Professions
They do not and did not understand or like machines more complicated than a forge-bellows, a water-mill, or a hand-loom, though they were skillful with tools.
When generating a character (player character or otherwise), roll on this handy chart to determine their profession.
If you are creating a PC, this job title becomes your eighth skill. Your rank in that skill determines how much wealth you generate during the winter phrase. Roll that skill when you think your proficiency with your chosen profession would serve you better than making an attribute test.
You begin the game with the gear listed on the table. Goods created by your profession may be bought by you for half price. If no production, you can get hirelings or perks at half cost.
Roll d50
- Actor | Gain wooden sword (as club), disguise kit, mirror
- Antiquarian | Gain swordcane, book of family history, quill, ink
- Barber-Chirugeon| Gain razor (as dagger), needle and thread, tongs
- Blacksmith | Gain hammer, a forge outside your hole
- Bounder | Gain dwarven short sword, dwarf chain shirt, spyglass
- Brewer | Gain mash paddle (as staff), empty bottle, small cask of ale (rich)
- Butcher | Gain meathook (as ax), rations of dried meat (3), pet giant rabbit
- Carpenter |Gain saw (as ax), drill, nails, mallet
- Chandler | Gain candlestick (as club), candles (6), soap
- Clerk | Gain quill-trimming knife, blank book, quill, ink
- Cook | Gain rolling pin (as club), lard, cookpots
- Cooper | Gain crowbar (as club), small empty barrel, 50' of rope
- Courier | Gain walking staff, bird broach, bird whistle
- Farmer | Gain pitchfork (as spear), excellent tobacco, pet giant chicken
- Farrier | Gain hammer, nails, saddle, pet pony
- Fletcher | Gain bow and 20 arrows, pet raven
- Fisher | Gain net, fishing gear, tinderbox
- Gardener | Gain scythe, garlic (2), wolfsbane (2)
- Glassblower | Gain iron pipe, empty bottle, mirror, viewing orb
- Greengrocer | Gain sling and acorns, sack of cabbages, pet cat
- Haberdasher | Gain scissors (as dagger), bag full of buttons (as caltrops), needle and thread
- Hole-digger | Gain miner's pick, shovel, and 30' of rope
- Hunter | Gain bow and 10 arrows, camouflage winter-proof cloak, personal tent
- Knacker | Gain cleaver (as hand-axe), shovel, soap
- Landlord | Gain club, key to tavern
- Leech | Gain pestle (as club), smelling salts, herbal poultice
- Locksmith | Gain crowbar (as club), lock and key, specialist's kit
- Lumberjack | Gain woodsman's ax (as battle axe), 50' of rope
- Mason | Gain hammer, chisel, block and tackle
- Methier | Gain knife, thick gloves, bottle of mead (rich), pet bee
- Midwife (woman only) | Gain silver knife, vial of holy water, herbal poultice
- Miller | Gain rolling pin (as club), mallet, nails, bag of flour
- Minstrel | Gain elven short sword, lute, torch (3)
- Moneylender | Gain mace, scales, an IOU for [rank]d4 silver
- Peat-cutter | Gain shovel, 10' pole, lantern, flask of oil
- Potter | Gain sling and potsherds, jar of clay, pottery studio/kiln outside of hole
- Rat-catcher | Gain club, sack, pet dog
- Rope-maker | Gain sling, 50' of rope, grappling hook
- Servant | Gain dagger, extravagant clothing, silver bell
- Shepherd | Gain sling, pan pipes, pet sheep
- Sherrif | Gain quarterstaff, hat with tall feather, manacles
- Tailor | Gain scissors (as dagger), needle and thread, extravagant clothing
- Tanner | Gain flensing knife, bag of salt, leather armor
- Tax Collector | Gain dwarven short sword, chest, lock and key
- Town Drunk (a paid position) | Gain bottle of whiskey (decent), empty bottle, set of dice
- Truffler | Gain sling, really good mushrooms (3), pet pig
- Wainwright | Gain whip, wagon, pet pony
- Weaver | Gain quarterstaff, bottles of dye (3, any), banner of favorite tavern's sign
- Well-digger | Gain shovel, dowsing rod, 10' pole
- Whitesmith | Gain hammer, bag of pretty but trifling jewels, ring that's almost magic
Optional Rule: You may elect to not roll Sweat dice to gain more Sweat when you rank up. If you do so, you may roll a d6. If you roll higher than your current score in your profession, raise that skill by 1.
Many profession ideas stolen from: TenFootPolemic, GoblinPunch, Dungeon Crawl Classics
Many profession ideas stolen from: TenFootPolemic, GoblinPunch, Dungeon Crawl Classics
Family
The houses and the holes of Shire-hobbits were often large, and inhabited by large families. (Bilbo and Frodo Baggins were as bachelors very exceptional, as they were also in many other ways, such as their friendship with the Elves.) ... All Hobbits were, in any case, clannish and reckoned up their relationships with great care. They drew long and elaborate family-trees with innumerable branches.Roll d66 to find an appropriate family name. Note the gear and hole you inherit.
Formula is: Surname | Ancestral home name and feature | Extra starting gear
I.
- Bairn | Ancestral Home: Goodhope, said to be delved on the site of an ancient human castle | Gain an ancient statue of a human queen
- Bolging | Ancestral Home: Bolging Den, full of hidden rooms and secret passages | Gain a secret room that only you know about in your hole
- Biggerwaiste | Ancestral Home: Biggirdle, which has the deepest and most well-stocked wine cellar in the Commonwealth | Gain a beautiful stone chess set that can play by itself
- Chubber | Ancestral Home: Chub Row Place, which boasts the most elaborate and largest greenhouses of the Commonwealth | Pipe carved from an effalent's tusk
- Diggle | Ancestral Home: Diggledelving, which connects to unexplored caverns | Gain dwarf toy that moves on its own
- Dumblebee | Ancestral Home: The Apiary, which boasts a tree on its hill that's had a colony of bees since before the founding of the Commonwealth; they're not "tame" but they do act as guard dogs of the Apiary | Gain silver-capped drinking horn
II.
- Fairborne | Ancestral Home: Treehome, which isn't carved into a hill at all, but into the side of a great tree | Gain a jar of healing sap
- Gaggler | Ancestral Home: Great Sickle, which has a dedicated astronomy tower and telescope| Gain pocketwatch (the most advanced piece of technology in the Commonwealth)
- Goldworthy | Ancestral Home: Goodgard, which is built from a now-barren gold mine | Gain chainmail shirt
- Greenhand | Ancestral Home: Home o' the Green, boasting the fairest garden in the Commonwealth | Gain seeds from a tree from an elven forest
- Haywain | Ancestral Home: The High Hay, notably decorated with the preserved head of a great hogboglin slain by Brade Haywain | Gain +1 Str score
- Headstrong | Ancestral Home: The Ferry, which isn't a hole but a house-barge | Gain the unique skill of swimming (you're the only family who can do it)
III.
- Hogspen | Ancestral Home: Higgledepigglede, which sits on the largest farms of the Commonwealth | Gain +1 Con
- Hoorfoot | Ancestral Home: Coldhome, which has a statue of each family matriarch in the basement, which they call the "mausoleum" | Gain a unicorn horn
- However | Ancestral Home: Brassgate, which is curiously decorated with hundreds of mirrors from all over the world | Gain cloak like the evening mist
- Labingi | Ancestral Home: Empty End, which is said to hide some hidden treasure in it somewhere | Gain 1d6 ancient silver coins you discovered in a secret nook
- Lightfoot | Ancestral Home: Well Hollow, the oldest hole in the Commonwealth | Gain a red arrow that's never missed its mark and is always recovered
- Longdweller | Ancestral Home: Drakedelving, which excavated a nearly complete dragon skeleton (the skull of which is a central part of the living room) | Gain a dragon's fang
IV.
- Measure | Ancestral Home: Cold 'n Deep, delved over a place the Water goes underground | Gain a beautiful silver cup and a waterskin of water that's never seen the sun
- Mugwort | Ancestral Home: Puddle Place is built along the banks of the Water and boasts comfortable armchairs from which you can fish | Gain an ivory comb once owned by the River Woman
- Nikkerbreaker | Ancestral Home: Candlewick, whose halls have such veins of iron that neither spells nor knacks may be cast there | Gain a whetstone that makes blades unnaturally sharp
- Oldbairn | Ancestral Home: Pennytree, under an ancient tree said to be the home of the owl's parliament | Gain pet owl
- Outwithing | Ancestral Home: Horn Hill, on the top of the tallest hill with the best views | Gain a particularly large trumpet carved with runes
- Pitter | Ancestral Home: Fairfields is famous for its many fruit trees and ciders | Gain rope that ties or unties itself with a yank
V
- Puttering | Ancestral Home: Heartshearth, known for its many fireplaces that burn with curiously colored flames | Gain +1 Cha
- Rumblo | Ancestral Home: The Shock, said to be carved out by a giant's blow | Gain a whistle that can only be heard by animals
- Sandwallow | Ancestral Home: Pumpkinhome, which isn't a hole but a giant pumpkin | Gain Gain +1 Dex
- Scrumgeons | Ancestral Home: Goldapple Abbey, which is home to an old apple tree called "The Gaffer" that almost seems like he has a face; it's rumored the tree has spoken at least three times | Gain a rune-marked short sword
- Smallerone | Ancestral Home: Beetleblack Hall, built not into a hill but into the carapace of an ancient onyx-shelled giant beetle | Gain a torc that screams if goblins are nearby
- Tallfeller | Ancestral Home: Windy Manor, decorated with elven-woven tapestries that almost seem to move in the firelight | Gain +1 Int
VI.
- Topher | Ancestral Home: Lockmorr, a notably small (but comfortable) hole--its door has no locking mechanism, but only opens at the request of a Topher family member | Gain a key that can unlock any door, but only works once
- Tukkish | Ancestral Home: The Holes, the hole with the most rooms | Gain a lucky charm (which shatters when you use it to automatically succeed on a saving throw)
- Tunneler | Ancestral home: Deeptunnel, deepest hole of the Commonwealth | Gain shield with horn of plenty painted on it
- Wastenot | Ancestral Home: Willowswithern, which is occassionally haunted by the song of a halfling maid looking for her true love | Gain a song that when sung can be used to summon help, but only once
- Wantnot | Ancestral Home: Wallowhouse, which is the most majestic and ornate hole in the Commonwealth | Gain +1 Wis
- Witterquick | Ancestral home: Dwimmering, said to be built on a ley line | Gain a crystal that glows like a candle in the dark
I have treated Hobbit first-names, as far as possible, in the same way. To their maid-children Hobbits commonly gave the names of flowers or jewels. To their man-children they usually gave names that had no meaning at all in their daily language; and some of their women's names were similar ... In some old families, especially those of Fallohide origin ... it was, however, the custom to give high-sounding first-names. ... I have turned them into those old names, largely of Frankish and Gothic origin, that are still used by us or are met in our histories. I have thus at any rate preserved the often comic contrast between the first-names and surnames, of which the Hobbits themselves were well aware.
To make a halfling name, take a stereotypical British and spell it like George R.R. Martin. Or choose from the list below.
Male Names: Addam, Alesander, Andwise,
Angus, Bennard, Bill, Bob, Bodo, Bucca, Dafyd, Duggo, Edric, Filbert, Geoff,
Graham, Gregor, Hamson, Hob, Hugo, Jack, Kallimac, Largo, Lews, Madoc, Marq,
Milo, Mungo, Nibs, Nob, Odo, Omer, Polliver, Porto, Reginard, Reynard, Robin, Rowan,
Rufus, Samwell, Ted, Tom, Warwick, Wesley, Will, Zachery
Female Names: Alanys, Alice,
Angelica, Asphodel, Bell, Belladonna, Berylla, Brenda, Bonnie, Catlyn, Colette,
Daisy, Diamond, Dee, Dora, Edith, Eleanor, Hanna, Helen, Janna, Jolly, Kaya,
Lanna, Lily, Liza, Maggie, Marigold, May, Molly, Pansy, Pearl, Primrose, Rhonda,
Rose, Ruth, Saera, Sybelle, Tanselle, Tanta, Violet, Walda, Willow
Check out the full game here!
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