The Oaf
The Oaf are a primitive people with out the ability to make (or learn to make)
any form of technology beyond the stone-age. They are very much like
Cave-men at the lower end and like American Indian at the higher end of the
spectrum. As a people the Oaf are only good as warriors, rangers, and
thieves and the only extraordinary powers they posses is Theurgy. In spite
of this Oafs can't join the soldier, forester, outlaw, desperado, rogue or
ecclesiastic orders. In fact they can't join any order. So...
Thug Order
Many Oafs use their brute strength to make a living. Often large bands of Oafs
will form mercenary bands and/or gangs of thieves. They are recognized by Oafs, Desperados,
Jongleurs, Outlaws, Rogues, and Soldiers (but not liked) and by such Nobles as
stoop to use their services.
Requirements: race (Oaf) mandatory, waylaying, stealing
11TH rank, Grunt: race (Oaf) mandatory only. no benefit save contact.
10th rank, Brute: race (Oaf) mandatory, and waylaying. Gang membership, Add 2
points to weapons.
9th rank, Big Brute: race (Oaf) mandatory, waylaying and stealing. Gain a
hand-weapon or Full suit of leather armor, black, studded and 2 points to
weapons, waylaying, stealing and physique.
8th rank, Bruiser: physique at 61. Add 2 to weapons, waylaying, stealing.
7th rank, Big Bruiser: physique at 71. Add 2 to weapons, waylaying, stealing.
6th rank, Thug: physique at 81. Add urbane at 20% or +10
5th rank, Big Thug: physique at 91. Add 2 to weapons, waylaying, stealing.
4th rank, Boss: physique at 101. Add 2 to weapons, waylaying, stealing.
3rd rank, Big Boss: physique at 111. Add scrutiny at 20% or +10
2nd rank, Chief: physique at 121. Add luck at 20% or +10
1st rank, Big Chief: physique at 131. Add Theurgy at 20% or +10
Brave Order
Many Oafs use their Woodlore to make a living. Often large bands of Oafs will
form hunting bands and/or raiding parties. They are recognized by Oafs, Desperados,
Jongleurs, Outlaws, Rogues, Foresters and Soldiers (but not liked and only as
scouts)
Requirements: race (Oaf) mandatory, Hunt, waylaying
11TH rank, Bushwhacker: race (Oaf) mandatory only. no benefit save contact.
10th rank, Hunter: race (Oaf) mandatory, and hunt. band membership, Add 2 points
to weapons.
9th rank, Big Hunter: race (Oaf) mandatory, waylaying and hunt. Gain a Bow +
arrows and 2 points to weapons, waylaying, Hunt and physique.
8th rank, Scout: ranging at 61. Add 2 to weapons, waylaying, hunt.
7th rank, Big Scout: ranging at 71. Add 2 to weapons, waylaying, hunt.
6th rank, Tracker: ranging at 81. Add stealth or tricks at 20% or +10
5th rank, Big Tracker: ranging at 91. Add 2 to weapons, waylaying, hunt.
4th rank, Boss Tracker: ranging at 101. Add 2 to weapons, waylaying, hunt.
3rd rank, Big Boss Tracker: ranging at 111. Add nomadic (major) or savagery (typical)
at 20% or +10
2nd rank, Chief Tracker: ranging at 121. Add scrutiny at 20% or +10
1st rank, Big Chief Tracker: ranging at 131. Add Theurgy at 20% or +10
Shaman Order
A few Oafs use their Theurgy to make a living. They are recognized by Oafs.
Requirements: race (Oaf) mandatory, Theurgy, tricks
11TH rank, Root-digger: race (Oaf) mandatory only. no benefit save contact.
10th rank, Fire-walker: race (Oaf) mandatory, and Theurgy. coven membership, Add
2 points to weapons.
9th rank, Spirit-talker: race (Oaf) mandatory, Theurgy and tricks. Gain a Bow +
arrows and 2 points to weapons, Theurgy, ranging and tricks.
8th rank, medicine-man: Theurgy at 61. Add 2 to weapons, ranging and tricks.
7th rank, Big medicine-man: Theurgy at 71. Add 2 to weapons, ranging and tricks.
6th rank, Witch-doctor: Theurgy at 81. Add scrutiny at 20% or +10
5th rank, Big Witch-doctor: Theurgy at 91. Add 2 to weapons, ranging and tricks.
4th rank, Boss Witch-doctor: Theurgy at 101. Add 2 to weapons, ranging and
tricks.
3rd rank, Big Boss Witch-doctor: Theurgy at 111. Add pretence (major) or evaluation (typical)
at 20% or +10
2nd rank, Chief Witch-doctor: Theurgy at 121. Add pretence (typical) or luck (major)
at 20% or +10
1st rank, Big Chief Witch-doctor: Theurgy at 131. Add stealth (typical) or waylaying (major)
at 20% or +10
they're ruff but it's a good start...
Dusty