AD&D3 Rule Changes (aka Fixing the Thief)

assassin

Now that I’ve finally managed to get a good gaming group together, we’ve been able to give the rules a decent test-drive over the past few months.

From what we’ve seen in game-play,  1st and 2nd level AD&D3 characters are more resilient than their 1st and 2nd edition counterparts.  Spellcasters, as intended, have more flexibility with spellcasting.  At the same time, classic adventures can be easily converted and are still a challenge for low-leveled groups.

At the same time, we’ve also seen some class-balance issues when it comes to the Thief.  As presented in the rules, the Thief class seems mostly on par with its earlier counterparts.  At the same time, when measured against other AD&D3 classes, it definitely was in need of some added oomph.

The following rule changes to Thief (and Assassin) class abilities should fix this imbalance without adding complexity:

Backstab (Assassins and Thieves)
Thieves are opportunistic attackers, striking vulnerable foes more effectively than others. When making a melee or ranged attack against an opponent’s rear facing, or when making a mlee attack against a flanked foe, thieves gain a +2 bonus to their attack and damage rolls. This bonus to attack and damage rolls increases by 1 point (to a maximum of +5) at thief levels 6, 11, and 16.

A thief may only Backstab creatures that have a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only Backstab with weapons listed on the thief weapon proficiency list. If making ranged Backstab attacks, they must be within close range for the weapon used.

Sneak Attack (Thieves)
A thief normally avoids face-to-face combat if possible, preferring instead to use stealth or guile to catch an opponent unaware or off-guard.

If a thief successfully strikes a surprised opponent, the first attack deals twice the usual Backstab damage (4 points of Backstab damage at levels 1-5, 6 points of Backstab damage at levels 6-10, etc.)

Sneak Attacks, unlike normal Backstab attacks, need not be made against flanked foes or a foes’ rear facing. The other requirements for Backstabbing opponents still apply.

Flank Attacks (Page 68 PHB and DMG)
Attacks made against a defender by flanking foes are called flanking attacks. Flanking attacks against a defender are made with a +1 bonus to the attack roll. Thieves and assassins making flank attacks against opponents gain an additional, Backstab, bonus. See Opponents and Facing on page 65 for details on flanking attacks in combat.

Rear Attacks (Page 68 PHB and DMG)
Opponents attacking a defender’s rear facing gain a +2 bonus to their attack roll. Thieves and assassins making rear attacks against opponents gain an additional, Backstab, bonus. See Opponents and Facing on page 65 for details on making rear attacks in combat.

A flanking attacker who is also making a rear attack does not gain both attack roll bonuses. Only the better, rear attack, bonus applies to its attack rolls (though its ally still gains a flanking bonus to its attack rolls).

Hello Old Friend!

Back in the 90s, during my AD&D 2nd edition days, my default campaign setting wasn’t Greyhawk but a cobbled together mish-mash of Tolkien, George RR Martin, and H.P. Lovecraft called Gaile.

Gaile’s western continent, Avandunil, served as home for my campaign but, once 3rd edition D&D rolled around, I decided to mix things up (and cut back on the blatant theft of place-names and campaign details from its sources) by changing the focus from Avandunil to eastern Gaile or Estegalle.

Since I’ve revamped my AD&D 3rd Edition rules and cleaned them up, I figured that I should dust off the old campaign setting, warts and all… and so I have.  Like Avandunil before it, Estegalle borrows a lot from Martin, Lovecraft, and Tolkien but also draws from varied real-world cultures; making it feel quite a bit like the Known World campaign setting for Basic D&D.

My slightly updated campaign notes for Estegalle are located at:

http://www.scruffygrognard.com/gaile.htm

estegallelo

 

Replacing the D20 with Multiple Dice in AD&D

These rules are adapted from the SRD variant rules so that they can be used with 3rd Edition AD&D.

dice

Metagame Analysis: The Bell Curve

In general, rolling either 3d6 or 2d10 leads to a grittier game, because there will be far fewer very good or very bad rolls.

Example:  When rolling 3d6 you can no longer roll 1, 2, 19 or 20, and most rolls will be clustered around the average of 10.5. With a d20, every result is equally likely; you have a 5% chance of rolling an 18 and a 5% chance of rolling a 10.

With 3d6, there’s only one possible combination of dice that results in an 18 (three sixes, obviously), but there are twenty-four combinations that result in a 10.

Players used to the thrill of rolling high and the agony of a natural 1 will get that feeling less often — but it may be more meaningful when it does happen. Good die rolls are a fundamental reward of the game, and it changes the character of the game when the rewards are somewhat stronger but less frequent.

Game balance shifts subtly when you use multiple dice instead of a single d20. Rolling multiple dice gives you more average rolls, which favors the stronger side in combat. In the AD&D game, that’s almost always the PCs. Many monsters, especially low-Hit Dice monsters encountered in groups, rely heavily on a lucky shot to damage PCs. When rolling multiple dice, those lucky shots are fewer and farther between. In a fair fight when everyone rolls a 10, the PCs should win almost every time. Using multiple dice means that results adhere more tightly to that average.

Another subtle change to the game is that rolling either 3d6 or 2d10 instead of 1d20 awards bonuses relatively more and the die roll relatively less, simply because the die roll is almost always within a few points of 10. A character’s ability score modifiers, proficiency and common ability bonuses, attack bonuses, and magical adjustments have a much bigger impact on success and failure than they do in the standard d20 rules.

The following charts illustrate the probabilities of each result when rolling a single d20, 3d6, or 2d10:

1d20 Results (Average Roll = 10.5)

Result (Percentage)

1 (5.00)

2 (5.00)

3  (5.00)

4  (5.00)

5  (5.00)

6  (5.00)

7  (5.00)

8  (5.00)

9  (5.00)

10  (5.00)

11  (5.00)

12  (5.00)

13  (5.00)

14  (5.00)

15  (5.00)

16  (5.00)

17  (5.00)

18  (5.00)

19  (5.00)

20  (5.00)

 

3d6 Results (Average Roll = 10.5)

Result (Percentage)

3 (0.46)

4 (1.39)

5 (2.78)

6 (4.63)

7  (6.94)

8 (9.72)

9  (11.57)

10 (12.50)

11 (12.50)

12 (11.57)

13 (9.72)

14 (6.94)

15 (4.63)

16 (2.78)

17 (1.39)

18 (0.46)

 

2d10 Results (Average Roll = 11.0)

Result  (Percentage)

2  (1.00)

3   (2.00)

4   (3.00)

5   (4.00)

6   (5.00)

7   (6.00)

8   (7.00)

9   (8.00)

10  (9.00)

11  (10.00)

12  (9.00)

13  (8.00)

14  (7.00)

15  (6.00)

16  (5.00)

17  (4.00)

18  (3.00)

19  (2.00)

20  (1.00)

Automatic Successes and Failures

Automatic successes and automatic failures occur as follows:

3d6:  Automatic successes occur on a natural 18 and automatic failures on a natural 3. Neither occurs as often as in standard d20 die roll (less than ½% of the time as opposed to 5% of the time).

2d10:  Automatic successes occur on a natural 20 and automatic failures on a natural 2. Neither occurs as often as in standard d20 die roll (less than 1% of the time as opposed to 5% of the time).

 

Critical Hits and Fumbles

The rules for automatic successes and failures given above could apply for attack rolls as well.  This, however, would make critical hits and fumbles rare in combat; and would undermine the effectiveness of magical weapons such as a dagger of venom or vorpal sword.

Rather than use the rules given for automatic successes and failures above, the following rules may be used so that both critical hits and fumbles factor into combat with greater frequency:

3d6:  Critical hits occur on a natural 16-18 and fumbles on a natural 3-5. Both would occur as often as in standard d20 die roll (4.63% of the time as opposed to 5% of the time).

2d10:  Critical hits occur on a natural 19-20 and fumbles on a natural 2-3. Neither occurs as often as in standard d20 die roll (3% of the time as opposed to 5% of the time).

 

PS:  These variant rules go out to my gaming buddies Steve and Mark… who both seem to be cursed when it comes to d20 task resolution!  😉

Fjarrstrand Revisited

Download Link:  The Fjarrstrand Sagas, Revised and Expanded

approaching_iceland

While I’m posting updated rules, I may as well post my expanded rules and setting info for the Fjarrstrand Sagas.  I first posted notes on this setting 2 years ago, along with this blurb:

With Ragnarok and the death of the gods, the world-tree, Yggdrasil, itself perished.  Following its collapse, the nine worlds were wracked with cataclysmic earthquakes, volcanoes, and hellish storms as the realms became intertwined.  

Midgard, as the primary battleground between the giants and gods, was rendered uninhabitable.  Driven by desperation, sailors tried to brave ocean voyages westward… seeking new lands beyond the storm-tossed and turbulent ocean.  Of those who set out, only a handful of Viking crews that set out from the British Isles and Iceland found the new land that came to be called The Distant Shore or Fjarrstrand.  Two of those crews returned to the ruins of Midgard in order to lead their people to the shelter of this new paradise.

Humans are relatively new to theses lands, having first sailed here from dying Midgard nearly 500 years ago.  As a new homeland to humanity, Fjarrstrand is a largely unexplored realm.  Humans live in small swaths of coastal and frontier lands that they have carved out for themselves, while always seeking to expand their holdings.

Fjarrstrand’s ocean is strewn with numerous islands and rocky outcropping, and is home to various horrors that prey on the ocean’s bounty and on those who ply its waters.  In the ocean’s northeastern expanses, particularly in the area surrounding The Mistgate, thick fog blankets the water’s surface.  To the north and northwest, great mountain ranges and frozen wastelands teem with jotuns and other horrors.  The primeval forests of western Fjarrstrand are home to its native people, the alfar (elves) and other creatures of faerie who view these newcomers as unwelcome guests.

With the release of Everywhen, I’ve expanded the rules and adding slightly more content (based upon my running the campaign with friends).  Enjoy!

fjarrstrand-lo-res

At last… The Monstrous Manual

I’ve recently updated both the Player’s Handbook and Dungeon Master’s Guide (minor tweaks to the layout, correcting some of the ever-present typos, and adding a few more converted spells) for AD&D3.

The real time-sink of late has been my work on converting the 2nd edition Monstrous Manual for my AD&D3 rules.  It’s been something that I’ve meant to complete for the past 10 years because, without it, the rules really were not complete.

So, finally, it’s done (though I’m sure you’ll find plenty of typos within, as I’m terrible at self-editing).  Here, without further ado, is The Monstrous Manual.  Be warned that it’s a beast of a file; 400 pages long and over 100Mb in size.

Please send any comments, suggestions, or corrections my way.  Thanks!

Wight (1)

The Eldritch Knight

I’ve been running an AD&D 3rd edition game for some friends and wanted to add some character class options.  The first that came to mind was the classic fighter/mage… using the Basic D&D elf class as its inspiration.

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Eldritch Knight (Magic-user)

Level Hit Dice Attack Bonus Class Features
1 1 ±0 Magic-user spells, Specialty Schools, Spellbook, Weapon Focus
2 2 +1
3 3 +2 Summon weapon
4 4 +2 Weapon Focus (+1)
5 5 +3
6 6 +4
7 7 +4
8 8 +5 Weapon Focus (+2)
9 9 +6
10 +2 +6 Extra Attack
11 +2 +7
12 +2 +8 Weapon Focus (+3)
13 +2 +8
14 +2 +9
15 +2 +10
16 +2 +10 Weapon Focus (+4)
17 +2 +11
18 +2 +12
19 +2 +12
20 +2 +13 Weapon Focus (+5)

 

Ability Requirements:              Strength 13, Intelligence (13)

Hit Die Type:                            d8 (5)

Alignment:                               Any

Weapon Proficiencies:             All

Armor Proficiencies:                 Light armor, medium armor, and shields

Saving Throw Proficiencies:      Strength and Intelligence

Skill Proficiencies:                     Arcana plus any 3 of the following:  Acrobatics, Animal Handling, Athletics, Ciphers, Craft (any), History, Insight, Intimidation, Language (any), Medicine, Nature, Perception, Profession (any), or Stealth

Magic-User Spells

An eldritch knight casts arcane spells from the magic-user spell list (pages 82-84). Eldritch knights can cast a limited number of spells from each spell level per day. The table below lists the number of spells per day an eldritch knight may cast of each spell level.

An eldritch knight must prepare spells before casting them by studying from a spellbook. While studying, the eldritch knight decides which spells to prepare. Spell memorization and descriptions are covered in greater detail in the Magic section beginning on page 73 of the Player’s Handbook.  Unlike other magic-users, eldritch knights may cast arcane spells while wearing armor and/or a shield.

Spell Slots
   
  Spell Level
Level 0 1st 2nd 3rd 4th 5th 6th
1 4 2
2 4 2
3 4 3
4 4 3 1
5 4 3 1
6 4 3 2
7 5 3 2 1
8 5 4 2 1
9 5 4 3 2
10 5 4 3 2 1
11 5 4 3 3 1
12 5 4 3 3 2
13 5 4 4 3 2 1
14 5 5 4 3 2 1
15 5 5 4 3 3 2
16 5 5 4 4 3 2 1
17 5 5 4 4 3 3 1
18 5 5 5 4 4 3 2
19 5 5 5 4 4 3 2
20 5 5 5 4 4 3 2

Intelligence is the spellcasting ability for casting magic-user spells, since eldritch knights learn their spells through dedicated study and memorization. Eldritch knights use Intelligence whenever a spell refers to their spellcasting ability.

In addition, eldritch knights use their Intelligence modifier when setting the Saving Throw DC for a magic-user spell they cast.

Spell save DC = 10 + the spell level + the eldritch knight’s Intelligence modifier

 

Cantrips:  Eldritch knights know all of the 0-level spells, also known as cantrips, listed for their class but can only prepare a limited number of them each day, as noted on the table above.

 

Specialty Schools

Eldritch knights, due to their limited arcane training and focus upon skill at arms may only learn and cast spells from the following schools of magic:  Abjuration, Alteration, Invocation/Evocation, and Universal.

See pages 228-229 of the Player’s Handbook to see which spells belong to each of these schools of magic.

 

Spellbook

At 1st level, your spellbook contains all of the magic-user cantrips and four 1st level spells of your choice.

 

Weapon Focus

At 1st level, eldritch knights must choose a weapon to serve as an arcane weapon focus.  You can use this weapon focus for your magic-user spells. A weapon focus channels the power of the eldritch knight’s arcane spells.

Casting some spells requires a material component, as specified in each spell’s description.  A character can use a weapon focus in place of the components specified for a spell. If a cost is indicated for a material component, a character must have that specific component before he can cast the spell.

When wielding the weapon focus, the eldritch knight gains some additional benefits:

At 4th level, the eldritch knight gains a +1 bonus to all attack rolls made with the weapon.  In addition, the weapon is considered to be a +1 weapon for the purposes of striking creatures that are immune to nonmagical weapons.  At 8th, 12th, 16th, and 20th levels, this bonus increases by one, as does the weapon’s ability to harm creatures that are immune to nonmagical weapons.  As such, at 8th level, the weapon focus may strike and damage creatures that may only be wounded by a +2 or better magical weapon.  Note that projectiles fired from ranged weapons do not gain the ability to strike such creatures (DMG 148).

If this weapon is lost or destroyed the eldritch knight may choose another weapon as their focus. Similarly, an eldritch knight may wish to change their weapon focus upon acquiring a magical weapon.  In either case, the process of training with this weapon so that it may serve as a weapon focus takes 1 week of uninterrupted practice and ritual bonding.

 

Summon Weapon

At 3rd level the eldritch knight is able to instantly summon his weapon focus to his hand as a free action.  The weapon must be within 100’ of the eldritch knight but need not be within his line of sight.  This distance increases to 1,000 feet at level 6, 1 mile at level 9, 1,000 miles at level 12, and any distance on the same plane of existence at level 15.

 

Extra Attack

Eldritch knights gain the ability to make more than one attack each round.  At level 10 they may make 1 extra attack per round.

 

Starting Funds

Eldritch knights gain the ability to make more than one attack each round.  At level 10 they may make 1 extra attack per round.

 

Followers

At 9th level an eldritch knight gains the services of 1d4 1st level pupils.  These students gain experience independently of their master.  At 15th level the eldritch knight will attract 1d4 additional 1st level students who will also gain levels independently.  In the likely event that a student sets off on their own, another student will eventually take their place.

Eldritch knights will sometimes attract fighters and magic-users who seek their tutelage.  These NPCs will often advance as split-classed fighter-magic-users.

Should the eldritch knight establish a stronghold, he also attracts warriors as followers upon reaching 9th level. The eldritch knight attracts 10d6 0-level soldiers into his service. They arrive over a period of several weeks. Of course, an eldritch can build a stronghold any time, but no followers arrive until he reaches 9th level.

 

 

 

 

 

 

 

The Fjarrstrand Sagas: Pt. 3 (Heroic Careers)

It’s been a while since I posted, so I thought I’d continue with rules for my Barbarians of Lemuria campaign setting: The Fjarrstrand Sagas.  I had left off with human cultural groups for the setting.  Below are new and altered heroic careers for BoL characters in the setting.

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HEROIC CAREERS

Careers are the key to playing The Fjarrstrand Sagas. The career path of a Hero represents all of his upbringing, training, and experience, and therefore can be used to help determine everything he knows – his skills, his knowledge, his expertise, and his influence.

Initial Careers:  Choose four careers for your Hero, and four ranks to allocate between them, with a minimum rank of 0 and a maximum starting rank of 3. These points cannot be used elsewhere. Advancement Points (see Chapter 6) let you add and enhance careers.

Choosing your Careers:  Choosing the four careers gives you an immediate handle on your character. A high rank in a career could mean that you spent a long period following that career path. A rank of 0 could mean only a short spell in – or just an affinity for – the career.

The careers give a general knowledge of anything to do with the career, such as who would hold high positions within the profession, where to find the guilds and who heads them, skills and abilities that members of the profession should have, as well as helping the Hero obtain employment in the career. Some careers improve your chance to gain followers, and others help on the battlefield.

Note that there are no individual skills as such in this game. The skills and abilities set out for each career aren’t exhaustive and are intended only as a guide to how that career should help you. The careers provide some crossover of abilities.

If a player has two careers that could be used in a situation, it is up to the GM whether to allow both career ranks to be added to the task at hand, or whether to simply take the higher of the two ranks.

If you can convince the GM that your career could be helpful in other areas, explain why or how, and the GM may agree and give you a bonus.

Career Path:  The main characters in many sword-and-sorcery stories follow many different paths during their lives of adventure – Conan started as a berserker, and at one time or another became a thief, pirate, champion, warrior, and even, at the end, a noble.

Many of their traveling companions have several aspects to their character. Fafhrd, boon companion to The Gray Mouser, was trained as a skald but went on to become a warrior, thief, and acolyte of Issek of the Jug.

When you choose your four careers, create a story that follows your character’s career path. It doesn’t have to be long – or even great literature – but it can hint at places your character may have been and things he or she might have done.

Example:  Dwalin was born into a family of traders from Kaupenborg, and this naturally led him into a life of buying and selling (trader 2).  This lifestyle led him to sea trade and introductions to several sea captains in Stórrhafn.   Before long, he was learning the essential skills of a seaman (sailor 0). On one particular voyage, several years ago, pirates attacked Dwalin’s ship – the crew was captured and sold into thralldom (thrall 1).  Dwalin’s new mistress was a witch, Gullveig, and during his enslavement (and until his escape), he used every opportunity to learn the secrets of that völva until he could perform basic enchantments himself (magician 1).

 

ARTIFICER

Alternative career names: craft-weaver, spell-smith, hedge wizard.

Artificers are the creators of both enchanted and cunningly-crafted items; from blades forged of elven steel, to raven-feathered cloaks that grant their wearer the ability to take flight, to healing draughts that restore the vitality of even the most gravely wounded warrior.

Artificers are often mistaken for seers, witches, and sorcerers by those who do not understand that an artificers’ training is used solely to weave magic into items.

They are master brewers and herbalists; mixing and blending various ingredients together to create potions and tinctures.  Their work with herbs, fungi, venoms, and oils enables artificers to produce perfumes, potions, powders, poisons, poultices, and other amazing creations.

When making weapons and armor, artificers work closely with blacksmiths of the highest renown.  For more information on Artifice, see Chapter 4.

Attributes: Mind is normally the most important attribute for artificers, as they need to be able to make and read descriptive notes, understand ancient texts and diagrams, and recall unwritten secrets that have been passed down through the ages.

Adventuring: Artificers are nearly always dwarfs, for their kind is blessed with innate cunning with regard to the weaving of item-bound magic.  It is extremely rare for a dwarven artificer to take on a non-dwarven apprentice, but not unheard of.

This is not a terribly common career for Heroes, as it requires much patience and little excitement. However, some of the more daring artificers like to visit ancient sites to see the remains themselves, in case there are relics they’d recognize for their true worth that others would pass over.

Fighting: There are very few circumstances where having ranks as an artificer would help a character in combat.

Lore of the Ancients: For each rank above 1 in this career, the character must take (or have) one of the following Boons or Flaws:  Blood of the Immortals, Fostered by the Hidden Folk, Gift of Artifice, Literate, Obsession (Magical Lore), Unhinged.

Suggested Boons: Deft Hands, Excellent Workshop, Excellent Library, Literate, Keen Scent, Learned, Poison Resistance, Savant

Suggested Flaws: Absent-Minded, City Dweller, Combat Paralysis, Delicate, Greed, Non-Combatant, Obsession (knowledge or artifacts), Tools of the Trade

 

ASSASSIN

Alternative career names: agent, spy.

Blades-for-hire, perhaps agents in the service of a jarl, spies and assassins make killing and stealing in a discreet manner a way of life. They are adept at sneak attacks, killing, information gathering, disguises, city lore, persuasion, poisons, and lock picking. Their methods involve gathering intelligence on their subject from various (sometimes seedy) sources, circumventing security measures of all types, adopting disguises that allow them to get close to the target, and building up a broad selection of contacts. They are also patient, sometimes hiding out in a single spot for days to await the perfect opportunity to strike.

Attributes: All attributes are important for assassin characters.

Adventuring: Assassins and spies tend to be loners, so this isn’t a career that lends itself to an adventuring group. However, ex-assassins do have skills that might be welcome in an adventuring party.

Fighting: In combat, an assassin might gain a brief advantage in a surprise attack, such as when he strikes out of the shadows, or when he attacks by surprise using a concealed blade.

Suggested Boons: Alert, Keen Hearing, Keen Eyesight, Friends in High Places, Friends in Low Places, Literate, Master of Disguise, Poison Resistance, Silver Tongue, Sneaky, Trademark Weapon

Suggested Flaws: Arrogant, City Dweller, Hunted, Infamous, Obsession (finish the mission)

tracker_team_pencils_by_max_dunbar-d7ephal

BEASTMASTER

Alternative career names: animal handler, beast trainer.

Beastmasters are in demand all over Fjarrstrand for their special empathy and skill with animals.  They train animals for riding, for pulling wagons, for combat, and even for the pit-fighting.

Beastmasters can calm maddened creatures, are expert riders and wagoneers, can recognize whether creatures are dangerous and about to attack or not, and often have some skill in healing them if injured or sick. Some beastmasters rule their animals by fear and deprivation.

Attributes: Beastmasters have to have a strong personality, tempered with a good heart (in most cases) and steely determination. So, Appeal is the most important, but Mind is a close runner up.

Adventuring: Beastmasters are sought after by: traders with caravans – nobles and commanders of armies, to train and look after their mounts – owners of fighting-pits – and adventurers who expect to come across strange beasts on their missions.

Fighting: Beastmasters know how to deal with beasts and where their weak spots are, so they will gain the occasional advantage if they ever have to fight them.

Suggested Boons: Alert, Bare-Shirt, Beast-Friend, Born-in-the- Saddle, Keen Eyesight, Keen Hearing, Keen Scent, Night Sight, Poison Resistance,

Suggested Flaws: Can’t Lie, Country Bumpkin, Hot-Headed

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BEGGAR

Alternative career names: mendicant, vagabond.

Beggars are vagrants or tramps, aimlessly wandering from place to place. They may do casual work here and there, they may sell a few small trinkets that they carry about in their backpacks, or they may have to beg for a few coins when times are really hard. Some even turn their hands to dishonest pursuits.

Attributes: There are no particular attributes that vagabonds are noted for. It helps, if begging, to have a deformity, missing body part, or an unsocial disease (or at least to appear to have one of these disabilities).

Adventuring: A life on the road means you will meet all sorts of people, which can lead to adventure even if you are not actively seeking it.

Fighting: A vagabond is not normally a combatant and, therefore, the only times having this career would be helpful in a fight is when the character is doing his best not to be noticed.

Suggested Boons: Deft Hands, Friends in Low Places, Low-Born, Sneaky

Suggested Flaws: City Dweller, Cravings, Cursed, Delicate, Distinctive Appearance, Drunkard, Missing Eye or Ear, Missing Limb, Non-Combatant, Poor Recovery, Unhinged, Untrustworthy

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BERSERKER

Alternative career names: barbarian, savage.

Berserkers are warriors who fight in a trance-like fury.  These fearsome warriors would often enter battle without mail-coats; instead wearing only wolf pelts or other animal skins.

Berserkers are wild and untamed, like the lands they live in. They have natural skills in wilderness lore, survival, beast riding, intimidation, natural instincts, berserk rages, and so on.

Attributes: Living rough requires a certain degree of hardiness, and so berserkers are generally noted for their Strength. A good Agility is also useful.

Adventuring: Berserker characters are natural adventurers and have the skills and abilities to survive where others wouldn’t.

Fighting: In combat, berserkers are generally brutal and unrefined. This might shock city folks not used to dealing with such savagery, so a berserker could gain a brief advantage where the fight is hard and dirty.

Suggested Boons: Alert, Bare-Shirt, Fearsome Looks, Hard-to-Kill, Forest-Born, Keen Eyesight, Keen Hearing, Keen Scent, Lightning Reflexes, Mountain-Born, Quick Recovery, Strength Feat, Thick Skin, Tundra-Born, Trademark Weapon, War Cry

Suggested Flaws: Country Bumpkin, Distinctive Appearance, Distrust of Magic, Gullible, Hot- Headed, Landlubber, Lustful, Taciturn, Unhinged

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BLACKSMITH

Alternative career names: armorer, smith.

Often found helping artificers to craft magical arms and armor, these craftspeople work hard at their forges – melting, bending, shaping, and fixing metal objects.

They are skilled at weapon and armor smithing and repair. They craft tools and implements, and manufacture many other metallic items and objects, from shackles and cages to the metal parts of galleys and wagons. Their skills lie in metallurgy, and the knowledge of weapons, armor, and metal goods. This helps them when bartering and haggling the price of smith-forged items.

Attributes: Blacksmiths are noted for their Strength and their toughness – being able to work hard at their forge tends to develop their muscles and hardiness.

Adventuring: Blacksmiths aren’t really adventurers, although some do join mercenary companies to craft and maintain their weapons and armor.

Fighting: Although not a combatant, a blacksmith might receive a Melee bonus if his opponent is wearing metallic armor and if he knows its design and weak points.

Suggested Boons: Brawler, Strength Feat, Thick Skin, Tools of the Trade, Trademark Weapon

Suggested Flaws: City Dweller, Feels the Cold, Gullible, Hot- Headed, Taciturn, Unprepared

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CHAMPION

Alternative career names: gladiator, pit-fighter, hero.

Champions are specialists at single combat and are adept with a variety of weapons. Their knowledge of fighting styles and ability to read foes’ body language makes them fearsome, and unpredictable opponents.

While most lords have household warriors, only those with coin to spare employ a champion to further their renown and protect their honor through trials by combat.

Champions without a noble or wealthy patronage are often found in the fighting pits and arenas of Fjarrstrand’s larger cities, fighting as duelists.  Some duelists may have ended up in the arena as a slave or to pay off a debt – whatever the reason, they have survived to hear the howls of the crowd and their adversary at their feet.

The best champions are often famous throughout Fjarrstrand, which can be to their advantage or to their detriment.

Attributes: Champions should be strong and agile, but the most popular ones also have plenty of Appeal.

Adventuring: A life in service to a noble household, or fighting in the arena, does not lend itself to a life of adventure. However, many heroes have set out into the wider world after a stint as a champion or duelist… either by choice or out of necessity.

Fighting: They are especially good at fighting in a style that is designed for spectacular bloodletting rather than a simple quick kill.

They might get a combat bonus on certain flashy moves made in single combat, at the GM’s discretion.

Suggested Boons: Alert, Bare-Shirt, Born Athlete, Brawler, Fearsome Looks, Hard-to-Kill, Alert, Marked by Fate, Quick Recovery, Bare-Shirt, Trademark Weapon, War Cry

Suggested Flaws: Braggart, Distinctive Appearance, Hot-Headed, Missing Eye or Ear, Missing Limb

 

EXECUTIONER

Alternative career names: slaver, torturer.

Executioners are expected to carry out public slayings as required by local nobles and judges, and carry out ritual executions.

Torturers are skilled in interrogation and intimidation, and are tasked with gathering information from hardened criminals and spies on behalf of their lord or reeve.  They ply their unpleasant trade in squalid conditions, deep underground in dank cells, extracting information from reticent prisoners and the enemies of their people.

Slavers capture or buy able-bodied men and women to bring back to their lands to sell as thralls, house servants, and concubines.

Executioner, slavers, and torturers all have a basic awareness of anatomy and first aid.  Slavers and torturers have got to make sure their prisoners, or slaves, are healthy before they are broken, or sold.  Executioners, on the other hand, need to know how to kill efficiently or draw out an execution in order to cause prolonged suffering.

Attributes: They are not often blessed with a great deal of Appeal, but Strength is handy for beheadings and for maintaining a hold on your captives.

Adventuring: Although torturers rarely leave their dank prisons, and don’t have much interest in adventure, the odd executioner may find himself exiled and forced to choose riches and wealth over pain and suffering. Slavers travel far and wide.

Fighting: In combat, executioners prefer two-handed axes and great swords, and some slavers will be handy with a whip. Executioners are not subtle, so skilled fighters will rarely fall to their combat style, unless already prone and helpless.

Suggested Boons: Strength Feat, Fearsome Looks, Hard-to-Kill, Quick Recovery, Friends in Low Places, Trademark Weapon

Suggested Flaws: Braggart, Cowardly, City Dweller, Drunkard, Fear of …, Greed, Lumbering, Missing Eye or Ear, Missing Limb, Poor Eyesight, Poor Hearing, Ugly & Brutish, Unsettling, Unprepared, Zealot

 

FARMER

Alternative career names: freemen, peasant, karl.

Farmers live outside of large settlements, but often within half a day’s travel, so that they are able to get their produce to market. They are hardy and hardworking, and are skilled in basic plant- and animal lore, animal handling, cooking, baking and brewing, trading for basic goods, and the like.

Attributes: Farmers do not rely on any one attribute over any other, although Appeal is probably the least important.

Adventuring: Farmers are not particularly adventurous, so something unusual or dreadful would have to happen to make a farmer leave his farm and take up a life of adventure.

Fighting: Farmers are not generally skilled combatants and so rarely receive any advantage from this career, except maybe when defending their own lands against raiders, or when turning an agricultural implement into a serviceable weapon.

Suggested Boons: Beast-Friend, Brawler, Carouser, Marked by Fate

Suggested Flaws: Country Bumpkin, Drunkard, Gullible, Landlubber, Lumbering, Taciturn, Ugly & Brutish, Unprepared

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HUNTER

Alternative career names: scout, tracker, woodsman.

The hunter is a master of tracking prey through the wilderness and the wastelands. Once hunters locate their target, they’ll use stealth, traps and/or expert bowmanship to bring it down. They are at home in the wild and can survive there for long periods, returning to more civilized areas only when they have furs and hides to sell, or when they require the company of their fellow men (or women).

Attributes: Agility is important to a hunter, as are Strength and Mind to a slightly lesser degree.

Adventuring: Hunting dangerous beasts is adventure enough. However, hunters are also very familiar with the areas they hunt in and sometimes stumble across old trails, ancient ruins, and strange places during their travels. For this reason, they can be highly sought after as guides.

Fighting: In combat, a hunter may receive a career bonus if fighting a creature of a type he is familiar with, but the career is rarely useful against human opponents.

Suggested Boons: Alert, Beast-Friend, Desert-Born, Keen Eyesight, Keen Hearing, Keen Scent, Mountain-

Born, Night Sight, Plains-Born, Sneaky, Swamp-Born,

Tools-of-the-Trade

Suggested Flaws: Landlubber, Missing Eye or Ear, Missing Limb, Taciturn

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MAGICIAN

Alternative career names: sorcerer, witch.

Magicians are both respected and feared. There are few who will deal with them willingly without great need, as a great many magicians are amoral at best, exceedingly evil at worst, and all of them are at least slightly unhinged. Magicians often live alone, with only a few servants or the occasional apprentice to attend them.

Attributes: Magicians need a powerful Mind both for their studies and for the will to create and cast mighty spells.

Adventuring: Magicians aren’t usually great adventurers, preferring to leave that to hirelings and minions. Sometimes they will venture out of their lairs to personally supervise or join an expedition, when they may gain something of great mystical significance at the end of it.

Fighting: There are not many circumstances where being a magician helps in a fight using ordinary weapons. But then, the best magicians don’t need to use mundane weapons to kill someone.

Lore of the Ancients: The use of magic brings with it great power, but it also comes at a price.  For each rank above 1 in this career, the character must take (or have) one of the following Boons or Flaws:  Blood of the Immortals, Fostered by the Hidden Folk, Gift of Artifice, Literate, Obsession, Unhinged.

Suggested Boons: Blood of the Immortals, Detect Deception, Excellent Library, Fostered by the Hidden Folk, Gift of Artifice, Learned, Literate, Magic of The Sorcerer-Kings, Power of the Void, Resistance to Sorcery, Savant

Suggested Flaws: Absent-Minded, Arrogant, Cravings, Delicate, Distinctive Appearance, Fear of …, Infamous, Non-Combatant, Obsession (Magical Lore), Poor Recovery, Unhinged, Unsettling, Untrustworthy

 

MERCENARY

Alternative career names: bandit, hireling, sellsword, guard.

These warriors work for anyone who will pay for their services. Some form themselves into companies under a strong leader and others travel individually or in small bands to seek employment.

Often these mercenary groups turn to banditry when not gainfully employed. Just about all the jarls of Fjarrstrand have used mercenaries in past conflicts and will continue to do so. They tend to have skill in living rough, riding, intimidation, carousing, and in basic upkeep and repair of weapons and armor.

Attributes: Mercenaries should be strong and agile to be able to ply their trade of war.

Adventuring: Mercenaries, by nature, tend to be drifters – travelling across Fjarrstrand to seek employment. Even when warring has ceased, there will be jobs guarding trader caravans, treasure-hunting expeditions, guarding frontier holdings, and working for the nobility as bodyguards.

Fighting: Mercenaries are notorious for their ability to fight well when well paid, but to fight badly – or not at all – when conned or badly paid. In combat, they might receive a career bonus if the money is particularly good.

Suggested Boons: Blind Combat, Brawler, Born-in-the-Saddle, Carouser, Hard-to-Kill, Alert, Quick Recovery, Inspire, Bare-Shirt, Trademark Weapon, War Cry

Suggested Flaws: Braggart, Greed, Hot-Headed, Lustful

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NOBLE

Alternative career names: jarl, lord, high-born, chieftain.

Often holding homes in cities and towns, and estates or hunting lodges in the countryside, these characters are usually titled (though not necessarily deserving) and have some authority over the common people, peasants, and thralls. Nobles are often able to obtain credit, have high-ranking contacts, and are skilled in such things as bribery, browbeating, dress sense, and etiquette.

Attributes: Nobles need plenty of Appeal as well as clever minds, although at the end of the day, money always talks whatever the circumstances.

Adventuring: Nobles are not notable adventurers, although they will often finance expeditions to remote areas to obtain artifacts or to carry out trade. Some more adventurous nobles will join expeditions to oversee them.

Fighting: In combat, having a career of noble will rarely be of any benefit whatsoever. However, some  peasants or lower classes will have qualms about attacking their superiors. Also, nobles often lead armies (whether capable or not).  In Fjarrstrand, most nobles are expected to have some martial prowess and, as such, have ranks in careers such as warrior or berserker.

Suggested Boons: Attractive, Born-in-the-Saddle, Friends in High Places, Great Wealth, High-Born, Inspire, Literate

Suggested Flaws: Arrogant, Braggart, City Dweller, Cravings, Greed, Hot-Headed, Lustful

 

PHYSICIAN

Alternative career names: healer, leech, herbalist.

Free men or women who have their own place in the clan, healers maintain the medical traditions of their ancestors, the knowledge passed down through the generations. This is not magic, but rather a good working knowledge of the body and its functions: a healer knows how to set a broken bone, stitch a wound, and defeat an infection. He knows how the organs work, and of remedies that relieve pain.

Physicians are dispensers of potions and medicines and are knowledgeable of plant lore. Many physicians have their own herb gardens, where they grow the exotic plants that are used in their medications. Some physicians practice a little basic artifice.

Attributes: Mind is the most important attribute for a physician character.

Adventuring: Being a physician does not lend itself to a life of adventure, although physicians will be required wherever battle is joined.

Fighting: In combat, this career is not really of particular benefit to a character, although after the fight, they are often most welcome.

Suggested Boons: Deft Hands, Disease Immunity, Excellent Library, Healing Touch, Learned, Literate, Poison Resistance

Suggested Flaws: Can’t Lie, City Dweller, Combat Paralysis, Drunkard, Non-Combatant

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PRIEST

Alternative career names: godi, thulr, shaman, druid.

Priests are the earthly agents of ancestral and natural spirits, and of the hero-deities worshipped throughout Fjarrstrand. They conduct sacrifices and rituals that honor their patrons and, in return, may call upon these spirits to grant them blessings in the form of spells.

Respected within his clan, the priest is a practitioner of ancient sacred rites,  knowledgeable in the secret ways of nature. His community is usually uneasy about his eerie and often unsettling presence, so he often lives in isolation, close to the village, but in the wild places he loves.

Priests and druids need to worship their gods in places sacred to their people. This involves visits to the sacred groves, monoliths, or rings of sacred stones (menhirs or runestones) where they pray, meditate, fast, carry out priestly duties, and even perform sacrifices. When priests carry out their devotions, they receive benefits in the form of spells.

The priest can heal wounded men and sick animals with the spells and natural remedies he has mastered. He also presides over funeral rites, and is said to converse with the dead. He can cast the evil eye on anyone in the community who displeases him.

Attributes: Priests need to have clever Minds, and the best ones have sufficient Appeal to be able to sway or command followers.

Adventuring: Some priests are highly adventurous – seeking out ancient knowledge and artifacts of their gods. Others prefer the easy life and rarely leave the safety of their shrine, sacred grove, or temple.

Fighting: Having the priest career will rarely, if ever, give you any advantage in combat. The only plus might be that gods-fearing fighters will be loath to attack a priest.

Devotion:  Priests and druids pay homage to all of their people’s gods but, at rank 1 or higher, must choose one above all the rest. At rank 0, priests and druids are still in training and do not devote themselves to any one god or spirit in particular.

For each rank above 1 in this career, the character must take (or have) one of the suggested Boons or Flaws listed below.

Suggested Boons: Detect Deception, Friends in High Places, Inspire, Learned, Marked by Fate, Nose for Magic, Resistance to Sorcery, Savant, Silver Tongue

Suggested Flaws: Arrogant, Can’t Lie, Combat Paralysis, Cravings, Non-Combatant, Obsession, Unhinged, Zealot

 

SAILOR

Alternative career names: pirate, sea-wolf, reaver.

Sailors are sea warriors and adventurers, are skilled in sea lore, navigation by stars, and boat handling, and have a good knowledge of local ports and nearby coastlines and islands.

Skilled mariners are always in demand and will rarely be refused working passage on board a galley.

Attributes: Sailors need Strength, and some Agility is useful too.

Adventuring: A life at sea is full of adventure – sea monsters, exotic places, strange people, sea-battles, and treasure maps are all food and drink to a sailor.

Fighting: Sailors may receive a combat bonus in actions at sea and possibly even against sea creatures that they might have some familiarity with or heard about.

Suggested Boons: Alert, Brawler, Born Athlete, Born- at-Sea, Carouser, Deft Hands, Friends in Low Places,

Keen Eyesight, Bare-Shirt, Sneaky, War Cry

Suggested Flaws: Braggart, Distinctive Appearance, Distrust of Magic, Drunkard, Fear of …, Greed, Hot Headed, Lustful, Missing Eye or Ear, Missing Limb

 

SCRIBE

Alternative career names: loremaster, chronicler, scholar.

Scribes are chroniclers and teachers, well-educated and knowledgeable on a wide variety of subjects – they are cartographers, astronomers, linguists, historians, and philosophers. Scribes are also skilled at debate as they discuss at length a variety of topics with other enlightened individuals.

Scribes need to be clear of thought to do their laborious work of cataloging volumes and copying texts. It goes without saying that they need to be literate.

Attributes: Mind is of primary importance to a scribe.

Adventuring: Scribes make poor adventurers, although to have some of the knowledge of a scribe would make such a character a useful addition to a party.

Fighting: Whilst scribes might have it that “the pen is mightier than the sword”, there are not actually many circumstances where having a career in scribe will have any discernible use in combat.

Suggested Boons: Excellent Library, Learned, Savant

Suggested Flaws: Delicate, Can’t Lie, Combat Paralysis, Non-Combatant, City Dweller, Obsession

Required Boon:  Scribes need to have the Literate boon if they wish to choose this career.

 

SEDUCER

Alternative career names: advisor, manipulator, schemer.

There are some who have honed seduction and manipulation down to an art form. The seducer may be a nobleman’s mistress, an ambitious courtier, or a power-hungry advisor, who tries to gain power over others through flattery and various forms of enticement.  A seducer is skilled in etiquette, intuition, conversation, manipulation, and seduction.

Attributes: Appeal is the most important attribute for a seducer. Agility and Mind can be useful too.

Adventuring: Seducers are usually not very adventurous, so you’d need other careers to help explain your life of peril.

Fighting: This career is seldom helpful in combat, though a seducer may be able to add her career ranks to checks made to bluff or distract guards.

Suggested Boons: Attractive, Beguiling, Carouser, Deft Fingers, Friends in High Places, Friends in Low Places, Inspire, Literate, Sneaky, Silver Tongue

Suggested Flaws: City Dweller, Delicate, Hot-Headed, Lustful, Non-Combatant, Unprepared

 

SEER

Alternative career names: prophet, spækona, diviner, oracle.

Seers are gifted, some would say cursed, with the ability to gaze into the future and divine others’ fortunes.   Their ability to unravel the strands of fate to see what lies ahead makes seers the object of both reverence and dread.

Seers are valued for their wise and insightful counsel, prophetic predictions, and precognition of the future. Many ventures are not undertaken by nobles and wealthy patrons unless a seer is present to divine whether it will be met with good fortune or ill-omens.

Attributes: Seers need to have quick Minds and strong intuitive powers.  Appeal is also of use when persuading others to accept prophecies (or to deflect others wrath when prophecies are unclear or inaccurate).

Adventuring:  Seers are not usually adventurers, preferring the patronage of others and the comforts of civilization.

Fighting:  Though seers are able to peer into the future, this does not impart any benefit in the fast-paced chaos of combat.

Suggested Boons: Detect Deception, Friends in High Places, Inspire, Learned, Literate, Marked by Fate, Nose for Magic, Resistance to Sorcery, Savant, Silver Tongue

Suggested Flaws: Arrogant, Can’t Lie, Combat Paralysis, Cravings, Delicate, Non-Combatant, Obsession, Unhinged

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SKALD

Alternative career names: bard, poet, fili.

Wandering or employed by a lord, the skald is an accomplished artist and scholar who knows legends of past heroes, and who may even be ready to join an adventure himself so he can get a good story out of it.  Some skalds extend their art to a bit of juggling and, possibly, sleight-of-hand trickery.

Because they travel and are great gossips, they learn ancient legends, are good orators, and have some knowledge of city and world lore.

Some skalds, particularly those of the Brjotaband, are renowned for their mastery of satire, as well as for their ability to lampoon others in order to enrage or dishearten them.

Attributes: Skalds require a sharp Mind and an abundance of Appeal.

Adventuring: Skalds are often wanderers, so by their very nature they can get caught up in some dangerous escapades on the road. Some might also follow warriors and adventurers, simply to be able to create heroic tales from first-hand experience.

Fighting: Skald is not generally a combat career and there are very few circumstances where this career will provide a combat bonus. Possibly a trick or distraction might give the opportunity to get a surprise stab or, more likely, a chance to escape.

Suggested Boons: Artistic, Attractive, Carouser, Detect Deception, Keen Hearing, Learned, Master of Disguise, Inspire, Literate, Silver Tongue, Tools of The Trade (instrument)

Suggested Flaws: Arrogant, Delicate, Drunkard, Lustful, Non-Combatant

 

THIEF

Alternative career names: rogue, scoundrel.

Perhaps you fell into a life of crime or began as a young street urchin. In either case, you have a certain unique set of skills that most find unsavory.

Thieves, scoundrels, and other ne’er-do-wells will have skill in such things as city lore, picking pockets, climbing, burglary, sneaking, gambling, and skullduggery, and may be part of some “guild” or order.

You will almost certainly be robbed at some time or another if you stay in the city for any length of time.

Attributes: Thieves require Agility for their trade, but a quick Mind also helps.

Adventuring: Good thieves are sought after by adventurers looking to break into temples and tombs where there are locks and traps guarding the treasures.

Fighting: Thieves usually need to avoid combat where possible, and will only gain a career bonus in combat when trying to get away – and not always then if up against well-trained guards.

Suggested Boons: Alert, Carouser, Deft Hands, Escape Artist, Friends in Low Places, Keen Hearing, Low-Born, Night Sight, Sneaky, Tools-of-the-Trade (lock-picks)

Suggested Flaws: City Dweller, Cowardly, Greed, Hunted, Infamous, Poor Recovery, Untrustworthy

 

THRALL

Alternative career names: serf, slave.

Slavery or indentured servitude is not exactly a career of choice for a heroic adventurer. Nevertheless, it can be useful in rounding out a character concept, and does provide the opportunity to pick up a few skills and techniques that other careers do not give.

The career provides skill in things like humility, going unnoticed, listening and sneaking, as well as cooking, cleaning, gardening, sewing, and manual labor. Some thralls (the strong ones or the troublemakers) are sold to mercenary companies or jarls desperately in need of warriors, or made to fight for their owner’s amusement.

Attributes: Thralls that are used for labor need good Strength.  Thralls used to run errands often need high Agility. Clever thralls are normally considered to be troublemakers.

Adventuring: Adventurous thralls do not remain thralls for very long. A life on the run from slavery leads to adventure, whether wanted or not.

Fighting: This career is not really of any practical use in a fight. Still, thralls will mostly be ignored by warriors, maybe to their cost.

Suggested Boons: Escape Artist, Keen Hearing, Sneaky, Strength Feat

Suggested Flaws: City Dweller, Combat Paralysis, Cursed, Fear of …, Feels the Cold, Land-lubber, Mute, Non-Combatant, Poor Recovery, Taciturn

 

TRADER

Alternative career names: peddler, merchant.

Traders are not shopkeepers – they are wide-traveled adventurers, who seek new and exotic goods to sell from faraway places. As such, trader characters pick up a range of useful skills like trading, appraisal, obtaining rare or unusual goods, persuasion, city lore, knowledge of distant places, and guild membership.

If you want a strange or unusual item, speak to a trader first.

Attributes: Traders need a quick Mind and a degree of Appeal to haggle and barter for their living.

Adventuring: A life on the road is a life of adventure, whether the trader tries to avoid it or not. Many traders actively seek out new lands and new markets, leading to many adventures.

Fighting: Trader is not a combat career, so this will almost never be helpful to a character in a fight.

Suggested Boons: Detect Deception, Great Wealth, Literate, Savant, Silver Tongue

Suggested Flaws: Greed, Non-Combatant, Obsession, Unprepared

 

TUMBLER

Alternative career names: acrobat, jester.

Juggling and tumbling are important parts of entertainment in Fjarrstrand. Ceremonies and feasts will have tumblers or acrobats. Tumblers are athletic, showing feats of skill, agility, and coordination. Some tumblers extend their skills to a few sleight-of-hand and juggling tricks, and others to feats of contortion.

Attributes: Tumblers rely mostly on their Agility and their Appeal. Acrobats and tumblers tend to be stronger than they look.

Adventuring: These entertainers often travel around in troupes from settlement to settlement. This can lead to some dangerous situations on the road, from fierce monsters to brigands and thieves.

Fighting: In combat, a tumbler might gain an advantage if her opponent is caught off-guard by her acrobatic leaps, or she might gain an edge performing a roll or diving tumble. However, tumbling is not really a combat career and will rarely be of use against a skilled fighting man. Acrobats can make very good use of branches, rafters, ropes, and wall hangings in daring swashbuckling-style moves, though.

Suggested Boons: Alert, Attractive, Born Athlete, Deft Hands, Escape Artist, Quick Recovery, Sneaky

Suggested Flaws: City Dweller, Delicate, Non-Combatant

 

WARRIOR

Alternative career names: huskarl, militiaman, soldier.

Warriors are the guards in a town or in the standing armies of rich nobles. They are often stoic but of limited imagination. They will have some city lore, perhaps skills in intimidation and riding, as well as a limited amount of authority – especially the officers.

Attributes: Strength is normally most important for warriors, although archers and cavalrymen could do with a bit of Agility. Officers need to have plenty of Appeal to lead their men, and quick Minds to make sound battle plans.

Adventuring: Most warriors are dull and uninspired. However, characters will use their time in the city guard to hone their weapon skills ready for their next adventure.

Fighting: Warriors are not specialists of any sort but will sometimes gain a career bonus in combat, especially if fighting tactically as a part of a well-led unit.

Suggested Boons: Born Athlete, Born-in-the-Saddle, Brawler, Carouser, Hard-to-Kill, Inspire, Quick Recovery, Trademark Weapon

Suggested Flaws: Braggart, Drunkard, Gullible, Lustful, Poor Hearing, Taciturn

 

WORKER

Alternative career names: porter, laborer.

Workers are unskilled laborers – men who erect palisades, dig ditches, build homes, city walls, and temples, or load and unload wagons and riverboats.

Workers often move around doing a range of odd jobs here and there, many of which are seasonal or temporary. Workers will be skilled in heavy lifting, intimidation, carousing, and hard labor. Some of the tasks carried out by workers are also the work of thralls.

Attributes: Workers tend to find a high Strength very useful in their physical endeavors.

Adventuring:  Labor is dull and doesn’t really lead to a life of adventure. Therefore, a character with Worker as one of his careers is unlikely to have stuck it out for very long.

Fighting: Workers are not really fighters, although they do tend to settle their disputes with their fists. They might be given a bonus during a brawl, especially when grappling or choking someone.

Suggested Boons: Carouser, Brawler, Giant Strength, Hard-to- Kill, Strength Feat, Fearsome Looks, Poison Resistance, Tools-of-the-Trade

Suggested Flaws: Can’t Lie, Drunkard, Fear of …, Hot-Headed, Lumbering, Lustful, Poor Hearing, Taciturn, Unsettling