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October 2024 Update

Writer's picture: Adam DonovanAdam Donovan


Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games

[October 2024]

Greetings all, and welcome to the October (2024) update for Roguelike Games!

Following our 'Species Spotlight' updates (refer to the blogs for April, May, and June 2024), this month we turn our attention to the Gloom Edition of Moralinth: Gothic Horror TTRPG, examining the twelve Character Callings available for Players to select for their Characters.


This month we are specifically looking at the remaining six Callings players can choose for their Characters.


(please note that this is content specific to the Gloom Edition of the game, which uses a modified variant of the Pathfinder Second Edition ruleset and is being developed under the Open RPG Creative License (O.R.C.). For those familiar with the Pathfinder Second Edition RPG, much of this information will be recognisable, in part.


For similar content in the Uncanny Edition, please see our previous two blogs for July and August 2024)


Lets briefly discuss what Callings are in Moralinth: Gloom Edition....



What are "Callings"?

In the world of Moralinth, a Character's Calling is a representation of their journey and stands as one of the most crucial elements in the character creation process. It serves as a core foundation that, when combined with other aspects, forms a complete and captivating Character.

In Moralinth Calling most closely resembles a character “class” in other games, and within this game there are twelve character Callings to choose from: Chymist, Dilettante, Explorer, Industrialist, Inquisitor, Medium, Mercenary, Occultist, Priest, Scoundrel, Sharpshooter and Sleuth.

In this month's update, we will be looking at the last six of these Callings.

A character's Calling is one part of character creation, along with your choice of Ancestry (the species of your Character, see the April, May and June 2024 updates), Origin and Lifepath which all come together to paint a picture of who your Character is in the world of Moralinth: Gloom Edition.


A Calling in Imperial society isn't always a profession, though it can be, as with the Inquisitor. It's more of a narrative force that shapes the Character's journey as an Uncanny and their interactions with The Dark. Their Calling provides a framework for players to tailor their Character's bond with The Dark, featuring a set of adaptable skills, feats, and features that evolve as they acquire more experience within the game's universe.

Typically a Character will start their Uncanny journey at level 1 with their chosen Ancestry, Origin and Lifepath before choosing their Calling. When the Player chooses the Calling for their Character at level 1, they gain additional features (which are covered in more detail at the end of this update in the "How Callings work in Moralinth: Gloom Edition" section).


Listed here is a snapshot of the last six Callings to be found in Moralinth: Gloom Edition, being the Mercenary, Occultist, Priest, Rapscallion, Sharpshooter and Sleuth:




Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games

Moralinth: Gloom Edition Character Callings



The Mercenary

While many in the Empire believe they reside in a society where violence is a last resort, the reality is that, like all great civilizations, it is built on a foundation of hard work and bloodshed. For the men and women who have fought to protect their loved ones, forge a future, or seek personal glory and wealth, a life honed by martial skill never truly diminishes, nor does the world's need for such individuals. The term 'mercenary' broadly describes those Uncanny individuals who carve their path through physical deeds, confront the terrors of The Dark directly, and take decisive action when others hesitate. Although the Empire has been at peace for some time, these individuals have transitioned into civilian roles as guards, bounty hunters, mercenaries, bodyguards, or even as enforcers within the criminal underworld.


KEY ATTRIBUTE: Strength (STR)


HIT POINTS: 10 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Trained

Fortitude Saving Throw: Expert

Reflex Saving Throw: Trained

Will Saving Throw: Trained

Skills: Trained in Athletics and Intimidation skills, also Trained in a choice of additional skills equal to 3 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks and all weapons.

Defence: Trained in Unarmoured Defence and all armour.


STARTING FEATURES: Fighting Style, Reactive Strike


WHY PLAY A MERCENARY? : A Mercenary is a great choice for anyone who wishes to play a Character that meets challenges head on, is looking to defend their allies or to act as a vanguard against their enemies. While a martial focus makes them less refined in certain social aspects, a Mercenary still has plenty to offer outside of combat scenarios, such as their direct and forthright attitude frequently being employed in drawn-out gatherings. For those players who wish to have a character that takes direct action and leads from the front, willing to put themselves at risk to ensure victory, a Mercenary might be a perfect fit.




The Occultist

To become Uncanny is to perceive the world in its true form: to remove the shroud of The Delusion and witness the magic that infuses the environment, the manifestation of powers into mystical incantations, and the bizarre, fantastical, and often terrifying entities that glide unseen within the dense Enclaves. Those who are not shattered by such revelations often blend their newfound knowledge with their abilities, yet seldom delve into the deeper mysteries of The Dark. For some, the allure of that odd, arcane, and frequently alien force is an endless source of fascination, leading them to believe that their nascent powers are just the beginning of what's possible. Known collectively as Occultists, these individuals strive to unearth ancient and perilous knowledge about The Dark, seeking methods to control it rather than merely harnessing it. Exploring realms that others dread is a gamble they willingly take for the chance to acquire forbidden wisdom.


KEY ATTRIBUTE: Charisma (CHA)


HIT POINTS: 6 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Trained

Fortitude Saving Throw: Trained

Reflex Saving Throw: Trained

Will Saving Throw: Expert

Skills: Trained in Arcana and History skills, also Trained in a choice of additional skills equal to 2 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks and Simple Weapons.

Defence: Trained in Unarmoured Defence.


STARTING FEATURES: Spellcasting, Read Magic


WHY PLAY AN OCCULTIST? : An Occultist is a great choice for anyone who wishes to play a Character that delves deeply into The Dark and walks a fine line between power and damnation. Working upon a high-risk, high-reward mentality, Occultists often push beyond safe limits to encourage fantastic results. For those players who wish to have a character that looks into hidden secrets, covets personal power or who is driven by a need to attain mystical perfection no matter where that path leads them, an Occultist might be a perfect fit.





The Priest

Long before the Empire's inception, religion was integral to the lives of people throughout The Known World. The most prominent religious institution is The Church of the Multi-Faced Pantheon, an ancient organization that reveres eleven Deities. Comprising a triumvirate of clergy, holy warriors, and heretic-hunters, The Church maintains a presence in every nation of the Empire. A Priest serves as a spiritual representative of The Church's clergy, upholding and teaching the religion's principles as dictated by its holy texts. While all Priests share a bond with their Gods, those endowed with Uncanny abilities experience a tangible connection, enabling them to perform formidable miracles in the name of their divine patrons. However, these Uncanny Priests are prudent with their gifts, aware that even The Church's members may fall under the scrutiny of The Inquisition.


KEY ATTRIBUTE: Wisdom (WIS)


HIT POINTS: 8 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Expert

Fortitude Saving Throw: Trained

Reflex Saving Throw: Expert

Will Saving Throw: Expert

Skills: Trained in either History and Religion skills, also Trained in a choice of additional skills equal to 3 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks, Simple Weapons and Martial Weapons.

Defence: Trained in Unarmoured Defence and Light Armour.


STARTING FEATURES: Spellcasting, Divine Affinity


WHY PLAY A PRIEST? : A Priest is a great choice for anyone who wishes to play a character with a strong religious perspective, believing that the Gods will guide mortalkind forward as they have done since the beginning. While Priests have the capacity to harm as well as heal, many are caregivers who look to support others and raise them up to their full potential. For those players who are looking to play a Character who supports others, acts as a source of religious or spiritual guidance, or who wants to keep mortalkind safe from Creatures of Darkness, a Priest might be a perfect fit.





The Rapscallion

Opportunity is the essence of a Rapscallion's existence. Preferring cunning over strength and quick thinking over formal education, these individuals have mastered the art of survival in a society that ostracized them well before they were empowered by The Spark and transformed into Uncanny. For them, monsters were ever-present, though not in the form of claws and fangs. Whether as a thief, con artist, enforcer, savvy orphan, or a mere victim of fate, all Rapscallions are united by an instinct for survival at any cost, often coupled with an ambition to transcend their initial lot in life or rectify the circumstances of their birth. Eschewing a head-on approach, Rapscallions bide their time, striking at the opportune moment for the greatest impact, be it literal or metaphorical, always with several escape routes in mind should calamity strike.


KEY ATTRIBUTE: Dexterity (DEX)


HIT POINTS: 8 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Trained

Fortitude Saving Throw: Trained

Reflex Saving Throw: Expert

Will Saving Throw: Trained

Skills: Trained in Acrobatics and Stealth skills, also Trained in a choice of additional skills equal to 4 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks, Expert in Simple Weapons.

Defence: Trained in Unarmoured Defence and Expert in Light Armour.


STARTING FEATURES: Expertise, Sneak Attack


WHY PLAY A RAPSCALLION? : A Rapscallion is a great choice for anyone who wishes to play a Character who thinks on their feet and improvises in any given situation. Highly skilled and able to shift the attention onto others, Rapscallions often live in the shadows. For those players who wish to have a Character that is patient and looks for the perfect moment to act as well as being driven by a need to rise in station, a Rapscallion might be a perfect fit.




The Sharpshooter

As firearms have grown in popularity, a cadre of specialists has risen to master these weapons beyond all others. Like the sword masters before them, these Sharpshooters refine their skills to perfect the use of firearms, ranging from pistols to rifles and even heavier arms. Their aim, sharpened to an extraordinary degree and enhanced by The Spark, allows them to wield firearms with a supernatural accuracy, making them some of the deadliest marksmen and markswomen in The Known World.

Sharpshooters, while capable with various weapons, primarily focus on firearms, cementing their status as connoisseurs in this domain. They come from all walks of life: military snipers transitioning to civilian roles, pistol trick-shooters captivating audiences with their gunplay, or hunters tracking their quarry across the countryside. Yet, they all share a profound affinity for the artistry, knowledge, and application of firearms.


KEY ATTRIBUTE: Dexterity (DEX) or any other Attribute


HIT POINTS: 8 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Expert

Fortitude Saving Throw: Expert

Reflex Saving Throw: Expert

Will Saving Throw: Trained

Skills: Trained in Survival and Stealth skills, also Trained in a choice of additional skills equal to 4 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks, Simple Weapons and Martial Weapons. Expert in Firearms.

Defence: Trained in Unarmoured Defence, Light Armour and Medium Armour.


STARTING FEATURES: Sharpshooter's Aim, Way Of The Bullet


WHY PLAY A SHARPSHOOTER? : A Sharpshooter is a great choice for anyone who wishes to play a Character that specialises in a single weapon type above all others, in this case firearms. Gaining access to abilities using guns that others aspire to but cannot replicate, Sharpshooters are able to unlock special abilities tied to their sidearms of choice. For players who want a Character who wields a gun like few others and who has a progressive attitude toward technology, a Sharpshooter might be a perfect fit.




The Sleuth

During the Age of Reason, scientific inquiry and the pursuit of facts have become as embraced and widespread as tradition and faith. There are those who have dedicated themselves to the discovery of truth, ranging from historians to investigators, and from visionaries to knowledge explorers. With the advent of The Spark, the Uncanny who adhere to this philosophy can employ their distinctive skills to illuminate subjects beyond the perception of most. Collectively known as Sleuths, these individuals are committed to unearthing the truth in every scenario, utilizing their remarkable deductive reasoning along with the exceptional abilities granted by their connection to The Dark. Each Sleuth is either a master detective, a mathematical genius, or an expert in theoretical chaos theory, enabling them to predict the outcomes of events and decisions with extreme precision. Driven by a relentless pursuit of truth, all Sleuths follow wherever the journey leads, holding the truth as the ultimate goal.


KEY ATTRIBUTE: Intelligence (INT)


HIT POINTS: 6 + Constitution Modifier


INITIAL PROFICIENCIES:

Perception: Expert

Fortitude Saving Throw: Trained

Reflex Saving Throw: Trained

Will Saving Throw: Expert

Skills: Trained in Society and 2 Lore skills of choice, also Trained in a choice of additional skills equal to 4 + the Character's Intelligence Modifier.

Attacks: Trained in Unarmed Attacks and Simple Weapons.

Defence: Expert in Unarmoured Defence and Light Armour.


STARTING FEATURES: Deduction, Studious


WHY PLAY A SLEUTH? : A Sleuth is a great choice for anyone who wishes to play a Character that loves to unravel mysteries, get one step ahead of their quarry or uncover ancient and forgotten secrets. For players who want to have Characters that devise plans, excel at puzzle-solving and unravelling mysteries or shine a light on dark secrets, a Sleuth might be a perfect fit.




Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games


How Callings work in Moralinth: Gloom Edition


A Character's Calling sets them apart from other members of the Empire, allowing Uncanny individuals to employ and manipulate powers gifted to them by The Spark. From a mechanical perspective a Calling represents a bundle of skills, feats, and abilities which the player can use when portraying their Character in the game world. Each Calling is level-based, with a fresh Character beginning play at Level 1, progressing in both experience and ability until they reach the maximum of Level 20.

Rather than repeating all of the information about how Callings work here, you can read September's Update for more details.


Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games


 

Roguelike Community


FACEBOOK

The Moralinth Official Facebook Group is the place to visit for quick and concise updates for those who only want the summarised details of what is happening with Moralinth, and is a great place to see the artwork, lore snippets, and updates. We're looking to add more to it so that we can add extra information, but we need your help! What sort of things would you like to see included in the Facebook Group that isn't there already? Feel free to leave comments so we can know what is a priority for everyone - and make sure you tell your friends!




DISCORD:   


For a more in-depth and interactive playground for all things Moralinth, you can head over to the Morlainth Official Discord Server. We're looking to foster the community and grow it out, and a few of the messages we've received of late have asked for more ways to interact with the game world as well as an increase in setting information. We're looking to try and grant both requests simultaneously, so keep an eye on Discord for more information! Feel free to invite anyone who you feel might want to follow the project but please remember they need to verify their account when they first join the server (you need to click the little "tick" to be granted the Uncanny role and gain access to all the Categories, Channels and Events).



 

Future Plans

With all of the Types from the Uncanny Edition and now all the Callings from the Gloom Edition of Moralinth delved into a little, November will return to our more regular set of updates for the Moralinth TTRPG and will provide more generalised information on the development of the twin-system game.

....and that wraps up our update for this month! Feel free to drop us a message or come visit us on our Facebook page or our Discord Group if you'd like! Until our next update,


Happy Gaming!

- Adam


Art by Adam Donovan, Roguelike Games
Art by Adam Donovan, Roguelike Games

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