Heroes: Profession
Quacksalver
Cost: 770 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: acrobatics 4, self control 4, perception 4, drive 4
- Social: etiquette 4, human nature 4, persuade 7
- Nature: bind 4, herb lore 4, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 4, heal poison 4, heal wounds 7
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Racketeer
Cost: 1235 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 7, hide 7, carouse 4
- Social: seduce 4, streetwise 10, human nature 4, persuade 7, disguise 4, willpower 4, trade 7
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: locks 7
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
Ranger
Cost: 950 AP
Teacher: Lorion
Requirements: Elf
Special abilities: scripts + languages 25 AP
Combat techniques: bows 7
Talents:
- Body: body control 4, swim 4, sing 4, perception 4, hide 4
- Nature: track 7, orientation 4, herb lore 4, animal lore 4, survival 7
- Craft: woodcraft 4, music 4, seafaring 4
Magic: Eagle’s Eye 4, Balsam Salabunde 4, Bannbaladin 4, Hawkeye 4, Flim Flam 4, Fulminictus 4, Smokescreen 4
Typical attributes: CR, CL, IN, CH
Recommended advantages: darkvision III, direction sense, high resistance to magic, sense of direction, inconspicuous
Recommended disadvantages: low attribute (curiosity, claustrophobia)
Unsuitable advantages: social adaptability
Unsuitable disadvantages: bloodlust
Rat Catcher
Cost: 1060 AP
Special abilities: languages 10 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, swim 4, self control 4, hide 4, perception 4
- Social: streetwise 10, hide 7
- 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: all
Typical attributes: CR, IN
Recommended advantages: connection (animals)
Unsuitable disadvantages: intolerance (animals)
Ringmaster
Cost: 1095 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4, whips 4 (exotic)
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 7, persuade 7, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 7, theology 4, legend lore 7
- 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
Road Robber
Cost: 950 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4, ride 4
- Social: intimidate 4, streetwise 4, willpower 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4, warfare 4
- Craft: drive 7, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4, locks 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Robber
Cost: 800 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4
- Social: intimidate 4, streetwise 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Rogue
Cost: 1100 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 7, 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 7
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
Rondra Priest
Cost: 1000 AP
Special abilities: scripts + languages 35 AP; Armor Use I, Feint, Mighty Blow
Combat techniques: daggers 4, brawl 4, swords 10, two-handed swords 7, axes & maces 4, shields 4
Talents:
- Body: body control 4, ride 4, self control 4
- Social: convince 4, etiquette 4, willpower 4
- Lore: theology 7, warfare 4, calculate 4, jurisprudence 4, legend lore 4
Liturgies: 12 blessings of 7, Honorable Duel 4, Encouragement 7
Typical attributes: CR, CH, AG, ST
Recommended advantages: noble, ironman, outstanding attribute (CR, AG or ST), battle frenzy, improved regeneration (life energy), aptitude for weapon techniques, toughness
Recommended disadvantages: loyalty to principles (Moral codex of Rondra church), low attribute (arrogance), liabilities (temple and church)
Unsuitable advantages: slow regeneration (life energy)
Unsuitable disadvantages: brittle bone, delicate
Roughrider
Cost: 850 AP
Special abilities: languages 10 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, swim 4, self control 4, hide 4, perception 4, ride 10
- 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)
Sapper
Cost: 860 AP
Requirements: AG 11, ST 13
Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow
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
- Social: human nature 4, persuade 4
- Nature: orientation 4, survival 4
- Lore: theology 4, warfare 7, legend lore 4
- Craft: heal wounds 4, mechanics 7
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)
Scholar
Cost: 350 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- 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
Scout
Cost: 1130 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, ride 10, swim 4, self control 4, perception 10
- Social: etiquette 4, streetwise 4, human nature 4, hide 7
- Nature: track 4, orientation 7, animal lore 4, survival 7
- 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
Sculptor
Cost: 570 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 7, stone craft 10
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
Seafarer
Cost: 850 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: bind 7, fishing 4, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Secret Agent
Cost: 1095 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: etiquette 4, streetwise 7, human nature 7, persuade 7, disguise 10, willpower 7, pickpocket 4
- Nature: orientation 4
- Lore: geography 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 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
Servant
Cost: 700 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
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, 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
Show Fighter
Cost: 1035 AP
Requirements: AG 11, ST 11
Special abilities: scripts + languages 20 AP; Feint, Mighty Blow
Combat techniques: dodge 4, nets 7 (exotic), axes & maces 7, brawl 7, shields 4, swords 7, staves & spears 7
Talents:
- Body: acrobatics 4, body control 4, self control 4, carouse 4
- Social: intimidate 4, human nature 4, persuade 7
- Nature: orientation 4
- Lore: theology 4, warfare 4
- Craft: heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, AG, CN, ST
Recommended advantages: two-handed, ironman, good looking, battle frenzy, high vitality, improved regeneration (life energy), toughness
Recommended disadvantages: bloodlust, low attribute (vanity)
Unsuitable advantages: aptitude for social talents
Unsuitable disadvantages: obesity, slow regeneration (life energy)
Skald
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: Thorwalians only
Typical attributes: CL, CH
Recommended advantages: good looking, social adaptability, bardic voice
Recommended disadvantages: arrogance, vanity, curiosity
Unsuitable disadvantages: ugliness, foul smell
Slave Hunter
Cost: 1305 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 7, human nature 4
- 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: Aranians, Novadis, South Aventurians, Tulamides
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
Smuggler
Cost: 890 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4, swim 7
- Social: intimidate 4, streetwise 7, human nature 4, trade 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 7, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Soldier
Cost: 800 AP
Requirements: AG 11, ST 13
Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow
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
- 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)
Soul Healer
Cost: 860 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 4, human nature 10, persuade 4
- Nature: bind 4, herb lore 4, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 7, heal poison 4, heal wounds 4, heal panic 10
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Spellweaver
Cost: 800 AP
Teacher: Shayariel
Requirements: Elf
Special abilities: scripts + languages 25 AP
Combat techniques: bows 4
Talents:
- Body: body control 4, swim 4, sing 4
- Nature: track 4, orientation 4, herb lore 4, survival 4
- Craft: music 7
Magic: Eagle/wolf 4, Mind Glance 4, Ball and Chain 4, Bannbaldin 7, Ocean’s Floor 4, Silentium 7, Visibili 7, Odem Arcanum 4
Typical attributes: CL, IN, CH
Recommended advantages: darkvision III, direction sense, good memory, high resistance to magic, sense of direction, inconspicuous
Recommended disadvantages: low attribute (curiosity, claustrophobia)
Unsuitable advantages: social adaptability
Unsuitable disadvantages: bloodlust
Spy
Cost: 1050 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: streetwise 7, human nature 7, persuade 7, disguise 10, willpower 7
- 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
Stableboy
Cost: 775 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 7, ride 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, 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
Stevedore
Cost: 730 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, drive 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 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
Steward
Cost: 805 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, willpower 4
- Nature: animal lore 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7
- Craft: drive 4, trade 7, heal wounds 4, woodcraft 4, 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
Stockbreeder
Cost: 865 AP
Special abilities: languages 10 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, swim 4, self control 4, 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, cook 4
Typical cultures: all
Typical attributes: CR, IN
Recommended advantages: connection (animals)
Unsuitable disadvantages: intolerance (animals)
Stockman
Cost: 905 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 10, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, leather craft 7, tailor 4
Typical cultures: all except for 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
Storyteller and Haimamud
Cost: 850 AP
Special abilities: scripts + languages 25 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: dance 4, hide 4
- Social: convince 4, seduce 4, etiquette 4, streetwise 7, human nature 7, persuade 7, disguise 4
- Nature: survival 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 10, politics 4
- Craft: heal panic 4, music 4
Typical cultures: only Aranians, Novadis, Tulamides (Haimamudim)
Typical attributes: CL, CH
Recommended advantages: good looking, social adaptability, bardic voice
Recommended disadvantages: arrogance, vanity, curiosity
Unsuitable disadvantages: ugliness, foul smell
Supervisor
Cost: 950 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP; Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4, whips 4 (exotic)
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: intimidate 7, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: 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)
Swap-Dealer
Cost: 800 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: body control 4, perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Nature: track 4, orientation 4, survival 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: trade 10
Typical cultures: Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Swordfellow
Cost: 1000 AP
Requirements: IN 11, AG 11
Special abilities: scripts + languages 35 AP; Feint, Master Parry; 100 AP for selecting additional fighting skills
Combat techniques: brawl 4, daggers 4; 150 AP for increasing preferred techniques
Talents:
- Body: body control 4, ride 4, self control 7, perception 4, carouse 4
- Social: seduce 4, etiquette 7, human nature 4, willpower 4
- Lore: chronicle 4, theology 4, warfare 4, legend lore 4
- Craft: heal wounds 4
Typical attributes: CR, IN, AG
Recommended advantages: balance, two-handed, ironman, danger sense, good looking, high vitality, social adaptability, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (arrogance, vanity)
Unsuitable disadvantages: battle frenzy
Unsuitable disadvantages: bloodlust, fat, slow regeneration (life energy)
Tamer
Cost: 990 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4, whips 4 (exotic)
Talents:
- Body: acrobatics 7, 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 7, 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
Teacher
Cost: 730 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 7, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, 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
Thief
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 10, hide 7, carouse 4
- Social: seduce 4, streetwise 10, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 7
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
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
Thug
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, 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, intimidate 7
- 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
Transformation Mage
Cost: 1000 AP
Teacher: Magistra Salindra
Requirements: magic gift
Area of expertise: Transformation
Special abilities: scripts + languages 35 AP
- Social: etiquette 4, human nature 4, willpower 4
- Nature: orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: geography 4, chronicle 4, arcane lore 7, calculate 4, legend lore 4
- Craft: alchemy 7
Magic: Auris 4, Manifesto 4, Odem Arcanum 4, Paralysis 7, Psychostabilis 4, Salander 7, Transversalis 7
Typical attributes: CR, CL, IN
Recommended advantages: improved regeneration (astral energy)
Recommended disadvantages: curiosity, unworldly
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, low magic resistance, slow regeneration (astral energy)
Travelling Salesman
Cost: 740 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Nature: orientation 4, survival 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 7, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Tribal Hunter
Cost: 1230 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
- 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, stone 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
Tribal Warrior
Cost: 1000 AP
Requirements: IN 13, AG 11, ST 11
Special abilities: languages 15 AP; Attention, Feint, Battle Reflexes, Mighty Blow, 20 AP for selecting additional fighting skills
Combat techniques: brawl 7, 120 AP for increasing preferred techniques
Talents:
- Body: body control 4, self control 4, perception 7, hide 4
- Social: intimidate 4
- Nature: track 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, legend lore 4
- Craft: heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: Ferkinas, Fjarningars, Gjalskerlanders, Moha, Novadis, Trollzackers
Typical attributes: CR, CN, ST
Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (superstition, arrogance, violent temper, vindictiveness, claustrophobia, prejudices for everyone except for tribal warrior), bloodlust, loyalty to principles, liabilities
Unsuitable advantages: aptitude for social talents, social adaptability
Unsuitable disadvantages: fat, obesity, brittle bone, slow regeneration (life energy), delicate
Trickster
Cost: 1235 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 7, hide 7, carouse 4
- Social: seduce 10, etiquette 7, streetwise 7, human nature 4, persuade 7, disguise 7, willpower 4
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
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
Vagrant
Cost: 1020 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 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, etiquette 7
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: drive 4, paint 4, music 7
Typical cultures: only Bornlanders, Horasians, Middenrealmians, Nostrians & Andergasters (Vagant must be noble)
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
Vessel Merchant
Cost: 980 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: body control 4, swim 4, perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Nature: track 4, orientation 4, survival 4
- Lore: geography 7, theology 4, calculate 7, jurisprudence 4, legend lore 4, arcane lore 4, astronomy 4, seafaring 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Warder
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 7, perception 7, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 7, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: gamble 4, theology 4, warfare 4, jurisprudence 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)
Warrior and Knight
Cost: 1000 AP
Special abilities: scripts + languages 20 AP; Feint, Master Parry, Mighty Blow; 80 AP for selecting additional fighting skills
Combat techniques: brawl 4, daggers 4, swords 7; 150 AP for increasing preferred techniques
Talents:
- Body: body control 4, ride 7, self control 4, perception 4
- Social: etiquette 7, human nature 4, willpower 4
- Lore: chronicle 4, theology 4, warfare 4, legend lore 4
Typical attributes: CR, IN, ST
Recommended advantages: balance, two-handed, ironman, danger sense, good looking, high vitality, social adaptability, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (arrogance, vanity)
Unsuitable disadvantages: battle frenzy
Unsuitable disadvantages: bloodlust, fat, slow regeneration (life energy)
Whale/Shark/Seal Hunter
Cost: 940 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: animal lore 7, bind 7, fishing 4, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Wholesaler
Cost: 710 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 7, streetwise 4, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 10, jurisprudence 7, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Winegrower
Cost: 890 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 10, animal lore 4, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, 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