September 2024 Update
- Adam Donovan
- Sep 30, 2024
- 15 min read


[September 2024]
Greetings all, and welcome to the September (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.
Starting with this month we are specifically looking at the first 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 first 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 first six Callings to be found in Moralinth: Gloom Edition, being the Chymist, Dilettante, Explorer, Industrialist, Inquisitor and Medium:

Moralinth: Gloom Edition Character Callings
The Chymist

A trailblazer in both science and alchemy, the Chymist is often both admired and feared by the commoners of the Empire. Their laboratories are typically dimly-lit and expansive, filled with effervescing flasks, peculiar tools, and strong scents, reflecting their dedicated and pragmatic approach to research which often disregards social pleasantries. Chymists are regarded as ingenious yet enigmatic figures, possessing a nearly otherworldly command of avant-garde sciences. Noted for their relentless pursuits and readiness to explore scientific frontiers far beyond conventional boundaries, while a Chymist usually specializes in a particular domain like genetics, physics, or chemistry, they have a comprehensive knowledge of all contemporary scientific disciplines.
KEY ATTRIBUTE: Intelligence (INT)
HIT POINTS: 8 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Trained
Fortitude Saving Throw: Expert
Reflex Saving Throw: Trained
Will Saving Throw: Expert
Skills: Trained in Crafting and Medicine 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 Bombs.
Defence: Trained in Unarmoured Defence and Light Armour.
STARTING FEATURES: Explosive Understanding, Scientific Analysis
WHY PLAY A CHYMIST? : A Chymist is a great choice for anyone who wishes to play the 'mad scientist' role, or who is looking to portray a character who pushes the limits of science for what they consider an important cause. For those players who wish to have a character that relies on cold logic and facts amidst a world swimming with superstition and the supernatural, yet often dangerously straddles the blurring line between both, a Chymist might be a perfect fit.
The Dilettante

Ladies and Gentlemen of leisure, with a keen interest in the arts and sciences, a Dilettante often use their wealth and charm to bridge the gap between themselves and professionals, and employ their influence to support their often lavish lifestyles. Typically holding a high social status, a Dilettante is characterized by intellectual curiosity, sophisticated taste, and leisurely activities such as collecting fine art, supporting music, literary critique, or engaging in scientific or technological experimentation.
While some from the working class may view Dilettantes as privileged aristocracy who enjoy advantages others can only dream of, many Dilettantes are in fact talented individuals who navigate the complex dynamics of high society and skilfully manage the emotions of others for their benefit.
KEY ATTRIBUTE: Charisma (CHA)
HIT POINTS: 8 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Trained
Fortitude Saving Throw: Expert
Reflex Saving Throw: Trained
Will Saving Throw: Expert
Skills: Trained in Occultism and Society skills, also Trained in a choice of additional skills equal to 4 + the Character's Intelligence Modifier.
Attacks: Trained in Unarmed Attacks, Simple Weapons plus Rapiers, Pistols and Rifles.
Defence: Trained in Unarmoured Defence and Light Armour.
STARTING FEATURES: Encourage, Finger on the Pulse
WHY PLAY A DILETTANTE? : A Dilettante is a great choice for anyone who wishes to play the role of an eccentric but talented individual unburdened by financial restraints. For those players who wish to have a character that uses their status, connections and wealth to supplement their endeavours while also bringing specific skills, style and charm to the table, a Dilettante might be a perfect fit.
The Explorer

The allure of exploration, embodied by the image of a bold pioneer venturing into uncharted territories in search of new marvels, has long captivated humanity and the other mortal races of Moralinth. Despite the civilization-destroying Blight transforming much of The Known World into a desolate wasteland, some individuals still long to discover what lies beyond the horizon. Nestled within the colossal walls of the Enclaves, immense expanses of mostly uncharted rural countryside sprawl between the teeming Wards, beckoning those who wish to uncover their mysteries. Adventurous Explorers dare to venture into the Wilderness beyond the Enclaves' protection, risking their lives in lands ravaged by the Blight to unearth ancient artefacts for glory, wealth, historical preservation, or even to find a remedy for The Blight.
KEY ATTRIBUTE: Strength (STR) or Dexterity (DEX)
HIT POINTS: 10 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Trained
Fortitude Saving Throw: Expert
Reflex Saving Throw: Expert
Will Saving Throw: Trained
Skills: Trained in either Acrobatics or Athletics (depending on Key Attribute choice) and Survival 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, Light Armour and Medium Armour.
STARTING FEATURES: Horizon Walker, Wilderness Survivor
WHY PLAY AN EXPLORER? : An Explorer is a great choice for anyone who wishes to play a character with a curious nature who seeks to uncover the geographical and cultural history of a world now lying in ruins. For those players who wish to have a character that bravely heads into the dark corners of the world to uncover ancient knowledge or to discover new and uncharted lands and place their names in the history books, an Explorer might be a perfect fit.
The Industrialist

The Industrial Revolution has arrived in the Empire, heralding advancements in mechanics, electronics, science, and industry that define the Age of Reason. As modern technological conveniences and mechanical wonders become increasingly common, mass production begins to emerge alongside artisanal craftsmanship. This progress often clashes with traditional values, and while not everyone agrees that advanced technology represents progress, there are those who wholeheartedly adopt this new perspective, recognizing the potential of new technologies to improve the world. These pioneers, informally known as Industrialists, dedicate themselves to the mastery and innovation of mechanical, electrical, and clockwork technologies.
KEY ATTRIBUTE: Intelligence (INT)
HIT POINTS: 8 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Trained
Fortitude Saving Throw: Expert
Reflex Saving Throw: Expert
Will Saving Throw: Trained
Skills: Trained in Crafting and either Arcane or Medicine 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 Bombs.
Defence: Trained in Unarmoured Defence and Light Armour.
STARTING FEATURES: Jury Rig, Technophile
WHY PLAY AN INDUSTRIALIST? : An Industrialist is a great choice for anyone who wishes to play a character who embraces technology as the future of the Empire, utilizing all manner of new inventions in creative and wonderous ways. Unbeholden to the old superstitious and traditionalist views, they wish to see science helm the Age of Reason. For those players who wish to have a character that builds and invents new gadgets and mechanical devices, uses technological apparatus to solve problems or who has a fascination with the clockworks, an Industrialist might be a perfect fit.
The Inquisitor

Agents of The Church's secretive branch, Inquisitors are charged with the daunting task of eradicating the faith's adversaries at any cost. These enforcers, a legacy from the dawn of The Church, which even predates the Empire of Estania, operate beyond the scope of most Imperial laws. Inquisitors wield authority over local forces during investigations and are accountable solely to The Church's Prime and the Empress.
Detailed on treaties concealed within their deepest vaults, the Inquisition's founders were acutely aware of The Dark, with their training focused on exposing and vanquishing monsters. In the Age of Reason, many interpret this as combating societal evils perpetrated by men, women, and clockworks. However, the Uncanny among the Inquisitors are intimately familiar with the true monstrosities that roam the streets and engage these ancient foes using the Inquisition's time-honoured methods.
KEY ATTRIBUTE: Charisma (CHA)
HIT POINTS: 10 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Expert
Fortitude Saving Throw: Expert
Reflex Saving Throw: Trained
Will Saving Throw: Expert
Skills: Trained in Arcana and Occultism 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, Light Armour and Medium Armour.
STARTING FEATURES: Hexsight, Judgements
WHY PLAY AN INQUISITOR? : An Inquisitor is a great choice for anyone who wishes to play a character tasked with a divine purpose, a spy, or a monster-hunter. Being an Inquisitor frequently delves into all three of these aspects, drawing on the Inquisitor's training to discover, unmask and eliminate anathema to the tenets of The Multi-Faced Pantheon. For players who want a character who stands confidently against Creatures of Darkness, risking themselves to protect a populace who knows of them only in hushed whispers, a character who hunts for duty and not glory, an Inquisitor might be a perfect fit.
The Medium

Amidst the charlatans and illusionists who earn their living by entertaining and deceiving the public with séances and parlour tricks which see them claiming to communicate with the dead, there are a select few who genuinely possess this ability. These individuals, known as Mediums, serve as a bridge between the realms of the living and the dead, capable of perceiving, interacting with, and occasionally influencing or directing lingering spirits. Not all Mediums are Uncanny; regrettably, those lacking The Spark may suffer mental decline and insanity due to frequent exposure to supernatural forces.
An Uncanny Medium may have always seen ghosts or may have discovered this ability upon awakening to The Spark, yet all share a permanent and unceasing link to the realm of the dead and the entities that dwell within and beyond the veil.
KEY ATTRIBUTE: Wisdom (WIS)
HIT POINTS: 6 + Constitution Modifier
INITIAL PROFICIENCIES:
Perception: Expert
Fortitude Saving Throw: Trained
Reflex Saving Throw: Trained
Will Saving Throw: Expert
Skills: Trained in Deception and Religion skills, 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.
STARTING FEATURES: Spellcasting, Spiritsight
WHY PLAY A MEDIUM? : A Medium is a great choice for anyone who wishes to play a character that leans into the gothic and macabre aspects of the Moralinth game, or who wishes to have the ability to interact with the spirits of the dead on a level unavailable even to other Uncanny. For players who want to have characters that are a little on the weird and spooky side without fully succumbing to the powerful magics that surround them, a Medium might be a perfect fit.

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.
Recorded earlier in this update were a snapshot of each of the Callings broken down into four summarised sections. A more detailed explanation for these (and other) features are presented here, in the order they are shown in the core rulebook, with those listed above (being Key Attribute, Hit Points, Initial Proficiencies and Starting Features) highlighted in capitals:
KEY ATTRIBUTE In Moralinth: Gloom Edition, each Character has a set of six Attributes - Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA) - and each of these has an associated Attribute Modifier. The Key Attribute of a Calling is considered their primary Attribute, which they tend to focus many of their abilities around. A Calling only has one Key Attribute, though some allow you to pick between two at the point of character creation. Once this choice has been made it becomes that's Character's Key Attribute and cannot be changed. The Attribute Modifier associated with a Character's Key Attribute is used in many areas of play to determine how many features, skills and feats work in relation to the Character attempting a task.
HIT POINTS A Character's physical health is represented in Hit Points (HP) and each Calling starts with a set amount. Adding their CON Modifier to this amount plus any HP they get from their choice of Ancestry dictates a Character's starting HP at Level 1. Should a Character's HP drop to zero (0), they collapse and gain the Dying condition.
Virtue Points A Character's spiritual health is represented in Virtue Points (VP) and each Calling starts with a set amount. Adding their CHA Modifier to this amount plus any VP they get from their choice of Ancestry dictates a Character's starting VP at Level 1. Should a Character's VP drop to zero (0), they become highly susceptible to corruption and must make a special Saving Throw or become lost to The Dark and become unplayable.
Sanity Points A Character's mental health is represented in Sanity Points (SP) and each Calling starts with a set amount. Adding their INT Modifier to this amount plus any SP they get from their choice of Ancestry dictates a Character's starting SP at Level 1. Should a Character's SP drop to zero (0), they become mentally broken and must make a special Saving Throw or become lost to madness and become unplayable.
Stamina Each Calling begins with a set number of Stamina Points which they use to fuel various feats, abilities and powers. Adding their Key Attribute Modifier to this amount dictates a Character's starting Stamina at Level 1. Unlike HP, VP and SP, a Character's Ancestry does not effect their Stamina score.
Should a Character's Stamina drop to zero (0), they become unable to fuel and abilities or feats that require a minimum amount of Stamina to use. Other than this there are no adverse effects, though a Character can push past their Stamina and pull from inner reserves, but this comes with its own risks.
Social Status A fluid pool which fluctuates during play, Social Status represents conflicting reputations of Prestige and Infamy, granting bonuses when dealing with different factions and Non-Player Characters (NPCs). Some Callings come with a set amount of Social Status Points at first level, which they can allocate to either Prestige or Infamy.
INITIAL PROFICIENCIES Each Calling gains starting proficiencies in various skills, saving throws and combat abilities.
Proficiencies come in 5 levels of capability:
Untrained : being Untrained in something means you have no formal training in that activity. You gain no bonus when attempting something Untrained.
Trained : being Trained in something means you have at least some experience based on both theories and practical application. If you are trained in something, you add +2 to any checks in which you are Trained.
Expert : being Expert in something means you have at considerable experience in that area. If you are an Expert in something, you add +4 to any checking in which you are an Expert.
Master : being Master in something means you have at have exceptional experience in your area and are considered to be a master at what you do. In all likelihood you have schooled apprentices in the past. If you are a Master in something, you add +6 to any checks in which you are a Master.
Legendary : being Legendary in something means you are among a select few who have truly unlocked the full potential of your chosen area. Even more so that a master, your capabilities are quite literally a legend with others seeking you out for guidance. If you are Legendary in something, you add +8 to any checks in which you are Legendary.
Perception: Each Calling starts being either Untrained, Trained or Expert in Perception, a very specific skill-like trait that allows them to notice things others might miss.
Saving Throws: Characters have 3 different Saving Throws which they need to use to resist certain effects: Fortitude is used to resist effects of a physical nature.
Reflex is used to quickly dodge or move out of harm's way.
Will is used to resist effects of a psychological or psychic nature.
Each Calling starts being Untrained, Trained or Expert in each of these three Saving Throws.
Skills: Skills are very specific checks that Characters can make to attempt certain tasks. Most Callings are Trained in a pair of skills at Level 1, plus an additional amount determined by their Intelligence Attribute Bonus.
Attacks & Defences: All Callings are Trained (or sometimes even an Expert) in the use of various weapons and armour. Those weapons and armours that can be used by that your Character's Calling will be listed under that Calling's entry (such as a Chymist being able to use Unarmed Attacks, simple weapons and bombs).
Starting Equipment Each Calling starts with a selection of free equipment that is common among their vocation. This equipment is free and is not paid for using that Characters' Starting Wealth.
Starting Wealth Each Calling starts with an amount of money (in Shillings) equal to approximately a month's worth of expendable cash after any bills are paid. A lot of the minutiae of paying bills and other upkeep are done "off-screen" in downtime, meaning any wealth a Character has is money they can safely spend during a game session. In addition to their starting wealth, each Character also gets a one-off Starting Wealth Bonus (SWB) from their choice of Background which they only get at Level 1.
STARTING FEATURES Along with all their skills and proficiencies, each Calling gets a selection of Features which grow in number and capabilities as they gain levels. At Level 1, each Calling has at least 2 Starting Features that are unique to them (such as an Explorer's Horizon Walker and Wilderness Survivor Features or a Medium's Spellcasting and Spiritsight Features), as well as a Calling Feat which they pick from a list at Level 1 (in the above examples an Explorer would choose a Level 1 Explorer Feat and a Medium would select a Level 1 Medium Feat).
Feats represent specific areas of expertise which grant passive or active bonuses that the player can employ for their Character to use in game. Many have actions associated with them and some require Stamina to use.

Roguelike Community
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
October will continue our look at character options, sticking with the Gloom Edition of Moralinth. Carrying on from this update, we will be exploring the second half of the Gloom Edition "Callings", being:
Mercenary, Occultist, Priest, Scoundrel, Sharpshooter and Sleuth!
....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

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