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Format<br />

Initially, each occupation is introduced.<br />

Ability Requirements: In order to legitimately<br />

be a member of the occupation in question,<br />

minimum ability requirements must be met. For<br />

instance, warriors generally require Strength. It is<br />

possible for a remarkably weak character to consider<br />

themselves a warrior, but it is doubtful that the<br />

military would hire a weak soldier.<br />

Gender: Sometimes occupations tend to be<br />

characterized by one gender over another. For instance,<br />

there are no female druids.<br />

Race: As the races offered to players for<br />

their characters are diverse, some races are better<br />

suited at different occupations. For example, anakim<br />

are well-suited to be gladiators.<br />

Disposition: Some occupations tend to be<br />

occupied by characters with certain ethical and moral<br />

dispositions. For instance, it should be virtually<br />

impossible to find an ethical and moral assassin.<br />

Temperament: Some occupations tend to<br />

be occupied by characters with certain temperaments.<br />

For instance, it should be virtually impossible<br />

to find a sanguine ruffian.<br />

Sociality: Oftentimes, occupations differ<br />

according to social class and urbanity. For example,<br />

assassins in hamlets are as rare as berserkers in civilized<br />

capital cities.<br />

Religion: Occupations may be characterized<br />

by religion. The likelihood, for instance, of finding<br />

an atheistic hierophant is very small.<br />

Skills: Certain occupations are better gifted<br />

in certain skills, sometimes because they formally<br />

train in them, and other times because these are the<br />

type of characters attracted to the occupation. The<br />

purpose of listing skills here is to grant bonuses in<br />

addition to the character’s initial roll for Skill Points<br />

as determined in the beginning of Chap. 8: Skills. If<br />

a character switches occupations after already having<br />

gained a level in their current occupation, these<br />

new skills are not freely gained; instead, Skill Points<br />

must be invested as usual after level advancement.<br />

Normally, only 5 Skill Points may be initially put into<br />

a skill. The granted points in the bonus skills are in<br />

addition to this normal limit.<br />

205<br />

Equipment: Adventuring occupations may<br />

limit the type of weapon, armor, or apparel. For<br />

example, bards do not play lutes while wearing<br />

platemail. Occupations for the general public may<br />

have equipment that is necessary for their occupation<br />

listed, such as an anvil for a blacksmith.<br />

Magic Points: Usually, both priests (druids<br />

and hierophants) and wizards (mages and sorcerers)<br />

are able to cast spells. Magic Points (MP) are<br />

listed here, if applicable.<br />

Advancement Points: Different occupations<br />

gain Advancement Points (AP) by different<br />

means. For instance, warriors advance by killing foes<br />

on the battlefield, while pick pockets advance by successfully<br />

picking pockets.<br />

Training: Before characters of some occupations<br />

can receive the benefits of advancing a level,<br />

they must train properly. Not all occupations require<br />

training prior to advancing an occupational<br />

level.<br />

Guild: Some occupations are governed by<br />

guilds. Information regarding the structure of guilds<br />

and their statutes is listed here, including how many<br />

years an apprentice must serve, whether or not a<br />

masterpiece must be produced to become a journeyman,<br />

and criteria to become a journeyman or<br />

master.<br />

Chapter 7: Occupation

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