Culture [30] Profession [156]

Acrobat

Cost: 975 AP

Special abilities: scripts + languages 30 AP

Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4

Talents:

  • Body: acrobatics 7, climb 7, body control 10, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
  • Social: streetwise 4, human nature 4, persuade 4, disguise 4
  • Nature: animal lore 4, survival 4
  • Lore: geography 4, theology 4, legend lore 4
  • Craft: drive 4, paint 4, music 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CR, DX, AG

Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice

Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents


Actor

Cost: 750 AP

Special abilities: languages + scripts 60 AP

Combat techniques: daggers 4

Talents:

  • Body: body control 4, sing 4, perception 4, dance 4
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4, disguise 10
  • Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind


All-Purpose Mage

Cost: 900 AP

Teacher: Magister Alrik Darabor

Requirements: magic gift

Special abilities: scripts + languages 50 AP

Combat techniques: staves & spears 4

Talents:

  • Social: etiquette 4, human nature 4, willpower 4
  • Nature: orientation 4
  • Lore: geography 4, chronicle 4, theology 4, arcane lore 7, calculate 4, legend lore 4
  • Craft: alchemy 4

Magic: Armatrutz 7, Mind Glance 4, Flim Flam 4, Fulminictus 7, Odem Arcanum 4, Paralysis 7, Penetrizzel 4

Typical attributes: CL, IN, CH

Recommended advantages: high resistance to magic, improved regeneration (astral energy)

Recommended disadvantages: low attribute (vanity, curiosity, unworldly)

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, low magic resistance, slow regeneration (astral energy)


Anatomist

Cost: 605 AP

Special abilities: scripts + languages 80 AP

Combat techniques: daggers 4

Talents:

  • Body: self control 4
  • Social: etiquette 4, persuade 4
  • Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, herb lore 4, heal disease 4, heal wounds 7
  • Craft: paint 7

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, DX

Recommended advantages: aptitude for lore talents, theorist

Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly

Unsuitable advantages: aptitude for body talents, battle frenzy

Unsuitable disadvantages: superstition, bloodlust


Anvil Dwarf

Language: Rogolan

Script: Rogolan runes

Popular professions:

  • Profane: all (except for Gladiator, Knight, Tribal Warrior and other tribal professions)
  • Magical: Alchemist, Geode, Mage (rare)
  • Clerical: Angrosch/Ingerimm Deont (rare), Kor Deont (rare), Rondra Deont (rare)

Typical advantages: aptitude for craft talents (particularly smithery and stone craft), aptitude for combat techniques (particularly crossbows, axes & maces and two-handed axes & maces), Enhanced Vitality, Rapid Healing, Toughness

Typical disadvantages: bad traits (arrogance, greed, avarice, agoraphobia, thalassophobia, prejudices especially against elves and lizardmen), principled, foul smell

Untypical advantages: social adaptability

Untypical disadvantages: night blindness, bad traits (fear of the dark, pathological cleanliness, claustrophobia)

Typical talents: intimidate, chronicle, warfare, mechanics, smithery, orientation, calculate, legend lore, self control, stone craft, hide, carouse

Untypical talents: seduce, fishing, fly, ride, swim, seafaring, astronomy

Typical names: Andrasch, Ballasch, Cobaltosch, Fobosch, Groin, Ibralosch, Kirgam, Marnax, Pogolosch, Sordolax (male); Agescha, Borascha, Durga, Hogescha, Lavascha, Norturrima (female)


Aranian

Language: Tulamidya (Aranish) or Garethi

Script: Kuslik Script or Tulamidya

Civilization: Aranien (Baburin, Elburum, Gorien, Palmyramis, Zorgan)

Popular professions:

  • Profane: all except for Knight, Tribal Warrior and other tribal professions; Officers and Long-distance Traders almost exclusively women
  • Magical:: Alchemist, Witch, Dabbler Mage, Magier (Guildmage and Qabalyim Mage), Charlatan, Magic Dancer (Majuna and Sharisad)
  • Clerical: Twelfgods Deont

Typical advantages: Aptitude for social talents, Entfernungssinn

Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Krankhafte Reinlichkeit, Vorurteile [vor allem gegen Novadis, Ferkinas und Mage]), Zerbrechlich

Untypical advantages: Kälteresistenz

Untypical disadvantages: Blutrausch

Typical talents: seduce, gamble, streetwise, trade, paint, human nature, calculate, jurisprudence, ride, legend lore, seafaring (along the coast), astronomy, tailor, pickpocket, persuade

Untypical talents: intimidate, track, survival

Typical names: Assaf, Djafardeon, Eslam, Faizal, Kazan, Mahdul, Nazir, Marwamir, Seychaban, Zahir (male); Aischanka, Belima, Delilah, Harizeth, Neraida, Majula, Rhayadaque, Shilaldara, Yamira, Zulhaminai (female)

Names are composed of a first name and a father-name, which is introduced by ibn (with males) or saba (with females), indicating “son of” or “daughter of” (e.g., Yamira saba Delihah or Belima Majulasunni, Assaf ibn Eslam).


Architect

Cost: 500 AP

Special abilities: languages + scripts 20 AP

Combat techniques: daggers 4

Talents:

  • Body: perception 4, dance 4
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
  • Lore: gamble 4, chronicle 4, theology 4, calculate 10, jurisprudence 4, legend lore 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind


Armed Chrioteer

Cost: 980 AP

Requirements: AG 11, ST 13

Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow, Mounted Combat

Combat techniques: brawl 7, daggers 4, thrown weapons 4, 120 AP for increasing preferred techniques

Talents:

  • Body: body control 4, self control 4, carouse 7, ride 10, drive 7
  • Social: human nature 4, persuade 4
  • Nature: orientation 4, survival 4
  • Lore: theology 4, warfare 7, legend lore 4
  • Craft: heal wounds 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves (applies to soldiers); all except for Elves (applies to soldiers)

Typical attributes: AG, ST

Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy)

Recommended disadvantages: low attribute (superstition, violent temper)

Unsuitable disadvantages: brittle bone, lame, slow regeneration (life energy)


Artist

Cost: 450 AP

Combat techniques: daggers 4

Talents:

  • Body: perception 4, dance 4
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
  • Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind


Assassin

Cost: 1185 AP

Special abilities: scripts + languages 45 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: climb 7, body control 4, perception 7, pickpocket 7, hide 10
  • Social: streetwise 7, human nature 7, persuade 7, disguise 10, willpower 7, intimidate 4
  • Nature: orientation 4
  • Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: trade 4, locks 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CR, IN, CH, AG

Recommended advantages: danger sense, outstanding sense (hearing or vision), social adaptability, inner clock

Unsuitable advantages: violent temper


Astronomer

Cost: 515 AP

Special abilities: scripts + languages 80 AP

Combat techniques: daggers 4

Talents:

  • Social: etiquette 4, persuade 4
  • Nature: orientation 4, survival 4
  • Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, astronomy
  • Craft: paint 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, DX

Recommended advantages: aptitude for lore talents, theorist

Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly

Unsuitable advantages: aptitude for body talents, battle frenzy

Unsuitable disadvantages: superstition, bloodlust


Bard

Cost: 850 AP

Special abilities: scripts + languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: sing 7, dance 4, hide 4
  • Social: convince 4, seduce 4, etiquette 4, streetwise 4, human nature 7, persuade 7, disguise 4
  • Nature: survival 4
  • Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 7, politics 4
  • Craft: heal panic 4, woodcraft 4, music 7

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, CH

Recommended advantages: good looking, social adaptability, bardic voice

Recommended disadvantages: arrogance, vanity, curiosity

Unsuitable disadvantages: ugliness, foul smell


Battle Mage

Cost: 1000 AP

Teacher: Magister Ronero de Vemero

Requirements: magic gift

Area of expertise: Combat

Special abilities: scripts + languages 30 AP

Combat techniques: daggers 4, brawl 4, staves & spears 7

Talents:

  • Body: body control 4, self control 4
  • Social: etiquette 7, human nature 4, willpower 4
  • Lore: chronicle 4, theology 4, arcane lore 4, calculate 4, legend lore 4
  • Craft: heal wounds 4, seafaring 4

Magic: Armatrutz 4, Lightning 7, Corpofesso 4, Duplicatus 4, Gardianum 7, Horriphobus 4, Ignifaxius 7, Odem Arcanum 4

Typical attributes: CR, CL, IN, AG

Recommended advantages: improved regeneration (astral energy), toughness

Recommended disadvantages: low attribute (arrogance, vanity, curiosity)

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: low magic resistance, slow regeneration (astral energy)


Beggar

Cost: 1085 AP

Special abilities: languages 20 AP

Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4

Talents:

  • Body: body control 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4
  • Social: streetwise 7, human nature 7, persuade 7, disguise 4, willpower 4
  • Nature: orientation 4
  • Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: locks 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CR, IN, CH, AG

Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice

Recommended disadvantages: superstition, vanity, greed, curiosity

Unsuitable advantages: bloodlust


Bellboy

Cost: 980 AP

Special abilities: scripts + languages 35 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 10, ride 7, swim 7, self control 4, perception 7
  • Social: etiquette 4, streetwise 4, human nature 4
  • Nature: track 4, orientation 7, animal lore 4, survival 4
  • Lore: geography 7, theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: paint 4, leather craft 4

Typical cultures: all

Typical attributes: IN, AG, CN

Recommended advantages: aptitude for body and nature talents, ironman, danger sense, resistance to cold, resistance to disease, sense of direction, connection (animals), toughness

Unsuitable disadvantages: fear of horses (for riding messengers), bloodlust, fear of dark, obesity, brittle bone, greed, prone to illness, claustrophobia, inaptitude for body and nature talents


Big Game Hunter

Cost: 1245 AP

Special abilities: languages 15 AP

Combat techniques: brawl 4, daggers 4, bows 7

Talents:

  • Body: body control 4, climb 4, ride 4, swim 4, self control 7, perception 7, hide 7
  • Nature: track 10, bind 4,orientation 7, herb lore 7, animal lore 7, survival 10
  • Lore: theology 4, legend lore 4
  • Craft: heal poison 4, heal wounds 4, woodcraft 4, leather craft 4

Typical cultures: all

Typical attributes: CR, IN, DX

Recommended advantages: twilight sight, ironman, direction sense, danger sense, outstanding sense (hearing or sight), sense of direction, toughness

Recommended disadvantages: claustrophobia

Unsuitable advantages: social adaptability

Unsuitable disadvantages: fear of dark, night-blind, agoraphobia


Bordello Queen

Cost: 1000 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: body control 4, self control 4, perception 4, dance 4, hide 4, carouse 4
  • Social: seduce 7, streetwise 7, human nature 10, persuade 4, disguise 4, willpower 7
  • Lore: theology 4, calculate 4, legend lore 4
  • Craft: trade 7, heal disease 4, heal wounds 4, tailor 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CH, CN

Recommended advantages: pleasant smell, aptitude for social talents, good looking, bardic voice

Recommended disadvantages: vanity, greed, resistance to cold, pathological cleanliness, social adaptability

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, ugliness, claustrophobia, foul smell


Bornland

Language: Garethi (Bornlandish)

Civilization: Bornland (Festenland, Mark, Sewerien)

Popular professions:

  • Profane: all, except for Tribal Warrior or other tribal professions
  • Magical: Alchemist, Druid, Witch, Dabbler Mage, Mage, Charlatan
  • Clerical: Twelfgods Deont, Priests of Ingra Cult

Typical advantages: Eisern, Hohe Lebenskraft, Kälteresistenz, Richtungssinn, Zäher Hund

Typical disadvantages: Hitzeempfi ndlichkeit, Kind der Wildnis (vor allem bei Bewohnern des Überwals und des Ehernen Schwertes), Schlechte Eigenschaft (Aberglaube, Vorurteile [vor allem gegen Orks, Goblins und Al’Anfaner]), Verarmt

Untypical advantages: Hitzeresistenz

Untypical disadvantages: Schlechte Eigenschaft (Platzangst)

Typical talents: track, woodcraft, cook, orientation, herb lore, survival, carouse

Untypical talents: fly, streetwise (except for citizens)

Typical names: Bosjew, Danow, Elkwin, Firunew, Irjan, Jaakon, Jucho, Oswin, Travin, Vito (male); Alwinja, Dunjascha, Elkwinja, Hesinja, Irinja, Jadvine, Karinja, Nadjescha, Rowena, Vanjescha (female); Alwinnen, Baerow, Bornski, Firunkis, Gartimpski, Gerberow, Karenkis, Larinow, Saraski, Timpski (lastnames); von Salderkeim, von Quelldunkel, von Ouvenstam, von Wosna, von Eschenfurt (noble)


Bounty Hunter

Cost: 1320 AP

Special abilities: languages 15 AP

Combat techniques: brawl 4, daggers 4, bows 7

Talents:

  • Body: body control 4, climb 4, ride 4, swim 4, self control 4, perception 7, hide 7
  • Social: intimidate 4, human nature 7
  • Nature: track 10, bind 4, orientation 7, herb lore 7, animal lore 7, survival 10
  • Lore: theology 4, legend lore 4
  • Craft: heal poison 4, heal wounds 4, woodcraft 4, leather craft 4

Typical cultures: all

Typical attributes: CR, IN, DX

Recommended advantages: twilight sight, ironman, direction sense, danger sense, outstanding sense (hearing or sight), sense of direction, toughness

Recommended disadvantages: claustrophobia

Unsuitable advantages: social adaptability

Unsuitable disadvantages: fear of dark, night-blind, agoraphobia


Brilliant Dwarf

Language: Rogolan

Script: Rogolan-runes

Popular professions:

  • Profane: all (except for Gladiator, Knight, Tribal Warrior and other tribal professions)
  • Magical: Alchemist, Geode, Mage (rare)
  • Clerical: Angrosch Deont, Hesinde Deont (rare), Ingerimm Deont (rare), Kor Deont (rare), Phex Deont (rare), Rahja Deont (rare), Rondra Deont (rare)

Typical advantages: aptitude for craft talents (mostly smithery and stone craft), social adaptability

Typical disadvantages: bad attribute (vanity, stinginess, avarice, curiosity, claustrophobia, sea fear)

Untypical advantages: Kampfrausch

Untypical disadvantages: Blutrausch, Nachtblind, Schlechte Eigenschaft (Raumangst), Übler Geruch

Typical talents: seduce, geography, chronicle, paint, mechanics, smithery, music, orientation, calculate, legend lore, locks, stone craft, dance, animal lore, hide, carouse

Untypical talents: fly, swim, seafaring

Typical names: Angrox, Balum, Cratosch Gandresch, Grotho, Jandrim, Migosch, Norrin, Rabagasch, Topasch (male); Angalla, Cadrima, Etoscha, Igrima, Magmascha, Segrima (female)


Brobim

Language: Rogolan (Brobimish dialect)

Script: none

Popular professions:

  • Profane: Healer, Hunter, Tribal Warrior, Zoologist
  • Magical: Geode
  • Clerical: none

Typical advantages: Hitzeresistenz, Nachtsicht, Richtungssinn, Unheimlich, Verbesserte Regeneration (Lebensenergie), Zäher Hund

Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Angst vor Flugwesen, Autoritätsgläubig, Höhenangst, Jähzorn, Meeresangst, Platzangst, Vorurteile [vor allem gegen andere Zwergenvölker]), Hässlich (wegen Brandnarben), Lichtempfi ndlichkeit, Übler Geruch, Unfähig in Handwerkstalenten (vor allem smithery)

Untypical advantages: Aptitude for Wissenstalenten, Soziale Anpassungsfähigkeit

Untypical disadvantages: Schlechte Eigenschaft (Dunkelangst, Krankhafte Reinlichkeit, Raumangst), Stubenhocker

Typical talents: intimidate, climb, stone craft, hide, carouse

Untypical talents: seduce, etiquette, fly, streetwise, chronicle, theology, mechanics, smithery, calculate, jurisprudence, ride, locks, seafaring

Typical names: Argox, Barosch, Furusch, Gorax, Kadurax, Madasch, Pirox, Saposch, Vandrosch, Zinkopa (male); Arda, Bahmutha, Firngara, Gartha, Kudra, Malma (female)


Burglar

Cost: 1145 AP

Special abilities: languages 20 AP

Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4

Talents:

  • Body: body control 4, climb 7, self control 4, perception 4, pickpocket 4, hide 7, carouse 4
  • Social: seduce 4, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
  • Nature: orientation 4
  • Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: locks 10

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CR, IN, CH, AG

Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice

Recommended disadvantages: superstition, vanity, greed, curiosity

Unsuitable advantages: bloodlust


Calligrapher

Cost: 550 AP

Special abilities: languages + scripts 55 AP

Combat techniques: daggers 4

Talents:

  • Body: perception 4, dance 4
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
  • Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: paint 10

Typical cultures: only Aranians, Novadis and Tulamides

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind


Caravaneer

Cost: 1070 AP

Special abilities: scripts + languages 35 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4

Talents:

  • Body: body control 4, swim 4, perception 7, ride 10
  • Social: etiquette 4, human nature 4, persuade 4
  • Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 7
  • Lore: geography 7, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, astronomy 4
  • Craft: heal wounds 4

Typical cultures: all

Typical attributes: CR, IN, AG

Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose

Recommended disadvantages: curiosity, greed, theorist, unworldly

Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents


Carter

Cost: 790 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 7, climb 4, self control 4, carouse 4, ride 4, drive 7
  • Social: streetwise 4, human nature 4, persuade 4
  • Nature: bind 4, survival 4
  • Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 7
  • Craft: woodcraft 4, leather craft 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN, ST

Recommended disadvantages: superstition

Unsuitable advantages: social adaptability

Unsuitable disadvantages: pathological cleanliness


Cartographer

Cost: 1145 AP

Special abilities: scripts + languages 35 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4

Talents:

  • Body: body control 4, climb 7, swim 4, perception 7
  • Social: etiquette 4, human nature 4, persuade 4
  • Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 4
  • Lore: geography 10, chronicle 7, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: paint 10, seafaring 4

Typical cultures: all

Typical attributes: CR, IN, AG

Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose

Recommended disadvantages: curiosity, greed, theorist, unworldly

Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents


Cavalry Archer

Cost: 970 AP

Requirements: AG 11, ST 13

Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow, Mounted Combat, Mounted Shooting

Combat techniques: brawl 7, daggers 4, thrown weapons 4, 120 AP for increasing preferred techniques

Talents:

  • Body: body control 4, self control 4, carouse 7, ride 10
  • Social: human nature 4, persuade 4
  • Nature: orientation 4, survival 4
  • Lore: theology 4, warfare 7, legend lore 4
  • Craft: heal wounds 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves (applies to soldiers); all except for Elves (applies to soldiers)

Typical attributes: AG, ST

Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy)

Recommended disadvantages: low attribute (superstition, violent temper)

Unsuitable disadvantages: brittle bone, lame, slow regeneration (life energy)


Cavalryman

Cost: 920 AP

Requirements: AG 11, ST 13

Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow, Mounted Combat

Combat techniques: brawl 7, daggers 4, thrown weapons 4, 120 AP for increasing preferred techniques

Talents:

  • Body: body control 4, self control 4, carouse 7, ride 10
  • Social: human nature 4, persuade 4
  • Nature: orientation 4, survival 4
  • Lore: theology 4, warfare 7, legend lore 4
  • Craft: heal wounds 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves (applies to soldiers); all except for Elves (applies to soldiers)

Typical attributes: AG, ST

Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy)

Recommended disadvantages: low attribute (superstition, violent temper)

Unsuitable disadvantages: brittle bone, lame, slow regeneration (life energy)


Clown

Cost: 915 AP

Special abilities: scripts + languages 30 AP

Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4

Talents:

  • Body: acrobatics 10, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
  • Social: streetwise 4, human nature 4, persuade 4, disguise 4
  • Nature: animal lore 4, survival 4
  • Lore: geography 4, theology 4, legend lore 4
  • Craft: drive 4, paint 4, music 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CR, DX, AG

Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice

Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents


Coachman

Cost: 790 AP

Special abilities: scripts + languages 10 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: self control 4, perception 4, hide 4, carouse 4
  • Social: etiquette 4, streetwise 4, human nature 4, persuade 4
  • Nature: animal lore 4, ride 4
  • Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: drive 7, trade 4, heal wounds 4, woodcraft 7, cook 4, leather craft 4, tailor 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN

Recommended advantages: aptitude for social talents, social adaptability

Recommended disadvantages: superstition

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, foul smell


Coal Miner

Cost: 875 AP

Special abilities: language in value of 5 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4

Talents:

  • Body: body control 4, perception 4, dance 4, carouse 4
  • Social: human nature 4
  • Nature: track 4, fishing 4, orientation 4, herb lore 4, animal lore 4, survival 7
  • Lore: theology 4, calculate 4, legend lore 4
  • Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 7, cook 4, leather craft 4, tailor 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN, ST

Recommended advantages: aptitude for nature talents

Recommended disadvantages: superstition, prejudices

Unsuitable advantages: aptitude for lore talents

Unsuitable disadvantages: blind, pathological cleanliness, agoraphobia


Construction Helper

Cost: 805 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 7, climb 7, self control 4, carouse 4
  • Social: streetwise 4, human nature 4, persuade 4
  • Nature: bind 4, survival 4
  • Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
  • Craft: woodcraft 7, leather craft 4, stone craft 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN, ST

Recommended disadvantages: superstition

Unsuitable advantages: social adaptability

Unsuitable disadvantages: pathological cleanliness


Courtesan

Cost: 970 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: body control 4, self control 4, perception 4, dance 4, hide 4, carouse 4
  • Social: etiquette 7, seduce 10, streetwise 7, human nature 7, persuade 4, disguise 4, willpower 4
  • Nature: bind 4
  • Lore: theology 4, calculate 4, legend lore 4, politics 4
  • Craft: trade 4, heal disease 4, heal wounds 4, tailor 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CH, CN

Recommended advantages: pleasant smell, aptitude for social talents, good looking, bardic voice

Recommended disadvantages: vanity, greed, resistance to cold, pathological cleanliness, social adaptability

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, ugliness, claustrophobia, foul smell


Courtier

Cost: 750 AP

Special abilities: scripts + languages 15 AP

Combat techniques: brawl 4, daggers 4, swords 4, bows 4

Talents:

  • Body: ride 4, hide 4, perception 4, dance 4, carouse 4
  • Social: convince 4, seduce 4, etiquette 7, human nature 7, persuade 4, willpower 4
  • Lore: chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CL, IN, CH

Recommended advantages: aptitude for social talents, danger sense, resistance to poison, good looking

Recommended disadvantages: arrogance, vanity, stinginess, greed, violent temper, pathological cleanliness, envy, vindictiveness

Unsuitable advantages: aptitude for craft talents, battle frenzy

Unsuitable disadvantages: bloodlust, inaptitude for social talents


Craftsman

Cost: 600 AP

Special abilities: scripts + languages 20 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4

Talents:

  • Social: etiquette 4, streetwise 4, human nature 4, persuade 4
  • Lore: theology 4, trade 4, calculate 4, jurisprudence 4, legend lore 4
  • Craft: depends on craft type, talents increase costs 150 AP

Typical cultures: depends on craft type

Examples: Apothekarius, Archivar, Armbruster, Amtsschreiber, Bäcker, Bader, Barbier, Baumeister, Bibliothekar, Bogenbauer, Brauer, Bronzegießer, Dachdecker, Deichmeister, Drucker, Edelsteinschleifer, Eisengießer, Färber, Feinschmied, Fleischer, Gerber, Glasbläser, Goldschmied, Graveur, Grobschmied, Gussmaurer (nur bei Dwarves), Harnischmacher, Hüttenkundiger, Instrumentenbauer, Juwelier, Koch, Kopistin, Kontoristin, Kristallzüchter (nur bei Dwarves), Küfer, Kürschner, Maurer, Mechanicus, Metzger, Pamphletist, Plättner, Porzellanbrenner, Sattler, Schankmagd, Schiffbauer, Schiffszimmermann, Schlachter, Schneider, Schreiner, Schriftsteller, Schuster, Segelmacher, Seilerin, Spengler, Steinmetz, Steinschneider, Stellmacher, Tätowierer, Tischler, Töpfer, Tresorbauer, Übersetzer, Uhrmacher, Waffenschmied, Wagner , Weber, Wirt, Zimmermann, Zuckerbäcker

Typical attributes: IN, DX

Recommended advantages: aptitude for craft talents, balance (for bricklayers, roofers, carpenters), outstanding sense (e.g., taste or smell for cooks), resistance to heat (for glassblowers, porcelain burners, bakers and blacksmiths)

Recommended disadvantages: superstition, prejudices

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind (for some professions), inaptitude for craft talents, mutilated (for some professions)


Crier and Herold

Cost: 865 AP

Special abilities: scripts + languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: sing 4, dance 4, hide 4
  • Social: convince 7, seduce 4, etiquette 4, streetwise 4, human nature 7, persuade 7, disguise 4
  • Nature: survival 4
  • Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 7, politics 7
  • Craft: heal panic 4, woodcraft 4, music 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, CH

Recommended advantages: good looking, social adaptability, bardic voice

Recommended disadvantages: arrogance, vanity, curiosity

Unsuitable disadvantages: ugliness, foul smell


Crocodillero

Cost: 870 AP

Special abilities: languages 10 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 4, swim 4, self control 10, hide 4, perception 4
  • Nature: track 4, herb lore 4, animal lore 10, survival 7
  • Lore: theology 4, calculate 4, legend lore 4, seafaring 4
  • Craft: heal disease 4, heal wounds 4, woodcraft 4, leather craft 4

Typical cultures: South Aventurians only

Typical attributes: CR, IN

Recommended advantages: connection (animals)

Unsuitable disadvantages: intolerance (animals)


Culturologist

Cost: 440 AP

Special abilities: scripts + languages 80 AP

Combat techniques: daggers 4

Talents:

  • Social: etiquette 4, persuade 4
  • Lore: geography 7, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 10
  • Craft: paint 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, DX

Recommended advantages: aptitude for lore talents, theorist

Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly

Unsuitable advantages: aptitude for body talents, battle frenzy

Unsuitable disadvantages: superstition, bloodlust


Customs Officers

Cost: 1055 AP

Requirements: ST 13

Special abilities: scripts + languages 30 AP, Kampf: Armor Use I

Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4

Talents:

  • Body: body control 4, self control 4, perception 7, carouse 4, swim 4
  • Social: intimidate 4, etiquette 4, streetwise 4, human nature 7, persuade 4, willpower 4
  • Nature: track 4, bind 4, orientation 4
  • Lore: theology 4, warfare 4, jurisprudence 4, seafaring 4
  • Craft: drive 4, heal wounds 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN, ST

Recommended advantages: high vitality, improved regeneration (life energy)

Recommended disadvantages: low attribute (arrogance, justice mania), liabilities

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: slow regeneration (life energy)


Dance Teacher

Cost: 525 AP

Combat techniques: daggers 4

Talents:

  • Body: body control 4, perception 4, dance 10
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
  • Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind


Demagogue

Cost: 865 AP

Special abilities: scripts + languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: sing 4, dance 4, hide 4
  • Social: convince 10, seduce 4, etiquette 4, streetwise 4, human nature 7, persuade 7, disguise 4
  • Nature: survival 4
  • Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 7, politics 4
  • Craft: heal panic 4, woodcraft 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CL, CH

Recommended advantages: good looking, social adaptability, bardic voice

Recommended disadvantages: arrogance, vanity, curiosity

Unsuitable disadvantages: ugliness, foul smell


Dilettante

Cost: 1205 AP

Special abilities: languages 20 AP

Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4

Talents:

  • Body: body control 4, climb 4, self control 4, perception 4, pickpocket 4, hide 7, carouse 4
  • Social: seduce 4, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
  • Nature: orientation 4
  • Lore: geography 4, chronicle 4, gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, arcane lore 4
  • Craft: locks 4, mechanics 4, alchemy 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CR, IN, CH, AG

Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice

Recommended disadvantages: superstition, vanity, greed, curiosity

Unsuitable advantages: bloodlust


Diplomat

Cost: 810 AP

Special abilities: scripts + languages 15 AP

Combat techniques: brawl 4, daggers 4, swords 4, bows 4

Talents:

  • Body: ride 4, hide 4, perception 4, dance 4, carouse 4
  • Social: convince 4, seduce 4, etiquette 7, human nature 7, persuade 4, willpower 7
  • Lore: chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 10

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CL, IN, CH

Recommended advantages: aptitude for social talents, danger sense, resistance to poison, good looking

Recommended disadvantages: arrogance, vanity, stinginess, greed, violent temper, pathological cleanliness, envy, vindictiveness

Unsuitable advantages: aptitude for craft talents, battle frenzy

Unsuitable disadvantages: bloodlust, inaptitude for social talents


Dog Breeder

Cost: 895 AP

Special abilities: languages 10 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 4, swim 4, self control 7, hide 4, perception 4
  • Nature: track 4, herb lore 4, animal lore 10, survival 7
  • Lore: theology 4, calculate 4, legend lore 4
  • Craft: heal disease 4, heal wounds 4, woodcraft 4, leather craft 4

Typical cultures: all

Typical attributes: CR, IN

Recommended advantages: connection (animals)

Unsuitable disadvantages: intolerance (animals)


Domination Mage

Cost: 1050 AP

Teacher: Magister Achmad al’Fasar

Requirements: magic gift

Area of expertise: Domination

Special abilities: scripts + languages 40 AP

Combat techniques: staves & spears 4

Talents:

  • Social: seduce 4, etiquette 4, human nature 4, willpower 7
  • Lore: chronicle 7, theology 4, arcane lore 7, calculate 4, legend lore 7
  • Craft: alchemy 4

Magic: Bannbaladin 7, Mind Glance 7, Horriphobus 7, Objectovoco 4, Odem Arcanum 4, Paralysis 4, Respondami 4

Typical attributes: CR, CL, CH

Recommended advantages: social adaptability, improved regeneration (astral energy)

Recommended disadvantages: low attribute (arrogance, vanity, curiosity)

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, low magic resistance, slow regeneration (astral energy)


Executioner

Cost: 790 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 7, climb 4, self control 7, carouse 4
  • Social: streetwise 4, human nature 4, persuade 4, willpower 4
  • Nature: bind 7, survival 4
  • Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
  • Craft: woodcraft 4, leather craft 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: CN, ST

Recommended disadvantages: superstition

Unsuitable advantages: social adaptability

Unsuitable disadvantages: pathological cleanliness


Explorer

Cost: 1110 AP

Special abilities: scripts + languages 35 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4

Talents:

  • Body: body control 4, climb 7, swim 4, perception 7
  • Social: etiquette 4, human nature 4, persuade 4
  • Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 4
  • Lore: geography 7, chronicle 7, theology 4, arcane lore 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4, astronomy 4
  • Craft: paint 4, seafaring 4

Typical cultures: all

Typical attributes: CR, IN, AG

Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose

Recommended disadvantages: curiosity, greed, theorist, unworldly

Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents


Falconer

Cost: 850 AP

Special abilities: languages 10 AP

Combat techniques: brawl 4, daggers 4, axes & maces 4

Talents:

  • Body: body control 4, self control 4, hide 4, perception 4
  • Social: etiquette 4
  • Nature: track 4, herb lore 4, animal lore 10, survival 7
  • Lore: theology 4, calculate 4, legend lore 4
  • Craft: heal disease 4, heal wounds 4, woodcraft 4, leather craft 4

Typical cultures: all

Typical attributes: CR, IN

Recommended advantages: connection (animals)

Unsuitable disadvantages: intolerance (animals)


Favorite

Cost: 985 AP

Special abilities: languages 25 AP

Combat techniques: brawl 4, daggers 4

Talents:

  • Body: body control 4, self control 4, perception 4, dance 4, hide 4, carouse 4
  • Social: etiquette 7, seduce 10, streetwise 7, human nature 7, persuade 4, disguise 4, willpower 4
  • Nature: bind 4
  • Lore: theology 4, calculate 4, legend lore 4, politics 7
  • Craft: trade 4, heal disease 4, heal wounds 4, tailor 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves

Typical attributes: CH, CN

Recommended advantages: pleasant smell, aptitude for social talents, good looking, bardic voice

Recommended disadvantages: vanity, greed, resistance to cold, pathological cleanliness, social adaptability

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: bloodlust, ugliness, claustrophobia, foul smell


Fencing Teacher

Cost: 765 AP

Combat techniques: daggers 4, fencing weapons 10, swords 7

Talents:

  • Body: body control 7, perception 4, dance 4
  • Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
  • Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4

Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves

Typical attributes: IN, CH, DX

Recommended advantages: aptitude for craft and lore talents

Recommended disadvantages: arrogance, vanity, megalomania, curiosity

Unsuitable advantages: battle frenzy

Unsuitable disadvantages: blind, bloodlust, color-blind

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