Squire.
Squires are aspiring knights, robust youths who train in skill at arms but also busy themselves with tending and caring for their master's gear, keeping it sharp, clean, and ready to use. Squires also learn the courtly arts and etiquette. After proving their loyalty and skill in battle, squires usually become knights. In lands where knighthood is only granted by a king or other monarch, some squires remain so for their entire lives.
Proficiency
Animal Handling
Land (Mounted)
One extra language
Squires may have specialized such as:
1:Herald. 2:Standardbearer. 3: Scout. 4: Messenger. 5:Guard. 6: Cavalry
A squire can find favor at a nobles manor, gaining food and lodgings for himself and his companions.
Barmaid/ Barkeep
Barmaids/Barkeep are servers, entertainers, and even harried cooks in inns and taverns throughout the cities and towns of the world.
Proficiency
Persuasion
Performance
One extra language.
Can find free food and lodging at inns and taverns in exchange for some part time work. Also has a chance to overhear stories, rumours, and secrets that others would rather keep hidden.
Sailor
Shipmates are ordinary sailors, the rank-and-file deckhands who keep any vessel, great or small, afloat and moving. They are alert for danger and quick on their feet, weathered by wind and wave and sun, but always with an eye for what waits beyond the horizon.
Shipmates can be employed as low-level marines, rivermen, bargefolk, or even just be swamp rats living in stilt-houses.
A First Mate is the loyal assistant to a ship's captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison.
A Captain is mistress of a ship at sea. She may be the legal authority and representative of her nation, company, faith, or faction, or she may be an independent captain owing allegiance to none and claiming no home but the sea itself. Captains may be used as pirates, admirals, or master merchants.
Proficiency choose 2 from:
Sailing (Ships)
Persuasion
Survival (Sea)
Intimidate
Also take Navigation Tools
Cannibal
Cannibals are ferocious, savage humanoids, feral people with a taste for sentient flesh. In battle, they charge with savage war cries, often tossing their weapons aside to hurl themselves onto their foes with hunger and abandon, eager to taste the blood and flesh in the ecstatic heat of battle.
Proficiency
Survival
Intimidate
A Cannibal in his tribe could be
1:Tracker. 2:Shaman. 3:Animal Handler. 4. Warrior. 5. Chieftain 6. Trapper
Cannibal tribes are often feared and respected in the wilder lands and a Cannibal may be granted save passage through humanoid lands for fear of retribution, or may bey hunted or shunned in more civilized societies.
Dealer
Dealers are purveyors of drugs, toxins, poisons, and all manner of proscribed and questionable alchemical substances. Operating from hidden laboratories and kitchens, they import and concoct their wares to rule the streets through the power of their sweet seduction.
Dealers sometime provide their skills as poisoners and assassins, traveling charlatans or snake-oil salesmen, or even semi-honest alchemists, apothecaries, and street physicians.
Proficiency
Deception
Medicine
Herbalism KitCorrupt Dealers often have ties with the criminal underworld and can gain favours (for a price) from thieves guilds.
Honest Dealers often rub shoulders with respected alchemists or hedge wizards, and can often acquire more powerful cures or potions and more easily than most, and may even have access to a magical item appraiser or sage.
Prostitute
Prostitutes are workers for hire in the field of love. From cheap trollops to brazen strumpets, saucy tarts to haughty courtesans, they work the streets and backroom brothels of cities and towns, tending to the wants, needs, and dark desires of their clients, often in elaborate costume and makeup for erotic roleplay. Most prostitutes have at least a little larceny in their hearts, however, and those who procure their services would be well advised to keep a close eye on their purses.
Proficiency
Performance
Deception
Disguise Kit
Prostitutes could be used as members of a harem or an actors' troupe. A prostitute might also be a noble's or wealthy businessman's mistress, or even a barmaid looking to make a little money on the side. Prostitutes also make good low-level spies or undercover agents.
Trapper
Trappers are roving hunters who wander the woods. They take any animal they can safely hunt or trap, but they are best known as the heart of the fur trade, making a variety of handcrafted but deadly effective traps to catch the unwary beasts of the forest. Trappers can work as as royal game wardens, as scouts, or as hunters for a nomadic tribe.
Proficiency
Survival
Tracking
Tools Traps & Snares
Seer
A seer could be a simple fortune teller, earning a trade to entertain the locals or as part of a wandering caravan.
Doomsayers are ranting demagogues who continuously predict doom, cataclysm, and ruin, crying in the town square and distributing pamphlets in literate communities. A doomsayer may build up a cult of personality, but they are happiest when they can ensure that others are miserable.
Doomsayers may be primitive witch doctors or shamans, dark cultists, witches, or rough frontier “priests” in remote villages or other areas without organized clergy.
A medium is a speaker who bridges the worlds of the living and the dead. She proclaims rest and blesses gravesites, ushering in birth and consigning the dead to the ground, yet it is also her seance that recalls the shades of the lost and ensures the continuity of a community's past, present, and future.
A medium could be a village priestess or wise woman, or can simply be used as a generic wandering cleric, or one of many low-to-mid-level priests staffing a temple.
Proficiency 2 of the following
Performance
Insight
Religion
Deception
Plus one language.
Travelling Merchant
Traveling merchants wander the world, peddling their wares, seeking out new markets for their goods, and journeying into distant lands in search of new trade routes to open and exotic commodities to take back home to turn a tidy profit. Many traveling merchants join large trade consortiums or are masters of their own caravans, but they sometimes venture alone (or more usually, with guards) into the wilds carrying small items of high value.
Traveling merchants make excellent diplomats, spies, and information brokers, or even knowledgeable and socially skilled nobles or gentlemen.
A travelling merchant can get items for 10% less than they would normally cost. And sometime may be able to gain access to wares not commonly for sale.
Proficiency
Persuasion
Insight
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