Another experimental draft!
Modern urban fantasy and occult horror is great, but I’ve also dreamt of
using Sigil & Shadow to run gothic, grim fantasy
settings. Think Ravenloft (Masque of the Red Death), Warhammer,
Diablo, and similar settings.
What follows is an alternate table of Backgrounds (and Lifestyles) redone as an anachronism of western Early Modern periods (think late Middle Ages until right before the Industrial Revolution). I wanted these to be used for both supernatural stories that took place in historical times, or someplace else entirely. I’ve imagined something like the “Vampire World” of the Necroscope series — a parallel universe of fantastic, horror-filled kingdoms that is linked to our modern world.
Anarchists, Rebels, Protestors, etc.
Lifestyle: Poor (1)
Perks: Eloquent, Street Smarts, or Skill Training in Social
Knights, Lords, Diplomats, etc.
Lifestyle: Gentry (4)
Perks: Eloquent, Fame, or Skill Training in either Social or Education
Sculptors, Painters, Poets etc.
Lifestyle: Commoner (2)
Perks: Gifted Mind, Eye for Detail, or Steady Hands
Boxers, Wrestlers, Acrobats, etc.
Lifestyle: Commoner (2)
Perks: Scrapper, Athletic, or Tough-as-Nails
Priests, Nuns, Clerics, etc.
Lifestyle: Commoner (2)
Perks: Defender, Resolved, Eloquent, or Skill Training in Education
Ruffians, Burglars, Grave Robbers, etc.
Lifestyle: Poor (1)
Perks: Criminal Record, Safe Haven, or Skill Training in Larceny
Surgeon, Barber, Physician etc.
Lifestyle: Yeoman (3)
Perks: Gifted Mind, Field Medic, or Skill Training in Medicine
Vagabonds, Tramps, Wanderers, etc.
Lifestyle: Struggling (0)
Skills: Survival, Larceny
Perks: Resolved, Scrapper, or Skill Training in Survival
Actors, Musicians, Jesters etc.
Lifestyle: Commoner (2)
Perks: Fame, Resolved, or Well-to-Do
Foot Soldiers, City Watch, Mercenaries etc.
Lifestyle: Commoner (2)
Perks: Alert, Defender, or Pursuit of Truth
Masons, Tailors, Smithies etc.
Lifestyle: Commoner (2)
Perks: Well-to-Do, Eye for Detail, or Skill Training in Technical
Inquisitors, Journalists, Bounty Hunters, etc.
Lifestyle: Commoner (2)
Perks: Pursuit of Truth, Eye for Detail, or Skill Training in Investigation
Boatman, Grave Digger, Rat Catcher, etc.
Lifestyle: Poor (1)
Perks: Know-How, Resolved, or Connection
Shopkeepers, Traders, Peddlers etc.
Lifestyle: Yeoman (3)
Perks: Business Sense, Hard Bargain, or Well-to-Do
Historians, Teachers, Monks etc.
Lifestyle: Commoner (2)
Perks: Encyclopedic Mind, Eye for Detail or Skill Training in Education
Gamblers, Con Artists, Beggars, etc.
Lifestyle: Poor (1)
Perks: Devilish Charm, Street Smarts, or Connection
Scouts, Wardens, Hunters, etc.
Lifestyle: Commoner (2)
Perks: Alert, Fast on Your Feet, or Quick Reflexes
Apprentices, Squires, Pupils etc. (Choose or Roll for another Background that you’re studying)
Lifestyle: Poor (1)
Perks: Choose any Perk from your Background of study, or Skill Training in Education
Mediums, Witches, Soothsayers etc.
Lifestyle: Poor (1)
Perks: Only roll 1 die (and count it twice) for an Oddity, or Skill Training in either Mysticism or Arcana
Military Officers, Royal Agents, Watch Captains etc.
Lifestyle: Yeoman (3)
Perks: Athletic, Born Leader, or Skill Training in Combat
+++
RANK | DESCRIPTION |
---|---|
0 - Struggling | Serfdom, exiled, or begging on the streets. Never know your next meal or resting spot |
1 - Poor | A rundown home, some debts, but you manage to keep a roof overhead and your mouth fed. |
2 - Commoner | Able to make ends meet. You own a home, some belongings, and can keep a job. |
3 - Yeoman | You own some property and can make a living by your own means. You may even have a small nest egg for when times are tough. |
4 - Gentry | You own an entire estate or manor. Upper crust of society, either by service or birthright. Titles & Coats of arms |
5 - Nobility | The top tier ruling class. You have many resources, servants, and enemies (both known and unknown). |
+++
The Technical Skill: Technical in dark fantasy settings is more about craftsmanship and era-appropriate engineering. Feel free to change the fields of focus to trades such as Agriculture, Blacksmithing, Carpentry, Glassmaking, Law, Jewelers, and so forth.
Weapons: Pretty much most of the melee weapons (not the Taser) would be available. Bows, crossbows, slings and improvised thrown weapons should be fine as-is. Firearms I would limit to the Pistol and Hunting Rifle, and they would be limited to one shot (and a full turn to reload) as they would be of the flintlock style.
Armor: Pretty much anything up to Plate.
Equipment Packs: Use common sense to retheme for the setting and era — a Scientist pack isn’t going to come with a laptop or electronic scanners, but still may hold published journals of study and various bauble and doodads.