2.3 Professions

Professions

In addition to being defined by characteristics, your character is also defined in terms of their skills. These are learned through life experience, often as part of education and a profession. A profession is a job or vocation your character is assumed to be a part of when they begin play (or was a part of before play began), guiding skill allocation. A profession is just where they start when play begins and is not a limit to what they can do and become. They can grow and change over the course of a campaign far beyond their profession.

Professions are not necessarily the jobs you have, but the training you received before you were an adventurer. In fact, you could still practice the profession between adventures if you wish! You could have been an apprentice in the trade, a professional who lost their trade due to an unforeseen circumstance or even grown up in a family that left you with certain skills. If you and your StoryGuide have ideas for new professions, you should try them!

A List of Professions

Sidebar Contacts   A contact is a player created NPC in the world who they know and can use for help or information. This contact is created at anytime. And is made in agreement with bot the player and the SG.

Artist

You make your living through making art, whether drawing, painting, sculpture, or any other means of creative expression in various mediums.

  • Starting: Basic clothing, a kit of their artistic tools, and two contacts* within the world. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Any two Art skills (drawing, painting, sculpting, etc), any Craft, Etiquette, Insight, one appropriate Knowledge skill, Listen, Persuade, Research, Spot.
  • Recommended Archetype Talent Paths: Bard, Factor

Assassin

As a coldblooded professional assassin, death is your trade. Whether you kill for money or some other cause, you are skilled in the termination of other living beings, usually in secrecy.

  • Starting: Basic dark clothing, a small weapon, and a medium weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Dodge, Hide, Listen, Spot, Stealth, and five of the following as appropriate to setting: Brawl, Disguise, Grapple, Fine Manipulation, Martial Arts, Melee Weapon Skill (Any), Ranged Weapons, Ride, Throw, Track.
  • Recommended Archetype Talent Paths: Rogue

Athlete

An athlete, your background comes from organized sports, often sponsored by royalty or wealthy merchants.

  • Starting: Basic and fine clothes, and a contact within the world. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Climb, Dodge, Jump, Stealth, Throw and choose five of the following as appropriate to setting and sport: Brawl, First Aid, Grapple, Insight, Listen, Martial Arts, Spot, Ride, Swim.
  • Recommended Archetype Talent Paths: Fighter

Beggar

You survive by begging for money, food, and other necessities. You may call yourself a hobo, homeless, or a wandering vagabond. Perhaps you had a run of bad luck, are of a discriminated-against group, have a criminal past you cannot escape, or insanity or substance abuse drove you to this state.

  • Starting: Basic clothing (rough), a small weapon, and 3 contacts. Funds: 1d3 x 10 gp at character creation.
  • Skills: Bargain, Fast Talk, Hide, Insight, Knowledge (Region: local area), Listen, Persuade, Sleight of Hand, Spot, Stealth.
  • Recommended Archetype Talent Paths: Any

Crafter

Whether a village blacksmith, a glassblower, or a maker of finely tuned watches, you make trade goods by hand and sell them to interested buyers. You usually work in a shop, whether you own it or are merely employed there.

  • Starting: Basic clothing, tools of the trade (but not a workshop). Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Appraise, any one Art, Bargain, any two Craft skills, Spot, Research, and choose three of the following: Fine Manipulation, Repair (mechanical), Repair (metal), Repair (wood), Repair (leather).
  • Recommended Archetype Talent Paths: Factor, Luminar

Criminal

You make your way through the world by breaking the law, whether by strong-arm theft, organized crime, picking pockets, or some other means of gaining valuables or money illegally.

  • Starting: Basic clothing, a small weapon, and 1 contact. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Bargain, Hide, Stealth, Drive, or Ride, and choose any six of the following: Appraise, Brawl, Climb, Fast Talk, Fine Manipulation, Gaming, Grapple, Insight, Jump, Knowledge (Law), Listen, Martial Arts, Melee Weapon (any, usually knives or clubs), Persuade, Spot, Throw.
  • Recommended Archetype Talent Paths: Any

Detective

You use skills of observation, deduction, and criminology to investigate occurrences.

  • Starting: Basic clothing, a small weapon, and 2 contacts. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Knowledge (Law), Listen, Persuade, Spot, Research, and choose four of the following: Art, Brawl, Disguise, Dodge, Fast Talk, Grapple, Hide, Insight, Knowledge (any), Medicine, Ride, Stealth, Track.
  • Recommended Archetype Talent Paths: Factor, Ranger

Entertainer

You use your performing talent to entertain audiences of all sizes, whether through improvisation or scripted performances.

  • Starting: Basic clothing, an instrument, and 1 contact. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Acrobatics, Art (any), Disguise, Fast Talk, Fine Manipulation, Insight, Listen, Perform (any), Persuade.
  • Recommended Archetype Talent Paths: Bard

Explorer

You have made it your life’s work to seek out the unknown corners of the world, go where none have gone before, and bring back knowledge of what you have found, either for glory or in the name of discovery.

  • Starting: Basic clothing, a medium weapon, and a backpack. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Climb, Navigate, Persuade, Research, Spot, and five of the following as appropriate: Knowledge (Anthropology, Group, History, Natural World, or Region), Fast Talk, Melee Weapon Skill (Any), Pilot, Ride, Survival, Swim, Track.
  • Recommended Archetype Talent Paths: Fighter, Ranger

Farmer

As a farmer, you dwell in a rural or barely tamed area, coaxing a living out of the land through growing crops or tending animal herds. It is a hard life with long days of backbreaking labor, but nonetheless satisfying.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Bargain, Craft (any), Knowledge (Natural History), Listen, Spot, and five of the followingt: Brawl, Drive, First Aid, Knowledge (History), Repair (Mechanical), Ranged Weapon (Bow), Ride, Track.
  • Recommended Archetype Talent Paths: Fighter

Gambler

You survive by the whim of chance, or by cheating fate in games of luck and skill. Inevitably, you travel around; drifting from one gambling arena to another, sometimes one step ahead of the law, hoping your luck won’t dry up.

  • Starting: Basic clothing, a small weapon, and 1 contacts. Funds: 12d4 gp at character creation.
  • Skills: Bargain, Brawl, Dodge, Fast Talk, Gaming, Insight, Knowledge (Accounting), Persuade, Sleight of Hand, Spot.
  • Recommended Archetype Talent Paths: Bard, Factor, Rogue

Herder

You make your living tending herd animals, riding the open range and taking care of the herds, finding strays, and bringing them to market when it is time to sell.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Craft (Any), Knowledge (Natural History), Knowledge (Region: the Range), Listen, Navigate, Ride, Spot, Survival, Throw, Track.
  • Recommended Archetype Talent Paths: Fighter, Ranger

Hunter

Whether for survival or for the thrill of the hunt, you specialize in tracking and either trapping or killing wild animals or other beings.

  • Starting: Basic clothing, a short bow, and a small weapon. Funds: 1d4 x 5 + 5 gp at character creation.
  • Skills: Climb, Hide, Listen, Navigate, Spot, Stealth, Track, and three of the following: Knowledge (Natural History or Region), Melee Weapon Skill (Any), Ranged Weapons, Ride, Survival.
  • Recommended Archetype Talent Paths: Ranger

Laborer

You are a worker, whether in a shop, in a warehouse, or simply heavy labor. Your muscle and ability to do repetitive tasks are more important than any brainpower you can muster.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Climb, Craft (any), Drive, Brawl, Grapple, Sense, and four others: Appraise, Fine Manipulation, Listen, Repair (Mechanical), Repair (Structural), Teach.
  • Recommended Archetype Talent Paths: Any

Lawkeeper / Guard

You have the authority and the jurisdiction to uphold and defend the law, ideally in defense of the common folk. Your enforcement of the law and legal code is supported by the power structure in your community.

  • Starting: Basic clothing, a medium weapon, and 1 contact. Funds: 1d4 x 10 + 5 gp at character creation.
  • Skills: Brawl, Dodge, Fast Talk, Knowledge (Law), Listen, Spot, and four of the following: Drive, First Aid, Grapple, Insight, Knowledge (Region or Group), Martial Arts, Melee Weapon Skill (Any), Ranged Weapons, Pilot (Any), Ride, Track.
  • Recommended Archetype Talent Paths: Archeon, Fighter

Mage

You were training in one of the many ways of magic in the world. This does not grant you the ability to cast spells, only understand their base mechanics, their history, and their lore.

  • Starting: Basic clothing, a journal, ink and quill, and a small weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Fine Manipulation, Insight, Knowledge (Arcane), Persuade, Research, Sense, and Spellcraft, plus three other skills from Appraise, Etiquette, Listen, other Knowledge skills, Spot, and Teach.
  • Recommended Archetype Talent Paths: Bard, Luminar, Wylder

Merchant

You make a living in trade, purchasing resources for less and selling for more. You might work in or own a shop, or you might be mobile: a traveling vendor, a wandering tinker, an adventuresome spice merchant, or an international traveler.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Appraise, Bargain, Fast Talk, Knowledge (Accounting), Knowledge (Business), Persuade, Research, and any two other skills as specialties: Command, Listen, Sense, and Spot
  • Recommended Archetype Talent Paths: Factor

Monster Hunter

Since the Return, the lands have been plagued with creatures who want nothing more than to harm those in Atheles. You are determined to stop them.

  • Starting: Basic clothing, leather armor, iron manacles, and a medium weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Brawl, Dodge, Grapple, Knowledge (*Monster Lore), Melee Weapon Skill (Any), Ranged Weapons, Survival and three other skills from the following list: Climb, Hide, Listen, Jump, Language (Other), Martial Arts, Ride, Sense, Shield, Spot, Stealth, Swim, Throw, Track.
  • Recommended Archetype Talent Paths: Archeon, Ranger

*See Knowledge for how Knowledge Expertises work.

Mystic

You focus on the spiritual side of the world, often finding yourself in deep study or research. While you enjoy all knowledge you focus on the mystical. You can be a spiritual leader of a tribe, or a researcher in a library.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Insight, Knowledge (Arcane), Persuade, Research, Sense, Survival, and Spellcraft, plus three other skills from Appraise, First Aid, Listen, other Knowledge skills, Medicine,  Spot, and Teach.
  • Recommended Archetype Talent Paths:Wylder or Factor

Noble

You were born into wealth and a ruling class. In a society that recognizes such social distinctions, your status is often associated with ranks and titles, but even if such titles are meaningless, you are still easily recognized as among the elite. You are accustomed to an elegant and extravagant lifestyle, and you know and are known to the wealthy and other highborn of society.

  • Starting: Fancy/fine clothing, a small weapon, and two contacts (one friendly, one adversarial). Funds: 1d4 x 10 + 40 gp at character creation.
  • Skills: Bargain, Command, Drive, Etiquette, Literacy, and Strategy, plus any other three skills as hobbies or fields of interest.
  • Recommended Archetype Talent Paths: Factor, Fighter

Occultist

You are a student of obscure secrets, hidden lore, and magical power, believing in the influence and primacy of supernatural forces.

  • Starting: Basic clothing, and a small weapon. Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Fast Talk, Insight, Knowledge (Arcane), Knowledge (History), Knowledge (Occult), Research, and any four other skills: Art (any), Craft (any), Knowledge (Archaeology), Medicine, Spellcraft.
  • Recommended Archetype Talent Paths: Luminar, Wylder

Politician

You have been elected or appointed to a position of authority and make your living taking part in or directing government activities, whether city-wide or greater. You could be a medieval magistrate or a town mayor.

  • Starting: Fine clothing, a small weapon, and four contacts (two friendly, two adversarial). Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Bargain, Etiquette, Fast Talk, Insight, Knowledge (Law), Persuade, plus any four other skills: Command, Knowledge (Accounting, Group, History, or Region), Listen, Perform (Oratory), Research.
  • Recommended Archetype Talent Paths: Any

Priest

Your faith and belief in the divine have led you to the calling of the priesthood, and you spend your time preaching or in activities befitting the worship of your deity (or deities). You could be an acetic monk or a church priest.

  • Starting: Basic or fine clothing, and two contacts. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Fast Talk, Insight, Knowledge (History), Knowledge (Philosophy), Knowledge (Religion), Perform, Persuade, and three of the following: Knowledge (Occult), Listen, Research, Spellcraft, Teach.
  • Recommended Archetype Talent Paths: Luminar

Sailor

You ply the ocean waves, working hard to maintain your vessel’s integrity, whether as a pirate, a naval officer, or an ancient world trader.

  • Starting: Basic clothing, a light weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Climb, Dodge, Grapple, Navigate, Pilot (Boat), Swim, and any four of the following: Athletics, Acrobatics, Command, Language (Other), Listen, Melee Weapons (Any), Ranged Weapons, Repair,  Siege Weapons, Slashing Weapons, Spot.
  • Recommended Archetype Talent Paths: Fighter, Rogue

Scholar

Study and learning define your life, and you specialize in one or more fields of knowledge, eagerly seeking out all there is to know within your intellectual domain. You might teach this knowledge to students or hoard it for your own use.

  • Starting: Basic clothing, a journal, ink and quill, and a contact. Funds: 1d4 x 5 + 10 gp at character creation.
  • Skills: Persuade, Research, Teach, and choose five Knowledge or Craft skills appropriate to setting and related to your field of study.
  • Recommended Archetype Talent Paths: Bard, Factor, Luminar

Servant

You are employed as a helper or servant, tending to the household affairs and domestic needs of an affluent employer. You might be a gentleman’s manservant, the adjutant of a general, or you could be a scullery maid in a sprawling castle.

  • Starting: Basic clothing, a small weapon. Funds (can vary): 1d4 x 10 + 10 gp (average) at character creation.
  • Skills: Craft (any), Etiquette, Hide, Listen, Stealth, and choose five of the following as personal specialties, as appropriate to the setting and concept: Bargain, Drive, First Aid, Insight, Knowledge (Accounting), Persuade.
  • Recommended Archetype Talent Paths: Factor

Soldier

Whether through enlistment or conscription, you are a professional soldier, charged with the defense of your country or organization. You might be a mercenary or sellsword, or you might actually believe in the cause you fight for. Either way, you’ve received martial training, and work in a squad of other soldiers, doing what you’re ordered to.

  • Starting: Basic clothing, leather armor, an a medium weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Brawl, Climb, Dodge, First Aid, and six of the following: Command,Grapple, Hide, Listen, Jump, Medicine, Melee Weapon Skill (Any), Ranged Weapons, Navigate, Repair, Ride, Siege Weapon, Spot, Stealth, Throw
  • Recommended Archetype Talent Paths: Berserker, Fighter

Spy

You are skilled in subterfuge and infiltration, entering countries or organizations under cover or in secret, finding out their secrets, and reporting them back to an enemy or interested party.

  • Starting: Basic clothing, a small weapon, and a contact. Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Dodge, Fast Talk, Hide, Listen, Research, Spot, Stealth, and three of the following: Brawl, Disguise, Etiquette, Grapple, Knowledge (any), Martial Arts, Navigate, Pilot (any), Repair (Mechanical), Ranged Weapons, Ride, Swim, Throw, Track.
  • Recommended Archetype Talent Paths: Rogue

Thief

You take what you want, either to survive or because it appeals to you. You could be a lowly pickpocket, an infamous brigand, or a glamorous international jewel thief. You flaunt the law to steal, either armed, through clever deception, stealth, or some combination of all three.

  • Starting: Basic clothing, a small weapon, and a contact. Funds: 1d4 x 10 + 20 gp at character creation.
  • Skills: Appraise, Dodge, Fast Talk, Hide, Stealth, and five other skills from the following list, as appropriate to setting and concept: Bargain, Brawl, Climb, Disguise, Fine Manipulation, Grapple, Insight, Listen, Jump, Knowledge (Law), Persuade, Repair (Mechanical), Spot, and any Weapon.
  • Recommended Archetype Talent Paths: Rogue

Warrior

You specialize in individual combat, surviving by your reflexes and your weapon skills. Perhaps you adhere to a code of honor like chivalry or bushido, or you are a mercenary or barbaric adventurer. Soldiers fight in groups or squads, while warriors look only to their own prowess.

  • Starting: Basic clothing, leather armor, and a medium weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Brawl, Dodge, Grapple, Melee Weapon Skill (Any), Ranged Weapons, and five other skills from the following list: Athletics, Climb, Hide, Listen, Jump, Martial Arts, Ride, Shield, Spot, Stealth, Swim, Throw, Track.
  • Recommended Archetype Talent Paths: Berserker, Fighter

Witchhunter

You are training in hunting mages, whether you find heretics who offended the church or a necromancer who defiles the graves.

  • Starting: Basic clothing, leather armor, iron manacles, and a medium weapon. Funds: 1d4 x 10 + 10 gp at character creation.
  • Skills: Brawl, Dodge, Grapple, Melee Weapon Skill (Any), Ranged Weapons, Spellcraft, Survival and three other skills from the following list: Climb, Hide, Listen, Jump, Language (Other), Martial Arts, Ride, Sense, Shield, Spot, Stealth, Swim, Throw, Track.
  • Recommended Archetype Talent Paths: Archeon

Finishing Touches

You can examine your character sheet and reflect on the choices you’ve made during character creation. Perhaps some of the skills indicate a personality type, such as studious, eclectic, violent, or some other such adjective. You might try to find the character’s ‘voice’, or some other means of expression that makes them come alive at the gaming table. Not everyone wants to be a method actor, though, and don’t feel that you need to come to the table with an in-depth personality and back-story for your character. Some of that will come during the roleplaying experience, and some of it will come naturally as your character is faced with adventure and adversity.

The hard part is over—now the fun can begin!