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3. Occupations.
This section provides standard prior occupations (what the character was doing before he took up adventuring), the skills that would belong to the character’s trait group, and the things he would expect to take away with him when he left.
 
  Advocate
Someone who represents a client or the state within the justice system, either for criminal or civil actions.
Skills: Persuade, Orate, Fast Talk, Law, Read/Write.
Equipment: May have an impressive library of law books/scrolls/computer disks.
Requirements: Aura and Mind must be 3 or more.
Armorer
Someone who manufactures and repairs the armor of the day
Skills: Armor, Armory, Armor Repair, Blacksmith, Metallurgy.
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.
Requirements: Dexterity and Strength must be 3 or more.
Assassin
Someone who makes a living by hunting down and killing others, usually prominent or important people
Skills: Herbs and Poisons, Hide, Stealth, any two Combat traits.
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
Requirements: Awareness, Dexterity and Agility must be 3 or higher
Astrologer
Someone who studies the movements of the planets and foretells the future according to their positions.
Skills: Lore-Stars, Lore-Signs, Read/Write.
Equipment: Many books or scrolls, including ephemeredes (tables of planetary positions), lists of moon phases, tides, sunrise and sunset times, etc.
Requirements: Mind must be 3 or higher
Bard
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.
Skills: Musician (one instrument), Acting, Storytelling, Poetry, Singing, History
Equipment: One musical instrument of a quality relative to his level
Requirements: Mind and Dexterity must be 3 or higher
Doctor/
Healer
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.
Skills: First Aid, Surgery.
Equipment: Medical equipment, appropriate to their culture (medical tricorder, stethoscope or box of leeches).
Requirements: Mind and Aura must be 3 or higher
Herbalist/
Chemist
Someone who gathers and sells herbs for the purposes of healing (and occasionally for killing).
Skills: Herbs and Poisons, Lore-Plant, Potion-making
Equipment: Simple tools such as mortar and pestle, and perhaps some books and scrolls on herbs (if they can read and write, of course)
Requirements: Mind must be 3 or higher
Cleric
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.
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.
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.
Requirements: Aura and Mind must be 3 or higher
Horsemaster
One, who breeds, rides and handles horses.
Skills: Horsemanship, Husbandry, Lore-Animal, Ride Horse
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.)
Requirements: Agility and Aura must be 3 or higher
Merchant
In ancient times a simple trader, in modern and future times a Corporate.
Skills: Evaluate, Trade, Read/Write.
Equipment: Writing implements, perhaps a few scrolls (tables of percentages etc.)
Requirements: Mind and Aura must be 3 or higher.
Navigator
Someone who guides groups, armies, caravans, ships etc. from one place to another without getting lost.
Skills: Map-making, Read/Write, Navigation, Lore-Stars (add Sealegs and Seamanship if the character was a navigator on a ship).
Equipment: Starcharts and tools for measuring star positions (e.g. sextant) or perhaps a compass (if invented).
Requirements: Mind must be 3 or higher.
Officer (Army)
One trained to lead and command soldiers.
Skills: Battlefield, Leadership, Navigation, Read/Write, one Combat trait. At the referee’s option add Ride Horse and/or Etiquette
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).
Requirements: Must be from a good class background
Officer (Merchant Ship)
One trained to lead the crew of a trading vessel.
Skills: Leadership, Navigation, Sealegs, Seamanship, Ship-Helm, Ship-Sail, Trade, Read/Write. At the referee’s option add one Combat trait.
Equipment: One weapon (if he has a combat trait), writing implements
Requirements: Mind and Aura must be 2 or higher.
Officer (Navy)
One trained to lead the crew of a military vessel.
Skills: Leadership, Naval Tactics, Navigation, Sealegs, Seamanship, Ship-Helm, Ship-Sail, Read/Write, one Combat trait.
Equipment: One weapon, writing implements.
Requirements: Must be from a good class background
Ranger
One trained to protect the wilder lands and forests of an estate from intruders and poachers.
Skills: Scan, Spot Hidden, Traps and one Combat trait (missile weapons only).
Equipment: One missile weapon, one hunting knife or hatchet.
Requirements: Dexterity and Agility must be 3 or higher, Strength, Body, Sight and Hearing must be 2 or higher.
Sailor
The common crew of a sea-going vessel.
Skills: Ship-Sail OR Ship-Rowing, Sealegs. At the referee’s option add one Combat trait (for fighting crew).
Equipment: One weapon (if he has a Combat trait).
Requirements: Strength and Body must be 2 or higher
Scholar
One versed in at least one field of knowledge.
Skills: Read/Write and one Mind linked trait.
Equipment: A set of writing implements.
Requirements: Mind must be 3 or higher
Scout
One sent ahead of an army or smaller force to gather intelligence on the enemy.
Skills: Hide, Scan, Spot Hidden, one Combat trait
Equipment: One weapon. If tech is appropriate add a telescope or scanner to this
Requirements: Sight and Hearing must be 3 or higher
Shaman
A tribal witch doctor in touch with the spirit world.
Skills: Spells-Shaman, Herbs & Poisons, one Combat trait
Equipment: Juju stick (focus for Shaman spells), bag of misc. herbs and poisons, weapon
Requirements: Mind and Aura must be 3 or higher
Soldier
 
Skills: One Combat trait, Team Combat. Add Armor if appropriate. If from a cavalry unit add Ride Horse
.Equipment: One weapon, and possibly a shield and /or armor as well. If from a cavalry unit add a horse.
Requirements: Strength and Body must be 2 or higher.
Sorceror
One versed in the arts of manipulating arcane forces.
Skills: Spells-General, Lore-Arcane, Lore-Supernatural
Equipment: One staff (focus for the general spells)
Requirements: Mind and Aura must be 4 or higher
Thief
One who makes a living taking the property of others, often without them knowing it.
Skills: Conceal, Mechanical Devices, Backstab, Pick Lock, Pickpocket
Equipment: A set of lockpicks and a dagger
Requirements: Awareness, Dexterity and Agility must be 3 or higher
Warrior
One who has grown up in a warrior culture.
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).
Equipment: One good quality weapon (probably his father’s), possibly with a shield, and a knife
Requirements: Body and Strength must be 2 or higher
 
Skills should be appropriate to the character’s race and nation. For example an ex-soldier from a pike unit would have Combat-Spears in his Soldier trait group

Referees may modify the above as appropriate. For example a soldier from an armored cavalry regiment would also have Armor and Ride Animal in his Soldier trait group

 
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