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EVERYMAN (and Everywoman)

An ordinary person.

Everymen are the ordinary people of the world, of all social classes. They are the common farmers, blacksmiths, merchants, men-at-arms, and even most nobility. While the usual player character classes represent the archetypes of those destined for greatness, Everymen are the people who keep the world functioning. While most player characters are exceptional types who stand apart from society, the Everymen are society. Occasionally, however, an Everyman is thrust into greatness by circumstances beyond his control. Thus, the Class can be used both for player characters, and by the CK for most non-player characters.

The Everyman Class represents the typical member of most humanoid races. Their regard for the usual player character races will therefore vary according to their culture. For example, an Everyman Elf will view Magicians favorably, while the typical Human might not. Similarly, Everymen will adhere to the Alignment, or Alignments, most typical for their race and culture.

Everymen follow Professions and Avocations whose natures usually determine which of the character’s Attributes are Primary. It is not unknown for an Everyman to be trapped in a Profession for which he is ill-suited , however. To reflect that fact, the player of an Everyman PC can freely choose which of their Attributes to make Primary, even if their Profession and Avocation indicate otherwise.

An Everyman has proficiencies in the weapons and armor used by their Profession and Avocation. A Housewife might only know how to use the club, dagger, knife, and cleaver. A Farmer might also know how to use the hand axe, hatchet, sickle, scythe, flail (originally used to thresh grain), the trident (pitchfork), and most pole-arms (which often originated as gardening tools mounted on staves). A Man-At-Arms, on the other hand, might have proficiency in all weapons and armor. An Armorer would certainly at least know how to wear all the armor he can make, and a Weaponsmith would be able to wield the weapons he can create. Generally, swords and other purely military weapons would only be used by those who have regular access to them.

When used as a player character class, the Everyman advances in Hit Dice and Basic-To-Hit Bonus, just like other players. Most NPC Everymen, however, never advance in that way. The “Level” of such NPCs simply defines how skilled they are. In the case of combat-oriented NPC Everymen, such as “Archers”, the nature of their Profession means that they can add their Level to their To-Hit rolls (instead of the usual Basic-To-Hit Bonus listed for the Everyman class). Nonetheless, most such warriors won’t advance in Hit Dice.

Most guards and military men in the world are simply Everymen, with “Man-At-Arms” as their Profession. They are skilled with their weapons, but lack exceptional abilities such as Combat Dominance. Similarly, common thieves are not Leveled in the Rogue Class; they are Everymen with “Thief” as their Profession. They know how to sneak and steal well, but never gain the special attacks or Decipher Script abilities of player character Rogues. The average clergyman is just an Everyman with “Priest” as his profession. He does not work miracles; he just knows the doctrines of his religion, and how to perform its rituals.

The CK may occasionally create Everyman NPCs who function as if they were PCs, with Hit Dice and Basic-To-Hit Bonuses commensurate to their Level. Such might be the case for characters such as “The World’s Greatest Swordsmith”, or the “The Most Beautiful Courtesan In The Realm”. The additional hit points and fighting ability of such characters represents a measure of plot protection given by the CK to such characters.


PROFESSION (Any): An Everyman’s profession defines their primary vocational training. Every ordinary person has some kind of Profession, even if they are a beggar.

  • Each Profession has an associated Attribute, which modifies all relevant checks.

  • An Everyman can always perform simple, routine tasks related to their Profession, without the need for any check. Such tasks include a carpenter building a simple box, a blacksmith making a horseshoe, a man-at arms keeping his weapons in good working order, or a clergyman competently performing a religious ceremony.

  • Difficult or complex tasks related to the character’s Profession require a check against the relevant Attribute. Risky tasks, combat-related actions, or any actions which could have fatal or other unpleasant consequences, always require a check.

  • Note that in all cases, an Everman’s Profession only allows for the making of mundane, non-magical items, and no supernatural effects can be created.

AVOCATION (Any): An Everman’s Avocation is a field of endeavor pursued secondarily to the character’s Profession.

  • Avocations can represent hobbies, second jobs, or knowledge acquired through proximity. For example, the Maid of a Scribe may squire the abilities of a Scribe, but as a secondary Avocation.

  • Everymen must always make an ability check to determine success of any task related to their Avocation, even for common and routine tasks.

  • Sometimes the character’s Profession and Avocation are the same. In such a case, the character simply receives a +2 bonus to checks relating to the Profession.

  • An Everman’s Avocation only allows for the making of mundane, non-magical items, and no supernatural effects can be created.

Some Typical Professions and Avocations by Associated Attribute:

Strength: Armorer, Blacksmith, Bricklayer, Gravedigger, Guard, Infantryman, Leg-breaker, Man-At-Arms, Miner, Plumber, Porter, Shipwright, Thug

Intelligence: Alchemist, Apothecary, Architect, Astrologer, Banker, Bureaucrat, Clerk, Cartographer, Cryptographer, Doctor, Engineer, Herbalist, Judge, Literary Expert, Mathematician, Merchant, Messenger, Philosopher, Prose Writer, Sage, Scholar, Scribe, Student, Teacher, Theologian

Wisdom: Animal Trainer, Fisherman, Forager, Gambler, Gardener, Guide, Midwife, Monk, Nun, Poet, Priest, Sailor, Scout, Teamster, Tracker, Watchman

Dexterity: Acrobat, Archer, Artilleryman, Barber-Surgeon, Bone Setter, Burglar, Butcher, Cavalryman, Carpenter, Cook, Dancer, Duelist, Farrier, Fletcher, Forger, Furrier, Gem-cutter, Glassblower, Goldsmith, Hunter, Jeweler, Juggler, Knitter, Leatherworker, Mason, Musician, Painter, Rat-catcher, Sculpter, Stage Magician, Stagehand, Tailor, Tattooist, Thatcher, Thief, Tiler, Valet, Weaponsmith, Weaver, Whitesmith

Constitution: Chimney Sweeper, Dyer, Embalmer, Executioner, Farmer, Harlot, Housewife, Janitor, Lady-In-Waiting, Latrine Cleaner, Linkboy, Long Distance Runner, Maid, Nurse, Sewer Worker, Singer, Smelter, Sweeper, Tanner, Torturer, Wet-nurse

Charisma: Actor, Barker, Beggar, Butler, Charlatan, Con Artist, Courtesan, Courtier, Gigolo, Grifter, Governess, Herald, Lawyer, Nanny, Nobleman, Orator, Peddler, Pimp, Politician, Storyteller, Town Crier


PHOBIA: A Phobia is an irrational fear of a person, place, thing, or situation.

  • When a character encounters the object of their Phobia, they must save versus Wisdom, or be compelled to look away, break off any contact, and/or flee the area as quickly as possible.

  • A successful save indicate that the character can remain near the object of their Phobia, but will still be very uncomfortable.

  • If a character is forced into combat with the object of their Phobia, whether they make the Wisdom save or not, they suffer a -1 penalty to hit and damage.

There are as many different Phobias as there are things to fear. Common Phobias include: the color Black, Blood, Cats, Corpses, Darkness, Disease, Doctors, Enclosed Spaces, Heights, a specific Race, Rats, the color Red, Sex, Snakes, and Spiders.

PREJUDICE: The character’s Prejudice is a class of persons, places, or things for which they feel an irrational dislike.

  • If the character has a Prejudice against something, any initial encounter will always engender negative feelings in the character.

  • If a Prejudice is against certain objects, the prejudiced character will not be able to employ them. If a Prejudice is against a kind of place, the character will not voluntarily enter any places of that kind. If the Prejudice is against certain people, the prejudiced character will always interpret their actions in the worst possible light, and will be unable to communicate with them in a non-hostile way.

  • A character can try to overcome their Prejudice against a specific person, place, or thing with a Wisdom check. Even if a character overcomes their Prejudice against a specific example of a person, place, or thing, they remain Prejudiced against those people, places, or things in general.

  • Unlike a Phobia, the character has no actual fear of what he is Prejudiced against.

Typical Prejudices include those against: a Race, a Profession, a Nationality, a Weapon, a Name, Short People, Tall People, a Political Group, the Poor, the Rich, the Bourgeoisie, a Mode of Transportation, Women, Men, a Sexual Orientation or Practice, or a Religion.

PRIME ATTRIBUTE: Any (usually by Profession and Avocation)


ALIGNMENT: Any (usually typical for culture)

WEAPONS: Club, Dagger, Knife, + Any Appropriate to Profession or Avocation

ARMOR: Any Appropriate

ABILITIES: Profession, Avocation

WEAKNESSES: Phobia, Prejudice


Hit Dice

Basic To-Hit Bonus

Experience Points










































+2 HP




+2 HP




+125,000 per Level

Note that only Player Character Everymen usually increase in Hit Points and Basic To-Hit Bonus. For most Non-Player characters, their Level only defines how competent they are at their Profession and Avocation, and aids their Saving Throws.

It is possible to create a “Peasant Hero”, by making an Everyman with “Farmer” as his profession, and “Man-At-Arms” as his Avocation. Such a character will enjoy a Basic To-Hit Bonus equal to his Level, but will have to make an Ability check to follow military orders effectively, properly care for his weapons, or make temporary repairs to his armor (unlike someone with Man-At-Arms as his Profession). The reverse (“Man-At-Arms“ as a Profession, and “Farmer” as an Avocation) could represent a warrior who has settled down to life in the country.