Character Professions, Downtime and Upkeep
Note: Below is the work I did to integrate a system to handle characters' activities and options when they are not adventuring. These options are typically only available in a town or city (as in, not a village or the wilderness). A PDF of this document is available here: Darklands: Character Professions.
Society in the Holy Roman Empire is stratified along several lines: social, political, religious, and military, to name a few. Adventuring characters are typically tied more heavily to one or more of these than the common man, however, they are also typically considered outside of society. Though a priest or nun may report to an abbot or abbess, he or she is typically free to wander the land under special dispensation. Regardless, the characters must provide the basics for themselves in almost all cases: food, water, shelter, and clothing. When recovering from grievous wounds in the local inn, staying in a local flophouse, residing in a chapterhouse or rectory or otherwise not adventuring, the characters still require upkeep and may need to supplement their adventuring career with more common pursuits.
The Monetary System
Below is the breakdown of coinage used in Germany around the 1400's (as presented by the Darklands video game). I cannot vouch for the historical accuracy of this system, the wages, or daily costs of upkeep...
The value of money may be the first point of contention to any standard "high fantasy" player. Things are expensive, especially the standard manufactured goods that adventurers rely on: armor, weapons, and other gear, and money is hard to come by. An adventuring party with a couple of florins is considered rather rich. <I'm working on an equipment/services list to be linked here>
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12 pfenniges (pf)
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1 groschen (gr)
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20 groschen (gr)
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1 florin (fl)
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240 pfenniges (pf)
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1 florin (fl)
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Common Professions
Each character may take a secondary profession (see Table I: Common Professions). As the GM desires, have the player either roll or choose (or choose for the character) a secondary profession. These professions not only provide a very modest understanding and skill at the given profession (details left up to the GM), but also allows the character to earn a living when not adventuring. If the player announces that his or her character will “earn some money” while in a town or village, the player rolls an appropriate skill check. A total of 9 or less, results in a lower daily wage, as shown. A roll of 9-11 results in the listed daily wage, and any roll 12 or above results in the bonus shown.
Note: While working as a Gambler or a Trader/Barterer, if the character cannot pay the difference of a failed attempt, that character receives the “Wanted” condition for 1d6 days. During this time, the character cannot enter or leave a town/city by the common means and receives increased scrutiny by the town/city watch. Paying double the listed “Plus/Minus” as a Fine or Bribe removes the Wanted condition. Additional effects of such actions are left up to the GM, but may result in local enemies, adventure hooks, and the like.
Table I: Common Professions
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Roll
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Result
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Daily Wage (pf)
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plus/minus (pf)
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01-02
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Armorer
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3
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1
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03-04
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Bowyer/fletcher
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3
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1
|
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05-10
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Farmer/gardener
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1
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1
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11-14
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Fisher (netting)
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2
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1
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15-20
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Forester
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2
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1
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21 -23
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Gambler
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5
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12
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24-27
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Hunter/fisher (hook and line)
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2
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1
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28-32
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Husbandman (animal husbandry)
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2
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1
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33-34
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Jeweler/lapidary
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4
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2
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35-37
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Leather worker/tanner
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3
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1
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38-39
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Limner/painter
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1
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1
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40-42
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Mason/carpenter
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3
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1
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43-44
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Miner
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1
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1
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45-46
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Navigator (fresh or salt water)
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3
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1
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47-49
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Sailor (fresh or salt)
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2
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1
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50-51
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Shipwright (boats or ships)
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3
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1
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52-54
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Tailor/weaver
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2
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1
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55-57
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Teamster/freighter
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2
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1
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58-60
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Trader/barterer
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3
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10
|
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61 -64
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Trapper/furrier
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2
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1
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65-67
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Woodworker/cabinetmaker
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1
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1
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68-85
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No profession of measurable worth
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|
|
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86-00
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Roll Again; Double the Daily Wage
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Classes as Professions
Instead of using their secondary profession, a character may actually use his or her class to earn a common living. In order to do this, the player rolls a skill check. A result of 12 or more nets the daily wage in groschen (gr), as listed. A failure either reduces the daily wage to 0, or has unintended consequences, as discussed below.
Fighter/Ranger/Barbarian/Knight (Trainer/Hunter/Guide): Those of the common military arts have few marketable skills, though they can be called on to train local militias, lead hunts, or guide pilgrims or others through the local wilderness. These are low risk professions and, as a result, provide the character with an income that is sustainable but modest. Failure of a skill roll results in no wage for the day, and may have other consequences – such as the inability to find another job for a few days.
Rogue (Grifter): Rogues have very few “marketable skills” in medieval Germany and thus must resort to confidence games, pickpocketing and minor larceny to survive when not adventuring. If the rogue fails the daily skill check, he or she is Wanted in the town where the failure occurred. Unless the listed fine/bribe is paid, the condition lasts for 2d10 days after the party leaves the town or city, and results in increased scrutiny when the party (or the rogue alone) encounters the city watch – this includes entering or leaving a walled town or city. The GM can devise other nasty consequences, as desired. In addition, the rogue cannot use his class as a profession while the Wanted condition exists.
Assassin (Spy/Agent): Assassins may use their skills to act as spies or agents for local merchants or others in power in the local area. This is typically a low-risk profession, however, if the skill check is failed, the Assassin is Wanted in the town where the failure occurred. Unless the listed fine/bribe is paid, the condition lasts for 2d10 days after the party leaves the town or city, and can either be played like the Rogue entry above or may prevent party or character interactions with local merchants, craftsmen, and others in power. In addition, the Assassin cannot use his or her class as a profession while the Wanted condition exists.
Witch/Warlock (Astrologer): Those that practice the “dark arts” have few opportunities to make a decent living with the skills and abilities that they possess. However, in every town and city, there are those that look to the stars, bones and other means for guidance. If the Witch/Warlock wishes to set up as an astrologer, he or she must make a skill check, as normal, however, on a result less than 15, the character has been discovered by the “God fearing” as a “witch.” This is a serious charge and results in the entire party receiving the Witch condition. The GM may play this as desired, however, the results should be significant, including losing Fame and Virtue, raising the ire of the entire populace, and even attracting the attention of the Inquisition. On such a failure, the Witch/Warlock can opt to pay the Fine or Bribe to escape the town or city. The Witch condition lasts in this area for 1d12 months.
Priest/Paladin (Priest/Trainer): Priests and Paladins are closely tied to the Church, and thus are set apart as far as professions go. In any town or city, either of these classes can find work with one of the local churches. The priest may perform mass, accept confessions, administer to the poor, or the thousand other duties that priests are looked to by the masses. Paladins typically work for a chapterhouse associated with their Order and provide training to younger Paladins, squires, or men-at-arms. Neither class receives a wage, however, neither do they incur common expenses. They are provided a “Common” level of upkeep (see Character Upkeep) for as long as they remain in a town or city. A failure on a profession skill check results in expulsion from the church or chapterhouse for incompetence for 1d10 days necessitating the Priest or Paladin to find other means to support him or herself.
Alchemist (Apothecary): Alchemists can find ready employment and earn quite a good living in the local herb and apothecary shops in any town or city. A failure on the skill check results in a disaster while mixing up a common potion. This usually causes an explosion or other financial damage. Unless the Alchemist pays the listed penalty, the Alchemist (and party he or she is with) receives the Wanted condition. Unless the Fine/Bribe is paid, the condition lasts for 2d20 days after the party leaves the town or city. The Alchemist cannot use his or her class as a profession while the Wanted condition exists, and may be barred from purchasing ingredients for their potions.
Bard (Entertainer): Bards are well equipped to provide a decent living for themselves while in a populated area. While seemingly innocuous, the bard can cause quite a stir while performing in a town or city. One off-color joke, jibe at a sensitive noble or other powerful person, or an indiscrete relationship, can turn the crowd (and the town or city) against the Bard. With a skill failure, the Bard is considered Wanted for some indiscretion for 1d6 days, unless the listed Fine/Bribe is paid. As expected, the Bard cannot make a living as an entertainer while the Wanted condition exists.
Table II: Classes as Professions
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Class
|
Profession
|
Daily Wage (gr)
|
Fine/Bribe (gr)
|
|
Fighter
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Trainer
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1
|
-
|
|
Ranger
|
Hunter/Trapper/Guide
|
1
|
-
|
|
Rogue
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Confidence Man
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2
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20
|
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Assassin
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Spy/Agent
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3
|
20
|
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Barbarian
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Hunter/Trapper/Guide
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1
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-
|
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Witch/Warlock
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Astrologer/Palm Reader
|
10
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40
|
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Priest
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Priest
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None
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-
|
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Knight
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Trainer
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4
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-
|
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Paladin
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Trainer
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None
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-
|
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Bard
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Entertainer
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5
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20
|
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Alchemist
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Apothecary
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5
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20
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Character Upkeep
While in a populated area for more than a day or so, the characters incur common expenses in line with their lifestyles. There are certain benefits and penalties to each lifestyle, as described below. Any level of upkeep below Poor incurs a -5 penalty to all social interactions, inability to naturally heal and may result in failing health, susceptibility to diseases, and the like. Costs listed in Table III are per character in groschen per day.
Poor: The character is barely keeping him or herself alive. Clothing, grooming, and health all suffer for maintaining a poor lifestyle. At this level, characters experience no natural healing and suffer a -5 on all Charisma-based interactions with NPCs.
Common: The character lives a modest life, and though wants for no necessity, denies him or herself the finer things in life. There are no benefits or penalties for living a common life. At this level, the character rooms in a common room or boarding house, manages to eat once a day, and has a bath once a week.
Good: The character affords him or herself some luxuries, but controls the more extravagant activities. Though more expensive, the character heals naturally at 1.5 times the normal rate. Living as he or she does, there are also more opportunities to interact with those that may have information or may know someone in power. This grants the character a +2 to Charisma-based interactions with NPCs. At this level, the character stays in a private room at a local inn, with three meals provided daily, and can provide adequate grooming and repair of clothing.
Extravagant: The character denies him or herself nothing: Private apartment, new clothing, and constant attendance by servants and a full social calendar. Despite the costs, living this lifestyle also has its benefits. The character heals naturally at 2 times the normal rate, and, due to his or her social calendar, interacts with a “higher class” of person, granting a +5 to Charisma-based interactions with NPCs.
Table III: Character Upkeep
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Upkeep
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Expenses (gr)
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Poor
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1
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Common
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5
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Good
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10
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Extravagant
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20
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