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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.
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