Social Class
in OEPT
I know some of you will think I am needlessly spoiling the pristine simplicity of OEPT with these suggestions, but IMO the social system of Tsolyánu is a very important aspect of the setting and needs some recognition in character generation. The system I am proposing will also give more variation between characters, and a modicum of ‘realism’ should you be interested in such things.

Each character draws skills not just from the professional skills list (OEPT page 20) but has a social class based list as well; these rules replace the ‘Original Skills’ list on p18 of the DW edition of EPT and the rules for gaining more on p421. Some skill levels may be vacant, others may have more than one possible skill. PCs may still acquire training in original skills from clan masters at a suitable fee, and having sufficient social status will of course help wangle this at a reasonable cost.
Initial Skills and Gain per Level
Using Skills
Literacy Skills
Gaining Stats
Skill List by Social Class
Nakomé Barbarian 
Very Low Clan
Low Clan
Middle Clan
High Clan
Very High Clan

Initial Skills and Gain per Level

You no longer need all the previous skills on a list to gain the next one, and you must take one skill from the social class table at first level. When gaining levels through experience you gain +1 skill per level from any table your PC qualifies for, with a 50% chance of gaining a second, and gain +1 max skill level. Thus if you start as a Nakomé warrior, each further level you can choose from the Nakomé list or the warrior list as you gain skills. If you join a clan you get access to the appropriate clan level list instead of Nakomé.

Priests and Sorcerers must be at least semi-literate; if this means spending an initial skill on this talent, so be it; if you do not have high enough stats to access the skill at your clan level, you don't get into the temple school and you are relegated to being a warrior despite your potential; caste systems can be wasteful of talent.

Max skill level at 1st level
Primary stat 50 or below  3
Primary stat 51-75  4
Primary stat 76-90  5
Primary stat 91-100  6
Number of skills at 1st level (d100)
1-10  2
11-30  3
31-70  4
71-90  5
91-100  6
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Using Skills

Most of the time the GM can simply say the possession of a skill enables a PC to do a given task, but from time to time it may be appropriate to roll a skill check to see if a PC has succeeded. The base chance of success depends on how difficult the task is (duh!), the PCs level and a bonus for having a good score in a stat that might be relevant.

Base chance of success    35% +5% per level with skill , 0% + 3% per level with no skill

Difficulty mod = +50% (doddle) to -50% or even more (heroically hard) depending on assessment and/or whim of GM

Stat mod = (Stat-50 /4) to give +/- 12%

Opposed skills – each person rolls highest score that is still a success wins.

Example:

Arjan the Gladiator (Level 3 Warrior) has a bout coming up against Yuth the N’lüss. Wanting to know how good this huge foreign oaf is he asks about in the usual gambling dens – the GM allows him to use his Streetwise skill – 35+15 = 50% - rates the task as hard as few people in town have seen Yuth fight - -20% - and allows Arjan to use his Guile of 63 to help – (63-50)/4 = +3% = 33%.

Arjan rolls 52 – he cannot find out anything about this guy. If he had rolled very high, the GM could have decided that he had failed so badly he got false information.

Still looking for an edge, Arjan sneaks into Yuth’s training yard. No stealth skill so Lev 3x 3 = 9%, average task 0% bonus and using 78 Dex for +7% bonus = 16%. He rolls 18; as he tries to nip in through a door he is spotted, recognised and told to go away in no uncertain terms.

He finally gets to see the man fight at an exhibition bout at a nobleman’s banquet, and tries to spot any weaknesses. Gladiator skill applies at 50%, hard task for -10% and Intelligence of 40 gives -3%; total 37%. He rolls 30% - Arjan reckons that though the barbarian’s wild N’lüss claymore style is terrifying and brutal a quick man with a shortsword could nip in under one of his wild swings and deal him a death blow.

And finally the bout. Each man sizes the other up and Yuth swings, looking for a quick decapitation; Arjan spots his chance and dives in… Each rolls on his Swordsman skill – Yuth uses his Intelligence as a bonus to see if he spots the ploy. Base success for a Level 4 Warrior is 55%, he has an Int of 30 for -5%, he rolls 27, succeeding. Arjan is using Swordsman skill with Guile as a bonus 50% +3% = 53%. He rolls 37, also succeeding, and as he got higher than Yuth he has the advantage – The GM awards him +2 to hit for this round, but with Yuth on his guard any further attempt at such feints on Arjan’s part will be at a penalty. The shortsword jabs at Yuth’s wide leather belt as the claymore whistles just over his head; this blow had better count…

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Literacy Skills

There are three levels of literacy skill.

Illiterates cannot work out what is going on in any piece of written information except the most obvious and literal hieroglyphics.

Semi-Literate people know a script well enough to make out what it says most of the time. Roll Intelligence as a %age or as if Literacy was an ordinary skill, which ever is higher, whenever they need to read a document or inscription, but they will suffer modifiers if the script is unclear, poetic rather than straightforward, or archaic, cryptic, uses fancy calligraphy and flowery phrases as many Palace documents do etc. People may be semi-literate in more than one language.

Literate people automatically read most writings in the script and a document must be pretty obscure or fragmentary to force them to roll. They can use their literacy skill to try and fathom out codes and ciphers, read ‘Classic’ forms of the same tongue and glean partial meanings from documents in similar scripts they don’t know. A person who could read Engsvanyáli script could have stab at reading Tsolyáni, Mu’ugalavyáni and Livyáni for example, if he knew the spoken languages.

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Gaining Stats

At each level gain roll %age dice

01-50  no gain
51-80  +1d6 points on random stat
81-95  +5 points on stat of choice
96-00  +10 points on stats of choice
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Skill List by Social Class

Nakomé Barbarian 

Illiterate, 1d100Kt starting money

1  Labourer (+1d10 Con, +1d10 Str, -1d10 Int, -1d10 Com)
2 Speak Tsolyáni
3 Hunter (+1d10 Dex, -1d10 Guile) OR Fisherman (+1d10 Str, -1d10 Guile)
4 Streetwise (if lived in Foreign Quarter 1 yr+) OR Mountaineer OR Survival
5 Potter, Weaver, Net Maker, Carpenter, Sail Maker, Butcher
6 Semi-Literate
7 (if at least semi-literate) Merchant, Ship Builder,  Slaver (+15x1d100Kt), (No literacy req. for) Gladiator (if Warrior), Fletcher, Animal Trainer, Bird Trainer
8 Contacts (Knows useful employers/contacts above him in status), Barbaric Cunning (+1 on Saves)
9 Fully Literate
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Very Low Clan

Illiterate, 1d20+20Kt starting money

1 Labourer (+1d10 Con, +1d10 Str, -1d10 Int, -1d10 Com)
2 Farmer (+1d10 Con, -1d10 Guile) OR Fisherman (+1d10 Str, -1d10 Guile)
3 Brawling (+1 to hit if unarmed), Wrestling (can restrain people), Slinger
4 Logger, Cart-Driver, Bricklayer, Miner, Tanner, Net-maker, Mat-Weaver, Sweeper (covers all low grade servant occupations)
5 Semi-Literate, Legionnaire (if Warrior, barracks room social skills and working in a unit) 
6 Subservience (Can crawl to superiors, +1d10 Guile)
7 Guard (if Warrior – can spot suspicious people)
8 Foreman (can boss lesser clansmen)
9 Fully Literate
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Low Clan

Illiterate, 2d20+20Kt starting money

1 Labourer (+1d10 Con, +1d10 Str, -1d10 Int, -1d10 Com)
2 Farmer (+1d10 Con, -1d10 Guile) OR Fisherman (+1d10 Str, -1d10 Guile) OR Apprentice (+1d10 Guile, -1d10 Con)
3 Cart-Driver, Peddlar, Baker, Barber, Bootmaker, Bricklayer, Carpenter, Cook, Dyer, Mason, Paper-Maker, Potter, Sail-Maker, Tailor, Weaver, Brewer, Wine-Maker, Wheelwright, Sailor
4 Semi-Literate
5 Crossbowman (if Warrior), Bowman (if Warrior), Legionnaire (if Warrior, barracks room social skills and working in a unit), Guard (if Warrior – can spot suspicious people), Fletcher
6 Subservience (Can crawl to superiors, +1d10 Guile), Foreman (can boss other clansmen)
7 Sergeant (if Warrior, command small group of soldiers, interprets orders of superiors)
8 Fully Literate
9 Negotiator (can deal with social superiors on behalf of clan)
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Middle Clan

Semi-Literate, 3d20+40Kt starting money

1 Farmer (+1d10 Con, -1d10 Guile) OR Apprentice (+1d10 Guile, -1d10 Con) OR Clerk (+1d10 Int, -1d10 Str)
2 Barber, Bootmaker, Dyer, Glass-Blower, Grocer, Mason, Paper-Maker, Perfumer, Tailor, Brewer, Wine-maker, Wheelwright, Major-Domo
3 Subservience (Can crawl to superiors, +1d10 Guile)
4 Fully Literate
5 Armourer, Fletcher, Gold/Silversmith, Jeweller, Scribe, Accountant, Ship-Builder, Sailor, Animal Trainer, Bird Trainer, Legionnaire (if Warrior, barracks room social skills and working in a unit)
6 Sergeant (if Warrior, command small group of soldiers, interpret orders of superiors), Staff Officer, Supervisor (middle manger in Temple or Palaces, -1d10 Con, +1d10 Int, +1d10 Guile)
7 Merchant (+15xd100Kt), Alchemist, Artist, Physician, Lawyer, Navigator, Ship-Captain
8 Etiquette (deal with all social classes, +1d10 Guile, +1 Social), Wealth (2d100 per level month income from clan businesses), Money-Lender (if clan is involved in this trade +100xd100Kt), Slaver (if clan is involved in this trade, +100xd100+1000Kt)
9 Scholar, Collector, Author
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High Clan

Semi-Literate, 10d20+100Kt starting money

1 Educated (Fully Literate, +1d10 Int, -1d10 Con) OR Squire (+1d10 Con, -1d10 Guile) OR Noble (+1d10 Str, -1d10 Int)
2 Fully Literate
3 Style (+1d10 Com, +1d10 Guile, -1d10 Con,) Artist, Scribe, Accountant, Merchant, Ship-Captain
4 Sergeant (if Warrior, command small group of soldiers, interpret orders of superiors), Staff Officer, Supervisor (middle manger in Temple or Palaces, -1d10 Con, +1d10 Int, +1d10 Guile), Duellist (Swordsman skill, plus etiquette and code of duelling), Imperious (overawes low castes)
5 Alchemist, Astronomer, Astrologer, Scholar, Engineer, Architect, Siegecraft (if Warrior), Interpreter, Jeweller, Arruché (if Warrior, sword and dagger fighting style)
6 Etiquette (deal with all social classes, +1d10 Guile), Wealth (5d100/level month income from clan businesses), Heirloom (inherit useful magic or steel item), Seduction (min 50 Comeliness)
7 Politics, Diplomat (if have Interpreter AND Etiquette)
8 Commander (if Warrior, acts as field officer), Contacts (knows people in Palaces and other positions of power)
9 Strategist (if Warrior)
10 Title holder (has inherited noble title of some kind), Fief holder (administers family owned lands, business, house etc. considerable income IF time devoted to working)
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Very High Clan

Fully Literate, 10d20+400Kt starting money

1 Educated (Fully Literate, +1d10 Int, -1d10 Con) OR Squire (+1d10 Con, -1d10 Guile) OR Noble (+1d10 Str, -1d10 Int)
2 Style (+1d10 Com, +1d10 Guile, -1d10 Con), Fop (+2d10 Com, -1d10 Int)
3 Staff Officer, Supervisor (middle manger in Temple or Palaces, -1d10 Con, +1d10 Int, +1d10 Guile), Duellist (Swordsman skill, plus etiquette and code of duelling), Imperious (overawes low castes), Interpreter
4 Arruché (if Warrior, sword and dagger fighting style), Scholar
5 Etiquette (deal with all social classes, +1d10 Guile), Wealth (5d100/level month income from clan businesses), Heirloom (inherit useful magic or steel item), Seduction (min 50 Comeliness), Wastrel (1d10 x 5000Kt debt, +2d10 Com), Rake (has 1d6 outstanding debts of honour, +2d10 Com)
6 Great Wealth (+5d100/level month income from clan businesses)
7 Politics, Diplomat (if have Interpreter AND Etiquette)
8 Patron of the Arts, Commander (if Warrior, acts as field officer), Contacts (knows people in Palaces and other positions of power)
9 Strategist (if Warrior)
10 Title holder (has inherited noble title of some kind), Fief holder (administers family owned lands, business, house etc. considerable income IF time devoted to working)
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