TEXT: Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d12
  How did your noble family earn its name?
  Gain
  1
  Base betrayal. Your family is respected but not trusted.
  +2 Wis, +1 Int, 1 Cha,
  Skill: Subterfuge
  2
  Strength of arms. No standard flies victoriously over more battlefields than yours.
  +2 Str, +1 Dex, +1 Wis, 
  Skill: Command
  3
  Wealth. Your family’s coffers are the fullest in all the land.
  +1 Int, +1 Con, +1 Cha, +1 
  Wis, Skill:  Finance
  4
  Knowledge. Your family deals in secrets and lore.
  +2 Int, +1 Con, +1 Wis, 
  Skill: Forbidden Secrets
  5
  Good harvests or well-bred beasts.
  +2 Con, +2 Wis, 
  Skill: Animal Ken
  6
  Beauty. Your ladies are the fairest and your lords the most handsome. 
  +2 Cha, +1 Dex, 
  +1 Con, +1 Str
  7
  Honor and duty. All trust your family’s name.
  +2 Wis, +1 Con, 
  +1 Str, +1 Cha
  8
  Defending the land from invaders.
  +2 Str, +2 Con, 
  +1 Wis
  9
  Standing against a wicked would-be usurper.
  +2 Con, +1 Str, 
  +1 Int, +1 Wis
  10
  Producing the finest knights.
  +2 Dex, +1 Str, +1 Cha, 
  Skill: Riding
  11
   Tending the finest gardens and brewing the most helpful concoctions.
  +2 Int, +1 Wis, +1 Con, 
  Skill: Herbalism
  12
  Having one of the oldest names in the land and staying out of affairs that don’t concern them.
  +1 Str, +1 Dex, +1 Int, 
  +1 Wis,  +1 Cha
  1d8
  How did you distinguish yourself as a child?
  Gain
  1
  Children often fight, but you never lost.
  +2 Str, +1 Wis
  2
  There wasn’t a game you couldn’t win. 
  +2 Dex, +1 Int
  3
  You were the toughest kid around. 
  +2 Con, +1 Cha
  4
  No secret escaped you. 
  +2 Int, +1 Dex
  5
  Your empathy made you a sought after confidant. 
  +2 Wis, +1 Con
  6
  You never met someone who didn’t like you. 
  +2 Cha, +1 Str
  7
  You solved everyone else’s problems, and never mentioned your own.
  +1 Str, +1 Con, +1 Cha
  8
  Everyone has something to teach, and you learned a little from them all.
  +1 Dex, +1 Int, +1 Wis
  The Apprentice Court 
  Sorcerer Playbook
  Your desire was not to learn the ways of war or rulership as the other noble children did, but to study the arcane arts under 
  the venerable court sorcerer. You took to the difficult studies well, and are now ready to take his place.
  You are very smart and quick-witted. Your Intelligence begins at 12, and all of your other ability scores begin at 8.
  What was your childhood like?
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d8
  The other player characters were your best friends. Who else near your family’s 
  estates befriended you while you were growing up?
  Gain
  1
  Laboring with the blacksmith took your mind off your troubles.
  +2 Str, +1 Cha
  2
  The fishermen took a liking to you and you swapped stories with them.
  +2 Dex, +1 Wis.
  3
  Chafing under your family’s rules, you would sneak out at night and wander the woods with a 
  peasant boy.
  +2 Con, +1 Int
  4
  Your family’s seneschal taught you games of strategy and skill. 
  +2 Int, +1 Dex
  5
  You learned the ways of the castle at the side of the cook.
  +2 Wis, +1 Str
  6
  You had a tryst with someone beneath your station. 
  +2 Cha, +1 Con
  7
  Despite being of noble blood, you actually did chores with the servants.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled captain of the guard took a liking to you.
  +1 Dex, +1 Con, +1 Wis
  The court sorcerer took you under his wing. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell 
  Casting, the skill Deceit, and the cantrip Glamour Weaving. The tables below will tell you your other spells. 
  What happened to you as you learned the ways of magic?
  1d6
  How did the old sorcerer best serve your father?
  Gain
  1
  He was a font of lore.
  +3 Int,
  Skill: Ancient History
  2
  Every great family needs a spy.
  +3 Dex,
  Skill: Stealth
  3
  He was a fantastic entertainer.
  +3 Cha, a performance 
  skill of your choice
  4
  He crafted beautiful charms.
  +3 Dex, a crafting skill of 
  your choice
  5
  His wise counsel was always available to your father.
  +3 Wis,
  Skill: Estate Management
  6
  He charmed all the noble families who came to visit.
  +3 Cha,
  Skill: Etiquette
  1d6
  Beyond the tricks which he showed the court, what real power did the old 
  sorcerer have?
  Gain
  1
  He had mastered the dark arts. You learned the following magics:
  the spell Abjuration, the ritual Sorcerer’s Steed, and the cantrip Second Sight.
  +2 Con,
  spells to left
  2
  He was the greatest illusionist for miles. You learned the following magics:
  the spell Greater Illusion, the ritual Gather Mists, and the cantrip Conjure Sound.
  +2 Cha,
  spells to left
  3
  His magic protected him from prying eyes. You learned the following magics: 
  the spell Silence, the ritual Witch’s Watchman, and the cantrip Hexing.
  +2 Dex,
  spells to left
  4
  He could heal the wounded and aid an army. You learned the following magics:
  the spell Healing Touch, the ritual Mage Armor, and the cantrip Blessing.
  +2 Wis,
  spells to left
  5
  The beasts of the wild were at his beck and call. You learned the following magics:
  the spell Call the Swarm, the ritual Bind Familiar, and the cantrip Beast Ken.
  +2 Wis,
  spells to left
  6
  He had learned the ancient arts from the distant south. You learned the following magics:
  the spell Greater Illusion, the ritual Bind Familiar, and the cantrip Mage Light.
  +2 Int,
  spells to left
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d6
  The sorcerer disappeared last year under strange circumstances. Only you and 
  your friend know what occurred. What happened? 
  The player to your right was there with you.
  Gain
  1
  A true demon of Chaos devoured him in his chambers. The friend to your right still shivers at 
  the thought, and gains +1 Con.
  +2 Con,
  Spell: Mystical Shield
  2
  The walking dead came up from his laboratory and he was never seen again. The friend to 
  your right helped you research how to banish the dead before anyone else found out, and 
  gains +1 Int.
  +2 Int,
  Spell: Banish the Dead
  3
  You crept upon him one night when he was leaving on a dangerous errand. He swore you and 
  your friend to secrecy. The friend to your right shares your oath, and gains +1 Dex.
  +2 Dex, 
  Spell: Terrifying Presence
  4
  He fought in a recent skirmish at the side of a neighboring lord and took you and your friend 
  along with him. The friend to your right helped avenge his death in the battle, and gains 
  +1 Str.
  +2 Str,
  Spell: Magic Missile
  5
  You found him working on a secret ritual of a dark nature, and so you attempted to stop him. 
  He vanished with a flash of light. The friend to your right broke the seal of his magical circle 
  before the summoning was complete, and gains +1 Wis.
  +2 Int, 
  Spell: Flash of Brilliance
  6
  While out for a ride, the three of you were waylaid by mad, fae creatures. The sorcerer disap-
  peared, pursuing them into the woods. The friend to your right was wounded by a faerie dart 
  but fought on, and gains +1 Con.
  +2 Con
  Spell: Magic Missile
  1d6
  What did you find in the sorcerer’s abandoned laboratory?
  Gain
  1
  A collection of books in a language you do not know.
  +2 Int, some currently 
  useless books
  2
  His collection of mystical components.
  +2 Dex, components 
  for a ritual
  3
  A phial of green liquid.
  +2 Con, a healing 
  potion (1d10 HP)
  4
  His talisman, which now hangs from your staff.
  +2 Wis, a bit of fur 
  and thread
  5
  The heavy robes which he never wore openly.
  +2 Cha, 
  a magical robe
  6
  His abandoned familiar.
  +2 Cha,
  a very unhappy animal
  Fill out Your Sheet!
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, re-
  cord your ability score bonus using the chart on the back 
  of this booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want 
  to buy. The Self-Taught Mage begins with the following 
  equipment: a dagger, embroidered robes, flash powder, a 
  very impressive staff, and 2d6 +12 silvers.
  4. Pick an alignment. Your character may be Lawful, Cha-
  otic, or Neutral. If you can’t decide, simply choose to be 
  Neutral; most people are.
  5. Your Base Attack Bonus comes from your class. As a 
  level 1 mage, you have a BAB of +0.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 0 for being a mage.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 3.
  9. Your hit points are 6 plus your Constitution bonus.
  10. Fill in your saving throws using the chart on the back 
  of this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
  ons you think you might use. Your to hit bonus for a melee 
  weapon is your BAB plus your Strength bonus, while you 
  use your Dexterity bonus instead for any missile weapons. 
  Your Strength bonus also adds to the damage of any melee 
  weapon.
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Making Tests
  Ability Score Checks: Roll a d20 and compare the re-
  sult to your score in the relevant ability. If the number on 
  the die is equal to your score or lower, you succeed. If it is 
  higher, then you fail. 
  Saving Throws: Roll a d20. If the result is equal to the 
  saving throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack 
  bonus. Compare the result to the enemy’s armor class. If 
  the number equals that armor class or exceeds it, the at-
  tack was successful. Otherwise, the attack missed.
  Fortune Points
  A character may spend a Fortune Point in the follow-
  ing ways:
  Help a Friend: Normally, a character may only help a 
  friend with an ability score check if he has a relevant 
  skill. By spending a Fortune Point, a character may 
  lend a helping hand and thereby give his compatriot 
  a +2 to his score for a single roll, even without having 
  an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune 
  Point to get a reroll on any failed roll during the 
  course of play, such as an ability score check, saving 
  throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune 
  Point to stabilize at 0 hit points and not continue tak-
  ing damage every round.
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  Save
  1
  0
  +0
  14
  15
  13
  12
  11
  2
  2,500
  +1
  14
  15
  13
  12
  11
  3
  5,000
  +1
  14
  15
  13
  12
  11
  4
  10,000
  +2
  14
  15
  13
  12
  11
  5
  20,000
  +2
  14
  15
  13
  12
  11
  6
  40,000
  +3
  13
  13
  11
  10
  9
  7
  80,000
  +3
  13
  13
  11
  10
  9
  8
  150,000
  +4
  13
  13
  11
  10
  9
  9
  300,000
  +4
  13
  13
  11
  10
  9
  10
  450,000
  +5
  13
  13
  11
  10
  9
  Class Abilities
  Hit Dice: d6
  Initiative Bonus: +0
  Armor: Mages may not wear any armor.
  Spell Casting: Mages may harness the power of mag-
  ic in three different ways: cantrips, spells, and rituals. 
  Your Playbook has given you your starting magics. 
  Sense Magic: Being naturally sensitive to the world 
  of magic, Mages may determine if a person, place, or 
  thing is magical. Doing so requires concentration and 
  a few minutes, so mages cannot tell if something is 
  magical simply by being in its presence, and people 
  tend to notice if a mage is staring at them intently 
  and ignoring his food during a meal. The GM may 
  rule that, when in the presence of particularly intense 
  sorcery, the mage notices such immediately.
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Playbooks/Beyond the Wall Nobility/Beyond the Wall Apprentice Court Sorcerer.pdf