The Citizen

By Luminos

For every warrior who traverses the dungeons of the Old World, there must be an Innkeeper, Weaponsmith, Animal Trader, Fletcher, etc. Although the men who perform these tasks are proud of their work, they often notice the air of wild freedom about the warriors they cater to. Sometimes this sense of danger and excitement overwhelms them, and they sell their business, buy a sword, and set off for an Old World dungeon. These men are just average citizens, yearning for an above-average adventure. They have no formal training in battle of any kind. While this may put them at a disadvantage at the start, it can turn to their decided advantage when they can learn any kind of skill they wish, as they have no restrictions on what they can do.

Starting as a Citizen

MoveWSBSStrTough WoundsInitWillAttDam LuckPin
435+33 1D6+74311D60 5+

The Citizen starts with no weapons, armor, or equipment. He simply starts out with (1D3+4) x 100 gold pieces with which to buy such things. He may visit any trader(s) he wishes, without rolling for settlement events.

Treasure

The Citizen has no restrictions on the treasure he can use, other than Elf-only or Dwarf-only items. If he has not learned any spells, of course, it would be silly to have him use Wizard-only treasure.

Settlements

In a Settlement, the Citizen can visit any trader, the Alehouse (2D6), the Alchemist, the Temple, the Gambling House, and the Fighting School. On acceptance rolls (see Training section) of 15+, he can also visit the Elf Quarter, the Elf Ranger Noble House (roll according to preference), the Wizard’s Guild, and the Dwarf Guildmaster.

Training

The Citizen gains attributes similarly to the Pit Fighter. He gains Wounds as the Elf Ranger, and Luck as the Wardancer, but for all other attributes refer to the Pit Fighter for Training Point values (if he trains at the Wizard’s Guild, he gets -2 Training points). If any Training Points are left over, they can either be added to the Citizen’s Starting Wounds or used to manipulate a skill or spell roll (added or subtracted). The Point costs of attributes are as follows:

 
Weapon Skill, Ballistic Skill, Initiative, Willpower: 3 points
Strength, Toughness, Attacks: 4 points
Movement, Pinning: 5 points

Regarding the skills or spells he learns, the Citizen can train pretty much anywhere he wants to. Each time the Citizen goes up a level, he must choose where he trains. He can either learn a set of spells at the Wizard’s Guild or learn a skill at one of the many training areas found in the towns and cities of the Old World. Any training area desired by the Citizen must be found as a special location. Since he is not aligned with any particular type of warrior, he must be accepted by those who are to train him. Roll 1D6 + (Willpower) + (Initiative) each time you enter a training area; this is your acceptance roll. The required result is different for each area, and acquired bonuses and penalties can also affect the roll.

Since he gains both spells and skills, the Citizen’s battle-level is always considered the sum of two separate battle-levels, his skill-level and his spell-level. He may only cast spells according to his spell-level (so a level 7 Citizen who learned 5 skills and 2 sets of spells may only cast spells as a level 2 magic user, not a level 7 magic user).

The Wizard’s Guild

The Citizen will be accepted to the Wizard’s Guild on an acceptance roll of 10 or more. Roll on the chart below to see what kind of magic users are available to train the Citizen:

 
1-4Wizard
5-6Wizard and High Elf Ranger Mage

If there is more than one available trainer, the Citizen may choose one among them. He gains a set of spells if the Wizard trains him (as a Wizard of his spell-level), or rolls for a spell as a Ranger Mage of his spell-level if he trains the Citizen (the Mage will never teach the Citizen a skill; if a skill is rolled, re-roll the dice or use leftover training points to manipulate the roll). He casts spells as a Wizard/Mage of his spell-level, using the standard title-level reference for the Mage spells (1=Novice, 2-4=Champion, 5-8=Hero, 9-10=Lord).

Each time the Citizen trains at the Wizard’s Guild, he gains a +1 bonus to his acceptance roll for a normal visit to the Wizard’s Guild and to any subsequent visits to the Guild for training. A +1 bonus for acceptance is also granted towards entrance to the Elf Ranger Noble House if he trains with a Ranger. The Citizen also, however, receives a -1 penalty for acceptance to the Dwarf Guildmaster or any training area (other than the Wizard’s Guild) the next time he goes up a level, as most warriors (especially Dwarves) want nothing to do with magic. These bonuses/penalties accumulate, so if the Citizen trains at the Wizard’s Guild 3 times under a Ranger Mage, he can add +3 to his acceptance rolls into the Wizard’s Guild, the Elf Noble House, and to train at the Wizard’s Guild, but must take away -3 from any acceptance rolls to train anywhere else.

The Citizen may encounter a conflict if he wears armor and learns spells, as magic does not mix well with armor. The Citizen may never cast a spell while wearing armor. He can, however, temporarily get rid of the armor in order to cast a spell. Any shield can be thrown down immediately, and picked up in the next Warrior’s Phase. Any helmet can be removed with the sacrifice of 1 Attack or 2 Movement. Suits of Armor require an entire turn to remove (the Citizen cannot move, attack, etc.). Any armor removed may be replaced in the same amount of time they were removed, starting the next Warrior’s Phase (so no Toughness bonus applies for removed armor in the Monster’s Phase in between).

 

The Elf Quarter

The Citizen will be accepted to the Elf Quarter on a roll of 12 or more. Roll on the chart below to see what kind of Elves are available to train the Citizen:

 
1-3Elf
4-5Elf and High Elf Ranger Knight
6Elf, Ranger Knight, and Wardancer

If there is more than one available trainer, the Citizen may choose one among them. He gains a skill from the skill table of whichever warrior trains him (the Ranger Knight will never teach the Citizen a spell; if a spell is rolled, re-roll the dice or use leftover Training Points to manipulate the roll). If the Citizen chooses to increase his Movement or Escape Pinning roll while training at the Elf Quarter, each will only cost 4 Training Points rather than 5.

Each time the Citizen trains under a Ranger Knight or a Wardancer, he may add +1 to his acceptance roll for a normal visit to the Elf Quarter or the Elf Ranger Noble House, as well as for training at the Elf Quarter. The Citizen also must take away -1 from his acceptance roll for a visit to the Dwarf Guildmaster or for training at the Dwarf Training Grounds. These bonuses/penalties accumulate.

The Fighting School

This is where the Pit Fighters and Norse Barbarians go to train. No acceptance roll is required; this place is so tough that most people don’t want to train here! Roll on the table below to see who is available to train the Citizen:
1-2Barbarian
3-6Barbarian and Pit Fighter

If there is more than one available trainer, the Citizen may choose one among them. Roll on the skill table of his trainer to see which skill he learns. Training here is such a strain that each time the Citizen trains here he leaves with -1D3 Starting Wounds, but the benefit of a strenuous exercise gives him +1 Training Point with which to gain characteristic increases.

The Dwarf Training Grounds

The Citizen will be accepted into the Dwarf Training Grounds on a roll of 12 or higher. Roll a dice to see which Dwarves are available to train him:
1-3Dwarf
4-6Dwarf and Trollslayer

If there is more than one available trainer, the Citizen may choose one among them. Roll on the skill table of the Dwarf who trains him to see which skill he learns. If the Citizen chooses to increase his Toughness while training at the Dwarf Grounds, it only costs 3 Training Points rather than 4.

Each time the Citizen trains here, he may add +1 to acceptance rolls for the Dwarf Guildmaster or another training visit to the Dwarf Training Grounds. He must also take away -1 from his acceptance rolls for the Elf Quarter, the Ranger Noble House, and for training at the Elf Quarter. These bonuses/penalties accumulate.

The Imperial Training Hall

This is where the illustrious Nobles of the Empire train in swordplay and dueling. A lowly Citizen will only be accepted to such a high-class training area on a roll of 14 or more. If accepted, an Imperial Noble will teach him a Sword Skill and a regular skill.

Roleplaying

The Citizen has no set restrictions or bonuses at all. He can gain specialty actions as normal, but has no predefined abilities or restrictions. Since the name "Citizen" simply denotes a kind of blank-slate character, a player would most likely give his character a title according to the skills and spells he has acquired. This can give rise to a nearly infinite number of new classes, all custom-made by the player.

Citizen created by Luminos