WOIN - OLD - Fantasy Careers (v1.1)
WOIN - OLD - Fantasy Careers (v1.1)
by Russ Morrissey
About This Chapter.......................................2 Exploits...........................................................36
Character Creation Walkthrough................................ 3 Paying for Effects......................................................... 36
Once per Turn...............................................................37
Descriptor........................................................3
Example Descriptors.....................................................4 Age.....................................................................39
Artists Bartlomiej Fedyczak, Bien Flores, Felipe Gaona, One of the aims of What’s O.L.D. is N.E.W. is not just to
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E
ach player in O.L.D. plays a character— ►►An overall walkthrough of the character
a Human knight, a Grand Elf musketeer, a creation process.
Smallfolk burglar, or one of many other pos- ►►Details about character descriptors and grades.
sibilities. You can choose from a variety of races and ►►Information about attributes, what they mean,
careers to build the character you want to play. and how they are used.
The following pages tell you how to create a player ►►A list of over 150 example skills.
character. They include information on attributes, ►►A selection of 7 character races, along with
skills, careers, exploits, and equipment. By working their descriptions and abilities.
through this chapter, you will be able to easily create ►►Over 40 distinct careers your character can
a fully playable character ready for play in a O.L.D. adopt.
campaign. All you need is a character sheet, a pencil, ►►Universal exploits—distinct abilities which can
and a copy of this rulebook. be acquired by any character.
Good luck! We’re all counting on you. ►►Details on how to calculate a number of
derived statistics.
About This Chapter ►►Nearly 40 traits.
A character, in its basic form, is simply a collection ►►Information how age affects your character.
of three types of element: attributes (which define
core capabilities), skills (which define areas of special These elements are building blocks that contribute to
competence or knowledge), and exploits (which are your character. It may seem like a lot, but creating a
special abilities and traits). The rest of the elements character is actually very simple—you simply choose
listed below, such as careers, age, race, and so on, are a race, five careers, a couple of items like exploits and
simply choices which help determine your attributes, traits, and then you buy equipment for your character.
skills, and exploits. This chapter on character creation When you’re used to the process, a character shouldn’t
includes the following information: take more than a few minutes to create.
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Total Checklist Trait. The trait is the name of a special ability de-
When you are finished, you will have chosen: fined by a character’s lowest or highest attribute (see
►►
5 careers, including one origin. section on traits, later).
►►
10 skill ranks from careers plus 3 from race, Age. The age entry is only used if the character is
making 13 in total. younger than adult or older than middle-aged. You
►►
20 attribute points from careers, plus 24 you may choose a synonym you like for “young” or “old”
started with, adjusted by race. (adolescent, youthful, aged, mature, etc.); age can give
►►
2 universal exploits, including either aim or you a free exploit (see the section on age below).
feint. Career. The career entry can be one of two choices.
►►
1 possible age exploit, a trait, and a hook. It can be the character’s current career, or it can be
the character’s longest-serving career. If the longest-
Descriptor serving career is not the current career, it should be
At the top of each character sheet is a descriptor. This is prefixed with “ex-” (for example, an ex-Inquisitor or
a short introductory character summary. For example, an ex-Soldier).
Selena’s reads: Hook. A character’s hook is a broad background,
skill, or area of interest chosen by the player. It can be
a brilliant Human Firemage who loves to gamble
anything, but it’s designed to round out the character
The descriptor is made up of the following elements, with personality, interests, or hobbies. For example,
some of which are not always used. a player might choose “…who enjoys hard liquor,” or
“…who has a taste for romance,” or even “…who col-
a[n] [age] [trait] [race] [career] who/with [hook].
lects insects as a hobby”.
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Starting Grade
A typical character begins at grade 5, which includes an to lower than 3d6, no matter how low their grade, though
origin and four career grades. However, the GM may an NPC’s or monster’s dice pool can.
wish to start the game at a different grade. Conversely, starting characters at grade 10 will make
Starting characters at grade 1 will make them very them highly competent, experienced professionals. These
young, and they will have only an origin. They will be characters know what they’re doing, and they’re good at
below average in terms of competency, but have limit- it. They’ve likely already maxed out one entire career—
less scope to grow. Alternatively, starting at grade 2 can perhaps they could be ex-military or reformed criminals.
give characters an origin and the start of a career. A new A grade 10 character has a maximum dice pool of 7d6.
militiaman or a teenaged farmer longing for adventure The GM can set any starting grade. You may find you
might fit this approach. enjoy certain styles of game over others, and the starting
A grade 3 or lower character has a maximum dice pool grade can play a major role in flavor. It is recommended,
of 3d6; a grade 4 character has a maximum dice pool of however, that all players begin with characters of the
4d6. A character’s maximum dice pool cannot be reduced same grade so that none overshadow the others.
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Magical Skills
Examples: abjuration, compulsion, creation, displacement,
divination, enchantment, evocation, healing, hexes, illusion,
infusion, infliction, movement, summoning, transformation
Lore Skills
Examples: astronomy, alchemy, herbalism, medicine,
religion, heraldry, history, law, local knowledge
Physical Skills
Examples: acrobatics, carrying, climbing, jousting, jump-
ing, running, swimming, throwing
Performance Skills
Examples: acting, dancing, fortune-telling, juggling, magic,
musical instrument, singing, storytelling, ventriloquism
Subterfuge Skills
Examples: appraisal, bribery, cryptology, disguise, escape
artist, forgery, interrogation, stealth, thievery
Social Skills
Examples: bluffing, carousing, flirtation, intimidation,
leadership, linguistics, negotiation
Vehicle Skills
Examples: driving, navigation, piloting, riding, sailing
Outdoor Skills
Examples: animal handling, farming, mining, nature,
survival, tracking
Other Skills
Examples: accounting, bureaucracy, history, hypnotism,
law, local knowledge
Skill Notation
When referring to a skill category, the category is
enclosed in square brackets to avoid confusion. For
example, an entry which says [outdoor] refers to the
entire list of outdoor skills above, including survival,
animal handling, tracking, farming, mining, and any new
skills players devise, as long as they fall within the
category’s overall topic and the GM approves them.
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For example, if a career tells you that you may choose For example, Albert Einstein would rate a score of
a [performance] skill, you can choose any of the listed 15 (5d6) in physics. Miyamoto Musashi would be as-
examples in that category, or you might decide in- signed a score of 15 (5d6) in swords. Characters with
stead on a new skill like mime or comedy. skill scores that high are extremely rare.
When noting a skill, you do not need to indicate
categories or placeholder titles. You simply note “chess” Skill Levels and Skill Dice by Rank
rather than “[gaming] chess”; similarly, you simply note Skill Ranks Skill Level Dice Pool
“bows” rather than “[combat] ranged weapon (bows).” 1 Proficient 1d6
When selecting local knowledge, you need to specify 3 Skilled 2d6
a locale you know. 6 Expert 3d6
Weapons. In combat, unarmed fighting and weap- 10 Mastery 4d6
on skills all add to relevant AGI, INT, or STR attack 15 Authority 5d6
checks. Melee weapons include categories of weapon
type (swords, axes, clubs, knives, etc.); ranged weapons Races
similarly include weapon types, such as bows, spears, Your character is likely nothing like you. In fact, your
or slings. Unarmed combat types include (but are not character may be a completely different race to you.
limited to) boxing, wrestling, brawling, and martial arts. There are a number of fantasy races to choose from;
Armor. Armor is divided into light, medium, and they all have different starting attributes representing
heavy armor. You can wear armor in which you have typical members of their race. Some fantasy races may
no skill ranks, but—as with all equipment—you need be fast, or strong, while others might be intelligent or
skill ranks to benefit fully from higher quality armor. magically gifted. Each race is different.
Start by choosing a race and sex for your charac-
Skill Levels ter. Your race will determine your starting attributes,
Skills are used to form dice pools in the same way that which are the attributes of a youngster of that race
attributes are. They use the same scale as attributes to (human adult average is 4 in each attribute). Your gen-
derive the size of the dice pool. der does not affect your attributes or skills at all.
As a general rule, 1 skill rank is proficient; 3 is Humans provide the simplest, most straightfor-
considered skilled, and is roughly equal to a modern ward playing experience.
bachelor’s degree; 6 is an expert, and is roughly equal Once you have selected your race, record your
to a modern doctorate; 10 is regarded as mastery; and starting attributes, and choose three from the list of
15 makes you an authority on that subject. available skills. Each race also has a number natural
These ranks correspond to derived dice pools of 1d6, exploits (such as the Sylvan Elf’s ability to ignore dif-
2d6, 3d6, 4d6, and 5d6. ficult terrain, or the Ogre’s acidic blood).
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This rulebook presents seven basic races (Grand Races & Attributes
Elves, Humans, Ogres, Sylvan Elves, Smallfolk, Every race is different, and part of this difference
Mountain Dwarves, and Orcs), although more may be is highlighted by their different starting attributes.
available from other sources. These races are a “ge- Ogres are strong, and Elves are highly magical, while
neric” set, designed to suit a multitude of campaign Humans are known for their luck.
settings. A given setting may well have an entirely All of your attributes start at 3, except for Magic
different set of fantasy races, especially if it’s set in and Reputation which start at 0. Your choice of race
a popular fantasy world from your favorite novel or modifies those attributes in the form of bonuses and
fantasy TV series. some (rare) penalties.
Attributes which grant a species bonus also serve
A Note About Gender & another important function. The starting bonus to
Ethnicity your attributes isn’t overwhelming. However, later
Neither gender nor ethnic origin have any mechani- in the character creation process, whenever you take
cal effect on your character; they should be treated a career grade, you may substitute one of the listed
as purely descriptive elements. Some truly alien races attribute advancements for one of the attributes to
may have entirely different genders, or no gender at which your species grants a bonus—so Ogre charac-
all. You should feel free to select from the entire range ters may replace one of their attribute increases with
of gender-identification and sexuality, though these either Strength or Endurance, and Grand Elves
things will likely not form a major part of the game. may substitute a listed attribute increase with Agility,
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Logic, or Magic. Alternatively, you may substitute Human adventurers are extremely varied, from
your hook attribute for of the listed attributes. military officers to knights, to priests, to wizards.
You cannot increase an attribute twice during a
single career grade advancement; if substituting a Statistics
species or hook attribute for another would mean ►►Size: Medium
that an attribute was being improved more than once, ►►Attributes: LUC +2, add 2 to one other attri-
you cannot make the substitution. bute, and add 1 to one further attribute
►► Skill Choices: [crafting], [gaming], [lore], climbing,
Humans dungeoneering, running, sailing, swimming
There’s a reasonably strong chance that you, the read-
er, are human. Often referred to simply as the “Race Exploits
of Man,” Humans are an adaptive and expansionist ►► Explorers. Driven by an inquisitive, exploratory
race, with a tendency towards colonization and inno- nature, Humans gain bonus XP equal to their
vation—they are as varied as the many cities, plains, grade every time they take a journey of more
hills, and forests from which they hail. than one week. They cannot gain this bonus
Human lifespans are about 70 years in length. Most more than once per month.
humans reach adulthood at about age 18, although ►► Varied. Human boast more variation within
some cultures vary. their race than most. Add 2 to any attribute,
and add 1 to a further attribute (noted above).
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Sylvan Elves
Wild, fierce, and at one with nature, Sylvan Elves live
in the woodlands and forests, armed with bow and
spear. Sylvan Elves can be xenophobic at times, and
are well-trained in the arts of both war and nature.
Sylvan Elves are slim, like their Grand Elf cousins,
but much shorter, at about 5 feet in height. With
pointed ears, their skin tones tend to be dark or
earthy, their hair brown, black, or sometimes with a
greenish tinge. Unlike the Grand Elves, Sylvan Elves
are not immortal. However, they have extremely long
life spans of up to two-thousand years.
Naturally magical, Sylvan Elves know the words and
spells of the forest. They are known to talk to plants
and command animals. At home in the trees, Sylvan
Elves are also adept at hiding their presence, and more
than a few unwary intruders have found themselves
ambushed upon entering Sylvan woodlands.
Sylvan Elf adventurers tend to be priests, rangers,
and druids.
Typical names (male and female): Ashonn, Branmer,
Kozain, Kalier, Tereval, Rathell, Sinehan, Nerrat,
Dukhon, Deerenn, Delon, Mayen.
Statistics
►►Size: Medium
►►Attributes: AGI +2, END +2, MAG +2
►►Skill Choices: animal handling, bows, climbing,
herbalism, nature, running, stealth, survival, tracking
Exploits
►► Fey. Elves of all types are considered Fey.
►► Healthy. Sylvan Elves are completely immune
to illness and disease of a non-magical nature.
►► Nature Affinity. All Sylvan Elves know either
the secret of plants or the secret of beasts.
►► Trance. Sylvan Elves do not need to sleep. They
may choose to meditate, instead, while their
non-elven companions are sleeping, but this is
not necessary.
►► Tree-Dwellers. Sylvan Elves gain a Climb speed
equal to their regular Speed.
►► Unimpeded. Sylvan Elves are not affected or
slowed by difficult terrain.
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Mountain Dwarves
Mountain Dwarves are a sturdy folk who live in great and broad. They stand about 4 feet tall; the males al-
mountain strongholds. They have a love of treasure, most invariably sport beards, while the females do not.
and great skill at mining and engineering. They are stronger and tougher than Humans, though
Sometimes gruff, they can be very serious about they lack grace and agility. Mountain Dwarves are
their work, but are amongst the world’s greatest mortal; they live for about 250 years on average.
carousers. A reputation for greed follows all Mountain
An honorable race, Mountain Dwarves tend to- Dwarves. Almost every member of the race is born
ward the serious-minded, although their reputation with an innate appreciation of precious metals and
for sometimes excessive pride is not undeserved. rare gems, and much of their industry has historically
Craftsmen, engineers, miners, metalworkers, stone been based around these things.
workers—Mountain Dwarves are skilled with their Mountain Dwarf adventurers are usually warriors.
hands, and most are equally skilled using weapons They tend to shun magic, and have no innate natural
reminiscent of the tools of their trade. Hammers and ability.
axes, therefore, are common Dwarven weapons. Typical names (male and female): Kibur, Bruebur, Finor,
Mountain Dwarves, like most Dwarves, are stocky Donor, Bomnor, Toin, Barin, Dwali, Gimlin, Babur.
Statistics
►►Size: Small
►►Attributes: END +2, WIL +2.
►►Skill Choices: [crafting], alchemy, appraisal,
axes, engineering, carousing, hammers, mining
Exploits
►► Darksight. Mountain Dwarves can see in
the dark to a distance of 60', and when
underground can see in the dark to any
distance as though it were daylight.
►► Earthy. Mountain Dwarves automati-
cally know the secret of earth, although
Mountain Dwarves with Magic attri-
butes are rare.
►► Iron Constitution. Mountain Dwarves
are not affected by non-magical poisons,
with the exception of alcohol.
►► Sturdy. With a low center of gravity, it is
hard to knock a Mountain Dwarf down.
Any attempt to do so suffers a –2d6 die
penalty.
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Orcs Smallfolk
Orcs are tribal, aggressive, violent, quick to anger and Smallfolk are welcome in most places. Standing at
easy to offend. Strong and tough, Orcs can be a little about 3 feet in height, with ruddy cheeks and simple
slow on the uptake. clothing, they have a reputation for good cheer and
The warlike Orcs have a barbaric, strength-based friendliness. Homebodies, Smallfolk are agile and
society. Orcs venerate warriors to the extreme, and resilient, and are good with their hands. They make
include violence in most social rituals. Orcs believe excellent farmers and shopkeepers.
that those who die gloriously in battle are guaranteed Smallfolk favor simple clothes in bright colors. They
an afterlife of drinking, carousing, and fighting. tend towards the stout (though not nearly so much as
Orcs tend to be slightly taller, stronger, and broader Dwarves), and live to over 100 years of age. They boast
than humans, with green skin and black hair. Their pointed ears, although not as pronounced as those of
ears are pointed, and some historians claim they are the Elves, and frequently hidden by their curly hair.
an ancient corrupted mockery of the Elves. Like Ogres, Jovial in nature, it can be hard to make a Smallfolk
they are goblinoids, perhaps with Elven lineage in the take offense. Smallfolk will put a positive spin on al-
distant past. most anything, a trait which endears them to many.
Orcs tend to be crafty and cunning, both on the They are as generous as they are jovial, and always
battlefield and elsewhere. They are adept at crafting happy to welcome others to their homes: indeed, en-
weapons, and wield many custom blades with un- tertaining others is a prime instinct for the Smallfolk.
usual shapes. Equally, they are at home underground. Many view the Smallfolk as weak, sometimes even
Orcs excel at soldiery and other warrior pursuits. cowardly. While it is true that the race does not tend
Typical names (male and female): Kevak, Deshe, Bra- towards violence, a cornered Smallfolk will defend
el, G’Vera, Dracla, K’Ehleyr, Kellein, Kargan, Kalan, his or her friends to the death. In truth, Smallfolk are
Adjur the most courageous of all races.
Typical names (male and female): Dobur, Thrari, Kirin,
Statistics Borin, Boli, Filin, Gimnor, Thrarin, Dwain, Dolo,
►►Size: Medium Kibur.
►►Attributes: STR +2, AGI +2, INT +3.
►►Skill Choices: [combat], blacksmithing, carous- Statistics
ing, hunting, intimidation, mining, running, tactics, ►►Size: Small
tracking ►►Attributes: AGI +2, CHA +2, LUC +2, MAG +1.
►►Skill Choices: [crafting], appraisal, bluffing,
Exploits brewing, cooking, diplomacy, farming, fishing, slings,
►► Bloodlust. Once per day an Orc can drink fresh stealth, thievery
blood to recover 2d6 Health. This takes an
action. The blood must come from a creature Exploits
slain in the last hour. ►► Evasion. Smallfolk are nimble and adept at
►► Darksight. Orcs can see clearly in the dark as dodging. They gain a +2 bonus to either their
though it were daylight. However, bright sun- Melee Defense or their Ranged Defense.
light hurts their eyes, inflicting a –2 Defense This bonus does not stack with other exploits
penalty. which increase your Defense scores.
►► Glory. Orcs take pleasure in battle, and pride ►► Stubborn. Smallfolk are difficult to enchant.
in their wounds. When reduced to below half They gain a +4 bonus to their Mental Defense.
Health, they gain a +1d6 die bonus to attack This bonus does not stack with other exploits
rolls. which increase your Defense scores.
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Explosive Alchemy. You can create an explosive concoc- improves. You may now restore 3d6 Health.
tion using your alchemy kit. This takes a full round Healing Potion. You can use your alchemy kit to heal
(two actions), and the concoction can be thrown 2d6 Health in yourself or any creature you can
(range increment 3, radius 5', damage 3d6 fire). The touch. No creature may benefit from this more than
concoction remains potent for 5 minutes before it once per day.
stops working. Sticky Concoction (requires Concoction, alchemy 3). You
Gaseous Concoction (requires Concoction, alchemy 5). may turn an already-created concoction into a sub-
Your concoction can be thrown in a glass bottle stance which can be applied to an edged weapon.
which breaks on impact, creating a 10' radius area of The next successful damaging attack made by that
gas lasting for 1 minute. This effect attacks any crea- weapon will deliver the concoction to the target as
tures which enter or start their turn in the cloud. though the target had drunk it. The substance only
Greater Healing Potion (requires Healing Potion, alche- remains potent for one successful attack or for five
my 3). Your healing ability using your alchemy kit minutes, whichever comes first.
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Strong Concoction (requires Concoction, alchemy 3). One Assassin (1d6 years)
concoction you can create using the Concoc tion You have mastered the skills of a stealthy killer for hire.
exploit now moves targets two stages along that Prerequisites: stealth
status track. Attributes: AGI +1, INT +1, WIL +1, REP +1
Protective Oil. You may spend 5 minutes to create an Skill Choices: [melee weapon], [ranged weapon], disguise,
oil which, when smeared over a creature, grants it herbalism, intimidate, perception, stealth, thievery
Soak 2 against one damage type. This is enough to Create Poison. Using an herbalism kit, you can create
protect against climate-based effects. a poison in five minutes. The poison will remain ef-
fective for five further minutes, and is administered
Archer (1d6 years) via food or drink, doing 6d6 poison damage.
You joined the army as an archer, manning walls and front Death Blow (requires Surprise Attack). Your damage bo-
lines in times of war. nus for attacking unaware targets increases to +3d6.
Prerequisites: AGI 3+ Poison Resistance. You become resistant to poisons,
Attributes: STR +1, AGI +1, LUC +1, REP +1 gaining Soak 5 (poison). You can take this exploit
Skill Choices: bows, carousing, perception, survival multiple times, gaining an additional Soak 5 (poi-
Bowyer. You know how to maintain your equipment. son) each time you do.
One standard quality bow becomes a high quality Quiet Kill. You are a master of silent death. Any target
weapon, as long as you spend an hour maintaining you kill during the ambush turn dies silently and
it every day. without obvious visible signs. Nobody notices the
Careful Aim. When aiming, your bonus to hit increas- target is dead for one minute; thereafter, noticing
es to +2d6. the target is dead requires a Strenuous [21] INT check.
Double Shot. You notch two arrows and let both fly Surprise Attack. If you successfully hit a target that is
simultaneously. Each must be directed at a differ- unaware of you, you gain a +2d6 damage bonus.
ent target, and both targets must be within 10' of Weak Point. Once per enemy you may ignore any Soak
each other. You cannot combine this ability with score it possesses by targeting a weak spot. You can
any other exploits. never use this ability on the same enemy again.
Intercepting Shot (requires INT 8+; Rapid Shot). You can
shoot another arrow out of the sky as a reaction. Barbarian (1d6 years)
Roll an opposed attack roll against that of the at- Tribal warriors from the very fringes of civilization, barbar-
tacker’s arrow; if you succeed, the arrow is split and ians are wild and uncouth. Barbarians exemplify physical
falls harmlessly to the ground. prowess and natural prowess, but can feel uncomfortable in
Long Shot. You have an eye for distance. You can dou- enclosed spaces.
ble the range increment of a bow by taking a –1d6 Prerequisites: None
die penalty to damage. Attributes: STR +1, END +1, AGI +1, INT +1
Rapid Shot. You fire faster; once per turn you can fire Skill Choices: [physical], [outdoor], axes, hardy, herbalism,
two shots at a single target instead of one. spears, swords
Stand Your Ground (requires AGI 8+; Rapid Shot). As Beastly Visage. You have modified your body in various
long as you do not move, you can plant arrows in ways (scars, tattoos, piercings) as to make yourself
the ground and loose two shots every action. as intimidating as possible. With a CHA vs. Mental
Defense attack, you can move a target who can see
and hear you one stage along the Fear status track.
Feral. You gain a bite attack; your natural damage in-
creases by +1d6 and becomes piercing damage.
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Magic
Magic (see Elements of Magic) is a supernatural power make spells—for example, create fire, abjure evil, or charm
used by various careers, including the Mage, Cleric, Druid, beasts. This combination essentially tells you what you
Alchemist, Necromancer, and more. can do with magic, and the higher your Magic attribute,
Some careers grant unique exploits (the Firemage, for the more powerful your magical effects will be.
example, gains abilities which control or resist fire). In You gain skills the normal way—by selecting them when
addition to these career exploits, any creature with a you take careers. You gain secrets in the form of exploits,
Magic attribute can use magic; those with high Magic either as universal exploits bought with Experience Points,
attributes can use it more effectively. or as career exploits granted by magical careers. Some races,
Magic-users need two things. They need to know skills, also, grant secrets—all Sylvan Elves, for example, start play
which include various things you can do with magic— knowing either the secret of plants or the secret of beasts.
these include things like abjuration, creation, and divination. The important thing to know during character creation
They also need to know secrets, which are keyword-based is that gaining magical skills and secrets is important. You
exploits like fire, earth, fey, birds, plants, good, evil, and so on. should list all the magical skills and secrets you know. All
The two combine in a verb-noun (skill-secret) fashion to sentient creatures know the secret of self.
Fleet of Foot. In an outdoor environment, you gain a Mighty Leap. Your horizontal free jump distance in-
+2 bonus to your Speed. This does not stack with creases by 5' (one square).
other exploits that add to your Speed. Natural Serenity (requires Sacred Terrain). In your cho-
Hides and Skins. You know how to make the most sen sacred terrain, you may pause for five minutes
out of basic gear. Hide armor worn by a barbarian once per day, reflecting on nature and speaking to
counts as one quality level higher than it actually is. the Old Gods, to recover your full Health.
Iron Skin (requires Leathery Skin). Your natural Soak Primal Charge (requires Fleet of Foot). When charging,
bonus increases to +4. you howl and screech, moving twice your Speed
Keen Senses. You gain +1d6 to perception checks. and gaining +2d6 to damage.
Leathery Skin. You gain +2 natural Soak from hard, Reap the Whirlwind. You may spend two actions to
conditioned, leathery skin. make one melee attack against every adjacent foe.
You cannot add additional exploits to these attacks.
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Sacred Terrain. Choose a terrain type, such as forest, Attributes: AGI +1, INT +1, LUC +1, REP +1
plains, ocean, or mountains. You gain a +1d6 to all Skill Choices: acrobatics, appraisal, climbing, escape art-
dice pools when in that terrain; this is still limited ist, jumping, stealth, thievery
by your maximum dice pool. Cat Burglar. An expert at climbing, you do not take
Scarred Visage (requires Beastly Visage, Leathery Skin). any die penalties in combat while climbing (climb-
You are covered in scars. You are immune to the ing normally inflicts a –2d6 die penalty).
Bleeding status track below the Extreme stage. Climber [requires Cat Burglar]. Your climbing speed be-
Set in the Old Ways. You gain +5 to your Mental comes equal to your regular Speed.
Defense. Heist. You commit a robbery. Gain a bonus 3d6×100 gc.
Trophy Collection (requires Set in the Old Ways). You You may repeat this exploit, gaining 3d6×100 gc
collect gruesome trophies from your vanquished each time.
foes—teeth, skills, bones, etc. Each trophy replen- Locksmith. You gain a exceptional quality lockpicking
ishes one Luck die in your Luck dice pool, and kit. This gives you a +2d6 bonus to attempts to pick
loses its power once the Luck die is spent. You may locks.
only claim a trophy if you delivered the killing blow Sixth Sense. You have a sixth sense when it comes to
to a creature of Medium size or larger. traps, and gain a +2d6 bonus to spot them and a
+1d6 bonus to avoid or disarm them.
Berserker (1d6 years)
Some barbarians become berserkers—raging warriors of fury. Cleric (1d6 years)
Prerequisites: STR 6+, Feral exploit The cleric devotes his or her life to a higher power, hoping to
Attributes: STR +1, END +1, CHA +1, LUC +1 serve that power’s will. Whether that power is a noble god or
Skill Choices: [physical], [unarmed], axe, hardy, spear, a vicious demon lord, the cleric gains power from faith and
sword learns to wield magic in the service of that deity. Because cler-
Fearless (requires Frenzy). While frenzied, you are com- ics deal more in abstract realms of soul and spirit, their magic
pletely immune to the Fear status track. has a definite slant toward the intangible, generally eschewing
Frenzy. You can fly into a berserk rage. When berserk, direct offensive magic in favor of spells that affect creatures’
you must attack the closest enemy, and move on to essence and behavior, or that make creatures more or less able
the next closest thereafter. You gain Soak +5 (even to fight. Clerics are also trained to be capable warriors, able to
when wearing armor) and +1d6 damage. Each round defend themselves physically if their spells fail them.
you rage for, you take 1d6 damage; you do not stop Most clerics worship one specific deity from a pantheon, but
raging until you pass out or until all enemies are still respect other members of that pantheon, even if they are
dead. not actual followers. The agendas of deities’ worshipers may
One with Nature (requires Frenzy). When frenzied and conflict in the realm of mortals, but it is folly to defy even
wearing no armor, you gain a +2 Melee Defense enemy deities. Thus, though a cleric may choose to change
bonus. the deity he or she reveres, if the clerics truly abandons the
Regenerate (requires Frenzy). Every time you deal a kill- pantheon, he or she will never be accepted by any deity, being
ing blow while frenzied you gain +1d6 Health. forced to rely on mortal magic alone.
Prerequisites: religion.
Burglar (1d6 years) Attributes: WIL +1, LOG +1, CHA +1, MAG +1
You become a master thief, able to infiltrate the most secure of Skill Choices: [magical], herbalism, history, leadership, lo-
locations. Some cat burglars work for hire and conduct indus- cal knowledge, maces, medicine, religion, staves
trial espionage, while others prefer to steal valuable artifacts Beatification (requires religion 6). You gain the Virtue
and jewels from museums and high security vaults. of your god. Additionally, all damage you do is
Prerequisites: stealth damage of that Virtue type, whatever the delivery
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Fantasy Careers
instrument.
Blessing/Curse (requires Portfolio). You can issue a bless-
ing or a curse. This takes one minute, lasts one hour,
and affects one creature within 30'. A curse makes
the target unable to access its LUC pool; a blessing
grants it a bonus 3d6 to its LUC pool for the hour.
Divine Touch (requires Portfolio). The potency of your
touch increases. If you chose the secret of good, your
touch can now heal 2d6 Health. A creature can
only be affected once by your healing touch per
day. Alternatively, if you chose the secret of evil, your
touch now also pushes your target one stage along
the Nausea status track.
Portfolio. Choose either the Good or the Evil Virtue,
plus one Elemental or Creature secret from your
god’s portfolio.* If you choose the secret of good, your
touch can heal 1d6 Health as a single action (al-
though any given creature can only benefit from
this once per day). If you choose the secret of evil, it blood. As an action, you may do either 1d6 or 2d6
inflicts 1d6 evil damage beyond your natural damage. damage to yourself; the MP cost of the next spell
Sense Virtue (requires Portfolio). You are able to sense cast within one minute is reduced by the number of
the presence of (but not the location of) any beings d6s damage you cause.
or objects within 60' with a Virtue opposite to that Demonic Traits (requires Faustian Pact). You begin to
of the secret you chose. take on the appearance of the infernal. You may
take this exploit up to six times. Each time you take
Diabolist (1d6 years) it, roll 1d6 to determine the trait you gain; if a trait
A diabolist consorts with the infernal, and dabbles in the dark- is duplicated, roll again.
est and most dangerous of magical arts—he deals with demons 1. Horns. +1d6 Magic Points
and devils, risking his very soul in the process. A diabolist 2. Red eyes. Darkvision 60'
needs a strong will, for devils and demons know the powers of 3. Claws. +1d6 to unarmed damage
temptation, deceit, and the lure of pure evil. A diabolist knows 4. Red skin. Soak 5 (fire)
how to summon infernal creatures and bind them to his will. 5. Hooves. +1 Speed
Prerequisites: religion, secret of evil 6. Tail. +1 Agility
Attributes: WIL +1, CHA +1, LUC +1, MAG +1 Faustian Pact. Your Faustian pact begins, but power
Skill Choices: [magical], [social], alchemy, concentration, comes at a price. You gain 2d6 additional Magic
knives, law, linguistics, religion Points. Whenever you cast a spell that uses those
Blood Magic (requires Faustian Pact). You are now able bonus MP, you take damage equal to the number of
to cast spells for fewer MP by spilling your own MP placed in that spell. However, you know that
true power comes later to those who are patient.
* The cleric presented here selects only from the Good and Evil Imp. You gain an imp familiar which will do your
Virtues, along with any other secrets which form part of her bidding. It will undertake dangerous tasks, but to
god’s portfolio. Other Virtues do exist (see pg. 21), but this persuade it to do something suicidal (or near-so)
career assumes only those two. For divine portfolios, see the requires a Difficult [16] CHA check; if you fail, your
appendix. imp betrays you.
23
Fantasy Careers
Infernal Mysteries. You learn the basics of diabolism. abilities. You may take this exploit multiple times,
You gain the summoning, abjuration, and hexing skills gaining an extra animal companion each time.
at 1 rank (1d6) if you do not already have them, and Ageless (requires Poison Immunity). You no longer age and
learn the secret of demons. become effectively immortal, saving accidental death.
Beast Form. You may transform into a small or medi-
Druid (1d6 years) um-sized animal (and back again) once per day for
Guardians of nature, druids are attuned with the natural up to one hour. You cannot speak in this form, and
forces of the world. Plants and animals are their allies, and retain your own mental attributes, but otherwise
druids frequently live in the wild, deep within forests. A druid use the animal’s statistics.
typically wields a staff or sickle. Companion Link (requires Animal Companion). You gain
Prerequisites: nature. a telepathic link with your animal companion with
Attributes: INT +1, WIL +1, END +1, MAG +1 a range of 1 mile; this enables you to send it instruc-
Skill Choices: [crafting], [magical], [outdoor], herbalism, tions and to see through its eyes.
medicine, nature, staves Elemental Druid. You gain any two of the secrets of air,
Animal Affinity (requires Speak with Animals). With a earth, fire, and water.
successful CHA vs. Mental Defense check, you Greater Beast Form (requires Beast Form). You may now
can shift an animal within 10' one stage along the change into a large or tiny animal.
Charm status track for one hour. Nature’s Passage. You can move through woodland
Animal Companion. You gain an animal companion in areas and thick undergrowth without any speed
the form of a wolf or other beast with a maximum reduction, and leave no tracks or traces of your
dice pool of 6d6 and a maximum LOG attribute of 2. passing unless you choose to do so.
This companion will accompany and defend you. If Nature Priest. You gain the secrets of beasts and plants.
your companion dies, you attract a new companion Poison Immunity. You become immune to all poisons
in one month. However, if you abuse your com- and poison damage.
panion (for example by sending it ahead to set off Speak with Animals. You may freely speak with ani-
traps), it will leave you and you will never be able mals, although they do not gain special intelligence
to replace the companion. The companion is bright or knowledge.
for its species, but has no special intelligence or
Firemage (1d6 years)
Firemages are fascinated by fire. They love the way it flick-
Animal Companions ers and dances; they excel at creating flames, throwing fire,
Careers like the Druid, Mage, Pirate, and Knight all and creating and controlling infernos and conflagrations.
grant animal companions. An animal companion has Firemages can sometimes be identified by a scent of sulfur.
a special bond with the character. It understands the Prerequisites: secret of fire.
character’s instructions, and will carry out orders, but Attributes: MAG +1, AGI +1, CHA +1, LOG +1
mistreatment (including putting the companion in un- Skill Choices: [magical], [lore], [crafting], bluffing, knives,
necessary danger) will break the bond and cause the perception, reactions
companion to leave. A character who loses his com- Fiery Affinity. Your focus on fire grants you +1d6 to
panion in this manner can never replace it. any attribute which interacts with fire or heat.
If an animal companion dies, or is killed, the char- Fire Immunity (requires Fire Resistance). You become
acter may attract a new companion after a month has completely immune to fire or heat damage. Your
passed. This occurs naturally; a new animal will simply vulnerability to cold, however, increases to 2d6.
start following the character. Fire Resistance. You permanently gain Soak 5 (fire).
However, you also suffer Vulnerability (1d6) to cold.
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Fantasy Careers
Firebolt (requires Flaming Touch). You can throw a bolt Skill Choices: [combat], acrobatics, dancing, intimidation,
of fire as a single ranged attack (using your MAG reactions, storytelling
attribute) which has a range increment of 30' and Crowd’s Worship (requires Exhibitionist). You feed off
does 2d6 fire damage. the admiration of a crowd to the extent that if there
Firebolt, Greater (requires Firebolt). Your Firebolt’s are 6 or more non-participating people watching
damage increases to 3d6 fire. you fight, every time you defeat a foe, you gain 2d6
Firesculptor. You can “sculpt” fire easily; any non- Health as you bask in glory.
magical flame within 30' can be shaped or enlarged Exhibitionist. Victory gives you strength. You replen-
as a single action and a mere effort of will as long as ish your Luck pool by 1 die every time you defeat
it remains within 30' (things outside can catch fire an opponent.
as normal, but you have no control over them). Fake Wounds. Once per day, you may use your exper-
Flaming Aura (requires Flaming Touch). You gain an aura tise in faking injuries to turn an actual blow into a
(based on your size) of flame and heat, although you pretend one. Your opponent, and all onlookers, will
may suppress it easily. Creatures entering or start- believe you have suffered the damage inflicted by
ing a turn in this aura take 2d6 fire damage. the attack, but in fact it causes no damage at all.
Flaming Touch. Your touch becomes hot enough to Gladiator’s Cut. Your successful strikes move your tar-
injure others, causing an additional 1d6 of heat get one stage along the Bleeding status track.
damage beyond your natural damage. Gladiator’s Skills. You gain two of the following uni-
Sticky Fire (requires Fiery Affinity). Every time you versal exploits: Disarm, Trip, Achilles Heel, Blinding
damage a foe with fire or heat damage, they are Attack, Crippling Strike, Quick Stand, Taunt. You
pushed one stage down the Fire status track. may repeat this exploit to gain two additional uni-
versal exploits from the list.
Gladiator (1d6 years) Showoff. You can make a CHA vs. Mental Defense
You fought in an arena for money and fame with a flashy com- attack in combat against a single target within 30'
bat style and a few dirty tricks. as a standard action to put on an intimidating and
Prerequisites: None flashy display of prowess. If successful, the target is
Attributes: AGI +1, END +1, REP +1, CHA +1 moved one stage down the Fear status track.
25
Fantasy Careers
I
t took them an hour to reach the trees Arp saw tiny figures fluttering and capering in
clearing where the feywort grew, which gave the air.
Master Flavius an opportunity to regale Arp Pixies. Horrible, swarming creatures whose needle-
with a learned discourse on the healing properties sharp claws and teeth could strip a man’s bones clean
of sap. in seconds.
“…For as the philosopher says, ‘Anything purple that Flavius fitted the strange arrow to the bowstring. He
oozes from trees, will make a fine ointment to ward off drew the bow, aimed it at the clearing, slowly let the
disease.’ What on earth are you doing?” air out of his lungs—and released. As the arrow flew
“I’m handing you the yarrow, like you asked.” through the glade, the wind whistled through its holes,
“The yarrow?” The King’s Herbalist stared. “I said sounding remarkably like a piper playing a sprightly
the arrow, you fool! Behold: I am holding a bow. Did tune. The feathers caught the sunlight and held it, so
you think I was going to fire a volley of flowers from it?” they flashed and sparkled with rainbow colors even as
“I wasn’t certain, master. Your arts are as yet beyond the arrow sped into the darkness of the trees beyond.
my understanding.” Drawn by the light and noise, the excited pixies cried
Flavius harrumphed. “Just so. Now that you men- out and flew after it. Instantly the clearing was empty.
tion it, the healers of the Capalotia tribe do perform “Quickly now! We have no time to waste!” Flavius
medicinal rites wherein certain efficacious herbs are ran to the center of the clearing, with Arp close be-
fired at the four quarters by means of a bow; or when hind. There, growing in a clump, was the feywort. Its
a bow is not available they may be crushed to a powder, deep red leaves were dotted with silvery stalks, each
wrapped tightly in a broad leaf or a bit of cloth, and one tipped with a drop of sweet nectar that pixies
flung using a makeshift sling.” found irresistible. Sometimes the feywort’s leaves
Arp never knew how many of these bits of lore closed around an incautious pixie, drawing it into a
were actually true, but he’d found that he could avoid a hidden bell-shaped cavity to be slowly digested. As a
thrashing by giving his master a chance to boast of his result of its diet of magical beings, the feywort’s nectar
knowledge. He returned the yarrow to his knapsack, could be used to make potions for curing wounds, at-
but left it in a pocket that he could reach easily. Yarrow tracting luck, repelling undead, breathing water, and at
was good for staunching the flow of blood from a least twelve other impossible things.
wound. And considering what traditionally guarded Arp pulled a shovel out of the sack and thrust it into
the feywort, Arp was sure they’d need it. Flavius’ outstretched hand. Without pausing, Flavius
He withdrew a single arrow from the sack and thrust its blade deep into the soft ground on which the
passed it to Flavius. It was unlike any Arp had ever feywort grew.
seen, carved with tiny holes along its length, and with “Ouch!”
brilliant, colorful feathers. Arp and Flavius looked at each other in confusion.
“Master, why don’t you just keep that arrow in your Then the ground heaved up beneath them. They stum-
quiver?” bled back as a massive figure of packed dirt rose up
“Because it is a special arrow. I mustn’t risk firing it before them, the feywort perched atop its head. The
in haste when pursued by a mundane creature.” Arp thing stretched and yawned like a man waking from a
opened his mouth to ask another question, but Flavius deep sleep, and blinked its pebble eyes as it gazed down
cut him off. “You will see soon enough. Now be silent, at them.
and tread softly. They are near.” “Woss all this, then?” it rumbled. “And izzat a swarm
The pair crept quietly through the woods until the of pixies flyin’ this way?”
sun-drenched clearing was just in view. Through the
26
Fantasy Careers
Signature Move (requires Gladiator’s Skills). Choose one single action. A given creature can benefit from this
exploit that you have learned from the Gladiator’s ability only once per day.
Skills list. This becomes your signature move. You Herbal Ward. You can create a herbal abjuration ef-
gain a permanent +1d6 when using that move. fect (equal to a 0 MP spell) at will. It takes you one
Surprise Recovery (requires Fake Wounds). After using minute to prepare the herbs, and they remain us-
your Fake Wounds ability, you may make a single able for five minutes. Choose one creature type; any
free melee attack until you make an actual regular time a semi- or non-sentient creature of that type
melee attack. The free attack must be your first me- attempts to come within 10' of you (or the recipient
lee attack after using the Fake Wounds ability. of your herbs), it is subject to a LOG vs. Mental
Unusual Weapon. Choose one of the following weap- Defense attack. On a success, it may not come any
ons: trident, net, spear. Weapons of that type count closer for five minutes, at which point it may try
as one quality level higher when you use them. again. The duration of the effect is 30 minutes.
Stimulant. You can create a herbal mixture which in-
Herbalist (1d6 years) creases the die pool of one attribute by 1d6 for five
An herbalist knows how to gather, store, prepare, and admin- minutes. You must choose the attribute when you
ister herbs and herbal concoctions which have a wide variety select this exploit; you may select it multiple times
of effects. An expert herbalist can, merely from gathering re- and choose a different attribute each time. It takes
sources found in nature, create ointments and mixtures which one minute to create the mixture.
protect, heal, or ward.
For each herbal mixture, you should create a unique name, Inquisitor (1d6 years)
such as soup of the spirit-wood weed, or incense from Inquisitors are magical bodyguards and interrogators skilled
the blue-vine nut. in uncovering plots and opposing enemy magic. Inquisitorial
No creature can benefit from any of the herbalist’s exploits magic is subtle in its effects, with few sensory cues, but very
more than once per day. distinctive with regard to its caster. Inquisitors learn to intimi-
Prerequisites: INT 4+ date foes, so they typically growl their spells loudly and gesture
Attributes: LOG +1, INT +1, WIL +1, LUC +1 clearly at their spell’s targets. They use few directly offensive
Skill Choices: alchemy, cooking, brewing, gardening, spells, though many can create flaming barriers for defense or
herbalism, medicine, nature, perception, survival to trap foes. Inquisitors are easily recognized by their masks,
Alleviate Condition. You can automatically devise an which they claim protect their souls from enemy magic. Most
herbal concoction to relieve any condition (stunned, Inquisitor masks are wood or stone carved in the shape of bear
blinded, and so on) by mixing the herbs you have on skulls, and many Inquisitors favor bearskin cloaks. They sel-
you and adding additional components from your dom arm themselves with more than a claw-shaped dagger.
surroundings as long as you have your herbalism Inquisitors learn their spells from old spellbooks scribed by
kit on you. This takes two actions (a full turn) and the founders of the Inquisitorial order centuries ago. These
reduces any status track by one stage automatically. spellbooks are written in a civilized form of Orcish and are
This does not affect permanent conditions. closely protected by the order. Experienced Inquisitors typi-
Depressant. You can create a herbal mixture which de- cally study other styles of magic to better counterspell it.
creases the die pool of one attribute by 1d6 for five Prerequisites: law, divination.
minutes. You must choose the attribute when you Attributes: END +1, INT +1, WIL +1, MAG +1
select this exploit; you may select it multiple times Skill Choices: abjuration, compulsion, divination, inter-
and choose a different attribute each time. It takes rogation, intimidation, knives, law, religion, tracking
one minute to create the mixture. Dispel Magic (requires Sense Magic). You can dispel mag-
Healing Herbs. As long as you have your herbalism kit ic within 30' as a single action by making a MAG vs.
on you, you can heal an ally by 1d6 of Health as a MAG check against the effect you’re trying to dispel.
27
Fantasy Careers
28
Fantasy Careers
29
Fantasy Careers
Ritual. You can cast a specific spell of 3 MP or less as a Man-at-Arms (1d6 years)
ritual; this takes one minute per MP, but costs you An infantryman, you fought in battle on the front lines.
no MP. You may take this exploit more than once, Prerequisites: None.
creating a new ritual each time. Attributes: STR +1, END +1, WIL +1, LUC +1
Secrets. You learn four magical secrets. Skill Choices: [unarmed fighting], carousing, carrying,
Wise Counsel. You can spend two actions to offer ad- leadership, medicine, polearms, running, spears, survival,
vice and counsel, giving one ally within 30' a +2d6 swords, tactics
bonus to a single attribute check. Any given target Advance! Proficient at charging across poor terrain or
can only benefit from this once per day. mud, you ignore difficult terrain when charging.
Equipped. You start play with a high quality sword,
Mage (1d6 years) spear, or suit of chainmail.
You are practiced in the arcane arts, able to wield spells with Hold the Line. When standing adjacent to an ally, you
ease. A mage is a trained magic-user—sometimes known as a both gain a 1d6 cover bonus.
wizard, or sorcerer. Able to cast a variety of spells, and well- Shield Bearer. Any medium or large shield you wear
versed in a range of lore, the mage is a generalist. increases its Defense bonus by +2.
Prerequisites: one [magical] skill. Shield Wall. When standing between two allies, all
Attributes: MAG +1, LOG +1, WIL +1, REP +1 three gain a +2d6 cover bonus. This does not stack
Skill Choices: [academic], [lore], [magical], staves with itself or with Hold the Line.
Arcane Knowledge Base. Choose four [magical] skills and
one element secret. You gain these four skills at 1 Minstrel (1d6 years)
rank (1d6). This does not increase the rank of an You used the power of your music to earn a living.
existing skill. Prerequisites: CHA 4+
Arcane Secret. You have learned or discovered an ar- Attributes: INT +1, WIL +1, CHA +1, REP +1
cane secret—either an Element, Creature type, or Skill Choices: [lore], [performance], [social], carousing
Virtue. You can take this exploit multiple times, Beast Song (requires Song). Select a song you know. That
learning a new secret each time, but you may know song now affects beasts as well as sentient beings.
no more secrets than your LOG attribute. Instrument. You start play with a high quality musi-
Attuned. You easily detect magic. You do not need to cal instrument. You can make money by playing
make an attribute check to detect magic within 30'; at taverns and doing local performances. You can
you are automatically aware of its existence. automatically make 1d6×10 gc per day by doing this.
Familiar. You gain a familiar, which is a tiny-sized This ability cannot be used during downtime.
creature (cat, bat, owl, mouse, rat, etc.) You can Marching Song. When travelling in a group of three
speak to your familiar, which is able to report back or more, you can perform a marching song which
things it has seen or heard. increases your group’s average Speed by 2.
Learned. When using any [lore] skill as part of a dice Projection (requires Song). You use the power of your
pool, you may reroll any 1s. voice to increase the radius of your songs to 60'.
Specialization (requires Arcane Knowledge Base). Choose Song (requires Instrument). You can take this exploit mul-
one secret that you already know. You are special- tiple times, learning a new song each time. The song
ized in that secret. You may exceed your MAG affects sentient beings who can hear and understand
attribute by 2 points when using that secret. You it. Each time you learn a song, choose one Status track
may only ever specialize in one secret. (e.g., Cheer, Courage, or Tiredness); that song allows
you to move those within 30' who can hear you one
stage up or down that status track. Unwilling targets
require a CHA vs. Mental Defense attack.
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Fantasy Careers
Musketeer (1d6 years) Eyes of the Dead. You share the senses of the undead,
Wielding musket and sword, you became a swashbuckling gaining darksight 60'.
musketeer. Necromantic Lore. You gain the skills of summoning, af-
Prerequisites: AGI or INT 5+ fliction, and creation at a rank of 1 (1d6) if you do not
Attributes: AGI +1, INT +1, CHA +1, LUC +1 already have them. You also gain the secret of death
Skill Choices: carousing, heraldry, intimidate, muskets, and the secret of shadow.
perception, swords One of Us (requires Corpse Visage). Undead having a
Cloak Flourish. You can use a cape or cloak with a lower maximum dice pool than you do are unable
flourish to distract your foes; the garment counts to attack or harm you in any way.
as a small shield, but does not require a free hand Touch of the Grave. Your touch gains the foulness of
to use it. death, doing an additional 1d6 death damage. You
Musket Charge. When charging with a melee weapon, also kill any small (non creature) plants you come
you may begin your charge with a single musket into contact with.
shot, switch weapons, charge, and end it with a Undead Servant. You gain an undead slave—a skeleton
single melee strike. or zombie—which obeys your every command un-
Pistol-Whip. You can use a firearm as a club by striking til destroyed. If destroyed, you may summon a new
with the butt once per turn as a free action as long one with a 24 hour ceremony and access to an ap-
as you are currently wielding that weapon. propriate corpse. You may take this exploit multiple
Quick Reload. You can fire your musket every action, times, gaining a new servant each time.
rather than just once per turn.
Swashbuckler. Your swashbuckling swordplay gives
you any two of the following universal exploits:
Disarm, Sidestep, Taunt.
Whites of Their Eyes. You are accustomed to standing
your ground as oncoming hordes charge, firing
only when you see the whites of their eyes. When
charged by an opponent, you may fire a free musket
or pistol shot when they come within 10' of you.
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Fantasy Careers
Undeath (requires One of Us). You perform a grotesque Prisoner (2d6 years)
and elaborate ceremony and become undead your- Your life of crime ended you up in prison where you served
self. You are now effectively immortal, and will time; or perhaps you were a political prisoner or a prisoner-of-
never die of old age, although you will still visibly war. It was a tough environment and you spent most of your
age forever unless you disguise yourself with illu- time just trying to survive, although you did make one or two
sions. You no longer need to breathe, eat, or sleep, lifelong contacts.
and you are immune to poisons. Prerequisites: none.
Vampiric Touch (requires Touch of the Grave). You are Attributes: STR +1, END +1, INT +1, REP +1
able to steal the life essence of a victim for yourself. Skill Choices: intimidation, survival, [subterfuge], [un-
When you use your Touch of the Grave to do dam- armed fighting], knives
age to another creature, you gain that amount of Prison Tough. You are mentally and physically tough-
Health. ened. Each time you take this exploit you gain a
permanent +1 bonus to all three of your Defense
Pirate (1d6 years) scores. You may repeat this exploit.
A scourge of the high seas, you plunder for loot and fame. Shiv. You are easily able to improvise weapons using
Prerequisites: sailing your surroundings—glasses, rocks, and so on. You
Attributes: AGI +1, INT +1, LUC +1, EP +2 always count as carrying a knife or club. You may
Skill Choices: appraisal, carousing, climbing, crossbows, also use the brawling skill with knives and clubs.
knives, law, leadership, navigation, sailing, swimming,
swords, thievery Ranger (1d6 years)
Crows’ Nest. You have spent many hours on the look- Woodsman and hunter, you are a master of the outdoors. The
out. You cannot be ambushed. ranger is the quintessential outdoorsman.
Hook. One of your hands is now a hook. You do an Prerequisites: WIL 3+
extra 1d6 damage with an unarmed attack, and that Attributes: AGI +1, INT +1, END +1, WIL +1
damage is slashing damage. You also gain +1 to your Skill Choices: [outdoor], bows, climbing, herbalism, lo-
REP score. cal knowledge, navigation, running, stealth, swimming,
Fearsome Reputation. Your reputation precedes you. swords, tracking
With a REP vs. Mental Defense attack you can in- Beast Whisperer. You can speak to animals. This does
timidate a single target within 30'. If successful, the not grant them special knowledge or intelligence,
target moves one stage down the Fear status track. so the information you can gain is limited by their
Fierce Reputation (requires Fearsome Reputation). Your own capabilities. Neither does it guarantee friend-
reputation is now so fierce that you can either push ship or cooperation.
one target two stages down the Fear status track, Beastmaster (requires Companion). You gain a second
or all targets within 30' one stage down the track, animal companion. You can repeat this exploit,
with a REP vs. Mental Defense attack. gaining a new companion each time you take it.
Keelhauled. You’ve been keelhauled or felt the lash of Companion. You gain an animal companion, much like
the cat at least once. You gain natural Soak +2. the Druid’s. This companion will accompany and
Polly. You gain a small bird (crow, parrot, owl, etc.) defend you. If your companion dies, you attract a
as an animal companion. See the Druid career for new companion in one month. However, if you
information on animal companions. abuse your companion (for example by sending it
Rigging. You do not suffer penalties for fighting while ahead to set off traps), it will leave you and you will
climbing. never be able to replace the companion.
Nature’s Camouflage. You can camouflage yourself to
become effectively invisible at a distance of 30' or
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greater while in an outdoor, non-urban environ- Hold Breath (requires Swimmer). You gain two addi-
ment. You may only move at half Speed while tional countdown dice when holding your breath.
camouflaged, and any attack ends the effect for Lookout. Crow’s nest duty is a mandatory part of a
anybody within sight. sailor’s life. You gain +1d6 to perception checks.
Nature’s Secrets. You learn the secret of plants and the Peg Leg. One of your legs is a wooden peg. You are
secret of beasts. used to it, so it does not negatively affect you; you
Traveler. You are skilled at wilderness travel, at home gain a kick attack which increases your unarmed
under the open sky. While travelling through damage by 1d6.
Wilderness, you automatically gain your group +1 Sea Legs. You adapt to the motion of a ship; this
Fortune per day. makes you very hard to knock down. When you are
Wilderness Stride. You are not affected by difficult ter- knocked prone, you may make a Challenging [13] AGI
rain caused by plants or undergrowth. check; if you succeed, you remain standing.
Sea Shanty. By singing a sea shanty, a sailor can
Ruffian (1d6 years) combat sickness and tiredness. Anyone who hears
You fell into the fringes of society and ended up as a thug on the the shanty is reduced by one stage in the Nausea
street, committing petty crimes for small amounts of money. or Tiredness status tracks (the sailor must choose
Prerequisites: none. which of the two songs he is singing).
Attributes: STR +1, END +1, CHA +1, LUC +1 Sea Weather. You are able to ignore the effects of rain,
Skill Choices: brawling, clubs, intimidation, knives, wind, mist, and fog.
running Swimmer. You gain a Swim speed equal to your regular
Street Tough. Life on the streets is tough. You gain a Speed.
natural +2 Soak.
The Filth! You have developed an uncanny ability to
detect the Watch. When attempting to sniff out a
watchman or similar authority figure, you gain a
+1d6 bonus.
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Smith (1d6 years) Legendary Forge (requires artisanal Forge; MAG 3+;
A smith is a master metalwork. Blacksmith, weaponsmith, weaponsmithing 15 or armorer 15). You forge
armorer, a smith is able to create, maintain, and even enchant yourself a single legendary quality weapon (weap-
a warrior’s tools. Many smiths combine traditions of smith- onsmithing) or suit of armor (blacksmithing); you
ing and alchemy to learn how to make magical weapons and must pay for the standard quality version, but it
armor. becomes legendary quality automatically. You may
Prerequisites: STR 4+ repeat this exploit.
Attributes: STR +1, END +1, LOG +1, REP +1 Lore of the Masters. You are able to identify rare or
Skill Choices: [artistic], [crafting], alchemy, appraise magical weapons and armor without making an at-
Alchemical Armor (requires Exceptional Forge, Protective tribute check.
Oil, MAG 2+). You combine the Protective Oil ability Maintenance. You know how to maintain equipment.
from the Alchemist career and Exceptional Forge or Designate one standard quality suit of armor or a
greater from the Smith career; the armor you creat- weapon; this item becomes high quality, as long as
ed permanently gains the extra protection granted you spend an hour maintaining it every day.
by the Protective Oil. You may repeat this exploit. Master Forge (requires Exceptional Forge; weapon-
Alchemical Weapon (requires Master Forge, Sticky smithing 10 or armorer 10). You forge yourself a
Concoction, MAG 4+). You combine the Sticky single mastercraft quality weapon (weaponsmith-
Concoction ability from the Alchemist career and ing) or suit of armor (blacksmithing); you must pay
Master Forge or greater from the Smith career; the for the standard quality version, but it becomes
weapon you created permanently gains the effect mastercraft quality automatically. You may repeat
granted by the Sticky Concoction. You may repeat this exploit.
this exploit. Quality Forge (requires Forge; weaponsmithing 4 or
Artisanal Forge (requires Master Forge; weaponsmith- armorer 4). You forge yourself a single high quality
ing 12 or armorer 12). You forge yourself a single weapon (weaponsmithing) or suit of armor (black-
artisanal quality weapon (weaponsmithing) or suit smithing); you must pay for the standard quality
of armor (blacksmithing); you must pay for the version, but it becomes high quality automatically.
standard quality version, but it becomes artisanal
quality automatically. You may repeat this exploit. Squire (1 year)
Chink in the Armor. You know armor, and its styles You spent time as a squire to a noble knight. While some move
well, including the weaknesses of each type. Once straight into knighthood, paying your dues as a squire is the
per suit of armor, you may ignore its Soak value only way to truly rise to the top of the knightly tradition. You
when attacking. can always tell a knight who wasn’t a squire first, as he lacks
Exceptional Forge (requires Quality Forge; weapon- some of the basics.
smithing 7 or armorer 7). You forge yourself a Prerequisites: none.
single exceptional quality weapon (weaponsmith- Attributes: AGI +1, CHA +1, LUC +1, REP +1
ing) or suit of armor (blacksmithing); you must pay Skill Choices: animal handling, bravery, carrying, her-
for the standard quality version, but it becomes aldry, lances, medicine, riding, swords
exceptional quality automatically. You may repeat Dress Wounds. You can heal 1d6 Health using a basic
this exploit. healer’s kit; this costs two actions. No recipient can
Forge (requires weaponsmithing or armorer). You benefit from this more than once per day.
forge yourself a single standard quality weapon Etiquette. You learn the ways of court and castle;
(weaponsmithing) or suit of armor (blacksmithing), you gain a +1d6 bonus in situations which involve
which you gain for free. courtly etiquette, music, dance, and chivalry.
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Loyal Guardian. You are able to protect a fallen ally. An Stalwart. You become immune to fear effects caused
unconscious character in an adjacent square cannot by the undead.
be further harmed while you remain adjacent to Stench of Death. You can sense the presence of the un-
him; instead you take half damage (round down) dead within 30'.
from any attacks. In addition, you gain a +1d6 bonus Turn Undead (requires Stalwart). You can make a CHA
to LOG checks made to stabilize a fallen character vs. Mental Defense attack which affects all undead
or to perform emergency healing on the battlefield. within 30' of you. Undead affected by this attack are
Standard-Bearer. You can carry a flag or banner which moved one step along the Fear status track.
grants allies who can see it +1d6 to Initiative
checks. Warrior-Monk (1d6 years)
Sword-Sharpener. You know how to maintain your (or You became a member of a militant monastic order, and were
your liege’s) equipment. One standard quality suit trained in philosophy and martial arts.
of armor and one standard quality melee weapon Prerequisites: religion or martial arts
becomes high quality, as long as you spend an hour Attributes: AGI +1, END +1, INT +1, WIL +1
maintaining it every day. Skill Choices: [artistic], acrobatics, dancing, martial arts,
philosophy, religion, staves
Undead Hunter (1d6 years) Defensive Stance. You gain +4 to your Melee Defense.
An expert on the undead, you have vowed to hunt and destroy This does not stack with Drunken Fist.
them. Your academic research and knowledge are powerful Drunken Fist. When intoxicated through alcohol, you
weapons against your immortal foes. Many undead hunters gain +4 to both your Melee and Ranged Defense.
choose to learn a little magic, also. This does not stack with Defensive Stance.
Prerequisites: religion. Elemental Fist (requires Iron Fist, MAG 2+). Your fist is
Attributes: LOG +1, WIL +1, CHA +1, LUC +1 surrounded by the glow of elemental energy. The
Skill Choices: religion, abjuration, tracking, history, herb- damage type becomes heat, and does an additional
alism, linguistics, medicine +1d6 damage.
Death Bane. Using an herbalism kit, you can create a Iron Fist. Your unarmed damage increases by 1d6. This
death bane—an ointment or natural amulet (such does not stack with other exploits or equipment
as the stereotypical garlic vs. vampires). This grants which increase your unarmed damage, except for
you +4 Defense vs. the undead. Elemental Fist.
Death Ward. You learn the secret of undead. Iron Skin. Your training grants you +2 natural Soak.
Divine Strike. Your attacks do Good damage to the Martial Leap. Increase both your vertical and horizon-
undead. tal Jump distances by 5'.
Holy Symbol (requires Turn Undead). Brandishing your Martial Technique Base. You gain two of the follow-
holy symbol aloft, your Turn Undead ability now ing universal exploits: Trip, Throw, Sidestep, Flying
pushes the undead two steps along the Fear status Kick. You may take this exploit again to gain the
track. remaining two exploits.
Lore of the Dead. You can identify undead creatures by Mountain Stance (requires Defensive Stance). You be-
sight and know their weaknesses. come as immobile as a mountain. No knockdown
Special Enemy (requires Lore of the Dead). Choose one or knockback attempt by a creature of your size or
type of undead. You become known as a hunter of smaller will work against you.
that type of undead (e.g. a Vampire Hunter), and Weapon Synthesis. When using any Eastern weapon,
gain +2 REP. You automatically ignore any natural you gain one free unarmed melee attack whenever
Soak that that creature possesses (although not ar- you make two weapon attacks.
mor Soak). Zen Mind. You gain +4 to your Mental Defense.
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Paying for Effects and bypass its Soak score. This exploit can only be
performed once per target.
The concept of buying effects with your attack dice Aim. This is identical to the Feint exploit, but for
is fundamental to the combat system of O.L.D. ranged combat; it grants +1d6 bonus to an attack roll
Without “buying” extra damage dice or desired ef- taken in the same turn. The attack action must come
fects, a successful attack will tend to do very little immediately after the feinting action. All characters
damage. High damage, therefore, is achieved by a get either the Aim or Feint exploit for free.
large attack dice pool being partially spent on dam- Always Prepared (requires LOG 8+). You have a brilliant
age and effects. tactical mind, and are always prepared. You may
For example, a massive Ogre might have enor- declare a single action which you took prior to the
mous strength and lots of training, and as such have encounter (even if you didn’t know the encounter
a big attack dice pool of 8d6 with its giant battleaxe. was going to take place) which helps you in this
Normally, it only does 3d6 damage. However, it can exact scenario. This must be an action you were
spend some of that pool, exchanging some of those capable of.
8d6 for extra damage or an effect such as knockdown. Analytics (requires LOG 6+). Studying your target’s
The Ogre has exchanged some of its hit potential for behavior, you notice a pattern to its actions. You
damage potential. grant all allies within 30' a +1d6 bonus to attack the
target until the start of your next turn. This costs
one action.
Arcane Recharge (requires meditation skill). You can
spend five minutes to recover 2d6 Magic Points
once per day.
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Feint. This is identical to the Aim exploit, but for melee readying a bow quickly. Whenever you have a bow
combat; it grants +1d6 bonus to an attack roll taken on your person, you are always considered to be
in the same turn. The attack action must come im- holding it.
mediately after the feinting action. All characters Quick Mount (requires riding skill). You can mount or
get either the Aim or Feint exploit for free. dismount from a horse or other mount as a free
Flying Kick (requires AGI 8+, martial arts skill). You action.
move your speed and issue a flying kick at the end Quick Stand (requires AGI 6+, martial arts skill). Once
of it, dealing your martial arts damage with a bonus per turn you can stand immediately from prone as
1d6 damage. a free action.
Hunker Down (requires END 6+). Cover grants you one Reckless Act. In utter disregard for your own safety,
extra die of cover. you make yourself a target as you unleash your at-
Knockback (requires Knockdown). The target is pushed tacks. Attackers gain a +2d6 bonus to attack you
back 5' for a cost of 1d6. For 2d6, this can be in- until your next turn, but you gain +1d6 bonus to
creased to 10'. your attack rolls.
Knockdown (requires STR 5+). The target is knocked Roll with It (requires AGI 5+). By voluntarily falling
prone for a cost of 2d6. You cannot knock down a prone, you reduce damage by 2d6. You cannot use
target that is two sizes or more larger than you. any instant-stand exploits in combination with this
Opportunist Stomp. You can stomp on an adjacent exploit.
prone opponent as a free action. This is an unarmed Sidestep (requires AGI 8+). When charged by an at-
attack and uses your natural damage value. tacker, you casually step aside, causing him to rush
Organization Member. You are a member of a specific past you. If the attack misses, the attacker contin-
organization, and gain all the benefits that mem- ues onwards in a straight line to the extent of his
bership grants. You do not recover this exploit movement, unless something blocks his way. If he
should you leave the organization or should it cease collides with an object, he takes 1d6 blunt damage.
to exist. Signature Spell (requires LOG 6+). Using the magic rules,
Pep Talk (requires CHA 6+). You can spend your am- devise and name a spell from the skills and secrets
bush turn (if you have access to it) giving your allies that you know. This spell becomes a signature spell.
a pep talk. They all gain a +1d6 bonus to Initiative You may take this exploit multiple times, adding a
in the ensuing combat. new signature spell each time, but you may not have
Piledriver (requires STR 8+, wrestling skill). You grab more signature spells than the value of your LOG
your opponent, lift him, and then drop to the attribute. A signature spell takes only one action to
ground, driving his head into the ground. Both you cast (rather than the usual two actions), although
and your opponent end up prone. The exploit costs you may cast only one per round. Additionally, you
3d6 and, if successful, the target takes double dam- gain a +1d6 die bonus to attribute checks or attacks
age and is stunned until he shakes the condition off. with your signature spell.
Predictive Reflexes (requires INT 6+). You are good at Spinning Kick (requires AGI 8+, martial arts skill). A
reading the situation. You gain a permanent +1d6 quick turn, and your foot lashes out to strike your
bonus to your initiative checks. opponent. This exploit costs 2d6, but can strike any
Protector (requires END 5+). You can take an attack adjacent opponent (even one behind you), and in-
meant for an adjacent ally. If the attack hits your cludes a free Knockdown effect.
ally, you take the damage instead. If you have a Taunt (requires CHA 8+). You taunt your target, enrag-
shield, the ally also benefits from your shield’s de- ing it, and make a CHA vs. Mental Defense attack.
fense bonus. If successful, the target focuses all its attacks on you
Quick Draw (requires AGI 6+). You are an expert at until the start of your next turn.
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Throw (requires STR or AGI 7+; Trip or Knockdown). For Consult the table below to find out which band you
2d6, the target is knocked prone and pushed back fall into, based on your species.
5'. For 3d6, this can be increased to 10'. STR is the If your character is young or old, choose any syn-
prerequisite if the qualifying exploit is Knockdown; onym for that word and insert it into your descriptor.
AGI if it is Trip. It’s up to you what adjective you choose. If your char-
Trip (requires AGI 6+). For 2d6, the target is knocked acter is an adult, you do not need to add it to your
prone. If you are one size smaller than your target, descriptor. Some example synonyms are listed below,
you may use this exploit for only 1d6. but you should feel free to create your own.
Whirlwind Frenzy (requires AGI 6+). You attack all ad- Adding years. Players may always add extra years
jacent targets, but only do 1d6 damage to each. This to their age at character creation or during downtime
costs you 3d6. You must still make an attack roll with no corresponding advancement. This allows
against each target. If you hit every target, all tar- players to play older characters without unduly high
gets are pushed back 5', clearing a space around you. attributes. NPCs may (and often do) similarly have
years added—an NPC bartender might be 60 years
Age of age but that doesn’t necessarily require her to be
Your age is determined by the total of your character’s grade 15. In cinematic mode, adult characters gain an
years in each career. Age falls into three broad bands: additional LUC die, and old characters gain a further
young, adult, and old. LUC die, representing experience.
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Massive. You are enormous and solid. You are immune Suave. Once per day you may make a CHA check vs.
to knockdown and knockback effects by anything a target’s Mental Defense to move them one step
of your size category or smaller. along the Charm status track. The target must be
Naive. Naivete can be an endearing trait in some; it able to hear and understand you, and be sentient.
can also act as an insulation. Once per day you may Tottering. You find it a struggle to stand and require
completely ignore a fear-based effect or condition. the use of a wheelchair which gives you a +1 Speed
Nimble. You gain a climb speed equal to your regular bonus on normal terrain.
Speed. Tough as Nails. You have a natural Soak of 3. This
Nondescript. You’re the type of person nobody remem- stacks with other natural Soaks, but not with ar-
bers. Even after you have met someone, you can mor Soak.
meet them again and they will not recognize you if Unflappable. You are not easily distracted or surprised.
you choose to act in a nondescript manner. You can The feint exploit does not work on you.
only do this the second time you meet somebody; Unwashed. Your unkempt appearance causes others to
from the third time onwards, you are recognized overlook you. You can hide in plain sight using INT
as normal. in place of AGI.
Obnoxious. Your personality really repels people. You Well Known. You are famous; people recognize you, for
are an expert at insults, and can use an action to good or ill. You have learned to use this reputation.
make an INT vs. Mental Defense check to enrage Once per day you may substitute your REP attribute
and distract others, causing them to move one step for another attribute in order to make a social at-
along the Anger status track. tribute check.
Persuasive. You are adept at negotiating with others.
When you purchase anything under 5,000 gc in Derived Statistics
value, you are able to save 2d6 percent. Derived statistics are values which are calculated
Reckless. Your poor judgment often lands you in based on existing statistics. You’ll need to calculate
trouble, but it leads to a certain confidence. If you each of the derived statistics in the section below, and
completely ignore cover, you gain a +1d6 attack bo- record them on your character sheet.
nus as long as you are not using a shield. All derived statistics increase or decrease if their
Rugged. You are tough and shrug off hardships. Once underlying statistics change through character ad-
per day you can spend two actions (a full turn) to vancement or for other reasons.
recover to half your normal maximum Health.
Spendthrift. You lack self-discipline and spend your Dice Pools
money on trivialities and things you don’t need. For each attribute and each skill, record the derived
This can have its advantages, however; once per day dice pool on your character sheet. These are noted on
you can pull a small item from your pocket that you the character worksheet for convenience. They are as
forgot you’d bought, retroactively spending up to follows:
5 gc.
Stoic. You are able to hide pain and discomfort. Once Derived Dice Pool
per day, when you would normally be reduced to 1–2 3–5 6–9 10–14 15–20 21–27
zero Health, you are reduced to 1 Health instead. 1d6 2d6 3d6 4d6 5d6 6d6
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Health
Health is a mixture of physical and mental stamina.
Roll an END dice pool and a WIL dice pool. If you
have the hardy skill, you may roll that also. Record the
total as your Health (minimum 10). When you take
damage, you lose Health; when you reach 0 Health
you are unconscious.
Speed
You need to determine your regular Speed, and your
Climb speed. Note that this process also applies to
Swim and other forms of movement.
Your Speed is equal to the size of your STR dice pool
plus your AGI dice pool. You may also add your run-
ning dice pool if you have that skill. Small (or smaller)
characters suffer a –1 penalty to Speed.
For climbing, swimming, etc., replace the running skill
and halve the final total unless a career or exploit
tells you otherwise.
Jump
This is the distance and height you may jump auto-
matically. It should be recorded on your character
sheet in units of feet, not squares (unlike Speed) in
the format 7'/4'.
Your horizontal jump is equal to twice your AGI at-
tribute in feet. Your vertical jump is equal to your STR
attribute in feet, but cannot exceed your horizontal
jump. These values assume a 10' run-up. From a stand-
ing start, they are halved.
Jumps exceeding these values require STR (verti-
cal) or AGI (horizontal) attribute checks equal to the
number of feet jumped horizontally or three times
the number of feet jumped vertically.
Carry
Your basic carry increment is equal to STR + END
multiplied by 10. Record the value in pounds. If you
have the carry skill, you may add this (the raw value,
not the dice pool) before the multiplier. Each carry
increment inflicts a –1d6 penalty to physical attribute
checks and –1 to Speed.
The maximum weight you can lift is equal to 50 lb.
times your STR attribute.
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Cinematic Mode
Combat in WOIN can be deadly—even an advanced
character can be downed by just one or two shots.
For a more heroic feel, the GM can opt to use
Cinematic Mode. In Cinematic Mode, characters and
creatures add a LUC dice pool when calculating their
total Health. Lucky characters can be very resilient,
if sometimes accidentally so. Adult characters also gain
an additional LUC die, and old characters gain a fur-
ther LUC die, representing experience.
Cinematic Mode may be especially appropriate to
high fantasy settings.
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The damage value, range, and any notes are found Defeating Enemies and
in the weapon’s entry in the Equipment chapter. You Overcoming Challenges
may also add the size of your STR dice pool or skill The core advancement assumption is that you need to
dice pool to a melee weapon damage, or the size of defeat or overcome 10 encounters of Medium difficulty
your skill dice pool to ranged weapon damage. So, if to advance to the next grade. The XP requirement for
you have STR 6 (3d6), add 3 to your sword’s damage. each grade is shown in the table below; it is equal to
Unarmed damage is 1d6 for size Medium and small- ten times the next grade. For a Medium difficulty en-
er creatures, plus 1d6 for each size category above counter, characters gain XP equal to their own grade.
Medium (see the table at the bottom of this page). The GM evaluates how difficult the players found
►►Add your unarmed skill rank or your STR dice the encounter and awards XP accordingly. Round
pool size (not both) to unarmed damage as a down when calculating half grade values.
flat bonus, using the dice pool size. This bonus
does not apply to melee weapon attacks. Encounter XP Awards
►►Some exploits increase your unarmed damage. Encounter Difficulty XP Award
Trivial No XP
Advancement Easy Half grade (round down)
Throughout a campaign, characters will advance. They Medium Equal to grade
will gain or improve skills, acquire new exploits, and Hard Two times grade
increase attributes. Characters have two “currencies” Extremely hard Three times grade
to spend on advancement.
Time. A character can take a new career grade by GMs are free to set different advancement rates.
spending the required time (usually 1d6 years, but the Changing the speed of character advancement can
career itself will provide specific information). Instead affect the tone of a campaign, and the GM should
of XP, this type of advancement requires downtime— be sure to inform the players before play what the
periods when a character’s actions take place in the campaign’s advancement rate is. To set a different
background—and it advances a character’s age. advancement rate, simply increase or decrease the
The indicated time is an optimum adventurer hero cost of a new career grade from 10 XP per grade to a
progression—characters can always spend more time higher or lower value.
than the amount indicated. Additionally, NPCs may
take much longer to progress; it’s not unusual to see Planning
old NPCs with only a few career ranks. If the PCs research and plan to the extent where they
Experience Points. The GM awards experience points make a supposedly difficult encounter into easier
(XP) for overcoming challenges, defeating enemies, encounter by virtue of their preparations and fore-
and completing milestones. These XP can be spent on thought, they are awarded XP for an encounter one
new career grades. The XP cost of a career grade is difficulty level higher (for example, an encounter
equal to 10 times the new grade—deduct the XP from which turned out to be Easy because of good planning
the character’s total when he spends them. If XP are becomes a Medium encounter for the purposes of
spent, no time expenditure is needed. XP awards). Planning awards require GM discretion,
Advancements are accessed via career grades, and and ensures that players aren’t penalized for thinking
contextualize any given advancement. their way around a problem.
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Appendix: Gods as Patrons
PCs who gain magical powers from a patron should Forbidden. Followers of this god can have no
define that patron. This most frequently takes the power of these secrets.
form of a pantheon of gods. The GM will provide a Abjure Only. Followers of this god may use these
list of gods in the campaign setting, or the generic list secrets only in conjunction with the abjuration skill.
below can be used. They may use the secret at normal cost when doing so.
Virtues. Gods exemplify certain Virtues. These are
considered secrets; their antithesis is available as an Patrons and Careers
Abjure Only secret. The gods in the generic list below The magical careers in this book are most often as-
use Good and Evil; where none is indicated, the wor- sociated with the following patrons:
shipper may choose from Good or Evil. ►►Cleric—any
Secrets. PCs who worship this god are able to use ►►Diabolist—The Devil
these secrets normally if they learn them. They may ►►Druid—The Druid, The Mother
also use other secrets at double MP cost if they learn ►►Firemage—does not usually use a patron
them. Note that a PC can learn any secret; the de- ►►Inquisitor—does not usually use a patron
ity determines whether or not those secrets work for ►►Mage—does not usually use a patron
them. ►►Necromancer—The Hangman
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Sample Characters
Gimnor
A young shy Mountain Dwarf assassin who collects exotic
flowers
Small sentient humanoid (grade 5; max dice pool 5d6)
STR 4 (2d6) AGI 7 (3d6) END 7 (3d6)
INT 8 (3d6) LOG 3 (2d6) WIL 7 (3d6)
CHA 3 (2d6) LUC 5 (2d6) REP 4 (2d6)
Health 32 Melee Defense 22
Soak 5 (studded leather) Ranged Defense 15
Vuln — Mental Defense 11
Initiative 3d6 Speed 4
Perception 3d6 Climb 2
Carry 110 lbs. Jump 14'/4'
Actions 2
Natural Damage 1d6+2
Shortsword 5d6 (2d6+2 slashing damage) Shiv. From his time in prison, Gimnor learned how to
Light Crossbow 4d6 (1d6+3 piercing damage; range 15) improvise weapons. He is always considered to be carry-
Skills appraisal 1 (1d6), axes 1 (1d6), woodwork 1 (1d6), ing a knife or a club, even when unarmed, and he can use
stealth 3 (2d6), thievery 2 (1d6), knives 3 (2d6), his brawling skill with knives and clubs.
crossbows 1 (1d6), herbalism 1 (1d6) Create Poison. Gimnor can use his herbalism kit to spend
Gear studded leather armor, herbalism kit, high quality five minutes making a poison. The poison remains
thieves tools (+1d6), shortsword, light crossbow, 100 gc effective for only five minutes. When drunk or eaten, the
Shy. Gimnor is able to go unrecognized even by those he poison does 6d6 poison damage.
has met before. However, after three meetings, even the Aim. Gimnor can spend an action aiming, which gives him
most unobservant will recognise him. +1d6 to a subsequent raged attack made in the same turn.
Darksight. Like all Dwarves, Gimnor is able to see clearly Achilles Heel. Gimnor is able to identify his target’s weak-
in the dark up to a distance of 60'. When underground, nesses. Once per enemy he can ignore their Soak when
he can see clearly to any distance. making an attack. This costs him 2d6.
Iron Constitution. Gimnor is immune to non-magical Young. Gimnor is a young dwarf. He can declare one dice
poisons, with the exception of alcohol. pool per day to be an exploding dice pool.
Sturdy. With a low center of gravity, Dwarves are hard to Careers Urchin, Burglar, Prisoner, Assassin, Assassin
knock down. Any attempt to do so suffers a –2d6 penalty Age 31
to the attempt.
Earthy. Like many Mountain Dwarves, Gimnor knows the Gimnor was always shy and awkward, an issue not helped
secret of earth. He does not have a Magic attribute or by his stutter. He grew up alone on the streets of a large city
any magical skills at present, however. and took to burglary in order to make enough money to
Life on the Streets. Gimnor’s early life as an urchin was feed himself. Eventually he was caught, and spent 6 years
tough; he is able to recover an additional 1d6 Health in prison, an environment which did not tolerate is social
each day. awkwardness. As such, he was forced to defend himself, and
Locksmith. Gimnor begins play with a free high quality set found that killing was not so hard. After his release, combin-
of thieves tools. ing this newfound knowledge and his burglary skills seemed
inevitable as he began a career as an assassin.
50
Fantasy Careers
51
Fantasy Careers
Selena
A brilliant human firemage who loves to gamble
Medium sentient humanoid (grade 5; max dice pool 5d6)
STR 3 (2d6) AGI 5 (2d6) END 3 (2d6)
INT 5 (2d6) LOG 10 (4d6) WIL 5 (2d6)
CHA 5 (2d6) LUC 5 (2d6) REP 5 (2d6)
MAG 5 (2d6) fire, light
Health 28 Melee Defense 18
Soak 5 (fire) Ranged Defense 18
Vuln cold (1d6) Mental Defense 14
Initiative 3d6 Speed 4
Perception 3d6 Climb 2
Carry 60 lbs. Jump 10'/3'
Actions 2
Natural Damage 1d6+2
Dagger 3d6 (2d6+2 piercing damage)
Firebolt 3d6 (2d6 fire damage; range 6)
Flaming touch 2d6 (2d6+2 fire damage)
Skills history 2 (1d6), dice game 1 (1d6), linguistics 1 (1d6), Fire Resistant. Selena has Soak 5 (fire), but is Vulnerable
evocation 2 (1d6), illusion 1 (1d6), perception 1 (1d6), 1d6 (cold).
knives 1 (1d6), reactions 1 (1d6), dodging 3 (2d6) Aim. Selena can spend an action to gain +1d6 to a subse-
Gear dagger, 100 gc quent ranged attack taken in the same turn.
Brilliant. Once per day in a moment of brilliance, Selena Explorer. Selena gains XP equal to her grade (5) every time
may substitute a LOG check (4d6) for any other at- she takes a journey of longer than one week. She cannot
tribute check. gain this bonus more than once per month.
Prestidigitation. Selena can perform small magical tricks Careers Wizard’s Apprentice, Mage, Mage, Firemage,
at-will. These are enough to help with minor tasks such Firemage
as cleaning garments, keeping off the rain, lighting a Age 24
lantern, and so forth.
Arcane Secrets. Selena knows the secret of fire and the secret Known as something of a hothead, Selena’s fascination with
of light. fire began at a young age. She was always going to be a
Flaming Touch. Selena gains +1d6 to her unarmed damage. wizard, and her later specialization into her favorite element
Her unarmed damage becomes fire damage. came as no surprise. Reckless, temperamental, but brilliant,
Firebolt. Selena may throw bolts of fire at-will as a single Selena can always be relied upon for an unorthodox solution
action. These do 2d6 fire damage and have a range incre- to a problem.
ment of 30' (6 squares).
52
Fantasy Careers
Sir Mandallan
An inspiring Human knight who believes in ancient myths and
legends
Medium sentient humanoid (grade 5; max dice pool 5d6)
STR 7 (3d6) AGI 3 (2d6) END 8 (3d6)
INT 3 (2d6) LOG 4 (2d6) WIL 5 (2d6)
CHA 8 (3d6) LUC 8 (3d6) REP 3 (2d6)
Health 32 Melee Defense 24
Soak 6 (chainmail) Ranged Defense 14
Vuln — Mental Defense 10
Initiative 5d6 Speed 6
Perception 2d6 Climb 3
Carry 150 lbs. Jump 6'/6'
Actions 2
Natural Damage 1d6+3
Brawling 3d6 (1d6+3 blunt damage)
Longsword 5d6 (3d6+5 slashing damage)
Skills religion 1 (1d6), heraldry 1 (1d6), running 1 (1d6),
swords 3 (2d6), leadership 1 (1d6), tactics 3 (2d6),
knives 1 (1d6), medium armor 1 (1d6), riding 1 (1d6),
law 1 (1d6)
Gear chainmail, medium shield, longsword, horse, 1000 gc Bonded Mount. Mandallan has a loyal horse which has +2
Inspiring. Mandallan can spend one action to grant an ally Speed when he is riding it.
within 30' a +1d6 bonus to their next attribute check. Feint. Mandallan can spend one action to feint, gaining
Explorer. Mandallan gains XP equal to his grade (5) +1d6 to hit in a subsequent attack made in the same turn.
whenever he takes a journey of more than a week. He Charge. When making a melee attack, Mandallan can
cannot do this more than once a month. move his speed and attack at the end of it, gaining +1d6
Silver Spoon. Mandallan starts play with 1,000 gc and a damage to that attack.
set of superior clothing. Careers Noble, Man-at-Arms, Man-at-Arms, Knight,
Shieldbearer. Mandallan gains an additional +4 Defense Knight
from a shield. Age 32
Advance! Mandallan ignores difficult terrain when
charging. Sir Mandallan is the quintessential knight. Honorable and
Might Is Right. Mandallan can make a REP vs. Mental brave, he uses his sword to defend the weak and the oppressed.
Defense attack which pushes a target one step down A strong believer in chivalric notions of justice, he is quick
the Fear status track. to challenge wrongdoing in all its forms. Mandallan has
a formal way about him, and speaks with an antiquated
dialect.
53
Fantasy Careers
Marla
A naive Smallfolk cleric who is obsessed with cleanliness
Small sentient humanoid (grade 5; max dice pool 5d6)
STR 4 (2d6) AGI 6 (3d6) END 4 (2d6)
INT 4 (2d6) LOG 7 (3d6) WIL 7 (3d6)
CHA 8 (3d6) LUC 7 (3d6) REP 0 (0d6)
MAG 4 (2d6) plants, good, undead
Health 32 Melee Defense 16
Soak 4 (leather tunic) Ranged Defense 16
Vuln — Mental Defense 16
Initiative 2d6 Speed 4
Perception 2d6 Climb 2
Carry 80 lbs. Jump 12'/3'
Actions 2
Natural Damage 1d6+2
Brawling 3d6 (1d6+2 blunt damage)
Sling 4d6 (1d6+1 blunt damage; range 8)
Skills slings 1 (1d6), diplomacy 1 (1d6), stealth 1 (1d6), herbal-
ism 3 (2d6), animal handling 1 (1d6), medicine 2 (1d6), Bless/Curse. Marla can either bless or curse a target
abjuration 1 (1d6), religion 1 (1d6), dodging 2 (1d6) within 30'. This takes her one minute. A blessing grants
Gear leather tunic, sling, healing kit, herbalist’s kit, staff, the target +2d6 to their LUC pool for one hour; a curse
100 gc denies them use of their LUC pool for one hour. As
Naive. Marla’s naivete can be an asset—once per day she always with magic, an unwilling target requires a MAG
may completely ignore a fear-based effect, attack, or (2d6) vs. Mental Defense attack. Only one target can
condition. be blessed or cursed at any one time; Marla cannot bless
Stubborn. Smallfolk get +5 to their Mental Defense or curse herself.
(included, above). Aim. Marla can spend an action aiming, which grants her
Evasion. Marla gets +5 to her Melee Defense (included, +1d6 to hit in a subsequent ranged attack made in the
above). same turn.
Outoorswoman. As a farmhand, Marla learned the secret Pep Talk. Marla can spend an ambush turn (assuming she
of plants. has access to it) giving her allies an encouraging speech.
Stimulant. Using her herbalist’s kit, Marla can create a This grants all allies within 30' of her +1d6 to their
herbal stimulant which can be imbibed by herself or Initiative checks in the ensuing encounter.
another creature, and which increases one attribute’s Careers Farmhand, Herbalist, Cleric, Cleric, Cleric
(her choice) dice pool by +1d6 for one hour. This takes Age 30
her one minute to concoct. A given creature can benefit
from this exploit only once per day. When Marla’s grandfather was killed by a vampire,
Portfolio. Marla’s deity opposes undeath; her portfolio Marla’s life was changed forever. Originally a farmer who
includes the secret of good and the secret of undead. She grew up to work in her grandfather’s herbalist shop, his
can also heal 2d6 Health by touch as a single action; death spurred her to seek ways to defend against the unholy
any given creature can only benefit from this once per denizens of the night. To that end, she joined a cleric’s order
day. This includes the Divine Touch exploit. and never looked back, learning how to protect against the
undead and heal her friends. Despite all this, Marla is still
very naive and trusting, and knows little of the world.
54
Fantasy Careers
Krute
A brawny Orc barbarian who wears trophies of his vanquished
foes
Medium sentient humanoid (grade 5; max dice pool 5d6)
STR 10 (4d6) AGI 9 (4d6) END 8 (3d6)
INT 10 (4d6) LOG 3 (2d6) WIL 3 (2d6)
CHA 4 (2d6) LUC 4 (2d6) REP 0 (0d6)
Health 32 Melee Defense 21
Soak 0 Ranged Defense 11
Vuln — Mental Defense 19
Initiative 4d6 Speed 8
Perception 5d6 Climb 6
Carry 220 lbs. Jump 18'/10'
Actions 2
Natural Damage 1d6+4
Bite 4d6 (2d6+4 piercing damage)
Battleaxe 5d6 (3d6+4 slashing damage)
Skills carousing 1 (1d6), axes 3 (2d6), tracking 2 (1d6),
nature 2 (1d6), hardy 3 (2d6), climbing 3 (2d6), Set in the Old Ways. Ancient traditions and rituals are
swimming 1 (1d6) unchanging and inflexible. Krute gains +5 Mental
Gear battleaxe, 100 gc Defense (included above).
Brawny. Krute’s carrying capacity increases by 40 lbs. Feint. Krute can spend an action to feint, which gives him
(factored, above). +1d6 to hit in a subsequent melee attack made in the
Glory. Orcs take pleasure in battle, and pride in their same turn.
wounds. When reduced to below half Health, they Whirlwind Frenzy. Krute can attack all adjacent targets,
gain a +1d6 die bonus to attack rolls. but only do 1d6 damage to each. This costs him 3d6. He
Darksight. Orcs can see clearly in the dark as though it must still make an attack roll against each target. If he
were daylight. However, bright sunlight hurts their eyes, hits every target, all targets are pushed back 5’, clearing a
inflicting a –2 Defense penalty. space around him.
Keen Senses. Krute gains +1d6 to perception checks Careers Primitive, Barbarian, Berserker, Berserker,
(included, above). Berserker
Bloodlust. Once per day an Orc can drink fresh blood to Age 29
recover 2d6 Health. This takes an action. The blood
must come from a creature slain in the last hour. Bestial and barbaric in his ways, Krute is a force of nature.
Frenzy. Krute can go into a frenzy. This gives him 5 SOAK Raw and savage, he is at home fighting with his teeth as
and adds +1d6 to his damage rolls, but he cannot stop with his axe. Like most Orcs, Krute enjoys violence, prefer-
until all foes are dead. ring it to other solutions to many problems, but is tempered
Feral. Krute gains a bite attack which does an extra 1d6 by the presence of his allies. In a berserk frenzy, Krute is a
damage. This attack’s damage is piercing damage. sight to behold—and to avoid—often dropping his axe and
leaping into the fight in a whirlwind of teeth and fists.
55
Name
Attributes
STR AGI END INT LOG WIL CHA LUC REP MAG
d6 d6 d6 d6 d6 d6 d6 d6 d6 d6
Skills
defensive
/ d6 / d6 / d6 / d6 / d6
/ d6 / d6 / d6 / d6 / d6
/ d6 / d6 / d6 / d6 / d6
Attacks
Attack Damage Range Notes
unarmed
Current Age
Defenses
Total Careers
Melee Defense Soak
Ranged Defense Health
Mental Defense
Equipment Weight
Magic Points
56
Name
Attributes
Attribute
Aim or Feint
Universal
Biography
Homeland Origin
57