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