Heroes: Profession

Culture [30] Profession [156]

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

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