Non-weapon
Proficiencies
Backgrounds
How your character learned their
skills.
Childhood
The
events of your character’s life up until starting up learning how to be their
class, about age 14.
Primitive
A tribal setting, probably nomadic and lacking the technology of the standard campaign setting. These are not common. More than likely they exist apart from all the countries around them and live in out of the way and inhospitable environments. Their spiritual and political beliefs are often strange to the surrounding people.
For examples think of Mongolian nomads, nomadic Native American tribes, South American tribes, and the Zulus.
NWP: 6 (common: 3, survival: 3)
Farmer
While they don’t actually live in a village they often travel to villages for special events and for protection. This of course includes people who grow crops or raise animals for sale in the village or possible in a city. It also includes many fishers, hunter/trappers, and others who don’t actually live in a community but have regular access and thus are still a part of the community.
NWP: 6 (common: 3, family training: 2, player’s choice: 1)
Beggar
Anyone who is raised in a city but not part of the regular communal structure. Beggars, thieves, homeless, insane. Villages usually can’t support beggars, nor will they tolerate them, and they defiantly wouldn’t let anyone be raised in this setting. It would take a city to be big enough for a child to slip between the cracks. Thus the child will be mostly self educated with a very strong emphasis on things that will aid in surviving in an urban environment.
NWP: 6 (common: 3, urban survival: 2 ½, player’s choice: ½)
Villager
Raised in a small community. They may have some basic education if there is some social or political force mandating it. Their education will probably focus heavily on vocational skills. They will probably learn whatever they do from their parents, unless the village has someone, probably a wise woman, to teach them. The vocations they learn will be of whatever is common to the village. Baking, milling, blacksmithing, tending a small garden, perhaps pottery, blacksmithing, and fishing.
NWP: 8 (common: 3, family training: 2, schooling: 1, player’s choice: 2)
City Folk
Raised in a larger community. They will probably be a little better off than the villager. Their education will likely be required to a point, and from there they will begin an apprenticeship with a master in expectation to join a guild. Adventurers will probably leave some time during apprenticeship to go pursuer the education for their class (excepting most irregulars). The range of possible vocations varies greatly and may be just about anything.
NWP: 8 (common: 3, family training: 3, schooling: 1, player’s choice: 2)
Noble
Born of noble blood, this ranges from land owners who are little more than villagers, to kinds and queens of entire nations. Most nobles are not in line for much, if any title. Many won’t even have much of an inheritance. Thus they usually must find some method of providing for themselves. Joining a religious organization, sports and gaming, arts and sciences are all possible, so is being a general slacker and hoping to marry up in rank and living off of your combined inheritances. Usually anything that requires a good deal of extra free time, practice, and education.
NWP: 10 (common:4, literacy: 2, regal studies: 2, schooling: 2)
Clergy
It is common for parents with children they can’t support to give their children to a religious organization. In exchange the child’s dowry is given to them for the care and education of their child. Often a child is left only until they can be married off for the betterment of the family. Though commonly the child is trained as a monk, nun, priest, priestess, or whatever that particular religious group calls them. It is not a requirement, though learning religious teachings is. Once the child is of age and trained in vocation, they are let out to pursuer it.
NWP: 10 (common: 3, literacy: 1, religion: 2, schooling: 2, player’s choice:2)
Schooled
Often similar to being raised by clergy but without the religion aspect. This is very rare for most settings, and requires a large investment by the parents of the child. It’s common for lesser nobility who can’t afford private tutors, and by upper class families hoping to give their child a better chance at life. The education granted them is often FAR above anything given to village, or city children, or even by the clergy. The education has the potential to go up to all the state of the art studies in any field. Their education is all but equal to the education given to the nobles who are given every chance and the best tutors.
NWP: 10 (common: 3, literacy:3, schooling: 2, extended education: 2)
Warrior
Warrior societies are uncommon. They usually exist primarily on raiding and pillaging villages. The social structure is very dependant on war and surviving in battle. Children are trained with a variety of weapons from an early age. However their education tends to be rather one sided and thus lacking in anything that isn’t related to survival either in battle or otherwise.
For examples, think of Vikings, Mongolians under the Huns, Klingons, Kzin, Dorsi or how bloodthirsty Native Americans are portrayed in movies. There is a reason why these don’t exist anymore or are fictional, the life expectancy of someone in a society like this is very short. These groups have a tendency of getting killed off.
NWP: 6 + 1 extra weapon proficiency at character creation
(common:3, survival: 2, player’s choice: 1)
Classes
Fighter
Fighter’s require 2-4 years of apprenticeship, or schooling. Like a being a squire before being a knight. It can be done alone, by hit or miss, but it takes longer. That actually falls under the realm of irregulars, and they will probably be a mercenary, or soldier, or a bodyguard or something like it.
NWP: 2
Ranger
There are really no schools that teach how to be a ranger. Most people learn from another ranger, or learn from necessity, stumbling into it. To a degree rangers are chosen but not as much as paladins. It takes years to learn how to learn to be a ranger. This time can be lessened somewhat depending on how much and what was learned before hand. Training to be a ranger requires several years spent in the woods with little contact with the outside world
NWP: 4
Paladin
Some countries or religious orders may have schools where they can teach and guide those who are chosen to be paladins. Sometimes they might have a guide, either a paladin or in rare cases, the spirit of a paladin that has been placed in sword may guide them. If none of this is available, in extraordinary circumstances, the gods may talk directly to them, guiding and training them.
NWP: 4
Mage
Wizards receive the most training of all the classes, 4-8 years worth.
NWP: 4
Specialist
Wizards receive the most training of all the classes, 4-8 years worth.
NWP: 4
Cleric
It is all but assumed all clerics receive 2-4 years of training by their religious teachers. Though they may have been anything before their powers became known.
NWP: 6
Irregular
Irregulars must become the apprentice of a master. There they learn about their trade and gain practice in it. Once they are good enough, they must craft a master work, or take a masters test. Once they have finished their masterpiece, and it is approved of by they master, they are themselves a master and usually start their own shop. Or they my stay with their master but as a partner and may even now take on their own apprentices. An irregular, at first level, has finished their masterpiece.
NWP: 8
Skills
Levels
For each proficiency there are 6 levels of proficiency, depending on the number of points placed into them. Each skill level is equal to ABOUT one year of study. The levels are as follows.
0: no knowledge about the subject. Might not even know that that skill
exists. It requires no study or practice, it is common knowledge.
½: has seen it done and has some idea of how it the basics would be done.
1: is well experienced or well studied at the skill
2: has a professional or exceptional knowledge of the skill.
3: full knowledge and mastery of the skill
4: a sage in matters concerning that skill. Someone may study or practice their whole lives and never achieve this level. It requires a special devotion.
Non-weapon Proficiencies
Family Training
Armorsmithing
Baking
Blacksmithing
Boating
Boatwright
Bowing and Fletching
Brewing/Distilling
Carpentry
Cobbling
Cooking
Digging
Dyeing
Farming
Fishing
Glassblowing
Gold/Silver Smithing
Herding
Jeweler
Leather working
Masonry
Milling
Navigation
Painting (functional)
Pottery
Quarrying
Rigging
Sewing
Sheepherding
Spinning
Tailoring
Weaponsmithing
Weaving
Survival
Animal Handling
Lumberjacking
Tracking
Trapping
Wilderness Survival
Schooling
History
Languages
Mathematics
Reading/Writing
Extended education
Alchemy/Chemistry
Astronomy
Cartography
Clock Working
Construction
Engineering
Falconing
Herbalism
Law
Magic (knowledge of)
Medicine
Metallurgy/Smelting
Religion
Siege engines
Soldiering
Strategies
Tactics
Regal Studies
Etiquette/Culture
Heraldry (knowledge of noble houses and politics)
Urban Survival
Appraising
Backstab
Black Marketeering
Conning
Cryptography
Disguise
Forgery
Gambling
Lock Picking
Pick Pocketing
Poisoning
Slight of hand
Other
Carving (wood)
Dancing
Juggling
Music
Painting (artistic)
Sculpting (rock/clay)
Storytelling
Swimming
Tumbling