Anam:Professions

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Following are some sample professions. I will work with players to define any specific Profession. I will be adding to this as I can.

Professions provide a list of five Abilities. The player will choose 1 Ability at Adept (5), and two Abilities at Journeyman (4). If the Ability is one granted by Culture or Background, it is raised to that level. The Ability which receives a given Level is left up to the player’s choice.

Alchemist – One trained in the magical usage of powders and elixirs.

  Abilities: Crafting, Herbalism, Magic (Alchemy), Melee Weapons (Short Sword), Scholarship (Flora & Fauna)
  Extras: Alchemists have access to the Special Ability: Magic.

Assassin – Someone trained specifically to kill, usually in at least a somewhat secretive manner.

   Abilities: Deceive, Disguise, Melee Weapons (Dagger), Scholarship (Poisons), Stealth
   Extras: Advantage: Twisting the blade, +3 when attacking with a dagger from Stealth.

Bard – A traveling entertainer.

   Abilities: Acrobatics, Crafting, Melee Weapons (Fencing Weapons), Performance, Sleight of Hand
   Extras: Bards can add Magic (Bardic Gift) to the list of Abilities they can choose from, or they can have Advantage: Setting the Mood, +3 when using Performance to enhance a crowd’s current mood, or shift that mood slightly.