The system in no way attempts to “balance” the results for characters. Life is unfortunate for some; extraordinarily blessed for others.
Progenitors are divided according to their primary attribute, so that a player character must have the appropriate ability stat of 11 or greater to qualify for a commensurate group of skills or training. A character with a less than average strength would not have a farmer as a father, nor would a character with a low charisma have a tavern keeper as a mother. These things are possible, of course, but are so statistically rare that the random table discounts the likelihood.
Several progenitors provide sage knowledge in a particular ability. This knowledge is equal to that of an amateur, but the character is able to count that ability (though not the sage study surrounding it) as part of their character’s skills. The sage ability does not add knowledge, but the character’s experience level accumulation may eventually surpass it.
A list of the potential progenitors follows, organized by their primary attribute.
Strength
Bounty hunter: has the scouting sage ability; gains a bonus proficiency in a hurled or fired weapon that can be used by the character’s class (see weapons list).Farmer: has the farming sage ability; +1 to strength checks when outdoors.Fisherman: has both the fishing and swimming sage abilities.Gladiator: causes +1 damage when fighting mammals or mammal-like beasts.Guardsman: +1 damage when pummelling or grappling.Master-at-arms: gain two bonus proficiencies in any weapon (regardless of class), that is used exclusively in hand-to-hand combat.Mercenary: gain a bonus proficiency in any weapon that can be used by the character’s class.Outrider: has the horse handling I sage ability.Sailor: has the sailing sage ability; +2 to dexterity checks when aboard ship.Teamster: has the teamstering sage ability.
Intelligence
Alchemist: able to read & write; the character has an amateur knowledge of alchemy.Architect: able to read & write; has the recognition of style sage ability.Artillerist: has the artillerist I sage ability.Boatman: has the steershand sage ability; +2 to dexterity checks when aboard boats.Carpenter: has the carpenter sage ability; gains a +1 attack when acting against wooden defences.Gamekeeper: has both the hunting and pathfinding I sage abilities.Hermit: has both the beggary and foraging sage abilities.Lawyer: able to read & write; the character has an amateur knowledge of law & policy.Mason: has the mason sage ability; gains a +1 attack when acting against stone defences.Political advisor: able to read & write; has the functionary sage ability.Scribe: able to read & write; add 5 pts. to a chosen sage study in the character’s chosen field.Surgeon: able to read & write; has both the binding wounds and set injury sage abilities.Tomb robber: as a legacy, the character possesses a random magic item.Trapper: has the set snares sage ability.Veterinarian: has the diagnose & treat farmyard disease sage ability.
Wisdom
Curate: as a legacy, regardless of class, the character possesses a bonus 1st level cleric spell.Herbalist: has the herbalist sage ability.Husbandman: provides a +2 morale and saving throw for domestic animals under the character’s care.Librarian: able to read & write; add 2 pts. to all initial in-field studies.Medicant: able to read & write; the character has an amateur knowledge of medicine.Mortician: +1 bonus to saving throws, to hit and damage when fighting undead.Priest: able to read & write; has the identify manifestation sage ability.Professor: able to read & write; add 4 pts. to all initial in-field studies.Prospector: has the prospector sage ability; provides a +1 morale for donkeys and mules.Sinecure: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees; also has the ear of the local nobility, with whom correspondence can be sent; and is permitted to dine at any of the realm's town halls at will, in the province where the character was born.Steward: provides a +1 moral for all hirelings and followers.Tutor: able to read & write; add 1 pt. to all sage studies, in or out of fields.Village witch: as a legacy, regardless of class, the character possesses a bonus 1st level magic spell.Witchhunter: +2 bonus to saving throws vs. magic.
Constitution
Alchemist's apprentice: causes +1 damage when throwing acid; receive -1 damage per die from all chemical attacks.Armourer: has the armourer sage ability; the armour of the character and companions saves at +2.Blacksmith: has the blacksmith sage ability; the ironmongery of the character and companions saves at +1. Character is +1 to hit with a short hammer.Explorer: able to read & write; has both the modern history and pathfinding I sage ability.Graverobber: gains a +1 bonus to armour class against undead.Gypsy: gains a +1 saving throw against magic.Labourer: reduces the nature of contracted disease by 1-4 pts. of degree.Mine foreman: has both the assay and prospecting sage abilities.Miner: has both the prospecting and underground mining sage abilities.Porter: add +2 strength when calculating the character’s encumbrance limitation.Rat catcher: gains a +1 saving throw vs. poison.Weaponsmith: has the weaponwright sage ability. The weapons of the character and companions save at +2, or, in the case of fumble, roll to break against one die size higher than normal (d8 instead of a d6, etc.).
Dexterity
Baker: has the baker sage ability; receive -1 damage per die from all heat attacks, not including fire.Bookbinder: able to read & write; has the bookbinder sage ability.Brewer: has the brewing sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.Butcher: has the butcher sage ability; gains a bonus proficiency with a cleaver, regardless of class (damage 1-4).Chandler: has the chandler sage ability; receive -1 damage per die from all heat attacks, not including fire.Cobbler: has the cobbler sage ability; the boots and shoes of the character and companions save at +3.Confectioner: has the confection maker sage ability; receive -1 damage per die from all heat attacks, not including fire.Cook: has the cooking sage ability; gains a +1 to hit with dagger.
CharismaCooper: has the cooper sage ability; the wooden containers of the character and companions save at +3.Diemaker: has the diemaker & minting sage ability; recognize counterfeited coins and fool’s gold.Draper: has the draper & canvasser sage ability; gain a +1 bonus to constitution checks.Engraver: has both the assay and engraver sage abilities.Fishmonger: has the fishing sage ability; gains a +3 saving throw against nausea and odour-based attacks.Fuller: has the fuller sage ability; gains a +2 bonus to strength checks.Furniture maker: has the furniture maker sage ability; the furniture of the character and companions saves at +3.Furrier: has the furrier sage ability; the fur goods of the character and companions saves at +3.Gambler: has the gambling sage ability.Glassmaker: has the glassmaking sage ability; the glassware of the character and companions saves at +2, or breaks with a +2 chance if desired. Receive -1 damage per die from all heat attacks, not including fire.Glazier: has both the break & enter and glazier sage abilities.Instrument maker: has the instrument maker’s sage ability; instruments of the character and companions save at +2. The character is able to play a musical instrument of choice.Jeweller: has both the appraisal I and jewellery-making sage abilities.Juggler: has the juggling sage ability; gains a +2 bonus to hit with a sling or thrown dart.Lapidary: has both the appraisal I and gemcutting sage ability.Leather worker: has the leather worker sage ability; the leather goods of the character and companions saves at +2.Metallurgist: has the metallurgy sage ability; receives -2 damage per die from all heat attacks, not including fire.Monk: gains a +1 bonus to the character's natural armour class.Papermaker: has the papermaking sage ability; reduces the nature of contracted disease by 1-4 pts. of degree.Potter: has the pottery making sage ability; the pottery ware of the character and companions saves at +3, or breaks with a +3 chance if desired.Puddler: has the puddling sage ability; receives -2 damage per die from all heat attacks, not including fire.Sculptor: has the sculpting sage ability, with the appraisal II sage ability with regards to sculpture & statuary.Shipwright: has the shipwright sage ability; gains a +2 bonus to rolls when keeping a ship from sinking.Stonecutter: has the stonecutter sage ability; gain a +3 bonus to strength checks.Tailor: has the tailor sage ability; clothing of the character and companions saves at +2.Tanner: has the tanning sage ability; the leather goods of the character and companions saves at +2.Tobacconist: has the plantation culture sage ability; gains a +3 saving throw against nausea and odour-based attacks.Toll keeper: has the bribery sage ability; gains a +1 to ability checks in the outdoors.Toolmaker: has both the toolmaker sage ability; the tools of the character and companions saves at +1. Character is +1 to hit with a short hammer.Vintner: has the winemaking sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.Wagoneer: has both the teamstering and wagonwright sage ability.Weaver: has the weaving sage ability; clothing and cloth goods of the character and companions saves at +2.Woodcutter: has the woodcutting sage ability; gains a +1 to hit when using a short axe.
Artist: has the make art sage ability.Banker: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees. The character also has access to credit, the limit determined by the progenitor’s bequest.Buccaneer: has both the sailing and swimming sage abilities; and will have, as a promissory writ or in fact, a sailing vessel of some kind.Crusader: the character is entitled to use the title “Sir” or “Lady,” and is a member of a Knight-Order or similar cabal, allowing an introduction of self to the Grand Wizard of that organization, allowing correspondence and reasonable requests to be made. The character’s name also provides a +2 morale with men-at-arms.Dispossessed noble: able to read & write. Though lacking feudal possessions or responsibility, the character is entitled to use the title “Sir” or “Lady” when referring to self. Gains a +2 morale with any hireling in the character’s realm.Fence: possesses a determined amount of stolen goods, the nature of which is randomly determined from a variety of possible artisan’s materials and goods. These goods are safely hidden, so that only the character knows where they are, and may be sold safely once it has been smuggled into another realm.Guildmaster: the guild being determined randomly, the character has the appropriate sage ability (see above). Able to read & write; gains a +1 morale with artisan hirelings, +3 within the guild’s profession.Guildmaster thief: able to read & write; enjoys the recognition of the criminal faction in one's own realm, with freedom from infringement by all but ignorant wrongdoers. Reasonable requests can be made, with give & take expected. Provides a +2 morale with criminals.Innkeeper: owns a three-story merchant’s house and yard, in a various state of repair, with kitchen, hall, a 2nd floor common room and three private rooms on the top floor. The monthly income and yearly taxes are specified.Killer: has an amateur knowledge of backstabbing.Landed knight: the character is entitled to use the title “Sir” or “Lady,” and owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +1 morale with comrades and men-at-arms.Landlord: owns land inside a small town near their place of birth. The lot is specified in size and purpose, the income listed and the yearly taxes.Lesser noble: describes a baron/baroness; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a barony, an estate or nothing. If land exists, the area is specified in acres, with the number or tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.Marshal: able to read & write; owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +2 morale with comrades and men-at-arms.Middle noble: describes a count/countess, prince/princess or a duke/duchess; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a province, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.Royalty: describes a king/queen; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a realm, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.Singer: has the performance sage ability.Squire: owns land as a bequest, with timber-frame hall-house; the area is specified in acres, with the number of tenants, income and yearly taxes.Tavern keeper: owns a public house that is a tavern or roadhouse, in the country, a village, a town or a city; details vary. Income and yearly taxes specified.Usurer: able to read & write; character has access to credit, the limit determined by the progenitor’s bequest.
See Also,
Character Creation
Player Characters