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OCCUPATIONS

What follows is a list of occupations. The player must choose one for his or her character.

Select an Occupation to View

Adept

Archer

Bandit

Civil Enforcer

Druid

Explorer

Guard

Healer

Minister

Minstrel

Ninja

Protector

Ranger

Rogue

Scout

Seafarer

Sorcerer

Spy

Spellsword

Thief

Warrior

Winju

Wizard

New Stuff


ADEPT

Adepts are masters of magic. They spend all of their time improving and expanding their knowledge of all things magical. They would rather spend their time learning new spells than working and making money. While not very powerful in the way of physical might, they can, and will use their magic to perform any task that they wish, including destroying anything that gets in their way. Adepts will learn any Arkana of magic.

Attributes: INT + WIL
Spell Craft Type: A
Extra Actions: 7, 15, and 24
A+B Skills: Learn Spells, 4 Magic skills, and 1 skill of choice.
C Skills: 2 Magic skills, 1 Knowledge skill, and 1 skill of choice.
D Skills: Any 5.
Equipment: The adept begins the game with a small backpack, a small belt pouch, a sleeping bag, flint and steel, 1 week's worth of provisions, 50 ft of rope, and 3 torches. The character also has a number of 1-use scrolls, whose total spell powers cannot exceed 8. The adept also begins the game with a number of rune stones whose total spell powers cannot exceed 8.


ARCHER

Archers are specially trained soldiers. They are taught to use the bow, crossbow, and thrown weapons better than they can use melee weapons. Their philosophy is to strike from a distance, because in personal combat one can get hurt. Archers typically choose the Defensive Tactics skill as their primary A or B skill of choice, as well as Climbing and Camouflage. For hand weapons, archers prefer small to medium sized weapons that require the use of one hand, as opposed to larger weapons.

Attributes: DEX + STR
Spell Craft Type: C
Extra Actions: 6, 15, and 23
A+B Skills: Bow Weapons, Thrown Weapons, Riding, 1 Combat skill, 1 Physical skill, and 1 Wilderness skill.
C Skills: 3 Combat skills and 1 skill of choice.
D Skills: Any 5.
Equipment: The character begins the game with a small backpack, a small belt pouch, flint and steel, 1 week's worth of provisions, 50 ft of rope, a sleeping bag, and 3 torches. The archer character also starts off with 1 bow or crossbow. The character will also have 1 quiver of ammunition. Roll 1D10:

1 		Short Bow
2 - 3 		Long Bow
4 - 5 		Re-curve Bow
6 - 7 		Light Crossbow
8 - 9 		Medium Crossbow
10 		Compound Bow


There is also a chance that the archer will have 1 suit of armor. Roll 1D10:

1 - 2 		No Armor
3 - 5 		Padded Armor
6 - 8 		Leather Armor
9 		Cuir-bouilli Lamellar
10 		Studded Leather


BANDIT

Bandits are also known as highwaymen. They attack people and caravans on roads to steal what they need or want. They are a combination of a thief and ranger, combining skills of each. Bandits prefer to attack from hiding, often setting ambushes for unwary travelers. Bandits will use any weapon they want.

Attributes: AWA + STR
Spell Craft Type: C
Extra Actions: 6, 14, and 22
A+B Skills: Camouflage, Riding, 2 Combat skills and 2 Wilderness skills.
C Skills: 2 Combat skills, 1 Wilderness skill, and 1 skill of choice.
D Skills: Any 5.
Equipment: The bandit begins the game with a small backpack, flint & steel, a small belt pouch, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, 2 weapons (which he must have skill for). There is a chance that he or she will have a suit of armor. Roll 1D10.

1 		Padded
2 - 3 		Leather Armor
4 - 5 		Cuir-bouilli Lamellar
6 - 7 		Studded Leather


CIVIL ENFORCER

Members of this occupation are either part of a police force, or part of the local criminal guild. Either way, they use their skills to get what they want. In the case of the police force, this is preventing crime and solving disputes. Members of the criminal guild usually strive for the same goals. However, they work outside of the law, and usually against the police force. They also charge (extort) for their services. Keep in mind that not all members of the police force are good, and not all criminals are bad.

Attributes: CHA + STR
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: Brawling, Defensive Tactics, Interrogate, Streetwise, 1 Combat Skill, and 1 Skill of choice.
C Skills: Notice Ambush, Realize Worth, and 2 skills of choice.
D Skills: Any 5.
Equipment: The civil enforcer character owns a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. He or she also has a set of brass knuckles, and 1 other weapon that he or she must have skill in. There is also a chance that he or she will own a suit of armor. Roll 1D10.

1 - 3		No Armor
4 - 6 		Padded Armor
7 - 8 		Leather Armor
9 - 10 		Cuir-bouilli Lamellar


DRUID

Druids are those persons who worship and protect nature. They dislike sportsmen, but many druids realize that people need meat to survive. Druids are versed in the arts of healing and making medicines out of herbs and plants. Most druids study the magical Arkana of Physical and Power spells.

Attributes: AWA + WIL
Spell Craft Type: B
Extra Actions: 7, 14, 21
A+B Skills: Foraging, Herbalism, Sense Aura, First Aid, and 2 Wilderness skills of choice.
C Skills: 3 Magic skills, and 1 skill of the player's choice.
D Skills: Any 5.
Equipment: The druid character begins the game with a small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, enough provisions for 2 weeks, and 1 bag of medicinal herbs.


EXPLORER

There are vast tracts of land that are unsettled or unexplored. The explorer's job is to wander the land, making maps, locating good places to build cities, and to lay down trails. Kingdoms employ most, although there are many who work freelance.

Attributes: AGL + HEA
Spell Craft Type: C
Extra Actions: 6, 25, 23
A+B Skills: Climbing, Swimming, Riding, Orienteering, and 2 skills of the player's choice.
C Skills: Navigate, Sailing, and 2 skills of the player's choice.
D Skills: Any 5.
Equipment: The explorer begins the game with a medium backpack, a small belt pouch, flint & steel, 50 ft of rope, a grappling hook, a sleeping bag, 3 torches, and 2 weeks of provisions.


GUARD

This occupation is a form of warrior. They have been trained to guard a person, place, or thing. Their training revolves around awareness and stamina. They do not look for trouble, mainly because trouble finds them on the job. When guards do fight, they fight defensively, trying to protect themselves and who or what they are guarding.

Attributes: AWA + HEA
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: Notice Ambush, Notice Traps, Defensive Tactics, and 3 Combat skills of choice.
C Skills: Riding, Interrogate, and 2 skills of choice.
D Skills: Any 5.
Equipment: The guard character begins the game with a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. The guard also begins the game with 1 suit of armor and 1 weapon. The weapon can be any that the character has skill in. For the armor, the player should roll 1D10.

1 		Padded
2 - 3 		Leather Armor
4 - 5 		Cuir-bouilli Lamellar
6 - 7 		Studded Leather
8 - 9 		Cuir-bouilli Studded
10 		Chain Mail


HEALER

Healers will heal almost anyone, without expecting payment in return. This makes them very popular among the poor, who will usually go out of their way to find, or help, a healer. Healers do not believe in fighting, although many will learn the Defensive Tactics skill. Healers will almost always study spells from the Physical Arkana. Very few will study Energy spells, for almost all of those spells cause injury and damage.

Attributes: AWA + INT
Spell Craft Type: B
Extra Actions: 6, 15, 23
A+B Skills: Sense Aura, Sense Disease, Sense Injury, First Aid, Herbalism, and 1 skill of the player's choice.
C Skills: 2 Magic skills, and 2 skill of the player's choice.
D Skills: Any 5.
Equipment: The healer character begins the game with a medium backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, 2 pouches of provisions, 1 bag of medicinal herbs, 1 healing pouch. The healer also begins with a number of healing potions whose total powers of spells cannot exceed 5. This can be 1 5th power spell potion, or 5 1st power spell potions, etc. There is also a slight chance that the healer will have 1 suit of light armor. Roll 1D10.

1 - 7 		No Armor
8 - 9 		Padded Armor
10 		Leather Armor


MINISTER

Ministers are active members of the church of one of the deities. Each minister will have special powers or abilities, which are dependent upon which deity he or she is a disciple of. Each church also has certain drawbacks and obligations that MUST be adhered to by the minister character. To see what powers and restrictions each church has see the section titled "Religions and Churches."

Attributes: CHA + WIL
Spell Craft Type: B
Extra Actions: 7, 14, 21
A+B Skills: Lore: (whatever the character's religion is), and any that are allowed/given by their church.
C Skills: Astrology, 1 Social skill, 1 Knowledge skill, and 1 skill of choice.
D Skills: Any 5.
Equipment: The minister begins the game with a holy symbol of his or her church, a prayer book of his or her church, a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. Any other equipment that the character will have is dependent upon his or her church.


MINSTREL

The minstrel is a wandering musician. They travel from place to place, plying their trade for money, fame, and new songs. However, due to the nature of their chosen trade, they also gain information about the lands that they travel through. Although most of it is rumor, or common knowledge, the minstrel can often figure out what is truly happening. Minstrels that have made names for themselves are sometimes invited to work at a noble's court.

Attributes: AWA + CHA
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: Play Instrument, Singing, Negotiate, Streetwise, and 2 skills of choice.
C Skills: Language, Lore, and 2 skills of choice.
D Skills: Any 5.
Equipment: The minstrel begins the game with a medium backpack, a medium belt pouch, flint & steel, 1 week's worth of provisions, a sleeping bag, 2 torches, a set of nice clothing (for performances), an instrument, and 1 knife. Also, there is a chance that the character will have a light suit of armor. Roll 1D10.

1 - 4 		No Armor
5 - 7 		Padded Armor
8 - 10 		Leather Armor


NINJA

Ninjas are either assassins or thieves, depending on who is asked. They are trained for stealth and combat. When on a mission, ninjas prefer to not attract attention to themselves. For this reason, many become masters of disguise. When they fight, ninjas will use any weapon at hand, preferring one-handed weapons. If no weapon is to be found, they will use their own bodies. A typical ninja philosophy is "Hit them first, hit them fast, hit them where it hurts." For a ninja, anything goes in combat.

Attributes: AGL + DEX
Spell Craft Type: C
Extra Actions: 5, 11, 17, 23
A+B Skills: Martial Arts, Defensive Tactics, 1 Combat skill, and 1 Covert skill.
C Skills: 1 Covert skill of choice, 2 Combat skills of choice, and 1 Physical skill of choice.
D Skills: Any 5.
Equipment: The ninja character begins the game with a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, and 3 torches. He or she also owns 2 weapons that he or she must have skill in, and there is a chance that he or she will own a light suit of armor. Roll 1D10.

1 - 2 		No Armor
3 - 5 		Padded Armor
6 - 8 		Leather Armor
9 - 10 		Cuir-bouilli Lamellar


PROTECTOR

Protectors are the soldiers of the churches. They place the welfare of their churches above the welfare of the empire. They can guard temples, priests, caravans, or be sent to "convert" people of other beliefs. They are devout worshipers of their chosen religion, although they do not gain any special abilities. However, they are given free room and board, and training.

Attributes: STR + WIL
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: Lore:(whatever the character's church is), Riding, Defensive Tactics, and 3 Combat skills of the player's choice.
C Skills: Interrogate, 1 Language skill, and 2 skills of the player's choice.
D Skills: Any 5.
Equipment: The protector character begins the game with a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft. of rope, a sleeping bag, 3 must have skill in, and a suit of armor. For the armor, roll 1D10.

1 - 3 		Leather Armor
4 - 7 		Cuir-bouilli Lamellar
8 - 9 		Studded Leather
10 		Cuir-bouilli Studded


RANGER

Rangers are outdoorsmen. They prefer life in the wild, where their skills and abilities can be put to good use. Rangers do hunt, but only when they need to. This means that rangers will hunt for food, and not for sport. Many view rangers as more combative and physical druids. This is not so. They do share some of the same beliefs, but rangers are more practical. Rangers want to preserve wild, but will use it to live off of. Rangers often become proficient in the use of the bow and one-handed weapons.

Attributes: HEA + INT
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: 2 Combat skills, 1 Physical skill, 3 Wilderness skills.
C Skills: 1 Physical skill, 1 Wilderness skill, and 2 skills of the player's choice.
D Skills: Any 5.
Equipment: The ranger begins the game with quite a bit of equipment. He or she automatically has a medium backpack, a sleeping bag, flint & steel, a small belt pouch, enough provisions for 2 weeks, 50 ft of rope, 3 torches, a hatchet (used as a tool), 2 weapons, and there is a chance that he or she owns 1 suit of armor. For the armor, roll 1D10.

1 - 2 		No Armor
3 - 4 		Padded Armor
5 - 8 		Leather Armor
9 		Cuir-bouilli Lamellar
10 		Studded Leather


ROGUE

Rogues are either thieves with combat skills, or warriors with covert skills. They prefer use their skills for missions that require finesse as well as power. Some rogues can be quite charismatic and swashbuckling, while others can be little more than bullies. Rogues prefer one-handed swords to other weapons.

Attributes: DEX + HEA
Spell Craft Type: C
Extra Actions: 6, 12, 18, 24
A+B Skills: Streetwise, 3 Combat skills and 2 Covert skills.
C Skills: 1 Social skill, 1 Physical skill, and 2 skills of choice.
D Skills: Any 5.
Equipment: The rogue begins the game with a small backpack, a large belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 2 weapons, which the character must have skill in. The character also has a set of lock picks. There is a chance that the character will have a suit of light armor. Roll 1D10.

1 - 2 		No Armor
3 - 4 		Padded Armor
5 - 6 		Leather Armor
7 - 8 		Cuir-bouilli Lamellar
9 - 10 		Studded Leather


SCOUT

The scout character is trained to make accurate observations of a place in as little time as possible, and without being seen. They usually work with an army, reporting to the commander of the army about terrain, fortifications, and troop positions. However, they also will work for any group that is in need of advance information.

Attributes: AGL + AWA
Spell Craft Type: C
Extra Actions: 6, 12, 18, 24
A+B Skills: Orienteering, Hide, Camouflage, Stealth, and 2 skills of choice.
C Skills: Climbing, Tracking, and 2 skills of choice.
D Skills: Any 5.
Equipment: The scout character begins the game with a small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 3 torches, 1 week of provisions, and 2 weapons of the character's choice. There is also a chance that the character will have a suit of light armor. Roll 1D10.

1 - 3 		No Armor
4 - 6 		Padded Armor
7 - 8 		Leather Armor
9 - 10 		Cuir-bouilli Lamellar


SEAFARER

Seafarers make their living working on ships. They travel quite a bit, and are often able to see the world. There are actually three types of seafarers: Marines, who are employed by military navies for combat at sea; Pirates, who fight and steal from ships that they come across; and sailors, who are the average crewmembers. They don't usually see much combat action, but are indispensable to sea captains.

Attributes: AGL + STR
Spell Craft Type: C
Extra Actions: 6, 14, 22
A+B Skills: Climbing, Navigate, Sailing, Swimming, and 2 skills of choice.
C Skills: Gambling, Predict Weather, and 2 skills of choice.
D Skills: Any 5.
Equipment: The seafarer character begins the game with a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 1 weapon. There is a chance that the character will also have 1 suit of light armor. Roll 1D10.

1 - 4 		No Armor
5 - 6 		Padded Armor
7 - 8 		Leather Armor
9 - 10		Cuir-bouilli Lamellar


SORCERER

Sorcerers are wandering magic users. They rarely stay in one place for long. They are probably the most adventuresome of the major spell casters. Sorcerers will study any Arkana of magic, although the Mental Arkana is a popular one.

Attributes: DEX + INT
Spell Craft Type: A
Extra Actions: 6, 15, 23
A+B Skills: 3 Magic skills, 1 Combat Skill, 1 Covert skill, and 1 skill of choice.
C Skills: 1 Wilderness skill, 1 Physical skill, and 2 skills of choice.
D Skills: Any 5.
Equipment: The sorcerer begins the game with a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 2 torches, and 1 weapon that he or she has skill in. He or she also has a number of 1-use scrolls whose total spell powers cannot exceed 6. Also, the sorcerer has a number of rune stones whose total spell powers cannot exceed 4. Finally, there is a chance that the sorcerer will have 1 suit of armor. Roll 1D10.

1 - 5 		No Armor
6 - 8 		Padded Armor
9 - 10 		Leather Armor


SPY

Spies are gatherers of information. They will use any means they deem necessary to gain what they need, or want, to know. Most prefer to sneak into a home or office to gain what they want, while a few have been known to abduct a person and use torture. Spies can find work in large cities, usually being paid to use their skills against merchants or local nobility.

Attributes: CHA + DEX
Spell Craft Type: C
Extra Actions: 6, 12, 18, 24
A+B Skills: Defensive Tactics, 1 Combat skill, and any 4 Covert skills.
C Skills: 1 Combat skill, 1 Covert skill, 1 Guild OR 1 Knowledge skill, and 1 skill of choice.
D Skills: Any 5.
Equipment: The spy begins the game with a small backpack, 1 large belt pouch, 1 small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 1 weapon. To determine if the spy character has any armor, roll 1D10.

1 - 4 		No Armor
5 - 7 		Padded Armor
8 - 10 		Leather Armor


SPELL SWORD

Spell swords are warriors who have been taught to use magic in combat. Many generals and lords fear Spell Swords, yet will pay almost anything to gain their allegiance. A single squad of Spell Swords can turn the tide in major battles. Spell Swords will almost always study spells from the Arkana of Energy, followed by the Physical Arkana.

Attributes: DEX + WIL
Spell Craft Type: B
Extra Actions: 6, 12, 18, 24
A+B Skills: Riding, Defensive Tactics, Sword Weapons, 2 Combat skills of choice, and 1 skill of choice.
C Skills: Learn Spells, 1 Magic skill of choice, and 2 skills of choice.
D Skills: Any 5.
Equipment: The spell sword character automatically owns a small backpack, a small belt pouch, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, 1 sword of the player's choice, and 1 other weapon of choice. Also, there is a chance that the character will have a suit of armor. Roll 1D10.

1 		No Armor
2 - 3 		Padded
4 - 5 		Leather Armor
6 - 7 		Cuir-bouilli Lamellar
8 - 9 		Studded Leather
10 		Cuir-bouilli Studded


THIEF

Thieves are those people who steal, rob and cheat others for money. There is really no such thing as the typical thief. Some may be pickpockets living on the street, some may be successful cat burglars, and some may use lies to try to make people give them money. Thieves prefer to avoid combat. When they must fight, they prefer to use small weapons, such as daggers, clubs, and short swords.

Attributes: AWA + DEX
Spell Craft Type: C
Extra Actions: 6, 14, 22
A+B Skills: Hide, Stealth, 2 Covert skills, 1 Combat skill, and 1 Guild OR 1 Knowledge.
C Skills: 1 Combat skill, 2 Covert skills, and 1 skill of choice.
D Skills: Any 5.
Equipment: The thief starts off with 1 set of lock picks, 2 small belt pouches, 1 large belt pouch, 1 small backpack, flint & steel, provisions for 1 week, 50 ft of rope, a sleeping bag, 2 torches, and 1 small weapon. To determine if the character has any armor, roll 1D10.

1 - 5 		No Armor
6 - 8 		Padded Armor
9 - 10 		Leather Armor


WARRIOR

Warriors are the mercenaries of this game. They can and will use any weapon and armor that they can. Warriors rely upon their strength and combat skills in life. This is not to say that warriors are required to have a low or average intelligence. Some of the greatest military minds in history were normal warriors.

Attributes: HEA + STR
Spell Craft Type: C
Extra Actions: 6, 15, 23
A+B Skills: Defensive Tactics, Ride Animal, and 4 Combat skills of the player's choice.
C Skills: 2 Combat skills of choice, 2 other skills of the player's choice.
D Skills: Any 5.
Equipment: The warrior character automatically owns a small backpack, a small belt pouch, flint & steel, enough provisions for 1 week, 50 ft of rope, a sleeping bag, 3 torches, and 3 weapons. Also, there is a chance that the character will have a suit of armor. Roll 1D10 and look below:

1 		No Armor
2 - 3 		Padded Armor
4 - 5		Leather Armor
6 - 7		Cuir-bouilli Lamellar
8 		Studded Leather
9 		Cuir-bouilli Studded
10		Chain Mail


WINJU

Winju are spell casters who have also been taught to fight. They combine their fighting skills with their spell abilities, casting spells among their attacks. They are a secretive people, not liking to share their secrets with others. Winju prefer to learn spells of the Energy Arkana above others, with the Physical Arkana of spells being second.

Attributes: AGL + WIL
Spell Craft Type: B
Extra Actions: 6, 14, 22
A+B Skills: Learn Spells, 3 Magic skills of choice, 1 Combat skill, and 1 skill of choice.
C Skills: Martial Arts, and 1 Combat skill of choice.
D Skills: Any 5.
Equipment: The winju character begins the game with a small backpack, a small belt pouch, flint & steel, 50 ft of rope, a sleeping bag, 1 week's worth of provisions, 3 torches, and 1 weapon that the character has skill in. For armor, roll 1D10.

1 - 2 		No armor
3 - 5 		Padded Armor
6 - 8 		Leather Armor
9 - 10 		Cuir-bouilli Lamellar


WIZARD

Wizards are spell casters who use their powers for personal gain. They will try to sell their abilities to the highest bidder. They are not very adventuresome, preferring to stay in large towns and cities, where their abilities can be used for any that might want them. Providing that they are paid enough. Wizards can often be found in the company or employ of nobles and the wealthy. Wizards study the Power Arkana and usually the Energy Arkana next.

Attributes: CHA + INT
Spell Craft Type: A
Extra Actions: 7, 15, 24
A+B Skills: 4 Magic skills, 1 Knowledge, and 1 skill of choice.
C Skills: 2 Knowledge skills, 1 Social skill, and 1 skill of choice.
D Skills: Any 5.
Equipment: The wizard character begins the game with a small backpack, a small belt pouch, 50 ft of rope, enough provisions for 1 week, flint & steel, a sleeping bag, 3 torches, and a number of 1 use scrolls whose total spell powers cannot exceed 7.


© 1999 J. K. Wykowski & Trey Coonrod