Advocate
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Someone who represents a client
or the state within the justice system, either for criminal or civil actions.
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Skills: Persuade, Orate, Fast
Talk, Law, Read/Write.
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Equipment: May have an impressive
library of law books/scrolls/computer disks.
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Requirements: Aura and Mind
must be 3 or more.
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Armorer
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Someone who manufactures and
repairs the armor of the day
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Skills: Armor, Armory, Armor
Repair, Blacksmith, Metallurgy.
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Equipment: Hammer, tongs, a
few small anvils. Unless self-employed (and thus without a reason for adventuring)
he would not have his own forge. A modern or SF armorer would probably
have the appropriate electronic equipment and perhaps some chemical laboratory
equipment.
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Requirements: Dexterity and
Strength must be 3 or more.
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Assassin
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Someone who makes a living
by hunting down and killing others, usually prominent or important people
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Skills: Herbs and Poisons,
Hide, Stealth, any two Combat traits.
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Equipment: At least one, probably
several weapons, and perhaps-other equipment. Depending on the context
extra skills and equipment could be added, such as Pick Locks and a set
of lockpicks, Climb and a grappling hook, and so on. A modern assassin
(i.e. who would use a firearm to kill his victim) would not have Herbs
and Poisons
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Requirements: Awareness, Dexterity
and Agility must be 3 or higher
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Astrologer
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Someone who studies the movements
of the planets and foretells the future according to their positions.
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Skills: Lore-Stars, Lore-Signs,
Read/Write.
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Equipment: Many books or scrolls,
including ephemeredes (tables of planetary positions), lists of moon phases,
tides, sunrise and sunset times, etc.
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Requirements: Mind must be
3 or higher
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Bard
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A highly regarded musician-poet,
capable of singing and acting out epic poetry. Bards generally have a good
knowledge of myths and legends, history, popular songs and poems etc.
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Skills: Musician (one instrument),
Acting, Storytelling, Poetry, Singing, History
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Equipment: One musical instrument
of a quality relative to his level
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Requirements: Mind and Dexterity
must be 3 or higher
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Doctor/
Healer
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Someone skilled in treating
wounds or injuries, and disease. Skills are appropriate to the culture
from which they come. Thus a mediaeval doctor would know herbs and leeches,
while a modern doctor would know drugs and vitamins. Skills should be adjusted
accordingly.
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Skills: First Aid, Surgery.
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Equipment: Medical equipment,
appropriate to their culture (medical tricorder, stethoscope or box of
leeches).
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Requirements: Mind and Aura
must be 3 or higher
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Herbalist/
Chemist
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Someone who gathers and sells
herbs for the purposes of healing (and occasionally for killing).
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Skills: Herbs and Poisons,
Lore-Plant, Potion-making
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Equipment: Simple tools such
as mortar and pestle, and perhaps some books and scrolls on herbs (if
they can read and write, of course)
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Requirements: Mind must be
3 or higher
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Cleric
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A priest of a major religion
or significant cult. The cleric is a confessor to his flock, a representative
of his god, and a magic-user whose power is drawn from his god, his church
and his faith.
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Skills: Religion, Faith, First
Aid, Spells-Priest, one other Spells trait (player decides the god, referee
or gameworld decides the spell trait according to the nature of the god),
Read/Write. If the cleric’s order is a military or quasi-military one then
add one Combat trait.
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Equipment: A holy symbol (the
focus of his Priest spells), holy clothing (habit, uniform etc.), and if
he has a Combat trait his weapon. Clerics are restricted in the spell traits
they can use.
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Requirements: Aura and Mind
must be 3 or higher
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Horsemaster
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One, who breeds, rides and
handles horses.
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Skills: Horsemanship, Husbandry,
Lore-Animal, Ride Horse
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Equipment: A very good quality
horse, perhaps several lesser quality horses, along with the necessary
tools to look after them (e.g. brush, shoes, stone-remover, file etc.)
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Requirements: Agility and Aura
must be 3 or higher
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Merchant
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In ancient times a simple trader,
in modern and future times a Corporate.
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Skills: Evaluate, Trade, Read/Write.
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Equipment: Writing implements,
perhaps a few scrolls (tables of percentages etc.)
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Requirements: Mind and Aura
must be 3 or higher.
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Navigator
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Someone who guides groups,
armies, caravans, ships etc. from one place to another without getting
lost.
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Skills: Map-making, Read/Write,
Navigation, Lore-Stars (add Sealegs and Seamanship if the character was
a navigator on a ship).
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Equipment: Starcharts and tools
for measuring star positions (e.g. sextant) or perhaps a compass (if invented).
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Requirements: Mind must be
3 or higher.
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Officer (Army)
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One trained to lead and command
soldiers.
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Skills: Battlefield, Leadership,
Navigation, Read/Write, one Combat trait. At the referee’s option add Ride
Horse and/or Etiquette
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Equipment: One weapon, any
armor (if appropriate) and some badge of rank. Those with Ride Horse will
have a horse. An officer may also have a sidekick (his faithful old Batman).
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Requirements: Must be from
a good class background
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Officer (Merchant Ship)
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One trained to lead the crew
of a trading vessel.
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Skills: Leadership, Navigation,
Sealegs, Seamanship, Ship-Helm, Ship-Sail, Trade, Read/Write. At the referee’s
option add one Combat trait.
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Equipment: One weapon (if he
has a combat trait), writing implements
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Requirements: Mind and Aura
must be 2 or higher.
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Officer (Navy)
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One trained to lead the crew
of a military vessel.
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Skills: Leadership, Naval Tactics,
Navigation, Sealegs, Seamanship, Ship-Helm, Ship-Sail, Read/Write, one
Combat trait.
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Equipment: One weapon, writing
implements.
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Requirements: Must be from
a good class background
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Ranger
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One trained to protect the
wilder lands and forests of an estate from intruders and poachers.
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Skills: Scan, Spot Hidden,
Traps and one Combat trait (missile weapons only).
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Equipment: One missile weapon,
one hunting knife or hatchet.
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Requirements: Dexterity and
Agility must be 3 or higher, Strength, Body, Sight and Hearing must be
2 or higher.
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Sailor
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The common crew of a sea-going
vessel.
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Skills: Ship-Sail OR Ship-Rowing,
Sealegs. At the referee’s option add one Combat trait (for fighting crew).
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Equipment: One weapon (if he
has a Combat trait).
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Requirements: Strength and
Body must be 2 or higher
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Scholar
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One versed in at least one
field of knowledge.
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Skills: Read/Write and one
Mind linked trait.
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Equipment: A set of writing
implements.
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Requirements: Mind must be
3 or higher
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Scout
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One sent ahead of an army or
smaller force to gather intelligence on the enemy.
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Skills: Hide, Scan, Spot Hidden,
one Combat trait
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Equipment: One weapon. If tech
is appropriate add a telescope or scanner to this
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Requirements: Sight and Hearing
must be 3 or higher
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Shaman
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A tribal witch doctor in touch
with the spirit world.
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Skills: Spells-Shaman, Herbs
& Poisons, one Combat trait
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Equipment: Juju stick (focus
for Shaman spells), bag of misc. herbs and poisons, weapon
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Requirements: Mind and Aura
must be 3 or higher
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Soldier
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Skills: One Combat trait, Team
Combat. Add Armor if appropriate. If from a cavalry unit add Ride Horse
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.Equipment: One weapon, and
possibly a shield and /or armor as well. If from a cavalry unit add a horse.
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Requirements: Strength and
Body must be 2 or higher.
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Sorceror
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One versed in the arts of manipulating
arcane forces.
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Skills: Spells-General, Lore-Arcane,
Lore-Supernatural
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Equipment: One staff (focus
for the general spells)
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Requirements: Mind and Aura
must be 4 or higher
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Thief
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One who makes a living taking
the property of others, often without them knowing it.
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Skills: Conceal, Mechanical
Devices, Backstab, Pick Lock, Pickpocket
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Equipment: A set of lockpicks
and a dagger
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Requirements: Awareness, Dexterity
and Agility must be 3 or higher
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Warrior
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One who has grown up in a warrior
culture.
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Skills: Combat-Brawl, Combat-any
one group of weapons. Code of Honor is often quite common among Warriors,
and must be chosen before any other negative traits (if Code of Honor is
chosen it becomes a part of the occupation group of traits).
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Equipment: One good quality
weapon (probably his father’s), possibly with a shield, and a knife
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Requirements: Body and Strength
must be 2 or higher
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