresses. Gender and race are rarely barriers to entry; what matters is the archer’s discipline, reliability, and ability to deliver results under pressure.
In many campaigns, the Archer background offers not only mechanical advantages but also rich opportunities for role-play.
Tricks of the Trade: Archers are knowledgeable about varied types of arrows, arrowheads, fletching, and similar modifications to elevate their skill. Full details regarding these aspects can be found in the Point System Gaming – Game Master’s Guide (Pages 33 – 35).
Quick Draw: This benefit reflects the Archer’s exceptional readiness and fluidity in combat. Through relentless training and instinctive muscle memory, the Archer can string a bow and fire a single arrow within the same combat round, using normal initiative rules. This ability allows the Archer to respond swiftly even when caught unprepared, making them a formidable presence in any skirmish or battlefield encounter.
If the bow is already strung and an arrow is notched at the start of combat, the Archer gains a significant initiative advantage. They may draw two initiative cards and select the better result, or, if using a percentile-based system, apply a +20% bonus to their initial initiative roll. This reflects not only physical speed but also heightened awareness and tactical anticipation. Archers with this benefit are often the first to act, striking before enemies can close the distance or disrupt formation. Quick Draw is especially valuable in ambush scenarios, defensive positions, or when facing fast-moving opponents. It reinforces the Archer’s role as a precision-based combatant who thrives on timing, positioning, and control. While it does not grant additional attacks, it ensures that the Archer is rarely caught flat-footed and can deliver a decisive opening strike.
Vocation Required: None
Training/Service Time: 6 months (training) / 30 months of service
Stat Requirements: D8+ Charisma and D8+ Constitution
Race Requirements/Exclusion: Any
Talent/Enhancement Requirements: None
Alignment Requirement: Any, mostly neutral
Background Restriction: Suffer a -1 to all Social Rolls conducted in civilized areas. They will not tolerate the misuse or the beating of animals (wild or domesticated). Character’s starting money is limited to 150 gps.
Skills Required: Animal Lore D4, Animal Training D4, Wilderness Lore D4
Benefits Gained: +1 Animal Lore skill, +1 to chosen Survival skill, +1 to Riding Skill (either land or airborne), Animalistic Spirit, and Animal Companion (see text below)
The Beastmaster is a rare vocational sub-set, often not chosen but inherited; passed down through bloodlines, traditions, or spiritual calling. These individuals possess an extraordinary, often inexplicable connection with animals, a bond that transcends training and borders on the mystical. To outsiders, this affinity may seem unnatural or even unsettling, but to those who understand the Beastmaster’s way, it is a sacred trust. Many Beastmasters are born into nomadic clans that dwell deep within untamed wilderness, far from the rigid structures and distractions of urban life. These clans often consist of extended families who live in harmony with the land, revering the natural world and its creatures as sacred partners in survival and wisdom. Within these communities, animals are not domesticated tools or pets; they are equals, companions, and sometimes spiritual guides.
Beastmasters hail from tightly-knit social groups that inhabit remote forests, windswept grasslands, or rugged mountain regions. Their lives are shaped by the rhythm of nature, and they celebrate the cycle of life and death through ceremonies steeped in ancestral lore. These rites often involve animal totems, seasonal migrations, and symbolic offerings that honor the interconnectedness of all living things. Elders in these clans are revered for their deep understanding of animal behavior and spiritual guidance, while younger members are trained from early childhood to listen, observe, and bond with the creatures around them. This training is not merely physical; it involves emotional discipline, empathy, and a profound respect for the instincts and intelligence of the animal kingdom.
In broader society, Beastmasters are often regarded with a mix of awe, curiosity, and suspicion. Their solitary nature and refusal to conform to social norms make them enigmatic figures. They rarely engage in the politics or conflicts of humanoid communities unless the natural world itself is at risk. Some view them as wild or untamable, their spirits too feral to be trusted. Others seek their aid in times of crisis, when a predator threatens a village, when a rare beast must be tracked, or when the land itself seems to rebel. Yet even those who benefit from a Beastmaster’s help often feel uneasy in their presence, sensing something ancient and primal beneath their calm exterior.
Beastmasters serve as protectors of the wild, guardians of sacred places where animals flourish and balance is maintained. Their role is not limited to defense; they are stewards of ecosystems, mediators between species, and sometimes even emissaries of nature’s will. When called upon, they may assist settlements with pest control, hunt dangerous beasts, or guide travelers through perilous terrain. Their knowledge of wildlife, its habits, migrations, and hierarchies, is unmatched, making them invaluable allies in survival and exploration. However, their loyalty lies first and foremost with animals. They will not compromise the integrity of the wild for the convenience of civilization, and they are known to walk away from contracts or alliances that threaten the balance they are sworn to uphold. Many beastmasters are allied with druids and rangers because they share a deep respect for nature.
For players, the Beastmaster vocation offers a rich role-playing experience rooted in instinct, solitude, and reverence. The concept of owning or branding animals is alien to Beastmasters. Though few evil Beastmasters exist, they often specialize in hunting a specific type of animal, or more likely, supernatural beasts.
Animalistic Spirit - Beastmasters possess a profound connection to their inner primal essence; a deep, meditative understanding that guides their instincts and actions. This communion with the wild is not taught through formal instruction but awakened through solitude, observation, and spiritual alignment with nature’s rhythms. Animals of all kinds can sense this untamed spirit within the Beastmaster, responding to it with trust or caution depending on their nature. As a result, Beastmasters gain a +2 bonus to all Reaction rolls when interacting with natural animals, reflecting the intuitive bond that sets them apart from ordinary handlers or trainers.
Upon gaining this ability, the Beastmaster must choose a specific class of animal, such as mammals, reptiles, avians, sea creatures, or insects, with which they share an enhanced affinity. This chosen class represents the Beastmaster’s spiritual alignment and lifelong exposure. For all interactions involving this class of animal, the Beastmaster receives a +1 bonus to all relevant rolls. This includes combat rolls versus the chosen animal type, detecting ambushes set by or involving these creatures, and recognizing signs of marked territory or behavioral cues.
Animal Companion - Beastmasters begin their journey with an animal companion; an ally bound to them by trust, instinct, and shared purpose. Typically, this companion is a natural animal, though with GM approval, it may be a rare or even monstrous creature. The range of potential companions is vast, spanning from the smallest mouse to the largest elephant or whale, depending on the environment and campaign setting. This creature travels and lives alongside the Beastmaster, aiding in tasks, exploration, and combat as needed. The relationship is built on mutual respect; mistreatment or neglect will result in the companion abandoning the Beastmaster, severing the bond. Only one companion is allowed at a time, and if the creature perishes, the Beastmaster must undergo a lengthy process, typically one year, to find and bond with a new companion. The nature of the bond itself, whether spiritual, emotional, or instinctual, is determined by the GM and may vary depending on the campaign’s tone and the Beastmaster’s background. This connection is central to the vocation, shaping not only the Beastmaster’s abilities but also their identity and role within the world. The Animal Companion will be one with superior stats and abilities of its kind.
✨ Design Insight: Beastmasters should focus on talents and enhancements at character creation that provide resilience, survival depth, and role-play grounding, since Tier-0 choices are unavailable after play begins. Their strength lies not in luck or foreign ancestry, but in the toughness, instincts, and harmony with the natural world that defines their path.
Vocation Required: Mage, Priest, Psionist, or Warrior
Training/Service Time: 13 months (training) / 27 months of service
Stat Requirements: D8+ Intelligence and D8+ Wisdom
Race Requirements/Exclusion: Any
Talent/Enhancement Requirements: None
Alignment Requirement: Any
Background Restriction: None
Skills Required: Spirit Lore D4+, Undead Lore D4+
Benefits Gained: +3 Spiritual Hit Points, +1 to ALL spiritual-based resistance rolls, +1 to Spirit Lore, +1 to Undead Lore, Paranormal Study (see text below)
In the shadows of forgotten graveyards, decaying mansions, and mist-shrouded forests, Ghost Hunters walk a path few dare to tread. These individuals are drawn to the unquiet places, the domains of the restless dead, where echoes of lives long past linger and fester. Driven by a mix of curiosity, duty, and sometimes personal vendettas, Ghost Hunters possess a profound understanding of both the mortal and spiritual realms, navigating the boundary between life and death with caution, reverence, and a constant undercurrent of dread.
Ghost Hunters are often shaped by trauma: personal losses, unexplained hauntings, or encounters that left them changed in ways they cannot fully articulate. Some hail from families with long traditions of ghost-hunting, trained from youth to identify spiritual disturbances and navigate the arcane complexities of spectral interaction. Others come from scholarly, monastic, or adventuring backgrounds, redirected by a single haunting event that shattered their worldview and compelled them to seek answers in the dark.
To become a Ghost Hunter requires more than intellect; it demands exceptional willpower. The mind must be steeled against the soul-chilling fear that specters and revenants can induce, and the will must be sharpened to resist the subtle manipulations of incorporeal entities. Many Ghost Hunters suffer from mild paranoia, a lingering fear that their prolonged exposure to the spirit world may one day leave them vulnerable to possession. This fear is not unfounded. They often experience vivid dreams, whispers in empty rooms, or fleeting shadows that may or may not be real. As a result, they develop obsessive habits—rechecking wards, cleansing their gear, or sleeping with protective charms close at hand. Their vigilance is constant, and their solitude is often self-imposed.
Training is rigorous, often guided by esoteric orders or reclusive mentors who have glimpsed the other side and returned changed. Ghost Hunters study ancient tomes, collect relics tied to the deceased, and master the use of protective symbols, wards, and rituals. Their knowledge of spiritual and undead lore is unmatched, allowing them to identify hauntings, spiritual imprints, and the behavioral patterns of various spectral entities.
Though they may later progress into vocations such as Arcane Training, Priestly Devotion, or Psionic Talent, Ghost Hunters begin with a unique blend of practical and spiritual tools. They carry light weapons for close encounters with corporeal undead, knowing that armor and shields offer little protection against incorporeal foes. Instead, they rely on iron pendants, silver medallions, incense, chalk for protective circles, and relics imbued with spiritual energy. Many wear amulets or charms crafted by skilled artisans or blessed by spiritual figures. Blessed oils, crystals, and sound-emitting tools are common in their kits, used to disrupt or repel hostile spirits long enough to gain the upper hand.
Feared, revered, or mistrusted depending on the culture, Ghost Hunters are often viewed as eerie figures who dwell too close to the dead. Some communities welcome them as protectors, recognizing their value in maintaining peace between the living and the restless. Others see them as harbingers of doom, tainted by their proximity to the spirit world. The path of the Ghost Hunter is perilous, isolating, and often misunderstood, but for those who endure, it offers the quiet satisfaction of easing suffering, restoring balance, and confronting the unknown with unwavering resolve.
Tricks of the Trade: Few survive long in the ghost hunting trade, and fewer still live to old age. Those who do are the ones worth listening to, the veterans who’ve endured the trials of will, the creeping dread, and the silent wars waged in haunted places. Ghost hunting is not a profession for the bold alone; it demands preparation, precision, and a deep respect for the incorporeal. Success or failure is often decided before the first encounter, in the quiet moments of planning and gear selection. Most hunters operate with limited funds, and magical weapons or defensive gear are rare luxuries. Yet there are essentials no hunter should go without.
First and foremost: never hunt alone. Ghosts, specters, and other incorporeal entities can sense the warmth of life even through stone and steel. They fly, phase through walls, and the clever ones can reach through solid matter to siphon your strength or unravel your soul like thread from a funeral shroud. Against such foes, mundane defenses are nearly useless. However, magical items—no matter how minor—are tangible to them. A simple +1 enchanted shield can parry spectral claws. In its absence, sacred remedies offer temporary salvation. Holy Water or Sacred Oil, when sprinkled on armor or a shield, creates a brief magical barrier, lasting only a few combat rounds but often long enough to survive. Sacred Oil applied to a blade’s edge allows even a mundane weapon to strike true against these aspirations of the dead. Charged spirit charms, worn or carried, can protect the soul for a few precious minutes, while arrows or bolts dusted with ectoplasmic residue can wound and repel the incorporeal.
Animals, especially dogs and wolves, have long been regarded as invaluable allies in the ghost hunting trade. Their senses, keen beyond human comprehension, seem attuned to the subtle shifts in air and energy that herald the presence of spirits. They grow restless before an apparition manifests, bark at corners where no living thing stands, and sometimes refuse to enter rooms steeped in spectral malice. Though they cannot strike incorporeal foes directly, their warnings have saved countless lives. As watchdogs, they are unmatched; their instincts often give hunters the precious seconds needed to prepare, retreat, or activate protective wards.
Many seasoned Ghost Hunters owe their survival to the loyalty and courage of these four-legged companions. There are stories, some whispered, some written in blood, of hounds that stood between their masters and death, snarling at shadows until the last breath. Wolves, too, have been known to form bonds with hunters in the wild, guarding camps and circling haunted ruins with eerie vigilance. These creatures may not wield magic, but their presence is a comfort, their bravery a shield. Treat them with reverence, for they are more than beasts—they are guardians of the living. And in the darkest hour, when the veil thins and the dead reach forth, they may choose to give everything to protect the hand that once fed them.
Charon’s Coin is a controversial tool among Ghost Hunters, taken from the eye, mouth, or burial garments of the dead, an act many consider sacrilegious, if not outright cursed. Yet its effectiveness against incorporeal entities is undeniable. When tossed to the ground, the coin emits a sharp metallic clang that resonates not just in the physical realm but in the spirit world as well. That echo, unnatural and piercing, draws the attention of nearby ghosts, specters, and wraiths, halting their advance as they fixate on the sound’s source. For a few precious seconds, the hunter gains misdirection, time enough to reposition, activate a charm, or flee. The coin does not repel or harm, but it confuses, disrupts, and distracts. Some hunters carry several, sewn into their cloaks or hidden in belt pouches, ready to cast them like breadcrumbs through haunted corridors. Others refuse to use them at all, fearing the wrath of the dead whose passage they disturbed. But in the field, when the veil thins and death reaches out, even the most devout may find themselves grasping for a Charon’s Coin.
Paranormal Study - Though many Ghost Hunters eventually transition into mainstream vocations such as Arcane Training, Priestly Devotion, or Psionic Talent, they rarely abandon their origins. Their deep-rooted understanding of the paranormal continues to shape their worldview and influence their abilities. This enduring connection grants them access to a second School of Affinity: Spirit. Whether they become spellcasters, spiritual guides, or mentalists, their affinity with the spirit realm remains active, allowing them to interpret spectral phenomena, interact with incorporeal entities, and harness ghostly energies with greater ease.
For those who pursue Psionic vocations, this background offers both insight and challenge. Their exposure to spiritual forces grants them unique sensitivity, but also introduces instability. As a result, Psionic characters with the Ghost Hunter background gain a +1 bonus when attempting to activate any devotion that directly interacts with ectoplasm or spirits. This reflects the unpredictable nature of spiritual interference and the lingering effects of their early encounters with the dead. While their knowledge is vast, the spirit world is never fully tamed, and even seasoned Ghost Hunters must tread carefully when channeling its power.
Those few Ghost Hunters that are of a martial persuasion, Paranormal Study grants them +10% to their initiative when combating incorporeal threats. Further, these individuals receive a +1 bonus when attempting to block melee attacks from incorporeal creatures, provided they possess a supernaturally enhanced shield. Many Ghost Hunters carry an extra vial of Holy Water to sprinkle upon their mundane shields to gain a minor and temporary supernatural barrier.
Vocation Required: Warrior
Training/Service Time: 14 months (training) / 26 months of service
Stat Requirements: D8+ In all Physical Stats, D6+ Luck
Race Requirements/Exclusion: Psions (Hu)
Talent/Enhancement Requirements: Martial Competence Enhancement
Alignment Requirement: Any
Background Restriction: Bonus Flaw – Disfigurement (Tier 1 or 2), corresponding benefit gained
Skills Required: Exotic Weapons Group (chosen weapon) D8+, D6+ Endurance
Benefits Gained: +1 to Hit with a chosen weapon, +1 to Armor Class when using No or Light Armor, Extra starting gold, Local Fame (see text below)
The life of a gladiator is forged in blood, spectacle, and survival. Few occupations are more dangerous or more celebrated. Many begin their careers in shackles, slaves purchased or condemned to fight at the whim of their masters, thrust into the pit for the amusement of the crowd. For such souls, freedom is not a birthright but a prize, earned through steel and sweat. With each victory, the promise of emancipation grows closer. Tales tell of those who secured release only after surviving a harrowing 4d4+4 matches, each bout a trial balanced on the razor’s edge of death. Others enter the arena willingly, drawn not by chains but by choice, pursuing glory, fame, and fortune. Some crave the intoxicating roar of the crowd, others seek to carve their names into history, while a rare few battle simply for the thrill of combat. Regardless of origin, gladiators share a single truth: every scar is a story, every wound a mark of survival, and every victory a chance for their names to echo in taverns, amphitheaters, and city streets long after the blood has dried.
Gladiators are more than fighters; they are artists of violence and masters of spectacle. Their craft lies not only in killing but in captivating. To step onto the sands is to perform a deadly play, where hesitation means death and flourish wins the crowd. They wield bizarre and uncommon weapons chosen as much for their theatrical impact as for their lethal effectiveness. Tridents and nets clash in displays of entrapment and precision; the brutal cestus and scissor strike with shocking brutality; chakrams whirl through the air in deadly arcs, leaving trails of glittering steel. Massive two-handed weapons dominate the sand, their sweeping strikes thrilling to behold and terrifying to withstand. By contrast, ordinary swords and bows are seldom seen, dismissed as too common, too uninspired for the stage of blood. Armor, too, is chosen for drama as well as defense, gleaming manica armguards, hooked sica-guards, polished greaves, segmented lorica, and ornamental pectoral plates, each a balance between protection and pageantry. Heavy, bulky suits are rarely worn, for a gladiator must be seen clearly by the crowd; the body itself is part of the story, both canvas and testament to their resilience.
Each battle leaves its mark, not only on the sand but on the gladiator’s flesh and spirit. Scars crisscross their bodies, silent hieroglyphs of survival. Some are small, mementos of narrow escapes, while others are grotesque disfigurements that forever shape their faces or limbs. These are not hidden; they are displayed proudly, badges of renown that prove the gladiator has stared into death’s eyes and returned to fight again. A scarred visage can make a gladiator all the more notorious, and audiences often chant the names of those whose wounds have become as legendary as their victories. Yet behind the roar of the crowd lies solitude: gladiators often wrestle with the weight of the lives they have taken and the knowledge that their own end may come with the next battle.
Gladiators, as superior physical specimens, are desired for such features. Many nobles seek their attention, some for political gain, others for physical pleasure, delighting in the danger of keeping a gladiator close. Yet this allure brings peril as well as privilege. Fame follows them out of the arena, and with it the constant gauntlet of would-be challengers. Young warriors, drunkards, and reckless braggarts all seek to test themselves by toppling a gladiator, eager to claim bragging rights. Such duels come in all shapes and sizes, an ambush in a tavern, a formal duel in the square, or even a surprise attack on a lonely road, and refusal often carries consequences to pride, purse, or safety. For gladiators, every day is a performance, for the arena’s roar never truly fades, and the world itself becomes an extension of the sand.
Local Fame - Gladiators often carry a measure of renown within their community, the kind of recognition that lingers long after the roar of the arena has faded. Their presence is unmistakable, faces whispered about in markets, names sung in taverns, and reputations that reach even the quietest corners of the city. This notoriety shapes how others react: common folk may offer free drinks, trinkets, or favors in exchange for a story or a boast, while nobles view association with a gladiator as a mark of status, either scandalous or prestigious depending on the company.
Such fame brings allure as well as complication. Gladiators are often admired for their strength, striking appearance, and the dangerous charm born of a life lived at the edge of death. Invitations from both commoners and nobles are not uncommon, ranging from discreet affairs to open courtship, as people of every station find themselves drawn to the mystique of the arena. Yet admiration can lead to entanglement, patrons expecting loyalty, suitors demanding exclusivity, or rivals jealous of the attention lavished upon a fighter. In this way, the gladiator’s renown is both a blessing and a burden, offering doors to opportunity while binding them in webs of expectation and intrigue.
Each game session, while the gladiator is in the region where his name is known, the GM should require an encounter roll (based on this background). Such a roll would likely encompass a Luck dice roll. A roll of a “1” on the dice would result in an encounter focused on combat. Roll of a 6+ would result in free drinks, a song in his/her honor, or an invitation to a local event. The higher the result, the greater the potential benefit.
Vocation Required: None
Training/Service Time: 36 months of service
Stat Requirements: D6+ Dexterity, Charisma, Appearance (females) or Luck (males)
Race Requirements/Exclusion: Dwarf, Gnome, or Changeling
Talent/Enhancement Requirements: None
Alignment Requirement: Any non-lawful
Background Restriction: Bonus Flaw – Superstitious (Psychological – Tier 3) – flaw bonuses also gained
Skills Required: Choose from either musical instrument, dancing, or singing (one at D6+, or two at D4+)
Benefits Gained: Gain a bonus Language of choice D4, +1 to all Bluff Skill checks, +1 to Direction Sense Skill checks, Start the game with a minor charged charm item/trinket (GM’s choice), Area Knowledge (see text below)
The "Gypsy" represents a lifestyle rooted in freedom, adaptability, and a deep sense of community. Those who follow this path are wanderers by choice or tradition, traveling from place to place with little to bind them except their kin and their calling. They carry with them stories, skills, and traditions preserved across countless generations, keeping alive oral histories and customs that change and adapt as easily as the road bends before them. Gypsies form tight-knit clans where loyalty is paramount, resourcefulness is second nature, and knowledge is shared openly to ensure survival. Their arrival in a new land is seldom quiet; colorful attire, painted wagons, lively music, and joyous dances mark their presence. Their encampments quickly transform ordinary crossroads or tired towns into centers of excitement, bursting with festivals, markets, and laughter that linger in memory long after they have moved on.
Gypsies operate within a communal structure where every member has a role and every role carries honor. A child may grow up learning the tambourine or fiddle to inspire crowds, while another apprentices under a healer to master poultices, charms, and herbal remedies. Some train as craftsmen, smiths, weavers, or woodcarvers, turning raw materials into goods that fetch high prices in foreign markets. Traders bargain with silver tongues, while those gifted with second sight practice divination, reading cards, palms, stars, or omens to guide those who seek answers. In this way, each clan is a living mosaic of talents, blending artistry and practicality into a self-sufficient whole. While outsiders may see them as drifters, the clans themselves view their wandering as sacred freedom, a refusal to be chained to the land or the authority of lords. To those willing to look deeper, Gypsies are not rootless but carry their roots with them, held in songs, stories, and the bonds of kinship.
Gypsies also share a distinct cultural bond through language. They gain Romani as their native tongue, a language common to most traveling bands, which allows different clans to communicate regardless of distance or origin. This language is more than words; it carries a rhythm that mirrors the music of their lives. In addition, Romani incorporates a set of subtle non-verbal gestures, hand signals, nods, and motions that can convey simple thoughts or concepts without a sound. These gestures serve as both a survival tool, allowing communication across noisy markets or in dangerous situations, and as a private bond that outsiders rarely recognize.
Within broader society, Gypsies fulfill roles few others can. They are entertainers, captivating audiences with rhythms, dances, and feats of acrobatics that blur the line between performance and magic. As traders, they act as conduits of culture and commerce, carrying exotic goods and rare items from distant places, enriching markets with treasures otherwise unseen. Their reputation as fortune-tellers and mystics makes them sought after in times of uncertainty, when the desperate crave answers from cards, smoke, or stars. Healers among them carry knowledge of herbs, poultices, and charms capable of mending wounds or calming spirits. Due to their constant movement, Gypsies often serve as messengers, carrying news, rumors, and warnings between settlements that otherwise remain isolated. This mobility, while vital, also breeds distrust; outsiders may see them as elusive, unbound, or even suspect of thievery or trickery. Yet to others, they are bringers of life and light, infusing dull towns with color, excitement, and the promise of mystery.
For the Gypsy, the road is both burden and blessing. It is a life that demands endurance and wit, where each dawn may bring welcome or rejection, opportunity or danger. But it is also a life that promises unparalleled freedom, a world without walls or borders, where stories shape legacy and community is defined not by where you stand but by who stands beside you. To choose the Gypsy’s path is to embrace change, to weave resilience and joy into survival, and to live with the certainty that no town, no lord, no chain can ever hold you for long.
Area Knowledge - Gypsies are creatures of the road, and with each turning of the seasons, their bands circle through familiar lands. Over time, this constant travel grants them an unusual intimacy with the region. Each Gypsy character begins with familiarity in 2d3+2 cities, forming a loose circuit along the band’s traditional route. In place of a city, two smaller villages or towns may be counted, representing the many rural crossroads where the wagons pause to rest or trade.
This familiarity does not grant the deep knowledge of a native-born local, but rather a practical understanding gleaned from repeated visits. Gypsies know which goods and services are most sought after in a city, which neighborhoods welcome outsiders and which are best avoided, and the rhythms of festivals or market days. They often keep mental notes of shifting laws, tax rates, or ordinances that affect trade and travel—knowledge that can spare them fines, trouble with guards, or worse.
Such awareness extends beyond written law into the subtler realm of custom and trend. A Gypsy might recall which tavern is most welcoming to musicians, which noble favors rare fabrics, or which district is suspicious of fortune-tellers. This knowledge does not make them insiders, but it does give them a survival edge in navigating urban life. For their clans, it means easier trade, safer passage, and a keener sense of opportunity. For adventuring Gypsies, it is a tool as valuable as a blade or charm, making cities less a labyrinth and more a well-trodden stage.
Vocation Required: Warrior
Training/Service Time: 12 months of training, 6 months of service
Stat Requirements: D8+ Strength, Constitution, AND Perception
Race Requirements/Exclusion: Any
Talent/Enhancement Requirements: Martial Competence, Ace Detective Enhancements
Alignment Requirement: Any Lawful (Ethical: 10+), though very few evil within the ranks
Background Restriction: Must possess the Code of Honor disadvantage
Skills Required: D6+ Endurance, Law, Sense Motive, Search, D4+ Tracking, Athletics
Benefits Gained: Worldly Experience, Physical Training, Reputation
Lawmen are a rare breed, individuals forged by principle, hardened by duty, and driven by an unwavering moral compass. In a world where justice is often fragile and fleeting, these figures stand as its guardians. Whether serving as a local sheriff, the head of a town watch, or an agent of a larger legal order, Lawmen are responsible for upholding the rule of law, protecting the innocent, and maintaining civil order within their jurisdiction. Their authority is not merely granted; it is earned through rigorous training, personal sacrifice, and a reputation that precedes them.
Unlike common guardsmen, Lawmen are elite enforcers, often sponsored by powerful organizations or judicial bodies. Their training encompasses not only martial skill and tactical awareness but also a deep understanding of legal codes, investigative techniques, and the ethics of enforcement. They are not just warriors; they are adjudicators, peacekeepers, and sometimes executioners. Each Lawman operates by a personal code, shaped by experience and refined into a creed that guides their every decision. This code becomes their badge, often worn openly as a symbol of their commitment to justice. Some organizations issue specialized gear, including shields emblazoned with the badge of office, enchanted weapons of authority, or armor tailored for the role they embody.
In a fantasy world where jurisdictional boundaries are fluid and often contested, Lawmen carry their authority across territories. They are empowered to pursue criminals beyond city walls, through lawless frontiers, and into the heart of corruption. Their presence is welcomed in cities and towns with strong legal institutions, where they are seen as allies of order. But in places where law is weak or manipulated, Lawmen are feared, symbols of accountability in lands ruled by chaos or tyranny. Their arrival may signal hope for the oppressed or dread for those who profit from injustice.
Lawmen are not infallible, nor are they universally beloved. Their pursuit of justice can clash with local customs, political interests, or moral ambiguity. Yet they remain steadfast, guided by a belief that the law must serve the people, not the powerful. Whether hunting fugitives, investigating conspiracies, or standing alone against corruption, the Lawman is a figure of resolve, honor, and quiet menace. They do not seek glory; they seek justice. And they will walk through fire to find it.
The ranks of lawmen are filled with paladins, rangers, and even psychic investigators. When lawmen meet in the field, they always aid one another, exchange information, and even lend a hand if a fight is on the horizon. Lawmen are a brotherhood that takes care of their own. Lawmen often travel with a posse comprised of their trusted allies, which may include individuals of varied backgrounds and vocations. Only the most experienced lawmen travel alone into dangerous territory.
Reputation: Lawmen carry a reputation that precedes them; etched not just in their badge or uniform, but in the unwavering code they live by. As the long arm of the law, they are persistent, relentless, and respected by allies and feared by those who skirt justice. This reputation grants them tangible benefits: +1 Hit Point for their hardened resolve, +2 to reaction rolls when dealing with any law enforcement personnel (regardless of background), and 2 Everyman skill boosts.
Vocation Required: None
Training/Service Time: 1 Month (training), 24 months of service
Stat Requirements: D6+ in all Social Stats
Race Requirements/Exclusion: Half-Ogre
Talent/Enhancement Requirements: None
Alignment Requirement: Any
Background Restriction: None
Skills Required: Appraising D4+, Sense Motive D6+
Benefits Gained: Gain a Boost (+1 Dice category, i.e., D4 to D6) to Appraising, Gain a Modern Language of Choice D4, Gain Merchant’s Wisdom Talent (Tier-1), Boost 1 everyman skill of choice, +6d10 starting gold.
Merchants are the lifeblood of trade and economy, acting as the conduits through which goods, information, and culture flow between communities. Unlike traditional vocations, merchants do not adhere to a single location or practice but thrive on movement, negotiation, and adaptability. Their role is to seek out valuable resources, track market shifts, and forge connections with suppliers, buyers, and fellow traders across wide distances. They may transport goods themselves, managing caravans or river barges, or work as intermediaries, brokering deals that span kingdoms. Some operate openly in markets and bazaars, while a few work behind the scenes, trading illicit products.
Merchants serve as the essential link between distant settlements, fostering economic growth by ensuring the availability of commodities that would otherwise be unattainable. They provide luxuries such as spices, silks, or rare gems, but also necessities like grain, salt, or tools, becoming indispensable to the communities they serve. Through their extensive travels, they bring not only goods but also ideas, news, and innovations. In doing so, merchants often act as accidental diplomats, bridging the gaps between cultures. Their skills in negotiation and persuasion allow them to cross boundaries of class, creed, and language, often earning them a welcome where soldiers or emissaries would not tread. Yet this same mobility makes them among the first to witness threats: the early whispers of war, the rise of banditry, or the spread of famine.
Merchant training is less physically demanding than that of warriors, but it requires keen intellect, sharp instincts, and deft social grace. The training period lasts one month, during which apprentices learn the essentials of trade, bartering, logistics, and account-keeping. They are introduced to common weights and measures, coinage, and the subtle art of haggling. However, true mastery of the vocation comes only through experience. To graduate from an apprenticeship, a would-be merchant must endure a full 24 months of travel, working alongside seasoned traders. This time spent on the road builds not only practical skills but also resilience, as one learns how to negotiate with stubborn elders, recognize counterfeit coinage, gauge risk along a dangerous trade route, and adapt to the shifting demands of unpredictable markets.
The life of a merchant is one of balance: prosperity on one side, risk on the other. Success earns a reputation as worldly, shrewd, and prosperous, gaining respect for navigating the uncertainties of commerce. They are often viewed as clever opportunists, envied for their wealth but also trusted for their reliability. Still, the road holds peril. Bandits stalk trade routes, storms wreck caravans, and dishonest competitors strike from the shadows with forged ledgers or poisoned deals. Yet despite these dangers, the allure of discovery, profit, and influence drives countless souls to the vocation. For many, it is not only a path to wealth but to legacy; merchants build reputations that endure beyond a single lifetime, their names carried in the margins of contracts, their coin stamped into the foundations of empires.
✨ Design Insight: Merchants succeed by relying on sharp instincts, cultural awareness, and adaptable skills. Their Tier-0 skills, talents, and enhancements should emphasize tradecraft, perception, and survival on the road, since these cannot be added later. They are opportunists, diplomats, and survivors; using their minds and words where others use steel.
Vocation Required: None
Training/Service Time: 3 Months, 24 months of service
Stat Requirements: D6+ in all Physical Stats
Race Requirements/Exclusion: Any
Talent/Enhancement Requirements: Everyman’s Advantage Talent
Alignment Requirement: Any non-chaotic
Background Restriction: Cannot possess the High Born Enhancement
Skills Required: None
Benefits Gained: Light Armor, Small Wooden Shield, and Standard Spear, Pole-Arms Weapons Group D4, +1 to Physical Resistance Dice
The Militia is a vocational sub-set designed to act as auxiliary defenders and community supporters. Unlike professional warriors or soldiers, members of the Militia are not trained for conquest or grand campaigns. Instead, they receive only basic arms instruction, typically with common and readily available weapons such as short swords, spears, axes, or simple bows. Their training focuses on group discipline, coordination, and survival tactics rather than advanced martial techniques. Their role is not to lead charges or hold the front lines of battle, but rather to provide dependable support in situations where a steady hand and a sense of duty are more important than raw skill. Militia are most often seen guarding supply caravans, standing watch at the village palisade, patrolling fields and roads, or reinforcing local guards during times of unrest.
The Militia functions as the reserve force of the community, bridging the gap between civilians and professional fighting men. Their duties are wide-ranging and practical, designed to meet the everyday needs of the settlement. They may be called upon to help maintain order during disputes, serve as auxiliaries during harvest festivals or large gatherings, and provide support during emergencies such as fires, floods, or raids. When minor threats appear—such as bandits, beasts, or raiders too small to warrant a full military response - the Militia steps forward. In larger conflicts, they are not expected to hold the line against overwhelming odds, but they bolster defenses, guard supply lines, and take on vital support roles that free professional soldiers for direct combat. In this way, the Militia serves as the backbone of community resilience, filling gaps and ensuring safety in countless small but meaningful ways.
Though their training is limited, Militia members learn enough to stand apart from ordinary civilians. Drill sessions may be held monthly or seasonally, often organized by retired soldiers or local guards, and emphasize the fundamentals: holding formation, responding to commands, and wielding simple arms effectively. Over time, this basic experience grants them confidence in dangerous situations, giving them a crucial edge when defending hearth and home. Service in the Militia usually lasts two years, though many choose to extend their involvement longer, either out of loyalty or habit. This period of service creates a cycle of responsibility within the community, with younger members taking their turn so that older veterans may step back into civilian life.
Socially, the Militia is generally seen as an honorable and dependable institution. While they do not earn the prestige or reverence reserved for knights, champions, or elite fighters, their presence commands respect for their willingness to serve without expectation of glory. Neighbors often view them as reliable and approachable protectors, individuals who sacrifice time and labor for the good of all. In many cases, militia service is a shared experience that strengthens bonds among townsfolk, as farmers, craftsmen, and traders stand shoulder to shoulder in defense of their homes. This solidarity creates a culture of mutual reliance that professional armies cannot replicate.
The lifestyle of the Militia is one of balance, ordinary by trade, extraordinary when called. By day, they tend fields, hammer iron, or sell wares; by night, they may take up arms to patrol city gates or man the watchtowers. Their contribution is subtle but critical, for they embody the spirit of communal defense. In times of crisis, their presence offers reassurance, a reminder that not every sword need be wielded by a soldier and that sometimes courage lies not in conquest but in standing guard. The training and benefits they receive provide a modest but distinct advantage over regular civilians, making them versatile contributors to the safety, order, and stability of their community. For many, this sense of duty is reward enough, while for others, militia service serves as a stepping stone to more formal martial paths, offering a taste of discipline before pursuing the life of a soldier, guard, or adventurer.
Vocation Required: None
Training/Service Time: 3 Months, 36 months of service
Stat Requirements: D6+ in Dexterity and Luck
Race Requirements/Exclusion: Dwarf, Wingfolk
Talent/Enhancement Requirements: None
Alignment Requirement: Any
Background Restriction: None
Skills Required: Swimming D4+, Seamanship D4+, Rope Use D4+
Benefits Gained: +1 Hit Point, +1 to Swimming and Climb skill checks, +1 to Resistance of Choice, Boost Everyman skill of choice, start with +3d12+12 gps.
Sailors are the lifeblood of maritime trade and exploration, navigating rivers, seas, and coastlines to ensure that goods, armies, and travelers reach their destinations. No kingdom or empire can flourish without them; ships may be built by carpenters and outfitted by merchants, but it is the sailor who brings them to life upon the water. Life at sea demands discipline and resilience, for the ocean is as unforgiving as it is bountiful. Sailors endure long voyages, shifting weather, and the constant threat of storms, piracy, or shipwreck. These hardships forge bonds of trust and teamwork among crew members, for survival depends on each person performing their duty without fail.
Whether rowing a war galley into battle, casting nets on stormy waters in search of a catch, or crewing a mighty galleon across distant seas, sailors are vital to the rhythm of civilization. They are often the first link between cultures, bringing news, goods, and even rumors from across the world. Ports and harbors bustle with their presence, and in every tavern along the coast, sailors are both celebrated and mistrusted, celebrated for the stories they bring and the wealth they deliver, yet mistrusted for their transient nature and ties to the unpredictable sea.
A sailor’s training is practical, hard-earned, and relentless. They learn the fundamentals of boat handling, the art of steering by stars and shoreline, and the grueling work of raising and trimming sails. They become familiar with knots, rigging, and how to secure cargo against the rocking of waves. Many specialize in seamanship aboard larger vessels such as galleons, where teamwork and coordination among dozens of sailors are essential to keep the ship afloat and on course. Their knowledge of tides, currents, and weather patterns allows them to anticipate danger, while their ability to man oars or sails ensures they can adapt to shifting conditions. The sea tolerates no hesitation, and sailors quickly develop a survivalist’s instinct to read the sky, the wind, and the waves.
The daily life of a sailor is as varied as the waters they traverse. Some are humble fishermen, waking before dawn to row out into coastal waters and return with the day’s catch. Others are hardened crewmen of merchant ships, hauling cargo and fending off pirates. Still others serve on warships, their days marked by drills and their nights by watch, ready to clash with enemy fleets at a moment’s notice. Sailors live by routine, yet every voyage carries the potential for sudden disaster, and thus they develop an uncommon adaptability to face crises when they arise.
Socially, sailors are both admired and pitied. On one hand, they embody bravery and resourcefulness, men and women who challenge the sea and wrestle with forces larger than themselves. On the other hand, they are seen as rootless wanderers, living at the whim of tides and captains, often absent from their families and communities for months, or even years, at a time. Their reputation precedes them: a mix of rugged endurance, rough manners, and unshakable loyalty to shipmates. In taverns, they tell tall tales of leviathans, ghost ships, and lands beyond the horizon, stories that inspire wonder even as they blur the line between truth and myth.
✨ Design Insight: Sailors are defined by their resilience, teamwork, and adaptability to crises at sea. Their Tier-0 skills, talents, and enhancements should highlight physical endurance, survival, and practical knowledge gained from life aboard ship, since these cannot be added later.
Vocation Required: None
Training/Service Time: 5 Months, 30 months of service
Stat Requirements: D6+ in all Mental Stats
Race Requirements/Exclusion: Half-Ogre
Talent/Enhancement Requirements: Practiced Penmanship Talent (Tier-1)
Alignment Requirement: Any
Background Restriction: None
Skills Required: Second Language of Choice at D4+
Benefits Gained: +1 to Mental Resistance Rolls, Start with a Personal Scribe kit (leather, containing 3 Quills, 3 oz of ink, and 20 sheets of parchment), +1 to any language of choice, +1 to drawing or painting skill, Papermaking/Bookbinding Skill D4, Gain 4d4+20 gps to starting money.
The Scribe “Illuminator” is a prestigious vocational sub-set dedicated to the preservation of literacy, the safeguarding of knowledge, and the elevation of the written word into a form of art. To the untrained eye, an Illuminator may seem merely a writer or illustrator, but their vocation is far more profound. These artisans blend intellect with creativity, ensuring that wisdom, law, and story endure across generations. Each stroke of their quill and each stroke of their brush is guided by a dual purpose: to preserve truth and to inspire wonder. Their manuscripts not only carry meaning in words but also radiate beauty, turning even legal decrees into treasures worth keeping.
Illuminators are artisans of both text and image. They are taught the meticulous craft of script, where legibility and elegance carry equal weight, as well as the intricate art of illustration, where paint and gold leaf transform parchment into masterpieces. Their work breathes life into manuscripts: decorative borders filled with flora, fauna, or mythical beasts; elaborate capital letters that mark the beginning of chapters like doorways into new worlds; and miniature paintings that convey as much meaning as the text itself. Their creations are not simply books but enduring artifacts, celebrated as symbols of wealth, learning, and devotion.
Their services are diverse, and their value is recognized across all levels of society. Within monasteries, they act as spiritual scribes, producing illuminated religious texts meant to inspire devotion and preserve sacred traditions. In the courts of nobles, they function as aides and record-keepers, maintaining contracts, laws, genealogies, and correspondence while adorning these records with subtle artistry that reflects the prestige of their patrons. In cities, they may be called upon as tax collectors and archivists, ensuring economic accounts are carefully tallied and preserved. For wealthier clients, they serve as bookbinders and illustrators, taking commissions to produce texts that are as much personal statements of power as they are repositories of knowledge. Wherever knowledge requires permanence or embellishment, the Illuminator is indispensable.
The training of an Illuminator is long and demanding, often beginning in youth under the guidance of a master. Apprenticeship can last several years, during which the student learns not only to read and write fluently but also to prepare vellum, mix inks and pigments, and apply precious metals such as gold or silver leaf to their works. They are taught calligraphy, perspective, and symbolic imagery, as well as the practical skills of measurement and alignment required for page layouts. Unlike other vocations that require physical stamina, the Illuminator’s strength lies in patience, precision, and discipline, the ability to spend hours on a single letter or weeks on a single page. Yet this exacting work bestows prestige, for only those with steady hands, sharp eyes, and disciplined minds can endure its demands.
Illuminators also act as preservers of culture and messengers between generations. Their manuscripts often outlive kings, wars, and even civilizations, carrying forward not only stories and records but also the artistry and worldview of their time. In this way, the Illuminator occupies a sacred trust: what they inscribe today may shape how posterity understands the present. Communities often revere them as intellectual custodians, valued not for martial might but for the quiet power of their craft. They are less likely to be found on battlefields and more likely in scriptoria, libraries, or study halls, where the scratching of quills forms the rhythm of their lives.
Special Note: Literacy talent is not duplicated; once possessed, additional applications are not needed. If literacy is already possessed by a character and granted again as part of a racial or vocational bonus, the player may choose another Tier-2 talent or gain a new skill at D6 instead.