03 - Professions

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Priest (Healer and Occultist)
Mercenary (Hunter and Soldier)
Spy (Scout and Minstrel)
Mage (Academic and Thaumaturge)

Profession

This section describes 4 Professions, each with 2 Trades.
You must choose one as the basis for your character.

Priest

Main Attribute: Intuition
Knowledge: Choose 5 from The Arcane, Customs (High), Customs (Low), Cultural History, Divination, Local History, Local Politics, Medicine, Nature, and Religion.
(Divination is unique to Priests.)

Divine Sight: Once per day, you can use Divination to gain a +3 to one Action test. If you get more successes than required this way, recover that many in your Thaumic Wellspring.

Priest Healer

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As a Healer, the recommended second highest Attribute is Dexterity, as you will be working with your hands in delicate situations.

Sacred Hope: When you use Divine Sight, you may heal that many total levels in Mental Harm instead of recovering your Thaumic Wellspring.

Set the following Actions to these Attributes:
Endure (Intuition)
Track (Reason)
Persuade (Presence)
Intimidate (Presence)

Main Action: Endure or Finesse
Talents: Field Medic, Mend, Blessing
Resources: 3-6
Equipment: Knife, Healer's bag with medical equipment, liquor or fine wine, weak tincture, weak horse or pet dog or nutritious provisions.
Arcane Words: 5
Thaumic Wellspring: 8

Priest Occultist

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As an Occultist, the recommended second highest Attribute is Strength, as you will need the vigor of your body to channel the gods.

Holy Vigor: When you use Divine Sight, you may heal that many total levels in Physical Harm instead of recovering your Thaumic Wellspring.

Set the following Actions to these Attributes:
Endure (Intuition)
Track (Reason)
Persuade (Presence)
Intimidate (Presence)

Main Action: Endure or Intimidate
Talents: Mark of the Gods, Medium, Absolution
Resources: 2-4
Equipment: Knuckle duster or quarterstaff, gemstone, powdered stag's horn or tinder box, dagger or cooking pot.
Arcane Words: 5
Thaumic Wellspring: 9

Mercenary

Main Attribute: Strength
Knowledge: Choose 5 from Barter, Customs (Foreign), Customs (Low), Cultural History, Local History, Local Politics, Martial Arts, Militia, Nature, and Navigation.
Militia is unique to Mercenaries.

Tactician:
When you succeed on a test during combat and get extra successes, you may issue an order to an ally. Doing so costs one success. If they follow your order, they gain +2 to their next test (can be chosen multiple times to give orders to different people).

Mercenary Hunter

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As a Hunter, the recommended second highest Attribute is Dexterity, as you will need to be a good shot.
You may optionally choose to have Dexterity be your highest Attribute. If you do, your second highest Attribute is Strength.

Warden: When you use Navigation or Nature Knowledge, if you fail the roll you may make a re-roll once.

Field Experience: You take no Finesse penalty from using Light Armor.

Set the following Actions to these Attributes:
Endure (Strength)
Track (Intuition)
Persuade (Reason)
Intimidate (Presence)

Main Action: Strike or Shoot
Talents: Bloodhound, Herbalist, Marksman
Resources: 3-5
Equipment: Longbow, hunting knife, hunting trap or other hunting equipment
Arcane Words: 1
Thaumic Wellspring: 4

Mercenary Soldier

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As a Soldier, the recommended second highest Attribute is Intuition, as you will need to read all kinds of situations.

Seasoned: You may use Militia Knowledge for any Maneuver in Combat.

Trained Protection: You take no Finesse penalty from using Medium armor and only -1 from using Heavy Armor.

Set the following Actions to these Attributes:
Endure (Strength)
Track (Reason)
Persuade (Presence)
Intimidate (choose)

Main Action: Strike or Force
Talents: Battle-hardened, Tactician, Well-Traveled
Resources: 2-4
Equipment: Sword, Shield, Spear or Bow, maps.
Arcane Words: 2
Thaumic Wellspring: 4

Spy

Main Attribute: Dexterity
Knowledge: Choose 6 from Alchemy, Barter, Customs (High), Customs (Low), Cultural History, Local History, Local Politics, Martial Arts, Navigation, and Subterfuge.
Subterfuge is unique to Spies.

Practiced Deception: Once per day when you fail a test made with Subterfuge, you may reroll that test.

Spy Scout

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As a Scout, the recommended second highest Attribute is Intuition, as you need to Read and Track your enemy's movements.

Instinctive: When you Push, you may add +3 (instead of +2) on Intuition tests.

Set the following Actions to these Attributes:
Endure (Intuition)
Track (Intuition)
Persuade (choose)
Intimidate (choose)

Main Action: Sneak
Talents: Focused, Steady-Handed, Tough as Nails, Field Experience
Resources: 5-7
Equipment: Rapier, crowbar or dagger, lockpicks, tinderbox, liquor or maps.
Arcane Words: 3
Thaumic Wellspring: 6

Spy Minstrel

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As a Minstrel, the recommended second highest Attribute is Presence, as you will need to Persuade, Charm, and Intimidate others.

Charismatic: When you Push, you may add +3 (instead of +2) on Presence tests.

Set the following Actions to these Attributes:
Endure (choose)
Track (choose)
Persuade (Presence)
Intimidate (Presence)

Main Action: Finesse
Talents: Gossip Monger, Wordsmith, Well-Traveled
Resources: 2-7
Equipment: Dagger, musical instrument, writing utensils and paper, makeup or disguise,
Arcane Words: 4
Thaumic Wellspring: 6

Mage

Main Attribute: Reason
Knowledge: Choose 4 from Alchemy, The Arcane, Barter, Customs (Foreign), Customs (High), Local History, Medicine, Nature, Religion, and Thaumaturgy.
Thaumaturgy is unique to Mages.

Mage Academic

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As an Academic, the recommended second highest Attribute is Intuition, as you will need to use all of your mental facilities to get where you want to go.

Special Interest: When you make an Academic gain 1 additional Knowledge of your choice (it doesn't have to be from the Mage list). When you use that Knowledge you may gain +2 instead of the usual +1 for that roll.

Set the following Actions to these Attributes:
Endure (Intuition)
Track (Intuition)
Persuade (Reason)
Intimidate (Presence)

Main Action: Study or Cast
Talents: Erudite, Knowledge is Reassuring, Dedicated Researcher, Quick Learner
Resources: 3-5
Equipment: Book collection or maps, writing utensils and paper, liquor or collection of small objects.
Arcane Words: 7
Thaumic Wellspring: 12

Mage Thaumaturge

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As a Thaumaturge, the recommended second highest Attribute is Strength, as you will need to use your body and mind both to best wield magic.

Touching the Veil: When you Cast, the Thaumic Cost is always reduced by 1.

Set the following Actions to these Attributes:
Endure (Strength)
Track (Intuition)
Persuade (Reason)
Intimidate (Presence)

Main Action: Cast
Talents: Clarity of Mind, Famous, Heart of Stone, Thaumic Sight
Resources: 4-6
Equipment: Field kitchen, old scrolls, alchemical equipment or quarterstaff
Arcane Words: 9
Thaumic Wellspring: 12